=============================================================================== ==> A R M I E S O F E X I G O <== =============================================================================== Game: Armies Of Exigo Platform: PC Region: North American Release Guide Type: Complete FAQ & Walkthrough Written by: Darrin Ackerman (VertigOne) Version: v0.7 -- February 16, 2005 This document was written with the font Courier New, Size 10, 79 characters per line. Best viewed with Courier New, Size 10. Notepad, WordPad, Word, UltraEdit and any other text viewer should work great for viewing. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>> WORK IN PROGRESS *** WORK IN PROGRESS *** WORK IN PROGRESS <<<<<<<<< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This guide is a work in progress, and as such is NOT YET COMPLETE. There is much missing from this guide at this point. Please be patient. This guide will be completed in time. I am not taking ANY submissions for the guide at this time. Any such contacts will be deleted! You can, however, ask questions about the incomplete parts. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ******************************************************************************* * SPOILER WARNING *** SPOILER WARNING *** SPOILER WARNING *** SPOILER WARNING * ******************************************************************************* * * * This guide is NOT spoiler-free! I've tried my hardest to minimize the * * amount of spoilers. There are no major spoilers. I do not reveal parts of * * the plot or anything like that. However, you can't (at least in my opinion) * * write a "complete" guide and not have some spoilers. If you don't like it, * * sorry, too bad, don't read this FAQ! * * * ******************************************************************************* * SPOILER WARNING *** SPOILER WARNING *** SPOILER WARNING *** SPOILER WARNING * ******************************************************************************* _______________________________________________________________________________ =============================================================================== ==> i. L E G A L I N F O R M A T I O N SLI01 =============================================================================== First and foremost let's get the legal stuff out of the way. This document is a copyrighted work and is intended solely for your PERSONAL USE. You may print a copy for yourself and you may give copies to your family and friends so long as you do NOT change a single thing. You may NOT demand any sort of compensation for this guide, monetary or otherwise. COMMERCIAL ENTITIES (INDIVIDUALS OR GROUPS) ARE NOT PERMITTED TO USE THIS DOCUMENT FOR ANY PURPOSE WHATSOEVER BEYOND THE PERSONAL USE OF AN INDIVIDUAL. THIS DOCUMENT IS NOT TO BE INCLUDED AS PART OF ANY SOFTWARE, MAGAZINE, ON-LINE SOURCE OR ANY PART OR AFFILIATE OF ANY COMMERCIAL ENTITY. YOU MAY NOT REPRODUCE, DISTRIBUTE, MODIFY OR DO ANYTHING TO THIS DOCUMENT, BEYOND PRINTING FOR PERSONAL USE. DOING ANY SUCH ACTION IS A DIRECT VIOLATION OF COPYRIGHT LAW! _______________________________________________________________________________ =============================================================================== ==> ii. D I S T R I B U T I O N A N D H O S T I N G SDAH01 =============================================================================== Distribution and hosting of this document is limited to the following websites. No other sources are allowed! -> www.GameFAQs.com (and its affiliates) -> www.neoseeker.com -> faqs.ign.com -> www.cheathappens.com If you would like to host this FAQ on your website, drop me an e-mail at the address listed above, and we'll see what we can do. You MAY NOT host this guide without being listed in this section or my written permission! -[ Hosting Rules ]- 1. The guide must be displayed in plain-text format. However, it can be wrapped in a frame, table, or whatever. This is primarily to keep the proper formatting of the guide. 2. The guide must be publicly available for FREE. No charges of any kind may be applied for access to this guide! NO EXCEPTIONS! _______________________________________________________________________________ =============================================================================== ==> iii. V E R S I O N H I S T O R Y SVH01 =============================================================================== -------------------------------- --> v0.7 - February 16, 2005 <--- ------------------------------------------------------------------------------- The walkthrough is now 99% completed, with just Beast Mission 12 missing. I do have some revising to do of Fallen missions 10-12 and all of the Beast missions (to include objectives and new stuff), but that can come at a later time. The Fallen buildings and units section remains unchanged, as is the Beasts, but they will be completed next. - Fallen Walkthrough section completed! - Added new Neutral Units - Added new Neutral Buildings - Rewrote the Fallen Mission 7 section of the walkthrough - Updated Fallen missions 8 & 9 in the walkthrough section to indicate new stuff and objectives like the rest of the guide does. - Updated Neutral Units - Updated Neutral Buildings - Various minor corrections - De-spoilerified most of the walkthrough. They were minor spoilers, extremely minor, but there was no need for them anyway, so they're gone. -------------------------------- --> v0.6 - February 14, 2005 <--- ------------------------------------------------------------------------------- *** IMPORTANT *** There was some confusion with where to send emails, and for that I'm sorry. I had mistakenly left my OLD walla email address listed in the guide. This address should NOT be used! Walla has issues and is apparantly blacklisted from many mail servers! I cannot reply to most emails from Walla, so DO NOT USE my walla email address! *** USE THE FOLLOWING ADDRESS TO CONTACT ME: onevertigo1(at)yahoo(dot)com - Empire Walkthrough section completed! - Added some new Neutral Units - Added some new Neutral Buildings - Updated the Neutral Buildings section - Updated the Neutral Units section - Updated the Empire Mission 12 "Revenge" section - Fixed the Table of Contents to show the correct mission names - Fixed the section headers to show the correct mission names _______________________________________________________________________________ =============================================================================== ==> iv. T H I N G S L E F T T O D O STLTD01 =============================================================================== Here's a list of what I have in the works for this guide. - Finish Beast walkthrough section (just mission 12) - Finish Units section (Empire is complete) - Finish Buildings section (Empire is complete) _______________________________________________________________________________ =============================================================================== ==> v. T A B L E O F C O N T E N T S STOC01 =============================================================================== Welcome to the Table of Contents! Here you can see a quick outline of all the sections in this FAQ. Each section has a Search Code, as does any of its sub- sections. To use the Search Codes, press CTRL+F and enter the code into the Find box that pops up. That will then take you right to the section! If CTRL+F doesn't work for you, use the Edit or Search menu, then Find. Sec# Section Title Search Code ------------------------------------------------------------------------------- i Legal Information SLI01 ii Distribution and Hosting SDAH01 iii Version History SVH01 iv Things Left To Do STLTD01 v Table of Contents STOC01 I Introduction SI01 II The Main Menu SMM01 III The Interface SIF01 IV Walkthrough SWT01 a. Empire Campaign SWT01A 1. The Borderlands SWT01A1 2. Road to Margoth SWT01A2 3. Tightening the Noose SWT01A3 4. Might of the Magi SWT01A4 5. Noran in Flames SWT01A5 6. Dark Treachery SWT01A6 7. Dead Moors SWT01A7 8. Desperate Rescue SWT01A8 9. Rise of the Phoenix SWT01A9 10. The Long Dark SWT01A10 11. Dragonfire Fields SWT01A11 12. Revenge SWT01A12 b. Fallen Campaign SWT01B 1. Footfalls in Darkness SWT01B1 2. The Last Queen SWT01B2 3. The Dwarven Gate SWT01B3 4. Emerging From Shadow SWT01B4 5. The Mines of Malrinor SWT01B5 6. Teonia SWT01B6 7. The First Seal SWT01B7 8. The Coming of the Dark Host SWT01B8 9. The Reckoning SWT01B9 10. Black Marsh SWT01B10 11. Field of Sorrows SWT01B11 12. Chamber of Screams SWT01B12 c. Beast Campaign SWT01C 1. The Red Hills SWT01C1 2. Taming the Three Tribes SWT01C2 3. Reclaiming the Heard SWT01C3 4. Wall of Noran SWT01C4 5. A Gathering of Fire and Shadow SWT01C5 6. Cold Blooded Kin SWT01C6 7. Tyron Gral SWT01C7 8. The Gray Tower SWT01C8 9. Dragga's Rise SWT01C9 10. The Sleeping Terror SWT01C10 11. The Eleventh Hour SWT01C11 12. ? SWT01C12 V Buildings SB01 a. Empire SB01A b. Fallen SB01B c. Beast SB01C d. Neutral SB01D VI Units SU01 a. Empire SU01A b. Fallen SU01B c. Beast SU01C d. Neutral SU01D VII E-Mail and Submissions SSUB01 VIII Credits and Special Thanks SCST01 _______________________________________________________________________________ =============================================================================== ==> I. I N T R O D U C T I O N SI01 =============================================================================== Welcome to my Armies Of Exigo FAQ! Thanks for taking the time to check this FAQ out. I hope you find it useful! This is a complete compilation of all the stuff in Armies Of Exigo, including a complete walkthrough on all of the Single Player campaigns. This FAQ was written to be a source of information, and to offer some strategies for beating the single player missions. Armies has a rather weird difficulty scale, meaning no matter what difficulty you choose, some missions are stupid-easy, while others are so hard it's beyond aggravating. I have tried to be as detailed as possible, without getting too detailed and swamping you with information. Please note, my strategies listed for the Walkthrough section are MY strategies, meaning if you don't like them, make up your own! I have tested every strategy and know it works, but it's your game, so you can play it how you see fit. Use this guide for what it is -- merely a guide -- it's not the end-all be-all of the game! Anyway, now that that's out of the way, let's get down to business! _______________________________________________________________________________ =============================================================================== ==> II. T H E M A I N M E N U SMM01 =============================================================================== I'm not going to go into much detail on the Main Menu. I don't feel it's really necessary because it's very simplistic. If you can't figure out the Main Menu, I seriously doubt you'll even manage to play the game!! :) One thing I must note, a handy feature I haven't seen in many other games. In the Game Options, you can set "Right-click to Attack Move." What this does is makes any of your units that you have selected perform an Attack Move when you right click (instead of you having to press 'A' then left-click the spot to move to). An Attack Move, if you don't know, is an order that tells your units to move to the designated area, but attack anything and everything they can along the way. However, if you use this and need to perform a regular move (or to retreat) you will need to press 'M' then left-click the area to move to. I use this, and love it. Though sometimes I do forget to hit 'M' and click to run away and scream "WHY AREN'T YOU MOVING!!?!?!" before I remember... heh. Anyway, as I said, the Main Menu is extremely easy to navigate so you shouldn't have any troubles. You might want to play with your Game Options to get the best performance (or visual appearance) for your computer. You also might need to adjust the sound effects a bit. For me, they were really, really loud. Also, if you know how to do it (and your machine can handle it) you should turn on Anti-Aliasing in your videocard options (in Windows). It really helps make the game look a lot better. Ansiotropic filtering is up to you, I didn't notice much of an improvement with it on or off. I only mention AA/AF because I generally don't use it, but with this game I do... it's very jagged without. _______________________________________________________________________________ =============================================================================== ==> III. T H E I N T E R F A C E SIF01 =============================================================================== The Interface is what you interact with while you're playing a mission (or skirmish, or multiplayer game). The Interface consists of three main parts. The top toolbar which lets you access the Game Menu, view your Objectives, toggle the second mini-map on or off, displays resources (Gold, Wood and Gems). It has more options when you are in a multiplayer game. The bottom toolbar shows you (from left to right) a portrait of the selected unit OR a mini-map of the underground (when applicable). Next to that is the Unit Information window. This displays information on the selected unit, building or object such as: HP, Attack Damage, Mana, Armor, Effects and more. The center of this toolbar has some action buttons including: Attack, Stop, Cancel, Patrol, and more. The large button in the top-center switches between surface and underground views. To the right of that is the buttons group. In here will be buttons to build stuff, use spells or abilities and whatever else a selected unit or building can do. Finally, the right-most part of the toolbar is the mini-map of the surface map (or underground if you toggle it). The rest of the screen is the viewing area, where you see what's going on in the world. Left-Click select something, or deselects (if you click on the bare ground). Left-Click also makes buttons work and so forth. Right-Click makes your units move there, or sets a rally-point. You can left-click on a mini-map and the main view will switch to that area. You can also right-click a spot on the mini-map to move units or set a rally point. The interface is pretty standard. It follows the most common RTS format. Also, if you've played WarCraft or StarCraft, you'll feel right at home. Here's a quick list of some of the default hotkeys you can use in the game. This is NOT all of the keys, just the ones that I think are most used (well, I use them the most, so yeah). -> A -- attack or attack move. Press A, then left-click a building or unit to have the selected units attack. Left-click somewhere on the ground and the selected units will perform an Attack Move to that spot. Attack Move means they'll move to the designated spot and attack anything along the way. They will STOP and attack and only move on once the threat is dealt with. -> M -- move to the designated spot. Press M, then left-click the building, unit or area to move to. If you click a unit, the selected units will move to that unit and follow it around (and guard it). When doing a normal move, units ignore any threats they encounter. They will not stop until they get to their destination (unless their path is blocked). -> F10 -- Brings up the Game Menu where you can Save/Load/Restart/Quit and so forth. Also good to just pause the game. -> CTRL+# -- # is 1-0 on the regular part of the keyboard (NOT the numpad). Pressing CTRL+# assigns the selected units to that group. You can have a maximum of 15 units in one group. Then you can select that group by pressing the #. Pressing the # twice in a row moves the view to that group. Remember # is 1-0, not the actual # sign. -> SPACEBAR -- moves the view to the last event. If you see the message "we're under attack" and hit space, it moves the view to the action. Works for production, research, etc. Pretty much anything that causes an event (either by audio cue or text on the screen). Handy when you've got a lot going on. That's about all the keys I ever use. There are other keys that are useful, and if you think I should include them, drop me an e-mail. _______________________________________________________________________________ =============================================================================== ==> IV. W A L K T H R O U G H SWT01 =============================================================================== Welcome to the Walkthrough section! In this section, you will get all the information you need for beating each and every mission of all three campaigns (Empire, Fallen, Beast). There are a total of 36 missions in the game, 12 for each of the three races. There's a CG animation at the start of each campaign and some random cutscenes throughout. At the beginning of each Campaign section, I list some important information you need to know about the Campaign (mostly about the race and buildings). This isn't overly-detailed but it's there just so you get an idea of what the race is about, and how they may differ from the other races. -[ BUILDINGS, UNITS, SPELLS & TECHNOLOGIES ]- As the game progresses, you have access to new stuff. When you get new stuff in a mission, I list it at the top of the section for that mission. This is just some brief information. For more detailed information on any of that stuff, check out the corresponding sections after the Walkthrough section. -[ MISSION STRATEGIES ]- The strategies and methods I list are MY OWN. You might not like them or have a better way of going about doing something, and that's fine. I tested these strategies repeatedly, and I know they work. However, if you wish to change it up, feel free. Take my information for what it is, a guide. Not the end-all be- all of the game. Okay? Good, let's get started! ------------------------------------------------------------------------------- --> IV-a. Empire Campaign SWT01A ------------------------------------------------------------------------------- The first campaign for Armies of Exigo is the Empire Campaign. The Empire is made up of all the "Human" races, including: Humans, Elves, Gnomes and Dwarves. The Empire has a wide assortment of units and some of the most powerful units in the game. Though with that, they're slower to build and more expensive. Their buildings can be built pretty much anywhere. They use Farms to provide the population limit. Most troops can be built from a Barracks (so long as you have the required buildings) or directly from the corresponding building (Priests from Temples, etc.). Also, Barracks can be upgraded to train (or research) two units simultaneously. Most buildings may also be garrisoned (you can stick units in them to protect the units). The main defensive structure for the Empire is the Tower. It has several forms from a lowly Scout Tower (no attack) all the way to a Guard Tower. You can garrison up to two Rangers in each tower to provide some extra punch. Each unit gains experience individually, and with that, you want to protect your higher-leveled troops. As they gain levels, they get different Auras (much like WarCraft 3). These Auras provide different benefits to any troops near the unit with the Aura. The Auras are: Strength, Speed, Dexterity and Absorbtion. There are two levels of each Aura, "Lesser" which is the lowest possible level (which units get at level 2) and then just "Aura of " which units get at level 5. These Auras are VERY beneficial, so you most definitely want to keep your more experienced troops alive. However, it's not the end of the world if they die, you can get along fine without them. Finally, the workers for the Empire are Peasants. These guys build, repair and gather resources (gold, wood, gems) for you. They can be upgraded with the Team Work upgrade, which allows up to 5 Peasants to help build a building. With Team Work, any idle peasants nearby will also help build. They can be set to Auto- Repair as well (just right-click the repair button). Any buildings or mechanical units that are damaged and near them, they will automatically go and repair, then return to their original position. Peasants that are gathering resources will stop what they are doing to repair a damaged building, then return to their duties. With all that out of the way, let's get to it! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.1. The Borderlands SWT01A1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Peasant - Packmule - Swordsman NEW BUILDINGS: - Farm - Barracks OBJECTIVES: - Locate the Mining Town - Train a packmule and escort it to the Margoth Road - Kill the Beast Berserker to stop the raiding parties Alrighty, here we are at the very first mission of this excellent game. Get ready for a wild ride! *** IMPORTANT: Remember to save often. Things can go wrong very quickly, and it's frustrating to have to start over from scratch! Okay, here we go. This mission is pretty much just an introduction to the game and the Empire buildings and units. As such, it's not entirely complicated. Fairly straightforward stuff, here. That will all change, though... After a quick scene, you'll have control of the troops. Select them all and follow the road leading south. You'll run into a few Beast enemies along the way, but they shouldn't pose much problem. Bring your troops to the large building in the center of the town and you'll get some Peasants. Now we have to collect resources, and train a pack mule. Take your four peasants and have them start mining the gold just west of the base. Two peasants can mine one patch of gold at a time. Build at least 5 more peasants and have 2 mine the remaining gold pile, 2 start chopping trees and have the last one start repairing the damaged buildings. Once the repairs are done, build a couple more farms and a Barracks. In a couple of minutes, a few Beasts will appear and start harassing your town. For now, just defend against them. Once we get a Barracks up and some cash, then we can take out their leader, the Berserker, and end their incursions into our lands. Once your Barracks has been built, start producing some soldiers. You might want to build two Barracks so that training goes faster. Money really shouldn't be an issue in this mission. You should build up a full group (at least 15) of soldiers, and an additional 4-6 to stay and guard your base. On the harder difficulties you might need additional troops -- just remember to save 500 gold for the pack mule. When your troops are built, move towards the spot where the Berserker is (in the northeast corner of the map). Kill all the Beasts along the way and finally the Berserker when you get to him. Now that the Beast threat is gone, we can build our Pack Mule (from the Storage building) and send it to the road to Margoth, which is just north of where you killed the Berserker. You should see a little road sign there. Make sure you have some troops follow the mule (select troops then right-click the mule) because a couple of stray Beasts will try to kill it on its way. Once the mule gets to the road, it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.2. Road to Margoth SWT01A2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Elf Ranger - Pikemen NEW BUILDINGS: - Town Hall - Scout Tower - Blacksmith NEW TECHNOLOGIES: - Iron Sword - Scale Mail OJECTIVES: - Build a Barracks - Build a Blacksmith - Locate and destroy the Beasts and their camp - Locate Beast campsites and recover three resource caches (optional) We're now on our way to Margoth to deliver aid and supplies. First thing to do is to build a couple more peasants and start mining gold and Gems. Two or three peasants will fit in a gem mine. Get some guys chopping wood, too. Once you have enough resources build a Barracks and some Farms. NOTE: This is the last time I'm going to mention anything about gathering resources. You should have the hang of it by now! After a few seconds two Elves show up and tell you about a Beast encampment nearby. They also join you. They're the only Elf Rangers you get for now, so keep them alive! We'll also be able to build Pikemen from our Barracks, so make use of them. Also, now that you can build Scout Towers, you can stick the Elf Rangers in them. They'll fire on any enemies and be better protected. Our base is located in the southeast corner, with an entrance in the northwest. The first Beast campsite is on the far west side of the map, slightly above the southwest corner (500 wood). There's a Ruined Tower (reveals part of the map) near the center of the map (follow west road out of base, then take the first path north). The second Beast campsite is located just north of the Ruined Tower (500 Gold). The third Beast campsite is located in the northeast corner of the map (500 Gold, 150 Gems). The Beast Garrison is located in the northwest corner of the map. After you build a Barracks, you'll be informed to build a Blacksmith. Build one. Blacksmiths also serve as Lumber drop-off points, so build it close to where your tree cutters are. Make sure you research everything the Blacksmith has to offer to better equip our troops. You should quickly build the Barracks and Blacksmith, as soon as resources permit. An Ogre will come attacking soon, and they're only weak against Pikemen. Normal soldiers can kill them, it'll just take a lot longer. Ogre's are huge and mean. You want them dead quick. When you're ready to start attacking, build up at least one full group (15 troops) of soldiers. Have at least 10 Swordsmen and 5 Pikemen. Build a few extra troops to defend your base while your gone. Let's go after the Beast resource campsites first, so we can get some extra supplies. The first campsite is in the soutwest corner. On your way, take the first path north you see and garrison a troop in the Ruined Tower to reveal the second campsite. Continue west and kill the Beasts and grab the 500 Wood. Head back towards your base, this time going north from your base. Along the way you'll see three Beasts harassing a Merchant. Kill them and he'll thank you and promise Gold and Wood. Now continue west from here and take out the second Beast campsite and grab the 500 Gold. The third and final Beast campsite is located in the northeast corner of the map. Head there, kill the Beasts and grab the 500 Gold and 150 Gems from the chests. Now all that's left is the Beast Garrison, which is located in the northwest corner of the map. You must follow the northwest road from the crossroads where you met the Merchant. Attack from the northern most road. You should bring at least two full groups (15 troops each) to attack. Make sure you have some Pikemen! The enemy has a couple huge Ogres. Start attacking the base and some Elf Rangers will show up and help you out. Destroy the base and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.3. Tightening the Noose SWT01A3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Priest NEW BUILDINGS: - Temple NEW SPELLS: - Decree - Protective Shell - Heal - Bless NEW TECHNOLOGIES: - Iron Arrow - Leather Armor - Watch Tower OBJECTIVES: - Alric must survive - Dunehelm must survive - Guide Alric to Margoth - Guide Dunehelm to Margoth Well we're finally on our way to Margoth again. This time around, we're greeted with Alric, a Mage. He's pretty much the main character in the Empire campaign and he'll be with you throughout nearly every mission. Whenever he is in a mission, he must survive at all costs (or it's game over) so be sure to protect him. He's rather powerful for a Mage (usually they're physically weak) and can hold his own quite well, but just keep an eye on him. We have to get to Margoth, and we're quite a ways away from the town. Start off by following the road to the north. Along the way you'll run into a small Beast campsite. Kill them, and grab the chest for 125 Gold and 75 Gems. Continue following the road north until you come to an intersection. DO NOT cross the bridge! Instead, head to the northeast corner and into the underground. Once underground, head west. You'll come upon an exit to the surface, take it. Back on the surface, near the entrace, you'll see a large pile of rocks. Have your guys attack the rocks (you have to press A, then left-click the rocks) so that the rocks fall down and kill one of the Ogres. Then take your troops and slaughter the remaining Ogre. Don't neglect to use Alric's Decree spell. It does massive damage to all enemy units in an area! Continue heading west and you'll come upon another small Beast campsite. Kill them all and take the two chests for 250 Gold and 150 Gems. Now head back east along the road just a bit until you find another path heading south. Follow the road south until you reach some allied troops getting attacked by Beasts. Help them out (don't forget about Alric's Decree!!) and you'll get a quick scene. Dunehelm joins up with you now, and he must also survive or it's game over. Follow the road south some more until you find some more Beasts. Your guys will tell you to stop the Goblins (little green hoppy guys) or they'll bring reinforcements. Don't even bother, they're too fast. Start killing the Beasts and follow the path to the west. Kill everything, then gather your troops near to the glowing glyph on the ground, and then grab it. It'll heal all nearby troops. Now, head south just a bit from where you got the healing glyph and you'll find a path leading into the woods to the west. Follow it and grab the two chests for 250 Gold and 150 Gems. Then, continue following the road to the southeast and enter the underground once again. Make your way south and kill the Tunnel Rats, then head to the east and then north. Go back to the surface here and then north again. Go next to the Temple and two Priests will join you. These guys can heal, so they're handy to have. Go back into the underground now, this time taking the west path (from the main room), following it all the way west, then south and back to the surface again. Take your men along the western road. You'll soon find a village under attack by the Beasts. Kill off all the Beasts and you'll get a quick scene, then the village is ours! Start repairing the buildings and gathering resources. It's time to bring the fight to the Beasts! Our base is located in the southwest corner. Margoth is located in the northwest corner (green). There are three Beast bases, two directly east of Margoth (yellow and brown) and one east of our own base (orange). There are two entrances to our base, one to the east and one to the north. You'll get attacked from both, so put up some Towers (make sure to upgrade them to Watch Towers!). You can safely ignore the orange Beasts (east of your base). We don't need to go that way and they're pretty weak anyway. Just position 3 Watch Towers (with Elf Rangers in them) in your eastern exit and leave it at that. They won't get through that. Now, in order to get to Margoth, we have to go through the Yellow and Brown bases. Don't worry, it's not that bad. Build up at least two full groups of troops (15 each). Make sure you have a nice mix of soldiers and at least two Priests in each group, then get ready to march! Follow the northern road out of your base. The first base you'll have to deal with is Brown. They're not all that tough, so storm them with all your troops and make them dead. Once that base is destroyed, reinforce your troops if you need to. You'll notice that there's a Trebuchet here and you can garrison one of your soldiers inside of it to take control! With the Trebuchet, you can now destroy the entire Yellow base without having to go near it. You'll have some troops to deal with, as they'll get pissed off that they're getting bombed and come attack you. Just stay near the catapult and guard it, while using it to take out the Yellow base. Once you destroy the Yellow base, take some troops and mop up any remaining units they might have, then bring Alric and Dunehelm to Margoth (green). You'll get a short cutscene when you get there and... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.4. Might of the Magi SWT01A4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW SPELLS: - Resurrection NEW TECHNOLOGIES: - Trailblazing - Precision Archery OBJECTIVES: - Alric must survive - Dunehelm must survive - Survive for 30 minutes - Destroy the Siege Catapults In this mission we're tasked with defending Castle Margoth. This mission is just a bit tough -- even harder than the last. You better get used to that, though, things certainly don't get easier from here on out! There are two entrances to our base, one in the south and one in the east. We'll be attacked pretty much constantly from both directions. You're going to want to put several (6+) Towers (make sure to upgrade them and stick Rangers inside) in each entrance. You may need 10 or more towers in the southern entrance as the majority of the attacks come from that direction. So get building towers! Also, you should build a couple towers by Alric as some airborne units will try to kill him. While you are building towers, also build a couple more Barracks (I had a total of 4). Your troops are under constant assault and will need reinforcing quickly -- more Barracks will allow you to do that! You may also purchase Crossbowmen from the Tavern near Alric (powerful ranged units). We've also got some annoying Catapults pounding us from the west. When you have sufficient defenses, take some troops (7-10 is good) to the underground (entrance by the castle). To the north and south (just west of the underground entrance) are chests with resources, grab them all. Head west and you'll find Miners being attacked by spiders. Kill the spiders and the Miners will build you a tunnel over to where the Catapults are. Once it's built, head in and over to the other side and destroy the Catapults. Bring your troops back to the surface. Beef up your defenses in both entrances. Make sure you have pleanty of towers and troops in each entrance. All you have to do now is survive for the remainder of the 30 minutes and... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.5. Noran in Flames SWT01A5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW TECHNOLOGIES: - Improved Farming - Fortify - Stone Keep - Advanced Barracks OBJECTIVES: - Bring Alric to the First Envoy - Bring Alric to the Second Envoy - Bring Alric to the Third Enovy - Alric must survive - Escort Father Julianis to the village and garrison him in the temple - Destroy the Occupation Army As soon as this mission starts, we happen upon a town under attack by some rebels. You'll scare them off and get a cutscene outlining the situation. First things first, get gathering resources and repairing your base. Build up some defenses and start pumping out troops. Make sure to research everything and do all the upgrades. Our base is in the northern most part of the map, in the center. There are three entrances: east, south and west. You should place 3-4 Watch Towers with Rangers in each entrance for defense. That should be all you need for defense, but feel free to throw some extra towers or troops in the mix for defense. After a bit, the First Envoy will appear to the east of our base. You can ignore him until you're ready. Once you are ready, however, head over and talk to him. You'll get a cutscene and a Priest will tell you about his town. We should go help the town! Head out of the southern entrance of your base to the purple village and garrison Father Julianis into the temple. Don't destroy any of the buildings! Once the Priest is garrisoned in the temple, the entire town converts to your control! Also, you notice a huge mess of enemies in the town. If you wait a bit they'll leave, then you can make your move. Also, this large group will be converted to your side (about 25 peasants!) if you avoid fighting them. After a while, the Second Envoy will arrive in the southeast corner. Go talk to him for a scene. There's an enemy town along the way, so make sure you bring pleanty of troops with you (one or two full groups should be pleanty). You'll get six Crossbowmen after the talk, and get the task of destroying the rebel base. The western entrance to your base is going to be under pretty heavy constant attacks now, so you might want to beef up your defenses there. You can optionally destroy the red base in the south. This is a good idea as it pretty much eliminates most of the attacks against your own base. You'll need at least 3 full groups to do it, but it isn't anything majorly hard. Just remember to bring priests with you! Now, for the last enovy, we have to go through the rebel leader. No real problem there, either. Take 2-3 groups of men with you and go obliterate them. Alric's Decree spell works wonders against them, and should deal with most of them very quickly. Mop up the remaining troops, talk to the third Envoy, and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.6. Dark Treachery SWT01A6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Catapult NEW BUILDINGS: - Gnome Workshop NEW TECHNOLOGIES: - Steel Sword - Steel Arrow - Plate Mail - Padded Armor OBJECTIVES: - Dunehelm must survive - Destroy the traitor's castle! - Defeat the White Wolf (optional) Well, well, well... the plot, she thickens! Things start to get weird from here, but our job is still the same: crush, kill... destroy! We must rescue our friend in this mission, so let's get to it! As usual, start gathering resources and building up your base. After a few moments, some Crossbowmen will arrive and join you. Since they're more powerful than Rangers, be sure to keep them alive! Our base is in the southwest corner of the map with an entrace to the north, where there's a bridge. West of our base, by the gold fields is a hidden path to an underground entrace. There are several viscious wolves in here, so make sure you take them out before they eat your peasants! Defense should be set up at the bridge to the north. Stick a few towers there and some troops and you should be fine. Gnomes will send you a lone Catapult for your use after a while. We can also build Catapults now from our newly aquired Gnome Workshop building! Catapults are siege engines, and with that, they're awesome at destroying buildings. They also have huge splash damage and can wipe out a large concentration of enemy troops relatively easy (watch when the enemy units fly through the air after impact...whee!). BUT, be warned, the splash damage WILL hurt your own troops! The underground is a host for some nice treasures and leads to a resource field in the northwest corner of the surface map, as well as an alternate path to the enemy castle. You should take some troops down there. Head north from the entrance and take the first path east. There's a bunch of wolves and assorted baddies in here guarding lots of treasure. Kill them, grab the chests for (500 Gold, 250 Gems) and grab these items: Orb of Frost (adds ice damage to units attacks, permanent), Ring of Health x2 (adds 200 hp to unit, permanent), Ring of Mana (adds 100 mana to unit, permanent) and a Healing Dust +300 (greater area healing). The Orb of Frost, Ring of Health and Ring of Mana are permanent for THIS mission only. The enemies down here, while relatively weak are great for experience. So you should take some fresh troops down there with you to get full benefits from the levels! Just northwest of our base (follow the road northwest) is a peasant village being harassed by a White Wolf. If we find and kill it, the village will join our cause. So let's do that. Head northwest out of the village and kill the wolves on the way. Eventually, you'll find the White Wolf. Kill it and the small village is yours (three whole friggen peasants!) Nothing really spectacular, but it's fun to kill stuff (plus, it's good experience for your troops). Now when you decide to march on the enemy castle (northeast corner), you should take at least 3 full groups with you and 4-5 Catapults. March, in force, on the base and take it out. MAKE SURE you manually target buildings for your Catapults, otherwise there's a change they can injure your own troops with splash damage. The enemy base is fairly large with a good amount of towers, so your Catapults first priority should be the towers, then Barracks and any other production buildings. Pay attention to your troops and don't let them stray off too far to get killed. Most importantly, don't let Dunehelm run off and get himself dead, otherwise it's game over. Destroy the evil villians castle and... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.7. Dead Moors SWT01A7 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OBJECTIVES: - Dunehelm must survive - Guide Dunehelm across the Moors - Find the lost Troll Hunters - Reunite the Troll Hunters with their leader Ahh yes, the lovely smell of death. Well, here we are in the bogs. We have no base and a limited number of troops this time around, so it's imperative that you pay attention to your units and keep them alive the best you can. Don't worry if a few die, but if too many die it'll be game over for you. First thing to do is head west. There's some bandits there that need 'taming' so kick their asses. Now you can garrison the Mercenary Camp and buy a unit (only one for now, we're kinda strapped). You have the choice of a Dark Ranger, Renegade Mage or Outlaw Dwarf. I'd recommend the mage. His spells are very useful. Whichever you decide to purchase, do so, and make sure to take your troop out of the building. Then continue on to the north and east. Kill the three baddies on the way and grab the chest for 100 Gold and 50 Gems. Then continue following the road to the east. You'll come to a fork where a Ranger will recommend we don't go north, so continue east until you find a lone warrior standing over a dead Troll. You'll get some talk and new objectives. Directly south of him is a path with a chest at the end, which contains 100 Gold and 50 Gems -- grab it and move east. An evil Goblin encampment is to the southeast and we gotta take 'em out. If you bought the Renegade Mage, his Chain Lightning spell will come in very handy here. Kill them all, and just south of the Cave Entrance is a Bless Scroll. Grab it and head into the underground. Kill the few Goblins here and the lost Troll Hunters will join you. Exit back to the surface and head west back to the lone warrior you found earlier and he, too, will join you. The northeast path leads to some baddies and another chest with 100 Gold and 50 Gems. Grab the chest and head east. You'll find another healing glyph at the end, use it, then head all the way back west to the fork in the road where you were told not to go north, and... yep! Go north! The northern path is blocked by four Trolls, but now that we have our Troll Hunter friends, they should fall quite easily. The Troll Hunters have an Elixir of Strength spell which gives them +3 to damage for 25 seconds. Don't forget to use it! Dispatch the Trolls. Just east of where the Trolls are is another chest with 100 Gold and 50 Gems. That brings us up to 400 Gold and 200 Gems now, and if you remember, that's how much mercenaries cost! So have one unit head back to the Mercenary Camp in the southwest corner of the map, and buy yourself another unit. I'd recommend an Outlaw Dwarf this time as he is extremely powerful. Optionally, you can wait (if you have enough men) as we'll be coming by another Mercenary Camp soon. It's heavily defended however, so if you need another guy, go get him now! When you're ready, head north. You'll come upon a crossroads now. The northwest path leads to two chests (200 Gold, 100 Gems) and a Lesser Ring of Health (+100 HP to one unit for this mission). The southeast path is a deadend, so take the northeast path. There's a Hydra here with 800 HP! Take it out quickly as its attacks cause poison! Cross the river and take the southern path. Kill the lone baddie here and use the healing glyph if you need it, then continue east. That annoying bandit is back again, this time with more men. Kick his ass yet again, this time you get to kill him. Also, collect two more chests here for another 200 Gold and 100 Gems. You have enough to buy another troop now. Buy either a mage or dwarf, whichever you prefer. To the east is a healing glyph, grab it and take the northwest path to find two chests with 200 Gold and 100 Gems, then take the northeast path heading north. Follow the road north until you get near the northern most part of the map. To the west is a ruined structure guarded by some baddies and a healing glyph. Grab it and move west now. You'll eventually get to another fork in the road, this time the choices being northwest and southwest. IGNORE the northwest path. It just leads to a whole mess of Goblins who will make you dead. There's nothing of use in their base, so don't even waste the men trying to kill them. Take the southwest path instead. Here are some more enemies and a large lone tree. Watch out for the large baddie to the west of the tree -- he has 1250 HP and he's mean! Take him out last, then head west. A hydra will pop up along the way, kill it. Now follow this path soutwest killing any Hydras you see, until you get as far southwest as you can. There's a healing glyph here, use it. Now you might want to save before continuing. A very large, powerful, mean Hydra lies ahead of us, and it's easy to get Dunehelm killed if you're not careful. Either way, head north from the glyph and take out the 2500 HP Hydra! Continue northward. After following the path north for a while, your Troll Hunter friends will depart. You'll get a cutscene and then it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.8. Desperate Rescue SWT01A8 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Dryad - Gnome Ark - Valkyrie NEW BUILDINGS: - Elven Sanctuary - Gnome Alchemist NEW SPELLS: - Enchant - Eye of the Forest - Call of the Wild - Cloak of Invisibility NEW TECHNOLOGIES: - Explosive Potion - Firing Ports OBJECTIVES: - Lady Tierna must survive - Dunehelm must survive - Destroy Vangarath's Prison Tower - Release all of the prisoners We have a new hero with us, Lady Tierna. She's a Valkyrie and rides a big ass eagle. Her and her Valkyrie companions are pretty powerful and they can attack land and air units. Just don't get Tierna dead! Our base is located in the southeast corner with one entrance to the northwest. The enemy bases are located pretty much in every other corner: southwest, northwest and northeast. The main prison tower is located in the northwest. There's another prison tower in the northern most center part of the map. There are two resource fields available to us, one directly north of our starting point (slightly east) and another farther north, near the center of the map. Enemies come often and in great numbers from the northwest exit, so you're going to want quite a few towers there to defend, along with some troops. They'll also be using air units to attack, so you're going to want towers around the perimeter of your base. Make sure no part of your base is left undefended, as they'll find that spot and attack there! While there are a great number of enemies here, we don't need to worry about them. We just have to destroy the prison tower and we're good to go. However, feel free to take out the enemy bases as that will lessen the amount of attacks against your base. I chose to do so, and it made my life easier. Directly in the center of the map is an Emerald Tower. You can garrison a soldier inside, which will give you access to the Poison Fog spell, as well as reveal a large area of the map. The Poison Fog spell can be cast an unlimited amount of times, so long as there is someone garrisoned in the tower. It has a recharge time inbetween castings, though. Poison Fog is extremely useful against groups of troops. You must use a Gnome Ark to take a soldier to the tower as there is no land access. On to the enemies! There's bands of peasants with pitchforks and stones running around north of your base. There's two or three groups. You can use the Valkyries and Poison Fog to take them out easily. The northeast base (Gray) isn't that large and not well defended either (just a few towers and ground troops). The southwest base (Red) is a little more heavily defended with tons of troops -- but you don't need to bother with them, so only take them on if you want. You should take out Gray as quickly as possible. That will limit the amount of attacks you get, plus it frees up another resource field for us to take. When you destroy the Stronghold for the gray base, be careful! A bunch of really strong troops jump out (including the evil Lord Byron with 2500 HP!) so don't blow it up until you're ready to deal with them. After gray is done, take out the two towers on the island with the prison tower in the northern most center of the map. Take some troops into the underground and kill the few soldiers (12 total) here to the south. Then go east to rescue your friends: a few Renegade Mages and a Swordsman. That's it for this area. The final tower (northwest) is surrounded by a TON of Guard Towers and the purple base. There's a clear spot on the southwest corner of the island where you can land your troops without fear of being shot down. You have to follow the river to the west to avoid the towers. Take at least 3 full groups of men and 6 or so Catapults and obliterate the base. This will be tough. There are literally tons of towers, I'm not kidding. Plus there's sooo many enemy troops. Take your time and go slow. Keep an eye on your troops; don't let them wander too far. If you're hurting, run away! Pull back and regroup. Don't hesitate to stop the push to get some reinforcements. Destroy the final prison tower and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.9. Rise of the Phoenix SWT01A9 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Phoenix NEW SPELLS: - Nova NEW TECHNOLOGIES: - Team Work OBJECTIVES: - Lady Tierna must survive - Alric must survive - Guide Alric to the exit beacon on the other side of the forest - Find the Green Runestone - Find the Yellow Runestone - Destroy the Phoenix Orb Ouch? Yep... that hurt. Ah well, we're without a ride for the moment. If you played the demo previously, then you should know this mission, as it is the one from the demo. It plays exactly the same so if you remember what to do, feel free to skip this section. Otherwise, read on! Follow the road east and you'll come upon an Elder Phoenix. It seems him and his kind are trapped, and he asks your help. After the scene, follow the road south and you'll find a resource field. Perfect spot for a base, so build one! Our new base is located near the center of the map, more towards the northwest. There are two entrances to the base, one west and one east across the river. There is also a road just west of the river heading south. There's a Diamond Tower just northeast of our base (must cross river heading east then go north). An enemy base (Red) is in the southwest corner by the beacon, and another enemy base (Orange) is on the eastern side of the map, in the center. Finally, the Yellow base is in the southeast corner of the map. Defenses are nothing major in this mission. Enemies consist of anywhere from 2- 6 units and that's about it. The road just west of the river heading south is often attacked by a solitary Wyvern. You should have 2 towers (with Rangers) in each entrance, including the southern road (west of the river). Maybe a couple extra troops for backup. You can sneak a soldier over to the Diamond Tower and garrison him inside whenever you want. Doing so gives you access to the Decree spell (the same as Alric's), however you can cast it an unlimited amount of times and it costs no mana (though there is a recharge time between casting). To get to it, head east across the river, past the fountain, across another river and then north as soon as you can. When you're ready to start knocking some things off our tasks list, gather a group of troops and take the southern road west of the river. You'll come to a fork, heading west and continuing southwest. Take the western road and you'll find some spiders. Kill them, and grab the Green Runestone. After that, head back to your base and this time take the western road. It will lead to an entrance to the underground. Enter the underground and head southeast, then take the first path to the southwest. You'll fight some ugly bug-like things. Continue following the path south and you'll find two bigger ugly bug-things guarding the Yellow Runestone. Kill them and take the Runestone. Now you can head back to your base. Also, there's a path to the southeast (from the main path) that will lead you to an entrace to the surface world, near the Yellow base. In order to continue with the Phoenix quest, we have to take out the Orange base. Their base is small, with only a handful of buildings and one tower. One full group of troops and a couple Catapults should be more than enough. Once you take out their base, you can head north to find the entrance to the tomb of Zahn -- where the Phoenix Orb is. Kill the spiders nearby and enter the tomb. The path here is rather straightforward, so you should have an easy time. Follow it south, then west, then north into a large room. There are two paths this time in the north. The western path leads to four chests with 500 Gold and 300 Gems, while the eastern path heads to the Phoenix Orb. Take the eastern path, killing the stupid bone warriors along the way until you get to another intersection. The northern path is a deadend so head south, kill the bone warriors here and destroy the Phoenix Orb to free the Phoenix. The Elder Phoenix and some of his friends will join you now! Okay, now, to get out of here we have to go through the remaining two bases (yellow and red). Yellow is pretty easy, two full groups and some catapults will take them out. Red, however, is harder as they employ hidden units that only the Phoenix can reveal. Also, you only have these few Phoenix. DO NOT LET THEM DIE. If you can't reveal the hidden units of the Red team, they'll kill you and it's game over! So protect your Phoenix and make sure they hang back and don't get dead. Once the Yellow and Red bases are dead, take Alric and Tierna to the beacon at the edge of the forest and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.10. The Long Dark SWT01A10 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Mage NEW BUILDINGS: - Obsidian Tower NEW TECHNOLOGIES: - Castle - Disciples - Flaming Arrow - Enchanted Sword - Magic Arrow - Enchanted Mail - Ethereal Armor NEW SPELLS: - Litany - Dispel Magic OBJECTIVES: - Guide Alric back to the surface - Bring Alric to the Mechanism - Locate the two missing energy orbs Well, that went bad, eh? Okay, we're underground now and yes, you can build bases underground! Must be a huge cavern to fit a friggen Stronghold! Anyway, resources are a bit different. There are Mineral Fields instead of Gold fields and Gem Mines. Mineral Fields give you both Gold and Gems, so no worries there. Get started on base construction and resource gathering. There are trees down here, too, for lumber (don't ask...) so we're pretty much set. Enemies do start attacking fairly soon, so get yourself a Barracks and possibly some towers as quickly as you can. When you're ready to do some exploring, get yourself a group of soldiers and take the northern road. It leads to a small Yellow base, nothing of any resistance to you, so kill it. Head north some more and you'll find a strange Mechanism. Bring Alric to it, and he'll inform you we need to find two Energy Orbs. Head east until you come to a four-way intersection heading north, south, east and west (the way you came). Take the southern route and kill all the baddies on the way and pick up the first orb. Now head back to your base, and take the eastern path this time. Take the first southern path you see, kill everything along the way and grab the second orb. A path beyond the Mechanism opens up leading to 6 chests (600 Gold, 600 Wood, 600 Gems and a Stone Tablet, which summons a Stone Golem to fight for you. Finally we can get out of here. Gather 2-3 groups of soldiers and get ready to take out the Yellow base. Head east from the mechanism and when you get to the crossroads again, this time go north. Watch out for the three Hydras up here. They have 2500 HP and they can only be attacked by ranged units. Pummel the Yellow bastids into submission and bring Alric to the cave exit and... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.11. Dragonfire Fields SWT01A11 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Steambird - Miner Team - Knight NEW BUILDINGS: - Valkyrie Beacon - Circle of Ancients NEW TECHNOLOGIES: - Horse Armor - Plated Wood - Extra Cargo - Telescope - Guard Tower - Amulet of Lyanne - Elder Eagle - Volcanic Potion - Dragonbreath Potion NEW SPELLS: - Prayer - Hammer of Fire - Magic Thorns OBJECTIVES: - Alric must survive - Destroy all three Beast settlements Did you enjoy your conversation with the charming Belloq? What a tool. Anyway, everything is revealed to you in this map so I don't need to explain where everything is. Just remember the Purple team is the annoying Belloq. He's an ally, even if he is annoying. The Yellow team has a slightly larger base than you think, to the east of the visible part of the base. There's also several Green towers in the center of the map, stretching from the center to the western most side. You should build up a full group of Valkyries and have them take out the Green towers scattered about. This will allow your allies to move on the other two enemy bases. Also, time your attacks with your allies so you can do more damage. I used just one group of Valkyries along with the purple teams attack force and managed to decimate the entire Yellow base. There is only one entrace to your base, in the east. Put 6 or so Guard Towers there with Rangers inside, and that should be all you need. To the north of your base is a cliff, and some yellow flying units will attack from there. Put a couple Guard Towers there, too. This mission is extremely straight forward. There isn't anything I can tell you to make things easier, though, aside from what I already have. Make use of your various units. Knights are extremely powerful ground troops. Valkyries are awesome -- they destroy everything rather easily. Steambirds and Catapults are obviously great for taking down buildings. Don't forget Priests for healing, and the Decree spell (from Alric or Mages) is just plain awesome against large concentrations of enemy units. Lastly, make sure to time your attacks with the purple team (your allies!). It will make things much easier on you when you have a much greater number of troops, thanks to them, to destroy the enemies. I used two full groups of Valkyries and just followed the purple team around to whoever they decided to attack, and it was extremely easy. I only lost a few Valkyries in the process, and by the time the mission ended, they were all level 5! So, with that, get attacking. Yellow is pretty easy, so maybe you wanna take them out first. The red team has an absolute horde of units in their base, so caution is advised there. Other than that, good luck, and kill 'em all! Once you destroy all the enemy bases, it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.12. Revenge SWT01A12 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW SPELLS: - Fury of the Ancients NEW TECHNOLOGIES: - Sword Mastery OBJECTIVES: - Kill all five Beast Warlords - Destroy all of the Beast buildings constructed at Margoth Revenge is a dish best served cold. This map would've been more fitting on a winter terrain, but I digress. This mission is going to be long and tough. You're going to lose a lot of troops and it's going to take a lot of resources to do it. The map is laid out as follows: your main base is located in the southern-most center portion of the map. In the North-East corner is your ally (dark purple). In the center of the map is the Yellow team camped on the ruins of Margoth. The center (the western most part) is occupied by the Green team. Just North and slightly west of Yellow is the Purple team. East of Purple and West of your ally Dark Purple is the Orange team. South of your ally on the eastern side of the map is Red. First up, your base. I strongly recommend you place several fully upgraded towers all around your base. At least 1-2 tower-widths apart. We need all of our troops for attacking, so you need enough towers to be able to survive the waves of enemies, at least until you can get troops back to the base, if needs be. Also, you might want to stick some Rangers in a few of the towers for extra punch, especially if the enemy keeps tearing your base up in a certain area (my problem areas were the eastern entrance, and the northern entrance past the second resource field). Just North of your main base is some more resources and an entrance to the underground which leads to the northern most part of the Yellow base. You should move up to this area as soon as possible, because we're seriously going to need all the resources you can get. Now, you're also going to need at least 5 Catapults, and a full group of Valkyries (that's 15 of them). Fill up the rest of your pop limit with assorted troops. Knights are good because of their high damage, Rangers are a must, Priests are also a must because you are going to need the healing, plus their Bless spell is very useful. Pikemen are also very handy against the large Ogres that stomp around. Finally, you need at least one Phoenix to spot invisible units for your troops. Just keep it back a bit from your main attack force so it doesn't get dead. Finally, don't forget about Decree (from the Mage) -- I can't express enough how useful it is against large groups of enemy units! Once you've filled up your population with your troops, you should first attack the Green base on the western side of the map. Why? Two reasons. They have a lot of resources, and even more if we take them out quickly. Plus, they're closest to us and not really that strong. They do have a ton of units in their base, but they don't attack you with much. It's easier just to get rid of them. One thing to note before you attack, then Green base is split up into two sections. The main base by the resources, and then a few buildings and units to the west of that, down past a cliff. Try to take out the outlying towers of theirs first, so you can march to the base without losing any troops. Catapults work well, but so do Valkyries. A full group of Valkyries will take down a Beast tower in a matter of seconds. Then you can just run away to heal and reinforce them, and do it all over. Most of the time though, you can wander around with your Catapults without much harassment. But remember they're slow and pretty weak against any attack. Once you can march on their base, do so. You must make sure to have your Catapults target buildings (or groups of enemy troops). They have massive splash damage and will decimate your own troops if you let them attack whatever they want. Out of everything, you only have to watch these guys. So first, send in all your ground troops, followed by the Catapults. Once you have engaged, send in the Valkyries to help mop up. Catapults should target towers, barracks (or other unit-production buildings), groups of enemy units, then finally anything else remaining. Valkyries should help with towers, then just let them attack whatever they want. As soon as you destroy the main base by the resources, stop. Ignore the remaining Green for now, without resources they're not going to pose much of a threat. Reinforce your troops, and build a resource-gathering base in the ruins of the old green base. Throw up a couple towers (4 or 5 max) to offer some protection. In the mayhem, you should've killed the Green warlord. Once you're rebuilt, take out the remainder of green. Now, you probably noticed that your allies are a bit useless. This is true right now, but we're going to fix this. The yellow base is defended by a bunch of towers along the outskirts of the city. Take your Catapults and trash all the towers along the outside. Mostly just the southern ones and the ones by the entrances so that your ally can start harassing Yellow. Don't you attack Yellow right now (except for towers or harassment if you want), save them for last. To the North and slightly West of Yellow is the Purple team. If you're lucky, all of their workers are stuck in the forest just south of their base (it happened to me a couple times). If that's the case, the only thing you have to worry about from them is some air units and towers. Use your Valkyries to take out towers and air units, then start pounding on the rest of their base. You should (after a few tries, running for healing and reinforcements) be able to take out their entire base with just one wing of Valkyries. If NOT, then you need to take out some towers and use Arks to drop some troops in the base. Red should come next after you deal with purple. They're easier to deal with than Green. Same thing, just march in force and obliterate them. Don't forget to bring your spotter Phoenix along! Orange is rough. They have an asbolute TON of troops in their base. You need as many troops as you can get to take them out. It seriously helps if you time your attack with your ally's attack. Pound them down, just like the rest. Don't hesitate to run away if you have to. Better to keep some troops alive than wasting time and money rebiuilding your entire army. Remember to watch your Catapults and don't let them attack anything they want. At this point, all you have left is Yellow. If you took out most of the towers like I said, your ally should've done some pretty decent damage to them. So now it's up to us to finish it. This time, split your troops into two main groups, half going underground (to sneak up from behind) with the other half attacking via the main entrance to yellow. Don't send weak troops in the back way, it's heavily guarded. You might want to mop up remaining towers before doing this, because they suck harsh. Once again, it helps a bunch of you time your attack with your ally. Kill all five warlords and destroy the Yellow base, and it's... MISSION COMPLETE! ------------------------------------------------------------------------------- --> IV-b. Fallen Campaign SWT01B ------------------------------------------------------------------------------- The Fallen Campaign picks up right after the Empire Campaign. You'll be spending a lot of time underground in the first few missions, so I hope you brought pleanty of candles! The Fallen aren't really undead, nor are they living. They're from another dimension or something like that. Not really sure how to explain it. You'll be joined up with some Deep Elves (not Dark Elves) and insects. Also, instead of towers, the Fallen use Lightning Spires. These are cheap (100G, 50W) and powerful (30 damage), plus later on they can be upgraded. Lots of these make for a good base defense. They don't take up much room and being so cheap you can build lots of them. The workers from the Fallen are two seperate things. You have Harvesters (they look like big lobsters) and Summoners. The Harvesters do just that, harvest wood, gems and gold. The Summoners can only summon buildings and can transform into "Control Form" (which is the equivelant of Farms, they provide population). One thing to note, once a Summoner has started to summon a building, you can task him to do something else as the building completes itself (similar to the Protoss from StarCraft or the Undead from WarCraft 3). Their buildings must be built on "Deformed" land (like the Zerg from StarCraft or the Undead from WarCraft 3). Each building deforms a bit of land, but to deform large piece of land, you use the Deformer building. The Deformer can be built anywhere on the map, as can the Dark Fortress. Any units or buildings on deformed land will regenerate their HP. Also, the Incubator functions as a drop off point for wood (just as the Blacksmith did for the Empire). Finally, all units for the Fallen gain experience collectively (so long as you have a Soultrap). This means that all units of a given type will be the same level, regardless if you just built them or not. Fallen units get additional HP each level they gain. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.1. Footfalls in Darkness SWT01B1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Harvester - Summoner - Hive Stinger - Hive Spitter NEW BUILDINGS: - Control Form - Dark Fortress - Deformer - Hive NEW SPELLS: - Fly - Freeze OBJECTIVES: - Keran must survive - Build a Deformer - Build a Hive - Have 3 Summoners transform into Control Form - Train 10 Hive Stingers - Guide Keran to each of the unconcious Insect Queens - Kill the concious Insect Queen We now have control of the Fallen race. The name is slightly misleading, as it would make you assume they were dead (or undead). This is not the case. They are from another dimension or some such. Anyway, as this is the first mission, this is really just an introduction to the Fallen race. We do have work to do however, so let's get to it. You'll notice first that the Fallen have different units for resource gathering and building. The Harvesters (big lobster looking things) ONLY gather resources. Only one Harvester can fit on a gold/mineral field, too. The Summoner is the builder unit and he can be tasked to build multiple buildings all at once. Also, the Fallen increase their population with Control Form, which is something else the Summoners do. Start gathering resources and build the required buildings. You only need 1 Deformer, 1 Hive and 3 Control Forms. Then train the 10 required Hive Stingers. I'd recommend you train 14, so with Keran you have a full group of 15. Once you have your soldiers, let's get on with the mission. Head southwest out of your base towards the yellow Queen. Along the way, you'll find 3 injured Hive Stingers that will join you. Bring them back to your base and put them on the corrupted land so they can heal. All Fallen units will regenerate if they're on corrupted (deformed) land. After that, continue west. After you get far enough west, Keran will tell you only the Stingers can cross the canyon. Have a few use their Fly spell and attack the enemy unit that's attacking the queen. You want to try to keep the eggs alive as they give you additional troops. Bring Keran and the rest of your Stingers to the Queen and you'll get 3 Hive Spitters. These are ranged units that can attack land and air units, and their attacks poison whatever they're attacking. Moving on, now take the path northward. When you have the choice to go northwest or east, take the northwest path. Kill the baddies here and grab the Web Amulet. This item lets you summon some spiders to fight with you. Head back southeast then east into a large central room (with sunlight streaming in) and continue to the east towards the green Queen. Bring Keran near her, and you'll get 5 more Hive Spitters. To the west is another canyon you can have your Hive Stingers fly and cross, but I found that to be a waste as they just end up dead. Instead, head back to the large central room, this time going north. Kill everything along the way, and the orange Queen. Be careful as there are several enemy units here. Don't forget to use your Web Amulet to summon some poisonous spiders! Also, you can ignore the unhatched eggs. They take too long to kill to even bother. Kill the Queen and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.2. The Last Queen SWT01B2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW BUILDINGS: - Soultrap - Incubator - Lightning Spire NEW TECHNOLOGIES: - Faster Reflexes - Tough Carapace - Improved Metabolism OBJECTIVES: - Domina must survive - Keran must survive - Gather 1000 experience points in the Soultrap - Bring Keran to the Insect Queen - Kill Lord Shaiton The hunt begins! Something was obviously amiss, and now we've found out what. Hmm, always someone mettling in your affairs, ya know?! Anyway, attacks begin almost immediately so you're going to want to set up some Lighting Spire's at the northeast entrance to the base. They're cheap and fairly powerful so don't hesitate to build quite a few. Just make sure you leave room for your guys to get in and out of the base. There's another entrance to your base in the southeast as well, so defend that, too. The red base is in the southeast, but they also have a secondary base in the center of the map. After a few moments, Princess Domina will come and speak with you. From now on, you must make sure she doesn't end up dead. You don't, however, have control of her. So instead just send some units to her base to help with defense, and/or build some Lightning Spires in her base to help out. She's pretty good though and shouldn't get herself dead. When you're ready, the secondary red base in the center of the map should be your first target. A full group of Hive Spitters plus Keran should be enough to take it out, but you may need additional troops, so don't hesitate to bring extras. Hive Stingers are still handy, though I prefer the Spitters myself. You should still bring some Stingers with you anyway, to act as fodder if nothing else. Once the secondary red base is destroyed, it's time to go after the primary red base and reclaim our Queen. Again, take a full group of Hive Spitters, and some Stingers with you. To make things easier, time your attacks with Domina's attacks so that you have more force. Also, her Nightmares (the riders) will cast Frost Shield on you (ups your defense). Either way, destroy the red base and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.3. The Dwarven Gate SWT01B3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Nightmare NEW BUILDINGS: - Vengeance Hall - Sorrow Shrine NEW SPELLS: - Necromancy - Curse Tree - Mana Depletion - Windwalk NEW TECHNOLOGIES: - Hunter Reflexes - Coarse Carapace - Frost Bolt OBJECTIVES: - Domina must survive - Establish a base - Bring Domina to the gate - Find the Dwarf Treasury - Collect all Treasures - Destroy the Dwarf Sanctuary - Kill all Dwarf Defenders We've got a simple task ahead of us. Kill. Destroy. Sound familiar yet? We have some nice new units to play with though, so killing becomes more fun. Nightmares are really cool, indeed. They have a Frost Shield spell which can be set to autocast and raises the armor of whatever it was cast on. Domina, herself, is a Matriarch, and they have the ability to raise skeletons from dead things (like a Necromancer). You should've realized by now that the Fallen depend greatly upon ranged units. In fact, their only non-ranged unit is the Hive Stinger! This can be a pain in the ass in large battles, however, as units tend to get stuck behind each other, away from the action. So watch out for that. The Dwarves start attacking almost immediately. Your Harvesters are pretty tough, so you can use them to attack until you get a Hive. Set Domina's Necromancy spell to autocast (just right-click the spell button) so that she raises skeletons for now. They last a fairly long time and are pretty powerful for dusty old bones. There are two entrances to your base, northeast and southeast. Northeast gets the most of the attacks, but they will come from the southeast at times, too. Build a few Lightning Spires for defense, and have some extra Spitters or Nightmares for backup. Following the southeast exit, head east and you'll come upon a Crypt. Garrison a Summoner inside of it and you can purchase Ghosts for 125 Gold and 75 Gems. Further east, all the way in the southeast corner is a pile of gems (like chests) so pick them up for 4,000 Gems. Yes, 4,000! Just north of the free gems is a gold field. East of that is a hallway with the first of the Dwarf Treasures (500 Gold), so grab it. Then head west past the gold field and take the first path north to find the second Dwarf Treasure (500 Gold again). Head east back to the gold field and this time go north until you get to a crossroads. Take the east path to get to the Dwarven Treasury. Make sure you grab all the hunks of gold to complete the objective, then go back to the crossroads. Go all the way north (ignoring the path west for now) and you'll find some more gems (3000 total), grab them, then go back to the main crossroads and take the west path. Destroy the Sanctuary and you'll have access to the gate area now. Once the Sanctuary is destroyed you'll see two magic barries drop. One is north of the crossroads while the other is north of your base. You can sneak Hive Stingers in the entrance by your base, but first you have to have them fly over the water, then land. That's entirely optional though. Before you continue on, I'd recommend you build up a rather large strike force. You could get away with just a few troops before, but the final assault is going to be much harder. Lots of little Dwarfies protect their sacred gate, and they most definitely aren't giving up without a fight. I'd recommend at least two full groups of mixed Nightmares and Hive Spitters. You might want to bring an extra full group just in case. Better safe than sorry. Plus, again, make sure Domina's Necromancy spell is set to autocast. Lots of little bone warriors add up after a while! When you're ready, head north from the crossroads and this time take the first path west you find (just south of where the gems were). Kill everything in here and bring Domina to the gate and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.4. Emerging From Shadow SWT01B4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Matriarch NEW SPELLS: - Eclipse OBJECTIVES: - Domina must survive - Locate the Tomb of Ruannon - Kill the Lich - Pass the four Elf guard posts - Destroy the Western Elf base This mission we are without a base or reinforcements. However we have several Matriarchs with us which can cast the Raise Skeleton (same as Necromancy) spell. Thus we can bolster our ranks with the enemy's dead! I must warn you that this mission is one of the harder missions of the game. Not the hardest, but pretty damned hard nonetheless. You might have it easy, or things can go terribly wrong. The area where the Lich resides is heavily guarded and sometimes all of your troops will simply get decimated. There's a trick, though, which I'll explain when we get there so hopefully you don't end up dead. Speed is of the essence in this mission. Skeletons last for quite a while, but they don't last forever, and we absolutely need all the troops we can muster. So don't waste any time putzing around! Don't leave any skeletons behind, either! First, make sure all your Matriarchs and Domina have their Raise Skeleton spells set to autocast. Have the Nightmares set Frost Shield to autocast as well, we'll need it. Once that's done, head east. There's a chest with 125 gold and 125 gems by the river (hidden in a little alcove). Head east across the river, killing the spiders, and then southeast to find some Deep Elf ghosts. They're stuck for now, so just head west back across the river and take the northwest path this time. You'll come upon a crossroads with paths leading northeast, northwest, southeast and southwest (the way we came). Head southwest first and follow the path and kill the Dryad. This will release the Deep Elf spirits and they'll give you 3 amulets with which you can summon them with. Grab the chests for some gold and gems and three mana potions. Then head back to the crossroads and take the northeast path. Kill the spiders here and grab more chests and some more mana potions, then go back to the crossroads and take the northwest path. Another crossroads, this time with paths leading west, north and southeast (the way we came). Take the west path, kill the spiders and grab the healing and mana dust, then take the north path from the crossroads. You'll come to yet another crossroads. Take the northwest path, kill the spiders, and Domina will summon 4 bone warriors to join you. Go back and take the eastern path. Follow it until you get to another crossroads. Head north, kill spiders, and grab the 2 mana potions and a healing potion. Then continue east. Continue on the path east, then south until you can't go south any further. To th west is a lone mana potion, grab it, then head east until you can go no further. Take the southern path, kill spiders, and grab the healing and mana dusts, then head north until you get a cutscene with 3 Elf Druids. Now, this is one of the harder parts of this mission. Lots of friggen animals come to tear you up. You better save first. Send all your skeletons north. Don't let your Matriarchs get killed! Send them in AFTER everything else has started fighting, this way they don't get targeted and killed. After you destroy the base, continue heading north. Directly northwest and northeast of the base is two little alcoves with some cash, healing potions and mana potions. Grab them, then head west. Once you kill the last guard post and cross the river, there's a Crypt where you can buy some Ghosts. Buy as many as you can, and continue west to the entrance to Ruannon's Tomb. Enter it, and head east. More crossroads. Take the north route, then east and grab the glowing stone. West of here is a whole mess of wolves or rats or whatever they are. If you need more skeletons, go kill them all and make some. Be warned, they're tough so you might actually lose more than you get from their corpses. Maybe you want to save before you try that. Either way, when your done, head south past where we came in. At the intersection, take the east path and grab a healing dust, then go west past the intersection. When you can go west no further, you are very near the Lich. SAVE NOW. The Lich is a total tool and will kill everything if you don't do things right. He's also got four mages with him. Now, after you kill some pink skeletons, the Lich is in the room north. What you do is send all your regular bone warriors in first (not the archers). Then send the archers and any other ranged units (like Ghosts) in behind them. Have your Matriarchs and Domina hang back. Have Domina cast Mana Depletion on the Lich and his mages (it takes their mana and turns it into damage). Make everything you have attack the Lich (ignore his white mages) Hopefully, he ends up dead. If not, you'll be waiting a while. Make sure Domina doesn't get herself killed and move her close (or far) enough so that she can only see the Lich. Right at the entrance to the room, in between the two pillars is a good spot. Now you get to wait. Wait for the Lich's mana to go up, then cast Mana Depletion on him. It's going to take a while, but as a last ditch effort, what did you expect? Eventually he'll die. The more mana he has, the more damage Mana Depletion will do. Mana Depletion only takes off 200 mana, so don't let his mana fill above that, and with 200 mana it does 100 damage. Anyway, once you kill the Lich it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.5. The Mines of Malrinor SWT01B5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Seeker - Void Walker - Hive Guard NEW BUILDINGS: - Hall of Whispers - Vile Cocoon NEW SPELLS: - Burrow - Infest - Ethereal Shroud - Call of Death NEW TECHNOLOGIES: - Insect Haste - Grasp - Metamorphosis - Mana Efficiency - Charged Deformer - Improved Focusing - Improved Meditation - Nailed Scourge OBJECTIVES: - Keran must survive - Destroy the elevators Control Tower - Bring Keran to the surface with the elevator We have the ever handy Seekers now. These units are invisible, and can burrow to any point on the map, above or below ground. Very handy for spying! They can also Infest an enemy unit which will allow you to see through that unit's eyes. Our base is on the western side of the map, near the center, with entrances to the east and north. There's an enemy base in the center of the map, and a resource field in the northern most center part of the map. There's another resource field in the southwest corner of the map. In the northeast is the elevator (same on the surface). Once the surface part has been revealed to you (it will when you get close to it underground) you'll see a bunch of towers, but one tower right next to the elevator. That's the one you must destroy. The surface is littered with enemy bases and towers, but we needn't worry about that. The enemy attacks early, so get some units quickly. They attack mostly from the eastern entrance, but they'll attack from the north, too. Lightning Spires everywhere, basically. Also, they use Miner Teams to dig tunnels everywhere which just adds to the enemies running around. You should have a group patrolling the underground and destroying those tunnels. They like to build the tunnels in the same spot over and over (like the fools they are) so putting a Deformer and a couple Lightning Spires there will prevent that from happening. They will, however, find new spots in addition to the ones they already found, so you have to keep looking around. The first thing that you should do is get rid of the base they have. It's just more troops for them to send at you and get on your nerves. The base consists of a Stronghold, a couple towers, and a mess of troops. So send over one or two groups of your own troops to obliterate it. Then, you can take that resource field, too, which now makes 3 fields we have access to. Cash shouldn't be an issue at this point. When you're ready to take out the control tower (and pretty much end this pain in the ass mission) build at least two groups of Hive Guards, and send them to the surface via the hole in the southwest corner. Have them move (not attack- move, a regular ignore everything move) to the Tower we have to destroy and take it out. Don't let them engage anything else, it's a waste of troops and time. After the tower is defeated, you can leave the Hive Guards there to kill off enemies. Send one or two more groups of Spitters and Nightmares up the elevator to deal with the remaining troops and towers. Once the area around the elevator is clear, send Keran up and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.6. Teonia SWT01B6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Avenger NEW BUILDINGS: - Chamber of the Avenger NEW TECHNOLOGIES: - Mental Equalibrium OBJECTIVES: - Keran must survive - Guide Keran to the beacon Here in the lands of Teonia is our next mission. I never get tired of the Winter missions, they look so good! Anyhow, we're limited time-wise in this mission, so no putzing around! We have 40 minutes to complete our objectives, or it's game over. The enemy is rather relentless in this mission and they'll attack frequently and with lots of troops. Luckily, we have Avenger's now, which is the Fallen's siege weaponry. They're quite powerful against buildings and units, plus they don't have any splash damage to hurt your own units. Northeast of your starting position is a place to build a base, so get to it. There's a bridge to the north that's currently damaged and inaccessable. We have to repair it, but DO NOT repair it yet. As soon as you do, the enemy will start sending ground troops at you. They'll only send air units for the time being and those are easy enough to deal with. Immediately begin gathering resources and building a base. Don't waste any time here, get your base built quickly so we can start pumping out units. Build some Lightning Spires by the bridge -- as many as you can fit. Don't totally block it off, though, we need to go through eventually. Remember Lightning Spires are cheap and don't take up much space, so pack 'em in. Also, upgrade your Deformers to Charged Deformers, which will attack air units. Your own troops are your main priority now, so build a good size force up before doing any upgrades, unless cash permits. Don't neglect the upgrades, either, they help muchly, but units are more important at first. While your building your base, build a Seeker or two first so you can use them to explore. Their Burrow ability will allow them to get across the bridge without us repairing it. Cash is in short supply in this mission, which makes things a bit tougher. However, you do not have to destroy any enemy bases at all. All you have to do is get Keran to the Beacon in the northeast corner, and you win. The only upgrades I'd recommend you do are for weapons and armor, screw everything else. You don't need it, we aren't going to be here that long. You have about 25 minutes of build up time before you must attack. This should be more than enough. Once the clock reaches 15 minutes remaining, you have to start your push or you'll run out of time. As for units, Hive Spitters and Nightmares are the way to go. You start with 2 Avengers, so try to keep them alive, otherwise having 2 Avengers at all times is a must. We need them to quickly dispatch towers and unit production buildings. The road north across the bridge is the way to go. The first path east you can take leads to three Lightning Orbs (adds lightning damage to a units attack, for this mission only). They're protected by a mess of Harpy's though. There are a couple enemy bases in our path but we needn't really worry about them. When you decide to attack, you are going to need at least one full group of troops. Try to bring as many as you can afford. Skimp on base defense if you have to, it matters not if our base gets destroyed (as long as we have enough units). Push north on the road, killing any enemy units you see. When you come to a base, do not attempt to destroy it. Simply take out the Towers, Barracks and Temples and move on (thus preventing reinforcements). Again, do not waste time trying to destroy the entire base. As I mentioned above, we just have to get Keran to the Beacon in the northeast corner. Time doesn't permit us much here, so just keep pushing. Have your Hives producing units until you run out of cash, and keep bringing those units up to you. Only stop if you are about to totally get decimated. Better to run than lose all those troops. Once you get to the last base, destroy the first few towers you see, then have Keran run to the Beacon. He should make it through without getting killed and thus win the mission. Guide Keran to the Beacon and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.7. The First Seal SWT01B7 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Aerial NEW BUILDINGS: - Dimension Gate NEW TECHNOLOGIES: - Venom - Advanced Focusing - Advanced Meditation OBJECTIVES: - Keran must survive - Collect 10,000 Wood - Guide Keran to the cave entrance *** IMPORTANT *** In v1.0 of the game, once you complete the Wood objective, the Keran must survive objective is also marked complete. If Keran dies after this the mission won't end, but you still won't be able to beat it. This bug has been fixed in v1.2b and later. *** IMPORTANT *** If you don't get attacked by the Eagles early on, chances are you aren't going to get attacked at all. Also, Orange will either constantly harass you, or again, never bother you at all. I don't know why this happens, and I can't reproduce it consistently, so I really can't say. It might be a glitch in the game or something to do with the difficulty levels, or both. Additionally, you can go easy on base defenses and unit production if you don't get attacked within the first 10 minutes of the game -- this is usually a very strong indicator that you'll never get attacked. We have a fairly easy mission ahead of us for once. However, it can go all wrong very quickly. As soon as we start, we have but a handful of troops and NO base defenses whatsoever. This is bad because we're going to get attacked right off the bat. First let's talk about the layout. Our main base is in the southwest corner of the map, with only one entrance to the northeast. Directly east of us, in the center of the map is a field of resources. The northwest corner is occupied by the Orange team. The eastern most path is blocked off by the Yellow team (they have no base and do not get reinforced). Our destination is in the northeast corner of the map. Okay, so as soon as the mission starts, immediately build at least 3 lightning spires on the east side of your base, by the trees. Start out directly east of your Dark Fortress, then build north from there. Get a Deformer up near your entrance and fill your entrance with Lightning Spires (leaving just enough space so troops can get out). Once the 3 towers on the east are built, build some Hive Spitters. You're going to get attacked by two groups of Eagles (annoying little bastards) and shortly after (or during) Orange will start sending constant waves of troops. You should block off your entrance (remember to leave a path) with at least 15-20 towers. I'm not kidding. They're cheap and with that many towers, you don't need any troops to guard your base. For the time being, don't build anything but Deformers, Lightning Spires and Hive Spitters until you have your main entrance filled up and at least a full group of Hive Spitters. Once you have enough towers to guard your base without the help of any additional troops, take your main force and head to the east (center southern part of the map) and build a new base up there. You only need some towers in the entrance to that base, in case Orange decides to attack. That usually won't happen, so 6 or 8 towers should be more than enough. After the initial attacks by the two groups of eagles, all you have left to worry about is Orange. Have at least four harvesters on trees, then build up your forces. Take a Seeker or two and explore the map. There's a few piles of wood (500 each) and some Gem piles (500 each). You can use the Seekers Burrow ability to slip past the Yellow teams blockade on the eastern path, as there's some wood past them, too. You should build two groups of Hive Guards, at least 4-6 Avengers and then fill the rest of your pop limit with Hive Spitters and Nightmares. Don't forget to build an Aerial or two for transport. You can safely ignore the Orange teams base. If you want, feel free to obliterate them, but it matters not. If you've explored, you noticed there's a road heading northeast from your starting base to the Yellow teams blockade. Further northeast you'll come to an impassible canyon. You want to take this road, just keep heading northeast and kill any units on the way. There's no need to stray off the path and bother trying to kill other units. Only take out what is inbetween you and that canyon. Once you get to the edge of the canyon, take your Hive Guards and scout the three small islands around the large island in the northeast. Each of these smaller islands has a group of White Eagles on it. They'll kill your Aerials right quick, so get rid of all the Eagles. The main island in the northeast is surrounded by Fire Towers which do 75 damage. Again, insta-death for Aerials but we're going to get rid of them. Load up your Avengers into Aerials and bring them close to the island in the northeast. Have your two groups of Hive Guards start harassing the towers so you can get your Aerials over to the island. Have them drop the Avengers and then use the Avengers along with your Hive Guards to take out most of the towers. When you have a decent hole opened up where you can fly to the seal without being attacked, take out the few mages by the seal. Good idea to save before you continue, in case you missed eagles or something. After that, load Keran up into an Aerial and drop him off on the seal. Make sure you watch where the Aerial flies, so it doesn't fly over towers or anything. After that, it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.8. The Coming of the Dark Host SWT01B8 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW SPELLS: - Invulnerability NEW TECHNOLOGIES: - Chain Lightning Spire OBJECTIVES: - Keran must survive - Protect Keran for 20 minutes - Kill both Renegade Mages - Destroy all enemies This mission will be much easier than the last if you do things right. You can pretty much just sit back and watch the enemy hurl themselves at you in a futile attempt to wear you down. The map is smaller than most, and fairly simple. Your main base is in the northern most center part of the map. There are two entrances, one to the southeast and another to the southwest. The northwest corner has a dimensional gate or some such thing in it that we can't use yet, so forget it for now. In the eastern part of the map (up on the ledge) is another resource field. Enemies are located in the southern part of the map. First thing to do is build some Spires in your entrances. Quite a few. Also, we can now upgrade them to Chain Lightning Spires, which is something you should do AFTER you have them all built. You don't need too many in the entrances, but if you wish, you can almost totally block off the entrances with Spires (just make sure you can get up on the ledge and there's enough room for troops to get in). You'll be informed eventually that you should take over the high ground on the ledges. Excellent idea. So build a Deformer and surround it by Lightning Spires (make sure to upgrade them) on each of the ledges. You should build them south a bit of your main base, and position a Seeker near them to add to the sight range. These Spires will harass the troops (and kill most of them) on the way to your base where your remaining Spires will take them out. You should build enough Spires so you don't need any additional units to protect your base. After Keran's transformation, he's known as the "Avatar of Darkness" -- but he's still Keran and "Keran" is a lot easier to type than "Avatar of Darkness." Additionally, he'll be even more powerful than before, dealing 100 damage with his normal attacks, as well as getting new spells. Build at least 5 Void Walkers and take them to the northwest corner of the map and have one stand on each of the 5 seals. This activates the gateway. This gateway is one-way only, meaning you can go in by your base, but you can't get to your base from it. Have a Seeker go through and do some exploring. Then take Keran and a bunch of Hive Spitters and Nightmares through the gate. Don't forget to set the Nightmares Frost Shield to auto-cast. Have Keran use Invulnerability and move through the magic barrier. Keep moving east, then north until you find the Renegade Mage by the northern magic barrier, and kill him. Then have Keran retreat back to the west by your group of troops. Take that group and demolish the base. Once they're done, retreat back to your base. Heal and reinforce your troops. The last enemy base is in the southwest corner of the map and you need to go out of your southwestern exit to get to it. At this point they should be harassing you almost non-stop. You're going to want to time your attack in between the waves. First, move your main group by your southern-most Spires. Have Keran use Invulnerability to get past the magic barrier, then take out the Renegade Mage. Have Keran then retreat back to your main force. Then you just need to take everyone south and destroy the last base. After that... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.9. The Reckoning SWT01B9 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW SPELLS: - Dimensional Gate OBJECTIVES: - Vangarath must survive - Kill all three enemy leaders In this mission, we have control of Vangarath (remember him?) instead of Keran. We must help him get through the enemy and towards the Second Seal. There are three enemy bases here, one in the southeast corner, one in the southwest corner and one in the northwest corner. Our base is located in the northeast corner. There's also an additional resource field to the southeast of our base, as well as an entrance to the underground in the northwest portion of our base. Our base is on an island all by itself. The southeast enemy base is also on an island by itself. The remaining southwest and northwest bases are on an island together. The enemy bases are surrounded by tons of towers, so air attacks are totally out of the question (it's a huge waste of money and troops to even try). You also have a Seeker in each of the enemy bases. You can use them to do some limited exploring of the bases, but with towers everywhere they're easily spotted and killed. First thing you need to do is build some Chain Lightning Spires near your resource field north of your Dark Fortress. The enemy attacks there often. Then head to the southeast corner of your island to find the second resource field. The enemy constantly tries to build a base here (they only send stupid workers at you). Get this field QUICKLY before they have the chance to build. Drop a few Chain Lightning Spires around this area to defend against attacks. Scatter more Chain Lightning Spires and Charged Deformers around the rest of your island. You don't need large concentrations of them. I usually build a Charged Deformer (spread them out) and put one or two Spires right next to them. When the enemy comes to you, the are flying (air) units until they materialize on the ground. That's why Charged Deformers are good to have. Alright so now the method of attacking. You might be asking by now, "If we're on an island and we can't use air attacks, how DO we attack?" Well, quite simple actually. From underground or with the use of our oh-so-handy Void Walkers. Either way, we need Void Walkers, so make sure you have at least 4 before you fill up your population limit. Before we go on with that, I should tell you about the underground. There is an entrance in the northwest corner of your island, but there are no other entrances or exits. In the northwestern most part of the underground is a resource field. If you build there (you should as soon as you can), make sure to place some Charged Deformers and Chain Lightning Spires as a defense, because as soon as you build the Beasts will attack you there. Now back to our attack method. Void Walkers have two extremely handy spells. One of which is Shapeshift, which lets them transform into any non-mechanical unit (hint: Seeker). They also have the Dimensional Gate spell (you need 2 Void Walkers to use it). This spell makes a Dimensional Gate next to both Void Walkers that you can use to instantly transport troops from one area to another. So the idea is, Shapeshift one Void Walker into a Seeker and have him burrow into an enemy base. Then select two Void Walkers (one probably in your base and the other in the enemy base) and cast the Dimensional Gate. Then all you have to do is march your troops through the gate and attack! You have to be quick about moving your troops around. If the Void Walker dies, so does the portal. Not so good if only half your troops make it through. Because there's no real use for air attacks, we can skip out on the Hive Guards or Aerials this time. Build up your troops to consist of at least 6 Avengers and then the rest Hive Spitters and Nightmares. You can throw in a couple Matriarchs, too, just make sure their Raise Skeleton spell is set to auto-cast. When you're ready, attack whichever base you want. We don't have to destroy the base, just kill the leader (he's an axe guy with around 1100 HP and is usually patrolling the center of the base). I ended up destroying the bases anyway because I didn't want them to attack any more, and I wanted their resources. I started with the southeast base, then moved to the southwest base and finally the northwest base. It doesn't really matter which base you attack first, and you can bail once the Beast Leader is dead, but I strongly suggest you destroy the bases so you can take resources. Plus, you won't have to worry about that team attacking you anymore. Once you've killed all three enemy Leaders and Vangarath has survived, it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.10. Black Marsh SWT01B10 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Again we must help Vangarath get to the Second Seal. There isn't much in the way of opposition in this area, so when you get attacked, it won't be by a large force (except just once). We must find and kill the Lizard High Priest and obtain his map. Then we have to find the key for the Second Seal, and finally bring Vangarath to the "lock" and use the key on it. Vangarath must survive. The map is laid out as follows: Slightly west and at the southern most part of the map is the Purple team, which is a measly group of Swamp Goblins. Further west of the Goblins is the Red team of Lizards (pretty strong). Near the center of the map, slightly north and west of the center, is the Green team of lizards. The "lock" is located in the western most center part of the map, with the key being located sligtly north and east of that. North and west of your base is some strange building type thing we need to activate (bring a Seeker to it eventually to examine it). Your main base has two entrances, one in the northern part heading west and another in the southern half heading west. You only get attacked from the northern entrance, so places about 8-12 Chain Lightning Spires there for defense. The southern most portion of your base (by the river) will be attacked by some air units, so place at least one Charged Deformer and 4 Chain Lightning Spires down there to deal with that threat. After that you can use the rest of your units for exploring and attacks. At one point, a large group of Green Lizards will come at your northwest entrance. You should be fine if you have 8-12 Chain Lightning Spires. BUT, there's a LOT of them (like 30 or so). So make sure you have that entrance well guarded until you get attacked by the large group. After that one huge group, only 3-4 enemies come at you at a time. Once you get your base built up to the point you don't have to pay attention to it any more (from attacks anyway), build a Seeker or two and start exploring. First, find the strange building I was talking about to the north and slightly west of your main base. Explore the rest of the land (as much as you can). Once you find the Red base, don't go in too far (you likely won't survive, but don't burrow into the middle of the base). This causes a slight glitch where the High Priest talks to you and because of that, his portrait gets stuck in the portrait window, and the volume goes way down. This is stuck like this until somebody else talks, and it's annoying. When you are ready and have some troops to fight with (one full group should be enough, but bring a couple Avengers along) head out of the south-west exit of your base and take out the Goblins. Three orange glyphs will appear on the ground in the ruins of their base. Bring three Void Walkers and have them stand on each of the orange glyphs to activate the strange building northwest of your base. It will then transform the building into a Book of Decay which lets you cast the spell Decay. It has unlimited uses, but needs some time to recharge between casts. Decay affects a large area and hurts all troops and buildings in the area. Now, with your newly acquired Decay spell, we're ready to take on the Green base. We need their resources. Heal and/or reinforce your troops. Again, you need at least one full group of troops, plus at least 2 Avengers. Go beat Green into submission and build a resource gathering base in the ruins of their base. After Green is dead, we only have the Red team to worry about. They have a fairly well defended base, so you might want to bring two full groups of troops in addition to your 2 or so Avengers. Stomp them and kill the High Priest to get his map (which is...useless to us, but whatever). Once they're dead, we can move on and find the key and lock. Now, the only enemies left at this point are some Hydras in the water, a few Wyrms and some Sneakers. The Hydra and Wyrms are Neutral Hostiles, and there's only a few. The Sneakers are a real pain. At first, we will not be able to kill them. Plus they're invisible. Use a Seeker to explore from the northwest entrace of the old Red base. You should find the "lock" (it's a stone glyph with a couple Sneakers by it) along the western most side of the map in the center. Slightly north and east of that is the Serpent Obelisk, which holds the key we need. Once you find both of those, we're ready to continue. One thing to note about the Sneakers is they cannot attack air units. That means Hive Guards will make your life a whole lot easier. Whatever you choose (regular troops or Hive Guards), you must first destroy the Serpent Obelisk and collect the key from it. Once you have the key, have Vangarath go stand on the stone glyph on the west side of the map. Then... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.11. Field of Sorrows SWT01B11 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In this mission, we have no base so we cannot build any reinforcements. Throughout the mission, however, we'll have the chance to pick up some reinforcements. Our objectives are to get Keran and Domina to the Third Seal. Both Keran and Domina must survive. This map is pretty much a straight path, with a couple off-shoot paths where some goodies are located. The underground is also fairly straightfoward, again with a few off-shoot paths to collect some goodies. First of all, set Domina's Raise Skeleton spell to Auto-Cast (just right-click it). We're going to need the Skeletons as reinforcements. With this on, you should be able to amass a fairly large army of Skeletons. You'll also notice you have several Void Walkers with you, and a few Hive Spitters. Right away, have your Void Walkers Shapeshift into Hive Spitters. We need the attack power more than their mostly useless spells at this point. Just follow the path along, making sure to check any other paths you find for goodies. Collect everything, you'll need it. There's also Gold and Gems to be had. Once you get to the underground, continue following the path, checking for alternate paths leading to goodies. Early on in the underground you'll find an insect Queen being attacked. Quickly destroy all the attacking units and Keran will take control of the Queen. For your efforts, a few Hive Spitters will join you. Eventually, you'll reach a Dimension Gate guarded by some Dark Dwarves, blow it up for reinforcements. Further on you'll find a lone Dark Dwarf that will join you, and let you purchase units from his shop. Buy a couple of the healing units, and then spend the rest of your cash on the other ones. Slightly west and north of that is a small alcove with some Deformers. You can park your troops on the corrupted land to heal them up (it works for ALL troops). Back on the surface, continue on the path, once again searching for goodies. You'll run across a ruined Gem mine eventually. Blow it up for a few Hive Stingers to join you. Continue following the path to the south-west corner and blow up the Orc base that's there. Have Keran and Domina stand on the glowing glyph and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-b.12 Chamber of Screams SWT01B12 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the final battle for the Fallen Campaign. It's going to be a bit rough, but at this point it shouldn't be anything we can't handle. Our objectives are to unlock the Third Seal. Keran and Domina must survive. First let's talk about the layout of this map. Our base is in the southern most center portion of the map. In the southeast corner is a gold field. The southwest corner is home to a lone Gem Mine. We pretty much can take over the entire southern quarter of the map. There is four enemy bases here, two Beast bases along the western side of the map, stretching from about the center all the way to the northwest corner. The Humans occupy the eastern half of the map, again from the center up to the northeast corner. Further north, near the center of the map is the Third Seal. In the northern most center part of the map is another gold field and Gem Mine. Resources are fairly limited in this mission, so I strongly suggest you only research what is absolutely needed (meaning: armor and weapons first, then perhaps other stuff, but choose wisely). Also, since we need to conserve our resources, try to keep your base as tight as possible so you can concentrate your defenses and not waste cash on towers and other defenses. We've been using Hive Spitters and Nightmares throughout, and for the most part we should continue to do so. This being the last battle, we have access to everything the Fallen have to offer. Once again, spend your money wisely. You need troops more than anything, so don't waste cash researching stuff for units we're not going to use. You have two choices for conquering this mission. You can either destroy all the enemy bases first (makes things easier in the long run, but takes longer) or you can try to unlock the Third Seal without destroying any enemy bases. It's up to you to decide which way you want to go, but for the record, I destroyed all the enemy bases first and it was worth the trouble. Now, the seal. The seal itself is surrounded by three glyphs. We need Domina to stand on one, and two Matriarchs on the others. It will take them 5 minutes to break the seal, and they MUST be defended while this is going on. As soon as you start unlocking the seal, Rhuannon's followers will start attacking you with 3-5 Renegade Mages at a time. Nothing major, but enough to break your back if you have to deal with an attack by the Beasts or Humans (or worse, both!) at the same time. For your troops, I recommend at least 6 Avengers, then fill up the rest of your population limit with Hive Spitters and Nightmares. The Nightmares Frost Shield spell is extremely handy in this case. First, you want to take over the gold field in the southeast corner, and the Gem Mine in the southwest corner. Remember to concentrate your bases into the smallest possible area so you can defend it with less towers and conserve resources. Then build up your troops. You should also try to take over the northern most resource fields I told you about, but if you do things right, you shouldn't even need them. The Humans and Beasts constantly battle near the Third Seal. Plus, they have patrols that go through the area. Always have a couple Seekers nearby to detect hidden units that the Beasts use. Before even attempting battle, have a Seeker or two explore as much of the map as you can. If you decide to take out the enemy bases first, I'd suggest going after the Beasts first. They're more annoying and potentially more dangerous than the Humans are. Remember, bring Seekers as the Beasts use hidden units to attack often. After all the bases are dead, reinforce your troops so you can withstand the attacks by the Renegade Mages. Then bring Domina and two Matriarchs to the seal and have them stand on the glyphs. If you choose to try and rush it and just unlock the seal, make sure you have all your unit production buildings pumping out units, regardless if your population limit is maxed. We're going to need reinforcements steadily, and any delay in getting them could spell our demise. Surround the area with the glyphs with all the troops you can. Bring Domina and two Matriarchs and have them stand on the glyphs. Keep bringing up any reinforcments you build at your base to keep your girls defended. If they die, you have to start all over unlocking the seal. If Domina dies, it's game over. One thing you should do, whichever path you choose, is to build a few Deformers around the seal itself. This way all of your units (including the girls unlocking the seal) will be able to regenerate their health. You don't have to do this, but it will certainly help. Plus, you can also throw some towers up to provide some additional defense. But remember, troops are more important. Don't spend the cash setting up a defensive perimiter there if you cannot afford it! Once you start unlocking the seal, Renegade Mages will start attacking you. The Renegade Mages come from the north (you should see two paths to the north, just north of the seal). These mages are stronger than regular ones in terms of damage and hit points. After the Seal is unlocked, a portal appears to the north and Keran tells you he must get into it. Take ALL of your troops and push north. While the chaos ensues, try to sneak Keran into the portal, or just kill everything and get him in. Once he enteres the portal it's... MISSION COMPLETE! ------------------------------------------------------------------------------- --> IV-c. Beast Campaign SWT01C ------------------------------------------------------------------------------- The Beast Campaign is the third and final campaign for the game. The Beasts themselves are fairly similar to the Humans in the way they build and gain experience. However, the Beasts are far more powerful (in terms of damage and hit points) than any of the other races. With that, they're slightly more expensive (resource and food wise). The Beasts require Meat to build troops. Meat is provided by Borons. Borons are like big buffalo or... well, they're huge freakin' animals! Borons can also attack (they're weak, but hey... better than nothing) and Goblins can ride Borons (gives them the HP of the Boron instead of their weak 85 HP, but if they die, both the Goblin and Boron get killed). The Minion is your primary builder unit. He builds, repairs and collects resources for you. Much the same as the Peasant from the Empire. However, you can have a Minion grab a weapon, which turns him into a full fledged Warrior. Also, you can have Warriors drop their weapons to become Minions. The main defensive building for the Beasts is the Totem. This is probably the most powerful of the towers. It can see hidden units and its attacks can be upgraded, but it's fairly expensive. Experience is gained individually for each unit. As a unit gains experience, its attack damage is increased. A maxed out Ogre at Level 5 does near 100 damage! Beasts do not have Auras, so any benefits gained from levels only apply to that unit. It's actually quite good, and I find myself protecting my troops more with the Beasts than any of the other races. Finally, unlike the other races, the Beasts have no easy way to heal themselves. Witches can sacrifice friendly units and distribute hit points to nearby friendlies, but it's not automated, so it's a pain. They do have a spell called Battle Cry (used from the Stronghold) which boosts attack speed and gives all units regen abilities... but it costs gold and gems to cast (instead of mana) and it takes 2 minutes to prepare, plus it doesn't last all that long. If you have the resources you should pretty much have this casting nonstop (if you have multiple Strongholds, stagger the casting at 40% of the spell being prepared. Meaning Stronghold #1 starts, then at 40% Stronghold #2 starts. If you do it this way, Battle Cry never wears off!) Alright, the basics aside, let's get down to business. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.1. The Red Hills SWT01C1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Our first mission for the Beast Campaign leaves us with no base building and a handful of troops. This mission isn't all that hard, but with limited troops the difficulty is definitely higher than normal. We must get Dragga to one of the Tribes bases which is located in the southern most portion of the map (slightly east of the center). Dragga must survive. This map is fairly straight forward with only a few off-shoot paths with goodies. You'll pick up some reinforcements along the way, but not many, so use healing potions and try to keep as many of your guys alive as possible. Just follow the path, collecting goodies and killing baddies. Along your way, you will encounter some Goblins who want you to go find their Shaman. Some will join you. Head east from their base as far as you can, then south to find the Shaman. He'll give your troops the Poison Resistence effect, which obviously makes them more resistant (but not immune) to poisonous attacks. Continue on and go underground, battling the annoying spiders. The exit is in the southeast part. Before you exit the underground, make sure you've explored it in its entirety to collect all the goodies to be had. There's a spell book on the western side of the underground which lets you summon a bunch of demons to fight with you for a very brief period. You'll want to grab that quickly, because on the eastern side is a huge mess of spiders that will make things hell. After you've explored and killed everything, exit the underground. Keep moving along, continuing south and east. Eventually you'll find a bunch of Orcs attacking a Beast base. Help out your friends and kill all the Orcs, then bring your troops into the tribe base. You'll find out why the Tribes aren't listening to the Call to War and then... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.2. Taming the Three Tribes SWT01C2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a simple mission involving a real witch-hunt. We've got access to a base now and some basic Beast stuff. The layout of this map is fairly simple. There's three enemy bases in the southeast, southwest and northwest corners. There's a warehouse we can take over in the southern center portion of the map (slightly south and east of our base, and west of the southeastern enemy base). There's also a very small Ogre base on the far eastern side of the map, near the center, with a resource field nearby. Our objectives are to kill an Ogre (forget his name) and the three witches. Dragga must survive. Base defense is pretty simple here. Just add a couple towers to the eastern and western edges of your base. Build a handful of Warriors and some Goblin Hunters, and that should be all you need. Research everything you can. Battle Cry is a handy spell that gives benefits to all of your units, and isn't too expensive to cast (it costs Gold and Gems instead of Mana, and is used from your Stronghold). There is one witch in each enemy base, and though they look like normal witches, they have 600 HP. The first thing you should do is build up at least one full group of troops and head to the eastern most center portion of the map and kill the Ogre (big dude with a flag-type thing on his back). Try to just kill him and not his friends or the buildings. After he is dead, the remaining ogre guys will fight with you (they're computer controlled) and will randomly build an Ogre which will go harass one of the enemies. After the Ogre is dead, head north from there (don't forget to build a resource base) and take over the Tower from the Elves. Garrison a troop inside and it will give you access to Decree, a powerful area-effect spell that seriously hurts any enemies in the area of effect (it easily kills groups of Goblins). Don't forget the warehouse I mentioned south of your base. Garrison a troop inside to get a slow trickle of Gold and Wood (+5 of each every 6 seconds) as long as there's a troop in it. Also, on the western most center side of the map is a group of Harpy's you can get (3 of them, only attack air units). Just bring some guys over there and the Harpy's will join you. When you go to take out the witches, try not to attack anything but the witches. Once they're dead, the tribe will join you (again, they're all computer controlled) and will harass any of the remaining enemies. Kill the Ogre and all three witches and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.3. Reclaiming the Heard SWT01C3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From witch-hunters to shepherds. Yay. In this mission we must find all of our stolen Borns and bring them to our base. Draga must survive. We must also kill the Orc leader. To recapture the Borons, all you need to do is find the group and have a Goblin mount the White Boron with the Goblins "Ride Boron" ability. Then guide the white Borons back to your base (the rest will follow you). Once at your base they will all be converted to our side, and we'll gain the population limit they provide. We CANNOT build any of our own Borons in this mission, so protect them and do NOT sacrifice them! There's a nice safe spot in the northwest corner of your base to stash them all. The map has our base in the northwest corner, with an enemy base in the southeast (purple) and another in the northeast (yellow). There's a resource field in the southern most portion of the map, slightly west of the center. The Borons are scattered all around the map. There are two additional groups of Borons, one in each of the enemy bases. Save those for last. You should be able to collect enough Borons to get to your 200 population limit before you have to enter the enemy bases. You're going to need a bunch of troops to take out the bases as they're well defended. In the southern most portion of the map, near the center is a grove of trees with a lone Medicine Herb. Grab that, as you're going to need one for later on. Slightly east of your base is an injured fish-guy-thing (reminds me of the Naga from WC3). If you give him the Medicine Herb, he will give you access to his battle horn which lets you call two waves of fish-dude guys to harass the enemies. This is pretty useful. The first time you call, they attack the southeast base and the second (and final) call, they attack the northeast base. Use that to your advantage when you attack. Also, northeast of the fishguy (along the lake by the trees) is a treasure chest with some Gold and Gems. I recommend you attack the southeastern base first. For one, the fishguys attack there first when you call them, and the Orc leader is in the northeast (yellow) base, so we should deal with him last. Once you destroy both, the Orc leader shows up (from the path northwest of the yellow base). Kill him. Bring all the Borons to your base, destroy the Orc bases, kill the Orc leader and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.4. Wall of Noran SWT01C4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Looks like we get to bash some Humans now instead of our Beast brothers! Our mission is quite simple. Destroy the blue teams Castle. Dragga must survive. This map consists of surface and underground. The surface map has our base in the northwest corner. There's the orange Human team near the center of the map. The blue Human team occupies the entire eastern side of the nap from the northeast corner all the way down to the southeast corner. There's a resource field in the southwest corner. The Underground portion is very straight forward. There's an entrace in the orange teams base, and an exit that leads to the blue teams base. From the orange entrace, the path goes east to the southeast corner, with one branch north (be careful there, lots of troops). The exit into the blue base is in the northeast corner. Further west is a huge resource field protected by several Fallen, and there's a green Fallen base in the northwest corner. As for your base defenses, you're going to want to add some addition towers along the southern and eastern portions of your base. Also, place 2-3 towers along the eastern treeline of your base as you will get attacked by some flyers there. Place a couple towers throughout your base so there's no spots left undefended. A handful of troops should be all that's needed beyond the towers. The Fallen attack your base fairly reguarly from the Hole on the eastern side of your base. Nothing major, just a few Hive Guards and Hive Stingers. 2-3 towers along the eastern treeline and a couple Harpy's should handle that without trouble. The Humans also attack fairly reguarly, but not with any real force. For your troops, I recommend at least 6 Trolls and 6 Ogres. Fill up the rest of your population limit with Warriors, Goblin Hunters and a few Witches. Don't forget to research everything and build some extra Borons so you can have Witches sacrifice them (to have troops regain HP). The easiest way into the blue base is not through the walls, it's through the underground. So we need an entrance. Build your forces up and obliterate the orange team. This gives us access to an underground entrace. The underground is full of Human troops. You should be able to handle them with one full group of troops, but I'd recommend you bring everything you have down there so you can deal with the Fallen base before taking on the blue team. After you destroy the Fallen base (or not, it's not required) head for the northeast corner of the underground. Make sure all your troops are healed up (Battle Cry is good for this and sacrificing Borons) and reinforced. Then, have everyone charge out the exit. The easiest (and least deadly) way to go is to follow the eastern most side of the map south, then west to the castle. There's a ton of towers along the wall to the west, which will just serve to tear our troops to shreds, so avoid the western path. Once you've destroyed the blue team's Castle... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.5. A Gathering of Fire and Shadow SWT01C5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We've got to sneak some resources to an allied base in this mission, and to do that we'll be underground. Our objectives are to escort the Boron convy to the allied base (3 must survive) and to collect all 3 of the Fallen resources stashes. There are three enemy bases here, one in the northwest corner, one near the center of the map and one on the eastern side near the center. The bases are weakly defended so they shouldn't pose much of a threat. Though we have limited troops, we will upgrade them and get reinforcements. There are two Dwarf Hellforges here (one north, one south) where we can purchase reinforcements. First follow the path north, and about halfway there, there should be a path to the west with a Healing Dust (area effect +100 hp) there. Continue north and take out the Fallen base in the northwest corner. Head east from the base to find a Hellsmith and a Hellforge. The Hellsmith joins you and you can then garrison and purchase Hellblades from the Hellforge. Buy as many Hellblades as you can afford. Continue towards the northeast where you'll find an armory protected by some skeletons. Kill the skeletons and all of your Warrios will be upgraded to Berserkers. Head south from the armory and eventually you'll find Fallen Base #2. Blow it to bits and collect the treasure chests. You can buy some more Hellblades from the northern Hellforge, but I recommend you save at least 300 Gold. Move south and west from the second base to find three Hellblades, who will join you. Move south just a bit until you see the ground on fire. You'll be informed it's a trap and one troop should go through and disable it. Select only one of your men and guide them through the simplistic maze (don't touch the fire). At the end (south end) go west and step on the switch to deactivate the trap, then move on. Further down the path is another Hellforge with a Hellcaster outside. He'll join you and you can purchase some more Hellcasters from the Hellforge. Do so, as they can heal your troops! Continue heading southeast until you get to the southeast corner. There's a path leading south then west. Follow it to find more Hellblades that will join you, then continue north. Farther north you'll find the last Fallen base. Destroy it, collect the loot and then move on to the northeast corner. Once you've collected all the resources and at least three Borons make it to the northeast corner, it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.6. Cold Blooded Kin SWT01C6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We must rescue another of our friends, in order to completely reunite the Tribes. Our objectives are to rescue the prisoners (two total), save Sseeth (Green ally base), Dragga and Tyron must survive. The map is only the surface this time. Our base is in the southwest corner, with an additional resource field to the northeast. The gray Human base is in the northwest corner. A blue Human base is in the southeast corner and the orange Human base completely surrounds our ally (green). The Prisoners are located in the gray base (some Striders) and the blue base (some Warlocks). There are also several Windmills scattered throughout the map, that when garrisoned will provide a small trickle of Gold and Gems (+5 Gold and +2 Gems every 6 seconds). We also get access to the Revive Altar, which lets us revive our fallen troops. This is awesome, because you can revive troops with their experience intact! Always check to see if you have any level 2 or higher troops you can revive before you build reinforcements. Time is somewhat limited here, because after a while Tyron shows up with an army (small army, anyway) just to the northwest of the gray base. He'll be constantly attacked while he's there, and you most definitely cannot attack the gray base with just his army. He can hang for a while on his own, but not forever. Also, the green base will be alright on their own for quite a while, but they can't hang forever, so don't take all of eternity to get to them (but that doesn't mean you have to rush either, just keep an eye on them). First let's talk about defense. Your base has two entraces, one to the north and one to the east. The east entrance takes the brunt of the enemy attacks and you should put 6-8 towers there (make sure its east of the entrance to the second resource field). The north entrance can get by with just 4 towers. You should repair buildings immediately (use just one Minion at first) and also immediately build a few Borons, then more Minions to harvest resources and build up your base. Try to be speedy with the build up. After your base is set, build up your forces. Tyron brings a few Ogres and Trolls, so you don't need to build many of them. Make sure you've done all of your upgrades. Beserkers (upgraded Warriors), Goblin Hunters, Striders, Trolls and Ogres should make up your forces. There are quite a bit of enemy towers and archers, so using air units is probably not a wise idea. Once Tyron has decided to grace us with his presence, and your forces are maxed out, take out the gray base. Bring your troops up first and get halfway through the base before you have Tyron and his army engage, so you don't end up killing him. After the gray base has been beaten down, blue is up next. Rebuild your troops (remember to revive any level 2 or higher before building fresh troops!) and heal if necessary. You should also have Battle Cry casting nonstop (with two Strongholds, have one start researching Battle Cry, then when it's at 40% have the second Stronghold start. You can queue up to 6 Battle Crys at once. Stagger it this way and you never run out!) So go blow up the blue base and free the Warlocks. Now... the orange base is absolutely massive and they have a ton of troops defending it. You probably aren't going to be able to take it out all at once. Pay attention to your troops. Once you're getting beat up pretty good, have everyone retreat so you can heal and reinforce your troops, then go after them again. It took me two attempts to take down the entire base, so don't worry if it takes a while. Once all the Humans are dead, bring Tyron and Dragga to the green base and... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.7. Tyron Gral SWT01C7 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We're with Tyron now and we must deal with Inquisitor Belloq, as apparantly he has something Tyron wants. Our mission objectives are to retreive the Talisman from Belloq and to occupy all five of the Demonic Seals. Tyron must survive. Alright, first up, map layout. We're on the far western side of the map, in the center. Belloq is located in the northeast corner on a very small island. There's an enemy base (orange) in the southeast corner. Underground consists of two cave entrances northwest and southwest of our base. There are five Demonic Seals here, which we must take over. There's also an enemy base on the far eastern side of the map, in the center. The last of the five seals is located just west of that base (you have to go through the base to get to it). There are two large resource fields in the undereground, one near the center of the map, and one on the southern edge, in the center. Now let me tell you about these Demonic Seals. The bad guys underground are summoning demons. Each of the five seals has three priests on it, to summon the demons. To stop the summoning, the priests have to be killed and replaced with Witches of ours. So you need 15 Witches to take over all the Demonic Seals. If the summoning completes, the enemy (or us if we took the seal over) gets a Demon to fight with them. If the demon dies, they can be resummoned provided Priests or Witches are standing on the seals. Before you even attempt to go underground and take the seals (the demons are incredibly handy) you need to first build up your base defenses and have at least 3 full groups of troops to deal with the underground quickly. Once we receive the quest to capture the seals, time is a limiting factor. So don't venture underground until you're absolutely ready. Base defense is fairly easy. The enemy always launches attacks from the orange base by airship (the orange base is surrounded by cliffs, there is no land route). Their attacks randomly come from the east, north and south of your base. You need 4-6 Totems in the northern entrance to your base. Several along the eastern cliff face, and another 4 or so Totems in your southern entrance. In the south, specificially by your Gem Mine is a popular place for them to attack. The first of their attacks comes after 5-10 minutes of play and is a fairly large force. You need to quickly build up your base to the point you can build towers (you need an Arena and Dark Alter). I've played this mission four seperate times, and each time the initial attack came from a different direction. So you need at least 3 Minions building towers. Have one start the northern entrace, one do the eastern cliff face and the final one handle the southern entrance. Once you've established enough towers to deal with the attacks, you can build up your troops. Even though we have near 20,000 in mineable Gold, money is going to be a little tight at first. Partially because towers are expensive and because your little Minions only mine so fast. But you need all of your troops to deal with the underground (and subsequently, the orange base) so you must have enough towers to protect your base without any help from troops. All I can tell you is to watch how the enemy attacks, then build your towers accordingly. I'd recommend at least 4 Trolls and 2 or more Ogres (they're expensive so don't go crazy with them). The rest of your troops should be Berserkers, Striders and maybe a few Goblin Hunters for good measure. Remember to leave enough population room for 15 Witches. Three full groups (15 troops each) is pleanty to take over the underground if you do it right. When you do head underground, be ready to be quick. Four of the five seals are fairly easy to take over, as they're just protected by a handful of troops. The fifth and final seal is protected by a lot of troops and an entire base. There is one seal directly east of the southwest cave entrance. Two in the center of the map, and two along the northern edge of the map. The farthest one in the east is the last one (it's actually in the center of the map, but it's the eastern most seal) as it's protected by the base. Send one team to each seal, until you've killed all the troops (don't worry about Witches for now) and the Priests so the summoning stops. The northern most one in the center of the map is the furthest along in the summoning, so aim to take that one out quick. As soon as you discover one seal, the rest of the seals will be reveiled to you, along with the percentage the summoning is complete at the top of your screen. BEFORE you assault the base, make sure the other four seals have been cleaned out. Then march in all of your troops at once. Reinforce and heal before doing so. Once all of the seals have been cleaned up, and the entire underground is free of enemies, then bring 3 witches to each seal and have them stand on the 3 glyphs surrounding the seal. You will then start summoning the demons for yourself. Also, leave the witches there after the demons have been summoned, because if the demon dies, you can summon it all over again! Once you've taken over all the seals and the demons are being summoned, rebuild your troops and try to max your population out before the demons actually come. The demons take up part of our population and will spawn regardless if its maxed or not, so we can get more troops by maxing the pop first. After the underground is yours and the demons have been summoned, park all your troops (demons included) in the remains of the underground enemy base. Then have the Demons use Planar Shift to teleport to the orange team base. Have Witches use Gaseous Form on your troops and then have all your troops "Leak" through the caves to the surface, and spawn as normal troops again. You should be able to easily take out the enemy base. However to add more confusion (and awesomeness), as soon as the demons appear on the surface, have all of them use Chaos Portal (or whatever its called, the spell that summons Imps). This will have hordes of Imps come attack for you. They don't last long, but with all five demons summoning them, plus all your troops attacking, it'll be absolute chaos and you'll easily overwhelm the enemy. Once the orange team is done with, all that's left is Belloq. The only thing you can attack Belloq with is the demons (nothing can cross the chasm). There's also one little tiny spot in the underground you can go to that will let you leak through to Belloqs small island, but it's a real pain to find. Just have all five demons Planar Shift over there, then have all of them summon Imps and Belloqs little crapass army will get owned. After Belloq is dead, Tyron reclaims his Talisman and... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.8. The Gray Tower SWT01C8 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Back with Dragga and his boys this time around. Suprisingly (or not) things aren't what they should be. Our mission is simply to destroy everything. Dragga and Sseeth must survive. The map is laid out as follows. There is no underground. There are four enemy bases here, all Fallen. Light blue in the southeast corner. Light purple just north of them. Dark purple in the northeast corner and green in the northwest corner. The light purple base is up on a cliff and there is no land access. Our base is located at the western most side of the map, in the center. There are no additional resource fields, aside from those at enemy bases. There's an entrance to the north of our base and another in the southeast. The northern entrance takes the brunt of the attacks, so you're going to need several (8 or more) towers there. You get some Avengers thrown at you, so a Troll or two to deal with them is suggested. The southeastern exit only needs 4 or so towers. You should also place several towers along the eastern edge, by the cliff face. Plus, scatter towers about your base so there is no portion left undefended. Air attacks are quite common and large, so you need your entire base covered. Money isn't necessarily limited, however, we are going to need additional resources to take out all of the bases here. The southeast base (light blue) has pleanty of resources for us to pillage, and they aren't all that strong. I recommend at least 6 Ogres, 6 Trolls, 6-8 Striders and fill up the rest of your population with Berserkers and Goblin Hunters. Striders are better than Goblin Hunters, but don't neglect the little Goblins, they're handy, too. You should first take out the southeast (light blue) base, as we'll need their resources. Don't attack any of the bases without a full population limit of troops, and attack in force, with everything all at once. After each base, take time to revive your experienced troops that fell, heal up and reinforce. Light purple, being that they're on a cliff with no land access, should be saved for last. They only send flyers (Hive Guards and Hive Stingers) at you, which is nothing major anyway. After light blue, take on dark purple (northeast). They will be hard to take out and you will most likely lose a good portion of your troops. Try to take them out in one attack, but don't get Dragga or Sseeth dead. Pull back and regroup if you have to. At this point, green (northwest) should've exhausted most of their resources and shouldn't even be attacking anymore. Revive, reinforce and heal your troops and pummel them into oblivion. They shouldn't pose much of a threat. Next and finally is light purple. You're going to need some Witches (probably at least 5) to use their Gaseous Form spell on your troops. Get everybody into Gaseous Form and throw them at Light Purple. Make sure you have them return to normal form once they're inside the base, as in Gaseous Form they're relatively weak. Once everybody is dead you'll get a cutscene and an Interlude, and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.9. Dragga's Rise SWT01C9 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We're teamed up with some Humans now, and we have a lot to do on this mission. Our objectives are to protect the Human base, destroy all Fallen units, kill the Lichmage to free our Cursed Warriors and, of course, Dragga must survive. First let's talk about map layout. We're located with the Humans on a peninsula in the center of the map. There's a Fallen base (green) in the southwest corner, and another (light blue) in the southeast corner. There's an island with a ruined entrance to the underground in the northwest corner. There's another island full of treasures in the northeast corner and an extra resource field slightly southwest of that. The Lichmage is located on the small island connected to the one with the Ruined Entrance (northwest). You'll need a bunch of troops to kill him (two full groups should be adequate). There's also your Cursed Warriors along the eastern most side of the map heading south. There are quite a few Neutral Hostiles lurking around, including Green and Red Wyrms and some fish-guy things (I always forget their damn names!). The Underground consists of two enemy bases: Yellow in the northeast corner and purple on the western most side of the map, in the center. There are two resource fields just south of the mine entrace, and another in the southwest corner. There's an exit to the surface in the northwest corner, which leads to the little island the Lichmage is on. Alright, that aside, here's the deal. You're going to be attacked CONSTANTLY. I mean literally almost nonstop. So will the Humans. Towers are okay for base defense but you're going to need at least one full group to help defend since the enemy uses lots of Avengers and Behemoths. The Humans will rebuild troops, but they will not repair or rebuild their buildings. This isn't too bad at first, but as time wears on their base will slowly be destroyed. Basically, that means you can't take forever. Before bothering with the Lichmage sidequest, you should take out one or two of the enemy bases, this way you don't have to babysit the Humans so much. Time is of the essence. While we're not explicitly placed on a clock, taking too long will result in the destruction of the Human base. Then you fail and it's game over! Just don't putz around. Build up and tear stuff up. Now, base defense. Like I said above, towers are okay, but there's no need to go crazy with them. One full group of troops (5-6 Striders, 1 Witch, 1 Warlock, the rest Berserkers) is more than enough to deal with the enemy troops. In the center of the southern portion of your collective bases is a small grove of trees. You may want to hack that down and place a couple towers and Trolls there. Two or three Trolls on that ledge will do wonders for your defense. To easily detect and destroy the Seekers (shapeshifted Void Walkers) that pop up in the Human base and then make those damned portals, take a couple Harpys (they can detect invisible units) and some upgraded Manticore Riders. Park a couple of each in the south and east exits of the Human base. If you have them in the right spot, you should be able to detect and kill the Seeker/Void Walker before he can open the portal. We can summon Demons easily now (you need 3 Witches and must research the spell). These guys can be really handy for tearing up bases. Remember, they can summon a friggen horde of Imps (such lovely chaos) so if anything, they're excellent fodder! Eventually the Humans will build a Mineshaft, somewhere in your collective bases, that you can use to get into the underground. Then from there (either before or after clearing out yellow) you can go beat up the Lichmage and save your trapped buddies. I'm not aware of anything ever coming through the Mineshaft to attack you, so you shouldn't need any defenses there. When you decide to take on the Lichmage, bring a bunch of troops with you as it makes it much easier. He (and some of his goons) have an Aura of Pain or some such thing that slows your troops down. For killing him, the cursed warrios will join you. There are 6 or 8 Blood Berserkers (stronger than regular Berserkers) that join you. They're handy. Anyway, back to the basics. You should know the drill by now. 6 Trolls, 6 Ogres. Maybe summon some Demons. 4-5 of them will do wonders. A couple Witches, maybe a Warlock or 3 to steal Frost Shield from the enemy. If you use Demons, make sure they summon their Imps as soon as they start attacking a base. Or you can Planar Shift them into a base and have them summon the Imps to harass an enemy. Either way, fill up your population limit and attack one base at a time. I'd suggest you start above ground, taking out green and light blue, but really the choice is up to you. They all attack pretty much nonstop, so I guess just pick whichever one is pissing you off the most! I'd recommend going after the bases in this order: Green, Light Blue, Purple, Yellow. Green is fairly easy to conquer, they don't have much in the way of defenses. Light Blue doesn't have much either. Take those two out, and you don't get attacked much except through those damned dimensional portals. Save Yellow for last, as their base is heavily defended. They have anywhere from 2-4 Behemoths, 8-12 Hive Guards and some foot troops defending the base. Even more if you catch them just before they launch an offensive to the surface. Make sure you bring a lot of Striders with you to deal with all of those air units. After all of the bases are destroyed and the Lichmage killed, it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.10. The Sleeping Terror SWT01C10 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mission can totally suck if you do things wrong. Reloading/restarting tends to get irritating really quickly because of one stupid move or miscalculation. Be prepared to get frustrated (or have an easy ride -- it all depends). Mission objectives are to get to Tiamorg before Tyron does. Dragga and Sseeth must survive. We don't have a specific time limit here, but we are extremely limited by time. If you do things right, you will have pleanty of time to complete the mission. Do things wrong and you fail. So do them right the first time! Okay... the map layout is really irrelevant. There's pretty much one straight path from the southwest corner (your starting location) to the northern most center part of the map. Tyron is on a similiar path. The paths are pretty much exact mirror copies, with a few slight differences to yours. This map consists of a series of "Chambers" and in each chamber is a trap or test of some sort. Most usually just require you to bash the crap out of all the enemies in the room, while others require some very limited puzzle solving skills. The tests aren't really hard, but some waste time. I'm not going to give you a totally detailed path through here, though I will explain everything. Just follow the path! First, you'll deal with some Imps. Then you'll see a flame golem (or whatever its called) on the other side of a fire barrier further on. Just have a guy move close to him so he chases said guy and runs into the fire barrier and dies. Eventually you'll get to a point where a lone demon is blocking the path north or you can continue west. If you continue west, there are few enemies. However, there are boulders blocking the path that you must destroy (you have to manually target the damned things, your guys won't auto-attack them). There's also some treasures that way (Gold and Gems) which you could use later on. The west path is bad, though, because it wastes valueable time. So just go bash the demon and head east (don't go north when you get the chance) to the next area, which is a maze. The maze is... stupid. And annoying. There are small glowing lava rocks and some Chaos Dwarfs in here. Try to free all the Chaos Dwarfs (they'll join you) and work your way east. Once you clear the maze, you can move on. This maze is another time-waster, so try to be quick about it. After some more travelling, you'll reach a spot with three stone archers (it's an Elf Ranger, a Crossbowman and something else) and a blank spot with no statue. Have one of your Goblin Hunters step on the bare spot to awaken the other archers. Kill them and you can move on. Either before the archers (or after, I can't remember) you'll find a room with 5-6 stones blocking paths west, north and east. Have a guy stand on the seal to the western one to make it disappear and grab the loot inside. Ignore the eastern most one. One of the northern ones, all the way to the east (but NOT the path heading east) is the way out. You will find a Hellforge eventually, protected by a bunch of fire guys. Kill them off and garrison a troop inside the Hellforge to purchase units. I suggest you get as many Hellcasters (healers) as you can afford, and buy whatever else you can afford. Spend all of your cash, and ungarrison the one guy in the forge. As you move on, you'll find a lone portal with a bunch of Imps flooding out of it. Have everyone attack the portal (ignoring the Imps unless you're getting your ass handed to you). Once you destroy the portal you can move on. The final test is a room with 3 stones in it, one small, one medium and one large. The size is absolutely irrelevant. If you click each stone, they are named "Ti" "Am" and "Org" (from smallest to largest). Do you remember the thing we're going to wake up? It's called Tiamorg. Figure it out yet? No? Have a guy step on Ti (the smallest) first. Then "Am" (the medium one) next, then another on "Org" (the large one). You must have one person on each stone. After you do that, the fire disppears and you can claim Tiamorg. MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.11. The Eleventh Hour SWT01C11 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-c.12. Mission 12 SWT01C12 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ _______________________________________________________________________________ =============================================================================== ==> V. B U I L D I N G S SB01 =============================================================================== Here you will find all the information on the buildings for each of the three races. This section is split up into four sub-sections, one for each race and one section for Neutral buildings. I've tried to list everything almost exactly as it appears in-game. ------------------------------------------------------------------------------- --> V-a. Empire Buildings SB01A ------------------------------------------------------------------------------- This section lists all the buildings and relevant information for the Empire. It is listed similiarly to how it appears in-game. Most Empire buildings can be garrisoned, meaning you can stick units inside of them to protect the units. Empire units need Food, which is provided by Farms, Town Halls, Stone Keeps and Castles. Each building has the following information listed: -> Requires - what other building(s) the building requires to be built -> Cost - the cost in Gold, Wood, Gems and Time (in seconds) -> HP - hit points; the amount of damage a building can take -> Armor - the protection from enemy attacks -> Garrison - how many units may be garrisoned inside -> Effect - any effects (benefits) a building may have -> Info - brief description of what the building does -> Builds - what the building can build (units) -> Researches - what research upgrades the building can research -> Upgrades - what ugprades the building has (for itself) NOTE: Requires, Garrison, Effect, Builds, Researches and/or Upgrades may not be listed for a building. These are only listed if it's applicable to that building. ----[ Town Hall ]-------------------------------------------------------------- Cost: 400 Gold, 125 Wood, 120 Seconds HP: 2000 Armor: 5 Garrison: 10 Info: Main building and resource drop off point. Can be upgraded. Trains Peasants and provides Food. Builds: -> Peasant (50 Gold, 1 Food, 20 Seconds) - Worker unit that gathers resources, constructs buildings and repairs. Upgrades: -> Stone Keep (100 Gold, 50 Wood, 60 Seconds) - Requires: Barracks - Upgrades the Town Hall to Stone Keep, enabling more advanced units, buildings and research options. ----[ Stone Keep ]------------------------------------------------------------- Requires: Barracks Cost: 100 Gold, 50 Wood, 60 Seconds HP: 2400 Armor: 5 Garrison: 10 Info: More advanced main building. Serves as resource drop off point. Trains Peasant. Builds: -> Peasant (50 Gold, 1 Food, 20 Seconds) - Worker unit that gathers resources, constructs buildings and repairs. Researches: -> Improved Farming (150 Gold, 150 Wood, 60 Seconds) - Increases the Food production of Farms. -> Fortify (150 Gold, 250 Wood, 100 Seconds) - Increases the hit points for all Empire buildings including towers. -> Team Work (100 Gold, 100 Gems, 60 Seconds) - Speeds up building construction by allowing up to five Peasants to build a structure. Upgrades: -> Upgrade to Castle (150 Gold, 150 Wood, 75 Gems, 60 Seconds) - Requires: Temple - Upgrades the Stone Keep to a Castle, enabling the most advanced units, buildings and research options. ----[ Castle ]----------------------------------------------------------------- Requires: Temple Cost: 150 Gold, 150 Wood, 75 Gems, 60 Seconds HP: 2800 Armor: 5 Garrison: 10 Info: Most advanced main building. Serves as resource drop off point. Trains Peasant. Builds: -> Peasant (50 Gold, 1 Food, 20 Seconds) - Worker unit that gathers resources, constructs buildings and repairs. Researches: -> Everything a Stone Keep researches. -> Disciples (100 Gold, 250 Gems, 140 Seconds) - Reduces mana cost for units that cast spells. ----[ Farm ]------------------------------------------------------------------- Cost: 100 Gold, 50 Wood, 35 Seconds HP: 500 Armor: 2 Info: Provides Food. ----[ Barracks ]--------------------------------------------------------------- Cost: 150 Gold, 50 Wood, 65 Seconds HP: 1000 Armor: 3 Garrison: 5 Info: Primary unit production building. Can be upgraded. Trains Swordsman, Pikeman, Elf Ranger, Priest, Knight and Mage. Builds: -> Swordsman (90 Gold, 2 Food, 30 Seconds) - Basic melee unit that can attack land units only. -> Elf Ranger (70 Gold, 10 Wood, 15 Gems, 2 Food, 35 Seconds) - Ranged combat unit that can attack both land and air units. -> Pikeman (90 Gold, 20 Gems, 2 Food, 28 Seconds) - Combat unit that's especially effective against large land units. -> Priest (25 Gold, 75 Gems, 2 Food, 45 Seconds) - Essential spellcaster that can initially heal units. -> Knight (250 Gold, 50 Wood, 100 Gems, 5 Food, 60 Seconds) - Requires: Circle of Ancients - Advanced combat unit with great speed and magical resistance. Attacks land units. -> Mage (150 Gold, 50 Wood, 150 Gems, 2 Food, 50 Seconds) - Requires: Obsidian Tower - Versatile spellcaster unit that attacks both land and air units. Researches: -> Trailblazing (150 Gold, 75 Gems, 60 Seconds) - Requires: Stone Keep - Increases the movement speed of Swordsman and Pikeman. -> Precision Archery (150 Gold, 150 Gems, 60 Seconds) - Requires: Stone Keep - Increases the firing range of Elf Rangers. Upgrades: -> Advanced Barracks (150 Gold, 50 Gems, 60 Seconds) - Requires: Stone Keep - Upgrades the Barracks to train two units simultaneously. ----[ Advanced Barracks ]------------------------------------------------------ Requires: Stone Keep Cost: 150 Gold, 50 Gems, 50 Seconds HP: 1750 Armor: 5 Garrison: 10 Info: Advanced primary unit production building. Can train two units simultaneously. Trains Swordman, Pikeman, Elf Ranger, Priest, Knight and Mage. Builds: -> Everything a regular Barracks can build. Researches: -> Everything a regular Barracks can research. -> Sword Mastery (150 Gold, 150 Gems, 100 Seconds) - Requires: Castle - Upgrades the damage of Swordsman -> Flaming Arrow (200 Gold, 100 Wood, 200 Gems, 160 Seconds) - Requires: Castle - Upgrades Elf Rangers to fire flaming arrows. ----[ Blacksmith ]------------------------------------------------------------- Cost: 150 Gold, 55 Seconds HP: 1000 Armor: 2 Garrison: 6 Info: Researches armor and weapon upgrades. Also serves as a lumber drop off point. Researches: -> Iron Sword (75 Gold, 100 Seconds) - Increases the damage of Swordsman, Pikeman and Knights (Base damage +1) -> Iron Arrow (75 Gold, 25 Wood, 100 Seconds) - Increases the damage of Elf Rangers and Valkyries (Base damage +1) -> Scale Mail (100 Gold, 100 Seconds) - Increases the armor of Swordsman, Pikeman and Knights (Base armor +1) -> Leather Armor (100 Gold, 100 Seconds) - Increases the armor of Peasants and Elf Rangers (Base armor +1) -> Steel Sword (100 Gold, 50 Wood, 120 Seconds) - Requires: Stone Keep, Iron Sword - Increases the damage of Swordsman, Pikeman and Knights (Base damage +2) -> Steel Arrow (125 Gold, 75 Wood, 120 Seconds) - Requires: Stone Keep, Iron Arrow - Increases the damage of Elf Rangers and Valkyries (Base damage +2) -> Plate Mail (150 Gold, 50 Wood, 120 Seconds) - Requires: Stone Keep, Scale Mail - Increases the armor of Swordsman, Pikeman and Knights (Base armor +2) -> Padded Armor (150 Gold, 50 Wood, 120 Seconds) - Requires: Stone Keep, Leather Armor - Increases the armor of Peasants and Elf Rangers (Base armor +2) -> Enchanted Sword (150 Gold, 50 Wood, 100 Gems, 140 Seconds) - Requires: Castle, Steel Sword - Increases the damage of Swordsman, Pikeman and Knights (Base damage +3) -> Magic Arrows (150 Gold, 100 Wood, 100 Gems, 140 Seconds) - Requires: Castle, Steel Arrow - Increases the damage of Elf Rangers and Valkyries (Base damage +3) -> Enchanted Mail (150 Gold, 50 Wood, 150 Gems, 140 Seconds) - Requires: Castle, Plate Mail - Increases the armor of Swordsman, Pikeman and Knights (Base armor +3) -> Ethereal Armor (150 Gold, 100 Wood, 125 Gems, 140 Seconds) - Requires: Castle, Padded Armor - Increases the armor of Peasants and Elf Rangers (Base armor +3) ----[ Elven Sanctuary ]-------------------------------------------------------- Requires: Barracks Cost: 100 Gold, 50 Wood, 60 Seconds HP: 1300 Armor: 2 Garrison: 5 Info: Unit production and research building. Trains Dryad, Phoenix and Valkyrie. Builds: -> Dryad (25 Gold, 10 Wood, 60 Gems, 3 Food, 25 Seconds) - Basic spellcaster unit. -> Phoenix (100 Gold, 75 Gems, 2 Food, 30 Seconds) - Requires: Stone Keep - Flying support unit that can detect invisible enemy units and attack air units. -> Valkyrie (150 Gold, 20 Wood, 60 Gems, 3 Good, 50 Seconds) - Requires: Valkyrie Beacon - Flying combat unit that attacks land and air units. Researches: -> Call of the Wild (150 Gold, 100 Gems, 60 Seconds) - Researches Call of the Wild for Dryads. Summons a powerful bear to fight by the Dryad's side for a period of time. -> Cloak of Invisibility (100 Gold, 75 Gems, 60 Seconds) - Requires: Stone Keep - Researches Cloak of Invisibility for Dryads. Allows Dryads to turn invisible for a period of time. -> Magic Thorns (100 Gold, 100 Gems, 90 Seconds) - Requires: Valkyrie Beacon - Researches Entangling Thorns and Cave Thorns for Dryads. ----[ Scout Tower ]------------------------------------------------------------ Cost: 75 Gold, 35 Wood, 40 Seconds HP: 315 Armor: 1 Garrison: 2 Effect: Detects invisible units. Info: Basic defenseive building that detects invisible units. Can be upgraded. Can only attack if small ranged units are garrisoned inside. Upgrades: -> Upgrade to Watch Tower (75 Gold, 25 Wood, 40 Seconds) - Upgrades the Scout Tower to a Watch Tower that can attack land and air units. Small ranged units may be garrisoned inside and attack. ----[ Watch Tower ]------------------------------------------------------------ Cost: 75 Gold, 25 Wood, 40 Seconds HP: 360 Damage: 21 Armor: 2 Garrison: 2 Effect: Detects invisible units. Info: Can attack land and air units. Small ranged units may be garrisoned inside and attack. Upgrades: -> Upgrade to Guard Tower - Requires: Gnome Workshop - Upgrades the Watch Tower to a Guard Tower. Improves resistance to fire attacks. ----[ Guard Tower ]------------------------------------------------------------ Requires: Gnome Workshop Cost: 75 Gold, 25 Wood, 40 Seconds HP: 400 Armor: 3 Damage: 23 (21 Pierce + 2 Fire) Garrison: 2 Effect: Detects invisible units. Info: Can attack land and air units. Small ranged units may be garrisoned inside and attack. Has improved resistance to fire attacks. ----[ Temple ]----------------------------------------------------------------- Requires: Stone Keep Cost: 100 Gold, 50 Wood, 50 Gems, 60 Seconds HP: 1200 Armor: 3 Info: Unit construction and research building. Also heals wounded non-mechanical units nearby. Trains Priest. Builds: -> Priest (25 Gold, 75 Gems, 2 Food, 45 Seconds) - Essential spellcaster that can initially heal units. (Also comes with Bless, which temporarily increases damage and attack speed for friendly units in the area.) Researches: -> Resurrection (150 Gold, 150 Gems, 100 Seconds) - Researches Resurrection for Pirests. Resurrects up to three friendly non-mechanical units in the target area. -> Litany (150 Gold, 100 Gems, 120 Seconds) - Researches Litany for Priests. Increases movement speed of every friendly unit and adds some elemental resistance. Three Priests are needed to cast this spell. ----[ Gnome Workshop ]--------------------------------------------------------- Requires: Stone Keep Cost: 100 Gold, 50 Wood, 50 Gems, 50 Seconds HP: 1300 Armor: 2 Info: Large unit production building. Trains Catapult, Gnome Ark, Steambird and Miner Team. Builds: -> Catapult (150 Gold, 50 Wood, 75 Gems, 3 Food, 45 Seconds) - Long range siege unit with exceptional damage versus buildings. Attacks land units and trees. -> Gnome Ark (175 Gold, 50 Wood, 4 Food, 40 Seconds) - Flying transport unit that can carry friendly ground units. -> Steambird (250 Gold, 125 Wood, 125 Gems, 5 Food, 60 Seconds) - Requires: Gnome Alchemist, Castle - Flying siege unit with exceptional damage versus buildings. Can also attack land units and trees. -> Miner Team (25 Gold, 100 Wood, 75 Gems, 2 Food, 50 Seconds) - Requires: Castle - Miner unit that can tunnel its way to any location. Also builds Mineshafts between levels that other units can use. ----[ Valkyrie Beacon ]-------------------------------------------------------- Requires: Elven Sanctuary, Stone Keep Cost: 100 Gold, 50 Wood, 75 Gems, 65 Seconds HP: 950 Armor: 2 Info: Research upgrades for Valkyries. Researches: -> Amulet of Lyanne (200 Gold, 100 Wood, 150 Seconds) - Increases the armor of Valkyries. -> Elder Eagle (150 Gold, 75 Gems, 120 Seconds) - Increases the hit points of Valkyries. ----[ Goblin Alchemist ]------------------------------------------------------- Requires: Gnome Workshop Cost: 100 Gold, 50 Wood, 50 Gems, 55 Seconds HP: 950 Armor: 2 Info: Advanced research building. Researches upgrades for Gnome Units. Researches: -> Explosive Potion (50 Gold, 75 Wood, 100 Seconds) - Increases the damage of Catapults and Steambirds. (Base damage +3 for Steambirds, Base Fire damage +10 for Catapults) -> Volcanic Potion (75 Gold, 100 Wood, 120 Seconds) - Requires: Explosive Potion - Increases the damage of Catapults and Steambirds. (Base damage +6 for Steambirds, Base Fire damage +20 for Catapults) -> Dragonbreath Potion (100 Gold, 150 Wood, 140 Seconds) - Requires: Volcanic Potion - Increases the damage of Catapults and Steambirds. (Base damage +9 for Steambirds, Base Fire damage +30 for Catapults) -> Plated Wood (100 Gold, 100 Wood, 50 Gems, 80 Seconds) - Requires: Castle - Increases the armor of Catapults, Gnome Arks and Steambirds. (Base armor +2) -> Firing Ports (150 Gold, 150 Gems, 80 Seconds) - Enables small ranged units to shoot out from Gnome Arks. -> Extra Cargo (100 Gold, 100 Wood, 80 Seconds) - Requires: Castle - Enables Gnome Arks to carry more units. -> Telescope (75 Gold, 75 Wood, 80 Seconds) - Requires: Castle - Increases the sight range of Catapults, Gnome Arks and Steambirds. -> Hammer of Fire (150 Gold, 150 Gems, 100 Seconds) - Requires: Castle - Researches Hammer of Fire for Steambirds. Damages ground units and buildings in a small area. ----[ Circle of Ancients ]----------------------------------------------------- Requires: Castle Cost: 150 Gold, 100 Wood, 50 Gems, 60 Seconds HP: 1500 Armor: 5 Info: Researches upgrades for Knights. Researches: -> Prayer (250 Gold, 100 Gems, 100 Seconds) - Researches Prayer for Knights. A Knight using Prayer receives divine protection and takes less damage for a short period. -> Horse Armor (150 Gold, 100 Wood, 75 Gems, 120 Seconds) - Upgrades the armor of Knights. ----[ Obsidian Tower ]--------------------------------------------------------- Requires: Castle Cost: 100 Gold, 75 Wood, 75 Gems, 60 Seconds HP: 1000 Armor: 5 Info: Unit production and research building. Trains Mage. Builds: -> Mage (150 Gold, 50 Wood, 150 Gems, 2 Food, 50 Seconds) - Versatile spellcaster unit that attacks both land and air units. Researches: -> Fury of the Ancients (250 Gold, 250 Gems, 120 Seconds) - A powerful spell that can be released by any mage after a short targetting period. Requires an Obsidian Tower to recharge. -> Decree (100 Gold, 100 Gems, 120 Seconds) - Allows Mage to use Decree to damage units in an area. ----[ Mineshaft ]-------------------------------------------------------------- Requires: Miner Team Cost: 200 Gold, 200 Wood, 200 Gems, 20 Seconds HP: 500 Armor: 5 Garrison: 99 Info: Ground units can travel between two Mineshafts. Units take longer to travel longer distances. ------------------------------------------------------------------------------- --> Fallen Buildings ------------------------------------------------------------------------------- Fallen buildings must be constructed on Corrupted land. Each building corrupts a little bit of land, but to corrupt larger portions of land, use Deformers. All Fallen buildings have the effect of "Unholy Regeneration" and as long as that building is on corrupted land, it will regenerate its hit points. ----[ Dark Fortress ]---------------------------------------------------------- Cost: 400 Gold, 125 Wood, 120 Seconds HP: 2000 Mana: 200 Armor: 3 Supply: 8 Info: Main building and resource drop off point. Trains Harvester and Summoner and provides control. Builds: -> Harvester (100 Gold, 2 Control, 36 Seconds) - Worker unit. Gathers resources. Attacks land units and trees. -> Summoner (75 Gold, 35 Wood, 18 Seconds) - Essential unit that constructs buildings and provides control in Control Form. Any damage taken is returned to the attacking unit. Researches: -> Ethereal Shroud (100 Gold, 100 Gems, 60 Seconds) - Requires: Hall of Whispers - Turns friendly units and buildings in an area invisible for a period of time. -> Mana Efficiency (100 Gold, 100 gems, 140 Seconds) - Requires: Hall of Whispers - Increases the mana recovery rate of Fallen spellcasters. Spells: -> Ethereal Shroud (75 Mana) - Turns friendly units and buildings in an area invisible for a period of time. ----[ Deformer ]--------------------------------------------------------------- Cost: 100 Gold, 25 Wood, 30 Seconds HP: 600 Armor: 3 Effect: Detects invisible units. Info: Corrupts the land so other structures may be built. Can be upgraded. Also detects invisible units. Upgrades: -> Charged Deformer (50 Gold, 25 Wood, 25 Seconds) - Requires: Soultrap - Upgrades the Deformer to a Charged Deformer. Attacks and slows down air units. ----[ Hive ]------------------------------------------------------------------- Requires: Deformer Cost: 150 Gold, 50 Wood, 65 Seconds HP: 1000 Armor: 3 Info: meat. Builds: -> Hive Stinger (50 Gold, 1 Control, 17 seconds) - Basic combat unit. Attacks land units. May fly and attack air units also if Metamorphosis researched. Effective against large land units. -> Hive Spitter (125 Gold, 15 Wood, 30 Gems, 3 Control, 55 Seconds) - Requires: Incubator - Combat unit that attacks land and flying units. -> Seeker (50 Gold, 50 Gems, 1 Control, 3 Seconds) - Requires: Vile Cocoon - Permanently invisible scouting unit. Detects invisible units and can burrow anywhere on the map. -> Hive Guard (100 Gold, 10 Wood, 40 Gems, 2 Control, 45 Seconds) - Requires: Vile Cocoon - Basic flying combat unit. Attacks land and air units. Slows down the target's attack and move speed. ----[ Incubator ]-------------------------------------------------------------- Requires: Hive Cost: 150 Gold, 80 Seconds HP: 800 Armor: 3 Info: meat. Researches: -> Faster Reflexes (100 Gold, 80 Seconds) - Upgrades the damage of Harvesters, Hive Stingers and Hive Spitters. (hsting +1, hspit+2) -> Hunter Reflexes (150 Gold, 50 Wood, 100 Seconds) - Requires: Soultrap, Faster Reflexes -> Killer Reflexes (175 Gold, 100 Wood, 100 Gems, 120 Seconds) - Requires: Hall of Whispers, Hunter Reflexes -> Tough Carapace (125 Gold, 80 Seconds) - Upgrades the armor of Harvesters, Hive Stingers, Hive Spitters, Seekers and Hive Guardians. -> Coarse Carapace (150 Gold, 75 Wood, 100 Seconds) - Requires: Soul Trap, Tough Carapace -> Spiked Carapace (200 Gold, 125 Wood, 100 Gems, 120 Seconds) - Requires: Hall of Whispers, Coarse Carapace -> Improved Metabolism (100 Gold, 25 Wood, 75 Seconds) - Upgrade the movement speed of Hive Spitters. -> Venom (125 Gold, 75 Gems, 90 Seconds) - Requires: Dimension Gate - Upgrades the damage of Hive Spitters. -> Insect Haste (100 Gold, 50 Gems, 50 Seconds) - Upgrade the movement speed of Hive Stingers and Seekers. -> Grasp (100 Gold, 45 Seconds) - Research Grasp for Harvesters. A grasped unit takes damage over time, cannot be attacked by other units and cannot be controlled. -> Metamorphisis (150 Gold, 50 Gems, 70 Seconds) - Requires: Vile Cocoon - Gives Hive Stingers the ability to fly. When flying only air units can be attacked. ----[ Soultrap ]--------------------------------------------------------------- Requires: Hive Cost: 150 Gold, 50 Wood, 80 Seconds HP: 800 Armor: 3 Researches: -> Decay (250 Gold, 250 Gems, 120 Seconds) - Researches Decay for Void Walkers. Requires a Soultrap to recharge. ----[ Lightning Spire ]-------------------------------------------------------- Cost: 100 Gold, 50 Wood, 55 Seconds HP: 300 Armor: 2 Info: - Upgrades: -> Upgrade to Chain Lightning Spire (100 Gold, 30 Seconds) - Requires: Hall of Whispers - Upgrades the Lightning Spire's attack to jump between multiple targets. Attacks land and air units. ----[ Chain Lightning Spire ]-------------------------------------------------- Requires: Hall of Whispers, Lightning Spire Cost: 100 Gold, 30 Seconds HP: 500 Damage: 18 Armor: 2 Info: Attacks jump between multiple targets. Attacks land and air units. ----[ Charged Deformer ]------------------------------------------------------- Requires: Soultrap, Deformer Cost: 50 Gold, 25 Wood, 25 Seconds HP: 600 Damage: 15 Armor: 3 Effect: Detects invisible units. Info: Attacks and slows down air units. ----[ Vile Cocoon ]------------------------------------------------------------ Requires: Hive Cost: 150 Gold, 50 Wood, 50 Gems, 80 Seconds HP: 900 Armor: 5 Info: meat! Researches: -> Infest (75 Gold, 75 Gems, 50 Seconds) - Researches Infest for Seekers. Infested enemy units become visible and take double damage from attacks. Infested friendly units gain the ability to detect invisible units and regenerate hit points over time. Only land units may be Infested. -> Avenging Strike (100 Gold, 100 Gems, 50 Seconds) - Upgrades the attack range of Hive Guards. -> Greater Wings (100 Gold, 100 Gems, 50 Seconds) - Upgrades the move speed of Hive Guards. ----[ Vengeance Hall ]--------------------------------------------------------- Requires: Soultrap Cost: 150 Gold, 50 Wood, 50 Gems, 70 Seconds HP: 1000 Armor: 3 Builds: -> Nightmare (150 Gold, 50 Gems, 3 Control, 40 Seconds) - Versatile combat and spellcaster unit. Attacks land and air units. -> Matriarch (50 Gold, 75 Gems, 2 Control, 45 Seconds) - Requires: Sorrow Shrine - Cunning spellcaster unit. Can Raise Skeletons from dead units. -> Avenger (250 Gold, 50 Wood, 125 Gems, 4 Control, 65 Seconds) - Requires: Chamber of the Avenger - Powerful siege unit. Immune to spells, resists elemental damage and pierce attacks. Attacks land units and trees. ----[ Dimension Gate ]--------------------------------------------------------- Cost: 200 Gold, 50 Wood, 75 Gems, 70 Seconds HP: 1500 Armor: 3 Builds: -> Aerial (200 Gold, 50 Wood, 25 Gems, 3 Control, 50 Seconds) - Flying transport unit that can also detect invisible units. -> Stalker (250 Gold, 50 Wood, 90 Gems, 4 Control, 50 Seconds) - Requires: Astral Node - Advanced flying combat unit. Attacks air units. -> Beholder (330 Gold, 75 Wood, 200 Gems, 6 Control, 80 Seconds) - Requires: Oculus - Advanced flying combat unit. Attacks land and air units. ----[ Hall of Whispers ]------------------------------------------------------- Cost: 150 Gold, 100 Gems, 70 Seconds HP: 900 Armor: 3 Researches: -> Dimensional Portal (100 Gold, 100 Gems, 60 Seconds) - Researches Dimensional Portal for Void Walkers. Units may teleport instantly from one Dimensional Portal to another. Two Void Walkers are required to cast this spell. -> Freeze (150 Gold, 150 Gems, 60 Seconds) - Researches Freeze for Void Walkers. Freezes all units in the targeted area for a period of time. The armor of units is increased while frozen. -> Anti Magic (100 Gold, 100 Gems, 50 Seconds) - Researches Anti Magic for Void Walkers. Dispels all magical effects in the targeted area for a period of time. Auras are not affected by this spell. -> Call of Death (100 Gold, 100 Gems, 90 Seconds) - Researches Fog of Death and Storm of Death for Void Walkers. ----[ Chamber of the Avenger ]------------------------------------------------- Cost: 200 Gold, 75 Gems, 80 Seconds HP: 1200 Armor: 3 Researches: -> Mental Equilibrium (100 Gold, 75 Gems, 90 Seconds) - Upgrades the hit points of Avengers. (HP +75) ------------------------------------------------------------------------------- --> Neutral Buildings ------------------------------------------------------------------------------- Neutral Buildings are the structures that aren't owned by any of the three races. Most can be garrisoned to grant you some effect, be it a spell or monetary bonus or something else. These buildings cannot be destroyed, however, they can be attacked if a unit is garrisoned inside. ----[ Crypt ]------------------------------------------------------------------ HP: 800 Armor: 5 Garrison: 1 Info: A ghostly crypt where you can purchase... Ghosts! ----[ Hellforge ]-------------------------------------------------------------- HP: ? Armor: ? Garrison: 1 Info: A forge created by the Chaos Dwarfs which you can purchase units from. Effect: Allows you to purchase units. Each Hellforge offers different units, including: - Hellblade - Hellcaster - Hellsmith ----[ Diamond Tower ]---------------------------------------------------------- HP: 500 Armor: 5 Garrison: 1 Effect: When garrisoned, gives you access to the Decree spell. Decree deals heavy damage to units in an area. The Diamond Tower's Decree has a wider area of effect compared to Decree from Mages or Alric. ----[ Emerald Tower ]---------------------------------------------------------- HP: 500 Armor: 5 Garrison: 1 Effect: When garrisoned, gives you access to the Poison Fog spell. The Emerald Tower creates a Poison Fog in an area for a period of time. The units under the Poison Fog are slow and poisoned. The poison damages the units over time. ----[ Mercenary Camp ]--------------------------------------------------------- HP: 800 Armor: 5 Garrison: 1 Info: A Mercenary Camp that when garrisoned allows you to purchase units. Effect: Allows you to purchase units. Each Mercenary Camp has different units for purchase, including: - Dark Ranger - Outlaw Dwarf - Renegade Mage ----[ Ruined Tower ]----------------------------------------------------------- HP: 450 Armor: 5 Garrison: 1 Info: A ruined observation tower. Effect: Garrisoning a troop inside reveals a large area of the map surrounding the tower. ----[ Tavern ]----------------------------------------------------------------- HP: 800 Armor: 5 Garrison: 1 Info: A tavern. You can purchase Crossbowmen when a unit is garrisoned. ----[ Warehouse ]-------------------------------------------------------------- HP: ? Armor: ? Garrison: 1 Info: A warehouse full of goods that will provide a trickle of Gold and Wood to the controlling team. Effect: +5 Gold and +5 Wood every 6 seconds ----[ Well of Farsight ]------------------------------------------------------- HP: 500 Armor: 5 Garrison: 1 Info: An ancient well that provides line of sight to an area of the map. Effect: Provides line of sight to an area of the map. ----[ Windmill ]--------------------------------------------------------------- HP: 500 Armor: 5 Garrison: 1 Info: A windmill, that when garrisoned will provide a trickle of Gold and Gems to the controlling team. Effect: +5 Gold and +2 Gems every 6 seconds _______________________________________________________________________________ =============================================================================== ==> VI. U N I T S SU01 =============================================================================== Here you will find all the information for each of the three races Units. This section is split up into seperate sub-sections for each race. Each unit has the following listed: -> Built - what building(s) the unit can be built from -> Cost - the cost (in Gold, Wood, Gems, Food and/or Time) to build the unit -> HP - hit points; how much damage it can take -> Damage - base damage dealt; how much damage the unit deals to an enemy -> Armor - base armor; how much protection the unit has from attacks -> Carry - how much resources can the unit carry (for Peasants only) -> Info - some information, a brief description -> Aura - the Aura the unit gets, and at what level and effects (for Empire units only) -> Abilities - what abilities the unit has -> Builds - what the unit can build -> Spells - spells the unit has -> Upgrades - any upgrades to the unit NOTE: Damage, Aura, Abilities, Builds, Spells and/or Upgrades may not be listed for a unit. This means the unit does not attack, has no Aura of its own, has no abilities, doesn't build anything, doesn't have any spells or has no upgrades. ------------------------------------------------------------------------------- --> VI-a. Empire Units SU01A ------------------------------------------------------------------------------- Empire units require Food, which is provided by Farms, Town Halls, Stone Keeps and Castles. Empire units gain experience individually. You should take care to protect your more experienced troops. As troops gain levels, they also gain Auras, which add some nice benefits to the unit and any nearby friendly units. When the unit reaches level 5, the strength of the Aura is increased. ----[ Peasant ]---------------------------------------------------------------- Cost: 50 Gold, 1 Food, 20 Seconds HP: 90 Damage: 5 Armor: 0 Carry: 10 Gold, 15 Wood or 6 Gems Info: Worker unit that gathers resources, constructs buildings and repairs. Builds: -> Town Hall (400 Gold, 125 Wood, 120 Seconds) - Main building and resource drop off point. Can be upgraded. Trains Peasants and provides food. -> Farm (100 Gold, 50 Wood, 35 Seconds) - Provides Food. -> Barracks (150 Gold, 50 Wood, 65 Seconds) - Primary unit production building. Can be upgraded. Trains Swordsman, Pikeman, Elf Ranger, Knight and Mage. -> Blacksmith (150 Gold, 55 Seconds) - Researches armor and weapon upgrades. Also serves as a lumber drop off point. -> Elven Sanctuary (100 Gold, 50 Wood, 60 Seconds) - Requires: Barracks - Unit production and research building. Trains Dryad, Phoenix and Vakyrie. -> Scout Tower (75 Gold, 35 Wood, 40 Seconds) - Basic defensive building that detects invisible units. Can be upgraded. Can only attack if small ranged units are garrisoned inside. -> Temple (100 Gold, 50 Wood, 50 Gems, 60 Seconds) - Requires: Stone Keep - Unit construction and research building. Also heals wounded non- mechanical units [that are] nearby. Trains Priest. -> Gnome Workshop (100 Gold, 50 Wood, 50 Gems, 50 Seconds) - Requires: Stone Keep - Large unit production building. Trains Catapult, Gnome Ark, Steambird and Miner Team. -> Valkyrie Beacon (100 Gold, 50 Wood, 75 Gems, 65 Seconds) - Requires: Elven Sanctuary, Stone Keep - Researches upgrades for Valkyries. -> Gnome Alchemist (100 Gold, 50 Wood, 50 Gems, 55 Seconds) - Requires: Gnome Workshop - Advanced research building. Researches upgrades for Gnome units. -> Circle of Ancients (150 Gold, 100 Wood, 50 Gems, 60 Seconds) - Requires: Castle - Researches upgrades for Knights. -> Obsidian Tower (100 Gold, 75 Wood, 75 Gems, 60 Seconds) - Requires: Castle - Unit production and research building. Trains Mage. ----[ Swordsman ]-------------------------------------------------------------- Built: Barracks, Advanced Barracks Cost: 90 Gold, 2 Food, 30 Seconds HP: 230 Damage: 12 Armor: 1 Info: Basic melee unit that can attack land units only. Aura: Lesser Aura of Absorbtion at Level 2 (increases Armor) Aura of Absorbtion at Level 5 (increases armor, more powerful) ----[ Elf Ranger ]------------------------------------------------------------- Built: Barracks, Advanced Barracks Cost: 70 Gold, 10 Wood, 15 Gems, 2 Food, 35 Seconds HP: 150 amage: 10 Armor: 0 Info: Ranged combat unit that can attack both land and air units. Aura: Lesser Aura of Strength at Level 2 (increases Damage) Aura of Strength at Level 5 (increases Damage, more powerful) ----[ Pikeman ]---------------------------------------------------------------- Built: Barracks, Advanced Barracks Cost: 90 Gold, 20 Gems, 2 Food, 28 Seconds HP: 210 Mana: 25 Damage: 13 Armor: 0 Info: Combat unit that's especially effective against large land units. (Can only attack land units) Aura: Lesser Aura of Dexterity at Level 2 (increases attack speed) Aura of Dexterity at Level 5 (increases attack speed, more powerful) Spells: -> Elixir of Strength (25 Mana) - Increases Pikeman damage for a brief period. (+3 damage for 25 seconds) ----[ Dryad ]------------------------------------------------------------------ Built: Elven Sanctuary Cost: 25 Gold, 10 Wood, 60 Gems, 3 Food, 25 Seconds HP: 150 Mana: 200 Armor: 0 Spells: -> Enchant (100 Mana) - Enchants an enemy non-mechanical unit, preventing it from moving, attacking or using any abilities. The Dryad cannot move while casthing this spell and it lasts until the Dryad moves or dies. (This spell can be set to Auto-Cast) -> Eye of the Forest (50 Mana) - Places an invisible flower on the ground that lasts for minutes and detects invisible units. Can see on multiple levels at the same time. -> Cloak of Invisibility (50 Mana) - Allows Dryads to turn invisible for a period of time. -> Call of the Wild (150 Mana) - Summons a powerful bear to fight by the Dryad's side for a period of time. -> Entangling Thorns (125 Mana) - Cast from the underground to the surface. Slows and slightly damages units on the surface for a brief period. -> Cave Thorns (125 Mana) - Cast from the surface to the underground. Slows and damages units in the underground for a brief period. ----[ Phoenix ]---------------------------------------------------------------- Built: Elven Sanctuary Cost: 100 Gold, 75 Gems, 2 Food, 30 Seconds HP: 225 Mana: 50 Damage: 20 Armor: 0 Spells: -> Nova (30 Mana) - The Phoenix rams the targeted enemy air unit and attacks with a fire nova. After the spell is complete the Phoenix is reborn with full life. ----[ Priest ]----------------------------------------------------------------- Built: Barracks, Advanced Barracks, Temple Cost: 25 Gold, 75 Gems, 2 Food, 45 Seconds HP: 100 Mana: 200 Armor: 0 Spells: -> Heal (2 Mana) - Heals a wounded friendly non-mechanical unit. (This spell can be set to Auto-Cast) -> Bless (50 Mana) - Temporarily increases damage and attack speed for friendly units in the area. -> Resurrection (150 Mana) - Resurrects up to three friendly non-mechanical units in the target area. -> Litany (75 Mana) - Increases movement speed of every friendly unit and adds some elemental resistance. All of the Priests must have enough mana to start the spell. The spell drains mana over time from each of the Priests who cast it. (This spell requires 3 Priests to cast and affects ALL friendly units on the entire map) ----[ Catapult ]--------------------------------------------------------------- Built: Gnome Workshop Cost: 150 Gold, 50 Wood, 5 Gems, 3 Food, 45 Seconds) HP: 240 Damage: 65 (10 Fire + 55 Bash) Armor: 1 ----[ Gnome Ark ]-------------------------------------------------------------- Built: Gnome Workshop Cost: 175 Gold, 50 Wood, 4 Food, 40 Seconds) HP: 350 Armor: 1 Garrison: 8 ----[ Valkyrie ]--------------------------------------------------------------- Built: Elven Sanctuary Cost: 150 Gold, 20 Wood, 60 Gems, 3 Food, 50 Seconds HP: 340 Damage: 22 (12 Pierce + 10 Lightning) Armor: 0 ----[ Steambird ]-------------------------------------------------------------- Built: Gnome Workshop Cost: 250 Gold, 125 Wood, 125 Gems, 5 Food, 60 Seconds HP: 475 Mana: 200 Damage: 30 Armor: 2 Spells: -> Hammer of Fire (150 Mana) - Fires a Hammer of Fire from the Steambird, causing heavy damage to ground units and buildings in a small area. ----[ Miner Team ]------------------------------------------------------------- Built: Gnome Workshop Cost: 25 Gold, 100 Wood, 75 Gems, 2 Food, 50 Seconds HP: 300 Armor: 2 Info: Miner unit that can tunnel its way to any location. Also builds Mineshafts between levels that other units can use. Abilities: -> Dig - The Miner Team can burrow to any valid position on the map. Builds: -> Mineshaft (200 Gold, 200 Wood, 200 Gems, 20 Seconds) - Allows ground units to travel between two Mineshafts. The second part of the Mineshaft can be built on any valid position. Units take longer to travel longer distances. ----[ Mage ]------------------------------------------------------------------- Built: Barracks, Advanced Barracks, Obsidian Tower Cost: 150 Gold, 50 Wood, 150 Gems, 2 Food, 50 Seconds HP: 150 Mana: 300 Damage: 15 Armor: 0 Info: Versatile spellcaster unit that attacks both land and air units. Spells: -> Protective Shell (75 Mana) - Targeted allied units take less damage. -> Dispel Magic (75 Mana) - Dispels magical effects in an area. -> Decree (125 Mana) - Deals heavy damage to units in an area. -> Fury of the Ancients (requires Obsidian Tower to charge) - Damages units and buildings in an area above and below ground. Excellent range but long casting time. ----[ Knight ]----------------------------------------------------------------- Built: Barracks, Advanced Barracks Cost: 250 Gold, 50 Wood, 100 Gems, 5 Food, 60 Seconds HP: 575 Mana: 50 Damage: 39 Armor: 2 Spells: -> Prayer (50 Mana) - The Knight receives divine protection and takes less damage for a short period of time. ------------------------------------------------------------------------------- --> Fallen Units ------------------------------------------------------------------------------- Fallen units require Control to be built, which is provided by Dark Fortresses and Summoners that have been upgraded to the Control Form (similar to Farms). Experience is gained collectively for all Fallen units. A Soultrap is required for units to gain experience. Each unit of a given type will always be the same level, even if they were just built. All Fallen units get additional HP for each level they gain. All Fallen units have the "Unholy Regeneration" effect. This effect lets them regenerate their hit points while they are standing on corrupted land. ----[ Harvester ]-------------------------------------------------------------- Built: Dark Fortress Cost: 100 Gold, 2 Control, 36 Seconds HP: 190 Damage: 9 Armor: 1 Carry: 20 Gold, 30 Wood, 12 Gems Info: Worker unit. Gathers resources. Attacks land units and trees. ----[ Summoner ]--------------------------------------------------------------- Built: Dark Fortress Cost: 75 Gold, 35 Wood, 18 Seconds HP: 80 Armor: 0 Info: Essential unit that constructs buildings and provides control in Control Form. Any damage taken is returned to the attacking unit. Builds: -> Dark Fortress (400 Gold, 125 Wood, 120 Seconds) - Main building and resource drop off point. Trains Harvester and Summoner and provides control. -> Deformer (100 Gold, 25 Wood, 30 Seconds) - Corrupts the land so other structures may be built. Can be upgraded. Also detects invisible units. -> Hive (150 Gold, 50 Wood, 65 Seconds) - Requires: Deformer - Basic unit production building. Trains Hive Stingers, Hive Spitters, Hive Guards and Seekers. -> Incubator (150 Gold, 80 Seconds) - Requires: Hive - Primary research building. Researches upgrades for Hive units. (Also serves as a lumber drop off point) -> Lightning Spire (100 Gold, 50 Wood, 55 Seconds) - Requires: Hive - Basic defensive building. Can be upgraded. Attacks land and air units. -> Soultrap (150 Gold, 50 Wood, 80 Seconds) - Requires: Hive - Essential building. Allows the collective unit experiencing. -> Vile Cocoon (150 Gold, 50 Wood, 50 Gems, 80 Seconds) - Requires: Incubator - Research building. Researches upgrades for the Hive Guard and Seeker. -> Vengeance Hall (150 Gold, 50 Wood, 50 Gems, 70 Seconds) - Requires: Soultrap - Advanced unit production building. Trains Nightmare, Matriarch and Avenger. -> Dimension Gate (200 Gold, 50 Wood, 75 Gems, 70 Seconds) - Requires: Soultrap - Unit production building. Trains Aerial, Stalker and Beholder. -> Hall of Whispers (150 Gold, 100 Gems, 70 seconds) - Requires: Soultrap - Research building. Researches upgrades for Void Walkers. -> Sorrow Shrine (100 Gold, 50 Wood, 50 Gems, 70 Seconds) - Requires: Vengeance Hall - Research building. Researches upgrades for Deep Elf units. -> Astral Node (150 Gold, 50 Gems, 80 Seconds) - Requires: Dimension Gate - Research building. Researches upgrades for Dimension Gate units. -> Chamber of the Avenger (200 Gold, 75 Gems, 80 Seconds) - Requires: Vengeance Hall - Research building. Researches upgrades for Avengers. -> Oculus (200 Gold, 50 Gems, 90 Seconds) - Requires: Astral Node - Research building. Researches upgrades for Beholder. Upgrades: -> Control Form (18 Seconds) - Provides control. While providing control, the summonor cannot move but is more resistant to attacks. Can see on multiple levels at the same time. -> Awakening (50 Gold, 50 Wood, 100 Gems, 2 Control, 12 Seconds) - Requires: Hall of Whispers - Upgrades the Summoner to a Void Walker. ----[ Control Form ]----------------------------------------------------------- Requires: Summoner Cost: 18 Seconds HP: 80 Armor: 1 Supply: 10 Info: Provides control. While providing control, the summonor cannot move but is more resistant to attacks. Can see on multiple levels at the same time. Upgrades: -> Summoner Form (10 Control, 1 Second) - Stops providing control and returns to Summoner form. ----[ Hive Stinger ]----------------------------------------------------------- Built: Hive Cost: 50 Gold, 1 Control, 17 Seconds HP: 100 Mana: 25 Damage: 10 Armor: 0 Info: - Spells: -> Fly (25 Mana) - The Hive Stinger uses wings to fly. Attacks air units only. ----[ Hive Spitter ]----------------------------------------------------------- Built: Hive Requires: Incubator Cost: 125 Gold, 15 Wood, 30 Gems, 3 Control, 35 Seconds HP: 230 Damage: 19 Armor: 1 Info: - ----[ Seeker ]----------------------------------------------------------------- Built: Hive Requires: Vile Cocoon Cost: 50 Gold, 50 Gems, 1 Control, 30 Seconds HP: 125 Armor: 1 Effect: Detects invisible units, Invisible. Info: Abilities: -> Burrow - Digs through the ground to the targetted area. -> Infest - Infests. ----[ Nightmare ]-------------------------------------------------------------- Built: Vengeance Hall Cost: 150 Gold, 50 Gems, 3 Control, 40 Seconds HP: 225 Mana: 200 Damage: 18 Armor: 1 Spells: -> Frost Shield (60 Mana) - Increases the targeted unit's armor as well as damaging and slowing down nearby enemy units. (This spell can be set to auto-cast) -> Windwalk (75 Mana) - Increases the speed of every friendly unit in an area for a period of time. ----[ Aerial ]----------------------------------------------------------------- Built: Dimension Gate Cost: 200 Gold, 50 Wood, 25 Gems, 3 Control, 50 Seconds HP: 280 Armor: 0 Garrison: 8 Effect: Detects invisible units. Info: - ----[ Matriarch ]-------------------------------------------------------------- Built: Vengeance Hall Requires: Sorrow Shrine Cost: 50 Gold, 75 Gems, 2 Control, 45 Seconds HP: 140 Mana: 200 Damage: 10 Armor: 0 Spells: -> Necromancy (75 Mana) - Alternately raises a Bone Warrior or Bone Archer from a slain enemy. (This spell can be set to auto-cast) -> Curse Tree (100 Mana) - The Matriarch curses the targeted tree. The cursed tree attacks land units. -> Mana Depletion (50 Mana) - Takes mana from the targeted enemy caster and applies it as damage. (This spell can be set to auto-cast) -> Eclipse (75 Mana) - Decreases the sight range of all enemy units and buildings. Requires three Matriarchs to cast and drains mana from each over time. ----[ Avenger ]---------------------------------------------------------------- Built: Vengeance Hall Requires: Chamber of the Avenger Cost: 250 Gold, 50 Wood, 125 Gems, 4 Control, 65 Seconds HP: 400 Damage: 65 Armor: 3 ------------------------------------------------------------------------------- --> Beast Units ------------------------------------------------------------------------------- The Beasts are the most powerful of the three races, in terms of unit HP and damage. Beasts require Meat, which is provided by Strongholds and Borons. Beast units gain experience individually, and any gains from levels pertain only to the unit with the levels. They have no Auras. Beast units get HP, Damage and Armor bonuses from gaining levels. The Minion is the worker/harvester of the Beasts. He builds, repairs and harvests resources, much like the Peasant of the Empire. Minions may also pick up a weapon from a Weapon Master and become a full-fledged Warrior. Likewise, Warriors may drop their weapon at a Weapon Master and become a Minion. The defensive building for the Beasts is the Totem. It's the most powerful of all the towers, and can have its damage, attack range and sight range upgraded. It's a bit expensive, but well worth the cash. Finally, the Beasts have no easy way to heal themselves, unlike the other races. Witches may sacrifice units and distribute the sacrificed units HP to nearby units, but this isn't automated. They do have a spell called Battle Cry, which is cast from the Stronghold, that gives all units an attack speed boost and regen abilities. However, it costs Gold and Gems instead of mana to cast, and takes two minutes to cast. Because neither of these options are automated (aside from queueing up Battle Cry), healing isn't really easy for the Beasts. However, they can ressurect their dead units, with experience intact, so healing really isn't entirely necessary. beast units --- goblin hunter +8hp +1 dmg @ L2 +9hp +1 dmg @ L3 +8hp +1 dmg @ L4 ogre +60hp +7dmg @ L2 +60hp +7dmg @ L3 +60hp +7dmg @ L4 troll +24hp +7 dmg @ L2 +30hp +6 dmg @ L3 +29hp +7 dmg @ L4 +30hp +6 dmg +1 armr @ L5 harpy +30hp +2dmg @ L2,L3 wyvern +41hp +3 dmg @ L2 warrior +2 dmg @ L2 berserker +40hp +2 dmg @ L2 +40hp +2 dmg @ L3 +40hp +3 dmg @ L4 strider +22hp +3 dmg @ L2 +23hp +2 dmg @ L3 +22hp +3 dmg @ L4 +23hp +2 dmg +1 armr @ L5 manticore rider +55hp @ L2,L3,L4 +55hp +1 armr @ L5 ------------------------------------------------------------------------------- --> Neutral Units ------------------------------------------------------------------------------- Neutral units aren't controlled by any of the three main races. They're usually hostile, although rarely they are not. They're usually guarding treasures, however sometimes they're just... there. Some of these units will join your fight while others can be purchased at various Neutral Buildings and will fight with you. ----[ Bone Warrior ]----------------------------------------------------------- HP: 160 Damage: 12 Armor: 1 Info: An animated skeleton that attacks land units. ----[ Dark Ranger ]------------------------------------------------------------ Cost: 400 Gold, 200 Gems, 2 Food Bought: Mercenary Camp HP: 300 Damage: 15 Armor: 0 Info: Ranged combat unit. Can attack ground and air units and slows down the target. ----[ Hellblade ]-------------------------------------------------------------- Info: Chaos Dwarf melee unit. Attacks land units. ----[ Hellcaster ]------------------------------------------------------------- Info: Chaos Dwarf spellcaster. Can heal. Attacks land and air units. ----[ Hellsmith ]-------------------------------------------------------------- Info: Chaos Dwarf melee unit. Attacks land unit ----[ Ghost ]------------------------------------------------------------------ Cost: 125 Gold, 75 Gems, 3 Food Bought: Crypt HP: 100 Damage: 10 Armor: 0 Info: Ranged Undead unit with a life draining attack. Attacks land and air units. ----[ Green Wyrm ]------------------------------------------------------------- HP: 650 Damage: 25 Armor: 3 Info: A flying unit that attacks land and air units. ----[ Outlaw Dwarf ]----------------------------------------------------------- Cost: 400 Gold, 200 Gems, 2 Food Bought: Mercenary Camp HP: 600 Damage: 40 Armor: 2 Info: Outlaw Dwarf's melee attack deals heavy damage. Attacks land units. ----[ Phantom Knight ]--------------------------------------------------------- HP: 300 Damage: 20 Armor: 2 Info: Undead Knight that attacks land units. ----[ Red Wyrm ]--------------------------------------------------------------- HP: 800 Damage: 35 Armor: 5 Info: A flying unit that attacks land and air units. ----[ Renegade Mage ]---------------------------------------------------------- Cost: 400 Gold, 200 Gems, 2 Food Bought: Mercenary Camp HP: 250 Mana: 300 Damage: 25 Armor: 0 Info: Spellcaster unit. Casts Chain Lightning, Stone Skin and Haste. Spells: Chain Lightning (75 Mana) - Damages multiple enemies Stoneskin (25 Mana) - Temporarily reduces damage taken by the targeted unit Haste (50 Mana) - Increases the move speed for a period of time ----[ Scavanger ]-------------------------------------------------------------- HP: 150 Damage: 12 Armor: 2 Info: A large rat-looking monster that attacks land units. ----[ Shadow Knight ]--------------------------------------------------------- HP: 400 Damage: 30 Armor: 2 Info: Undead Knight that attacks land units. ----[ Tunnel Rat ]------------------------------------------------------------- HP: 225 Damage: 14 Armor: 2 Info: A large rat that attacks land units. ----[ White Eagle ]------------------------------------------------------------ HP: 365 Damage: 24 Armor: 0 Info: A magestic White Eagle. Attacks land and air units. ----[ White Harpy ]------------------------------------------------------------ HP: 300 Mana: 150 Damage: 15 Armor: 2 Info: Attacks and slows land and air units. Effect: Can detect invisible units. _______________________________________________________________________________ =============================================================================== ==> VII. E - M A I L A N D S U B M I S S I O N S SSUB01 =============================================================================== *** IMPORTANT *** This guide is not yet complete, and therefore I am taking NO SUBMISSIONS at this time. Don't waste your time, as I'll delete any such mails. However, feel free to mail and ask questions about the incomplete parts (or the complete ones, if they're confusing/whatever). ******************************************************************************* Alright, in an effort to keep myself from getting a clogged inbox, here's a quick E-Mail policy and a guideline to submitting stuff to me. PLEASE read this before E-Mailing me. Be SURE to include "Armies Of Exigo FAQ" in the subject of your e-mail. I'll instantly delete any e-mails without that! What You Can E-Mail ------------------- -> Additions (new information) for anything not included in the FAQ. -> Corrections (spelling errors, incorrect information, etc.) -> Questions regarding Armies and this FAQ. (Please read through the FAQ to see if your question has already be answered before E-Mailing me. If something is already covered in the FAQ, I will NOT reply!) -> Constructive criticism. Don't flame me. I'll delete the mail and block your address. However, if you wish to tell me how I could improve the guide, or how you think something should be done, go right ahead. But again, DON'T FLAME ME, you'll get NO RESPONSE. What You CANNOT E-Mail ---------------------- -> Flames. Personal insults and the likes. Don't bother. These type of E-Mails will immediately be deleted and your E-Mail address blocked. Continued attempts at harassment of any form will be forwarded to your ISP. -> Questions on stuff already in the FAQ. READ THE FAQ. Don't mail me questions that I've already covered. These E-Mails will be deleted on sight! Repeated attempts will get your E-Mail blocked. -> Anything not related to this FAQ. I don't care, no exceptions. These E-Mails will be deleted. Repeated attempts will get your address blocked. -> Files. Attachments. I don't want any of your viruses, pictures, haikus or any of that stuff, sorry. Any E-Mails with attachments or files of ANY kind will immediately be deleted regardless of the content! -> Plagerism. Don't steal someone elses work and submit it as your own. First of all, that's stealing and it's wrong. Second of all, I don't want any grief because you stole someone elses work and now they're bitching at me because I gave you credit. So don't do it. I'll be more than happy to give up your e-mail address to the person you stole from. How and What to Submit ---------------------- If you have some information I don't have, or any corrections or whatever, please do submit them. If I include anything you've submitted, you will be given credit in the FAQ. If you do not wish to be listed in the document, please let me know. I will not be including E-Mail addresses with submissions unless you SPECIFICALLY ASK ME TO. A quick note on strategies. There are several ways of going about completing a mission, so there's going to be lots of different strategies. I simply ask that you be as detailed as possible and that your strategy is UNIQUE. As in, DIFFERENT from mine (or any others)! Now here are some quick guidelines: ----------------------------------- -> ENGLISH ONLY PLEASE. I can't read any other languages (unfortunately) so please submit only in English. I'm pretty good at figuring out bad english, but try to be clear. -> BE AS DETAILED AS POSSIBLE. Don't make me guess. I hate guessing. Please be as detailed as you can be. For unit/structure submissions and corrections, please include everything that I list (cost, hp, etc.). If you don't know some information, let me know. Again, I hate guessing, so don't make me do it! -> MAKE SURE IT'S NOT ALREADY IN THE FAQ. You should always check the FAQ thoroughly before submitting something, to make sure it's not already in there. Please, save both of us time, and check! -> I will include your name (or nickname) in the FAQ if you submit something. I strongly believe credit should be given. I WILL NOT include your E-Mail address unless you SPECIFICALLY ASK ME TO. If you don't want to be mentioned at all, YOU MUST LET ME KNOW. Okay, well, that's about all there is. Follow these FEW simple rules and we'll both be happy! Please understand, I get lots of e-mail regarding the FAQs I write, so it may take a few days for me to respond. I promise I will respond (may take up to a week, though). So please be patient and don't spam me! Oh and in case you're too lazy to scroll back to the top (CTRL+HOME is easy) my e-mail address is: onevertigo1(at)yahoo(dot)com _______________________________________________________________________________ =============================================================================== ==> VIII. C R E D I T S A N D S P E C I A L T H A N K S SCST01 =============================================================================== This guide was written by and is Copyright (c) 2004-2005 Darrin Ackerman. Armies Of Exigo is Copyright (c) 2004 Cinergi Interactive LLC. All other copyrights, trademarks and such not mentioned are acknowledged of their respective owners. All Rights Reserved. Thanks: -> Cinergi -- for making this great game! -> EA -- for puiblishing this great game! ------------------------------[ END OF DOCUMENT ]------------------------------