FAQ/Walkthrough by 1337mangamaster

Version: 0.82 | Updated: 03/17/07 | Printable Version

                     _____          _______    _________
                     \    \       .'  ___  |   \    ___ |
                     /     \     /   /    \|   |   |   \|
                    /  /\   \   |   |          |   |___
                   /  /__\   \  |   |    ___   |    __ |
                  /  _____    \ |   |    \  |  |   |  `' .
                 /  /     \    \ \   `.__|  |  |   |____/|
                /___\      \____\ `.________|  /_________|
                                  __    // \/
                                 /  |_ //_,
                                |__/  //
    ________  ___      ___  ______ _//____ _______    ________    ______
    \   ___ | \  \    /   / \  ._ \ \    / \  .__  \  \   ___ |  /   __ |
    |  |__ \| |   \  /   |  |  | \ \ |  |  |  |  \ |  |  |__ \| |   /  \|
    |   __|   |    \/    |  |  |_/ / |  |  |  |_.'.'  |   __|   |   `-._
    |  |      | \    /|  |  |  |--'  |  |  |  |\  \   |  |       `-._   \
    |  |___/| | |\  / |  |  |  |     |  |  |  | \  \  |  |___/| |\__,'   |
    /_______| /_| \/  /___\/____\   /____\ |___\ \__\ /_______| |_______/
         ___     ___          _  ___     _  ___               _  __
          |  |_| |_      /\  / _ |_     / \ |_     |/ | |\ | / _ \_
          |  | | |__    /  \ \_| |__    \_/ |      |\ | | \| \_| __\

                                                         N I N T E N D O   D S

Age of Empires: the Age of Kings
Nintendo DS
by 1337mangamaster
copyright 2006 1337mangamaster. All rights reserved
email: 1337faqs(at)gmail(dot)com

To skip to a certain section in this guide, select the title and number, and
copy it. Then press CTRL and F  (command and F for Mac users) to bring up the
Font dialog box. Under "Find," paste the copied section name and click "Next."

| TABLE OF CONTENTS  /________________________________________________________|

1. Introduction
  a. About this Guide
  b. Version history
2. The Empires
  a. Civilizations
  b. Heroes
3. Ages
4. Controls/How to Play
5. Campaign
  a. Joan of Arc (tutorial)
  b. Minamoto Yoshitsune
  c. Gengis Kahn
  d. Saladin <under construction>
  e. Richard the Lionhearted <under construction>
6. Units List
7. Glitches
8. Copyright
9. Thanks


| a. About this Guide

This is my first strategy guide, so if you have any suggestions, complaints,
questions, or constructive criticism, email me at 1337FAQs(at)gmail(dot).com.
I check my e-mail about once a day, so you don't have to worry about being
replied to.
This guide is meant to show you how to beat "AGE OF EMPIRES: the Age of Kings"
and have a lot of fun doing so. And also to get you through any parts that you
may be stuck on. Therefore I will not be including excruciating details or
unnecessary features. I always hope you like it, but if you don't, you can
either sit there and cry about it or you can email me. I make my own ASCII art
by the way.

Also, if you are reading this, you are cool enough to be my friend.
Go to: http://www.myspace.com/teh1337master

| b. Version History

| v.0.50  |___________________________________________________________________|
| The first version I submitted. Has everything up to the end of the          |
|Joan of Arc missions.                                                        |
| v.0.60  |___________________________________________________________________|
| Added the Minamoto Yoshitsune missions, myspace URL, and fixed some         |
|stuff.                                                                       |
| v.0.65  |___________________________________________________________________|
| Added version history, remade copyright (thx Michael Sarich), fixed         |
|some stuff here and there. Did this version quickly before I posted it on    |
|1up.com/supercheats.com                                                      |
| v.0.75  |___________________________________________________________________|
| Updated glitches, added Richard level 1, 4 strategy, and fixed some         |
|minor things                                                                 |
| v.0.80  |___________________________________________________________________|
| Altered format for Courier font. Re-did ASCII art. Finished                 |
|Genghis Khan missions and did the 3rd. Richard level.                        |
| v.0.82  |___________________________________________________________________|
| Finished all except for part of Richard and all of Saladin missions.        |

| 2. THE EMPIRES     /

This section includes all of the Empires that you will be able to play as
during single player mode and their hero units. There are five playable
civilizations in Age of Empires. Each civilization has a specific hero unit
with special powers, a bonus to certain units, buildings and resources, and
conversely, some higher priced units and buildings.
For more in-depth information any thing in this section, go to the main menu of 
Age of Empires and select Library, then pick a topic or sub-topic to read


 region: France
 specials: Resource bonus in farming, discounts in stable/castle, discounts in
knight/cavalier/paladin/monk, raised prices in camels/horse archers/scorpion.

 region: Japan
 specials: Farming bonus, discounts in mills/mines, discounts in spearmen/
pikemen/crossbow/arbalest/hand cannoneer, raised prices in camel/knight/
*note* the Japanese are my personal favorite.

 region: Northeast Asia (and eventually all of Asia and most of Europe)
 specials: discount in technology research, discounts in stable blacksmith,
discount in scout cavalry/light cavalry/horse archer, raised prices in
cavalier/knight/paladin/crossbow/arbalests/hand cannoneer.

 region: Middle East
 rival: The Mongols
 specials: Resource bonus in mining, discounts in stable/market, discounts in
horse archer/onager/light cavalry/bombard cannons, raised prices in knights/
cavalier/paladin/longsword/2-handed swordsman/champion.

 region: Northwest Europe, including part of France
 specials: Resource bonus in mining, discounts in archery range/church,
discounts in crossbow/arbalest/longsword/2-handed swordsman/champion, raised
prices in camel/horse archer/onager/bombard cannons.


Note that the statistics shown are just the units starting stats. Anything from
research to terrain can change a units attack, defense, etc. the way you can
tell is by selecting the unit by moving your cursor over him. Once you select a
unit, the top screen will display the units current statistics and health. If
they have been increased, the number will be green, or red if decreased.
There is no way to increase a units health. (unless he has already been hurt)

 The Franks
 unit type: infantry
 bonus: v.s. siege= +33%, v.s. building= +33%
 attack: 200
 defense: 350
 movement: 7
 vision: 7
 range: 1
 special: hero powers

Hero Powers:
 condition: none. effect: Joan and adjacent units recover 20 health
Divine Purpose
 condition: none. effect: all friendly units recover 5 health
Blinding Faith
 condition: enemy units are within Joan's sight. effect: those units suffer
-25% DEF
Weakened Resolve 
 condition: enemies are adjacent or diagonal to Joan. effect: those units lose
25 health

 The Japanese
 unit type: infantry
 bonus: v.s. siege= +33%, v.s. building= +33%
 attack: 160
 defense: 315
 movement: 7
 vision: 7
 range: 1
 special: anti-cavalry, hero powers

Hero Powers:
 condition: none. effect: all friendly units gain +50% ATK v.s. Mills, Mines,
and Farms
Warrior Code
 condition: Minamoto is on a town center. effect : today, all units cost -20g/
20f less
Minamoto's Guard
 condition: friendlies are adjacent to Minamoto. effect: those units gain +33%
Inspiring General
 condition: none. effect: Minamoto and adjacent units recover 15 health

 The Mongols
 unit type: ranged
 bonus: v.s. building= -50%
 attack: 140
 defense: 245
 movement: 10
 vision: 7 
 range: 2
 special: first strike, hero powers

Hero Powers:
Patron of the Arts
 condition: Gengis Kahn is on a town center. effect: todays research is
discounted by -50g/50f.
Nomadic Travel
 condition: friendly units are adjacent or diagonal to Genghis. effect: those
units gain +5 move.
Overwhelming Siege
 condition: friendly units are within Genghis' sight. effect: friendlies in
sight gain +33% ATK v.s. buildings 
Mongol Terror
 condition: enemy units are within Genghis' sight. effect: Those units suffer
-25% DEF

 The Saracens
 unit type: Cavalry
 bonus: v.s. infantry= +33%, v.s. ranged= +33%, v.s. building= -50%
 attack: 180
 defense: 280
 movement: 10
 vision: 7
 range: 1
 special: desert charge, scares horses, hero powers

Hero Powers:
 condition: Saladin is on a town center. effect: adds 100g to treasury
Rain of Arrows
 condition: Friendly ranged units are within Saladin's sight. effect: those
units gain +33% ATK
Aura of Invincibility
 condition: friendlies are within Saladin's sight. effect: those units gain
+33% DEF
Hit and Run
 condition: friendlies are adjacent to Saladin. effect: Those units gain +2
move and +25% ATK

 The British
 unit type: cavalry
 bonus: v.s. infantry= +33%, v.s. ranged= +33%, v.s. building= -50%
 attack: 200
 defense: 280
 vision: 7
 range: 1
 special: plains charge, hero powers

Hero Powers:
Reckless and Fierce
 condition: enemies are adjacent or diagonal to Richard. effect: those units
lose 20 health
Superb Leader
 condition: friendlies are within Richard's sight. effect: those units gain
+25% ATK
Recruit for the Cause
 condition: Richard is on a town center. effect: today, units cost -20g/20f
Firing Line
 condition: friendly RGD units within Richard's sight. effect: those RGD units
gain +1 range

| 3. AGES          /

The middle ages (in which this game takes place) can ultimately be divided into
four ages, the DARK AGE (I), the FEUDAL AGE (II), the CASTLE AGE (III), and the
IMPERIAL AGE (IV). In campaign mode, you start out at a certain Age depending
on the mission, but it could be any one of the four. In multiplayer, you can
choose which age to start at. Advancing through the Ages is critical to to
successfully beating the crap out of your opponent. When you advance an age,
you are given more options on which buildings you can build, units you can
train, and technologies you can research. To advance an age, you must research
a certain amount of technologies and pay an appropriate amount of money for the
age you are moving into. These are called Age Requirements and you can check
them by selecting your town center, and touching "Age Up." it will tell you how
many technologies and resources you need to age up, and how many of each that
you already have.

For an in-depth description of each age, go to the library from the title
screen of the game or by touching the little book on the stylus HUD during


The first age is called the Dark Age. It has the least available buildings,
units, and technologies.  To advance from this age to the Feudal age, you need
500g, 500f, and 3 technologies researched.

town center
mills/ farms

Units: (doesn't include empire-specific units)
scout cavalry

loom (all villagers gain +25 DEF)
town scouts ( town centers gain +4 sight)
leather soles (all villagers gain +1 move)
weaponsmiths (militia gain +25% ATK)


The second age is the Feudal Age. It isn't much of an improvement over the Dark
Age, except for the addition of the Archery Range. To Advance from the second
age to the Castle Age, you need 1000g, 1000f, and 7 technologies researched.
Note that when you age up all of your current units are upgraded.

New buildings:
archery range

New units:
men at arms
light cavalry

town watch (improves TC DEF by 20% and sight by two)
wheelbarrow (cost of buildings is reduced by 10%)
advanced mining (+15% to mine income)
horse collar (10% to food income)
scale mail armor (age 2 INF units gain +25% DEF)
scale barding (age 2 CAV units gain +25% DEF)
fletching (age 2 RGD units gain +25% ATK)
padded armor (age 2 RGD units gain +25% DEF)
forging (age 2 INF/CAV units gain +25% ATK)
tracking (all INF units gain +2 sight)
cartography (all units gain +2 sight)
trading (improves trade rate)
coinage (+10% to gold income)


Age 3 is the Castle Age. The focus of this age is the addition of Castles. (see
the buildings list. (section 8) It also has a lot more technologies due to the
churches and universities. My personal favorite, the monks, can now be trained
with a church. I like them because I have found that converting an enemy unit
to fight for you is much better than wasting time and money depleting every
last enemy health point.
Siege workshops help a lot too. To advance to the fourth age, you need to have
researched 11 technologies, pay 1500g, and pay 1500f.

New Buildings:
siege workshop

New Units:
elite skirmishers
horse archers 
battering rams

town patrol (improves TC DEF by +20% and sight by +2)
hand cart (cost of buildings is reduced by 10%)
shaft mining (+15% to mine income)
heavy plow (10% to food income)
chain mail armor (age 3 INF units gain +25% DEF)
chain barding (age 3 CAV units gain +25% DEF)
bodkin arrow (age 3 RGD units gain +25% ATK)
leather armor (age 3 RGD units gain +25% DEF)
iron casting (age 3 INF and CAV units gain +25%)
conscription (cost of INF units is reduced by -15g/15f)
husbandry (cost of CAV units is reduced by -15g/15f)
archery tournaments (cost of all RGD units is reduced by -15g/15f)
mech guild (cost of siege units is reduced by -15g/15f)
banking (+5% gold income and improves trade rate)
merchant network (cost of all mercenaries is reduced by -25g)
redemption (improves heal ability of monks and elite monks)
fervor (improves convert ability of monks and elite monks)
sanctity ( monks and elite monks gain +25% DEF)
murder holes (improves tower DEF by +25%)
masonry (+5% DEF for all buildings)


Age four, the Imperial Age, is the final age of the middle ages. All units are
at their strongest and  the empire-specific Wonders can be built. In addition,
all the best technologies are available to research, but you don't have to
research them because there are no more ages to advance. My favorites are
flaming arrows, so your RGD units can attack buildings with no ATK penalty,
arena, which allows you to train champions, the best INF unit, and squires,
which allows paladins, the best CAV unit.

New buildings: 

New units:
two handed swordsmen
elite pikemen
elite monks
elite archers 
expert skirmishers
heavy horse archers
bombard cannons (with chemistry technology)
hand cannoneer (with chemistry technology)
siege rams (with siege engineers technology)
heavy scorpions (with siege engineers technology)
champions (with arena technology)
paladins (with squires technology)

crop rotation (+10% to food income)
plate mail armor (age 4 INF units gain +25% DEF)
plate barding (age 4 CAV units gain +25% DEF)
bracers (age 4 RGD units gain +25% DEF)
ring archer armor (age 4 RGD units gain +25% DEF)
blast furnace (age 4 INF and CAV units gain +25% ATK)
arena (allows champions)
squires (allows paladins)
flaming arrows (RGD units no longer suffer penalty v.s. BLDGS)
sappers (all INF units improve to +50% ATK v.s. BLDGS)
hoarding (improves castle DEF by +35%)
spies (all enemy town complexes are now sighted)
guilds (+5% gold income and improves trade rate)
atonement (improves heal ability of monks and elite monks)
block printing (improves heal ability of monks and elite monks)
illumination (+50% to all gold income from relics)
faith (monks and elite monks gain +25% DEF)
treadmill crane (cost of buildings is reduced by 10%)
siege engineers (allows imperial age siege units to be trained)
architecture (+5% DEF for all buildings)
chemistry (allows hand cannoneer and bombard canons)
ballistics (+25% ATK for siege units with range above 1)


There are two basic control types for this game.
The first is the simplest, just touch whatever you want to select it and move,
attack, build, etc. with the stylus on the touch screen.
The second is the same thing, except that the D-pad moves the cursor. You
select units and preform actions and select menu options with the A button.

      /            ____________________________            \
     |            | __________________________ |            |
     ||           ||                          ||           ||
     ||           ||                          ||           ||
     |            ||                          ||            |
     |            ||                          ||            |
     |   . . .    ||                          ||    . . .   |
     |   . . .    ||                          ||    . . .   |
     |            ||                          ||            |
     |            ||                          ||            |
     |            ||__________________________||            |
     |            |____________________________|            |
      /     |                                        |     \
   _ |\_____|____________________'___________________|_____/| ___
  /  |             ____________________________             |    \
 |   |            | __________________________ |      _     |    |
 |   |            ||                          ||     / \    |    |
 |   |    .--.    ||                          ||   _ \_/ _  |    |
 |   |  __|  |__  ||                          ||  / \   / \ |    |
 |   | |        | ||                          ||  \_/ _ \_/ \    |
 |   | '--.  .--' ||                          ||     / \    |\   |
 |   |    |__|    ||                          ||     \_/    | \  |
 |   |      |     ||                          ||            | |  |
 |   |      |     ||                          ||            | |  |
 |   |      |     ||__________________________|| ()START    | |  |
 |   |      |     |____________________________| ()SELECT   | |  |
 |    \_____|____________________________________/_________/  |  |
 |          |                              _____/             |  |
 |          |                             /                   /  R BUTTON
L BUTTON     \____DIRECTIONAL PAD        |   A/B/X/Y BUTTONS /   Pressing the
The L button      The D-pad is used      |   A is used to        R button in
switches what     to move your cursor    |   select a unit or    game will
is displayed on   on the bottom game     |   confirm an option   take you to
the top screen.   screen or to scroll    |   B is used to        the nearest
                  to another option      |   view a units range  available unit
                  on a list.             |   and movement or to
                                         |   go back or cancel an
             START/ SELECT BUTTONS   ____/   option.
             Start will bring up the         X will bring up the Empire
             general options menu            menu where you can end your 
             where you can change            turn or view empire status.
             settings or save/quit           Y will display the minimap
             the current game.               on the top screen.
             Select will bring up the     
             game options menu where you can
             turn animations off.

To learn how to play the game in detail, it is necessary to play through the
tutorial. There is a lot of talking, so deal with it. And if you forget
something, or accidentally skip through the dialogue, refer to the instruction

However, there are some things that the tutorial doesn't say. One of them is
that in the later missions of campaign mode and multiplayer, there are strange
things lying around on the ground. One of them is a goat, another is some
broken pillars, and a spilled bag of money. Those are called raw resources. If
you move a unit of any type onto one and select DONE, you will automatically
harvest that resource. The goats are food, and the money bags are gold. The
ruins are random. If you place a unit on them, either your unit could die, you
could get food, gold, mercenaries could join you, or you could get "the wisdom
of the ancients," which is random free technology.
There is also a thing called random events for multiplayer mode. Sometimes at
the beginning of your turn, you could get a discount on units that day, be
plagued so all units lose 15 health, get +25% gold resource that day, etc.


In campaign mode, there are 5 different empires you can play as. Each empire
has 5-6 missions for you to play. On the empire selection screen, the empires
are listed in order of their difficulty, starting with super easy (tutorial)
and ending with very hard. While it is not required, I highly recommend you
play them in that order.

This section is to show you how to get through each level of each empire. It is
for if you get stuck on a level and need advice from someone who has beaten the
Keep in mind that this is not a linear game, I cant just tell you exactly what
to do. But I can give you my best strategies that I used to win. If you have an
idea or have spotted a flaw in my strats, please tell me. Or write your own

| a. JOAN OF ARC (tutorial) /

| MISSION 1: Escort to Chinon
| difficulty 0 (it's impossible to lose.)

Hokey dokey, so you are the future savior of France and you need to get to the
little town at the opposite side of the map. Simple enough. At the start of the
mission, Jean de Metz introduces himself and explains moving and crap like
that. So go down the road to your destination. The Britons send a rather
pathetic unit to try and stop you. Kill him and go on to the castle. You win.

| MISSION 2: Sword of the Saint
| difficulty *

Joan has to be all picky about what sword she uses, so you have to go and get
this special sword from the church to the south of your castle. Jean de Metz
tells you exactly what to do, so don't get all panicky. You will be given
certain units and a specific action for them to preform. When you complete it,
another unit(s) will pop up and you will be told what to do with them. At last,
you will be given a final set of units along with Joan of Arc to go and get the
sword from the church. Send joan along the other side of the forest and that
little lake towards the church. Then use your knight to attack their archer,
and your archer to attack their longswordsmen from a distance. Move your
pikemen to attack their longswordsmen. Then on the next turn, attack their
knight with the pikemen and your knight to their longswordsmen. Move the
archers out of range of their unit with the most health and attack it. Attack
their battering rams with Joan, since you have to kill them all anyway. Once
they are dead, Joan can easily go and get the sword from the church. Whoopee the
second mission is done.

| MISSION 3: From Peasant to General
| difficulty *

At the start of the mission, you are given a small area to build a town and
eventually an army to defeat the English general in the north. Move Joan off to
the side somewhere and move your villager to the spot that Jean told you and
build the town center. Next turn, send your villager on the wheat to the north
and build a mill. Select your town center and train another villager. Before
you end turn, select research from the same menu and touch leather soles so
villagers can move better. Next, send your villager that you just built to the
southern wheat resource to build another mill. With the other villager, you can
either head north to get the gold, or wait and build a farm for now. End your
turn, but don't forget to research.
If you haven't yet, send the north-most villager to the gold and build a mine.
With the other one, go to one of the spaces adjacent to the town center and
build a stable and then a barracks the next turn, or vice versa.
By now, you should have researched enough to move on to Age 2. If not, do so.
Also begin building units for your attack force. Once Jean says so, begin
moving forces towards the British town. But keep on building units (light
cavalry) to follow them. Fight your way to their town, and destroy the TC (town
center), but not any of the other buildings. Once the TC is gone, a villager
can go in and build another town center in it's place to capture the
surrounding buildings and win.

| MISSION 4: Breakthrough to Orleans 
| difficulty *

For this mission, you must take a supply cart to the city of Orleans. The cart
is given to you when you reach the town to the west. Some guys attack you along
the way, just kill them and move on. Once you reach the town, you will get a
supply cart and a crossbowman unit. Heal all wounded units, and head north to
Orleans. Your cart is very delicate, and you will fail if it is destroyed, so
as you move, keep at least one unit on each side of it. On the way, some monks
will join you. Use them to heal. 
You wont encounter any more enemy forces till you reach the bridge. I suggest
putting Joan (or another strong unit) on the space directly in front of the
bridge and attacking as well as your ranged units on the spaces near to shoot
the enemies attacking Joan. Once they are dead, move your cart and joan into
Orleans to win. 

| MISSION 5: Lifting the Siege of Orleans
| difficulty **

As you can see on this map or your minimap, Orleans is surrounded by four
sections of land separated by water. I have labeled these sections for

Section A
| | | | | | | | |w| | | | | | | |
| | | | |F| | |w|w| | | | |C|C| | < Section B
| | | |F|M| | |w| | | | | |C|C| |                
| | | | |F| | | | | | | |F| | | |   
| | | | | |w| |w|w| |w|F|M|F| | |          
| | | | |w|w| | | | |w| |F| | | |               
| |F| | |w|w|O|O|O| |w|w| | | | |   ___KEY_____________________
|F|M|F| | | |O|O|O|J| | | | | | |  |                           |
|w|F| | |w|w|O|O|O| | |w|w| |w|w|  | g = gold resource         |
|w|w|w| |w|w|w|w|w| |w|w|w| |w|w|  | w = body of water         |
|w|w|w| |w|w|w|w|w| |w|w|w| |w|w|  |                           |
| | |w| |w|w|w|w| | | |w|w| |w|w|  | O = town of Orleans       |
| | | | | | |w|w| |C|C|w|g| | | |  | C = castle                |
| | |g| | | | |w|w|C|C| | | | | |  | M = mill                  |
| | | | | | | | |w|w|w|w| | | | |  | F = farm                  |
| | | | | | | | | | | |w|w| | | |  | J = Joan of Arc           |
| | | | |E| |C|C| | | | |w|w|w| |  | E = Earl Talbot           |
| | | | | | |C|C| | | | | | |w| |  |___________________________|
| | | | | | | | | | | | | | |w| |  
       ^                       ^
  Section D                 Section C

On the very first turn, build archers on the range, camels on the stable,
onagers on the siege workshop, villagers on the TC, and an infantry unit on the
market. Then research in merchants. The next turn, attack the knight to the
north with camels, the infantry in the west with the mercenary and archer,
while the  eastern enemies are fought with Joan. Send the onagers to the far
northeast tower to attack the units who get through to the town. Build at least
two more units, a mercenary and an archer. Don't build too many cavalry units,
as they have many pikemen. 
After a few turns of pushing back their siege, you will have a little freedom.
Attack SectionB once you have adequate forces. Keep an onagers within range of
their farm, so you can attack it easier. Once sectionB is taken care of, you
will have a castle to aid you in attacking sectionA. DO NOT go to sectionD or C
yet. If you do, all the units in the south will attack and you will die. Take
over sectionA including all of the farms. Research in improving gold income and
trade rates because as of now, there is no good source of gold.
Build up your army and post archers and scorpions by the bridges leading to
sectionC and attack. They will get reinforcements, so be prepared. Once you
have taken all three sections, The last one will be easy.

| MISSION 6: Crowning of King Charles 
| difficulty *

This mission can be easy if you know what to do. Start off by sending your
scout cavalry as far down the west road as he can. (it may look like the north
road, but the map is slanted, so it is actually west.) Also make your monks and
swordsmen follow him. Send joan south to rid the lands of any rogue englishmen.
move the crossbowman north on a hill. Build a villager and a swordsman to go
north and kill the unit up there and then the archer to the east. Send the
villager to build a stable in your town. As for the units in the west, move the
scout to the mountain so you can see all of that area. Move the monk over to
the relic, and the swordsman towards the skirmisher. Use your other villager to
go around building mills and mines. Build another villager and send all three
south to harvest all resources in the area. After your monk has the relic, send
him back and donate it to the church. Use your swordsmen and scout cavalry to
kill all units on the southwester trail.
Make sure one of your villagers ends up in the far southwest corner. Once you
are in age 4 and have enough money, build the cathedral right on the road near
that corner. Once you have, the Dauphin will appear in the southwest corner. He
only has to walk a few steps to get to the cathedral, so you win without much
of a fight. Otherwise, you would have to escort him to wherever else you built
it and defeat all the enemy reinforcements along the way.
Congratulations, you beat tutorial mode!


| MISSION 1: Battle of the River Crossings
| difficulty: *

Start by sending a samurai to attack the pikemen on the north bridge, and your
own pikemen to the knights on the west bridge. Then have a balanced amount of
units follow them with the crossbowmen as close to the bridge as possible. Keep
Minamoto Yoshitsune in the middle where he was to aid whichever side starts
lagging. Keep pushing them until they all die. Remember to kill the pikemen and
archers first. Once you have the bridges, attack Yoshinaka from both sides and
squash him. You only have to kill him, so if you have an opening, attack him,
not any of the other units. It will be a lot harder if you try and kill all of
his body guards first.

| MISSION 2: Tiara Conquest
| difficulty: **

You may have to restart this mission using a different strategy if you loose.
On the first turn, send a scout cavalry west as far as he can, followed buy
archers. Send Minamoto and the men-at-arms north along the road. Build a
barracks and a mine and train another villager. On day 2, build a mill and an
archery range and move the other villager west towards the wheat. Send your
scout to the northwest on a hill, followed by archers. Then move Minamoto and
your men-at-arms north and research in wheelbarrow. Next day, put Minamoto on
the mountain next to the bridge, and men-at-arms on a mountain west from
Minamoto. Then move teh west-most villager to the wheat to build a mill, the
next one to the west, past the bridge, and the one on the mill to build a farm.
Move your scouts and archers further northwest and stay on a hill or mountain
to see better. If your scout cavalry is close enough, you will see a tiara unit
move towards you. Move out of his range, but where he can still see you and
move archers to where he can shoot the tiara unit if he moves closer. Send a
west villager towards them, and the other two to build farms. On day 5, move
your men-at-arms closer to the tiara unit. Use archers to shoot him, and then
your scout cavalry to finish him off. Move that vill ager closer still and the
other two build farms. 
Next use the southeast villager to build a farm, the north to build a mine, and
the other one to explore west. Kill the tiara with archers and keep you scout
cavalry out of range from the other one. Build an archer as soon as you can.
Keep killing the tiara units that attack. Continue to get as many resources as
fast as you can, and research a lot. Once you are in age 3, build a castle near
the area where you have been fighting. Then have it pump out units for you to
use in your siege of the surrounding towns.  Save some buildings in the first
or second towns so you can take it over. Once you have destroyed the second
one, it gets pretty easy.

| MISSION 3: Battle at Ichi no Tani
| difficulty: ***

Okay, there are three paths you can take to get to the castle. The path on the
right is the safest, and leads to the monk, but you are in a major bottleneck,
making you vulnerable. The left is the most dangerous, so don't go there. The
center has more room, it is faster, and has good places to snipe with your
archers. But it has the most enemies and you may not survive if your direct
combat skills aren't good. Whichever one you choose, remember to keep archer
ahead on mountains to kill pikemen, and siege units in the back so they don't
die. Getting the monk isn't that special, but if you want to, he is at the far
northeast corner.
Once you get to the castle, attack it with all available infantry and siege
units. Use cavalry and ranged to kill the enemies that try to stop you. And
don't even bother to try and heal units, just use them as fodder. ( he he.) It
may take more than one try.

| MISION 4: Yashima
| difficulty: ***

This one is really hard. It took me several tries to beat it.
On day one, use one villager to build an archery range, the other one to build
a farm. Move your scout cavalries to block the bridge. Have Minamoto and men-
at-arms follow them and archers to where they can move within attacking range
of the bridge next turn. On day two, build a farm and move a villager towards
the gold. Move your archers on the little hill next to the bridge and snipe the
enemy. pwnd. that is pretty much what you will do the first 10 days or so as
you collect resources and age up. Keep training more fodder and archers to
supply this majikal defense line. After you are in age three, send a villager
down to the southern road area near the other bridge and build a TC. Send a few
swordsmen and archers with him to kill the enemy mine nearby and any attacking
units. On the TC, build a market, barracks, siege workshop, and church. Use it
to build an attack force to overcome the Tiara. Once they are dead, you are in
age 4, and the emperor is attacking you, send all units to kill that town and
the castle near it. Build a castle nearby, just in case. Once you have done a
lot of damage, the emperor will attempt to flee to his boat. Kill him to death,
then the TC, and you win.

| MISSION 5: Mongol Invasion
| difficulty: ****

Another hard one... A ship will come towards you at the beginning. It will land
in the middle, right in front of the castle, on the next turn and tons of
mongol dudes will come out to kill you. Build as many infantry units as you can
before they get there. Once they do, attack them at full force as hard as you
can. Keep on building more farms and mills and mines to get your unit cap up.
And never stop training units to defend against the mongol hordes. Soon, after
you start beating the first ship, another one will sail near. It will go to the
western area, so build as many units as you can in that village to prepare. (I
suggest having two monks on hand to convert their camels. I have found that
converting enemy units doesn't always work, but it is waayyyy better than
fighting them.)
Just when you think that you have almost laid down some pwnage, another ship,
this time carrying their leader, comes to the center where the first ship did.
It has better units, so you will need all the strength you can muster up to
kill them. Go for the head honcho first, then slaughter his men. (or convert
them, that works too.)

| c. Gengis Kahn     /

| MISSION 1: The Tatars
| difficulty: **

Start out this mission by sending Gengis Kahn and the militia unit as far
toward the northeastern bridge as they can go. Use the villager to build a
farm, train another villager, and research in leather soles. On the next turn,
move Gengis on a hill next to the bridge to attack their militia. Use your
militia to attack their other militia and your villagers to build a mine and a
barracks. Train a villager and militia and research in weaponsmiths. On day
three, send your new villager towards the center of the map near the wheat (if
you don't claim at least one of the wheat resources, than the Kerait tribe will
build a farm on them and then you won't be able to harvest it.) and use the
other two to build farms. Keep attacking the militia with Gengis Kahn, move the
new militia near the bridge, and build another militia.
By day four you should have enough resources to age up.(if you can't, save your
money and do it when you can) In this level, it is important to age up as fast
as possible so you can stay one step ahead of the game.
Okay, the northern Tatars now have no more military units, just a lot of
villagers, and the Kerait tribe has multiple units attacking them from that
side. Move in with all available units and kill all their villagers before they
can make a barracks. Continue building militia/men-at-arms and destroy their
town center and all their other buildings. Send villagers up there too to build
mills and whatnot.
Once they are all dead, send units to hold the bridge to the south as you build
up an attack force. Keep Kahn near the edge on a hill to shoot enemy forces
from a distance. As for your attack army, start by building an archery range
and a market. Use villagers to build up as much resources as possible and
research every day that you have the money. Use archers to attack them from
along the river and infantry to stall them at the bridge. Keep building units
and pushing their line of defense back until you are past the bridge. When you
are, go all out with all of your units killing everything. It may take a little
longer than you think, but they'll die eventually.

| MISSION 2: Uniting the Tribes
| difficulty: ***

This one is pretty cool, but you can lose simply because of bad luck. It all
depends on your monks and if they can convert the enemy units. The object of
this level is to convert or destroy all of the four enemy tribes on the map
There are five sections of this level. Sections A, B, C, D, and the center.
Section A is the northwestern corner, Section B is the next one going clockwise
(use your minimap for reference). One Mongol tribe resides in each one. It
doesn't matter, but I went into Section A first. When moving units into one of
the sections, first move a CAV unit close enough to see an enemy unit, then
send monks in to convert that and other enemy units. Then attack the units
within range of the monks with INF and CAV units, followed by archers, and then
Gengis Khan. It also helps to remember to keep RGD units on the mountains so
they can see better and they have better range. Continue converting as many
units as you can and destroying any units that could kill your monks. Do this
as you work your way to the chief of that tribe. If you can, always try to
convert him first because once you do, all of his remaining units will be under
your command.
Use that strategy to defeat the first tribe. Then once you have, keep all of
your units in the little area that you are in and use your monks to heal all of
your units to full health before you go on to the next section
Repeat for the rest of the tribes and that is how you win. The only problem
with this strategy is that it puts your monks in a lot of danger, and if you
lose them, you lose the mission. So it may take more than one try.

| MISSION 3: Supreme Ruler
| difficulty: ****

You begin this mission with only 4 units and a whole unexplored map. Within the
darkness is 3 other armies who all want to kill you. They reside in the other
three corners of the map. Fortunately, they all want to kill each other, not
just you.
So, start by sending the Scout Cavalry far northeast. Move the villager as far
to the north as he can and build a Town Center. Kahn and the Militia can move
to defensive positions near them or you can use Kahn to explore the southwest
corner - it doesn't matter. Next turn, move the villager to the wheat to the
north and build a mill. Then train another villager and research in Hand Cart.
Over this turn and the next, move the other units near the bridges to kill any
invading units. Now use one villager to build a farm and the other to build
barracks on the east most side of the TC. Then train another villager and
research in Town Patrol. Next turn, build a farm with the north villager, a
mill with the villager that just built the barracks, and a mine with the new
one. And build a longswordsmen. You might want to move Kahn near the eastern
bridge to snipe the orange guys if they come near. Research in Conscription and
End Day.
Okay, enough with the details. For now, work towards expanding resources and
building up units to defend. Don't expand out of your little area as defined by
the river. Once you have adequate forces and have harvested all resources in
your area, send some villagers and escorts north via the western bridge. Use
the villagers to take the resources and use other units to kill whoever
occupies that area and defend while the villagers build a castle there to
attach the blue army from. Do that, and once you have destroyed the blue,
gather strength and attack the orange army from all sides. There is no specific
strategy to use, just don't let up.
  < *Hint* In missions with bridges, it is always a good idea while defending
  to place a high defense unit on the bridge and have ranged units supporting
  him from the sides of the river. But keep another defensive unit directly
  behind the first just in case. >
After the blue and orange are defeated, attack the purple and kill them. It
shouldn't be too hard. Then after they are all dead, build a wonder in whatever
part of the map is the easiest for you to defend. Once you do, each army will
suddenly get heavy reinforcements. you now have to defend the wonder from them.
It will be hard at first, but they have limited units, unlike you who can build
more as the unit cap allows. They should still be in age three so that also
gives you the upper hand. So just defend the wonder for a few days and you will

| MISSION 4: Empire Expansion
| difficulty: **

To start out, send all units but the villager in every direction to explore the
immediate vicinity. Then build a TC with the villager, preferably on the road
just in front of you. On your next turn go build a mine on the Gold that is up
the road or on the Wheat to the north and south, then train another villager.
Use your other units to explore and remember to try and find all of the ruins
to complete one of the mini goals. Research in Leather Soles and end the day.
What you do next is up to you, just gather resources and explore. Also build a
barracks on your TC.
Eventually you should come across an enemy villager to the north or northwest
of your TC. That is when you stop exploring and go back to your TC. Slowly but
surely, keep expanding and gaining more resources at whatever pace best suits
your technique. Also, don't build a barracks or anything on your first TC. Save
it for secondary buildings. Instead, send a villager to the center of the map
and on a road, build your second TC. On this town center, build a barracks,
archery range, market, and whatever else you want. Build a church or whatever
on the other TC. Then, as you still get more resources, start building a siege
army. And while this is all happening, remember to research every day that you
can. If you reach the Imperial age before any one else, you complete one of the
mini goals for this mission.
Once you have harvested all resources on the bottom half of the map and have a
good, strong army built up, send all of your units across the leftmost bridge
and left to lay siege upon the enemy that resides there. You should probably
wait until you are in the Imperial Age to do this, though. Once they have
fallen, regroup and attack the enemy to the East.

| MISSION 5: Japan Invasion
| difficulty:***

You have landed in Japan. The key to winning this mission is resourcefulness.
To begin, you have only a few units, so don't g all gung-ho and attack the
wonder just yet. They have men on all sides of you, so focus on defense and
wait until reinforcements arrive.
The closest enemy units are 2 arbalests. Use Genghis Khan to attack the one
closest to you, then use the rest of your units within range to finish them
off. Remember not to go too close to the wonder. Move your siege rams in a safe
position but still near the frontlines and move the Trebuchets in a safe
position where they can still do some damage to their attacking samurai.
After they attack, kill all the attacking units and repeat for a few turns
until their starting units are gone. Then if you can, kill the unit on the mine
to the north and use rams to destroy it. Use your monks wisely. That means do
not risk them on converting, just heal your own units from a safe place. And
no, you can't start a town if you convert a villager.
On day 4, your first reinforcements will arrive. Use them to aid the first
batch and kill off their attacking units. Continue this until The next
reinforcement boat arrives.
And on day 9, a boat will deploy units on the northwestern part of the land and
another will reinforce the units in the center. Use the west units to lay siege
upon the town. Use close range units to kill the units they build, but leave at
least one space near a building open so your siege rams can destroy the
buildings. As soon as possible, move the central units to attack the wonder.
It'll take a while, just press on and you should have it in a few days
depending on how many siege units you have. Once it is in ruins, you win.

| d. SALADIN         /

| difficulty:

| difficulty:

| difficulty:

| difficulty:

| difficulty:

| difficulty:


| MISSION 1: All in the Family (part 1)
| difficulty: **

- thanks to Meta J for this strategy -

Your base is located to the northwest, King Henry's at the northeast,
and the two Rebel towns are located to the south, the rebels already have a
barracks each, and an operational mill, they have two scout cavalry and one
militia unit.  Henry has a town center and barracks as well, you have
nothing but a hero, scout cavalry,malitia and a villager.
Notice the amount of resources you begin with, this makes it ideal for a fast
attack, with the frank's ahead as they are, eliminating one quickly is quite

Start by building a town center, and produce about 3-4 villagers, I prefer 3
because most of the time, it's enough to get the job done.  Make a barracks as
soon as possible, a stable could be used, but by the time you destroy the west
rebels, the east will likely be in the feudal age with several spearmen
trained. For this reason, you need men-at-arms to counter them.  All 3 AI
players are quite aggressive, Henry has a knight which will protect him from
initial attacks, while Richard the Lionhearted is quite a strong fighter to take
out the west french assaults.
Start to move towards the west base but don't go there to quickly, they are
making militia each turn, try and get your men on defensive terrain to protect
them.  when you have killed their starting units and have three or so militia,
you can push the attack and destroy the base fairly easily. While you are
attacking the base, back at your town, build a stable (put it on the side
closest to King Henry if possible) archery range, and blacksmith at your base.
With the first base gone, you only have one to go, unfortunately, King Henry's
son is amongst the casualties of his army, and he leaves in mourning. When this
occurs I'm not 100% certain, but it happened to me around about when the first
town was defeated, keep it in mind and don't expect Henry's aid for the rest of
the mission.  (when Henry leaves, the requirement of protecting his town will be
The second set of rebels will be fairly strong by this time, having lost your
ally you must defeat an enemy at his base, across the map without nearby
reinforcements from your town, and you will really want to do it before he can
get to the imperial age.
His first base is right next to a choke-point, and at the castle age you can
train longbowmen who are very good with choke-points. Use this to your
advantage by placing a pikeman or longswordsman at the bridge to halt the
enemy, the pikeman is the better choice because it helps prevent a cavalry
charge and has a naturally high defense.
A note with bridge choke-points, while being on the bridge gives a nice
defensive boost, the unit is susceptible to a very large amount of missile
damage, if he is placed a square behind the bridge, he is unable to be attacked
by range as much.  Choose where to place him in accordance to the amount of
ranged units the enemy has.
Also, by building a castle there, you can get longbowmen and longswordsmen to
the battle very quickly.  So, what are the cavalry from the stable used for?
It's always been my view that cavalry are less effective in the middle of a
fight, instead, they are stronger coming from the sides, if you send your
cavalry around to the northeast side of the base, you can charge in a two
pronged attack, though it is not vital to success, also take a couple of
longswordsmen for any pikeman you encounter with your knights.  Take your time
and advance slowly into the rebel's territory, destroying mills, farms and
mines, because it reduces income and it reduces their unit cap. This technique
is very useful when invading a base.

| difficulty:

| MISSION 3: Cyprus
| difficulty: ***

This is one of my favorite missions.
Okay, with your starting units, attack the village right next to you. Use
infantry to kill the pikemen. Move the Onagers within range of the barracks and
have your ranged units fill in the gaps but send one to the mountains. Keep
your Battering rams close and cavalry somewhere out of the way. Next turn, kill
the barracks, any remaining units, and do as much damage to the TC as you can.
Be wary of the mountains to the north because there is a town and castle right
there. Once the TC is destroyed, capture the town and set up a defensive line
outside it. keep one infantry and two ranges units in the mountains to guard,
and the ranged units can shoot any units they build from a safe distance. As
soon as you have the town, start researching. If you can get to age 4 sooner
than your opponent, you will have a nice advantage. As you build your town and
stock up on units, be shooting the castle with ranged units from far away.
Richard can use his Firing Line ability to help them. When you have a safe
amount of units, go and conquer the city and castles to the north. Harvest the
resources and build a castle, all while defending from attacks from the
northeast. Then, once you have enough units, attack them. Continue resupplying
your front line and don't retreat until you have won.
For this mission, remember that archers are your friend. Especially with all
the mountains around, you can shoot for four spaces which can be really
helpful. Also remember that if you destroy their resources, they will not be
able to fight back nearly as strong. Keeping both of those techniques in mind,
the Flaming Arrows resource (age IV) would be very helpful in this mission.

| difficulty: *****

- thanks to Joseph_902 for this strategy -

First, you are at a disadvantage, obviously, so start out cautiously and move
your units slowly forward in the first couple of turns, setting up a line of
Templars and longswordsmen. (Don't move them a lot, just a couple of spaces per
turn) Use your scorpions and longbowmen to batter the front line of the
Saracens (Use the hills and mountains to your advantage). Defend your
longbowmen and scorpions with your Templars and longswordsmen. After you've
weakened their front line, gently start pressing forward with your Templars and
longswordsmen. It will take a while, but if you expose a building, do not be
afraid to get a battering ram in there to take it out. Using Richard's superb
leader ability will help out a lot here, because a battering ram at full health
and with superb leader used on it should be able to take out a building in one
hit or at least severely weaken it. Use the hills and mountains next to Acre to
your advantage, put your longbowmen and scorpions on them and take out the
existing units and the units that have just been trained while they are at half
After a few turns, your army will have taken a lot of damage, but so have the
Saracens. You should get reinforcements around this time, (So will the
Saracens, but they spawn farther away from Acre) so defend until you can get
them to the front lines. Again, use your ranged units to weaken the Saracens
before attacking with your Templars and Longswordsmen. Keep pressing forth, and
when they have an open building, don't be afraid to attack it. (The Saracens
will train new units out of every building every turn, so for every building
you destroy, that's one less unit per turn to worry about)
Once you've destroyed most of Acre, (but with the town center still standing,
of course) leave a few units behind as you start to go for the bonus goals.
(Routing Saladin and destroying both mines) I suggest using your ranged units
on the mountains next to the Saracens to weaken Saladin's guard units before
attacking with your Templars. Routing Saladin at this point should be fairly
easy, just don't be afraid to rush in and attack him and his guard. (Assuming
you still have a good portion of your army at this point) Both you and the
Saracens will get reinforcements again, but they really won't be a huge factor
at this point. (They weren't for me, anyway) Once you've destroyed both of
their mines, use the units you left behind to destroy the town center and
subsequently win the mission.

It is really hard, so you may have to restart it once or twice to get it right.
Basically just remember that:
Ranged units are your friend, keep them protected.
Richard's superb leader ability is very useful, use it.
Use the terrain around Acre to your advantage.
And when a building is exposed, do not be afraid to destroy it.

| difficulty:

| difficulty:

| 6. UNIT LIST       /

These are the units that are available to build at some time in the game and
the first age in which they become available. (assuming you have enough
I will also note if they need a certain technology researched or if you have to
be a certain empire in order to train that unit. This does not include the
upgraded versions of each unit. (for example, I will only put Spearmen and
Pikemen wont include elite pikemen)

Men-at-arms (I)
Militia (II)
Longswordsman (III)
Two-handed Swordsmen (IV)
Champions (IV (squires technology))
Spearmen (II)
Pikemen (III)
Samurai (II (Japanese))
Throwing Axemen (IV (Britons))
Celtic Wood Raiders (III)
Beserkers (III)

Archers (II)
Crossbowmen (III)
Arbalesters (IV)
Horse Archers (II) 
Heavy Horse Archers (III)
Hand Cannoneers (IV (chemistry technology))
Longbowmen (III (Britons))
Mangudai (III (Saracens))
Turkish Janissaries (II)
Chinese Chu Ko Nu (III)

Scout Cavalry (I)
Light Cavalry (II)
Knights (III)
Cavaliers (IV)
Paladins (IV (squires technology))
Camels (III)
Heavy Camels (IV)
Mamelukes (III (Saracens)
Persian War Elephants (II)
Knights Templar (IV)

Scorpions (III)
Rams (III)
Siege Rams (IV (siege engineers technology))
Onagers (III)
Bombard Cannons (IV (chemistry technology))
Trebuchets (III)

Villagers (I)
Monks (III)

Dopple Handers (infantry)
Welsh Bowman (ranged)
Mons Meg (siege unit)
Knights of the Round (cavalry)
Genoese Crossbowmen (ranged)
Swiss Pikemen (infantry)
Dark Ram (siege unit)
War Wolf (siege unit)

| 7. GLITCHES        /

 Many people have reported experiencing glitches in this game. I have made a
 list of glitches found by me, my brother, or other people on GameFAQs.com.

If your multiplayer profile name is less than 4 characters long, your game may
freeze and then not be able to turn back on, or you will loose all of your
data. This is called the Fatal Glitch. Avoid it by editing you character
profile and making your name 4 characters or more long.
Also, do not turn the DS off when it is possible the game is still writing to
the card.

Freezing on campaign mode is fairly common and can be fixed by simply redoing
the mission.

Sometimes the game will freeze during battle animations. When it happens, press
B to exit the battle animation.

The best protection against freezing is to disable the battle and move
animations through the options menu.

Freezing while using the Save and Quit feature is extremely annoying and can be
avoided by not saving and quitting. Instead, put the game in sleep mode to
finish it later, or save the game then shut it off.
If you encounter this glitch, do not restart your DS. Instead, plug it into a
charger and try basically anything you can think of (except restarting) until
the freeze clears.

Sometimes 2 or more enemy units will be on a single space. This is unavoidable,
but isn't very important and doesn't damage your game. You just have to kill
them one by one.

Sometimes when you save and then finish that game, the technologies you
researched will be gone. This is very rare, but i don't know how to avoid it.

In a Hotseat game, my brother was building a Viking Bezerker on a Market and
the game froze and then all of the buildings and units disappeared along with
the sound. Then it would not go into sleep mode. I am not sure the exact
conditions for this glitch, so I am not sure how to avoid it. If this has
happened to you, email me about it.

When playing wireless multiplayer and you move a unit but the other player
pauses the game before you can select an action, the game will freeze and you
will have to start over. Avoid this by informing your opponent of the glitch
before you play, and just don't pause at any time during the game. If you have
to pause the game, OK it with the other player before you do.
(thanks to OcarinaofTime for this glitch)

If your game glitches, I recommend calling your retailer, Majesco
Entertainment, or checking the message boards on GameFAQs.com for more

| 8. COPYRIGHT       /

This entire document is (C) 2006 1337mangamaster. All trademarks are property
of their respective owners. No section of this guide can be used without my
permission. This includes, but is not limited to posting on your website,
making links to my guide, including parts of my guide in your own, or making
reference to any material contained within.

All the sites mentioned below have permission to do the above. Please email me
at 1337FAQs(at)gmail(dot)com to enquire about gaining permission to use this


| 9. THANKS         /

These are the people/ companies that contributed to this guide.
Thanks to:

OcarinaofTime for glitch information,

Meta J for the strategy on level 1, Richard the Lionhearted,

Joseph_902 for the strategy on level 4, Richard the Lionhearted,

Snakeman_12 for help with the strategy on level 5, Gengis Kahn,

Michael Sarich for the copyright section,

Heidi_Nowotny for letting me use the computer,

GameFAQs.com for hosting the original guide and for inspiring me to write a FAQ 
in the first place,

Majesco Entertainment for bringing the Age of Empires series to the DS,

and GOD for the the divine inspiration