Warrior Kings Faq/Walkthru --------------------------- Warrior Kings was an ambitious if flawed RTS set in a world based on a mish-mash of European history if sorcery based on religious worship had existed alongside black powder. The economic system had the detail level of turn-based game and one's alignment was not predetermined at the beginning (in-game choices determined where your sympathies lie). The problem with Warrior Kings is that the game had plenty of bugs, some glaring lack of features (such as an inability to delete saved games) and there was problems with slow-down unless you had a really powerful system. I also hated how long it took for basic Heavy Infantry to move around and when you combined it with the inability to expand new bases in the early levels, it made for a tedious slog at times. That said the game had a nice atmosphere that made it very "believable" though not as visually stunning as newer games, it had good tactical elements especially in the use of formation, fortification and terrain. So underneath some big problems, was a very good and innovative game. NOTE THAT THIS FAQ/WALKTHRU IS ONLY FOR SINGLE PLAYER CAMPAIGN! Warrior Kings has no skirmish mode and by the time I got this game, there really was no support for WK multiplayer. As such there's going to be unit omissions and etc. (such as no mention of Spies and due to bugs I can't get the Sword of God for Imperial so no mention of that). I hope this faq/walkthru is helpful for anyone still playing Warrior Kings and is stuck in the game. Thank you copyright 2005 by Michael Lo Combat -------- The in-game tutorials pretty much cover what you need. In combat it's basically a rock, scissors, paper game. With some exceptions: Heavy Infantry will utterly demolish Heavy Cavalry one-on-one Light Infantry will utterly demolish Heavy Infantry and dominate Heavy Cavalry Light Cavalry will wipe the floor with Heavy Infantry and dominate Heavy Cavalry Heavy Cavalry is strong against Light Infantry. There seems to be some element of extra damage in the case of Heavy Infantry vs. Heavy Cavalry but otherwise it appears victory comes from the following: Heavy Cavalry units tend to have really good health and they move quickly; while Light Infantry have long range on their weapons- barring the Gunners, Light Infantry attacks arc and don't hit instantly. So Heavy Cavalry will get into melee with Light Infantry after sustaining only minor casualties or wounds. Light Infantry will scatter when an enemy is too close unless they are ordered to hold ground or are in formation, when they scatter they get even fewer shots against Heavy Cavalry. Since Light Infantry has weak melee weapons and little armour they'll get mopped. An exception comes if Heavy Cavalry is delayed in a charge by poor terrain or there are units and other obstacles in the way. Also if the Light Infantry has large enough numbers and are in a strong defensive formation, the damage caused by Heavy Cavalry might not be enough to defeat them plus not all the Heavy Cavalry members can get their attacks in while the Light Infantry have each of their members open fire or hack away with knives. Heavy Infantry units typically do more damage and have better armour than Heavy Cavalry units. Additionally the most advanced Heavy Infantry units can match or exceed the health levels of the top Heavy Cavalry. Heavy Infantry weapons tend to be longer and so they often get first strike. However even when the statistics favour a particular Heavy Cavalry unit, I've seen them lose one-on-one battles with really weak Heavy Infantry units such as the Barbarian. This match-up strongly favours the Heavy Infantry. The ways I've seen Heavy Infantry beaten by Heavy Cavalry includes: there's alot less disparity in quality between Heavy Cavalry compared to Heavy Infantry; especially strong Heavy Cavalry units can defeat an equivalent number of lesser Heavy Infantry-this is especially true when you use Artos. Artos at his most advanced stages is a force on his own and can easily defeat the toughest Heavy Infantry units by himself. Your best bet though is to withdraw from a potential fight and wait until the enemy Heavy Infantry is on the move before attacking them. This will prevent the enemy from getting the first attack and they will likely be too scattered to quickly line themselves against you, so what would normally be a one-on-one fight has you ganging up your Heavy Cavalry against them. Light Infantry has great range on their weapons and are faster than the Heavy Infantry. Light Infantry often flee if the enemy are too close, usually succeeding at escape and then returning fire from a safe distance. As such Light Infantry can usually wipe out Heavy Infantry with little effort and no casualities. This is especially true with the most powerful Light Infantry such as Gunners and Imperial Archers. Victories I had with Heavy Infantry against Light Infantry came from the following: Some Heavy Infantry are actually quite fast in addition to being durable. As such I was able to use them to back enemy Light Infantry into an area where they can't retreat any further and then I wiped them out in melee. I've also had other units draw fire away from the Heavy Infantry. Light Cavalry is quicker than both Heavy Infantry and Heavy Cavalry. With a long-ranged attack, Light Cavalry can retreat and return fire especially against Heavy Infantry. However this is alot less effective against Heavy Cavalry who's speed isn't that much lower than Light Cavalry's. So you can chase down Light Cavalry units until they are backed into a corner. With Heavy Infantry, the Light Cavalry is too quick and mobile for this to often happen so you'll need some other units to draw fire. Light Cavalry has less range, does less damage and can't keep up with the number of shots that Light Infantry can put out. However Light Cavalry is much quicker and usually has alot more health. Charge your Light Cavalry forward until your within range or better yet tie the enemy up in a melee. High levels of experience and really advanced weapon upgrades can also make a significant difference in a fight in this game. Because non-siege units do so little damage to buildings (when they do any damage at all), having some Light Infantry garrisoned in Towers or Forts can easily repel most would-be invaders. While formations are usually great, it can be better to have your units split up. It's true that you lose the bonus to damage and the ability to have damage taken spread evenly but for missile units this allows them to skirmish. Plus with large groups or narrow spaces, this can prevent them from crossing or at least slow them down greatly. Note that you can make commands while the game is paused. This is extremely useful as you can then pinpoint your actions. Commands for the Game ----------------------- Some game boxes were missing the list of commands so here they are: Page Up/Down-Raise/Lower Camera Number Pad 0 and Moving Mouse-Rotate Camera Arrow Keys or W,A,D,S-Move Camera Space Bar-centre camera on object Home-minimap warning points Number Pad +/- is for Game Speed O-Objectives P-Pause [] -Rotate Building before construction Esc-Options Tab-Chat B-Barracks C-Carts I-Idle Peasants K-Economic Buildings L-Stables M-Manors N-Scouts and Spies T-Trading Posts U-Docks V-Villages X-Artos Y-Forts Z-Buildings on Fire E-Cycle Units Orders F-Follow (and right click on target unit) G-Guard (and right click on target unit) H-Halt Unit Q-Select this type of Unit on screen R-Patrol Shift + right click-way points Delete-destroys units/buildings F1-radius of supply, weapon range, and influence Units and Buildings --------------------- A pure Renaissance faction is quite weak on the unit list with the exception of Siege Engine category and ranged combat. In fact their strongest melee troops come from getting medium units out of one of the other alignments (you can have basic alignment buildings from either Imperial or Pagan and still retain a pure Renaissance path. Getting more advanced buildings like a Cathedral will make you a Renaissance hybrid). Their strengths lies in getting enough resources to pump out troops and in missile combat. The Pagans are the strongest faction when it comes to sending out Heavy Infantry and have a clear dominance in this category especially when you include some of the demons here. The Imperials have the deadliest Light Infantry at extreme long range, but the Renaissance have the edge when it comes to being tops in missile combat at close range with no obstacles. The Pagans are in the middle road in either scenario. The Imperials are uncontested when it comes to Heavy Cavalry. The Pagans have something of a lead on the Renaissance when it comes to Light Cavalry, while the Imperials clearly lag in this department. The Renaissance have thorough dominance when it comes to Siege Engines. The Pagans have a few demons who are effective at laying Siege. The Imperials come up real short here. Despite their greater variety, the Renaissance advantage in ships barely exists though they are the leaders in this category. In terms of special troops, the Pagan have a big advantage in terms of their sorcerous units but this advantage shrivels against the Imperials as many of the more advanced Imperial units can dispell Pagan sorcery. The Imperial's special forces tend to be specialists at countering the Pagans' usual strengths but they do have their own brand of useful magic albeit it's not as versatile as the Pagan's. The Renaissance really falters here. The Renaissance have a clear dominance in resource gathering, especially in collecting gold. The Imperials have an overwhelming dominance in defending their buildings and a near monopoly in healing their troops. The Pagans are at a significant disadvantage when it comes to the toughness of their buildings. Heavy Infantry ---------------- -Usually the heaviest armed and armoured human units in the game, they are also the slowest. They're main purpose is to act as a spear wall against Heavy Cavalry which they can utterly dominate. They are the only units that can use the Orb defensive formation. Since they don't often need to move much, they can be kept in Orb and Wall defensive formations-thus making them excellent human shields for incoming missile fire. Barbarian Health 50 Defence 5 Melee 27 Food 40 Material 0 Gold 0 Food Cost 1 This Pagan unit is the weakest unit amongst Heavy Infantry types. With abysmal stats outside of their damage, shorter weapons and the inability to make formations, they're pretty much fodder for anyone outside of Peasants. They are cheap to hire though and since they're available at Trading Posts, they can readily reinforce your troops when you're too far away to get to a Barracks. Also they can set fire to enemy buildings. So don't overlook the Barbarian Militia Health 80 Defence 7 Melee 20 Food 50 Material 0 Gold 0 Food Cost 0 If you have the technology of Peasant to Militia, you can get your Peasants to arm themselves and form a Militia. While they are weak units, they can usually defend your home long enough for help to arrive especially when you consider how many Peasants a player will typically own. Keep in mind that Peasants have to go to the Manor or whatever and fetch their equipment before they can turn into Milita. Spearman Health 120 Defence 10 Melee 30 Food 60 Material 0 Gold 0 Food Cost 1 The most basic of Heavy Infantry, this is a reliable unit that stands up well to most Heavy Cavalry plus with their low cost and some pretty good health, they can effectively screen more valuable units. Obviously though these guys are out of their league if they have to take on more advanced Heavy Infantry like the Imperial Pikeman or Undead Legion. Saljukis Infantry Health 200 Defence 8 Melee 30 Food 0 Material 0 Gold 0 Food Cost 1 These swordsmen appear only in the Single Player campaign. Essentially some free basic infantry, they have much better health than the Mercenary or Spearman but inferior armour. They make a good human wall on account of that massive health. You cannot produce Saljukis Infantry, so whatever you were given is all that you'll ever receive Mercenary Health 120 Defence 12 Melee 25 Food 0 Material 0 Gold 20 Food Cost 0 Rather slow and with weaker attacks and range than a Spearman, the slighty better armour is not exactly a big enticement to get them. The real attraction for hiring a Mercenary is that you don't pay for cost of Food. Mercenaries instead take gold, all of which goes a long way in not having to worry about starvation. Mercenaries are also quite effectiv at dealing with enemy buildings, since they can set buildings on fire. Warrioress of the Dawn Health 130 Defence 13 Melee 37 Food 70 Material 0 Gold 10 Food Cost 1 A tough and hard-hitting Heavy Infantry unit. The Pagan's Warrioress of the Dawn trades the toughness and armour of the Man-At-Arms for somewhat more punishing attacks and far quicker speed. In fact she's the fastest of the Heavy Infantry units and can be quite effective at charging Light Infantry from a flanking position. Otherwise she plays the usual role for advanced Heavy Infantry of walling up Heavy Cavalry and dominating lesser Heavy Infantry. Warrior of the Sun Health 200 Defence 20 Melee 40 Food 70 Material 0 Gold 20 Food Cost 1 What a monster! The Warrior of the Sun is one tough bugger to deal with. Mightier in all respects than his Imperial counterpart, this Pagan unit is an extremely formidable opponent and can usually be counted on to hold the field successfully. Undead Legion Health 200 Defence 25 Melee 37 Food ?? Material ?? Gold ?? Food Cost ?? The toughest of the Heavy Infantry, in single player campaign you'll encounter Pagans who have occasional use of them-between these guys and the Warriors of the Sun plus some of the demons, the Pagans have a lock-up on being the best at Heavy Infantry. Note that the Undead Legion are NOT considered demons and so are not affected by exorcism. Man-At-Arms Health 150 Defence 14 Melee 35 Food 60 Material 30 Gold 0 Food Cost 1 These are potent Imperial close combat fighters and can easily smash down incoming Heavy Cavalry and most other Heavy Infantry. Their heavy weapons and armour are balanced by how slow they can move around, so try to take the initiative when mobilizing these guys. Imperial Pikeman Health 180 Defence 17 Melee 38 Food 100 Material 30 Gold 0 Food Cost 1 These Imperial units are some seriously hard hand-to-hand combatants even more so than their fellow Man-At-Arms. They have plenty of toughness, heavy armour and powerful weapons. The big drawback is that they are slow even by Heavy Infantry standards. Still their great strength and toughness more than compensates for this. Light Infantry ---------------- -these guys provide the most damaging and long-ranged non-siege missile attacks. Unless you have the Imperial upgrade "Crossbow", Light Infantry are the only units who can shoot from a Tower, Fort or Gatehouse. They also shoot further then they can see, so they work well with a spotter of some kind Archer Health 80 Defence 4 Melee 5 Missile 25 Food 60 Material 20 Gold 0 Food Cost 1 The most basic Light Infantry, these guys are effective at destroying Heavy Infantry and to a lesser extent Light Cavalry. They pack a pretty wicked punch with the long-ranged arrows though it doesn't take much to put down an Archer. A good solid unit and can last until you get a hold of more advanced units. Huntress of the Dawn Health 120 Defence 5 Melee 6 Missile 30 Food 100 Material 50 Gold 0 Food Cost 1 Superior to the regular Archer in every way, this Pagan unit is pretty tough and can inflict significant damage with her bow Huntress of the Sun Health 120 Defence 5 Melee 7 Missile 33 Food 100 Material 50 Gold 0 Food Cost 1 A modified Huntress of the Dawn who carries a powerful recurved bow, she does almost as much damage as a Gunner and has improved range over the Huntress of the Dawn though still nowhere near the level of the Imperial Archer. Still she's a very dangerous unit and a definite threat to most units in firing range. Imperial Archer Health 120 Defence 9 Melee 10 Missile 30 Food 100 Material 0 Gold 20 Food Cost 1 Armed with longbows, the Imperial Archer has a range that's easily superior to that of any other archer unit. Without a doubt, this is one of the most dangerous units you can encounter. He's quite tough and has the most armour amongst Light Infantry units in the game. Gunner Health 80 Defence 5 Melee 10 Missile 35 Food 100 Material 0 Gold 15 Food Cost 1 One of the most devasting missile troops around. These Renaissance units not only have the hardest shot but their attacks hit instantly and they carry more ammo on hand than the other units. To top it off, there's relatively no limit to making them as they require no Materials to produce. Besides their poor health, their other problem spot is that they are a strictly direct-fire troop and can't shoot over obstacles. Still these guys are lots of fun and can really rake over enemy units that they can shoot at. They are best placed in Forts and Towers or backed up by supporting arrow fire to nail enemies that a Gunner is blocked off from. Heavy Cavalry --------------- -tough, well-armed and armoured, these guys are you're quick response team. Most useful in chasing down Light Infantry and also intercepting siege weapons and special units, they can also be used to lead enemies they're weak against on a goose chase or just tie them up for a nice arrow shower. Young Artos Health 300 Defence 20 Melee 40 Food 0 Material 0 Gold 0 Food Cost 1 Artos at this stage in his career can heal (his default ability). He's only just started but already he's one of the most powerful non-Demon units in the game. As he achieves new stages of growth-Artos will gain increases to health, armour, damage, sight radius, speed and new powers Considering the level of technology you have in the early stages, Young Artos might have to bail out your forces every so often. While his health and attacks far outclass other Heavy Cavalry, his speed and armour is comparable to that of a regular Knight at this stage. But no matter what upgrades, experience or class change Artos gets; he should never directly tackle a Behemoth, Wild Behemoth, Abbadon, Archangel, Lothar, Karlem Agnus and Patriarch by himself. These guys will mop the floor with Artos if he gets too close and has no one screening for him. Instead he should let others support him and use supernatural powers if he has them. Baron Artos Health 350 Defence 22 Melee 45 Food 0 Material 0 Gold 0 Food Cost 1 Besides sporting a shiny new look, Artos is quite a ways more powerful physically and can also see further than before as well as move faster. If he is Imperial oriented then he cast Bless but if he's Pagan aligned then he can cast Curse. As always he has the ability to heal. Artos can really come to the rescue of his beleaguered forces in the Baron Artos incarnation. Grand Duke Artos Health 400 Defence 24 Melee 55 Food 0 Material 0 Gold 0 Food Cost 1 Aligned with the Imperials, Artos has grown stronger and tougher plus he gets the ability to Banish Demons. Later on his abilities mutate and his Banish Demons is replaced by Exorcise Demons for 200 damage. He is now a devastating opponent to all enemies especially Pagan demons that gets in his way. He also gets a special long-ranged Holy Flame but it doesn't do any damage! Must be an uncorrected bug or my files are corrupted. But if Holy Flame does work for him, then he'll be the most powerful combat monster of all the Artos incarnations. Artos the Warlord Health 400 Defence 24 Melee 55 Food 0 Material 0 Gold 0 Food Cost 1 Fully aligned with the Pagans, Artos has grown even mightier than before and now gains the ability to cast Berserker Rage in addition to the powers he had previously. This makes him quite the disruptive force in dealing with powerful foes. Eventually he can gain the Polymorph to Gibbering Horde ability to make him even more dangerous a spellcaster. This incarnation of Artos is probably my favourite. King Artos Health 400 Defence 24 Melee 55 Food 0 Material 0 Gold 0 Food Cost 1 Crowned as King Artos, Artos has aligned himself with the Renaissance and has given up his supernatural powers-retaining only the ability to heal. He does gain the ability to Repair damaged objects in addition to the usual physical improvement. While he's definitely a powerhouse, he's not quite the monster on the battlefield that the joining with other factions would make him as he lacks the sorcery that the others have. Still being able to repair objects is a useful trait to have. Squire Health 150 Defence 9 Melee 23 Food 100 Material 20 Gold 0 Food Cost 2 Quickest of the Heavy Cavalry and surprisingly tough, the Squire isn't too shabby in a fight but it doesn't take much to down one. Best used for quick response attacks and flanking, because in most direct encounters the Squire will be in for a struggle even against really weak opponents. Battle Rider Health 150 Defence 12 Melee 28 Food 100 Material 40 Gold 0 Food Cost 2 This is the Pagan version of the Knight. He's faster and hits a bit harder but is significantly less durable and has less armour. The Battle Rider is still a great unit for dealing with pesky Light Infantry and countering other Heavy Cavalry units. War Rider Health 180 Defence 16 Melee 30 Food 100 Material 40 Gold 0 Food Cost 2 This is the mightiest Heavy Cavalry unit that the Pagans have. The War Rider is superior to a regular Knight and has greater health than an Imperial Knight but lacks the Imperial Knight's superior attack and defence. The War Rider is a tough unit that really take alot of damage and has strong hitting power as well. Knight Health 180 Defence 14 Melee 27 Food 100 Material 0 Gold 15 Food Cost 2 This is a very hardy Imperial fighter who can withstand a lot of punishment and can land some solid blows in return. A mainstay unit until you can get access to something better, few units can match the Knight's effectiveness in the Heavy Cavalry role. Imperial Knight Health 160 Defence 18 Melee 32 Food 100 Material 0 Gold 15 Food Cost 2 This is a powerful Imperial unit which can take and deal a lot of damage with their strong armour and attacks. Surprisingly they actually possess less health than a regular Knight but their superior armour and weapons more than make up for this. Holy Warrior Health 180 Defence 22 Melee 35 Food 100 Material 0 Gold 30 Food Cost 2 A even more powerful unit than the mighty Imperial Knight, the Holy Warrior isn't just strictly Heavy Cavalry. The HOly Warrior can use the same Heal ability that Artos has and can use a weak exorcism that does 20 damage to demons. They are also immune to all Pagan sorcery and generates a field that disrupts Pagan magic. These guys epitomize the dominance of the Imperials when it comes to Heavy Cavalry. Light Cavalry --------------- -used for harassment purposes mostly but if you are willing to get them to hold ground they can be used as make-shift Light Infantry though with less effectiveness. They're also quite decent as a quick response team especially against slow-moving units and stragglers. Javelineer Health 100 Defence 1 Melee 17 Missile 24 Food 100 Material 40 Gold 0 Food Cost 2 The most basic of Light Cavalry, most other Light Cavalry units typically have superior range, damage and ammunition capacity. With that said, the Javelineer is still a pretty decent unit to have when you don't have access to any other Light Cavalry. Just keep in mind that these guys are fragile and will go down quickly if they wind up in a brawl. Horse Archer Health 120 Defence 7 Melee 18 Missile 13 Food 60 Material 20 Gold 0 Food Cost 1 Found only in the Single Player campaign, this unit is gained by having an Archer sit on a TAME, riderless horse. As you can see his firepower goes down significantly though he becomes a better melee fighter plus he moves alot faster than on foot. Probably the least effective of the Light Cavalry, but certainly one of the cheapest (the cost is only for hiring the initial Archer). Saljukis Horse Archer Health 200 Defence 7 Melee 18 Missile 15 Food 0 Material 0 Gold 0 Food Cost 1 Basically a modified Horse Archer, this unit is found only in the Single Player Campaign. He has much greater health and a more powerful bow but otherwise there's little different between the two units. Unfortunately you cannot build these guys, whatever you were initially given is all that you'll get Mounted Huntress Health 140 Defence 2 Melee 16 Missile 26 Food 150 Material 60 Gold 0 Food Cost 1 Superior to the Javelineer in almost all respects and for most purposes the best Light Infantry unit in the game, the Mounted Huntress does cost significantly more to hire but needs only half the food consumption to support. So while she's definitely more expensive to hire initially, you won't need nearly as many farms to support her. She's certainly a very effective unit. Dragoons Health 120 Defence 1 Melee 22 Missile 27 Food 100 Material 0 Gold 20 Food Cost 1 A pricey but effective Renaissance unit, the Dragoons provide heavy mobile firepower that hits instantly and carries a large ammo supply. Unfortunately a major weakness is the inability to shoot over obstacle. So they should be supported by units that can. But in optimal conditions, they're the most effective Light Cavalry in shorter-ranged confrontations. Siege Engines --------------- -mostly designed to destroy buildings, with the exception of the Rocket Tower, they're far less effective on units. However siege units often have the longest range in the game and can lay down some effective bombardment if they have sufficient numbers and a spotter. Also quite a number of siege engines are resistant to arrows Battering Ram Health 300 Defence 5 Melee 15 Food 100 Material 300 Gold 0 Food Cost 2 These rely on moving a close enough to a building and then start hammering into them with a mounted ram. Sure it does pretty good damage against buildings, but being such a wide, bulky unit and having to get close to its target makes it easy to be ganged up on by Heavy Cavalry and missile fire is surprisingly effective against it. So I don't use these except as something of a joke though it is fun to send one to attack a single Heavy Infantry unit and watch it get bashed by the big ram. Siege Tower Health 600 Food 100 Material 300 Gold 25 Food Cost 1 These allow your men to jump over to the other side of a wall. First you must have your Siege Tower target a wall for attachment. Once that happens the top of your Siege Tower will open up and now you can have Infantry and workers go up and jump to the other side. The Siege Tower can only take people in when it has been deployed against a wall. As such it's usage is rather limited and with it's low speed and lack of weapons, it's very vulnerable to attackers rushing it, though it is quite resistant to arrows. Mostly just an expensive target unless you luck out in finding an opening for it. Mangonel Health 400 Defence 5 Melee 30 Missile 50 Food 200 Material 200 Gold 0 Food Cost 2 The weakest shooter amongst siege engines, but still it can do significant damage to buildings and it's not too slow either. Trebuchet Health 400 Defence 5 Melee 5 Missile 75 Food 200 Material 500 Gold 0 Food Cost 2 This is a devastating Renaissance weapon that can really hammer a building. While it does have an awful reloading speed, it has tremendous range and can usually safely arc its shots over friendly buildings. This is a fantastic unit for laying siege or providing some defensive fire. Also there are upgrades that enable a Trebuchet to use different ammunition. Greek Fire lets a Trebuchet fire a flaming shot that when it hits, disperses in several directions and whatever building the scattered Naptha hits will catch on fire-a clear improvement over the Fire Arrows. The Trebuchet is slow and it takes a long time between shots. Bombard Health 400 Defence 5 Melee 0 Missile 80 Food 100 Material 100 Gold 50 Food Cost 2 Barely qualifying as an indirect-fire siege weapon, this Renaissance unit can elevate it's shot somewhat to clear over obstacles but otherwise it's pretty much line of sight. Besides it's heavy damage, it also fires with a better rate of fire than most of the other siege engines. Enemy walls won't last against a sustained bombardment from this unit. Rocket Launcher Health 400 Defence 5 Melee 20 Missile 180 Food 0 Material 200 Gold 500 Food Cost 0 Also known as the Rocket Tower, this is the ultimate Renaissance unit. This tower hurls devastating missiles from long range once it has been deployed for battle-these missiles are effective against all targets not just buildings and have a fairly big blast radius. It can't attack from undeployed mode and it can't move when it's deployed but that's just a minor problem compared to the devastating power of this unit. Not only that but it's the only ultimate unit that you can have more than one of and it has no Food Cost as well. Note that this unit moves sluggishly and it takes a bit of time to fire off a missile but hoo boy does the enemy feel it when one of those things land on them. Sure they're not nearly as powerful individually as the other factions' ultimate units but you can build more than one at a time and you have complete control over them unlike Abbadon and the Archangel. Demons -------- -demons come in all kinds of forms with the only thing they have in common is that they were summoned creatures and are vulnerable to exorcism and banish demons. Their purposes vary but usually they're very powerful in their given role. Some demons are extremely resistant to arrows, almost to the point of complete immunity. Zombies Health 100 Food 0 Material 0 Gold 0 Food Cost 0 These guys appear only in single-player. While they are lousy fighters (they don't have a shown melee rating but they can still inflict some damage with their clawing) and can't make formations; still they don't cost anything and make decent cannon fodder so send them out to inflict as much damage as they can, before their existence is snuffed out. Wild Behemoth Health 3000 Defence 12 Melee 250 Food 0 Material 0 Gold 0 Food Cost Seen only in the single-player campaign, these massive monsters have ridiculous resiliency and packs such physical power that they can swat down whole companies. These guys are seen only in the single player campaign. Artos should stay far away from these guys as they can easily crush him with a few swipes Gibbering Horde Health 40 Defence 1 Melee 35 Food 30 Material 0 Gold 0 Food Cost 2 These guys can function as very fast Heavy Infantry. They can't withstand much damage and can't make formations though they have great hitting power. What they can do though is devour trees or rocks and divide. Besides quickly forming a large battle squad of these voracious beasts, it can also deny your enemies of precious trees or rocks to harvest. Personally I wouldn't hire them as you can get your hands on some Gibbering Horde simply by transforming enemy units with a High Priestess. Fomorian Beast Health 500 Defence 15 Melee 0 Missile 30 Food 400 Material 0 Gold 0 Food Cost 2 Essentially an early siege unit for the Pagans, it hurls rocks at targets but lacks the range and damage of a true siege engine. Even the relatively weak Mangonel has a lot better range and damage. The Fomorian Beast uses alot of food to summon but it takes no material. Other advantages include superior toughness to a normal siege engine as well as being resistant to arrows. Still it's limited range puts it well into shooting distance of the enemy. Succubus Health 500 Food 100 Material 0 Gold 50 Food Cost 2 An extremely useful spellcaster for the Pagans, a Succubus can charm many types of enemy units bringing them under your control and cast Berserker rage to cause enemies to fight the closest unit not under the effect. This is probably my favourite demon, as you can steal most of the best units with her as well as cause incoming enemy to fight amongst themselves. Spider Demon Health 500 Defence 2 Melee 0 Missile 30 Food 300 Material 0 Gold 25 Food Cost 3 Fast-moving, quite durable and spits acid. A very dangerous unit for some to face, it's role is that of a particularly strong Light Cavalry unit. The acid spit is a constant stream with fairly decent range. The initial damage of it is quite good and quickly builds up. A couple of these guys together can easily destroy a slow-moving company of Heavy Infantry. However the Spider Demon has no resistance to arrows and bullets so they are pretty easy to kill using Archers or Javelineers and the ilk. Behemoth Health 1000 Defence 25 Melee 200 Food 1000 Material 0 Gold 30 Food Cost 5 Not nearly as big or powerful as their wilder cousins, these Behemoths have been outfitted with thick armour and so they can still easily wade into a fray to knock heads and smash buildings (they're far better at it than some siege engines!). As usual you should keep Artos from going into a scrap with them. These guys are very resistant to arrows AND bullets so if you can't use exorcism or banish then you'll have to rely on hitting them with lots of siege engines, Heavy Cavalry and Heavy Infantry. The biggest weakness of these units are their lack of speed and slow rate of attack DeathWyrm Health 500 Defence 5 Melee 20 Missile 70 Food 400 Material 0 Gold 50 Food Cost 2 This is a sluggish but very potent missile unit that combines strong siege ability with anti-personnel attacks. Its range is rather poor by siege weapon standards and it has no resistance to bullets and arrows, however it never runs dry with ammo unless you make it spit slime, it does significant damage to units and buildings by changing up ammo types plus it fires at a fairly rapid rate. The power to spit slime DOES NOT cause units to slow down as mentioned in the manual. Instead once it lands, it generates a lingering cloud of poison gas that drains the health of anyone standing in it. If you can provide it with sufficient screening, you can gun whole companies with a couple of DeathWyrms Abbadon Health 2000 Food 0 Material 0 Gold 400 Food Cost 20 The mightiest Pagan unit you can get, you can't really control Abbadon but once he gets into a fray-the enemy is really in for it! He shoots a wide-spread beam of energy that will instantly mop the floor with your regular units and he can plunge his axe into the ground to generate an explosion around him. He's resistant to arrows, so don't be surprised if you see a number of well-placed shots hit and not cause any damage. However he doesn't have a resistance to bullets so you can overwhelm him with Gunners and Dragoons. He can also be brought under by a large number of exorcisms. Ships ------- -these units have very limited roles and in truth I hate using them unless I have to. Contrary to the manual, ships are NOT resistant to arrows and they have greatly reduced range in comparison to their land-based counterparts. Since it's expensive to build a ship of any kind, mostly what you wind up with is a high-price target. Still they have their use and I actually like the Corsair and to a limited extent the Galleass Cog Health 750 Food 25 Material 150 Gold 10 Food Cost 1 Simply a transport for your troops, supposedly you can use at docks as a way to send cargo over to designated Carts but so far the system isn't working (probably a bug). Note that it can carry a huge number of soldiers but only a couple of Siege Engines or large Demons. Corsair Health 800 Food 100 Material 300 Gold 0 Food Cost 3 When it comes to sea battles, the Corsair is ridicuosly overwhelming in its dominance of other ships. Even though it has much lower health than the other combat ships, it has a fast rate of fire plus its Fire Arrows does heavy damage to ships. Its range is also the equal of the others, so for other ships to win-they'll need superior numbers or outside help from land-based units. Carrack Health 1500 Food 50 Material 600 Gold 10 Food Cost 3 This ship can take the most damage, but its really only useful for laying siege against enemy buildings that are near the sea. It's shots are too slow and inaccurate plus its reload time is horrible. Use the Carrack only if you need bombard seaside forts and you don't have the technology or resources for a Galleass Galleass Health 1200 Food 0 Material 800 Gold 0 Food Cost 4 Not bad in a fight but not so hot either. This Renaissance unit's forte lies in laying some bombardment against land units and buildings. In a fight it will decimate a Carrack but loses soundly against the Corsair. Others -------- -these are for units with special roles. Whether it's the humble peasant or mighty Inquisitor, units in this category are all very valuable Scout Health 140 Defence 5 Melee 24 Food 60 Material 0 Gold 0 Food Cost 1 These guys are quick, can swim and have very good sight radius plus when they see incoming attackers they'll blow a horn to alert you. They can also make okay Heavy Infantry if you're desperate. Oh yeah ignore the bit about them being able to climb mountains, they can't. Saljukis Peasant Health 80 Food 0 Material 0 Gold 0 Food Cost 0 In a desert, these guys are vital in keeping a large food supply. They are the only ones who can build and harvest Desert Farms. Unfortunately that's the only thing they can build, nor can they become Militia. Otherwise they can repair and harvest whatever a regular Peasnt can. You can't produce new Saljukis Peasant, so you're limited to whoever volunteers for you. Peasant Health 80 Food 50 Material 0 Gold 0 Food Cost 0 The backbone of your economy, they produce the buildings and gather resources for you. They can also form Militias if you have that piece of technology available. Otherwise they're completely defenceless. Note that they don't have any Food Cost so you can build as many as your population limit allows and you won't starve. Cart Health 400 Food 50 Material 250 Gold 0 Food Cost 0 These are necessary for transporting resources from Villages and Docks to your Warehouses and Manors or whatnot. If the driver of a Cart is killed, you can send a Peasant out to hijack it and the supplies contained. Resource Wagon Health 100 Food 0 Material 200 Gold 0 Food Cost 0 Seen only in the single player campaign, you send these out to friendly NPCs in return for useful services. They are loaded with gunpowder and can be commanded to explode for heavy damage to nearby units and buildings. Supply Wagon Health 100 Food 100 Material 150 Gold 0 Food Cost 1 These will keep your missile troops restocked with ammo and can heal units by feeding them food. The ratio is about 1 Food per 1 health recovered. Healing large numbers of wounded can quickly deplete your reserves. Merchant Health 80 Food 100 Material 0 Gold 20 Food Cost 1 These guys generate Gold at a better Gold to Material ratio in the Shops than a Peasant would. They can also produce Gold by working the Trading Posts, which makes Gold at a slower rate but doesn't consume precious Material. Sapper Health 100 Defence 5 Melee 15 Food 150 Material 0 Gold 25 Food Cost 1 These guys can do repair work and can create certain Palings, Training Dummies, Battering Rams, Siege Towers, Trebuchets, and Rocket Towers out in the field. While a bit pricey, they're certainly valuable to have. As an extra bonus they do get bonuses to their armour and weapons, when you upgrade equipment for Heavy Infantry Monk Health 80 Food 10 Material 0 Gold 0 Food Cost 0 The Monk will not leave the confines of his Monastery but if you bring an injured unit to him, he'll heal them at a far faster rate than Artos or a Holy Warrior (the Monk will heal for 15 Health rather than 5 like Artos). He'll automatically march up to injured units in range and start working on them. They are also immune to Pagan sorcery and will generate a field that disrupts it. Priest Health 80 Food 150 Material 150 Gold 0 Food Cost 4 A very costly unit as you can see. The Priest can bless your forces to increase their melee attacks by a huge 50% bonus and can exorcise demons for a heavy 100 damage. He can also pray to hasten the calling of an Act of God. They are also immune to Pagan sorcery and will generate a field that disrupts it. Bishop Health 100 Food 200 Material 0 Gold 50 Food Cost 5 Extremely expensive and a real drain on your food production, these guys can exorcise demons for a hefty 150 damage and banish them as well. They also help charge up your Cathedral faster than a Priest. As usual with these kinds of units, they are also immune to Pagan sorcery and will generate a field that disrupts it. Inquisitor Health 100 Food 200 Material 0 Gold 100 Food Cost 6 Ridiculously expensive but worth the price, these guys are nasty to face. With their Holy Flame, they hurl a devastating fireball that will heavily damage all units in its path and so a single Inquisitor can torch an entire company, leaving few survivors. While Holy Flame is certainly more effective against units, it does some pretty substantial damage to buildings as well and has a surprisingly good rate of fire. In addition, they are the best at exorcising demons-doing 200 damage, can banish demons and are the fastest at praying for Acts of God. As usual with these kinds of units, they are also immune to Pagan sorcery and will generate a field that disrupts it. Be careful when using Holy Flame as it damages friendly units that get in the way, plus the Inquisitor can barely angle it so most uneven terrain will block this power. When fighting Inquisitors, it's best to shoot them with more advanced missile troops but if you don't have that then try to charge them with Heavy Cavalry and hope for few casualties. Archangel, Sword of God Health 1500 The most powerful of the Imperial units, besides being a powerhouse in a melee it also generates a large beam of energy that will fry most units outright. Besides being tough and highly damaging, the Archangel is also quite fast. Use him to break down enemy defences but he can be overwhelmed by mass missile fire and strong demons like the Behemoth and DeathWyrm. Since I never had the chance to get the Sword of God building, I have no idea how much the Archangel costs. I'll have to look into checking out earlier patches to see if this problem didn't occur before High Priestess Health 100 Food 100 Material 0 Gold 50 Food Cost 3 A powerful sorceress, she can often alter the outcome of small skirmishes with her ability to turn enemies into Gibbering Horde or Curse them to reduce their melee damage to half. She also summons the Henge into existence for you. Buildings ----------- -some of the buildings listed here have no use but I listed them as they're potential targets. Some buildings are used for researching new technology, others produce units while forts, towers and gatehouses can be garrisoned to provide long ranged fire. Prison Health 500 Material 0 Sometimes Prisons have useful prisoners who you can recruit from. Independent Local Tavern Health 500 Material 0 Just built for show Independent Local Barracks Health 400 Material 0 These are just weaker versions of a regular Barracks. As such these should be targets Market Stall Health 50 Material 0 Just an indication you are dealing with a large city Hovel Health 35 Material 0 The poorest degree of housing seen in the game. Some Barbarian attackers are produced from them Hut Health 200 Material 0 Just another useless building Barbarian Settlement Health 80 Material 0 Barbarians are produced here by the computer. Village of Nomads Health 200 Material 0 Seeing one of these is an indication that are enemy troops stationed in the area. Desert House Health 200 Material 0 Building just for show House Health 200 Material 0 Building just for show Saljukis Temple Health 300 Material 0 Outside of one objective in the Imperial Campaign, these are just for show Necromancer's Lair Health 600 Material 0 Home for an evil Dark Priest who is sacrificing people to a Henge and making Undead Legions from the bodies Holy of Holies Health 1000 Material 0 Seen in the Pagan campaign, this is the building that must be destroyed to win that particular level Red Tower Health 2000 Material 0 Seen in the Pagan campaign, destroying this will finish that particular level Alchemist Health 600 Material 0 Seen in the last level of the Renaissance campaign, it houses an inventor who is designing new weapons provided you give him enough gunpowder Scriptorum Health 2000 Material 0 In the Imperial Campaign, a trio of Inquisitors live here and give you a quest. Also you can research Witch Hunt here and gain some new Acts of God. Arcanum Health 2000 Material 0 In the final Pagan level, there's an Arcanum with a Dark Priest living there who will teach you how to build the Wickerman Palace of the Kaliph Health 1500 Material 0 Available only in Single Player, essentially a Renaissance Keep that doesn't work towards your building tree or else the real target in a particular mission for the Imperials. Palace of the Patriarch Health 500 Material 0 This building is just really a signpost for saying that you're in the final level of the Imperial or Renaissance campaign Village Health 400 Material 300 The place for collecting resources outside of a Manor. It also produces Peasants and you can order a soldier to be reverted into a Peasant Farm Health 100 Material 50 Farms supply Food for your units. If the Food Cost for your units are greater than your Farms can support, then the difference will taken out of your reserves. With no Food in your reserves, your units will begin to starve. On the other hand, an overall positive balance will see you your reserves grow. Since most of your units require Food to hire, the importance of a Farm can't be overlooked. Farms come in 3 levels of fertility depending on the land worked- Fertile, Standard and Arid. The better the fertility the more food produced Desert Farms Health 100 Material 50 Built by Saljukis Peasants, these are farms that can be built on sand. However only the Saljukis Peasant can harvest from them. Guildhall Health 600 Material 200 Building for learning new farming techniques. It also enables the progress of Renaissance buildings. Shop Health 300 Material 100 A Peasant will roughly produce 1 Gold per 4 Material used when working at a Shop. Merchants are more efficient and will get about 1 Gold per 2 Material used. Warehouse Health 800 Material 200 Can be used to store supplies as an alternative to your Manor. Unfortunately it's a Civic building and so unless your city is really large, the Warehouse doesn't act as much of a shortcut. However it's an important building as it builds Supply Wagons and Merchants. Training Dummy Health 50 Material 50 The Training Dummy is used by your combat units to earn experience. It can take up to 4 units at a time and can earn up to 8 bars of experience. Trading Post Health 500 Material 175 These buildings have really large sight radius and will give you a warning horn if it spots incoming enemies. It can produce Scouts and Barbarians. Also Merchants can trade here and earn some Gold that way. Barracks Health 600 Material 200 Allows you to build Archers, Spearmen, Man-At-Arms or Imperial Pikemen . There's also a type of Barracks that has 400 health, it just shows up on the Single-player campaign and besides having less health, it doesn't count towards your building tree if you are given one. Tavern Health 200 Material 300 Allows you to build Mercenaries. Stables Health 200 Material 300 Allows you to build Squires, Javelineers, Knights, Imperial Knights, Battle Riders, War Riders, and Mounted Huntresses. Armoury Health 800 Material 300 Gold 50 Allows you to build Sappers, Mangonels and Bombards. Blacksmith Health 500 Material 200 Gold 50 Allows you to upgrade weapons and armours for your units. Docks Health 600 Material 200 Allows you to build Cogs, Corsairs, Carracks and Galleasses. It also repairs damaged ships and can be used as a drop-off point for resources. Hall of Warriors Health 600 Material 300 Gold 50 This building allows you to build more advanced Pagan infantry units including the Warrioress of the Dawn, Warrior of the Sun and Huntresses of the Dawn or Huntresses of the Sun. Henge Health 300 Material 400 Summoned into existence by a High Priestess. This is where you summon demons such as the Gibbering Horde, Succubus, and Fomorian Beasts Summoning Pentacle Health 500 Material 800 Gold 200 This building is for summoning the mightier demons. It will allow you to summon Behemoths, Spider Demons and DeathWyrms. Maypole Health 200 Material 150 The basic alignment building for the Pagan. It also improves food production of nearby farms. Sacred Grove Health 500 Material 250 Gold 50 Allows High Priestesses to be built plus upgrades to Maypole can be researched here. This further pushes one towards the Pagan alignment Temple of the Moon Health Material 800 Gold 200 This building pushes you further up the Pagan building tree. It enables you to build new buildings that allow for more advanced units. The Wickerman Health 500 Material 1000 The ultimate building for the Pagans, this will turn Battle Riders to War Riders and Huntresses of the Dawn to Huntresses of the Sun, plus allowing you to build those advanced units. Additionally you can summon Abaddon with this building, though it will be destroyed in the process. Monastery Health 500 Material 300 Gold 50 Builds Monks, turning the Monastery into something of a hospital Holy Chapter Health 500 Material 350 Gold 50 A modified Monastery that allows you to produce Holy Warriors as well as Monks. Church Health 500 Material 250 Basic alignment building for the Imperials, it allows you to build Priests and it enhances productivity of nearby farms. Cathedral Health 1000 Material 600 Gold 150 Definitely build more than one of these so you can cast more than one Act of God at a time. The Cathedral enables you to build Bishops and Inquisitors. Sword of God Health ? Material ? Gold ? Due to a bug, I could never get the technology to build this. However I've seen the Archangel summoned through this which in turn destroys the Sword of God statue. Supposedly you can learn how to build one in the last level of the Imperial Campaign. Windmill Health 400 Material 300 Gold 50 An alignment building for the Renaissance, this building also enhances the amount of Food harvested by peasants in the neighboring area. Sawmill Health 400 Material 300 Wood harvested will be more refined if taken to a Sawmill. You'll then get far more Material than usual Bank Health 300 Material 600 Units collecting gold that pass by this building will have a significant bonus added to that gold Observatory Health 1000 Material 300 Gold 300 Further along the Renaissance path, this building lets you look anywhere on the map for a brief time. It also enables the research for building Galeasses and allows Bombards to be built University Health 500 Material 1000 Gold 400 The ultimate building for the Renaissance, the place of learning Rocketry. Manor Health 600 Material 750 Gold 150 Builds Peasants and Carts, plus stores your resources for use. This is the most important of your buildings, if you lose your main Manor then it's game over. If enemies get too close, it'll automatically fire on them with arrows. Keep Health 1500 Material 0 An upgraded Manor with more health Castle Health 2000 Material 0 A even further upgrade on the Manor with greater health. With a Castle you can build more than one Manor Palace Health 2000 Material 0 The highest upgrade of the Manor, the health of this building is no different than that of a Castle. Basically it's something of a status symbol Palings Health 20 Material 5 Basically a very cheap and weak wall that you can build outside of your Manor. These are built only by Sappers Stockade Health 100 Material 5 A low quality wall that's useful in keeping intruders from rampaging on your other buildings. Stockade Gatehouse Health 50 Material 600 An entranceway made composed of Stockades, it allows 10 units to be garrisoned inside Watch Tower Health 150 Material 150 This defensive building allows you to garrison 5 units Fort Health 400 Material 300 With better height, the Fort gives improved range and sight radius over the Watch Tower. It also has much better health and can hold 10 units Holy Fortress Health 900 Material 450 G0ld 50 The mightiest defensive building in the game, it improves on the range, sight, and health of a regular Fort. It also allows an incredibly large force of 20 units to be garrisoned there. Fortified Walls Health 500 Material 5 An improved wall that's superior to the stockade. This is the top material for Pagans Fortified Tower Health 400 Material 300 This is a tower built into a Fortified Wall and can hold 5 units Fortified Gatehouse Health 400 Material 600 An improvement over the Stockade Gatehouse, it allows a garrison of 10 units and this is the best gatehouse for the Pagans Battlements Health 800 Material 5 An improved wall that's superior to the Fortified Wall. This is the best that the Renaissance can achieve Battlement Tower Health 700 Material 300 A tower built into a Battlement. It holds 5 units Gatehouse Battlements Health 700 Material 600 Improving on the Fortified Gatehouse, it allows a garrison of 10 units and is the best gatehouse for the Renaissance Ramparts Health 1100 Material 5 The strongest walls in the game and only available to the Imperials Rampart Towers Health 900 Material 300 These are towers built into Ramparts and can hold 5 units Gatehouse Ramparts Health 900 Material 600 The toughest gatehouse in the game and available only to the Imperials. It houses 10 units WALKTHRU ----------- -the walkthrus are for the 3 alignment paths that Artos can take, I also listed the turning point where you have a decision which determines what path you follow. Don't worry if you fail to find a special that gives you a new technology, you will automatically receive that technology when you finish the level. Level 1 Unaligned: A Province At Peace ---------------------- This is a simple mission where your father has assigned you to manage the harvesting and storage of 500 Materials and 500 Food. Complicating matters are raids on the supplying Village by renegade clans. You start with Young Artos and a group of 8 Mercenaries, however you are told that some of your father's Javelineers are nearby if you need their assistance. Also near the city is Monastery, talk to the Monk there and he'll tell you that you can come to him for medical attention if you need it. The Javelineers are at a cluster of trees midway between the city and farming village. Talk to them and they'll join you. So you now have control over 5 Javelineers. Nearby are a group of Peasants who are just sitting around, doing nothing. Talk to them and they'll be under your control. Time to put those lazy Peasants to work. The Mercenaries and Javelineers are more than enough to protect the farming village from enemy raids. Have the Mercenaries take either the west or east entrance from where the Barbarians are coming from and form a Circle formation. Your Mercenaries can't move but they'll be well-entrenched to block off any invading Barbarians from that particular point. Artos should go with the Mercenaries to provide extra hitting power and to heal any injuries. The Javelineers will easily decimate the small trickle of Barbarians that come their way, so you won't need to supervise them. You can hire some Spearmen to see how they work but you don't need them. Still they move quicker, hit harder and have a longer weapon than your Mercenaries. If you do collect the 500 Materials and 500 Food, your father will send a group of Squires to lead you back home. But in reality, whether you complete the objective or not is moot. That's because the Evil Bishop Lothar (Health 180) has arrived and he's accompanied by a powerful army of Mercenaries, Holy Warriors, Imperial Knights, Imperial Pikemen, Imperial Archers and a couple of Trebuchets. Amalric, Baron of Cravant (Artos's Father) will come to challenge this force with a complement of Squires, Spearmen and Archers. Amalric is pretty tough at Health 200 but he's unarmed and will quickly go down to Lothar's Mercenaries during his discussion with Lothar. With Amalric dead, Lothar orders your city to be razed. Your father's last words are to flee to the docks and sail for safety. You'll now find yourself just outside the city and you'll have your troops with you as escort. Whatever happens to your troops doesn't matter at all. You can have them go with you or send them to battle Lothar's forces. However Artos must go the Docks. Since there's little chance of defeating such a powerful army and keeping them from butchering the city and its inhabitants, you might as well just bee-line it there. When you arrive, the mission is ended. Level 2 Unaligned: Flight To Angland ------------------- * This mission will determine your alignment path between Pagan and Renaissance Young Artos will arrive on the shores of Angland with 8 Spearmen and 8 Javelineers. Ahead of you is an abandoned Manor and a Village that is under attack by Barbarians. Kill the Barbarians and the Village plus Manor is under your control. You are told that the key to winning the people's favour is to protect them from the Barbarian hordes who are being supplied by Baron Ragnar. With your food fast depleting, get your new-found Peasants to build Farms and gather Materials. You'll see a nearby wagon that is under attack by Barbarians, kill them and talk to the wagon's owner. He's a merchant who will build a Supply Post under your control. This will give you access to Scouts and it has a large radius of sight over the area too. Nearby is another village and it possesses the technology of building Barracks. Contact them and the Village Elder (Health 100) will need 200 Material to complete its Barracks. Click on your Manor and there'll be a new icon which will produce a Cart to ship the Materials over. When it gets the resources it'll join you. Also it'll mention the location of a village that has the technology of producing Archers and the location of the Barbarian Settlement where most of the raiders are coming from. The Cart sent will now be used to ship supplies from that village to your Manor. So send some troops up the mountain indicated, but not before leaving some forces to guard the Village with the Barracks and you'll come across the village who need 500 Food before they will join you. Go to the Manor and send up the indicated Cart. Make sure to keep an eye on that Cart as it's path finding ability is a bit screwy and will wander into that Barbarian Settlement, so I recommend that you take control of the Cart yourself. When the Cart arrives, you now have control over the Village. Produce some Archers at the Barracks and they'll easily rip apart incoming Barbarians especially if they have a Scout with them acting as an early spotter. Now focus your attention on the Barbarian Settlement near the Archer Village. If you destroy it, you will gain the technology of Fire Arrows (if you don't pick them up now, you will automatically gain them for the next level but they're too useful not to grab now). With Flaming Arrows, you now have an effective siege weapon for your Archers. Test them out on some of nearby Hovels to see for yourself. The destruction of that Barbarian Settlement will keep raiders from being produced in that region though there are other ones on this level. There's one last Village to liberate, you'll want to load up on more Spearmen and Archers for this one. The Barbarians in the area are no threat as they don't come in large enough numbers to overwhelm your troops. When you contact the Village, they'll join you if you rescue the Elder's son from being sacrificed in the Barbarian's Pagan rituals. Unfortunately it's a bit late, as portal is formed and Gibbering Hordes will now come after you as well as the Barbarians. Fight them off and destroy the Barbarian Settlement near the Village. The Elder's son is still alive and you'll have to save him to get the Village under your control. Plus he's the fuel source for the Henge that's cranking out those little demons. So move your forces up that hill but be wary of ambushes. When you've safely arrived, move forward towards that Barbarian Settlement but don't attack it yet. The Barbarians performing the ceremony will come after you and when you wipe them out, the boy will be free. Unfortunately this messes up the ritual and a Wild Behemoth will accidentally be summoned. This is a very powerful creature and it'll annihilate Artos if he gets in a fight with it. It's also resistant to non-firearms missile weapons. So you'll need your Spearmen to engage the beast while your other guys shoot it up. This last Village is the last place where you can access a Barracks and since it's quite a distance between it and Ragnar's home, you had better stock up on your troops. Now returning from the where the Henge was, you should scout around until you find one of Ragnar's Village. A few Fire Arrows will wipe it off the map, now you're real concern is finding the Watch Towers in this area. When you find them have Artos bait the Archers inside them into shooting at him while your own Archers shoot Fire Arrows at them. Once they've burnt to the ground, wipe out the surviving Archers. You don't need to destroy all of them, you just need to clear out the ones that are close enough to shoot at your forces. Now send a Scout forward to look for Ragnar's main force. He'll have a large number of Knights, Spearmen and Archers. So arrange your forces appropriately for the coming fight. Since the Knights are so fast, they'll come charging out far ahead of the others. Your Spearmen and Javelineers can devastate them plus if the Knights can tangled up in melee with the Spearmen, your Archers can fire on them at will. There might be some surviving Knights still when the enemy Spearmen arrive but the few Knights remaining shouldn't be a problem. The Spearmen will go down quick against your Javelineers and Archers but the big problem is that the enemy Archers will be in range to attack your forces. So have your own Spearmen in good defensive formation to hold up the enemy Spearmen while the Javelineers work on them. Meanwhile your Archers should fire on the enemy Archers while Artos charges into them, making sure that he doesn't meet to many enemy Spearmen along the way. With Baron Ragnar's forces destroyed, it's a clear march to his premises. When you get close enough you are given a choice of whether to spare him or to finish him off. The choice you make determines whether you start becoming Imperial or Pagan aligned. If you spare him, that will end the level and you gain more Imperial alignment. If you decide the press the attack then you will start getting more Pagan alignment. Now if you do decide to attack, his home base has a pair of Watch Towers guarding it plus his own manor has some Archers emplaced inside. Still your overwhelming forces can utterly swamp him down. However this won't be the last time you hear from Baron Ragnar. Level 3 Imperial: Revolution ---------------------- If you have made Ragnar your vassal, you will have the rest of Angland under control and so you return to your home country. Unfortunately you'll find your forces beached on the shores and will have to start your revolution from scratch. You have a large number of Peasants, a couple of Carts, some Spearmen and Archers. Even though it says that Young Artos has the Bless ability, this is an error. He'll go through with the animation sequence, but the effect does not come out (this is especially noticeable once you get your hands on a Priest, as they can cast Bless). Your forces face starvation so make your way to the village near your landing point. They will join you provided you can help supply them with 500 Food. Since you're now on fertile land, you can start laying down Farms with your Peasants. Also nearby is another village and there are 3 or sometimes 4 horses there (Health 160). You will be told that these horses used to be your father's. As such they will be receptive to your troops using them, you can mount them with either an Archer or Spearman who'll now become a Squire or Horse Archer (a bug in the program sometimes causes a Javelineer to be built instead of a Horse Archer) depending on the unit's original class. Barbarians will regularly be attacking you from a nearby hill. Go and destroy their settlement and you'll find lots of gold there. Since it's going to be something of a pain to collect all of them. You might just want to build a new village where the Barbarian Settlement was. Not too far away is Trading Post that offers to pay 50 Gold for each horse you bring them. There's plenty of horses to be found but you can use these to quickly replace or create cavalry and you'll have lots of gold from wiping out the Barbarians. So selling horses might be rather unnecessary. You'll see a rather ruined city to your east and if you contact the Church there, the Priest tells you that Mercenaries are trying to rob them. He will spare you some Milita to attack the Mercenaries. You'll need some fire support as the Mercenary base has a large number of Mercenaries and some Javelineers backing them up. Alone your Milita will have no chance. Archers will make quick work of your enemies, so with that done the Mercenaries will surrender. It also turns out that these Mercenaries were never paid after they were hired to fight your father. You can hire them so now you have the technology of Tavern. Also the city has joined your fight now, so you have the technology of Church. In the surrounding areas are plenty of horses so take your time and gather them up. Now head up a path and you'll see some Peasants near a Watch Tower. Talk to them and they'll join you plus they will give you the technology of Watch Tower. Also they mention that the city in the valley is on the verge of revolution if you can muster a strong enough force to break the occupying troops. Nearby is another Barbarian Settlement, destroy to keep any more Barbarians from coming but you won't get any booty from them. In the city mentioned are large numbers of Mercenaries, deal with them as you did the Mercenary camp earlier. Helping you somewhat are the local Peasants who'll rise up and act as cannonfodder for you. With the city yours, you'll have a nice forward base to build up an overwhelming army if you hadn't already. Now continuing on your path you will see a ruined Village. If you get too close to it, the local Mercenary camp will come out to attack you and they have Javelineers and Archers with them. You can overwhelm them with your numbers but it'd be more effective to do some setting up first. They have a Watch Tower but it'll be easy for you to burn it down with some Fire Arrows. You actually don't have to destroy that Mercenary camp, the level will end when Artos gets to see the ruins of the capital city where he was from. When you get a bit of dialogue from him, then the mission is over. Level 3 Pagan: Angland Invaded! ---------------------------- Baron Ragnar is more than a little peeved at your attempt to kill him. He has escaped and made deals with Northern tribesman to invade. Luckily you are quite well set-up for launching a counter-attack. You have a number of Villages and a couple of Carts, Spearmen, Javelineers, and Archers plus plenty of Peasants scattered around. Gather your Peasants and Carts then start building Farms. Since most of the land is snow-covered, good farmland can be rare. Whether you wish to delete the outlying Farms or not is up to you. As for the Carts mentioned, you can attack the enemy position and steal those Carts but that's rather unnecessary. The big event will be the arrival of some Barbarians who seek refuge with you during Ragnar's invasion. If you accept them, you will be further along the Pagan path and can now build Barbarians at the Trading Post. Additionally you will be told about the Barbarians' Maypole and given the side objective of recovering it. If you refuse, then the Barbarians attack in desperation. Also you won't be able to use the Maypole (the only action you'll have involving the Maypole is to attack it). Don't worry if you refuse the Barbarians, you'll get the technology of Barbarian and Maypole once this level is done. Ragnar's landing forces will be composed of Archers, Spearmen and Squires. They'll be sending their forces all over from where your 3 Watch Towers are and will concentrate on killing your Peasants. If you load the Watch Towers with Archers and have some units guarding the Peasants, you should come out unscathed during the raids as the computer warns you where they'll be coming from. Also you should build a Watch Tower near your Manor to provide a bit of fire support for Carts and Peasants working near the Manor. Eventually Ragnar will run out of people to ship over by sea. You will know this when you start seeing Knights, Archers and Spearmen coming from mountains by the southern path. When you have an adequate number of forces you should proceed down the south path. If you follow that path it will lead you to the Barbarian's Maypole and eventually you will be heading to Ragnar's home base. Build a Village and a Trading Post to provide yourself with a forward base and you can eventually assault Ragnar's home and finally end this menace. The hillside where the Maypole is located, is a good location for stationing your troops so that they can fire down on Ragnar's men while setting Spearmen and Mercenaries in a nice defensive formation. When you've cleared things up somewhat you'll see a Barbarian Settlement and right before that is Ragnar's base. He'll have a reserve group of Knights and his Barracks will pump out the usual attack forces. Raze the Manor and this level comes to its conclusion. Level 4 Imperial: Rescue Tomas ------------------------ Now that Cravant is yours again, you're on your way to find out what happened to your fellow lord and friend Tomas. Artos has Squires and Archers with him, plus he's become the mighty Baron Artos who can cast Bless. While you don't have any farms, this mission has a lot less tough fighting than the Pagan equivalent mission so starvation is far less likely to happen. Still you'll want to keep an eye on your food supply. A large group of Squires led by Eleanor (Health 180) will come to face you, when she finds out your Artos she tells you that her brother Tomas has been imprisoned. She also tells you to contact the Village Elder. She and her party will head off, so you should head to that village. The village will be attacked by Barbarians, so destroy them and the Elder will be very grateful. The Elder tells you that Eleanor is under siege and will need supplies. He will give you a Cart and plenty of Food. Now east of the village is a tall hill with a Holy Chapter and Sawmill, the Priest there is important but he won't acknowledge you yet. The real reason to head to that area is that there's a group of Man-At-Arms who are loyal to Tomas. Bring them along and in the area nearby is a Barbarian Settlement. In fact on this map there are 3 Barbarian Settlements. Each of these has a Supply Wagon that you can capture. Make sure to get at least one of them for your Archers, as you'll need them to keep your Archers well stocked with arrows. Since it's not too far away, you should check the base of the high cliff nearby. There's going to be Man-At-Arms and Knights coming your way so get into a good fighting position. When you beat them, don't continue up that cliff path. That leads to where Tomas is imprisoned and he'll get executed if you try a frontal assault. Instead head on to your mission to supply Tomas's city. As you approach closer, be wary and get ready to set up your troops. Artos should scout ahead and be on watch for a Village of Nomads. This is the enemies' camp and they'll send forth some Mercenaries and a few Archers to deal with you, followed by a large contingent of Man-At-Arms who are coming to see what's going on. Lead them back to your forces and wipe them out. The Man-At-Arms will try to return to their post but they'll lose some or all of their men to your Archers during the withdrawal. With these guys thinned out, it's time to deal with the Knights. Move your Man-At-Arms forward and form a circle. Put you Archers, Supply Wagons and Squires nearby. Your Archers will begin peppering the Knights with arrows so they'll come charging down only to be met by your Man-At-Arms. Bless your forces and keep healing your Man-At-Arms while your Squires and Archers assist. Hopefully you can thin out the Knights quickly because another squad of enemy Man-At-Arms are coming to assist the Knights. Engage them and with all the enemy destroyed, send the Cart to the city. They'll thank you for the supplies and tell you to visit the Priest on the hill. Send Artos out to meet him and you'll get a cut-scene with Artos and a pair of Archers. The plan to rescue Tomas lies in Artos and company disguising as some Monks and entering the city where they'll steal some gunpowder and free Tomas that way. Unfortunately your disguises won't work if the enemy is too close to you. If you had earlier wiped out the Knights and Man-At-Arms at the base of the prison city than you have no further use for the rest of your troops, otherwise you'll have to bust some skulls first. If the path is clear, lead your 3 "Monks" to the city. Once inside look to the left of where you arrive. There are 3 barrels of gunpowder. Take them and Artos will note that one of the walls is weakened. That should be your target. However there are a couple of guards in the way so you should use one of barrels elsewhere unless you want to fight the City Guard (Health 200). When a barrel goes off, all the guards rush to that area. So what I did was to first put a barrel in front of the guards at the prison. When that blew up, it took a large number of the guards. I put the next barrel at the weakened walls and finally my last barrel was near the entrance. When you feel ready, contact the prison and Tomas (Health 100) will leave with you. Take everyone to the blasted wall and escape. The mission ends here. Level 4 Pagan: Retreat and Regroup ------------------------------- With Ragnar killed, you now turn your attention back to the mainland but ran into some heavy opposition so you're forced to retreat. This is a pretty nasty mission as you're in a race to beat starvation-there is no farming here, you start with 8 Spearmen and 8 Archers plus Artos who is now upgraded to the more powerful Baron Artos who can cast Curse. From where you start, there's a pair of Archers and some Spearmen. Destroy them and contact the town ahead. They're sympathetic to your cause and give you a nice supply of Food, a Supply Wagon and the temporary use of a Scout. The Scout will show you how To get to your destination, you must cross the river at the bank shown. There are also some Battle Riders in the forest indicated by the Scout for you to recruit. However there's a pair of Squires watching the area. You're told that you must take out the Squires before they can alert the garrison. Unfortunately I have no idea how to get the Squires, Artos is too slow to catch up to them and he's the only one who has speed comparable to theirs while your Archers usually can't put enough arrows in them to prevent them from escaping. Oh well, even if they do warn the garrison-you can simply fight them and should come out with little or no casualties. So setup for an incoming attack and have Artos recruit the Battle Riders, they'll mention that they have some more men locked up in a prison camp who could use some freeing. A group of Squires will come to attack your men, this is the one highly aggressive action they will take. They will only send out the Man-At-Arms and Archers when you approach the garrison base. Raze everything and proceed to the prison camp mentioned by the Battle Riders. You'll see the prison camp and a neighboring hill. If you check out the hill, there's a hovel who's owner will tell you that to reach the city in the valley it will take a large force to win through. This hill will make a good site for you to pick your fight with the soldiers guarding the prison camp. Deploy your men in a good position and then send Artos out to bait the enemy. He'll meet a pair of Archers sitting by a campfire. They'll run back to the camp. Follow them until you get close to the large group of Spearmen. Behind the Spearmen are a bunch of Archers, so start retreating back but make sure the Spearmen are following Artos. There are a lot of Spearmen but if your own Spearmen are in a good defensive formation, they should defeat the enemy Spearmen if they are supported by your Archers. The enemy Archers can then be dealth with Artos and the Battle Riders with your own Archers providing support. When the enemies are beaten, go and contact the prisons. A large group of Archers will pour out of one prison and a group of Spearmen from the other. Consolidate your forces and move into the valley mentioned by the woman in the hovel. You'll see a group of Archers around a Watch Tower and a group of Knights will come charging in. Your Spearmen are your only hope against the Knights as they'll simply crush anyone else. Burn down the Watch Tower and slaughter the enemy Archers when you're free to do so. Continue further and when you reach the city, you'll be given a number of Spearmen and Battle Riders to help you. You are told to make for the Dock where a pair of Cogs will come to evacuate your men. Enemy Knights and Horse Archers will eventually attack you but you should have an easy time fending them off. Still don't linger to long as your food supply should be dangerously low. When it's relatively safe, get your men aboard the Cogs and you're done. Level 5 Imperial: Guiscard Attacks Tomas ---------------------------------- *Determines if you align to Imperial or Renaissance Tomas has given you the task of building up forces to drive out Guiscard. You are given a Village, Manor, Sawmill, Stables, Church and Barracks plus you have a fair number of Man-At-Arms, Archers and Squires. I suggest you move the Archers and Man-At-Arms a fair distance east or down from your starting point. It's especially nice for the Man-At-Arms to move out early since they're so slow. Because what happens is a Merchant will come and tell you that his train is under attack from raiders. The Merchant's convoy has a number of Militia, Squires and Archers while the raiders use Barbarians and Squires. In truth the Merchant's forces should prevail, but your troops can easily dominate and you're not likely to have any casualties if you intervene. With victory comes the big choice. The Merchant offers you a Mangonel as a reward. It'll really come in handy for a siege but your advisor tells you that it's the work of heretics. If you choose to get the Mangonel you'll become aligned to the Renaissance but if you decline you stay Imperial. In any event, the Merchant leaves you technology of Turn Peasants into Milita. Now to your north is a Barbarian Settlement, but you can take care of that later. Right now your focus is on building up your troops. If you go too far out, you'll encounter a huge group of Knights charging down at you so make sure you have a large powerful force just to establish a toehold. There's really no need to build Squires, as there's only one instance where you'll face Archers and the enemy uses them so incompetently that you can simply wipe them out with Heavy Infantry. What would be good is plenty of Man-At-Arms, Archers and Javelineers. Still don't go tackling the enemy blockade yet If you have not destroyed the various Barbarian Settlements, you'll be facing large groups of Barbarians attacking your town. If you build a few strategically placed Watch Towers filled with Archers and some Trading Posts to keep an eye out for the Barbarians, you should have no problems with the Barbarians. Go forth and lure the Knights into your Man-At-Arms if you haven't already done so. With the Knights dead, the enemy only has Spearmen and Man-At-Arms left. Now bring your forces over and meet the enemy. When you inflict enough casualties, Tomas will stupidly open the gates of his beseiged city. There are still plenty of surviving enemy and they will try to rush in. If they make it inside they cause significant casualties to Tomas's men before they are finally dead. So chase after the survivors and when that happens, Tomas will go on the offensive. The scene changes as you see enemy reinforcements arriving. There'll be plenty of Knights, Archers, Man-At-Arms, Mercenaries and Supply Wagons. The enemy will stupidly march the Archers forward too quickly for their Heavy Infantry to protect. In fact they march so aggressively that you can send your own Heavy Infantry to intercept them if you don't have any Squires remaining and wipe them out. with the Archers gone, send your Heavy Infantry after enemy Knights while Javelineers and Archers take out enemy Heavy Infantry. When you defeat enough of them, the level will end. Level 5 Pagan: The Tharingian Wilds -------------------------------- *Determines if you align with Pagan or Renaissance You start off once more with no farms but you do have a powerful contingent including 2 Supply Wagons, a Scout, some Battle Riders, Archers and Spearmen. Almost right off the bat, some Spearmen and Archers will attack you but it'll be easy to defeat them. Now there's a hill somewhere to your left and if you go up it you will be attacked by Gibbering Horde. So best to set up some Archers to deal with them. Meanwhile you should emplace some Spearmen as a group of Knights will come to attack from the path you are facing. The Knights might not come immediately but will eventually. In meantime, if you have destroyed the Gibbering Horde, go up the hill and contact the Henge you see there. A High Priestess wants to be escorted to her temple but her path is blocked by bandits and so she won't leave the safety of the Henge. She asks if you will help her. I strongly advise that you agree (this is NOT the decision that determines alignment). When she joins you, guide her to the forest path. You will see a hut and if you contact it, the Barbarian inside will tell you that you're not welcome as you're with the High Priestess. If you did not help her, then she will be angry and summon a Spider Demon before attacking you herself. If you contact the bandit without helping her, he will offer you safe passage provided you give him a lot of Food. If you have to fight the bandits, they will come swarming from the forest. It'll be a bunch of Barbarians and some Huntresses of the Dawn. The Barbarian Settlement there is guarded by a Watch Tower with some Archers inside. So you can take it out if you wish. Should the High Priestess make it to her temple, she will give you the usage of her Henge, her Sacred Grove and a special gift. The last gift is gained, when you take 5 Peasants to the area that she mentions. They will be struck down by lightning and Zombies will rise to fight for you. Now the real choice begins, on your map there are 2 towns who can ally with you. The orange town is Pagan while the pink one is Renaissance. No matter who you join with, the rewards earned from the High Priestess stands. The Renaissance town is placed in a more dangerous place to reach as there's an enemy camp and an enemy town in that vicinity. The way to the Pagan town is clear but you'll face attacks from more than one direction. Either way your main enemy is Heinrich's town. Build up a mighty army and hammer your way to victory. Also make sure to STRONGLY FORTIFY YOUR HOME BASE!!!!!! Near each of the 2 towns are Imperial garrisons, destroy them as they'll keep pumping out Squires, Spearmen, Archers and the occasional Battering Ram to destroy your town. You'll also have to destroy the rival town of the one you chose, as they turn hostile (this is a war of religious ideology here). Now when you have rid yourself of your rivals, you'll have to focus your attention on Heinrich. Heinrich's Keep is the main goal here. If you destroy it, you will defeat him regardless of what he has remaining. Unfortunately he's well protected by Squires, Spearmen, Archers and Man-At-Arms. If you have hired High Priestesses, they'll be very effective at disrupting the enemy forces by transforming the enemy. If you're Renaissance, you'll have a much easier time as you can use Mangonels and Battering Rams to destroy the enemy buildings in your way (at this point, the Renaissance town gets everything that the Pagan town gets plus some units of their own). When Heinrich's Keep is in danger you will find out that Imperial forces are arriving and you must destroy them. Finish off Heinrich and it's time to deal with the Imperial troops. They'll be trying to destroy your town along with any of your villages in their path. You'll face waves of Knights, Man-At-Arms, Squires, Mangonels, Archers and Spearmen. Luckily because of their varying speed, they won't be coming at once. A large force of Archers (especially if they fortification to hide behind), Battle Riders and Mounted Huntresses should be enough to beat back the enemy-though any Spearmen/Mercenary groups and High Priestesses are welcome in the fight. Destroy all the Imperials and this mission is complete. Level 6 Imperial: Crusade --------------------------- This is a long and ugly mission to complete. There's very few resources available and seldom any land suitable for expanding on. The key here though is that your enemy really can't produce new troops and is only aggressive if it's been attacked. The only new things available for production are Mangonels and Monasteries (you can build a Holy Chapter but you don't get anything out of it). You have been promoted to Grand Duke Artos and have the ability to banish demons. Artos is assigned to subjugate the Saljukis in this area and are given 8 Knights to do so in the beginning. Make your way to the area indicated and you will encounter a Knight with a group of Mercenaries, some Mangonels and a Supply Wagon. These will then be under your control. You'll have to cut down the Saljukis Infantry and Saljukis Horse Archers in your way. Make sure you have Artos out in the lead as the Saljukis troops are going to be a bit problematic for your troops given that they're effective against Heavy Cavalry and Heavy Infantry. As you push through you are told that the crusaders have started the attack to early and will be massacred. You are told that to prevent this from happening you must destroy the Saljukis Temple, as it holds the money to pay the enemy's Mercenaries. Take it out and they'll no longer be available to the Saljukis. With the crusaders saved, they'll join up with you and the Saljukis in the area will ask for mercy in exchange for adopting your religion. You can slaughter them and get more Crusaders coming in but your current problem isn't a lack of soldiers. The Saljukis Peasants can provide you with Desert Farms which can be placed in sand, this is especially valuable given that there's very few placed for regular farming. Now contact the Barracks near the Saljukis Temple you just destroyed. Inside is an Imperial Knight who joins you and tells you the location of run-down Castle that you can make your base if you repair it. Going in the direction mentioned you'll encounter some more Saljukis Peasants and their Desert Farms. If you are starting to develop an excess amount of food you could kill them rather than grant mercy. If you do decide to execute them, then a ship carrying some troops will drop them off at the Docks. However none of these troops are something that you can't build yourself, so I personally just spare them. Also don't pick a fight with that city nearby. They have well over 100 Battle Riders and Saljukis Infantry, beating them is going to be extremely costly even in victory as they'll start spreading out and raiding the areas that belong to you. Now further along is a small base that is a mining operation. Destroy it and you can harvest the Stone and Gold Outcroppings in the region. With that done, it's time to focus on your real objective. There's little point in going anywhere else on this level. The way to enemy's headquarters are blocked by 3 checkpoints. You'll know them as they each have a large number of troops and a Saljukis Temple. You'll need to come in from the south one as the others have some kind of have their paths annoyingly blocked off by uncrossable rock (it doesn't look like it but yeah you can't go through those, which is one reason why I hate this level so much). You'll be facing Saljukis Horse Archers, Saljukis Infantry and Battle Riders. Use your Mangonels to soften up the enemies' towers. Meanwhile Archers and Heavy Infantry should protect your Mangonels from incoming defenders. When you crush the last of the enemy resistance, you'll need to go a bit further north up a narrow channel to your destination. Use your Mangonels to blast a path through the enemy Towers while guarding them from the defenders. Build a Fort close to the enemy's base if you can, then place your Archers inside. The Fort will then clear out most of the enemy inside which should give your Mangonels plenty of space to bombard the Palace of the Kaliph. When the Palace has been destroyed, the level is finally over. Level 6 Pagan: Sneaky Succubi ------------------------------- This mission can take quite a bit of time as your siege ability is still pretty poor (though this can change if you charm alot of strong siege engines) and the enemy is constantly sending units to harass you. Artos has been promoted to Artos the Warlord and has gained the ability to cast Berserker Rage-a very useful power. As the title of this mission shows, your Succubus are going to be very important in this mission. With them you can take control of most enemies or cause them to fight amongst each other. This is especially important as you can't build new Manors and expand your army from various bases, you'll just have to charm foes or produce Barbarians and demons as they're not confined to civil buildings. When you first start you get some Archers, a pair of Succubi and some Gibbering Horde. There's a Watch Tower nearby and you should send the Archers there immediately. Now fend off the incoming Javelineers as best you can. Eventually the computer will send groups of Squires, Archers and a Mangonel as well. Keep building up your forces and buildings until you have a strong well-balanced group. Now if you proceed forward, you can encounter the path where your enemies are coming from. It'll be guarded by Ramparts that have Archer-filled Towers. If you haven't charmed any Mangonels then you should research the summoning of Fomorian Beasts. With these units you can bombard your way through. Eventually you'll want to set up some Forts or Towers of your own in this area, to slow down further invasions. Even though the red town is Imperial, it isn't hostile to you. If you send a Succubus into the manor, the lord of this town will give you some units. After the first Succubus, a Priest will follow any further Succubi and nullify her powers. Distract the Priest and keep sending Succubus inside until the lord finally gives you control over his whole city! Next you can make allies with either the Renaissance town or the Pagan town. The Pagans will keep sending out Gibbering Horde, Fomorian Beasts and Battle Riders while the Renaissance will use Trebuchets and Dragoons. Whoever you encounter, charm the units you like and kill the ones you don't (your computer ally typically makes poor use of its units so don't expect to much from them). Eventually you'll crush the Palace or Castle of the town you didn't choose as an ally. When that happens you can concentrate your might on the ones guarding the Holy of Holies. As you progress further on the map, the enemy will switch to sending stronger units such as Knights rather than Squires and eventually they'll gravitate to Holy Warriors. Luckily your allies will send their own forces to attack the enemy. Break through the enemy and destroy the Holy of Holies and the mission is over. Level 6 Renaissance: Siege of Mordonis ---------------------------------------- This is a nasty brawl of a level and requires some running around. You have a large army of Squires, Archers, Javelineers, Spearmen and a Supply Wagon plus Artos has been crowned King Artos and has gained the ability to Repair but lost his ability to cast magic. While you don't have any farms and only a limited amount of food, that shouldn't be too much of a problem as you later get more supplies. A big factor on this level though is you LOSE the ability to use Fire Arrows! The only thing you have to do now is fight your way to the inventor's Keep and here's where you get a taste of how difficult this mission is. You'll first have to deal with a Barbarian Settlement and they have very powerful units on hand to fight you. You will facesome Huntresses of the Dawn, Warrioress of the Dawn, and Warriors of the Sun. Minimize your casualties because it only gets harder. Next up you will face some Imperial Archers, Imperial Knights, Imperial Pikemen and an Inquisitor. The Inquisitor is especially dangerous because he can shoot a long stream of fire that can roast several people at once. The Imperial Archers are also a big pain because they have tremendous range with their powerful longbows. You'll just have to match your troops to the enemies and try to slug out a victory with your superior numbers if you survived quite well against the Pagans. Now talk to the Sapper near the Armoury, when that happens most of that area is under your control. Unfortunately since the Keep isn't yours, you still can't make Peasants. You do get plenty of food though. Now head to the Observatory mentioned but make sure you go with your troops (while you can build Knights and Man-At-Arms now, I'd recommend holding off for a bit as you'll need to have alot of resources handy). A Sapper must accompany you in order to scope out the Observatory properly. There'll be some more bandits and so once more you have to deal with high level Pagan units. Fight them as you did before and when you triumph, send the Sapper to scope out the Observatory. He can also scope out the Windmill but that's not important here. Now arrange your men so that you have a ready number of Archers and Spearmen. It's time to get some more food and here's how. Ahead of the Observatory is a sizeable group of Imperial Pikemen and a pair of Imperial Archers. They're guarding a Supply Wagon that has plenty of food. Go and outwit the Imperial Pikemen so you can kill the Imperial Archers with Artos. Guide the Imperial Pikemen into a hail of arrows from your Archers and you can claim the Supply Wagon. Make sure to destroy the Cog as well as it will act as a spotter for enemies bunkered in the forts nearby. With the Cog destroyed, move back near the Inventors' home. You won't be able to survive pushing ahead as the enemy has plenty of fortifications around plus lots of high level Imperial units as well. Now your Sapper has learnt how to build Siege Towers. Build one and have it go to the city where Leandre is imprisoned. The Siege Tower will get pelted with arrows but it should survive with lots of health. Now take the Siege Tower and move it to the wall facing your home area. There's a pair of Inquisitors inside the city and they'll run after your Siege Tower and hurl Holy Flame at it. This is to your benefit as the Holy Flame only ends up hitting the wall in front of your Siege Tower. Holy Flame does some pretty significant damage against buildings and it won't take too long before the Inquisitors burn a hole in their own wall. Starting bringing up your own units especially useful will the Archers. Have them kill the Inquisitors and this should alert a bunch of Knights and Imperial Pikemen that there's a prison break. Stupidly, they'll open the gates of the city including the one that's blocking entrance to the prison. Eventually they'll start coming through the hole in the wall that the Inquisitors made. Archers and Javelineers will annihilate these guys. Since the gate to the prison is open, move the Siege Tower inside the prison area but don't contact any of the prisons yet. Now have the Siege Tower connect to one of the interior walls of the Prison area so that the prisoners will have a shortcut to escape. When you're ready send an expendable unit to contact the prisons. The most important one is the northeast corner, however that'll set off another wave of guards. So first contact the other Prisons and the escaped Prisoners (Health 100) can be converted into by having them contact the Barracks in your home base. Get them to the Siege Tower and then escape. This will get you ready for your current objective. Now contact the prison where Leandre is and he'll tell you to get him back to the Armoury. Unfortunately a bunch of Knights and Imperial Pikemen are coming, so get Leandre to go up the Siege Tower and escape from the prison area and then he can bee-line it through the hole in the wall and escape. Your sacrificial unit will act as a decoy and once Leandre is through, the guards will be too confused to follow. You'll be needing to build up a strong army, so it's time to start pumping out the Knights and Man-At-Arms a bit. However you'll still quite a lot of Materials and Food because when Leandre makes it back to the Armoury he'll tell you to rescue Paulo. Leandre will also teach you how to build Trebuchets and now you're finally able to contend with the Holy Fortresses and whatnot. Unfortunately the Imperial Army will now come after you and so you'll have to deal with waves of Imperial Archers, Imperial Knights and Imperial Pikemen. Also the city where Leandre was imprisoned will send out Knights and Imperial Pikemen to attack you as well (they seem to be pumped out from the Barracks, I didn't get a good look but when I destroyed the 3 Barracks there was no more reinforcements. But that could just be a coincidence and they were actually stationed by the walls somewhere). Shatter enemy fortifications with your Trebuchets and ride down the Archers inside with Artos and your Knights. Gaining ground is going to be a long slog but you should be able to win your way to the other city and free Paulo. When you destroy the all those Man-At-Arms and Imperial Archers at the Nomad camp, this is a good area to emplace yourselves and get ready for the last push. The first line of protection for the city are a group of Man-At-Arms and Archers. Destroy them and the last defenders are a group of Imperial Pikemen and Imperial Archers, kill them and then knock a hold in the wall for someone to get inside the city. Just contact the prison and the level is over. Level 7 Imperial: Valley of Demons ------------------------------------ Assigned to drive out Karlem Agnus, you are given some Knights, Archers, Man-At-Arms, Mangonels and a Supply Wagon. You also have Barracks and Stables to start. If you have built a Holy Chapter you will build Imperial Knights instead of the regular Knight. Unfortunately you can't build any Peasants from your Manor however there's a nearby town that will join you if you destroy the neighboring enemy Fort and the soldiers inside-Spearmen and Archers. The Fort actually has no one residing in it and to keep it that way, have your Mangonels bombard it. Meanwhile lead the Spearmen away from their supporting Archers, while your Knights take them out. The Spearmen can be dealt with your Archers and Man-At-Arms. With luck you should come out with few or no casualties. Where the Fort used to be is a pretty good location to put your own Fort or Watch Tower, you'll eventually come under attack from enemy Battle Riders and Javelineers plus the odd Mangonel. With the garrison destroyed, the Village is under your command. It produces an adequate amount of food but there's not many trees near it. Now just outside of the valley you're from is a badly damaged Cathedral. Talk to it and the Bishop will tell you that he needs plans for a new Cathedral and a certain scholar is busy working on the designs. There's also a lone Peasant not too far away, he warns you to stay away from the valley as you'll need a strong army to break through. Note none of your enemies are Imperials, you face nothing but Pagan forces and universal troops. The scholar is a Sapper residing in a University by the Village with the Dock. If you contact the village, they'll tell you they can't help you while the garrison is there. There are plenty of Spearmen and Archers but it's not too difficult a task to run past them. If you contact the Scholar, he'll tell you he ran out of paper but there's a Monastery that has everything he needs. Too free the village, not only do you have to destroy the Fort and the soldiers around it but you must go to the island mentioned when you destroyed the Fort supervising the Village. There you must destroy Karlem Agnus's naval forces and then the Village is under your control. You'll likely have to take on Huntresses of the Dawn and Warrioresses of the Dawn. Too bad this Monastery is high in the mountains that's well guarded by enemy Holy Fortresses plus enemy forces in the valley. You won't be able to cut through on your own without winding up a pincushion. You'll need Mangonels and somebody to block enemy Spearmen that accompany the Holy Fortresses. All this while taking care not to let enemy raiders try and attack your base. When you have safely defeated the Holy Fortress and its garrison, go to the Monastery and get the paper. The Monk will then give you a Supply Wagon to escort. This Supply Wagon carries the only remaining supply of paper left and is NOT under your control. So make sure to have a strong escort for that Supply Wagon. You'll be attacked by Battle Riders and Mounted Huntresses. Beat them down and when the Supply Wagon makes it safely, you are taught the technology of building Cathedrals. Your Cathedral will spawn several useful technologies such as Crossbow, Shield of God and Crusade. You can use the Inflict Blindness and Inflict Plague against your enemy now. Inflict Blindness is effective against enemy Towers as they temporarily lose their sight, they won't shoot at you. This gives you some time to build up your own Towers and lob shots at them. The blindness won't last but it does give you some time to do damage. Inflict Plague will cause a unit to sicken and lose health-neighboring units will also take damage as well. It's not a quick process and I've never seen anyone die from plague but it does soften the enemy significantly if you give it time. It's time to sit back a bit and build up your forces. With 2 Villages under your control, your economy should be doing quite well. There's a 3rd Village to liberate and it's past the Monastery where you got the paper. If you hadn't contacted it before, they'll mention that they'll join you if you destroy the 2 Holy Fortresses guarding the valley path and its garrisons. Eventually you'll want to do it but the problem is that the Village is placed far away from your main location and its quite vulnerable to raiders. So if you liberate them, make sure to get them to shore up their defenses. Remember with the Crossbow upgrade, non-missile troops will act like Archers in a Tower or Fort. Also with all space and resources around, you'll probably want to build some more Manors and Villages. There's an enemy encampment in the middle of the valley and it's guarded by a Watch Tower as well as the usual Battle Riders, Warrioresses of the Dawn and Huntresses of the Dawn. Wipe this area out and there's only one more Village that will join you. They are to the left and will ask for 10 soldiers to be left in side the Stockades of their village. If you leave 10 units there, they'll join you but if you remove them then they will quit until you put them back. Further on up are some Holy Fortresses but there's also a Henge. I'd recommend getting some Bishops here as well placing down a Holy Fortress and Monastery to fall back too. The enemy will send the usual Battle Riders and Javelineers but will supplement their forces with waves of Warriors of the Sun and other Pagan infantry. The forest near the Henge is crawling with Gibbering Horde plus there's some Fomorian Beasts to deal with. The biggest threat to you will be the Spider Demon they have. Smash through them and lay down the ol' Holy Fortress and Monastery combo and you'll have complete domination over anything coming your way. Eventually you'll reach a Pagan Castle, destroy that and the level is over Level 7 Pagan: Recruit the Pagans ------------------------------------- After the last level, this is a nice short mission and surprisingly easy as well. You land with only some Spearmen and a large group of Archers. Talking with the Chieftain, you make a deal where they'll aid you if you help in their fight against Barbarian raiders. They'll loan you 4 Peasants and enough material to build 2 Watch Towers. There's a large force of Warrioresses and Huntresses of the Dawn who are gathering to the valley near a circle of stones. Send your men to assist your allies while your Peasants build Watch Towers, then send whatever Archers you can to the Watch Towers. Your Spearmen should be positioned in front of the lower group of Huntresses as they'll be the targets of a Battle Rider assault. Hopefully you'll finish your preparations as a Scout comes rushing down and warns of an immeninent attack. A horde of Barbarians and Battle Riders come rushing down the hills. Fight them off and don't worry about too much about casualties, the main thing is to keep Artos safe. Meanwhile the Chieftain has been summoning Undead Legion for extra protection. The enemy will retreat only to regroup for a second wave. This time you'll be given plenty of food and more materials to build 1 more Watch Tower. Put surviving Archers in the final Watch Tower and move your Spearmen to protect the upper group of Huntresses. This time the opening attack will be Battle Riders coming down to crush your Huntresses. Your Spearmen should block them off and don't worry if they start breaking past your guards, the Undead Legion should destroy any survivors with ease. EVentually you will win and now you start with a fresh group of soldiers-a group of Warrioresses of the Dawn and Archers. You are dropped off on an island with an Imperial city. Move your units up until you see a circle of stones. Now best leave your troops here as using them on this island is just a waste of life. Artos should go forward a bit more and then you'll get a cut scene where a High Priestess teleports past her captors and begs Artos to save her from a witch-burning. Once Artos agrees, she'll head to the circle of stones to begin a ritual to open a portal. You'll have to buy her time as a group of Imperial Knights, Imperial Archers and Imperial Pikemen chase after her. The only ones capable of catching up to her are the Imperial Knights, so have Artos cast Berserker Rage on them. This will greatly delay their approach and eventually the High Priestess tells you the portal is ready. You'll be transported to an island where the people have released a Wild Behemoth. The High Priestess can trap the demon provided it's weak enough. So have Artos bait it while your Archers keep shooting at it. Since it really only goes after Artos, your Warrioresses can be used to inflict significant damage on it. Once the Behemoth's health is orange, the High Priestess says she's ready to capture it. Unfortunately it takes alot of luck for her to cast the spell successfully as the Behemoth keeps chasing after Artos. You might want to have Artos take a hit from the Behemoth after first cursing it. If succesful the spell will then capture it and you will be rewarded with food. Unfortunately you won't get a break between now and the next fight so hurt fighters are out of luck. You are taken to the final island where you are challenged to fight in an arena against large groups of Warrioresses of the Dawn and Mounted Huntresses. Your High Priestess has only 1 power but it's the one to release the captured Wild Behemoth. The big guy is extremely effective at smashing through the Mounted Huntresses. Meanwhile your own Warrioress should chase after the Mounted Huntresses as well, they should be able to catch up to them as the Huntresses are stuck in line formation. The real damage will come from your Archers and Artos's ability to cast Berserker rage. Once she summons the Wild Behemoth, the High Priestess is no longer useful as anything other cannonfodder. Still this is a pretty easy fight despite the enemies' numbers. When you kill everyone, the mission is over. Level 7 Renaissance: Ambush ----------------------------- You're given a Palace of the Kaliph, an Observatory, a Barracks and some Peasants. You also have 8 Saljukis Horse Archers and 8 Saljukis Infantry plus you regain the ability to use Fire Arrows. There are Stone Outcroppings in the area, so have some Peasants harvest those (the Palm Trees don't have much material in them, so it's alot faster to deplete the neighboring trees). Now it's time to recruit some help from the locals. Go to the area where you see some Desert Farms, contact the one and he'll tell you that they will alert you to Bishop Lothar's whereabouts. You also get control of the Saljukis Peasants and Desert Farms. Finally you're told to contact the Order of the Scimitar for their help in your fight. Definitely make allies with the Order as they'll keep sending out units to attack the Imperials, if you're lucky they might even jump Lothar and his retainers. Now go to the location of the Order. In your path will be some Squires, Mercenaries and a Watch Tower. Have your men burn down the Watch Tower with Fire Arrows while Artos and the Saljukis Infantry can wipe out everyone else. You will also be chased and attacked by groups of Mercenaries and Knights plus the odd Archer. Fight them off and contact the Order. They will send out Saljukis Horse Archers and Saljukis Infantry to attack Imperial forces if you send a shipment of 750 Material over to them. Their aid is well worth the cost. So with that done, it's time to plot out your ambush. Evil Bishop Lothar (Health 400) is no ordinary Bishop, besides his incredible health he can also hurl Holy Flame at enemies. He's guarded by Imperial Pikemen, Archers and Knights. When he first arrives he will head to the fort closes to him. Don't interfere as you're not strong enough to handle him and the fort's occupants. Instead your ambush should happen at the lake in the south. Since Lothar doesn't immediately leave the forts he visits, this will give you time to build up your infrastructure and men. Still you're not given a whole lot of time, so it will be fairly basic stuff you can build before he's on his way. Archers and Javelineers are really helpful in taking on Lothar, if you have the materials you might want to get a Sapper and have him to build a Trebuchet or 2. Because Lothar's men are so close to him, shots from a Trebuchet can do serious damage to the whole party. Finally a Supply Wagon is nice to keep your men regularly supplied with ammo. Lothar should reach the 2nd fortress (you can keep tabs on Lothar by referring to the objective screen) and get some more reinforcements, by this time enemies will also be attacking your home base. However it'll usually be little more than Mercenaries invading your territory. Also the Order of the Scimitar will be sending their troops out to attack. When Lothar's on the move again, have Artos bait him into chasing you. This will give plenty of opportunity for your men to shoot up Lothar's party. With luck some men from the Order will also jump into the fray. Press the attack when Lothar no longer follows you. Lothar shouldn't last too long with everyone attacking him. When he's dead, then the mission ends. Level 8 Imperial: Knights of the Sacred Sepulchre --------------------------------------------------- This is going to be a tough mission-besides keeping Artos alive, you'll also need to make sure that at least one of the Holy Warriors you are assigned to protect will make it to the island Monastery. Unfortunately they're separated from you by powerful Pagan units and Holy Fortresses. While they are safe for the time being, the Holy Warriors will eventually be attacked and wiped out. So it's imperative that you break through enemy lines and escort your allies out of there. Artos has gained the ability Exorcise Demons and to cast Holy Flame but unfortunately for him it does no damage! To begin you might want to move the Holy Warriors far away from where they started. Also Banish Demons doesn't work on this level as there's no Manor for the demons to be banished to, they are coming from the tunnel networks located throughout this level, you do get a new Act of God called Vision which can be really useful. There are 2 groups who can help you. One is Mikhail the Large who can teach you the technology of Imperial Archers while the other is a group of Inquisitors at a Scriptorum. Each one has a favour to ask and none will be particularly easy to accomplish unless you bring some men. First build a Priest, you'll need him to finish the Inquisitors' quest. Now take the Priest and your Knights plus Archers and go north. Artos should take a detour and contact the guy with the Imperial Archer technology. He asks you to locate and rescue his friend Crow Quiverbane. So move everyone across the landbridge to the east. Now contact the Inquisitors, they want you to send a Priest to investigate the tomb of their saint. You now have control of the Inquisitors and their Archers who are staying in the Rampart Towers. Take these guys with you and it's time to rescue Crow Quiverbane. To the east of the landbridge and slightly up the hillside until you see a Henge, this is where Crow is being held. He and a group of Imperial Archers are under the control of a Dark Priest (Health 180). The Dark Priest is sacrificing these guys to the Henge and each time he does so, an Undead Legion rises. The Dark Priest has Huntresses of the Dawn and Warrioresses of the Dawn with him, so you'll need to fight through in order to Kill the Dark Priest. So have your Archers shoot down the Warrioresses and your Knights ride down the Huntresses while your Inquisitors fireball anyone in their way. When you rescue Crow and the Imperial Archers, they will be under your command. Crow is a powerful unique Imperial Archer who has the following stats: Crow Quiverbane Health 360 Defence 6 Melee 25 Missile 40 Food 0 Material 0 Gold 0 Food Cost 1 Crow and his gang will be very handy in doing the Inquisitor's mission. Send the Priest to check out the Tomb. Suddenly Zombies will rise from the ground and try to kill your Priest. You need to prevent this from happening, so cut down the Zombies before they can attack your Priest. Artos and the Inquisitors can really wreck the Zombies with Exorcism while the Archers feather the Zombies, also the Inquisitors' Holy Flame does a number on them as well. When you defeat the Zombies take Crow back to Mikhail the Large and you'll be able to make Imperial Archers plus Crow has decided to join your fight. Your Priest will eventually decipher the tomb and you will gain Wrath of the Heavens for your Cathedral. In the meantime, try to earn enough Materials and Money to research Witch Hunt at the Scriptorum. When you do so you will gain some more Acts of God such as Earthquake and Fimbulwinter (I can't remember if you get Imperial Pikemen from researching this or if I got this from Mikhail the Large as well as Imperial Archer), too bad you don't get to build Inquisitors on this level though. Earthquake can destroy a Holy Fortress in 2 castings plus inflict significant damage to neighboring units and buildings. You might have to sell some old buildings to finance yourself. Meanwhile build up your force of Imperial Archers, Imperial Knights plus some Imperial Pikemen. Eventually you'll face waves of Undead Legions, Behemoths, Mounted Huntresses, Battle Riders, Warrioresses of the Sun and Huntresses of the Dawn. At one point such waves will attack the area where your Holy Warriors first started from and another wave will attack the Scriptorum where you met the Inquisitors. However eventually the enemy will run out of troops to attack you with. You might not need any siege engines but some Bishops can be useful for praying at the Cathedral and speeding up the power gain of the Cathedral. This is will also free up your Inquisitors from such duties. Eventually you can use Acts of God to blast a path for your Holy Warriors to safely join you. But before you do so, get your troops standing nearby as the enemy will automatically detect your Holy Warriors no matter where they're hiding and will try to overtake them. This happens when you destroy all the Holy Fortresses blocking an area. With the Holy Warriors safely arrived, you'll have a powerful Heavy cavalry to smash through your foes. So lead your forces and keep crushing foes that stand in your way. Remember you can build Manors on this level even if your first Manor never changes to a Castle. When you arrive at the beach, make some Holy Fortresses and a Monastery. Place your Holy Warriors in one of the Holy Fortresses and spread out some Imperial Pikemen on the ground. Do all this before you start building a Docks! That's because the moment you start building the Docks, an unlimited number of Pagan units including Fomorian Beasts come swarming out to fight you. As soon as the Dock is built, make a Cog and when that's done-send in the Holy Warriors. Then transport the Holy Warriors to the island and have them contact the Monastery there. This will end the level. Level 8 Pagan: Kill the Bishop! --------------------------------- You start with some Battle Riders, Warrioresses of the Dawn and Huntresses of the Dawn as well as some idle Peasants. You get a fairly well established city and village with Peasants busy farming. Artos now has the ability to Polymorph to Gibbering Horde. As seen before in Sneaky Succubi, the Succubus can be a really effective unit provided the enemy has no priest-type unit or Holy Warrior to deflect her powers. Your Village will eventually be under attack by Barbarians so have the Huntresses move there to counter them. Your city will have be under siege from Imperial units typically from a Mangonel, Knights, Archers and Man-At-Arms plus the occasional Javelineer. Artos can defend that area by himself with some magic and the occasional backup. These forces are coming from an Imperial town located on the hills and has a trio of Imperial Archers (a great prize to capture) as well as the usual. If you destroy this town, you won't have to worry about any further invasions until you progress further. Now further past your Village is another Village who offers to join you if you defeat the Barbarians. The Barbarian camps have a pair of Watch-Towers plus a number of Huntresses and Warrioresses besides the usual Barbarian horde. Another place of note is a trio of Hovels with a boat nearby. Before you contact the huts, make sure you have 20 Gold and a High Priestess. If so, talk to the Peasant coming out and she'll sell you the Cog (if you don't have 20 Gold, a bug may crop up preventing you from contacting the hut again). Now place the High Priestess in it and drop her off at the island mentioned. There's a Summoning Pentacle there and if she contacts it, it will come under your control and now you can summon Behemoths, Spider Demons and DeathWyrms. I'd suggest you build a Summoning Pentacle elsewhere as the current one is in a place that's too narrow for DeathWyrms and Behemoths to get out from. Near the trio of Hovels is a village that says they will join you if you give them 200 food. I did so but nothing happened, so perhaps a bug kicked in. Anyways beyond that village is a group of Imperial Knights and a Holy Fortress laying behind some Ramparts. Bust through this and you'll have to deal with Holy Warriors, Man-At-Arms, Imperial Archers and more Imperial Knights. They are part of an Imperial town that's blocking your path to the Red Tower. Smash through them you'll see a major city. The Rampart Towers usually have a pair of Imperial Archers plus there's a contingent of Holy Warriors hovering around the Rampart Gatehouses. There's some Mangonels that provide some artillery and a number of Inquisitors for extra firepower. Bombard your way through and you'll meet more Holy Warriors inside the city plus Inquisitors will come out from the area of the Red Tower to attack. Wipe them out and you can bombard the Red Tower with no further resistance, when it's destroyed the mission ends. Level 8 Renaissance: Bombards At Dawn --------------------------------------- You lead a large group of Peasants, Spearmen, Squires, a pair of Supply Wagons and a Sapper. Now you can lay down a base where you first start off. The area has plenty of Stone Outcroppings and room for building a Manor and Village with accompanying buildings and farms. But it might be easier to achieve your research by building your base near the objective ruins. Note that unlike the previous level, you have a slight Pagan orientation here. If you decide to build over there, there's some Mercenaries and Archers there. Artos alone can kill them all with plenty of health left. You might want to do that just to get his experience up. There's some decent resources around there including a Gold Outcropping and a pair of Stone Outcroppings. It'll be a while before the Imperials attack your area, but just as a precaution you might want to have the Sapper build a Trebuchet before you send him to the ruins. The ruins is actually a badly damaged University. It'll take quite a while for your Sapper to complete his job but he'll get things done much quicker if you send some more Sappers to the University. An extra pair should be good. I had my base so that my Manor was facing the path where the Imperials will be arriving from. I had a tower built up on one of the walls so that Archers can be placed inside while I set my Trebuchet to lob shots at anyone coming for me. You'll face waves of Javelineers, Squires and Spearmen. But your bases defenses should mop the floor with these guys. Eventually you will have deciphered the plans in the University and you'll get 3 Bombards! Now you have the technology to build Bombards. Additionally if you repair the University some more research options come out-Galleass and Advanced Windmill (there's a weird bug, if you choose to research the Galleass suddenlyt it'll say Missing Galleass-research this to get Gunners. But in my game, I got Gunners the moment I had the Bombards). No matter what happens, it's important to get the technology to build Gunners. The Imperials are simply no match for the potent combination of Gunners in Forts and some High Priestesses turning their Knights into Gibbering Horde while Battle Riders, Bombard and Trebuchets pound everyone else into submission. If you go forward, you'll encounter a pair of Carracks and Corsairs. You can battle them out with a navy if you wish but I find the Trebuchets and Bombards more than enough to dominate them. Beat back the enemy forces and blast their Holy Fortresses. Eventually you'll meet them out in a ruined old base. Wipe out the enemy troops and the base will come under your control. You can then repair the surviving buildings and you'll have a base closer to your foe's main camp. Advance your forces further, eventually they'll rush out Holy Warriors and Imperial Knights plus whatever Heavy Infantry they still have remaining. Shoot all foes up and deal with Karlem Agnus (Health 600) as you see fit. Next bring down his castle; when it is destroyed the level is over. Level 9 Imperial: Telamagna! ------------------------------ You start off with a token force of 5 Archers and 4 Squires but note that you can now build Inquisitors and Holy Warriors plus you start off with the Crossbow ability! In the beginning you will only face groups of Knights, Squires, Javelineers and Battering Rams. Fend off the first few and build up quickly so you can get your hands on Inquisitors plus Imperial Archers and Holy Warriors. Since no one considers you a threat yet, you can quickly build up a powerful army by not going on the aggressive. Kang the Merciless is really no threat to you, especially once you get your production going. Beating him will be easy but that will get your enemies to come after you and they'll be sending Trebuchets, Dragoons, Squires plus Battle Riders, Huntresses of the Dawn, and Fomorian Beasts. These will completely focus their attacks on destroying your city, but if you alot of Imperial Archers and Inquisitors they can easily crush your foes. When you destroy or capture Kang's Manor, you will have control of his city then you will be assigned to rescue the allied city belonging to Marcus Tathamus. Devastate the Battle Riders and Fomorian Beasts with some Inflict Plague. Mind you they'll still die easily even if you don't. The real threat comes from 4 Holy Fortresses inside the city. It's best to take them out with Mangonels as Wrath of the Heavens will spread fire throughout the city. When you destroy the Holy Fortresses and the Pagan troops, Marcus Tathamus will assemble a large squad of Knights and Imperial Archers to do ABSOLUTELY NOTHING!!! He'll boast about aiding you but he'll never send any help at all. He does tell you to check out the Thieves' Guild in the city belonging to the Renaissance. It's to the east of the Telamagnus. The Renaissance city is actually easy to get into, the towers and forts of that place are unmanned-leaving only a token squad of Squires, Dragoons and Trebuchets to defend it. There's a building with no name at a corner of the city (200 Health)-that might be the Thieves' Guild. In truth I have no idea where the Thieves' Guild is, I set the city on fire by prematurely dropping a Wrath of the Heavens on it. In any case if the Renaissance city is neutralised, only the Patriarch's forces remain. For any easy victory, just keep dropping Wrath of the Heavens on Telamagna. His troops don't have the strength to smash through your forces so just box them in. You win the game when you wipe out the major buildings such as Temple of the Moon and Pagan Palace. Level 9 Pagan: The Patriarch's Mercenaries -------------------------------------------- As you see from the opening, the Patriarch has a large army of Gunners and Bombards. You start off in a rather bad place as the city you control is too spread out to easily defend and there are 2 points of attack for the enemy to come from by land. To top it off you'll have to contend with enemy Barbarians and Huntresses of the Dawn being transported in by sea. But your demons and sorcery should be more than enough to hold them back, so all is not lost here. There are lots of good targets for charming such as Imperial Archers, Gunners, Bombards and Trebuchets. So building some Succubi is really important here. To counter your sorcery, the enemy will have Inquisitors and Bishops placed in various positions but they can be easily taken down by some artillery fire. Barbarians and Huntresses of the Dawn will come in from the left path while Knights, Mercenaries, Archers and the odd Trebuchet or 2 will come from the right. Near your city is an Arcanum that houses a Dark Priest. The Arch-Druid as he calls himself promises to help you if you can pass a test of courage. This test is really nothing, you are to take Artos to an island where he'll encounter a being called the Undine which he must defeat. In actuality, the Undine is nothing more than a Peasant with the health levels of a demon. The Warriors of the Sun accompanying her will try to attack you so you should be pretty tough to kill her. When you do so, the Arch-Druid gives you the technology to build the Wickerman. With the Wickerman you can not only build stronger regular troops but you also have the ability to summon Abaddon. Watch out though! There's a bug which causes you to lose the ability to produce Battle Riders/War Riders the moment the Wickerman is successfully built. So if you want a group of War Riders, you'll need to build a number of Battle Riders first. If you summon Abaddon, he'll pretty much wade through the enemy for quite a while until he reaches his first base that has Gunners. The enemy Gunners should quickly put down Abaddon but his rampage should give you plenty of expansion room as well as prevent further invasions from the enemy bases that are closer to you. By this point you should have a strong army that includes some Trebuchets, Bombards, DeathWyrms and Behemoths. Even with Abaddon down, these guys should be able to batter down any building and unit in their way. Continue to charm valuable troops until you are fairly close to the Keep where the Patriarch is near. But be careful, if you are too close, he'll take action. The Corrupt and Scheming Patriarch Granitas (Health 800) is guarded by a number of Inquisitors, Imperial Archers, Imperial Pikemen, Gunners and there are nearby Monks as well to help heal him of wounds. If you are too close to him, he'll summon the Archangel and the support fleet of Karlem Agnus will begin to arrive to attack your home base. Rather than a direct assault, I killed the Patriarch by simply bombarding him from the base of the cliff where his Keep is. He had no way of attacking me from that area until he could get some troops to run around the mountainside. His Archangel was defeated by bombardment from DeathWyrms and Bombards plus he was ganged up on by my Behemoths. With the Patriarch dead, you win the game. Level 9 Renaissance: Tomas the Fanatic ----------------------------------------- You start off with a Cog and 8 Knights but the Baron of Istra will join you immediately so you have a 9th Knight. There are a number of Spearmen and Archers around, but not enough Farms to support everyone. Personally I got rid of the Spearmen as you can build Man-At-Arms. The base you have is quite well established with a Barracks, some Shops, Tavern and a Stable. There's also a Dock but it's placed in an area that faces away from most of the potential landing points, so I didn't bother using it. Note that where you see flags around, be careful that's an indicator that a group of hostiles are living in that area. This island has plenty of resources but there's a bunch of hostile tribes stationed at various parts. Usually you'll see Barbarians, Warrioresses of the Dawn, Huntresses of the Dawn and a couple of Huntresses of the Sun. One area has a Henge and there's a Behemoth there guarding it. If that weren't annoying enough, you'll have to contend with constant invasions from various sides of the island. As such you'll need to establish some defences quickly and a pair of well-placed trading posts will give you some much needed early warning. You'll need to be a bit conservative with costs as it'll be some time before you can build up your forces and infrastructure to a point where you can safely go to the mainland. Eventually your enemy will run out of units to invade your Istra base When you have an Observatory built, build up a strong navy and scan for enemy ships to sink. The best ships for sea combat is the Corsair followed by the Galleass, the problem with the Carrack is that it reloads too slowly and it's lobbed shots take too long to reach it's destination-the Galleass suffers from similar problems though not nearly to the extent of the Carrack. The Corsair may not be very tough but it fires rapidly and its fire arrows are especially damaging against enemy ships, so send the Corsairs in to overwhelm enemy naval forces. The beaches indicated as potential landing spots will have nearby enemy garrisons, however your Carracks (and Galleasses if you decide to make any) will decimate the defenders that leave the safety of their walls. Now it's time to start sending your troops over. Trebuchets or Bombards plus a Peasant to lay down some buildings might be a good first choice to start. The enemy will have a number of Holy Fortresses and Watch Towers around the area, but with your superior Siege Engines you should be able to bombard them from out of their sight range. When you have wiped out the enemy on a particular beach spot, reinforcements will arrive there. Keep going and destroying enemy bases at your leisure while scouting for ambushes. You'll keep getting reinforcements in the form of Gunners, Knights, and Man-At-Arms. So if you need to build more troops, try to avoid making those 3 types. In fact you'll quickly get so many reinforcements that you'll exceed your population limit and overburden your food capacity, so you might end up having to delete reinforcements as they come. There are plenty of Pagan enemies as well and they're of high levels plus some are backed by a Wild Behemoth. So some Priests should be included amongst your forces or else mass fire from your siege engines is good to. Proceed further until you see some Imperial Flags, scout a bit and use the Observatory. As you progress closer to the Imperial Palace, you'll see large squads of Holy Warriors, Imperial Knights, Imperial Archers and Imperial Pikemen. Arrange your forces to deal with these threats but essentially this level is almost a guaranteed win as reinforcements keep arriving. Smash through Tomas's troops and bombard the Imperial Palace. With it destroyed the level is over. Level 10 Renaissance: Defeat the Patriarch -------------------------------------------- You start with tremendous amounts of forces and infrastructure, unfortunately everything is scattered. Now go to the northern area of base and you'll see a number of Warehouses. Use these to build 6 Resource Wagons. You are told that the inventor Baron Von Braun lives to your southwest. So contact him and he'll offer you Greek Fire if you give him 4 wagons of gunpowder. These are your Resource Wagons, send them all over to Baron Von Braun-he'll actually accept 3 Resource Wagons rather than 4. When you do so, he'll give you the technology of Greek Fire and will ask for another 4 wagons to give you Rocketry. Give the other 3 wagons, he'll give Rocketry. If you send the Wagons early enough you don't have to guard them from marauding demons. Also use your Observatory to scan for the enemy base (you're on the look out for a Henge, Wickerman and a pair of Holy Fortresses). Also build some Priests, remember what was mentioned about the evidence of black magic by the Patriarch! Dragoons and extra Gunners can also be nice if you have the money for them and some expensive future purchases. Finally move much of your forces to the east, since that's where the Patriarch's base is, especially the Trebuchet. Honestly, you might not get the chance to build much of anything unless you're willing to really drag things out (because of the distance your carts have to travel to make their deliveries, you'll be getting your resources in at a slow pace). While this is happening the Patriarch will be picking at your defenses to the northwest. Send your Corsairs over to defeat enemy ships, you can scrap your Carracks. Also scattered throughout the countryside are your Watch Towers, quickly upgrade some east and northern ones to Forts because the enemy will teleport troops in those places. You'll have to face groups of Horse Archers, Gibbering Horde and Fomorian Beasts. The Fomorian Beasts can make short work of your Watch Towers but a Fort's increased toughness gives them enough time for you to send some help. Worse yet you'll have to fight a powerhouse group that includes Battle Riders, Warrioresses of the Dawn, Huntresses of the Dawn and a pair of Behemoths. Still your Priests, Gunners and siege weapons especially the Rocket Tower should carry the day, additionally Dragoons are very effective in dealing with the Gibbering Horde that you tend to face and come in handy if you have to face Abbadon. If you get the chance to, try and burn down the Wickerman and Henge with Naptha shots from your Trebuchets, you might be able to prevent the summoning of Abbadon. Eventually your advisor will alert you that the Patriarch has arrived at his base. The Corrupt and Scheming Patriarch Granitas (Health 800) is the target of your fury. Send Rocket Towers to blast him to oblivion, don't get close to him as not only does he have Holy Flame but he will also conjure a horde of Undead Legion. As well if he still has the Henge and Wickerman, he'll be summoning Abbadon and that guy's nasty to take down (best bet is lots of Gunners who are shielded by Forts and Towers), so see if you can kill the Patriarch before that happens. This mission ends when Patriarch Granitas is slain and now you have won the game for the side of the Renaissance.