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    FAQ/Walkthrough by utuseless

    Version: 1.1 | Updated: 07/14/08 | Printable Version | Search Guide | Bookmark Guide

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    |||           AGE OF EMPIRES 3: THE WAR CHIEFS FAQ / WALKTHROUGH           |||
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    Guide author: Useless
    E-mail: utuselessut@hotmail.com
    Guide version: 1.1
    Game version: 1.0
    System: PC
    
    Copyright: Useless 2008
    
    This entire document is (c) 2008 Useless. 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.
    
    Please do not email me to ask for permission to host this guide, as I will be 
    unable to give it to you. I don't have enough time to manage and upload FAQ 
    versions at any sites other than the two listed below. These sites are 
    therefore the only ones permitted to host this guide:
    
    GameFAQS.com
    NeoSeeker.com
    
    .=.=.=.=.=.=.=.=.=.=.=.=.=.=.=.=.=.=.=.
    
     1. INTRODUCTION
    
    
    	1.1 INTRODUCTION
    	1.2 USING THIS GUIDE
    	1.3 CONTACT ME
    
     2. WALKTHROUGH
    
    
    	2.1 ACT I: FIRE
    		2.1.1 WAR DANCE
    		2.1.2 THE RESCUE
    		2.1.3 BREED'S HILL
    		2.1.4 CROSSING THE DELAWARE
    		2.1.5 SARATOGA
    		2.1.6 VALLEY FORGE
    		2.1.7 THE BATTLE OF MORRISTOWN
    		2.1.8 THE BATTLE OF YORKTOWN
    	2.2 ACT II: SHADOW 
    		2.2.1 THE BOZEMAN TRAIL
    		2.2.2 RED CLOUD'S WAR 
    		2.2.3 CLAIMS
    		2.2.4 AMBUSHED!
    		2.2.5 TURNING POINT 
    		2.2.6 TRUST
    		2.2.7 BATTLE OF THE LITTLE BIGHORN
    
     3. CONTRIBUTIONS
    
    
     4. VERSION HISTORY
    
    
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    -------------------------------------------------------------
                                    1. INTRODUCTION
    -------------------------------------------------------------
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    ------------------------------------------------------------
                                    1.1 INTRODUCTION
    ------------------------------------------------------------
    
    Welcome to my guide to Age Of Empires 3: The War Chiefs. This game is, of 
    course, the expansion to AOE 3, and this guide can be treated as an add-on to 
    my guide for AOE 3. Please refer to my AOE 3 guide if there's anything you 
    can't find here: there's no point in rehashing it all again just to fill 
    space.
    
    Apart from the fire pit, there are very few major changes or introductions to 
    the game since the original AOE 3, hence the absence of any Hints section in 
    this expansion guide. The fire pit is pretty self-explanatory - you just 
    target villagers on it and then select an upgrade from the ones available. New 
    upgrades and boosts become available as you advance through the Ages, so 
    choose the one which most suits the circumstances or your style of play; and 
    bear in mind that the more villagers you have dancing around the fire, the 
    greater the boost given will be.
    
    I played the game on Moderate difficulty, since it's the one most people will 
    choose.
    
    Throughout each level you will be given objectives, though you generally only 
    get one Primary Objective (PO), and possibly some Secondary Objectives (SO), 
    at the beginning of the level. I've listed each of the sub-objectives as they 
    occur, as well as what triggers them and what you have to do to complete them. 
    Primary Objectives must be completed in order to finish the level, but the 
    Secondary Objectives are just bonuses that you can skip if you want.
    
    And, as usual, there are no stat tables or cheats in this guide.
    
    --------------------------------------------------------
                                1.2 USING THIS GUIDE
    --------------------------------------------------------
    
    Please view this guide in a text viewer / editor with a set fixed-width 
    font, or else it might look a mess. I use Courier New, Size 10.
    
    Use the Find command (CTRL + F) with the numbered contents menu at the start 
    of the guide, in order to quickly jump to the section you want.
    
    I have put the main walkthrough section of the guide towards the end, after 
    all the other game information. This is not a design flaw - it's deliberate.
    
    --------------------------------------------------------------
                                   1.3 CONTACT ME
    --------------------------------------------------------------
    
    I always appreciate feedback for any of my guides, so if you want to send 
    strategies, thanks, blame, criticism or applause feel free to mail me your 
    comments. I consider all suggestions (and playtest them if possible) and I 
    often revise and rewrite based purely on reader contributions. All feedback is 
    welcome, unless it's to tell me I suck.
    
                  =================================================
                  PLEASE, CONSIDER THE FOLLOWING BEFORE MAILING ME:
                  =================================================
    
    - Check whether your suggestions or questions are already covered in the 
    guide.
    
    - Check whether there is a more recent version of the guide available - I 
    revise and update a lot after a first release.
    
    - To email me, please, send your message to 'utuselessut@hotmail.com' and put 
    'AOE 3 War Chiefs guide' and the guide version number in the subject line.
    
    - I don't edit contributor emails (unless they're obscene), so, please, make 
    sure you won't mind seeing what you've written appearing in a future version 
    of the guide, spelling mistakes and all.
    
    - Let me know in your mail whether or not you want your name and email address 
    to be included with your contribution - if you don't specify then I'll assume 
    you want it included.
    
    - Send text emails only, please. No attachments (unless they are specifically 
    related to the game), no endless sigs and no putting me on your list of spam 
    forwards. If your email is not about the game you get ignored and then you get 
    blocked.
    
    - I want to stress that, even if I don't reply to your email, I will 
    definitely read it and decide whether to put it in the next version of the 
    guide. Hotmail is unfortunately a lump of toss which makes it very hard to 
    tell whether or not you have already replied to an email. On the bright side, 
    I will deal with every question I have an answer to, so if you don't get a 
    reply via email you still may see the question answered in the next version of 
    the guide anyway. Please, be patient with me, I get far too many emails about 
    these bloody FAQs...
    
    - Finally, please, don't try to get me on MSN Messenger, as I am really sick 
    to the back arse of people spamming me and failing to get even the largest 
    hints to leave me the hell alone. If you have MSN Messenger then you have 
    email and there should be no problem contacting me there, so if you have 
    questions or comments then please send them via email only. Trying to use MSN 
    even after reading this warning will only get you immediately blocked. I don't 
    want to be a dick about this, I just hope you'll respect my wishes, thanks.
    
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                                    2. WALKTHROUGH
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    This section will take you through each episode of the game's two Acts. I've 
    included the experience points I had gained by the end of each level, and the 
    cards I chose to put in the Home City. My choices are based on my playing 
    style, but you'll get different experience and therefore will choose different 
    cards. 
    
    Good luck.
    
    -------------------------------------------------------------
                                    2.1 ACT I: FIRE
    -------------------------------------------------------------
    
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     2.1.1 WAR DANCE
    
    
    "At the dawn of the American Revolution, the Iroquois Confederacy faced its 
    greatest challenge."
    
    ==
    
    DESTROY ONE ENEMY TOWN CENTER
    
    ==
    
    PRIMARY OBJECTIVES:
    
    BRING NATHANIEL AND KANYENKE TO THE IROQUOIS VILLAGE
    
    SECONDARY OBJECTIVES:
    
    GATHER FIVE TREASURES (250 XP)
    
    ==
    
    This introductory mission is very similar to one of the tutorial missions from 
    the original Age Of Empires 3. It's a very simple case of reconnaissance, base 
    development and protection, and eventual slaughter of your weak enemies.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    You can go for the village whenever you like, it's hardly a long walk. The 
    sooner you get it the sooner you can start building up your army. No point in 
    letting your enemies develop their base while you piss about. Anyway, approach 
    the turquoise village buildings when you're ready, and you will gain control 
    of the tiny settlement, as well as get a new objective. 
    
    ==
    PO: TASK NATIVE VILLAGERS ON THE FIRE PIT
    ==
    
    Simple enough. Select the four villagers and right-click them on the fire pit.
    
    ==
    PO: DESTROY ONE ENEMY TOWN CENTER
    ==
    
    You also get control of Wind Feather, the Iroquois war chief, when you gain 
    the village, so add him to a group with the other two heroes. Ten extra 
    villagers will soon materialise out of nowhere, as villagers will; you also 
    get a few horsemen and tomahawks to help out your heroes; and at some point 
    Nathaniel will mumble something about deciding on what jobs to assign 
    villagers to.
    
    It's not hard to begin getting resources together and build one or two extra 
    buildings to get your tiny base going properly. Some Home City shipments 
    wouldn't hurt either, and the simplest way to get those coming in is to get 
    some experience. So take your three "heroes" and whatever army units you can 
    muster north west to collect the first treasure item, guarded by a bunch of 
    bears. Your reward is... a bear. Don't yet go over the north west river 
    crossing nearby. Some pairs of enemy archers spawn among the trees around your 
    base when you gain control of the village, so keep your eyes open.
    
    There are more treasures along the south and south east of the map, including 
    a couple of sheep and a trapped scout (useful for exploration). None of the 
    treasures are heavily guarded - just hang back and use Nathaniel and 
    Kanyenke's special shots to down the enemies fast. You can easily complete the 
    secondary objective just by wandering around in the south east.
    
    There are two river crossings in the south east, so go over the eastern one 
    (the other one has more enemy units guarding it). The enemies at the far end 
    aren't tough - draw them out and drop them fast. North of the river crossings 
    are a few more treasures, as well as some noted copper mines. By the time 
    you've collected all of these accessible treasure items and explored the area 
    you should have four or five shipments queued up in the Home City, so bring in 
    the tomahawks and horsemen, then some resources.
    
    The two town centres you'll be wanting to raze are pinged in the minimap, and 
    each is as easy as the other. You can either steam in and try to kill one or 
    the other off fast with your army as it is, or you can do things the long way 
    by building and developing your base, which is more fun.
    
    Buy any upgrades you want to and get lots of peasants working on food, wood, 
    copper and the fire pit. The idea is to advance to the Fortress Age so you can 
    build falconets, which will make this level far easier. You have plenty of 
    time to hang around your base, getting units together, before either of your 
    enemies tries an attack. When the attacks come (from both sides), just ring 
    the town bell and then conduct repairs when the enemy units inevitably fall. 
    Get a siege workshop up as soon as you can, then fill out your army with 
    whatever else (I had four falconets, which was more than enough).
    
    It might be worth leaving a handful of horsemen around your base just in case 
    your enemies get the jump on it while you're away. Otherwise just heave your 
    army up to either hostile town and begin destroying things. Keep your 
    falconets protected, and try not to approach the buildings while you can still 
    hit them from safety with your falconets. In fact, try getting rid of as many 
    enemy units and buildings as you can before killing off the town centres, just 
    for the sake of gaining experience.
    
    Remember your fire pit can be an enormous help (get some healers out so you 
    don't have to keep rebuilding lost units), and between that and your multiple 
    falconets you should have no problems erasing your enemies. Destroy either 
    town centre and you win with consummate ease.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 4
    XP: 14,808
    
    CARDS
    
    
    GENERAL STORE - 4 VILLAGERS
    TOWN HALL - 7 KANYA HORSEMEN; 4 MANTLETS
    
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     2.1.2 THE RESCUE
    
    
    "Nonahkee has been kidnapped! Nathaniel and Kanyenke race to her rescue, 
    hoping to discover the identity of her captors."
    
    ==
    
    RESCUE NONAHKEE
    
    ==
    
    PRIMARY OBJECTIVES:
    
    FIND AND DESTROY ONE PRISONER CAGE TO RESCUE NATIVE VILLAGERS
    
    ==
    
    Another typical AOE 3 mission, only this time you have to find your own 
    villagers before you can get a base running properly. You should be OK as long 
    as you don't overestimate your enemies.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    Group your starting units into four groups (horsemen; heroes and ranged; 
    medicine man; falconet) and take them south and then east along the edge of 
    the map. You should find some treasures and then you will reach some water. Go 
    north from here and pick a fight with the goons guarding the gate. Knock down 
    the gate with your falconet and park your other units beside it, ready to 
    smack down any enemies who respond.
    
    Now head inside the gate and take down the units with your own soldiers, while 
    your falconet smashes up the buildings and the first pen, freeing your first 
    bunch of settlers. With this done you get a new objective.
    
    ==
    PO: DESTROY THE PRISONER CAGE HOLDING NONAHKEE
    ==
    
    Send the villagers back to your town to beside the town centre, where they can 
    begin picking up those resources lying around. Use this money to build some 
    more tomahawks if your army has suffered heavy casualties, though by this 
    point I had only lost most of my Kanya horsemen and little else.
    
    Take your army south east of the pen you just knocked down and they should 
    find another pen, guarded by some more soldiers and a boat. Get rid of all of 
    these and take down the pen for some more villagers. Send them home and take 
    your army north east to find a couple more treasures - a settler up a tree and 
    a coureur on a rock (remember Wind Feather can convert treasure guardians). 
    You should still have your medicine man and falconet safe - make these 
    priorities.
    
    Your settlers have probably collected all those resources by now, so put them 
    to work on farming or coin mining (you won't need much wood in this level), 
    and bolster your army again. Don't send any new units you build to join up 
    with your army in the east, since they will be needed at your base. Pretty 
    soon your town will come under light attack from the north, so have some new 
    military units (I just went with more tomahawks) hanging around in 
    preparation. When the attack does come just ring the town bell, get rid of the 
    falconet, and bait any other enemy units to the town centre where they can be 
    killed off faster.
    
    Once you're sure your town is safe, take your eastern army north towards the 
    trading post. This is important as it will give you a free villager every time 
    the caravan passes it (same goes for the other one in the north). Claiming 
    this southern one is also doubly important because it gives you its experience 
    points and stops the enemy getting them. You'll get a new secondary objective 
    at this point.
    
    ==
    SO: BUILD A TRADING POST ON THE TRADE ROUTE (200 XP)
    ==
    
    The fight around the trading post will be the toughest yet, so use your 
    heroes' abilities, keep your falconet and medicine man safe, and make sure all 
    the enemies nearby are deleted before getting Nathaniel to build the trading 
    post building. Once it's built send everyone back to your town while one of 
    the villagers you rescued builds a war hut to the south. Build tomahawks from 
    here whenever you have any spare resources, and park them just west of your 
    new trading post - they will come in very handy for stopping encroaching 
    enemies while your main army is away.
    
    As for developing your base: you should have tons of Home City shipments lined 
    up by now, so bring in peasants, military units, and then resources. Any 
    peasants who come through the trading post can be asked to mine the nearby 
    coin or dance around the fire pit - you will soon have plenty of villagers to 
    play with, so make sure you divide them up between jobs pretty evenly. Work 
    your resources towards advancing to the Fortress Age, so that you can finally 
    build falconets and put an end to this mission.
    
    Anyway, your main base is pretty much safe and so is your trading post, as 
    long as you keep between ten and twenty tomahawks beside it. Now you can get 
    on with clearing out the north west of the map, so send your main army north 
    out of your base until they find the green gates. Take down the guards while 
    you protect your falconet, then break down one of the gates and head in. You 
    will find another pen with a few guards dotted around; and farther east and 
    north are more treasures and more pens. You can rescue quite a few settlers up 
    here, but try to stick to the north edge of the map while you work your way 
    east.
    
    Your army should be able to handle everyone up here without getting itself 
    completely killed, and you can easily replenish your forces by sending some 
    units up from your base (or get a rescued settler to plonk down a handy war 
    hut). You'll take heavy casualties around this area, but your army should 
    emerge victorious. Before you claim the second trading post just make sure you 
    destroy the pen to the south west of it, and get rid of yet more guards in the 
    process. There's also a dock and some superfluous boats on the water to the 
    south, but you can kill these off much later if you want the piddling 
    experience. Build on the trading post and then it's time to decide which 
    direction you want to attack from.
    
    It's impossible to say which trading post is the easier to leave alone - I've 
    had both of them destroyed while trying to protect the other one. I prefer 
    attacking from the southern trading post, just because I feel like there's 
    more experience to be had this way (it's also the direction from which your 
    enemies are mostly likely to attack your base, so attacking this way means you 
    will catch those assaults before they can get near your town). Attack from the 
    north west if you can't be bothered sending your army all the way around 
    again, but I'll be approaching things from the south east. If one of your 
    trading posts does get taken down in your absence don't worry about it - you 
    probably have plenty of villagers by now, and you don't need more popping up 
    unwanted, taking up space.
    
    Build a few falconets, produce a few more medicine men from the fire pit, and 
    reinforce your main army before sending everyone in. Get your villagers 
    dancing around the fire to bolster your attack; and with your army parked 
    beside your eastern trading post (four groups again), send them due east to 
    find yet another guarded pen. Take it down and send them north to find, yup, 
    yet another pen. Farther north is a hill with towers on either side of it - 
    hit the towers with your falconets while everyone else protects them. From 
    this point you're pretty much set to storm in and shatter the enemy buildings 
    one by one. There are lots of units milling around, but this is no problem 
    with so many tomahawks and falconets. Just avoid the war huts and get rid of 
    any siege weapons fast and you should have no trouble.
    
    If your army is getting low on troops you may want to avoid going west of the 
    enemy base, because, depending on the level they've reached, they may have 
    erected a fort near the water. This is a very tough building and it can really 
    hurt you. Take it down with falconets if you can afford to, though you can 
    also just avoid it altogether.
    
    Sooner or later you will reach Nonahkee's pen, the most heavily guarded in the 
    mission. Watch out for the falconet in the cave mouth, but otherwise it's just 
    a big brawl. Draw the enemies out if you can, and make sure that town centre 
    and those war huts are gone first to make things easier. 
    
    Knock down Nonahkee's pen to win the level.
    
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    HOME CITY LEVEL: 7
    XP: 36,308
    
    CARDS
    
    
    GENERAL STORE - CRATES OF 600 WOOD; CHESTS OF 300 COIN
    TOWN HALL - 6 MANTLETS
    
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     2.1.3 BREED'S HILL
    
    
    "Nonahkee has been rescued, but her reunion with her son Nathaniel will be a 
    brief one..."
    
    ==
    
    HOLD BREED'S HILL UNTIL REINFORCEMENTS ARRIVE
    
    ==
    
    PRIMARY OBJECTIVES:
    
    PROTECT THE REDOUBT ON BREED'S HILL
    
    ==
    
    This one is just Asteroids with better graphics, and it's pish simple when you 
    realise how pathetic the enemy's strategy is.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    You have until the timer hits 16:00 to get your affairs in order, so find the 
    farm in the east of the island and get the nearby villagers working on it. 
    There are more villagers in the town in the west, so get them working on food 
    and wood too. You can do this level by just building tomahawks (and I suggest 
    you do), so concentrate on food and wood, and not much else.
    
    Send a unit to the extreme western tip of the town (behind the fog of war) to 
    find a mounted gun, which you will capture by touching it. There is another 
    gun in the east, south of that farm. Get control of both and then take all the 
    military units you have to beside the redoubt.
    
    Bring in more villagers until you have about fifteen on food and eight on 
    wood, then keep building more and more tomahawks (forget the Fortress Age 
    here). Send about eight of your tomahawks west to guard that gun (keep them 
    there and replace any who get killed), and set the dropoff point for your war 
    hut to the same spot, so that any you build from there will head to the gun 
    immediately.
    
    The enemy will begin attacking soon, and there are three things to watch out 
    for. Firstly, don't bother retaking the eastern cannon if (when) it gets 
    captured by the enemy. The only thing it can destroy if they do take it is 
    that farm, and you already have a farm in the west. If the farm does get hit 
    just get those villagers back to your main base and build another farm - if 
    you're building only tomahawks you'll need about 75% of your villagers on food 
    and 25% on wood. You can't afford to be sending units back and forth to keep 
    recapturing the gun, and in fact it's a bit crap at taking out enemy ships 
    even when you do have it.
    
    Secondly, protect the western cannon with some tomahawks at all times, and 
    always manually target it on enemy ships whenever you see them approaching 
    from the south west. Unlike its eastern brother, this cannon is very good at 
    destroying the ships, and it can often save your arse on its own. Don't let it 
    get taken or it can hit your town hard; keep your tomahawks very close by and 
    don't let them allow any enemies near the gun.
    
    Thirdly, most of the action will take place between the redoubt and the 
    central southern coast, which is why the majority of your army should be 
    positioned over here (including your heroes). You have to hit any and every 
    unit you see around here fast, because if even one of them reaches the flag 
    it's over for you. It's therefore a very good idea to build new war huts 
    snugly in the two spaces in the walls around the redoubt. This blocks the 
    enemies from getting through, serves as a much faster reinforcement area, and 
    acts as a couple of defensive buildings which can attack the enemies in 
    conjunction with your troops. Plus the fact that if you position your troops 
    behind the war huts the enemies can be baited into attacking the buildings 
    first, thus allowing you to pepper them from safety and save money on units (a 
    few healers could help, assuming you have the time, as well as a fire pit). 
    Then just repair your war huts when all's clear. Lemon squeezy. In fact, build 
    as many war huts as your wood supplies will allow up here - the more the 
    merrier.
    
    Don't take this to mean that you shouldn't constantly be producing more and 
    more tomahawks, however. And don't forget your Home City - there's nothing 
    like a bunch of free Kanya horsemen charging at your enemies to make them lose 
    morale. Your base will also come under attack from ships in the south west, 
    but you can safely ignore this, so long as you make sure you always have 
    enough houses to support the units you're trying to build. Just watch your 
    western gun and your many troops around the redoubt and you should be fine.
    
    When the timer hits about 2:00 you'll probably be killing off the last ship in 
    the west, so you can move any troops you have over there up to the redoubt 
    just for that extra security. The last onslaught will be the biggest (and will 
    include musketeers) but by that time you should know what you're doing and 
    Nathaniel's Eagle Eye can help see off the last of these tits.
    
    When the counter runs down Ward's men appear and you win.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 7
    XP: 44,163
    
    CARDS
    
    
    N/A
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.1.4 CROSSING THE DELAWARE
    
    
    "In the early days of the Revolution, the colonials were pushed back time and 
    time again - until Washington took command."
    
    ==
    
    CROSS THE DELAWARE RIVER AND STRIKE TERROR INTO THE HEARTS OF THE BRITISH
    
    ==
    
    PRIMARY OBJECTIVES:
    
    CROSS THE DELAWARE RIVER AND DESTROY THE HESSIAN TENTS
    
    ==
    
    This has a dash of Red Alert (the covert missions) in it, but in the end you 
    still get a base and you still have to work out how to destroy a portion of 
    your enemy's.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    Right. Take everyone south until they see the first outpost. Send Washington 
    alone to attack it and once he's drawn its fire finish it off with everyone at  
    once. Take Nathaniel and Washington farther south east and find the next 
    outpost, but this time just run them past it and get them to attack the five 
    Hessian guards at the entrance. You will get a secondary objective at this 
    point.
    
    ==
    SO: CAPTURE THE CANNON AT THE HESSIAN GARRISON (500 XP)
    ==
    
    With the outpost shooting at the two heroes you can bring your militia down to 
    work on destroying it while it's distracted; meanwhile you should use both of 
    Nathaniel's abilities to hasten the demise of the Hessian guards, since the 
    sooner you kill all five the sooner you get the falconet, which will help 
    bring down the outpost before it drops one of the two heroes.
    
    Finish off the second outpost and the rest of the buildings, then take your 
    new falconet outside and along the coast to the east. At the very south 
    easternmost point it should be able to spot two ships to the east, and a new 
    secondary objective will appear.
    
    ==
    SO: DESTROY THE BRITISH PRISON SHIPS (500 XP)
    ==
    
    Bring one of your boats downriver (avoiding the enemy towers) and stick 
    everyone except the falconet on one of them. Get the falconet to destroy the 
    southern ship across the water and this will release four militia. Just before 
    the falconet destroys the ship send your boat over, and drop your units off 
    just as the militia are released from the ship. The combined strength of all 
    these units can see off the four red guards fast, and you can get three more 
    militia from the other ship. Bring your falconet over to join them.
    
    Now you've got some exploring to do, slowly and carefully. There's actually 
    not much here to worry about, at least around this area. Head north east from 
    your landing site and find the trapped coureur beside the hut (at the edge of 
    the map). Free him and he can collect the nearby resources. There's also a 
    Huron settlement you can get Nathaniel to build on, though not until you have 
    enough wood. From here it's a case of working your way up the east of the map, 
    collecting more treasures and uncovering the mostly empty terrain.
    
    In the north east is a neutral base, though it's guarded by some hostile 
    British units - more than your meagre troops can handle at this point. If you 
    find those buildings try to stay away from the area until later, though you 
    can sneak your falconet through carefully to uncover the whole base and mark 
    the positions of the enemies. Head to the north of the map to around the 
    twelve o'clock position and you should find another couple of batches of 
    resources. There are more at around eleven o'clock. By the time you've found 
    all of these you'll have uncovered most of the map, other than the central 
    area containing the pinged tents.
    
    Now just take everyone to the perimeter of the base and start hitting the 
    nearest tents. The patrol is very easy to avoid, so just get rid of whatever 
    tents the green units are not currently at. The two towers in the south can go 
    too, and once all ten tents are gone you get another objective.
    
    ==
    PO: LIGHT A SIGNAL FIRE AT THE TWO FLAGGED LOCATIONS
    ==
    
    Nathaniel can now build signal fires, so get him started at both flags. You'll 
    get given some reinforcements while you're doing this, so bring them over on 
    the boats. Take everyone except Nathaniel away down to that Huron settlement 
    you found earlier, then finish off the second fire with Nathaniel. Once both 
    fires are up and burning you get a new objective.
    
    ==
    PO: DESTROY CORNWALLIS' REAR GUARD STATIONED IN PRINCETON
    ==
    
    Everyone should be out of harm's way while Cornwallis's guys come down from 
    the north, so sneak your troops up the east of the map and take out the 
    British units sitting among the north east buildings. When they're dead you 
    get handed the entire base and yet another objective.
    
    ==
    PO: DESTROY CORNWALLIS' CAPITOL IN TRENTON
    ==
    
    This is pretty simple, since by now you should have loads of Home City 
    shipments waiting (I had twelve). The only new units I actually built were 
    three more falconets, which I could easily afford after my Home City had sent 
    me resources and more villagers. I also had three medicine men I had built 
    from the Huron settlement earlier, so once you have all the military units 
    your Home City can send you, as well as a few more falconets, send them all 
    south to that hill just north of the two mills in the central base.
    
    Start hitting the mills with falconets and your enemies will react. The only 
    difficulty you might have here is those siege weapons, but some horsed units 
    can run in quickly to take them down, or you can always shatter them with your 
    falconets. Avoid the tower near the capitol building in the middle, and once 
    the capitol is down you've won.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 9
    XP: 59,290
    
    CARDS
    
    
    GENERAL STORE - CRATES OF 600 FOOD; CHESTS OF 600 COIN
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.1.5 SARATOGA
    
    
    "The British army's summer push down the Hudson River Valley seemed 
    unstoppable - but their supply lines were thinly stretched."
    
    ==
    
    STOP THE BRITISH ADVANCE TO ALBANY
    
    ==
    
    PRIMARY OBJECTIVES:
    
    DESTROY 3 BRITISH FORT WAGONS
    
    ==
    
    This great little mission seems a lot tougher than it really is, and you can 
    make things much easier for yourself by building your base in precisely that 
    area where your enemies would rather you didn't. Do it right and there's no 
    race involved.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    Try to keep the scouts you get given - they're excellent for exploration. Hit 
    the first fort wagon with your soldiers and your falconet, then pull them away 
    from the road to let the patrol pass. Destroy the next two wagons in the same 
    way and you get a new objective.
    
    ==
    PO: RACE TO BUILD 3 FORTS BEFORE THE BRITISH BUILD 3 FORTS
    ==
    
    You also get a wagon with which you can start a new town, plus some more 
    troops which you should join up with your starting ones. Bring your wagon and 
    peasants up to the road and then pick a fight with the soldiers hanging around 
    the trading post on the hill to the north. You can win this fight if you use 
    your falconets to hit the outposts and artillery while your infantry deal with 
    the enemy soldiers. There will be more green soldiers coming from the north 
    east, so head up there and destroy the green tower, then hit the bridge to 
    destroy it and cut the greens off.
    
    Destroy the trading post and site your base up here (there is a copper mine 
    west of the trading post, north of the road). Make sure you put your town 
    centre on the very spot where that green outpost was earlier, as this will 
    keep it out of harm's way and also allow it to knock out any enemy fishing 
    ships which will later appear. This is a great place to build a base, since 
    you can catch pretty much every enemy unit who comes past and also stop the 
    British from building a fort on the nearby hill.
    
    You do have to get moving with your base, so try to bring in wood which will 
    let you build on the trading post. Get peasants in quickly from the Home City 
    and build a farm to bring in much-needed food.
    
    You should soon have wood, food and coin coming in, and your troops can stop 
    enemy forces if you build a war hut by the road and let it take the flak. 
    Upgrade the trading post when you can, as this will be an enormous help with 
    resources. When everything is quiet you can easily send your army down south 
    east to take the other trading post, and if you do you may find it hard to 
    lose this mission. If you're really struggling for resources you can always 
    send some villagers into the mines in the south, where there are loads of 
    different batches waiting to be collected for free.
    
    Anyway, since you had the foresight to knock out that bridge earlier, Kuechler 
    is now delayed for far longer than he would have otherwise been, which gives 
    you a lot of breathing space. There is no need to go for the other two trading 
    posts, just be content to build your base around the first one you took. You 
    want to upgrade to the Fortress Age as soon as you can so that you can build 
    those fort wagons. For base defence you really don't need much, since all your 
    enemies will be coming through that bottleneck where the road goes uphill to 
    the west of the trading post. I just went with tomahawks and a few falconets 
    once the Fortress Age arrived, and with so many resources it's not difficult 
    to replace any lost troops. Some medicine men from the fire pit couldn't hurt 
    (so to speak) either; which reminds me, build your fire pit in the clear space 
    to the south west of the trading post, as your enemies will want to put their 
    third fort there, and they won't know how to deal with it if you've blocked 
    the space.
    
    If you managed to destroy the bridge at the start then Kuechler won't throw 
    his hat into the ring until after both timers run down (destroying the bridge 
    becomes a secondary objective later if you don't take it down). When Kuechler 
    does finally attack he'll be coming from the north, though you are unable to 
    attack his base. Unfortunately for him he'll be sending his troops up the same 
    bottlenecked area of road as the British are coming through, which makes the 
    surrounding cliffs a very good place to put your forts. Keep any troops you 
    have (include at least four siege weapons) beside your fire pit and 
    concentrate all fire on any enemies who try to come up that little hill west 
    of the trading post, and I guarantee it will be a cinch.
    
    All that's left is to get three forts up, which will be easy to do before the 
    British manage it, since you're preventing them from building their third. If 
    only they were smart enough to build their third somewhere else you'd have 
    problems (it doesn't matter where you put yours, but do try and put them in 
    places where they'll hit passing enemies), but they're not. So, build three 
    forts and win the level.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 11
    XP: 76,527
    
    CARDS
    
    
    GENERAL STORE - CRATES OF 200 FOOD; CRATES OF 200 WOOD; CHESTS OF 200 COIN
    TOWN HALL - 6 COLONIAL MILITIA
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.1.6 VALLEY FORGE
    
    
    "A hard winter awaited the colonial army at Valley Forge...but Nathaniel's 
    militia was there to help."
    
    ==
    
    SURVIVE THE WINTER AND STRIKE BACK AT THE BRITISH
    
    ==
    
    PRIMARY OBJECTIVES:
    
    BUILD 6 HUTS INSIDE THE CAMP
    
    ==
    
    This one starts out a bit differently but it's just a thinly-disguised, 
    typical build-base-and-attack mission.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    You can't move your units too far from the fires or they'll start taking 
    damage from the cold, so it's going to be difficult getting 600 wood together 
    and keeping an eye on everybody's health. There are two things you can do to 
    speed this section up. Take your heroes north over the river and find the 
    settler (who strangely doesn't take cold damage) trapped up the tree by three 
    bears at the edge of the map, then get her to collect the nearby batches of 
    resources (there are more resources south west of the base). You can also get 
    your heroes to collect as many of the other treasures as they can be bothered 
    with, but just make sure you return them to the fires when their health gets 
    low. By the way, those fires also regenerate health lost from coming under 
    attack, which is handy since some British skirmishers will soon be arriving in 
    pairs.
    
    Your militia can chop wood and build huts, but they're better used 
    defensively: just let your settler do all the resource collecting since you 
    don't have to watch her health.
    
    Once the six huts are up you get a new objective.
    
    ==
    PO: GATHER 3,000 FOOD
    ==
    
    Your units will no longer take damage from the cold, so no need to hang around 
    the fires any more. Hang around for a bit anyway until the baker is pinged in 
    the south east. You'll have to build carts from here and sneak them past the 
    British, which should be fun. There is also an outpost just east of where you 
    found that settler earlier.
    
    ==
    SO: DESTROY THE OUTPOST TO OPEN UP THE PASS (300 XP)
    ==
    
    Easy enough - just send your heroes in first to draw the fire, then send 
    everyone else in at once. With the outpost gone you get some more colonial 
    militia, though heavier versions than the ones you started with. There's an 
    Iroquois tomahawk trapped in a treasure item due east, but don't go south of 
    there unless you like getting wiped out by big, red bases.
    
    Explore south of your own base to find more resources lying around on the 
    ground, and uncover some more of the fog of war down there. Along the edge of 
    the map, around the eight o'clock area, you should find an outpost wagon and 
    then a trading post, the latter giving you three coureurs and the ability to 
    build, among other things, medicine men. You probably have very little wood, 
    but this is OK since it's food you really want. Use your settler and coureurs 
    to hunt the nearby deer, and get heroes to pick up any food treasure items. At 
    this point you're very close to the westernmost baker anyway, so buy a food 
    cart and send it to the flag in your northern base (escort it because it can 
    get easily destroyed). Alternatively, you could search the centre of the map, 
    near the river, to find a very useful food wagon which only requires to be led 
    back to the flag in your north west camp.
    
    When your food hits 3,000 you get a town centre wagon, some troops, and a new 
    objective.
    
    ==
    PO: DESTROY THE BRITISH FORT ON BARREN HILL
    ==
    
    I don't like building my base up at those tents, since it is the first place 
    the enemy squads go to and there's no coin to be had nearby. I prefer to take 
    my town centre wagon all the way down to the westernmost trading post and 
    build my base here. There are enough trees and copper mines around, and it 
    takes far longer for enemy troops to arrive, giving you more time to prepare.
    
    The British have reached the Fortress Age and they have their fort built, but 
    there is no great rush here. Just build your typical base and keep your eyes 
    open for enemies and you should have no problems (though the bakers are out of 
    commission at this point). You can get a lot of units together here, thanks to 
    the high population limit, so just pack your army with whatever you want, 
    though six or seven falconets or culverins would be a good plan if you're 
    attacking a fort in a well-protected base.
    
    You needn't worry about your base while you're gone - a handful of mantlets 
    and the town bell were enough to fend off any sneak attacks the British 
    launched while my main army was away. Take your army east to find the yellow 
    American base, then head north and start eliminating red buildings on the way 
    up. Eventually you'll arrive outside the main British base and you can start 
    hitting the towers in the way. Nothing the British can do should be able to 
    seriously hurt your massive army, so just protect your troops and keep taking 
    out outposts on the way to the fort itself. Kill off the fort to complete the 
    mission.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 13
    XP: 92,291
    
    CARDS
    
    
    OLD NORTH CHURCH - ADVANCED PLANTATION; ADVANCED FARM
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.1.7 THE BATTLE OF MORRISTOWN
    
    
    "Throughout the war, Colonel Kuechler eluded Nathaniel - until finally, they 
    would face off near Morristown."
    
    ==
    
    DEFEAT KUECHLER'S HESSIANS
    
    ==
    
    PRIMARY OBJECTIVES:
    
    FIND AND DESTROY THE HESSIAN BASE
    
    ==
    
    This is a nice mission which can be exploited and manipulated to make things 
    easier for yourself, and it's one where you can almost leave base development 
    alone, thanks to your allies' helpfulness and your enemies' stupidity.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    You'll want to progress to the Fortress Age sooner rather than later, so take 
    all your starting villagers and get them mining; meanwhile bring in some more 
    villagers from the Home City to pick up the berries. Other than villagers, 
    don't bring in any units from your Home City; concentrate on resources and 
    upgrades. My strategy is based on using only artillery and cavalry in this 
    mission, and your allies hand you artillery units based on how many Hessian 
    buildings you destroy, even after your population limit has been reached. This 
    means that you want to build as many cavalry as you can before that pop limit 
    has been hit (unless you feel like putting villagers in the fire pit, which I 
    didn't).
    
    Anyway, take all your starting combat units west and then north to find a 
    Kuechler mini-base. Pull it all down and release the Iroquois prisoner in the 
    cage. Killing off this base gets you experience, more artillery early and 
    also some valuable information as to Kuechler's whereabouts, provided by the 
    grateful Iroquois you just freed. Make sure you get every last green villager 
    and tent, otherwise the Iroquois will not speak to you about the next 
    objective and you won't be able to cross the river.
    
    Advance to the Fortress Age as soon as you can (I chose The Messenger card in 
    order to keep my population as it was and also advance more quickly), and keep 
    the food and coin coming in as a priority, since this makes it easier to build 
    veteran dragoons from your corral - the dragoons combined with the free 
    artillery are all you need to be effective in this level.
    
    Take your main army north east to find the river crossing.
    
    ==
    PO: PURSUE AND DESTROY KUECHLER'S ARMY BEFORE IT DESTROYS THE MORRISTOWN 
    CAPITOL BUILDING
    
    SO: DESTROY ALL OF THE HESSIAN TOWN CENTERS (100 XP)
    ==
    
    There are two river crossings, and it's up to you which you use. Taking the 
    northern one is more dangerous but it does let you fend off the attack coming 
    for your base; the southern one gets you straight through to a town centre and 
    within range to bombard the outpost tower, but dare you let your enemies slip 
    past along the northern crossing?
    
    Anyway, destroying the gate at the river will trigger Kuechler's first advance 
    towards Morristown, but it's no big deal. Hit the gate and the tower before 
    the small squadron of greens gets to you from the north. Fend off this lot and 
    start twatting the fort, and once it's gone you can wipe out the rest of the 
    green buildings in this first area (don't miss the town centre). There is a 
    barracks and another outpost tucked into the southern corner, which you should 
    remove if you don't want your base to get jumped later on. If you do destroy 
    the barracks your base will be left alone from then on and you won't have to 
    waste population slots on defence units.
    
    Remember to keep bringing up your free artillery when they appear, and set 
    your corral rally point to wherever your army has so far reached. If you have 
    villagers in the fire pit you might want to put them on War Dance.
    
    Over another river crossing to the north is another little base to get out of 
    the way; take out the falconet first and then delete everything else. Don't 
    hit the next gate yet, wait until your troops are fully replenished and all 
    your additional siege weapons are up with your main army.
    
    Pull down the gate when you're ready and watch Kuechler advance a little 
    farther. Now start hitting the outposts and the town centre with your 
    artillery, while your soldiers protect the cannons from the villagers milling 
    around. Wipe out every other building around here when it's safe, then proceed 
    to the next gate in the west.
    
    You should see another outpost tower beyond, plus three foundries. Hit the 
    tower and destroy all three foundries, and ready your army before destroying 
    the final gate. When your guys move through Kuechler will be pretty much at 
    Morristown, so pour everyone down into the swamp and regroup before charging 
    in; meanwhile put all your villagers in the fire pit and get them boogie-ing 
    to the War Dance.
    
    You should hit Kuechler's siege weapons as a priority, which should be easy if 
    you've got all of your own cannons working together - target each enemy cannon 
    individually, since just letting your units fight automatically will lead to 
    heavy friendly casualties. Your friends in the east will also hand you some 
    very fast hussars, though you'll have to whisk them around to the scene of 
    action when you get them.
    
    Kuechler's army is still not exactly very big or tough, so wipe them out quick 
    and wait for the final objective to appear.
    
    ==
    PO: KILL COLONEL KUECHLER
    ==
    
    Kuechler has appeared at the spot where those foundries were earlier and is 
    heading south, so you now have to pull your main army back north and finish 
    him off, or just wait for his guys to come down and engage your own. Again, 
    it's not difficult, and even if you fail to beat him down there you can just 
    build more dragoons and send them around to bring him down once and for all.
    
    You'll know he's dead when you hear his final death rattle.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 14
    XP: 104,439
    
    CARDS
    
    
    GENERAL STORE: CRATES OF 300 FOOD, 300 WOOD, AND 300 COIN
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.1.8 THE BATTLE OF YORKTOWN
    
    
    "When the French entered the war on the American side, the colonists were 
    finally able to throw off Britain's yoke."
    
    ==
    
    DEFEAT THE BRITISH
    
    ==
    
    PRIMARY OBJECTIVES:
    
    DESTROY THE BRITISH FRONTIER OUTPOSTS
    
    ==
    
    This is one of the better missions in the game, though it does seem to have a 
    few problems. It shows how poor the enemy AI is if you do something even 
    slightly unexpected, and if you do exploit this it's difficult to lose this 
    one.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    Get rid of both the outpost towers and any troops who come to investigate, 
    then you get some villagers, a town centre wagon, and a new objective.
    
    ==
    PO: BUILD A TOWN CENTER
    ==
    
    Working on the principle that you should never build where the computer wants 
    you to build, I prefer to site my base in the south west of the map, among the 
    trees on the stretch of land where the two red towers were. This place is 
    tight but handy, since the British troops will completely miss it every time 
    and eventually just give up looking for you. With your town centre up you get 
    another objective.
    
    ==
    PO: DESTROY THE BRITISH TOWN CENTER
    ==
    
    You also get a message saying the French will help you, but you will have to 
    clear the river for them. The noobs.
    
    ==
    SO: DESTROY THE BRITISH COASTAL OUTPOSTS
    ==
    
    I suggest you ignore this objective totally, since there is no great 
    experience reward and no real benefit to be gained by completing it. I think 
    there's a bug involved in it, since I have tried it a couple of ways and 
    nothing happens when it's done. Anyway, if you do want to do it, here's how; 
    if you don't want to do it then just skip this whole section.
    
    You get some tomahawks and petards, so take them north and destroy the first 
    outpost tower - the game says it needs three petards per outpost, but two 
    worked for me. You get more tomahawks and petards once your first ship 
    appears, so knock out the second tower with your new petards (take out the 
    guards with your tomahawks).
    
    Keep following the coast around in the east with your tomahawks and petards 
    (you'll keep getting more, and every time you take out a tower you get another 
    ship). Eventually you'll find the last tower at the end of the long cliff, but 
    the objective will still not be completed because there is another tower to 
    the north west which you can't reach with these units. The objective says that 
    you get monitor ships when you destroy all the towers, but this didn't happen 
    for me. You might as well kill off any tomahawks and petards you still have on 
    this stretch of land, as they are now useless.
    
    Now take your ships north west until they find the British ships and the 
    mounted guns on the beach. When you find the first gun (stay away from it) you 
    get another secondary objective.
    
    ==
    SO: DESTROY THE FIXED GUNS
    ==
    
    Take out the first gun with all of your ships at once, though you will lose a 
    few. Kill off any nearby frigates and go north along the beach to find the 
    next gun. You can manage to destroy it with your remaining ships, though it 
    might be a close thing. When both guns are gone that objective should be 
    completed, though you still have a tower to destroy. It is just west of the 
    two British docks, so sneak north and then head back down to hit it on the 
    cliff with your last ships. The objective failed to complete when I did this, 
    and no monitor ships came, so I don't know what's wrong. All that this naval 
    portion of the mission did for me was getting me a little extra experience, so 
    I don't see the point in trying, unless a future patch fixes it.
    
    Another objective will appear after your French allies have launched their 
    first fruitless attack on the nearest British redoubt.
    
    ==
    SO: DESTROY THE BRITISH REDOUBT CANNONS
    ==
    
    You can deal with this later. You've also been given a couple of outpost 
    wagons and some more units in the south east, so bring them up to your new 
    base and keep developing. Don't put the outpost towers at the river crossings 
    - they'll only be destroyed. Sit them near your town centre, hidden away from 
    danger.
    
    Build everything at the western area between the two rivers, and if you run 
    out of space build south of the lower river, tucked in at the edge of the map. 
    If you keep your buildings away from the first couple of British patrols 
    they'll never send any more at you, since they can't find a base to attack. 
    This will make things on land very quiet, leaving you to develop in peace.
    
    You want a mixture of falconets and culverins here, since you'll be attacking 
    pretty much every type of unit with your artillery. Build at least four of 
    each type, and add a lot of tomahawks for good measure. Some medicine men 
    would help too. There's a lot to take care of on the land, but you'll have to 
    do it slowly, bit by bit, because it's very dangerous.
    
    First priority is getting over the river and up to the French base, since 
    there are two valuable trading posts nearby. When you have amassed a large 
    army take them to the northern river crossing and start hitting the towers. 
    Watch out for that first redoubt cannon - it can do insane damage, though it 
    takes a long time to reload. Get rid of it with all haste, then hit the 
    surrounding towers with your artillery while your soldiers delete the enemies 
    hanging around.
    
    With the first redoubt cleared out the crossing is safe and you can take the 
    two western trading posts (though if you hung around for too long the French 
    may already have claimed the western one). Upgrade them and get in some more 
    resources or experience, and bring some villagers up to place some more unit 
    production buildings amongst the French buildings, to ensure they are safe 
    from attack. Replenish your army and get to work on every outpost, redoubt 
    cannon, barracks and everything else in the area. There's nothing here you 
    haven't done a thousand times before - just advance slowly and take care of 
    your artillery. Remember to scuttle your ships if you want to make space in 
    your population limit.
    
    With the help of the French - who brilliantly build a fort - you will 
    eventually arrive at the town centre. Drop it to the deck and you'll have 
    completed the mission and the first campaign.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 17
    XP: 127,945
    
    CARDS
    
    
    GENERAL STORE - 3 VILLAGERS
    TOWN HALL - 8 COLONIAL MILITIA
    OLD NORTH CHURCH - ADVANCED MARKET
    
    =+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+
    
    ----------------------------------------------------------
                                  2.2 ACT II: SHADOW
    ----------------------------------------------------------
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.2.1 THE BOZEMAN TRAIL
    
    
    "In the nineteenth century, westward expansion slowed in the face of fierce 
    Native American resistance."
    
    ==
    
    SECURE THE BOZEMAN TRAIL
    
    ==
    
    PRIMARY OBJECTIVES:
    
    FIND A TRADING POST SITE
    
    SECONDARY OBJECTIVES:
    
    OWN TWO TRADING POSTS WHEN THE SCENARIO ENDS (500 XP)
    
    ==
    
    There are probably lots of ways this level can be done but I like my way, even 
    though it's pretty long-winded. It's all about gaining lots of experience, 
    taking advantage of your enemies and exploiting the scripted events to 
    maximise your own safety. I'm quite sure others will just steam through it 
    with no problems, but I find myself unable to give a toss.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    Get your guys to take out the assortment of tits blocking the road to the 
    north west, then find the scout trapped to the south west of the Fort. Free 
    him and then head north of the Fort to find the red base. Get Chayton to take 
    out every one of the bow and axe riders guarding the town centre with his Hawk 
    Eye shot (I know it takes a long time but it's worth it), and then explore to 
    the north west of the red base for more horsed units (avoid the buildings). 
    
    Once all the horses around the red base are dead you should begin exploring 
    the map. The first trading post is in the centre and the other is at the end 
    of the road in the north west. Once you find the central one you get a new 
    objective.
    
    ==
    PO: BUILD A TRADING POST
    ==
    
    Don't do this yet: instead just explore the whole map and pick up all the 
    treasures. Make sure you also kill off any lurking enemies in the wilderness - 
    there are a few small groups lying in wait for later. Kill off all the horses 
    around the orange base in the north west with Chayton, then you can attack the 
    town centre pre-emptively. Before you do this (from the south west to avoid 
    the war hut) get Holme to buy as many renegados as you can afford after 
    picking up all those treasures. You can kill off the town centre and the 
    villagers and still have units to spare, and it will be a great help if you 
    can kill off one of the enemy bases early.
    
    Take everyone except Chayton back to Fort Laramie, then get Chayton to build a 
    trading post at the northern site (take out the two lamers guarding it first). 
    This will trigger a new objective.
    
    ==
    PO: ESCORT THE COVERED WAGON FROM FORT LARAMIE TO THE TRADING POST
    ==
    
    Add your new musketeers to your other troops and escort the wagon up the road 
    to the central trading post site, which you haven't yet built upon. This 
    should be no trouble if you took the time to kill off all those horsed units 
    around both bases earlier. The wagon will try to deploy north west of the 
    trading post site, so click on it just as it turns blue and then move it away 
    from the building site it will put down. At this point you will have gotten 
    another objective.
    
    ==
    PO: BUILD A SECOND TRADING POST
    ==
    
    Cancel the site and then take the wagon and its escorts north to the other 
    trading post. Build your town centre against the north west edge of the map, 
    near the trading post, and your only enemies - the reds - are now miles away 
    from your town. You should also have loads of shipments waiting (I had nearly 
    ten).
    
    Start developing your town, and you might want to build the second trading 
    post in the centre when you're ready. When it's up another covered wagon 
    appears.
    
    ==
    PO: ESCORT THE COVERED WAGON FROM FORT LARAMIE TO THE TRADING POST
    ==
    
    This one will try to deploy in the north, where you've already begun a base, 
    so stop it and keep it aside for later. You can now advance to the Colonial 
    Age and get on with erasing your enemies.
    
    For some reason the war hut I had left standing in the orange base ended up 
    surrounded by packets of food - useful to know if you're ever running short.
    
    The red Sioux might attack Fort Laramie but they probably won't bother to get 
    rid of it completely. I don't think this would matter anyway.
    
    Your objective now is simple enough.
    
    ==
    PO: DESTROY BOTH SIOUX TOWN CENTERS
    ==
    
    Even more simple if you've already gotten rid of one of them. The red Sioux 
    are easy to take down if you site a mini-base around the central trading site 
    and just park your troops near the berry bushes to catch all the foragers. 
    Just build up and advance and upgrade, then launch your attack on the base.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 19
    XP: 144,401
    
    CARDS
    
    
    TOWN HALL - 6 DRAGOONS
    OLD NORTH CHURCH - ECONOMIC THEORY
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.2.2 RED CLOUD'S WAR
    
    
    "Chayton and Holme have secured the trail, but several groups of settlers are 
    still threatened by Sioux raiders."
    
    ==
    
    SAVE 20 RAILROAD WORKERS FROM THE SIOUX
    
    ==
    
    PRIMARY OBJECTIVES:
    
    SAVE 20 RAILROAD WORKERS FROM THE SIOUX
    
    ==
    
    There are many different ways to do this level, but as the final objective is 
    quite easy to achieve if you've prepared properly beforehand, I just went with 
    the quickest approach. You could bring in villagers from the Home City and 
    build a fully-fledged base and tons of units but it's not necessary; besides, 
    sometimes it's nice to pare everything down and just blast through a mission 
    with ease.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    That first railroad worker will make it to your base, at which point he will 
    start picking up the resources lying around the market. More workers will be 
    running for your base from the north throughout this level - until you rescue 
    twenty, in fact - so keep running your two heroes around in the north, 
    uncovering fog of war for experience, and just let the workers solve their own 
    problems.
    
    When you get a Home City shipment use it to bring in some villagers who can 
    then chop wood; meanwhile get the idle railroad workers mining the coin. Sell 
    all the food (except 200) the railroaders picked up, you won't be needing it.
    
    Take your heroes back to base when the fog of war is more or less gone. You 
    should by now have enough coin to afford to buy any extra wood you need from 
    the market to build and upgrade on the trading post site in the south with 
    Chayton - this will be a great help with bringing in more wood, coin or 
    experience (you shouldn't need food). Once the trading post is up you should 
    set it to bring in gold.
    
    Start buying mercs from the saloon with your coin. Go for the cheap and 
    cheerful ranged units (at first), since you can let incoming enemies be baited 
    by your outpost towers easily enough. Any railroad workers which make it to 
    your base should be targeted on the mine as soon as they come under your 
    control, but don't ignore their defensive capabilities if you're getting 
    overrun. All the coin will help you buy lots more soldiers (which you should 
    always be doing with any spare gold), and you should bring in all the Home 
    City units you can get to help out with base defence.
    
    By the way, if you move up onto the cliffs in the central north of the area 
    you should get a secondary objective.
    
    ==
    SO: TAKE OUT THE HOLE IN THE WALL GANG'S HIDEOUT
    ==
    
    I advise you to ignore this objective for now, since all you get is freedom to 
    pick up the bunches of resources that are lying around among the buildings. 
    Wait until later, when you have the manpower to take down the main building 
    quickly (you can ignore the houses behind it). If you take a while to destroy 
    the hideout it will start spitting out more drunks whom you'll have to kill 
    off - this you don't really want. If you're going for the objective make sure 
    you can delete the building fast.
    
    Once you get control of twenty railroad workers you get handed a big bunch of 
    free units in the south: stick a cannon at the western outpost tower, and the 
    other at the eastern one, and protect both cannons with equal numbers of 
    defensive units. This should help you hold off the attacks for a long time. As 
    for resources: when your army is clearly strong enough to hold off the attacks 
    on your base and you are sure you have 500 wood, you can switch the trading 
    post to experience and just allow your railroad workers to provide you with 
    the coin to buy more mercenaries.
    
    You also get a new objective.
    
    ==
    PO: BUILD THREE TRADING POSTS AND UPGRADE THE TRADING ROUTE
    ==
    
    Well, you already have one upgraded trading post (don't you?), so now all you 
    need to do is build and upgrade on the other two sites, which should now be 
    pinged on the minimap. Send Chayton north to the middle trading post site, 
    escorted by just a few bodyguards. With your base protected you can get 
    Chayton to build and upgrade on both the remaining trading post sites quickly, 
    and once this is done you win the mission. Or you could hang around and take 
    lots of experience, though I never bothered.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 20
    XP: 154,746
    
    CARDS
    
    
    OLD NORTH CHURCH - IMPROVED BUILDINGS
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.2.3 CLAIMS
    
    
    "The Sioux, led by Red Cloud and Crazy Horse, fought the U.S. Army to a 
    standstill. The fragile truce would hold for almost a decade."
    
    ==
    
    DESTROY ALL ENEMY BARRACKS AND WAR HUTS
    
    ==
    
    PRIMARY OBJECTIVES:
    
    DESTROY ALL ENEMY BARRACKS AND WAR HUTS. DO NOT LET 4 MINING CAMPS BE 
    DESTROYED
    
    SECONDARY OBJECTIVES:
    
    ALLOW NO MINING CAMPS TO BE DESTROYED (200 XP)
    ALLOW NO TRADING POSTS TO BE DESTROYED (300 XP)
    
    ==
    
    Although you're up against three enemy bases and although you have quite a lot 
    of different places to protect if you want to score the secondary objectives, 
    this level isn't hard at all if you move fast and hit your enemies before they 
    have a chance to properly hit you.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    The first thing to do is take care of your Home City shipments, so bring in 
    any horsed military units you can, then bring in a farm, then villagers. Get 
    the villagers working on the farm when it's up, and reconfigure all the 
    trading posts so that they're all evenly bringing in food or coin (put the 
    last one on wood).
    
    As for building, you are only concerned with producing two types of units here 
    (other than Home City shipments): build dragoons constantly from the corral, 
    and build three or four extra falconets with which to hit the enemy buildings 
    when you find them. Success in this level relies on being able to get to the 
    action fast, so you'll need to fill out your army with more and more dragoons.
    
    You also want to get off to a good start, so once the trading post sites are 
    set up and your shipments have been chosen, take all your horsed units and 
    your falconet north over the river to being working on the nearest enemy base. 
    Knock out the buildings with the falconet and get your cavalry to kill off any 
    enemy units who respond. It should be pish easy to erase this little base 
    right at the start, and it gives you much more breathing room. Once the enemy 
    units around here are taken care of you can pretty much leave your falconet to 
    it while you swing the cavalry away south west to react to the first attacks 
    on your trading posts or camps. Any new falconets you build can be sent to 
    join up with your first one, to help get rid of the enemy base quicker, 
    allowing your cavalry to be that bit more ready to respond to attacks 
    elsewhere.
    
    Your cavalry have the speed to get anywhere before your buildings are in big 
    trouble, which definitely helps with those secondary objectives. Any time you 
    have a spare moment just keep pumping more and more horses out of the corral 
    at your base, and just keep any non-horsed units (except falconets) around 
    your main base - everything else is just too slow here and they're better on 
    defence than attack. Your base and the outposts will come under early attacks 
    but these aren't worth bothering your cavalry for - just ring the town bell 
    and get your base guards to finish the enemy troops off, including their hero 
    units.
    
    Whenever your cavalry have nothing to do around the trading post sites, join 
    them up with your falconets again and go looking for the next base in the 
    north west. This one is pretty similar to the first Native base, and will be 
    far easier to take down now that you have more cavalry and falconets. You will 
    have lost some cavalry to the attacks or to the Natives defending their bases, 
    but with so many resources coming in you can be replacing any lost units with 
    more as soon as they fall. You have the money and you have the population 
    limit, and if you keep remembering to build more and send your new horses into 
    the action the enemies just can't live with you.
    
    You should easily get rid of the second base in the north west, which just 
    leaves the Spanish in the south east, and now that you know where they are and 
    have such an enormous army, you can just roll everyone in and topple the tiny 
    base inside the enclosure.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 21
    XP: 165,536
    
    CARDS
    
    
    GENERAL STORE - CRATES OF 500 FOOD; CRATES OF 500 WOOD; CHESTS OF 500 COIN
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.2.4 AMBUSHED!
    
    
    "Chayton and Sheriff Holme have defended the coin mines - but what are the 
    Sioux really after?"
    
    ==
    
    MEET WITH CRAZY HORSE
    
    ==
    
    PRIMARY OBJECTIVES:
    
    BRING CHAYTON TO CRAZY HORSE'S CAMP
    
    ==
    
    Maybe the simplest mission in this Act, though it can take an annoyingly long 
    time. Build a base, build an army, roam around, pick a lot of fights, blow 
    stuff up, win.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    Start developing while you explore to the east with Chayton. He will find a 
    weapons cache at the trees and you will get a new objective.
    
    ==
    SO: RUN A BLACK POWDER WAGON INTO A WEAPONS CACHE TO OPEN A PATH (200 XP)
    ==
    
    You get these special wagons by destroying enemy town centres (of which there 
    are plenty in this level), but you can't do this right now, so keep Chayton at 
    this chokepoint - the only way into your base at the moment - while you focus 
    on building a decent base. Advance to the Fortress Age when you can, and get a 
    villager to build your unit production buildings just south of the weapons 
    cache. Your enemies will send a small, sneaky foray into your base before 
    long, so catch them out with Chayton or the town bell. Pick up the scattered 
    resource bundles while you're building.
    
    This is the first mission where you can realistically advance to the 
    Industrial Age, but I suggest building plenty of troops first. You'll want 
    ranged units, so go with musketeers, dragoons and a few falconets. Don't hang 
    around and wait too long here, as your base will be under attack pretty soon, 
    and the enemy squadron is quite big (though made of weak units). A couple of 
    falconets can drop them all while your war hut takes the damage.
    
    When you have your army built, take them north and then west, to where the 
    cliffs inexorably lead you. You will come to a hill with buildings at the top, 
    and once you've cleared out this wide area you can go either west or east. 
    Head east slowly, knocking out all buildings and killing all units. Keep 
    watching your back throughout this level, especially your slow, vulnerable 
    falconets. When your army is on the move the enemy is more fond of attacking 
    them than your base.
    
    To the east you will find two treasure items on a low cliff path; a settler up 
    a tree and a den of skunks, and beside them is another weapons cache - this 
    is one of only two caches worth destroying with the wagons. The others 
    actually provide your enemies with shortcuts into your base, rather than the 
    other way round.
    
    Bring a cart up when you're sure the path is safe and destroy that cache (just 
    select the wagon and right-click on the cache). Place your unit production 
    buildings' rally points up here, or just bring some villagers up and build 
    some new buildings from which you can replenish your armies faster. Your main 
    base should still only have that same bottleneck leading into it, and any 
    units from your Home City can be placed here beside your war hut. With one or 
    two falconets nearby no enemies are getting into your base, and you're free to 
    continue moving your main army.
    
    If this level is giving you too much trouble try pulling your army back home 
    and then advancing to the Industrial Age. It doesn't do much, but it does hand 
    you some nice upgrades for dragoons and musketeers. The fire pit can be a 
    great help too, but mainly what you want is a large, ranged force all piling 
    forwards at once.
    
    Anyway, with that central-eastern cache destroyed, head through the gap and 
    follow this new cliff path west until it curls north and then east again. At 
    the end of this eastern route is another base - the last one you'll have to 
    kill off before reaching Crazy Horse. Erase everything you see and use the 
    last wagon to destroy the last cache at the top when you're ready to progress. 
    Move Chayton towards Cray Horse and watch the little cutscene (don't move your 
    camera away or you won't get to see it).
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 24
    XP: 195,125
    
    CARDS
    
    
    TOWN HALL - 5 DRAGOONS
    OLD NORTH CHURCH - WARRIOR CULTURE,; ENGINEERING SCHOOL
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.2.5 TURNING POINT
    
    
    "Holme's actions have dashed Chayton's hopes of a peace settlement. The Sioux 
    are sure to respond in force."
    
    ==
    
    LEARN WHO YOUR FRIENDS ARE
    
    ==
    
    PRIMARY OBJECTIVES:
    
    PROTECT THE SETTLERS GATHERING WOOD FOR THE FORT
    
    ==
    
    This is a clever little mission, though it's a bit ludicrous later on. You 
    finally get to play as the Sioux and are forced to defend yourself against 
    gigantic attacks if you hang around for too long. So don't. Shift your arse.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    Choose food from the eastern trading post and coin from the other two. Build 
    more and more veteran skirmishers and add them to the units you get given at 
    the start. The yellow villagers will idiotically keep heading west to that 
    particular bunch of trees, and it's here that the Sioux units will congregate, 
    constantly killing the villagers and keeping the build percentage from 
    climbing. You need to send your troops up here and cut them off, or preferably 
    go farther north of the forest and stop them before they even reach the trees 
    - the latter way is better if you can do it, because it stops your enemies 
    forming large groups and it gives the villagers much more freedom to chop 
    wood.
    
    You can either send units up straight away at the start of the level or you 
    can wait awhile and get a decent number of skirmishers together (the latter 
    way being more likely to succeed, and do so faster), but the Sioux will keep 
    sending Wakina rifles and the Americans will keep sending villagers no matter 
    how long you take. Just keep building more and more skirmishers and set your 
    rally point somewhere north of the trees, and sooner or later you will gain 
    the upper hand. Try to keep Chayton alive as much as possible, because he 
    makes a big difference.
    
    When the fort reaches about 80% try switching one or two of the trading posts 
    to wood - you should have enough soldiers to hold off the remaining Sioux 
    until the fort is built, and wood will help you quite a lot pretty soon.
    
    When the fort reaches 100% you get a new objective. By the way, it's a good 
    plan to manually destroy your own war hut just after you build the last troops 
    from it.
    
    ==
    PO: DESTROY THE SIOUX VILLAGE
    ==
    
    This is made redundant in a minute, however. Chayton and Holme will have a 
    fatal conversation, the result of which will be that the yellow base in the 
    south becomes the enemy and the Sioux base is yours. 
    
    ==
    PO: DESTROY THE FORT'S COMMAND POST
    
    SO: RECLAIM ALL THREE TRADING POSTS (500 XP)
    ==
    
    Get Chayton to build a trading post on the now empty western trading site, and 
    when it's up you should move him through the middle of the map and get him to 
    build on the eastern one too. You'll be able to build on the central one if 
    you killed off the war hut earlier; if it's still there it will now be hostile 
    and you'll have to remove it before the game lets you build on the trading 
    post site. As for using your existing troops to level the command post early: 
    forget that too. Your new enemies immediately get handed a great many strong 
    troops and you have no hope of even damaging the fort much.
    
    Start developing your new base. You have plenty of time to get your act 
    together up here, but when the first main attack does come it will be from the 
    south west and it will be BIG. You'd better have a lot of troops together, 
    including some falconets and a lot of cavalry. There is plenty of everything 
    around your base, but be aware that most of the map as yet unexplored is 
    virtually empty, except for a few treasures dotted around. It's worth 
    exploring it anyway, just to get your experience up faster. Upgrade the 
    trading route when you can - it helps a great deal. You'll know you're doing 
    well if you reach the Industrial Age before your enemies do.
    
    As well as the heavy attacks from the south west, the enemy is also fond of 
    trying to sneak in a few from the east. These ones can often take out some 
    buildings before you clear them out, since they come with rockets. Hit them 
    fast unless you want half your base levelled.
    
    All I did in this level was upgrade everything involving resources and then 
    just brought in any units from my Home City to add to the ones I had from 
    earlier. The only new units I actually built (other than villagers) were four 
    falconets and a culverin, and I was able to complete the level before the 
    Americans even launched their first proper attack on my base. But if you're 
    going to do it the long way I suggest filling your army with everything, since 
    the enemy certainly will. Cavalry are a good idea, but you will definitely 
    want some artillery to hit that fort with.
    
    Once you've fended off the latest attack on your base just replenish your 
    forces fast and pile everyone down to sit somewhere north of the command post 
    (try to approach from the north east, since any enemy troops amassing to 
    attack your base will be waiting at the north west walls of the base). All you 
    need to do is move your falconets forward and hit the fort from over the wall 
    (bait the outposts into shooting at your infantry). The fire pit will help you 
    to be extra positive. The Americans will react, of course, but if you just 
    hold them off and make sure your falconets do their job you're laughing.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 26
    XP: 207,602
    
    CARDS
    
    
    GENERAL STORE - CRATES OF 600 FOOD; CRATES OF 600 WOOD; CHESTS OF 600 COIN
    TOWN HALL - CAVALRY DAMAGE
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.2.6 TRUST
    
    
    "The Sioux and the settlers are at each other's throats. Holme has fled with 
    his bandits, leaving Chayton to pick up the pieces."
    
    ==
    
    EARN THE TRUST OF THE SIOUX
    
    ==
    
    PRIMARY OBJECTIVES:
    
    EARN 15,000 EXPERIENCE POINTS
    
    SECONDARY OBJECTIVES:
    
    EARN 150 EXPERIENCE POINTS FOR EACH OUTLAW KILLED
    EARN 1,000 EXPERIENCE POINTS FOR BUILDING A TRADING POST ON THE TRADE ROUTE 
    (1,000 XP)
    
    ==
    
    Nothing new here at all. Just do all the usual.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    The experience will take care of itself in this level, so just make a start as 
    normal. Take your starting units north east and find the trading post; build 
    on it but don't engage any nearby enemy units. Upgrade the trading route and 
    you can start bringing in food and coin. Explore west of your base and start 
    taking out any outlaws you find (bring in more military units from the Home 
    City for now), then send your miners over to any batches of resources lying 
    around.
    
    There are some treasures containing settlers dotted around the map; and the 
    Americans will also be sending carts from north to south, which can be 
    intercepted and destroyed to give your miners more resources to pick up.
    
    Your base will come under attack soon, but it's nothing you can't hold off 
    with the town bell and some Home City units shipped in. You can also bring 
    settlers in from the Home City, so get them working around your base, though 
    this isn't a level where you have to bother much with upgrades. The only 
    upgrade I bought was for my bow riders. Concentrate instead on advancing to 
    the Industrial Age (choose the Chief for more settlers) and building some 
    falconets.
    
    While exploring you will come across some stockades which are spread around 
    the map, not far from the walls of the American base. 
    
    ==
    SO: EARN 300 EXPERIENCE POINTS FOR EACH SIOUX WARRIOR PRISONER RETURNED TO THE 
    FLAGGED AREA IN THE SIOUX VILLAGE
    
    SO: EARN 2,000 EXPERIENCE POINTS FOR RESCUING THE SIOUX WAR CHIEF AND 
    RETURNING HIM TO THE FLAGGED AREA IN THE SIOUX VILLAGE (50 XP)
    ==
    
    You can rescue the cavalry inside and send them to the flags for experience 
    (add them to your army afterwards); but the most worthwhile one is in the far 
    north, at the twelve o'clock spot - it contains the Sioux chief. These 
    stockades are all guarded, but the more Sioux you rescue the larger your army 
    gets. Plus it will give you more and more experience, and once you reach 
    15,000 you'll get a lovely surprise in the form of a large group of horsemen 
    sitting in the Sioux base.
    
    ==
    PO: FIND SHERIFF HOLME
    ==
    
    This is now a good time to hit the American base, though the Sioux have also 
    shown you where Holme is hiding. The Americans are not tough to take down, 
    though they may have lots of units and a few outpost towers hanging around 
    inside their walls. Kill them all off for more experience points, then head 
    into the caves. Send everyone south towards Holme, and once you get past his 
    goons and approach him you can win the level and watch the unusually enjoyable 
    cutscene.
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    HOME CITY LEVEL: 28
    XP: 231,065
    
    CARDS
    
    
    TOWN HALL - 2 HORSE ARTILLERY; 3 HORSE ARTILLERY
    
    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    
    
     2.2.7 BATTLE OF THE LITTLE BIGHORN
    
    
    "Holme is dead but Custer is on the move. Is it too late to stop a war?"
    
    ==
    
    KILL GENERAL CUSTER
    
    ==
    
    PRIMARY OBJECTIVES:
    
    BRING THE THREE CHEYENNE WAR CHIEFS TO THE SIOUX TOWN CENTER
    
    SECONDARY OBJECTIVES:
    
    DESTROY BOTH ENEMY TOWN CENTERS
    
    ==
    
    This is the final level in the game but it's really pretty easy. There's 
    nothing more fun in AOE 3 than smashing up buildings with lines of falconets, 
    so it's nice that you get to do so much of it in this level.
    
    =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_= =_=
    
    Get your villagers working and take your military west immediately. You should 
    be able to help the first Indian village fend off the attack from the outlaws, 
    after which you get control of Two Moon and his men. Take everyone home again 
    and get rid of the Americans attacking your base. Now start building more and 
    more villagers for food, wood, coin and the fire pit, while you take your guys 
    north west to get Bull Bear's help. Take Bull Bear back home before heading 
    north east over the river crossing (there will probably be more Americans 
    roaming around).
    
    Up here is a guarded outpost which you should be able to get rid of with ease 
    (bring in Home City units if needed). Go south to the third and last village 
    and get the help of Brave Wolf, then take him back to base without delay. As 
    soon as you've returned all three chiefs to your base you get a new objective.
    
    ==
    PO: DEFEND THE SIOUX CAMP UNTIL GENERAL CUSTER ARRIVES
    
    SO: DESTROY BOTH ENEMY TOWN CENTERS
    ==
    
    This is easy, just keep developing your base and get some artillery together. 
    Another objective appears sometime after the countdown ends.
    
    ==
    SO: DESTROY GENERAL CUSTER'S BUILDINGS
    ==
    
    Build up an army and then attack the first outpost towers to the north east. 
    You want a big army so you can roll through the enemy bases without having to 
    constantly replenish, so feel free to go overboard on falconets and villagers 
    in the fire pit.
    
    You know what you're doing by now, so just batter through the base and take 
    down all the outposts as priorities. Deal with the pinged blue buildings 
    afterwards in order to reduce the strength of the imminent attack. This really 
    has a big effect, so get rid of all of them in the north east before you go 
    back south and then west. There's a treasure item in the east - the Cuirass of 
    El Pollo Guapo - which is worth equipping on one of the heroes. And when you 
    pull down the first town centre the Sioux send some horsed reinforcements to 
    the spot - more appear later in the same place.
    
    The other town is pretty much the same, so pull it all down toot sweet. Look 
    out for the Boots of El Pollo Guapo beside the first of Custer's western 
    buildings. You should easily be able to take down everything up in the west 
    before Custer's army finally appears, and lots more Sioux horses appear when 
    you do. When you see Custer's tits pouring down the pass just pull everyone 
    back home and wipe them out. Custer will appear at the end with whatever 
    meagre units he could scrape together, and the more of those blue buildings 
    you tore down earlier the more Custer will complain about not having much of 
    an army. 
    
    Remember to bring down any extra cavalry the Sioux hand you in the north west 
    and north east to help out, and park your entire army at the middle river 
    crossing, which is now open. 
    
    Kill off Custer to win the mission and the game.
    
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    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    ------------------------------------------------------------
                                   3. CONTRIBUTIONS
    ------------------------------------------------------------
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    =+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+
    
    Version 1.0 -
    
    30 March 2008 - Michael Sarich: Copyright Disclaimer
    
    <-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<>->->->->->->->->->->->->->->->->->->->
    
    Version 1.1 -
    
    N/A
    
    ------------------------------------------------------------------------------
                             THANK-YOU TO ALL CONTRIBUTORS
    ------------------------------------------------------------------------------
    
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    .==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.!!.==.
    ----------------------------------------------------------
                                  4. VERSION HISTORY
    ----------------------------------------------------------
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    =+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+
    
    Version 1.0 completion - 30 March 2008
    
    <-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<>->->->->->->->->->->->->->->->->->->->
    
    Version 1.1 completion - 14 July 2008
    
    Section 1:
    
    1.3 CONTACT ME - Revised contact information
    
    Section 2:
    
    Fixed all Secondary Objectives with no XP values stated
    
    2.1.7 THE BATTLE OF MORRISTOWN - Revised and rewote
    2.2.2 RED CLOUD'S WAR - Revised and rewote
    
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    ===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+==
    
    Thank-you for using this walkthrough. I hope it helped you out, or at least 
    taught you how _not_ to play the game. At the very least, I hope you found it 
    entertaining.
    
    =-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|
    
    This guide was written and formatted with the excellent Metapad:
    
    http://www.liquidninja.com/metapad/
    
    =-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|=-_|
    
    Useless - utuselessut@hotmail.com