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                   >******* O F *******<

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#        # ##  ## #   #     #   ###   #     # #      #
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#       #   ####   #  #         ###   ###     #            #
###### #     ##     # #       ####### #  ###  ######  #####

T   H   E       A   G   E       O   F       K   I   N   G   S



----------Nintendo DS----------



A walkthrough/FAQ by obiwankenobi246

|===========|
|           |
| i. INTRO. |
|           |
|===========|

This game is very addictive, and after playing it for awhile, I got to the
point where I was pretty good. But, I couldn’t beat Saladin Mission 5. I beat
all the over levels, but couldn’t beat that one. I went on the internet to try
to find a walkthrough for this game, but had a terrible time finding one.
After about 30 minutes of searching, I found one. I owe quite a bit to the guy
who made that one (see "special thanks" at the end of this walkthrough), and
his walkthrough helped me beat Saladin Mission 5. I quickly breezed through
Saladin Mission 6. After beating the game, I decided to make a walkthrough of
my own. I hope this helps all who read it.

This guide is for you if:

1) you are stuck on one of the levels and can't figure out a way to beat it.
2) you just can't seem to get that last star or those last 2 stars or get any
stars. This walkthrough demonstrates a way to get at least 2 stars on every
level, and 3 stars on most.
3) you have your own way of beating the level, but want to try a different
way. Sometimes (actually a lot) there is only one good way to beat the level.
But other times there are many ways to beat a level. Maybe this walkthrough
will give you a new way to beat a level (and then again, maybe not).

|=====================|
|                     |
| ii. VERSION HISTORY |
|                     |
|=====================|

------------------------------------------------------------------------------
Version 1.40 (12/28/09): Lots more added. Tweaked a few random things, changed
   the the title to look cooler. Walkthrough is now complete up to Richard.
   Includes my all new strategy for Reclaiming Jerusalem, and boy is it long.

Version 1.27 (7/11/09): It's been awhile since the last update, but I got a
   lot more done. Walkthrough complete through Saladin mission 4. Messed with
   the table of contents a little more. It might be awhile until the next
   update. I plan to be done with Saladin by the next one, and mission 5 will
   take me awhile.

Version 1.15 (7/1/09): I kinda screwed up my last update. This is what it
   should be: Walkthrough complete up to Saladin. Finally done with Genghis
   Khan!!!. Redid Joan mission 5, now shows how to get 3 stars instead of two.
   Changed the copyright info. a little bit, and the special thanks section.
   Updated the table of contents.

Version 1.00 (6/29/08): First version!!! Includes some strategies and tips;
   walkthrough complete through Genghis Khan mission 2.

|===================|
|                   |
| TABLE OF CONTENTS |
|                   |
|===================|

---------------------------------------------------------------
Navigate quickly to any section you want! Here's how to do it!

Steps:
1. Highlight the section you want to navigate to
(i.e. "3c. mission 3: The Battle of Ichi No Tani").
2. Press "Control" and "C" to copy the text
3. Press "Control" and "F" to open the "Find" window in your browser
4. Press "Control" and "V" to paste the text into the "Find" window
4. Press "Enter". This should take you to the section that you want to go to.
If it doesn't, try clicking "Next" in the "Find" window. If that fails, do it
all over again and see if it works.

Note: If you have an Apple keyboard, use the "Command" key instead of the
      "Control" key.

i. INTRO.
ii. VERSION HISTORY
-------------------------------------------------
1. STRATEGIES AND TIPS
-------------------------------------------------
2. JOAN OF ARC

2a. Mission 1: Escort to Chinon
2b. Mission 2: Sword of the Saint
2c. Mission 3: From Peasant to General
2d. Mission 4: Breakthrough to Orleans
2e. Mission 5: Lifting the Siege of Orleans
2f. Mission 6: Crowning of King Charles
-------------------------------------------------
3. MINAMOTO YOSHITSUNE

3a. Mission 1: Battle of the River Crossings
3b. Mission 2: Taira Conquest
3c. Mission 3: The Battle of Ichi no Tani
3d. Mission 4: Yashima
3e. Mission 5: Mongol Invasion
-------------------------------------------------
4. GENGHIS KHAN

4a. Mission 1: The Tatars
4b. Mission 2: Uniting the Tribes
4c. Mission 3: Supreme Ruler
4d. Mission 4: Empire Expansion
4e. Mission 5: Japan Invasion
-------------------------------------------------
5. SALADIN [incomplete]

5a. Mission 1: Rising to Power, Part 1
5b. Mission 2: Rising to Power, Part 2
5c. Mission 3: Reynald's Raiders
5d. Mission 4: The Horns of Hattin
5e. Mission 5: Reclaiming Jerusalem
5f. Mission 5: Reclaiming Jerusalem (part 2)
5g. Mission 6: The Battle of Arsuf
-------------------------------------------------
6. RICHARD THE LIONHEARTED [incomplete]

6a. Mission 1: All in the Family, Part 1 [incomplete]
6b. Mission 2: All in the Family, Part 2 [incomplete]
6c. Mission 3: Cyprus [incomplete]
6d. Mission 4: The Siege of Acre [incomplete]
6e. Mission 5: The Battle of Arsuf [incomplete]
6f. Mission 6: The Taking of Jerusalem [incomplete]
-------------------------------------------------
7. FINAL WORDS

7a. Special Thanks
7b. Copyright Info.
7c. Contact Info.


|========================|
|                        |
| 1. STRATEGIES AND TIPS |
|                        |
|========================|

AOE (Age of Empires) is pretty much all strategy. Some of it involves chance,
but the foundation is strategy. Here are some strategies that I used. 

-----------------------------------
A) Where to build TC (Town Center)

On some levels, the TC has already been built for you when you start. But on
others, you are given a villager, militia, and hero, and must choose where to
build your TC. The best place to build your TC is where a newly trained
villager can get to a place where you can build a mill or mine in 1 turn.
This helps boost your economy.


For example:

****hh*
*M*****
****T**
rrrrrrr
*******
*****mh

*=plains(costs 2 move pts)
M=place to build a mill
m=place to build a mine
r=road (costs 1 move pt)
h=hill (costs 3 move pts)
T=town center

On all levels that you must build a TC on, you start on Age 2 or greater
(except for Genghis mission 4, Joan of Arc mission 3, and Richard mission 1).
This means that your villager has 8 move pts. Look at the map above: the T
would be a good place to build a TC because a villager can then build either a
mill or mine on the next turn. Always keep in mind that a place to build a
mill is always on plains (2 move pts) and mines are always on hills or
mountains (hills=3 move pts, mountains=4 move pts). 

----------------------------------
B) Take out mills and mines first 

This is probably the most obvious of these strategies and tips but sometimes
you get caught up in destroying the town that you can forget that taking out
their economy can ease your task a lot.

------------------
C) Kill the Monks

This is just common sense but sometimes you want to take out the enemy units
that are hurting your men. Always remember that those stupid monks are your
real problem because they keep healing the enemy units and converting yours.
When attacking a TC that has a church, make sure that you demolish that church
before the enemy trains the stupid monks. The monks also have way too much
defense which makes it that much harder to kill them.

-------------------------------------
D) Realize the importance of archers

Archers, though easily killed by enemy cav. units, are invaluable to your army
when used correctly. For that matter, without archers, your army is missing a
very valuable component, and is incapable and not able to reach its full
potential. Protect your archers with pikemen or spearmen or some kind of
cavalry. Remember that by putting and ranged unit on a hill or mountain, their
range, as well as their defense increases. Oh, and WELSH BOWMEN RULE!! These
upgrades of regular archers cost only 100 empire points. When playing as the
Britons, the longbowmen that you can train from the castle are totally
awesome! Research the archer upgrades, put at least 3 archers in your army,
and victory will be yours (most of the time).

------------------------------------------
E) Learn all the AI tricks and strategies

By playing this game enough (which, if you're reading this, you probably do),
you may start to recognize some of the things the AI does on a regular basis.
One of the things that I notice about the AI is that they have an undying love
for spearmen, pikemen, etc. They train so many pike units that you must take
advantage of this and train lots of men-at-arms, longswordsmen, etc. They also
build more than one barracks and market most of the time.

----------------------------------------------------------
F) Use the terrain and Unit Specialties to your advantage

The most skilled AOE players have mastered that art. There are gazillions of
examples, but I will only name a few. Probably the simplest of these would be
the advantage of pikemen vs. cavalry. Pikemen have an anti-cav. specialty
which gives them +83% attack and defense, not to mention "First Strike." That
is an example of a unit specialty. An example of using terrain to your
advantage would be putting ranged units on hills and mountains to increase
their range and defense, as well as putting camels on desert terrain or other
cavalry on plains. On page 18 of the instruction booklet there's a list of all
the special abilities, and what they do for you. Use these to your advantage,
as this will greatly improve your chances of winning.

|================|
|                |
| 2. JOAN OF ARC |
|                |
|================|

--------------------------------
2a. Mission 1: Escort to Chinon

If you can't get three stars, or much less pass this level, you should not be
playing this game.

----------------------------------
2b. Mission 2: Sword of the Saint

This is the level that Joan's sidekick whats-his-face instructs you in combat.
Again, getting three stars is a cinch. I don't have any advice on this one; I
think (and hope) you can figure it out on your own.

---------------------------------------
2c. Mission 3: From Peasant to General

If you have trouble on this level, it will probably be not having enough gold.
Make sure to get a market so that you can trade all that extra food for gold
at a discount price. Once you advance to Age 2, keep the English town under
siege; you can rout Earl Talbot with Joan and some welsh bowmen pretty easily.
You can destroy the town, too, but make sure that you don't capture it until
you have claimed all the resources on the map. You should always have at least
3 villagers on hand all the time. Also, keep in mind that you don't have to
build farms around the mills to claim all the resources. Once you have gotten
all the resources, send a villager quickly to the English place and capture
it. Do all this and do it quickly, and you have 3 stars.

---------------------------------------
2d. Mission 4: Breakthrough to Orleans

Really easy to beat, but maybe a little difficult to get 3 stars on. The Lost
Relic and destroying the battering rams were the bonus goals that I had
trouble with.

Since there is no bonus goal that says "finish by the end of day 10" or
something, you can take as long as you want to heal when you reach Blois (the
town that you get the trade cart from). You'll meet some enemy troops on your
way, but you should be able to annihilate them without much trouble. Heal all
of you troops at Blois, get the trade cart, and continue down the road leading
north to Orleans.

Just over the bridge that is a few squares away from Blois, there are two
monks that are both at 50 health. Joan's advisor will try to convince you into
merging them into one unit. Don't do this. Bring both of the monks back to
Blois, get them back to 100 health, then continue your journey.

Meanwhile, run the rest of you troops on down the road until the
road splits. Take the route that keeps going east. A few squares later, you
will run into the lost hunting party and some fairly strong resistance: two
well-placed archers, a men-at-arms, and some light cav. units. Mop up these
guys and return your army to where the road splits.

Next, the relic is in the middle of some swamps in the NW corner of the map.
Take your monk and a longswordsman or pike and go get it. There might be an
English monk already there; just kill him.

Anyway, after you get all your troops together at the crossroads, use Joan's
Inspiration power and your monks' healing power to get all of your units back
to full health. Once your units are all in a mob and all are at full health,
take some ranged units to the edge of the river that is southeast of Orléans
and pick off any enemy units that they have near that river. They will never
go across the ford that is even further southeast so you're safe to zap those
units while they helplessly run away (sometimes they are stupid enough to just
linger and be killed).

Take the rest of your force cautiously across the actual bridge that is west
of the town. Be ready to encounter quite a few enemy units, but luckily they
don't fight much; they just run and try to protect their battering rams. Once
you have cleared a path for the trade cart to enter Orléans, take it right in.
Do not bring Joan in because this will end the mission and then you can't get
all three stars. The English will have somewhere around eight troops that can
attack you. Remember that this isn't counting the battering rams. You will
have about ten to twelve troops if you played this right up to here. Use your
troops wisely and you will have everyone killed soon. My advice is to kill all
of the units that can hurt you first. Don't concentrate on the battering rams
until all the other English troops are dead. Since the battering rams can't
hurt you, it's a cinch from here to finish and get all three stars.

--------------------------------------------
2e. Mission 5: Lifting the Siege of Orleans

This one is tricky for a tutorial. I now know how to get three stars, thanks
to an informative e-mail (special thanks section).

The beginning is the hardest part, as the English suddenly decide to throw
half of their entire army at you. Lots of knights will help here, along with
typical welsh bowmen. Make sure to train at least one villager, but no more
than two. Onagers can help, too, and they are very useful later on in the
game.

Ignore Joan's advisor when he tells you to take out Bastille St Loup. Instead,
go west and capture the farms. Head south over the bridge leading to Olivet
Castle. Take out the gaurds, then rout Talbot. Start burning Olivet Castle,
but don't completely destroy it. Get it so that you can destroy it in one
turn. Also, take an archer to go shoot at the English in the island castle,
Bastille des Tourelles.

Meanwhile, take a few units to go destroy the remaining enemy mills. Take the
rest to go fight Bastille des Tourelles. This could involve the sacrifice of
2 or 3 units, as the longbowmen are the deadliest archer unit in the game.
Again, take down the castle health to where it can be destroyed in one turn.
Do the same with Bastille St Loup. Wait until you have claimed all the
resources on the map, then burn all the castles in one day. Don't worry about
killing the units that will come when you destroy the castles. When they have
all been burned, you will be done. If you did this right, you should have
3 stars.

----------------------------------------
2f. Mission 6: Crowning of King Charles

It looks kinda easy and you're excited to almost be done with Joan, but they
have to throw one more tutorial that's maybe a little easier than the last one
but can still be difficult at you. Getting three stars is definitely possible,
but for some reason I still haven't done it. I'm probably making it harder
than it really is but who knows. Anyway, back to the guide.

You need to know where the relic is to get all three stars, or at least one or
two. The relic is in a swamp in the SE corner of the map. Make sure to take a
sword guy or something to take care of the archer that will harass your monk.

Meanwhile train 2 more villagers and build mills, mines, and farms like
there's no tomorrow. This is kind of like the last mission in the sense that
you always have to be on guard for random archers, knights, and who knows what
else. They will pop out of nowhere and kill your villagers, which is really
annoying. Your economy is a key factor again in this level. Build it up as
quickly as you can so that you can build the wonder by the end of day 12.
Build a market or stable (I prefer market) when you have some spare cash, but
don't train anything from it. If you do you will not have enough cash to build
the wonder once you age up. DO NOT BUILD A BLACKSMITH!!! You don't need one to
age up, and you NEED the units that you can get out of a market/stable more
than you need a blacksmith.

Once you get the relic returned and you have enough resources to build the
wonder, build it close to the bridge that is south and a little west of your
town. Once you have done that, train units like mad, especially cav and archer
units whenever you can. Leave the Dauphin alone in the corner for a little
while until you have a good sized force ready to go out and escort him. When
you have enough, escort him over the bridge where it is safe but not into the
wonder yet. Be careful along the way as lots of English troops suddenly decide
that it's time to attack and they come out of nowhere and start attacking your
town and maybe burning your fields. Don't worry though, because they only
attack with about three or four men each time. Earl Talbot should be over that
bridge that I talked about earlier near the mountains a little further south
of the bridge. With Joan and lots of cav and archers, you should take care of
him without much trouble. Take the Dauphin the rest of the way to the wonder
and you're finished with Joan. Hallelujah.

|=======================|
|                       |
| 3. MINAMOTO YOSHITUNE | 
|                       |
|=======================|

---------------------------------------------
3a. Mission 1: Battle of the River Crossings

Now we get to tackle a historic hero's story that...uh...none of you have
probably ever heard about. Oh, well. Now you get some (gasp) education. Wow.
Never though video games were educational, did you? Well, this one kinda sorta
is. OK, back to the walkthrough.

This mission isn't too bad if you do it correctly. For some reason, I can't
seem to get 3 stars on this one. It shouldn't really be that hard, but I guess
I'm too lazy to do it. Don't be lazy like me. Wow I can't seem to stay on
topic here.

Take all your forces to the bridge on the right. Yoshikana will still take his
units from the left bridge and attack you, though. Get your archer units on
the mountains, and use Minamoto, a cav, and a samurai or two along with those
archers and hold that force off. Meanwhile, use the rest of your units to try
and destroy the force on the right bridge. If you are getting killed from the
left bridge force, postpone the right bridge attack and kill the rest of the
left bridge units. Does your head hurt yet? Bear with me. Once the left bridge
force is gone, you shouldn't have any trouble with the right bridge force. I
don't think your scouts are much use to you in this level. If they haven't
been destroyed, put one on each of the first two bridges. If you beat the
level, you will get a star for doing this.

Afterword, take all your units over the right bridge, but not over the next
one. Heal them with Minamoto's Inspiring General power. After all your units
are at full health, get an archer on the mountains, and run toward their
archer. Once you kill him, Yoshikana will gather the rest of his units and
fight till the bitter end...well, bitter end for him. You might have some
difficulty with him, because he is a Minamoto-like unit with 4 samurai on his
side. My strategy for him is to get all archers in range, and let your hearty
samurai, cavs, or pikemen take the brunt of his attack, while sniping them to
death with your deadly archers (and yes, I am obsessed with them). Kill all
the samurai and the lone archer first. Then get one unit on every bridge.
After all this, you can kill Yoshikana. By the way, if you want to try for 3
stars, totally disregard this last paragraph and run pell-mell into the rest
of his army without healing your almost-dead units. I advise against this,
though, because I suspect that it is very hard to win this way. If you do
succeed though, (that last star that I can't get is winning by the end of day
12) don't forget to do put a unit on every bridge before you kill Yoshikana.
Bingo, your first Minamoto mission is complete.

------------------------------
3b. Mission 2: Taira Conquest

Time to launch the conquest of the Taira. This level is kind of like an empire
map level. You build up units and you conquer. Not that hard. Seriously,
though, this shouldn't even be all that hard to get three stars on. They're a
little bit challenging but if you're very experienced (and if you read my
strategies and tips) you're probably not reading this part. Oh well, I have to
do it so I might as well get on with it.

As always, you want to start building your economy as fast as possible. The
food part isn't hard but you have to search a little to find some safe gold.
It's smart to research the gold-increasing technologies on this level. Well,
that’s actually smart on any level. Anyways, get that economy going quickly.
Use your scout to search out relics. As usual, the relics are around the
corners, sides, and mountains on the map.

As for attacking, you might want to skirmish a little with the Taira beyond
the mountains in the middle of the map a little, but don’t get in over your
head because they will get ticked off after a while and start sending in lots
of units to get you out of the mountains. There is some gold there, but don't
push too hard to get it. If you're not big on ticking off the Taira, don't
attack at all. When you have built up a good sized army (with lots of Welsh
bowmen), follow the road up North and to the West to find the first Taira TC.
Build a TC of your own there to reinforce your troops. If you're at the Castle
age with enough food and gold, build a castle a few spaces away from your new
TC to protect it.

By now, you should have a pretty big army. It's not too much trouble from here
to finish the level. You might encounter some problems with the Taira being at
the Imperial age and you only at the Castle age. Don't age up, no matter how
much you want to. With a big enough army, it won't matter what age you're on.
You might also find trouble at the island castle. It will probably get bloody
here. My advice is to take a samurai and back him up with Welsh bowmen. You
might go through 2 or 3 samurai and quite a few bowmen by the time it's over.
Like I said, it will get bloody but keep pushing on and the castle will fall.

When you get to the final stages, don't kill off the Taira yet. Make sure you
have all the relics in either a monk's hands or in a church. Then annihilate
them.

------------------------------------------
3c. Mission 3: The Battle of Ichi no Tani

You have to destroy the Castle north of you. I actually didn't beat this level
on my first try, but now I think it's kinda easy. Keeping all your siege units
intact is a little difficult, as is killing all the Taira. The good thing
about the level is that there is not a turn limit goal. Makes it a lot easier
to get 3 stars.

The hermit monk is in the northeast corner of the map. Go right from the
beginning until you find the path. The advisor guy will say something.
Follow that path but beware of random Taira units along the way. Keep Minamoto
at the middle/back of your formation. When your units get too close to death,
bring them back so that he can heal them. About midway through your journey,
you will run into a swamp with some Taira guarding the way. Take some samurai
and your pike or skirmisher, whichever you prefer (or whichever is left) and
kill these dudes. Keep to the far right side of the map and follow until you
find the monk. Bring him back to start healing your units.

While this is happening, it is very possible that you're fighting a horde of
Taira that see you and get ticked off. Hold them off with good strategy until
your newly-found monk arrives and starts healing your guys. Along with
Minamoto, he should revive your army quickly. After killing the Taira horde
that was harassing you, get back on the main path. In the thick of the
mountains, more Taira will begin attacking from the west. These can be hard to
destroy, because you probably lost some units in the other onslaught. My
advice is to take one unit that you don't think is very useful and run him
pell-mell into the Taira. They will concentrate on him while you take out the
others. Also, get whatever ranged units you have left and put them on
mountains/hills to pick away at all those samurais' health. This will greatly
decrease the number of casualties/injuries to your army.

Get a scout and a few other random units of your choice and head towards the
western path on the left side of the map. Be ready for more random Taira units
to pop up and kill you, so get your scout on a mountain where he can see
forever and spot those Taira before you unexpectedly get your mini-army ripped
to shreds.

After those 2 main onslaughts, the going is easy if you have enough troops. Hunt
down the rest of the Taira, then burn the castle. Bottom line for this
mission, like Minamoto mission 1, is to keep your archers alive. Without them,
you will take a lot more deadly hits since you don't have anyone to pick apart
their army with. All in all, this mission should not cause you trouble. Good
thing, too, because the next one is a beast. Ugh.

-----------------------
3d. Mission 4: Yashima

I'm at a loss for words. There isn't a nice word to describe this one. It's
WAY to difficult for an "easy" campaign. The way that I do it probably isn't
the *easiest* way to do it, but I make it work. This way involves MASSIVE
slaughter, as I usually just try to bludgeon my way through that first
bridge. I've heard of a way that involves building another TC on the south
side of the map, and that's probably easier, but we are gonna do it my way.

As in every massive conquest-type map, economy is your number one focus at the
beginning. Leave one of the two villagers you have to keep building farms by
those two mills you start out with. Send the other to build a mine on the gold
place in the mountains just west of your TC. On the way, have him make a
blacksmith for your TC. After he is finished with this, send him out to the
islands north of those mountains and have him build the mine and the mill and
farms there. Once your other villager is finished building farms on those
mills, send him off to the west end of the map and get him to build mills,
mines, and farms down there. Don't go very far east, though, because the Taira
will get mad and kill him, or they might have already built stuff there.

Now for the tough part: defending your TC from the crazed Taira. These guys
seem to have unlimited resources, and they don't quit. First, get Minamoto on
the bridge to hold off the Taira charge. His defense is about 590 on a bridge
without any research or experience to begin with, which is insane. His healing
power will keep him on there for a while without taking much damage. Get your
lone archer on that hill and start sniping. When Minamoto finally gets low on
HP, take him to a farm to heal and put your light cav or men-at-arms or a pike
on the bridge for a little while until Minamoto is ready to fight again. I
guess the main idea here is to hold the bridge and try to stay as healthy as
possible. Keep doing this until you have a high, constant resource income.
Then comes the hard part (as if this wasn't hard enough).

Here is where I differ in how I do this mission compared to some others. Once
you have achieved that "high, constant resource income" that I talked about
earlier, we get to enter the stage of MASSIVE slaughter. First, have some
archers clear out a path in front of you one or two spaces from the bridge.
Take any random unit (except Minamoto or an archer) and charge him into the
fray. This may take a while and will involve more than one sacrifice, but your
objective here is to clear a path for some swords/pikes to start nibbling away
at the Taira town. Give yourself some breathing room and try to push the Taira
back to the mountain pass. This will also take some good strategy. Another
good idea is to give a villager some room to build a castle just east of the
bridge. This will give you access to the greatest sword unit in the game:
samurai. Build the castle soon enough, and the samurai will give you a huge
boost in burning the town. One other thing: DO NOT ADVANCE TO THE FOURTH AGE!!
When you do advance, the emperor's army will begin annihilating you. Don't
provoke them into fighting, either, by attacking one of his units. I'm pretty
sure that they will attack you anyway once you're getting close to destroying
the Taira, but I haven't confirmed this yet.

Anyways, once the Taira TC is gone, capture it and remake the buildings. It is
a good idea to have a market here, as some of the units they produce will be
priceless to you later. The rest of the buildings are up to you. Burn and
capture the mills, mines, and farms north of your new town. I think you should
be about ready to age up now, as you have two TC's and a castle. The hardest
part of this is the first part. The turn after you have aged up, the four
elite samurai that the emperor has will come in and wreak havoc on your army.
(it's even worse if they do it randomly, as you have no idea what is going on)
When they are finally dead, it gets much easier. Keep some ground units and at
least one archer there to hold back the rest of their meager attack. They also
start to go monk-crazy near the end, which is super-annoying. Do whatever you
want to counter this. I never was a big fan of monks; they are too
unpredictable with their "convert" powers.

With the Taira, keep slowly pushing them back toward their final TC. They will
probably have built random castles in the mountains, and this makes them
excessively strong. They still seem to have unlimited resources, with which
they completely plug up the mountain pass. This part will probably involve
more sacrifice, but you should have enough resources to survive. After they
are out of the mountains, things should get a ton easier. Burn whatever
buildings they have west of their final TC. That TC should fall fairly easily.

Here is where you want to have a market. The emperor is more monk-crazed than
ever, and a good way to counter this is with Templars. Their zeal ability
allows them to stay healthy for a while, which is very useful when fighting
monks that have really high defense. Take them over to where the last Taira TC
used to be and gradually work your way toward the Emperor's town.

I think you should be able to take it from here. The rest is just about
mopping up the rest of the emperor's army. Here's some things to remember at
the end:
1) Don't forget to build any mines that you can. There is a mine
right by the enemy town. Just plow through those buildings (without destroying
the TC) and take it out, then build your own mine. If you had built every
other mine, you should have already gotten the "build 8 mines" bonus goal, but
you still need to destroy it to get the "destroy all enemy mills, mines, and
farms" goal.
2) For the "Dispose emperor what's-his-face" goal, burn 2 or 3
of the emperor's TC buildings so that you can get to the path where a ship
will pick him up in the northeast corner of the map. Put a samurai or cav unit
at the end of the path to trap him, and then kill him with your other units.
He should start running when his "palace" is under 50 health.

Wow that was a tough mission. Congratulate yourself for completing it, then
it is time to move on and forget about this one.

-------------------------------
3e. Mission 5: Mongol Invasion

Not too bad, but will probably give you trouble somewhere along the way. I
don't have much advice on this one because the mongol invasion path differs
ever time you play it. Here's a few things that will help though.

TRAIN SAMURAI LIKE MAD!!! If you don't have samurai, you don't have victory.
It's that simple. Also, make sure you have about 4 villagers at all times.
The mongols are smart and will focus on hurting your economy. If you don't
know what to expect, they will do this and you won't have a chance because you
won't have any resources.

Bonus goal advice: For the "defeat Khan" goal, surround Khan with some samurai
or whatever, then snipe at him a little. You should be able to take him out
once his health is too low to do any damage with his "First strike" ability.
For the other 2 goals, go ahead and start fortifying and building farms, but
you might not get far. Once victory is near, finish up those goals before
completely destroying the mongols.

Other than that, have fun and be glad that Minamoto is something you don't
have to think about ever again. Unless I update this and put more info into
these missions, you are done with Minamoto.

|=================|
|                 |
| 4. GENGHIS KHAN |
|                 |
|=================|

--------------------------
4a. Mission 1: The Tatars

Now it's time to start the campaign of the man with the largest empire ever:
Genghis Khan. This first mission allies you with the Kerait Tribe, which
stinks. These guys are wimps who care more about personal progress than
defeating the enemy. They do distract the Tatars, though, and they can sort of
take care of themselves.

It can be easy to screw up this mission and only get two stars. The Northern
Tatars will attack you immediately. It is easy to get annoyed and go destroy
them. Don't do this; deal with the minor attack and then focus your units
elsewhere: on the Southern Tatars.

Make sure to get all the resources in your section of the map, then start
building town buildings. Get an army and go take out the Southern Tatars.
Then hurry over to the Northern Tatars and take them out. This is an easy
mission to win.

Some advice on the bonus goals. Three TC's is easy; just build one on the
captured Southern Tatar town, and then one in some other random place. Same
with the castle. Build it where you need it. Probably the two easiest stars
in this game. Winning by the end of day 30 is harder. Do everything as fast
as possible. Also, I was playing through once and I had a TC and one villager
left to destroy. It was day 30, so it was my last turn. I discovered that I 
wouldn't be able to get to the villager, and I thought I wouldn't be able to
win by that day. I went ahead and destroyed the TC, and it said I had won.
I looked at the goals more closely and saw that it said to destroy all enemy
TC's to win. Remember that and it might help you with that goal.

----------------------------------
4b. Mission 2: Uniting the Tribes

You can consider this mission very annoying, but in truth it is one of the
better missions in the game. For me, "skirmish" missions where you have no TC
are the hardest. These missions teach you a lot about how to defeat your enemy
using good tactics rather than brute force. This mission also encourages you
to win as efficiently as possible, as one of the bonus goals is to win with
greater than 9 units.

Go for the tribe in the SW area of the map first. Every time I do this level,
these guys are converted to your side easily. As your first move, use Khan's
power "Nomadic Travel" right where he is to begin with. Then move a unit of
your choice (with the exception of a monk) on to one of the mountains by the
SW tribe so that you know where their units are. Next, go try to convert the
chieftain with a monk. If it doesn't work the first time, try, try again. He
should surrender by the second attempt. Use your third monk to try to convert
some other random unit.

Next, bring in your military guys and surround your monks, or protect them in
some way. You can even inflict some damage if you want, but don't kill anyone.
By the next day your army will have 4 or 5 new units in it, plus an onager.

Now it gets tricky. We are gonna go for the NW tribe. This tribe obviously
hates you with every fiber of being within them. It is time to put your
skirmishing skills into action. You can try to run your monks up there to try
for a conversion, but it probably won't work even on the third try. I think
you should just keep your monks back and take advantage of their healing
powers so you don't lose as many guys.

The objective here is to kill or nearly kill pretty much every unit they have.
An idea here is to try to get your onager into the middle of the fray and
protect him with some pikes while the onager destroys enemy cavalry. This has
quite a few drawbacks, though. The stupid manguadai will hurt him badly, and
their "first strike" capabilities are very painful when you try to attack
them. Also, you will need your pikes to kill all those camels they have.

Good luck on that part. When you think it is safe, run your three monks over
to the chieftain and try to convert him. This usually takes two turns. Like I
mentioned earlier, don't completely kill all their units. Once the chieftain
is converted, spend as many turns as you like healing your army up.

Go for the NE guys next. They have about 4 units guarding the ford, so take
the bridge. There is only one or two other units other than those guarding the
ford. Kill the other guys.

A good strategy here is to kill the units not by the ford, then run your monks
over to the chieftain. He may take two turns to convert, but you will live.
Keep the ford units occupied, but try not to kill. Once the chieftain is
converted, your army should have 3 or 4 more units.

The last part might get bloody, too. They hold the ford leading to their area
viciously. I think the best option is again to take the bridge. If you have
13+ units left, you could just kill all their guys except for the chieftain.
I don't know how hard it is to convert this chieftain. If you have made it
this far without losing any monks, though, you will make it through the last
part and win with 3 stars.

-----------------------------
4c. Mission 3: Supreme Ruler

I have no idea how I got three stars on this one. Sure, building the wonder is
easy, but how I managed to explore the enemy territory, build 4 mines, and
hold off the horde that massacres you at the end is a mystery. I'll walk you
through this as well as i can...

Without the massive bonus in research that you start out with, this mission
might very well be impossible. But if you made it through all the levels up to
this one, you know that it is possible. Anyway, build your TC about 2 squares
south of the road that leads north. Let Khan and your junky militia hold off
any zealous invaders that enter your territory. Build mines as soon as
possible, because you will probably be low on gold throughout the game.

Here's a few things that will help you along the way: Don't get sidetracked
with trying to kill the Uighurs (orange). This is more harmful than helpful,
as it soaks up resources that you need for holding off random assaults. At the
end, make sure you have an army ready to hold off a horde before you build
your wonder. Also, try to put it between a town and a castle or something.
This is all just common sense, though.

For the 4 mines goal, I guess you could put together a task force to attack
the two mines not in your area. The Uighurs will hopefully be too distracted
with trying to save their city to bother you much. The Merkits (blue) will
probably put up more resistance. Get a good ranged unit and some random units
of your choice to hold them off. Don't bring your whole army, though.

With the exploring enemy territory goal, get a scout cav. or two to run around
the edges of the map. You might go through one or two before it says you have
completed the task. Again, the Uighurs might be distracted, but be careful
with the Merkits. Good luck!!!

--------------------------------
4d. Mission 4: Empire Expansion

This one can be kinda fun. I think it's really easy for a medium campaign, but
"conquest" style missions like this are my favorite. Getting three stars on
this is easy, too.

At the beginning just run around exploring, build up your economy, and
research. About the time you reach the Castle Age, build another town by the
bridge over the river in the middle of the map. This part could get tricky,
but if you have a high income rate, which you should, you will be able to pull
through. Pour troops through the bridge into no-man's-land west of the bridge.
Khwarazm Shah (purple) and Prince of Kiev (blue) will be waging a major battle
here. Slowly push the Shah back to their town, while keeping the Kiev at
bay. A castle smack dab in the middle would do you good here, too. When the
Shah are gone, the battle becomes much easier. Any good general knows that
fighting a two-front war can be devastating. Take the Axis powers in WWII for
example. Sorry about the history lesson.

All along the way you should have been researching, looking for ruins, and
looking for relics. If you didn't do the last two, you can still get three
stars. Reaching the Imperial Age first is something you should do in all maps;
do it today!!! Anyway, bottle up the Kiev, but don't kill them. Wait until
all the ruins have been explored and all the relics captured. Keep in mind
that you don't need to bring the relics to a church, just get them in the
hands of a monk.

When this is done, kill the Kiev, and we finally get to fight the Japanese!!!

------------------------------
4e. Mission 5: Japan Invasion

Another fun one. This is almost the exact same thing as the last Minamoto
mission, except you are the mongols this time. I think it's easier being
the Mongols than being the Japanese on this one.

No matter where your first boat puts you, head west. This end is much easier
to clean out. Destroy all the resources west of you, then advance on Dazaifu
(great name!!!) with everything you have. This should not be too hard to burn.
Spend some time healing troops with your monks, then push east. All along the
way you will keep getting (literally) boatloads of troops. Always join them
with your other massive mob of troops until you have a horde of at least 30
units. This will make you next to completely unstoppable.

Anyway continue going east while burning mills, mines, and farms along the
way. The Japanese won't like this, so they send in Samurai to slice you to 
pieces. Kill them. Once you get to the wonder, take out all enemy troops in
and around it. Then take a break and heal up again.

Your monks should not be trying to convert at all. Just let them heal. Samurai
can't be converted anyway. Try to keep your champions and heavy camels as
healthy as possible, as they are the best for zapping samurai and crossbowmen.

Finally, begin your advance on Hakata and Fukuoka Castle. No doubt there will
be heavy losses, but monks and more boatloads of reinforcements will save the
day. Destroy all traces of the Japanese. When Hakata and Fukuoka Castle are
ashes blowing in the wind, go destroy the temple. You should now have 3 stars
on all the Genghis Khan missions.

|============|
|            |
| 5. SALADIN |
|            |
|============|

---------------------------------------
5a. Mission 1: Rising to Power, Part 1

Saladin could be my favorite hero of them all. I'm not sure why, I just like
him. His powers are not bad, but the one thing I don't like about him is that
he doesn't have a power that hurts an enemy unit in any way. This can get him
into some tight situations, such as facing a ton of pikes. His benefactor
power is one of my favorites, though.

I had trouble with this one my first time through. I'm not sure why, because
once you find the right way to do it, this is not a hard mission. Getting
three stars isn't really that hard, either.

Probably the most important thing to know on this mission is where the relics
are. You can see two at the beginning, but this is very deceptive. The relic
in the swamp is NOT a relic you want to go for. Get the relic on the hill that
you can see. Also, there is a relic in the unoccupied southwest corner of the
map. This area is also home to lots of gold!!! You will need this very much.

The other two relics that you want to chase after are in corners of the map.
There is one in the northeast corner, just east of the town of Damietta. The
other one is in the northwest corner, just north of the town of Alexandria.

Whether or not you get three stars is determined in the first 10 or so turns
of the game. On your first turn, you want to move your army out to protect
your mine and your northern mill. Have your villager go build more farms on
your southern mill. Train a monk.

An army from Bilbeis will charge you early. You know what to do. After this,
move Saladin back to your TC and have him use Benefactor until you have enough
mines to produce enough gold for daily use. He will probably be at your TC for
a while. As soon as your unit cap goes up, train another villager. Your monk
that you trained earlier should have gotten the relic in the southwest corner.
You can also have him explore the landscape in that area, because no one will
attack unless you enter their territory.

You need to be researching every turn you can so that you can age up before
day 18 and get the bonus goal. You should research every turn you can in any
other map for that matter. Anyway, after you have your second villager, you
can start crankin' out units to battle Bilbeis. When you have enough troops,
go burn the city. Bilbeis usually exhausts all their troops in mad dashes
toward you. If you counterattack them right after one of their mad dashes,
your job might be easier.

Take a scout and a monk to the northeast corner of the map. The Damietta
people shouldn't attack you, as long as you don't attack them. Get the
relic there, and you should have three now.

You should have trained 2 monks. I should have mentioned that earlier. We all
make mistakes. Anyway take a villager, the second monk that you should have
trained, Saladin, and whatever military units you can spare to the southern
edge of Alexandria territory. Build a castle and destroy the town. Get the
relic behind the town, and run it back to a mosque as fast as possible. If you
are running really short on time, use Saladin's hit-n-run power to give your
monk some extra speed. You should be able to use it on the monk every turn,
and he should be able to get it back to the mosque in 3 turns. Good luck.

---------------------------------------
5b. Mission 2: Rising to Power, Part 2

This mission can be harder than it first appears to be. But again, if you do it
right, three stars isn't that hard.

You shouldn't have much trouble at all with resources. There is lots of food
and gold near you, enough to supply you with a force big enough to destroy
Nur ad-Din's castle. You might go through some fierce resistance when trying
to destroy it. Once you do destroy it, build a castle of your own in its place
when you are at the castle age.

The part after this can be a little difficult. Get a force to follow the
southernmost path to the town of Bastra. Destroy all in your path. When this
is done, build a TC a few spaces north of your castle, just over the bridge.
Make sure you put a church there. Get about 3 monks to go retrieve relics.

Begin to push Nur ad-Din's army out of the area and back to Damascus. This
might also be a little difficult, but Mameluke hordes should do the trick. You
will also want some swords and archers, too, to fight the pikes they send at
you. Overall, you shouldn't have much trouble after Bastra is down.

Remember that to complete the relics bonus goal, you do not need to bring the
relics to a church. You just need to have them in the hands of a monk. Then go
burn Damascus.

---------------------------------
5c. Mission 3: Reynald's Raiders

This is a fun mission. I played it quite a bit when I was stuck on Saladin
mission 5. The goals are kind of dumb on this one. There are only 4 overall,
and by keeping all your caravans safe, you finish the mission and get 2 stars.
Destroying the castle is easy, too.

The first couple of turns will determine how easy this mission will be for you.
If you efficiently kill all of Reynald's first forces quickly, this will be
really easy. If you take too long to kill them all and you take heavy losses,
you might have a little more trouble here.

It's kinda hard to do a walkthrough on this mission. I do have a tad bit of
advice, though. First of all, take out the templars first. They are the most
annoying thing in this mission. That is all just common sense, though. Some
advice for killing templars: do NOT use horse archers. They do practically
nothing against them. Have your horse archers either die or annoy other units.

That's about it for this one. Have fun and don't let the raiders bite!!!

-----------------------------------
5d. Mission 4: The Horns of Hattin

Oh, yay, we get to fight a historical battle against a "weak" crusader army.
Blarg. This is one mission where if you lose your camels and Mamelukes*, you
might as well call it a day and start over. But I shouldn't be complaining
because the next one...well...yeah... 

You should start out by running a camel/Mameluke to each side of the map, with
a light cav there to help out. If that doesn't work for you, try 2 camel/
Mamelukes to each side, then try to wait out the next part. These troops
will run down the templars, Reynald, and all the bonus goals that try to sneak
out.

You will have trouble with this next part, especially if you used all your
camels and Mamelukes to chase down the crusader deserters. Try to hold out
until your camels and Mamelukes have returned. Then move in and crush the
Crusaders. That's it to this one.

*I have had a weird glitch or something happen to me. At the beginning of the
mission, it will bring up the "goals" page and check off the Mamelukes goal.
I think I even lost a Mameluke once and I still got credit for completeing
that goal. If something like this has happened or still happens to you,
contact me...

------------------------------------
5e. Mission 5: Reclaiming Jerusalem

Hehe, yeah. Wow. I think every person who has ever tried this mission knows
that it is the hardest mission in the game. By about four billion miles. It
took me sooooooooo long to find a way to consistently beat this mission. I
will say that the first time I beat this one was by using wolfman's method.
But, in my opinion, that method is not bug-free. I found that the AI does not
do the same thing every time you play this mission. Sometimes they are more
passive, and they don't train many units at first. Other times they will train
units ASAP. This is the killer. Wolfman's method worked for me when I drew a
passive AI, but I got destroyed when I drew an agressive AI. So here is a
method that, while causing insane amounts of frustration at times, should do
the trick every time when played correctly.

Just so no one tries to sue me, I will say that while this method does get the
job done, it is not guaranteed to get you three stars. If you are good at this
game, you will probably get three stars, two at least. If you are just average
at this game, you might get only one star. I had to put that in because I said
at the beginning that this walkthrough provides a way to get at least two
stars on each level.

This is very complex, so I will go turn-by-turn for a while. Sometimes it will
get a tad bit general, though, so you will need to rely on your own skill to
get past a few parts. Here goes...

TURN ONE:

Ascalon - Use Saladin's Hit and Run power on your two villagers. Use one to
build a mill just north of the town, and use the other to build a mine to the
east of the town. Move your men-at-arms guy to one of the road spaces right by
the pile of bones, which is by mine you just built. This will be where you
move all of the units you train at Ascalon until AI forces attack.

Jaffa - Build an archery range with one villager. Build a mill to the south of
the town with the other. Welsh Bowmen will counter all the throwing axemen the
AI will hurl at you (pun optional). You can choose to either harass the enemy
town with your men-at-arms (highly recommended), or use him to scout a little.
If you harass the town, go for the mine just north of the town. Just like
wolfman said, economical damage is key. 

TURN TWO:

Ascalon - Build either a market or an archery range at your town with the
villager that just built the mine (BIG TIP!!!!: if you can't find the
unit you want at your market, save the game, quit, and reload it. You will
find a different selection of units at your market. Do this as many times as
you want to get the unit you desire...). Start building farms with the other.
Either use Saladin's Benefactor power or run him up with the men-at-arms. I
suggest using the power for one turn; this will give you an extra economical
boost. Don't really move your men-at-arms much.

Jaffa - Build two farms with your villagers. Make sure that you build on the
farm space that is east of the mill. This ensures that you can build a mine
next turn. Continue to either hike toward the enemy mine, or randomly run
around with your men-at-arms. 


TURN THREE:

Ascalon - Build farms with your two villagers. Again, either bring Saladin up
to the intersection with your men-at-arms, or do another Benefactor. This
should probably be his last benefactor, if you haven't moved him up already.
Like before, don't move the men-at-arms much.

Jaffa - Go build a mine on the gold with that one villager, and build on the
last farm space with the other. If possible, get a Welshy (unit cap might
prevent you from doing this). Start hackin' away at the mine with the
men-at-arms if you chose this.

TURN FOUR:

Ascalon - Your unit cap should finally be up now, so train something from your
archery range/market. Remember to use the "BIG TIP!!!!" if you have a market.
Move Saladin if you haven't already. Finish up the farms on the north mill
with one villager, and build a mine on the gold to the north with the other.

Jaffa - Get a Welshy if possible. Continue with whatever you chose to do with
your men-at-arms. Move your villager (the one that just built the mine) south
across the river toward the food place. Don't do much with the other.

TURN FIVE:

Ascalon - Jerusalem will attack any turn now, so now is the time to really
buff up your army. Train something from your archery range/market. Move the
villager that just finished up building farms around the mill back to Ascalon
and build either an archery range or a market, whichever you don't already
have. They might have just attacked you, so do whatever you can to hold them
off for a while. Also, take the other villager to the food place that the
villager from Jaffa is heading to. If he can get there, build a mill on it.

Jaffa - If your men-at-arms is still alive, keep doing whatever with him. Grab
another Welshy. There's not much you can do with your villagers, so don't move
them. That's about it. Oh, and good luck if you are already getting attacked
by people from Jerusalem. They might be massacreing (did I spell that right?)
you now, but not for too much longer.

TURN SIX:

Ascalon - Move the villager that just built the town building toward the wheat
in the corner of the map. Build a farm with the villager by the river. Kill
units if they are attacking you. Train something.

Jaffa - Get another Welshy if possible. Battle at the town. If your
men-at-arms is still alive, he should be able to finally destroy the mine.
Build a farm with the villager across the river.

Continued in Reclaiming Jerusalem part two. Which is right below this.

------------------------------------
5f. Reclaiming Jerusalem (part two)

THE NEXT 20 OR SO TURNS:

Those beginning six turns are vital to your success on this mission. Following
those instructions to the letter is a must.

It may look like I have left you in a pickle. You are probably now either
seeing powerful armies on the march toward you, or powerful armies decimating
your puny armies. Or possible both. YOU MUST PUSH THROUGH THIS!!! Remember
that they do not have unlimited resources (though it may now seem like it),
and that you have more commanding prowess (you're a better commander).
Train units every turn. Expand to get more resources.

This next section is divided into two parts: Jaffa's next 20 (or so) turns
and Ascalon's next 20 (or so) turns. When playing, remember to follow both
sections at the same time, so one town doesn't get ahead of another.

JAFFA'S NEXT 20 TURNS:

Build a castle about midway between Jaffa and Ramla (their town in the north)
sometime within the next three turns. This will give you access to Mamelukes
and longswordsmen, and a fortress to defend your mills, mines, and farms. If
you have the resources, get a market and probably a barracks. The other space
for a town building could be used for a church, blacksmith, or whatever. I
would advise against a stable, though, because Mamelukes from the castle take
care of that.

The fighting in this area will go one of three ways:
-Way number 1: you are overwhelmed and massacred. Three words: Deal with it.
This is like drinking seawater, but you will be able to push them out in 10 to
15 turns if you are persistant. You might not be able to push them back much
farther than your castle, but that is perfectly fine here.
-Way number 2: there is a steady resistance. You might take a few hard blows
at the beginning, but pushing and keeping them back behind your castle should
not be hard. If just keeping them at bay by your castle doesn't satisfy you
here, pushing them all the way back to Ramla is a good idea. Try to get rid of
mills, mines, and farms in the area, and maybe take a potshot or two at a town
building. Try not to go overboard and really provoke them, though.
-Way number 3: you think the area is deserted. This is a fun situation. Nearly
no resistance is put up, and you are free to burn mills, mines, and farms in
the area. You could even claim a few for yourself. Avoid sending little
entourages to Jerusalem, though, because they will either limp back home or
not come home at all.

Destroying the town:
-If the game threw a "way number 1" at you, you will need some amazing skills
to be able to finish this town off by day 25. Do not hold back when you get an
opportunity to attack the town. The enemy also usually builds a castle by the
river in the middle of the map. Focus on this first, while keeping troops from
the town at bay. When you finally overwhelm the town, beware that destroying
the TC building will trigger some Knights Templar pop up on the end of the map
at the road just north of Jaffa. Have some Mamelukes there to dispose of them.
-If you got a "way number 2" you won't have nearly as much trouble. Again,
destroy the castle if it's there, and beware of the Knights Templar. Don't
burn the TC until you are ready to burn the TC in the south (Lachish).
-If you got a "way number 3" you will pretty much want to do the same thing
you did with way number 2. If you want to, go ahead and destroy all the other
buildings except the town center. This might not be smart, though, because if
you want to capture the town, you will want some buildings left so you don't
need to completely rebuild the town. On the other hand, if you don't want one
of the buildings currently at the town, destroy them so you don't need to take
the extra turn to demolish a building once you do capture the town. Don't
forget about the templars that attack you.

That should do it for Jaffa. On to Ascalon.

ASCALON'S NEXT 20 TURNS:

Continue to build farms and mines, as there should still be some resources in
your area that you have not yet claimed. Around the time you build a castle in
the Jaffa area, build one for Ascalon 2 or 3 squares south and 2 or three
squares west of the skeleton by the road nearest to Lachish. As for town
buildings, you are free to choose. If you didn't get a blacksmith at Jaffa,
I advise you get one at Ascalon. Again, a stable is not recommended because
of Mamelukes at the castle. A barracks would again be a good option because of
all the onagers and pikes that Jerusalem makes. Monks can be helpful if there
seems to be heavy fighting in the area (and because Saladin doesn't have a
healing power). But, whatever. Just choose what you like.

The fighting will again go one of the three possible ways. Interestingly, if
you get a way number one for Ascalon, you will usually get a way number three
for Jaffa. And vice versa. If you get a way number two in one area, anything
is possible in the other area. Maybe I'm just obsessive compulsive, but I like
it this way. It makes it easier to predict the fighting in one area if you
know what the other area is like. But anyway...

Here's how to handle the situations:
-Way number one is, as you would expect, tough. You will have trouble keeping
your farms and mill by the river alive. Just dive into the massacre and push
back as much as possible. Once you get your castle built, things will be
somewhat easier. Keep a villager in the area to repair what gets damaged (or
destroyed). If you need to, send some troops from Jaffa over to help.
-Way number two is much easier. Pretty much do the same thing you do with
Jaffa: push back until you reach the town; maybe poke or jab the town a few
times. You can also be more agressive in getting resources.
-Way number three is cool. Not much to say here, except don't go overboard
and demolish the town until you are ready in the north. Send some spare troops
from Ascalon to Jaffa if Jaffa is struggling with a way one situation.

Destroying the town:
-Way number one will again give you a lot of trouble and make it very
difficult to destroy the town by day 25. Don't hold back, and beware of
massive onager armies coming from Jerusalem. This is one instance where you
will want to take out the town before taking out the mills, mines, and farms
in the area. It's okay to hit them a few times, but don't devote many troops
at all to them. This time, when you destroy the town, the templars will come
from the south edge of the map on a road.
-Way number two gives you more freedom to attack mills, mines, and farms. If
you have a few days before day 25, try to get rid of most them. Don't forget
about the templars when the town is gone.
-Way number three gives you the most freedom. Not much to say here, because
it's not very hard. For the last time, remember the templars.

If you made it this far, you deserve a medal for perseverance. You just
finished the hardest part, and you should be home free. You should have enough
troops, economic power, and troop-producing buildings now. Here's a few things
to take note of when taking Jerusalem:

-You will encounter some tough units at Jerusalem---throwing axemen, siege
weaponry, hand cannoneers, etc. Getting some siege engines of your own
(particularly trebuchets and war wolves) will help out quite a bit. They also
free up your other units so they can attack the buildings.
-You do not need to destroy the Dome of the Rock (the wonder) behind Jerusalem
to complete the "Destroy both Jerusalem Citadels" goal. You only need to take
out the castles on both sides of Jerusalem.

SUMMING IT ALL UP

Gain economic superiority ASAP. This is the hidden key to beating this
mission.

Technology can wait. Jerusalem and company will probably be on age 4 by the
time you have researched 6 technologies. This is necessary for assuring that
you have enough resources to train units and build war-related buildings.

Build the two castles ASAP. They help out sooo much when trying to take Ramla
and Lachish. Mamelukes are arguably the best cavalry unit in the game, and
they do very well versus throwing axemen.

Try to take out the two support towns (Ramla and Lachish) on the same day.
You will be able to coordinate your final assult on Jerusalem much better.

If you were able to destroy the support towns by day 20 or so, you will have
some time to toy with Jerusalem for a while. You can go around destroying
the rest of their mills, mines, and farms, and you can take out a few more
buildings. But if you destroyed the support towns on day 25 or so, you will
have time to destroy the two castles (maybe) and to destroy the TC.

HAVE FUN!!!

-----------------------------------
5g. Mission 6: The Battle of Arsuf

This is one of the most deceiving missions. It appears that, with a motley
force of horse archers, a few pikes, and a blend of good and bad cavalry
units, you have no chance. It is the opposite, though. In reality, it is
almost difficult to lose. The AI is so insanely stupid here that, even with a
force tailormade to counter yours, they can be utterly destoryed.

Begin by pulling your scouts back out of range of any attacks by Richard's
men. With Saladin acting as a divinding line, take all the units that are
south of him---except the pike and one horse archer---down to the southwest
desert and hill area. But, stay out of range of the templars.

Do pretty much the same with the units north of Saladin. Take everyone north
of Saladin, except for one horse archer, to the northwest corner of the map.
Again, stay out of range of the templars.

You should now have a nice little ambush set up. Saladin may seem a little
short-handed, as he only has a pike and two horse archers accompanying him,
but that's all he needs.

At the beginning of Richard's first day, he will smell a trap and send out
some pikes to investigate. This is a great tactical move, because you have a
ton of cavalry that would be badly hurt by these pikes.

Your southwest force is in charge of taking out the pike that heads toward the
southwest corner of the map. Hit it with each of your horse archers, and let
him take a shot at maybe your scout cav, and finish it off next turn. Your
middle force is in charge of the pike that goes to the south-central area of
the map. Two horse archer shots and your own pike attack will finish him off.

Your northwest force has to take out the remaining two pikes. You will get hit
more here, but after a turn or two, they should both be gone. Don't charge
these pikes unless you have a good chance of defeating them. Let them come to
you.

Next, the templars will come. In the southwest area, stay out of range until
you can get the first attack. Have a camel attack one, and a Mameluke attack
the other. The Mameluke should completely destroy one, and the Camel should
get the other down to 30-40ish health. Attack that one with your light cav. If
it still isn't dead, use a horse archer to finish it off.

Do pretty much the exact same thing in the northwest. You might have a little
more trouble because more units are injured, but you will make it through.
The middle area doesn't have to deal with any templars.

Go crazy once the templars and pikes are all gone. You will be able to win
with no sweat now.

The best way to defeat Richard is to have Saladin charge him, and then finish
him off with a camel or horse archers or whatever. You could charge him with a
Mameluke first off, but I like the idea of Saladin and Richard face to face.

It should be a piece of cake to kill the rest of Richard's army. Of course,
you don't have to, but I think it's fun to anyway. Your main strategy for
defeating the rest of them is to take a Mameluke or camel and hurt them, then
finish them off with horse archers or other weaker units.

This mission is easily winnable by day 6. If you have at least some skill and
you used this method, you won't have trouble winning by day 8.

***
I have wanted to say this for a while now, so here goes.
Horse archers are a good concept. You hear a lot about Genghis Khan using them
to wreak havoc on his enemies by attacking then quickly pulling back so they
wouldn't get hurt. And in reality, this is probably very true.

But in a turn-based game, horse archers don't work very well. Sure, they have
lots of move points, but once they attack, they have low defense and are sure
to get killed by enemy units. The only way to fix this would be to give them
the ability to move after they attack. But doing this would give them too much
power and make them invulnerable, thus making the game too easy.

Mangudai are an improvement, but still fall short of what they need to be.
***

|================|
|                |
| 7. FINAL WORDS |
|                |
|================|

-------------------
7a. Special Thanks

Special thanks goes to...

...my best friend Chad, who helped me on quite a few of the missions. He also
kept me working on this when I got really tired of it...thanks Chad!!!

...wolfmanphd. Your guide was very helpful to me. Saladin mission 5...thanks 
a ton.

...Eric Berg. He informed me of how he got three stars on Joan mission 5, and
his method is now in the walkthrough. Thanks again man.

...my Lord and Savior Jesus Christ. Without Him I wouldn't be alive...thank
you Jesus!

--------------------
7b. Copyright Info.

Copyright 2009 Grant Fruechting

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any site
other than those posted below as a part of any public display is strictly
prohibited, and a violation of copyright.

This guide is allowed on these sites:

http://www.gamefaqs.com/
http://www.neoseeker.com/
http://www.supercheats.com/

------------------
7c. Contact Info.

Please e-mail me at gfruech@sbcglobal.net. I would be happy to answer any
questions about this guide. Also, any ideas about how to get a bonus goal that
I don't know how to get would be greatly appreciated, and you could count on
your name being added to my "Special Thanks" list.

Thank you very much for reading my guide; I hope it helped you.


End of Document