FAQ/Walkthrough by VertigOne

Version: 0.7 | Updated: 02/16/05 | Printable Version

===============================================================================
==>                      A R M I E S   O F   E X I G O                      <==
===============================================================================

      Game: Armies Of Exigo
  Platform: PC
    Region: North American Release
Guide Type: Complete FAQ & Walkthrough
Written by: Darrin Ackerman (VertigOne) <onevertigo1(at)yahoo(dot)com>
   Version: v0.7 -- February 16, 2005

This document was written with the font Courier New, Size 10, 79 characters per
line. Best viewed with Courier New, Size 10. Notepad, WordPad, Word, UltraEdit
and any other text viewer should work great for viewing.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>>>>>>>>>> WORK IN PROGRESS *** WORK IN PROGRESS *** WORK IN PROGRESS <<<<<<<<<
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This guide is a work in progress, and as such is NOT YET COMPLETE. There is
much missing from this guide at this point. Please be patient. This guide will
be completed in time. I am not taking ANY submissions for the guide at this
time. Any such contacts will be deleted! You can, however, ask questions about
the incomplete parts.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



*******************************************************************************
* SPOILER WARNING *** SPOILER WARNING *** SPOILER WARNING *** SPOILER WARNING *
*******************************************************************************
*                                                                             *
* This guide is NOT spoiler-free! I've tried my hardest to minimize the       *
* amount of spoilers. There are no major spoilers. I do not reveal parts of   *
* the plot or anything like that. However, you can't (at least in my opinion) *
* write a "complete" guide and not have some spoilers. If you don't like it,  *
* sorry, too bad, don't read this FAQ!                                        *
*                                                                             *
*******************************************************************************
* SPOILER WARNING *** SPOILER WARNING *** SPOILER WARNING *** SPOILER WARNING *
*******************************************************************************




_______________________________________________________________________________
===============================================================================
==> i.  L E G A L   I N F O R M A T I O N                                 SLI01
===============================================================================

First and foremost let's get the legal stuff out of the way.

This document is a copyrighted work and is intended solely for your PERSONAL
USE. You may print a copy for yourself and you may give copies to your family
and friends so long as you do NOT change a single thing. You may NOT demand any
sort of compensation for this guide, monetary or otherwise.

COMMERCIAL ENTITIES (INDIVIDUALS OR GROUPS) ARE NOT PERMITTED TO USE THIS
DOCUMENT FOR ANY PURPOSE WHATSOEVER BEYOND THE PERSONAL USE OF AN INDIVIDUAL.
THIS DOCUMENT IS NOT TO BE INCLUDED AS PART OF ANY SOFTWARE, MAGAZINE, ON-LINE
SOURCE OR ANY PART OR AFFILIATE OF ANY COMMERCIAL ENTITY.

YOU MAY NOT REPRODUCE, DISTRIBUTE, MODIFY OR DO ANYTHING TO THIS DOCUMENT,
BEYOND PRINTING FOR PERSONAL USE. DOING ANY SUCH ACTION IS A DIRECT VIOLATION
OF COPYRIGHT LAW!




_______________________________________________________________________________
===============================================================================
==> ii.  D I S T R I B U T I O N   A N D   H O S T I N G                 SDAH01
===============================================================================

Distribution and hosting of this document is limited to the following websites.
No other sources are allowed!

-> www.GameFAQs.com (and its affiliates)
-> www.neoseeker.com
-> faqs.ign.com
-> www.cheathappens.com


If you would like to host this FAQ on your website, drop me an e-mail at the
address listed above, and we'll see what we can do. You MAY NOT host this guide
without being listed in this section or my written permission!

-[ Hosting Rules ]-
1.  The guide must be displayed in plain-text format. However, it can be
    wrapped in a frame, table, or whatever. This is primarily to keep the
    proper formatting of the guide.
2.  The guide must be publicly available for FREE. No charges of any kind may
    be applied for access to this guide! NO EXCEPTIONS!




_______________________________________________________________________________
===============================================================================
==> iii.  V E R S I O N   H I S T O R Y                                   SVH01
===============================================================================


--------------------------------
--> v0.7 - February 16, 2005 <---
-------------------------------------------------------------------------------

The walkthrough is now 99% completed, with just Beast Mission 12 missing. I do
have some revising to do of Fallen missions 10-12 and all of the Beast missions
(to include objectives and new stuff), but that can come at a later time. The
Fallen buildings and units section remains unchanged, as is the Beasts, but
they will be completed next.

- Fallen Walkthrough section completed!

- Added new Neutral Units
- Added new Neutral Buildings

- Rewrote the Fallen Mission 7 section of the walkthrough
- Updated Fallen missions 8 & 9 in the walkthrough section to indicate new
  stuff and objectives like the rest of the guide does.
- Updated Neutral Units
- Updated Neutral Buildings
- Various minor corrections
- De-spoilerified most of the walkthrough. They were minor spoilers, extremely
  minor, but there was no need for them anyway, so they're gone.



--------------------------------
--> v0.6 - February 14, 2005 <---
-------------------------------------------------------------------------------

*** IMPORTANT ***
There was some confusion with where to send emails, and for that I'm sorry. I
had mistakenly left my OLD walla email address listed in the guide. This
address should NOT be used! Walla has issues and is apparantly blacklisted from
many mail servers! I cannot reply to most emails from Walla, so DO NOT USE my
walla email address!
*** USE THE FOLLOWING ADDRESS TO CONTACT ME: onevertigo1(at)yahoo(dot)com


- Empire Walkthrough section completed!

- Added some new Neutral Units
- Added some new Neutral Buildings

- Updated the Neutral Buildings section
- Updated the Neutral Units section
- Updated the Empire Mission 12 "Revenge" section
- Fixed the Table of Contents to show the correct mission names
- Fixed the section headers to show the correct mission names




_______________________________________________________________________________
===============================================================================
==> iv.  T H I N G S   L E F T   T O   D O                              STLTD01
===============================================================================

Here's a list of what I have in the works for this guide.

- Finish Beast walkthrough section (just mission 12)
- Finish Units section (Empire is complete)
- Finish Buildings section (Empire is complete)





_______________________________________________________________________________
===============================================================================
==> v.  T A B L E   O F   C O N T E N T S                                STOC01
===============================================================================

Welcome to the Table of Contents! Here you can see a quick outline of all the
sections in this FAQ. Each section has a Search Code, as does any of its sub-
sections. To use the Search Codes, press CTRL+F and enter the code into the
Find box that pops up. That will then take you right to the section! If CTRL+F
doesn't work for you, use the Edit or Search menu, then Find.


Sec#   Section Title                                                Search Code
-------------------------------------------------------------------------------
   i   Legal Information                                                  SLI01
  ii   Distribution and Hosting                                          SDAH01
 iii   Version History                                                    SVH01
  iv   Things Left To Do                                                STLTD01
   v   Table of Contents                                                 STOC01
   I   Introduction                                                        SI01
  II   The Main Menu                                                      SMM01
 III   The Interface                                                      SIF01
  IV   Walkthrough                                                        SWT01
         a. Empire Campaign                                              SWT01A
               1. The Borderlands                                       SWT01A1
               2. Road to Margoth                                       SWT01A2
               3. Tightening the Noose                                  SWT01A3
               4. Might of the Magi                                     SWT01A4
               5. Noran in Flames                                       SWT01A5
               6. Dark Treachery                                        SWT01A6
               7. Dead Moors                                            SWT01A7
               8. Desperate Rescue                                      SWT01A8
               9. Rise of the Phoenix                                   SWT01A9
              10. The Long Dark                                        SWT01A10
              11. Dragonfire Fields                                    SWT01A11
              12. Revenge                                              SWT01A12
         b. Fallen Campaign                                              SWT01B
               1. Footfalls in Darkness                                 SWT01B1
               2. The Last Queen                                        SWT01B2
               3. The Dwarven Gate                                      SWT01B3
               4. Emerging From Shadow                                  SWT01B4
               5. The Mines of Malrinor                                 SWT01B5
               6. Teonia                                                SWT01B6
               7. The First Seal                                        SWT01B7
               8. The Coming of the Dark Host                           SWT01B8
               9. The Reckoning                                         SWT01B9
              10. Black Marsh                                          SWT01B10
              11. Field of Sorrows                                     SWT01B11
              12. Chamber of Screams                                   SWT01B12
         c. Beast Campaign                                               SWT01C
               1. The Red Hills                                         SWT01C1
               2. Taming the Three Tribes                               SWT01C2
               3. Reclaiming the Heard                                  SWT01C3
               4. Wall of Noran                                         SWT01C4
               5. A Gathering of Fire and Shadow                        SWT01C5
               6. Cold Blooded Kin                                      SWT01C6
               7. Tyron Gral                                            SWT01C7
               8. The Gray Tower                                        SWT01C8
               9. Dragga's Rise                                         SWT01C9
              10. The Sleeping Terror                                  SWT01C10
              11. The Eleventh Hour                                    SWT01C11
              12. ?                                                    SWT01C12
   V   Buildings                                                           SB01
         a. Empire                                                        SB01A
         b. Fallen                                                        SB01B
         c. Beast                                                         SB01C
         d. Neutral                                                       SB01D
  VI   Units                                                               SU01
         a. Empire                                                        SU01A
         b. Fallen                                                        SU01B
         c. Beast                                                         SU01C
         d. Neutral                                                       SU01D
 VII   E-Mail and Submissions                                            SSUB01
VIII   Credits and Special Thanks                                        SCST01




_______________________________________________________________________________
===============================================================================
==> I.  I N T R O D U C T I O N                                            SI01
===============================================================================

Welcome to my Armies Of Exigo FAQ! Thanks for taking the time to check this FAQ
out. I hope you find it useful!

This is a complete compilation of all the stuff in Armies Of Exigo, including a
complete walkthrough on all of the Single Player campaigns. This FAQ was
written to be a source of information, and to offer some strategies for beating
the single player missions. Armies has a rather weird difficulty scale, meaning
no matter what difficulty you choose, some missions are stupid-easy, while
others are so hard it's beyond aggravating.

I have tried to be as detailed as possible, without getting too detailed and
swamping you with information. Please note, my strategies listed for the
Walkthrough section are MY strategies, meaning if you don't like them, make up
your own! I have tested every strategy and know it works, but it's your game,
so you can play it how you see fit. Use this guide for what it is -- merely a
guide -- it's not the end-all be-all of the game!

Anyway, now that that's out of the way, let's get down to business!




_______________________________________________________________________________
===============================================================================
==> II.  T H E   M A I N   M E N U                                        SMM01
===============================================================================

I'm not going to go into much detail on the Main Menu. I don't feel it's really
necessary because it's very simplistic. If you can't figure out the Main Menu,
I seriously doubt you'll even manage to play the game!! :)

One thing I must note, a handy feature I haven't seen in many other games. In
the Game Options, you can set "Right-click to Attack Move." What this does is
makes any of your units that you have selected perform an Attack Move when you
right click (instead of you having to press 'A' then left-click the spot to
move to). An Attack Move, if you don't know, is an order that tells your units
to move to the designated area, but attack anything and everything they can
along the way. However, if you use this and need to perform a regular move (or
to retreat) you will need to press 'M' then left-click the area to move to. I
use this, and love it. Though sometimes I do forget to hit 'M' and click to run
away and scream "WHY AREN'T YOU MOVING!!?!?!" before I remember... heh.

Anyway, as I said, the Main Menu is extremely easy to navigate so you shouldn't
have any troubles. You might want to play with your Game Options to get the
best performance (or visual appearance) for your computer. You also might need
to adjust the sound effects a bit. For me, they were really, really loud. Also,
if you know how to do it (and your machine can handle it) you should turn on
Anti-Aliasing in your videocard options (in Windows). It really helps make the
game look a lot better. Ansiotropic filtering is up to you, I didn't notice
much of an improvement with it on or off. I only mention AA/AF because I
generally don't use it, but with this game I do... it's very jagged without.




_______________________________________________________________________________
===============================================================================
==> III.  T H E   I N T E R F A C E                                       SIF01
===============================================================================

The Interface is what you interact with while you're playing a mission (or
skirmish, or multiplayer game).

The Interface consists of three main parts. The top toolbar which lets you
access the Game Menu, view your Objectives, toggle the second mini-map on or
off, displays resources (Gold, Wood and Gems). It has more options when you are
in a multiplayer game.

The bottom toolbar shows you (from left to right) a portrait of the selected
unit OR a mini-map of the underground (when applicable). Next to that is the
Unit Information window. This displays information on the selected unit,
building or object such as: HP, Attack Damage, Mana, Armor, Effects and more.
The center of this toolbar has some action buttons including: Attack, Stop,
Cancel, Patrol, and more. The large button in the top-center switches between
surface and underground views. To the right of that is the buttons group. In
here will be buttons to build stuff, use spells or abilities and whatever else
a selected unit or building can do. Finally, the right-most part of the toolbar
is the mini-map of the surface map (or underground if you toggle it).

The rest of the screen is the viewing area, where you see what's going on in
the world.

Left-Click select something, or deselects (if you click on the bare ground).
Left-Click also makes buttons work and so forth. Right-Click makes your units
move there, or sets a rally-point. You can left-click on a mini-map and the
main view will switch to that area. You can also right-click a spot on the
mini-map to move units or set a rally point.

The interface is pretty standard. It follows the most common RTS format. Also,
if you've played WarCraft or StarCraft, you'll feel right at home.

Here's a quick list of some of the default hotkeys you can use in the game.
This is NOT all of the keys, just the ones that I think are most used (well, I
use them the most, so yeah).

-> A -- attack or attack move. Press A, then left-click a building or unit to
        have the selected units attack. Left-click somewhere on the ground and
        the selected units will perform an Attack Move to that spot. Attack
        Move means they'll move to the designated spot and attack anything
        along the way. They will STOP and attack and only move on once the
        threat is dealt with.

-> M -- move to the designated spot. Press M, then left-click the building,
        unit or area to move to. If you click a unit, the selected units will
        move to that unit and follow it around (and guard it). When doing a
        normal move, units ignore any threats they encounter. They will not
        stop until they get to their destination (unless their path is
        blocked).

-> F10 -- Brings up the Game Menu where you can Save/Load/Restart/Quit and so
          forth. Also good to just pause the game.

-> CTRL+# -- # is 1-0 on the regular part of the keyboard (NOT the numpad).
             Pressing CTRL+# assigns the selected units to that group. You can
             have a maximum of 15 units in one group. Then you can select that
             group by pressing the #. Pressing the # twice in a row moves the
             view to that group. Remember # is 1-0, not the actual # sign.

-> SPACEBAR -- moves the view to the last event. If you see the message "we're
               under attack" and hit space, it moves the view to the action.
               Works for production, research, etc. Pretty much anything that
               causes an event (either by audio cue or text on the screen).
               Handy when you've got a lot going on.


That's about all the keys I ever use. There are other keys that are useful, and
if you think I should include them, drop me an e-mail.




_______________________________________________________________________________
===============================================================================
==> IV.  W A L K T H R O U G H                                            SWT01
===============================================================================

Welcome to the Walkthrough section! In this section, you will get all the
information you need for beating each and every mission of all three campaigns
(Empire, Fallen, Beast).

There are a total of 36 missions in the game, 12 for each of the three races.
There's a CG animation at the start of each campaign and some random cutscenes
throughout.

At the beginning of each Campaign section, I list some important information
you need to know about the Campaign (mostly about the race and buildings). This
isn't overly-detailed but it's there just so you get an idea of what the race
is about, and how they may differ from the other races.


-[ BUILDINGS, UNITS, SPELLS & TECHNOLOGIES ]-
As the game progresses, you have access to new stuff. When you get new stuff in
a mission, I list it at the top of the section for that mission. This is just
some brief information. For more detailed information on any of that stuff,
check out the corresponding sections after the Walkthrough section.


-[ MISSION STRATEGIES ]-
The strategies and methods I list are MY OWN. You might not like them or have a
better way of going about doing something, and that's fine. I tested these
strategies repeatedly, and I know they work. However, if you wish to change it
up, feel free. Take my information for what it is, a guide. Not the end-all be-
all of the game. Okay? Good, let's get started!




-------------------------------------------------------------------------------
--> IV-a.  Empire Campaign                                               SWT01A
-------------------------------------------------------------------------------

The first campaign for Armies of Exigo is the Empire Campaign. The Empire is
made up of all the "Human" races, including: Humans, Elves, Gnomes and Dwarves.

The Empire has a wide assortment of units and some of the most powerful units
in the game. Though with that, they're slower to build and more expensive.

Their buildings can be built pretty much anywhere. They use Farms to provide
the population limit. Most troops can be built from a Barracks (so long as you
have the required buildings) or directly from the corresponding building
(Priests from Temples, etc.). Also, Barracks can be upgraded to train (or
research) two units simultaneously. Most buildings may also be garrisoned (you
can stick units in them to protect the units).

The main defensive structure for the Empire is the Tower. It has several forms
from a lowly Scout Tower (no attack) all the way to a Guard Tower. You can
garrison up to two Rangers in each tower to provide some extra punch.

Each unit gains experience individually, and with that, you want to protect
your higher-leveled troops. As they gain levels, they get different Auras (much
like WarCraft 3). These Auras provide different benefits to any troops near the
unit with the Aura. The Auras are: Strength, Speed, Dexterity and Absorbtion.
There are two levels of each Aura, "Lesser" which is the lowest possible level
(which units get at level 2) and then just "Aura of <whatever>" which units get
at level 5. These Auras are VERY beneficial, so you most definitely want to
keep your more experienced troops alive. However, it's not the end of the world
if they die, you can get along fine without them.

Finally, the workers for the Empire are Peasants. These guys build, repair and
gather resources (gold, wood, gems) for you. They can be upgraded with the Team
Work upgrade, which allows up to 5 Peasants to help build a building. With Team
Work, any idle peasants nearby will also help build. They can be set to Auto-
Repair as well (just right-click the repair button). Any buildings or
mechanical units that are damaged and near them, they will automatically go and
repair, then return to their original position. Peasants that are gathering
resources will stop what they are doing to repair a damaged building, then
return to their duties.

With all that out of the way, let's get to it!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.1.  The Borderlands                                            SWT01A1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Peasant
- Packmule
- Swordsman

NEW BUILDINGS:
- Farm
- Barracks

OBJECTIVES:
- Locate the Mining Town
- Train a packmule and escort it to the Margoth Road
- Kill the Beast Berserker to stop the raiding parties


Alrighty, here we are at the very first mission of this excellent game. Get
ready for a wild ride!

*** IMPORTANT: Remember to save often. Things can go wrong very quickly, and
it's frustrating to have to start over from scratch!

Okay, here we go. This mission is pretty much just an introduction to the game
and the Empire buildings and units. As such, it's not entirely complicated.
Fairly straightforward stuff, here. That will all change, though...

After a quick scene, you'll have control of the troops. Select them all and
follow the road leading south. You'll run into a few Beast enemies along the
way, but they shouldn't pose much problem. Bring your troops to the large
building in the center of the town and you'll get some Peasants.

Now we have to collect resources, and train a pack mule. Take your four
peasants and have them start mining the gold just west of the base. Two
peasants can mine one patch of gold at a time.

Build at least 5 more peasants and have 2 mine the remaining gold pile, 2 start
chopping trees and have the last one start repairing the damaged buildings.
Once the repairs are done, build a couple more farms and a Barracks.

In a couple of minutes, a few Beasts will appear and start harassing your town.
For now, just defend against them. Once we get a Barracks up and some cash,
then we can take out their leader, the Berserker, and end their incursions into
our lands.

Once your Barracks has been built, start producing some soldiers. You might
want to build two Barracks so that training goes faster. Money really shouldn't
be an issue in this mission. You should build up a full group (at least 15) of
soldiers, and an additional 4-6 to stay and guard your base. On the harder
difficulties you might need additional troops -- just remember to save 500 gold
for the pack mule.

When your troops are built, move towards the spot where the Berserker is (in
the northeast corner of the map). Kill all the Beasts along the way and finally
the Berserker when you get to him.

Now that the Beast threat is gone, we can build our Pack Mule (from the Storage
building) and send it to the road to Margoth, which is just north of where you
killed the Berserker. You should see a little road sign there. Make sure you
have some troops follow the mule (select troops then right-click the mule)
because a couple of stray Beasts will try to kill it on its way.

Once the mule gets to the road, it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.2.  Road to Margoth                                            SWT01A2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Elf Ranger
- Pikemen

NEW BUILDINGS:
- Town Hall
- Scout Tower
- Blacksmith

NEW TECHNOLOGIES:
- Iron Sword
- Scale Mail

OJECTIVES:
- Build a Barracks
- Build a Blacksmith
- Locate and destroy the Beasts and their camp
- Locate Beast campsites and recover three resource caches (optional)


We're now on our way to Margoth to deliver aid and supplies. First thing to do
is to build a couple more peasants and start mining gold and Gems. Two or three
peasants will fit in a gem mine. Get some guys chopping wood, too. Once you
have enough resources build a Barracks and some Farms.

NOTE: This is the last time I'm going to mention anything about gathering
resources. You should have the hang of it by now!

After a few seconds two Elves show up and tell you about a Beast encampment
nearby. They also join you. They're the only Elf Rangers you get for now, so
keep them alive! We'll also be able to build Pikemen from our Barracks, so make
use of them. Also, now that you can build Scout Towers, you can stick the Elf
Rangers in them. They'll fire on any enemies and be better protected.

Our base is located in the southeast corner, with an entrance in the northwest.
The first Beast campsite is on the far west side of the map, slightly above the
southwest corner (500 wood). There's a Ruined Tower (reveals part of the map)
near the center of the map (follow west road out of base, then take the first
path north). The second Beast campsite is located just north of the Ruined
Tower (500 Gold). The third Beast campsite is located in the northeast corner
of the map (500 Gold, 150 Gems). The Beast Garrison is located in the northwest
corner of the map.

After you build a Barracks, you'll be informed to build a Blacksmith. Build
one. Blacksmiths also serve as Lumber drop-off points, so build it close to
where your tree cutters are. Make sure you research everything the Blacksmith
has to offer to better equip our troops. You should quickly build the Barracks
and Blacksmith, as soon as resources permit. An Ogre will come attacking soon,
and they're only weak against Pikemen. Normal soldiers can kill them, it'll
just take a lot longer. Ogre's are huge and mean. You want them dead quick.

When you're ready to start attacking, build up at least one full group (15
troops) of soldiers. Have at least 10 Swordsmen and 5 Pikemen. Build a few
extra troops to defend your base while your gone. Let's go after the Beast
resource campsites first, so we can get some extra supplies.

The first campsite is in the soutwest corner. On your way, take the first path
north you see and garrison a troop in the Ruined Tower to reveal the second
campsite. Continue west and kill the Beasts and grab the 500 Wood. Head back
towards your base, this time going north from your base. Along the way you'll
see three Beasts harassing a Merchant. Kill them and he'll thank you and
promise Gold and Wood. Now continue west from here and take out the second
Beast campsite and grab the 500 Gold. The third and final Beast campsite is
located in the northeast corner of the map. Head there, kill the Beasts and
grab the 500 Gold and 150 Gems from the chests.

Now all that's left is the Beast Garrison, which is located in the northwest
corner of the map. You must follow the northwest road from the crossroads where
you met the Merchant. Attack from the northern most road. You should bring at
least two full groups (15 troops each) to attack. Make sure you have some
Pikemen! The enemy has a couple huge Ogres. Start attacking the base and some
Elf Rangers will show up and help you out. Destroy the base and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.3.  Tightening the Noose                                       SWT01A3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Priest

NEW BUILDINGS:
- Temple

NEW SPELLS:
- Decree
- Protective Shell
- Heal
- Bless

NEW TECHNOLOGIES:
- Iron Arrow
- Leather Armor
- Watch Tower

OBJECTIVES:
- Alric must survive
- Dunehelm must survive
- Guide Alric to Margoth
- Guide Dunehelm to Margoth


Well we're finally on our way to Margoth again. This time around, we're greeted
with Alric, a Mage. He's pretty much the main character in the Empire campaign
and he'll be with you throughout nearly every mission. Whenever he is in a
mission, he must survive at all costs (or it's game over) so be sure to protect
him. He's rather powerful for a Mage (usually they're physically weak) and can
hold his own quite well, but just keep an eye on him.

We have to get to Margoth, and we're quite a ways away from the town. Start off
by following the road to the north. Along the way you'll run into a small Beast
campsite. Kill them, and grab the chest for 125 Gold and 75 Gems. Continue
following the road north until you come to an intersection. DO NOT cross the
bridge! Instead, head to the northeast corner and into the underground.

Once underground, head west. You'll come upon an exit to the surface, take it.
Back on the surface, near the entrace, you'll see a large pile of rocks. Have
your guys attack the rocks (you have to press A, then left-click the rocks) so
that the rocks fall down and kill one of the Ogres. Then take your troops and
slaughter the remaining Ogre. Don't neglect to use Alric's Decree spell. It
does massive damage to all enemy units in an area!

Continue heading west and you'll come upon another small Beast campsite. Kill
them all and take the two chests for 250 Gold and 150 Gems. Now head back east
along the road just a bit until you find another path heading south. Follow the
road south until you reach some allied troops getting attacked by Beasts. Help
them out (don't forget about Alric's Decree!!) and you'll get a quick scene.
Dunehelm joins up with you now, and he must also survive or it's game over.

Follow the road south some more until you find some more Beasts. Your guys will
tell you to stop the Goblins (little green hoppy guys) or they'll bring
reinforcements. Don't even bother, they're too fast. Start killing the Beasts
and follow the path to the west. Kill everything, then gather your troops near
to the glowing glyph on the ground, and then grab it. It'll heal all nearby
troops.

Now, head south just a bit from where you got the healing glyph and you'll find
a path leading into the woods to the west. Follow it and grab the two chests
for 250 Gold and 150 Gems. Then, continue following the road to the southeast
and enter the underground once again.

Make your way south and kill the Tunnel Rats, then head to the east and then
north. Go back to the surface here and then north again. Go next to the Temple
and two Priests will join you. These guys can heal, so they're handy to have.
Go back into the underground now, this time taking the west path (from the main
room), following it all the way west, then south and back to the surface again.

Take your men along the western road. You'll soon find a village under attack
by the Beasts. Kill off all the Beasts and you'll get a quick scene, then the
village is ours! Start repairing the buildings and gathering resources. It's
time to bring the fight to the Beasts!

Our base is located in the southwest corner. Margoth is located in the
northwest corner (green). There are three Beast bases, two directly east of
Margoth (yellow and brown) and one east of our own base (orange). There are two
entrances to our base, one to the east and one to the north. You'll get
attacked from both, so put up some Towers (make sure to upgrade them to Watch
Towers!).

You can safely ignore the orange Beasts (east of your base). We don't need to
go that way and they're pretty weak anyway. Just position 3 Watch Towers (with
Elf Rangers in them) in your eastern exit and leave it at that. They won't get
through that.

Now, in order to get to Margoth, we have to go through the Yellow and Brown
bases. Don't worry, it's not that bad. Build up at least two full groups of
troops (15 each). Make sure you have a nice mix of soldiers and at least two
Priests in each group, then get ready to march! Follow the northern road out of
your base.

The first base you'll have to deal with is Brown. They're not all that tough,
so storm them with all your troops and make them dead. Once that base is
destroyed, reinforce your troops if you need to. You'll notice that there's a
Trebuchet here and you can garrison one of your soldiers inside of it to take
control! With the Trebuchet, you can now destroy the entire Yellow base without
having to go near it. You'll have some troops to deal with, as they'll get
pissed off that they're getting bombed and come attack you. Just stay near the
catapult and guard it, while using it to take out the Yellow base.

Once you destroy the Yellow base, take some troops and mop up any remaining
units they might have, then bring Alric and Dunehelm to Margoth (green). You'll
get a short cutscene when you get there and...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.4.  Might of the Magi                                          SWT01A4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW SPELLS:
- Resurrection

NEW TECHNOLOGIES:
- Trailblazing
- Precision Archery

OBJECTIVES:
- Alric must survive
- Dunehelm must survive
- Survive for 30 minutes
- Destroy the Siege Catapults


In this mission we're tasked with defending Castle Margoth. This mission is
just a bit tough -- even harder than the last. You better get used to that,
though, things certainly don't get easier from here on out!

There are two entrances to our base, one in the south and one in the east.
We'll be attacked pretty much constantly from both directions. You're going to
want to put several (6+) Towers (make sure to upgrade them and stick Rangers
inside) in each entrance. You may need 10 or more towers in the southern
entrance as the majority of the attacks come from that direction. So get
building towers! Also, you should build a couple towers by Alric as some
airborne units will try to kill him.

While you are building towers, also build a couple more Barracks (I had a total
of 4). Your troops are under constant assault and will need reinforcing
quickly -- more Barracks will allow you to do that! You may also purchase
Crossbowmen from the Tavern near Alric (powerful ranged units).

We've also got some annoying Catapults pounding us from the west. When you
have sufficient defenses, take some troops (7-10 is good) to the underground
(entrance by the castle). To the north and south (just west of the underground
entrance) are chests with resources, grab them all. Head west and you'll find
Miners being attacked by spiders. Kill the spiders and the Miners will build
you a tunnel over to where the Catapults are. Once it's built, head in and over
to the other side and destroy the Catapults. Bring your troops back to the
surface.

Beef up your defenses in both entrances. Make sure you have pleanty of towers
and troops in each entrance. All you have to do now is survive for the
remainder of the 30 minutes and...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.5.  Noran in Flames                                            SWT01A5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW TECHNOLOGIES:
- Improved Farming
- Fortify
- Stone Keep
- Advanced Barracks

OBJECTIVES:
- Bring Alric to the First Envoy
- Bring Alric to the Second Envoy
- Bring Alric to the Third Enovy
- Alric must survive
- Escort Father Julianis to the village and garrison him in the temple
- Destroy the Occupation Army


As soon as this mission starts, we happen upon a town under attack by some
rebels. You'll scare them off and get a cutscene outlining the situation.

First things first, get gathering resources and repairing your base. Build up
some defenses and start pumping out troops. Make sure to research everything
and do all the upgrades.

Our base is in the northern most part of the map, in the center. There are
three entrances: east, south and west. You should place 3-4 Watch Towers with
Rangers in each entrance for defense. That should be all you need for defense,
but feel free to throw some extra towers or troops in the mix for defense.

After a bit, the First Envoy will appear to the east of our base. You can
ignore him until you're ready. Once you are ready, however, head over and talk
to him. You'll get a cutscene and a Priest will tell you about his town. We
should go help the town!

Head out of the southern entrance of your base to the purple village and
garrison Father Julianis into the temple. Don't destroy any of the buildings!
Once the Priest is garrisoned in the temple, the entire town converts to your
control! Also, you notice a huge mess of enemies in the town. If you wait a bit
they'll leave, then you can make your move. Also, this large group will be
converted to your side (about 25 peasants!) if you avoid fighting them.

After a while, the Second Envoy will arrive in the southeast corner. Go talk to
him for a scene. There's an enemy town along the way, so make sure you bring
pleanty of troops with you (one or two full groups should be pleanty). You'll
get six Crossbowmen after the talk, and get the task of destroying the rebel
base. The western entrance to your base is going to be under pretty heavy
constant attacks now, so you might want to beef up your defenses there.

You can optionally destroy the red base in the south. This is a good idea as it
pretty much eliminates most of the attacks against your own base. You'll need
at least 3 full groups to do it, but it isn't anything majorly hard. Just
remember to bring priests with you!

Now, for the last enovy, we have to go through the rebel leader. No real
problem there, either. Take 2-3 groups of men with you and go obliterate them.
Alric's Decree spell works wonders against them, and should deal with most of
them very quickly. Mop up the remaining troops, talk to the third Envoy, and
it's...

MISSION COMPLETE!



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.6.  Dark Treachery                                             SWT01A6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Catapult

NEW BUILDINGS:
- Gnome Workshop

NEW TECHNOLOGIES:
- Steel Sword
- Steel Arrow
- Plate Mail
- Padded Armor

OBJECTIVES:
- Dunehelm must survive
- Destroy the traitor's castle!
- Defeat the White Wolf (optional)


Well, well, well... the plot, she thickens! Things start to get weird from
here, but our job is still the same: crush, kill... destroy! We must rescue our
friend in this mission, so let's get to it!

As usual, start gathering resources and building up your base. After a few
moments, some Crossbowmen will arrive and join you. Since they're more powerful
than Rangers, be sure to keep them alive!

Our base is in the southwest corner of the map with an entrace to the north,
where there's a bridge. West of our base, by the gold fields is a hidden path
to an underground entrace. There are several viscious wolves in here, so make
sure you take them out before they eat your peasants! Defense should be set up
at the bridge to the north. Stick a few towers there and some troops and you
should be fine.

Gnomes will send you a lone Catapult for your use after a while. We can also
build Catapults now from our newly aquired Gnome Workshop building! Catapults
are siege engines, and with that, they're awesome at destroying buildings. They
also have huge splash damage and can wipe out a large concentration of enemy
troops relatively easy (watch when the enemy units fly through the air after
impact...whee!). BUT, be warned, the splash damage WILL hurt your own troops!

The underground is a host for some nice treasures and leads to a resource field
in the northwest corner of the surface map, as well as an alternate path to the
enemy castle. You should take some troops down there. Head north from the
entrance and take the first path east. There's a bunch of wolves and assorted
baddies in here guarding lots of treasure. Kill them, grab the chests for (500
Gold, 250 Gems) and grab these items: Orb of Frost (adds ice damage to units
attacks, permanent), Ring of Health x2 (adds 200 hp to unit, permanent), Ring
of Mana (adds 100 mana to unit, permanent) and a Healing Dust +300 (greater
area healing). The Orb of Frost, Ring of Health and Ring of Mana are permanent
for THIS mission only. The enemies down here, while relatively weak are great
for experience. So you should take some fresh troops down there with you to get
full benefits from the levels!

Just northwest of our base (follow the road northwest) is a peasant village
being harassed by a White Wolf. If we find and kill it, the village will join
our cause. So let's do that. Head northwest out of the village and kill the
wolves on the way. Eventually, you'll find the White Wolf. Kill it and the
small village is yours (three whole friggen peasants!) Nothing really
spectacular, but it's fun to kill stuff (plus, it's good experience for your
troops).

Now when you decide to march on the enemy castle (northeast corner), you should
take at least 3 full groups with you and 4-5 Catapults. March, in force, on the
base and take it out. MAKE SURE you manually target buildings for your
Catapults, otherwise there's a change they can injure your own troops with
splash damage. The enemy base is fairly large with a good amount of towers, so
your Catapults first priority should be the towers, then Barracks and any other
production buildings. Pay attention to your troops and don't let them stray off
too far to get killed. Most importantly, don't let Dunehelm run off and get
himself dead, otherwise it's game over.

Destroy the evil villians castle and...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.7.  Dead Moors                                                 SWT01A7
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

OBJECTIVES:
- Dunehelm must survive
- Guide Dunehelm across the Moors
- Find the lost Troll Hunters
- Reunite the Troll Hunters with their leader


Ahh yes, the lovely smell of death. Well, here we are in the bogs. We have no
base and a limited number of troops this time around, so it's imperative that
you pay attention to your units and keep them alive the best you can. Don't
worry if a few die, but if too many die it'll be game over for you.

First thing to do is head west. There's some bandits there that need 'taming'
so kick their asses. Now you can garrison the Mercenary Camp and buy a unit
(only one for now, we're kinda strapped). You have the choice of a Dark Ranger,
Renegade Mage or Outlaw Dwarf. I'd recommend the mage. His spells are very
useful. Whichever you decide to purchase, do so, and make sure to take your
troop out of the building. Then continue on to the north and east.

Kill the three baddies on the way and grab the chest for 100 Gold and 50 Gems.
Then continue following the road to the east. You'll come to a fork where a
Ranger will recommend we don't go north, so continue east until you find a lone
warrior standing over a dead Troll. You'll get some talk and new objectives.
Directly south of him is a path with a chest at the end, which contains 100
Gold and 50 Gems -- grab it and move east.

An evil Goblin encampment is to the southeast and we gotta take 'em out. If you
bought the Renegade Mage, his Chain Lightning spell will come in very handy
here. Kill them all, and just south of the Cave Entrance is a Bless Scroll.
Grab it and head into the underground. Kill the few Goblins here and the lost
Troll Hunters will join you. Exit back to the surface and head west back to the
lone warrior you found earlier and he, too, will join you.

The northeast path leads to some baddies and another chest with 100 Gold and 50
Gems. Grab the chest and head east. You'll find another healing glyph at the
end, use it, then head all the way back west to the fork in the road where you
were told not to go north, and... yep! Go north!

The northern path is blocked by four Trolls, but now that we have our Troll
Hunter friends, they should fall quite easily. The Troll Hunters have an Elixir
of Strength spell which gives them +3 to damage for 25 seconds. Don't forget to
use it! Dispatch the Trolls. Just east of where the Trolls are is another
chest with 100 Gold and 50 Gems. That brings us up to 400 Gold and 200 Gems
now, and if you remember, that's how much mercenaries cost! So have one unit
head back to the Mercenary Camp in the southwest corner of the map, and buy
yourself another unit. I'd recommend an Outlaw Dwarf this time as he is
extremely powerful. Optionally, you can wait (if you have enough men) as we'll
be coming by another Mercenary Camp soon. It's heavily defended however, so if
you need another guy, go get him now! When you're ready, head north.

You'll come upon a crossroads now. The northwest path leads to two chests (200
Gold, 100 Gems) and a Lesser Ring of Health (+100 HP to one unit for this
mission). The southeast path is a deadend, so take the northeast path. There's
a Hydra here with 800 HP! Take it out quickly as its attacks cause poison!
Cross the river and take the southern path. Kill the lone baddie here and use
the healing glyph if you need it, then continue east.

That annoying bandit is back again, this time with more men. Kick his ass yet
again, this time you get to kill him. Also, collect two more chests here for
another 200 Gold and 100 Gems. You have enough to buy another troop now. Buy
either a mage or dwarf, whichever you prefer. To the east is a healing glyph,
grab it and take the northwest path to find two chests with 200 Gold and 100
Gems, then take the northeast path heading north.

Follow the road north until you get near the northern most part of the map. To
the west is a ruined structure guarded by some baddies and a healing glyph.
Grab it and move west now. You'll eventually get to another fork in the road,
this time the choices being northwest and southwest. IGNORE the northwest path.
It just leads to a whole mess of Goblins who will make you dead. There's
nothing of use in their base, so don't even waste the men trying to kill them.
Take the southwest path instead.

Here are some more enemies and a large lone tree. Watch out for the large
baddie to the west of the tree -- he has 1250 HP and he's mean! Take him out
last, then head west. A hydra will pop up along the way, kill it. Now follow
this path soutwest killing any Hydras you see, until you get as far southwest
as you can. There's a healing glyph here, use it. Now you might want to save
before continuing. A very large, powerful, mean Hydra lies ahead of us, and
it's easy to get Dunehelm killed if you're not careful. Either way, head north
from the glyph and take out the 2500 HP Hydra! Continue northward.

After following the path north for a while, your Troll Hunter friends will
depart. You'll get a cutscene and then it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.8.  Desperate Rescue                                           SWT01A8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Dryad
- Gnome Ark
- Valkyrie

NEW BUILDINGS:
- Elven Sanctuary
- Gnome Alchemist

NEW SPELLS:
- Enchant
- Eye of the Forest
- Call of the Wild
- Cloak of Invisibility

NEW TECHNOLOGIES:
- Explosive Potion
- Firing Ports

OBJECTIVES:
- Lady Tierna must survive
- Dunehelm must survive
- Destroy Vangarath's Prison Tower
- Release all of the prisoners


We have a new hero with us, Lady Tierna. She's a Valkyrie and rides a big ass
eagle. Her and her Valkyrie companions are pretty powerful and they can attack
land and air units. Just don't get Tierna dead!

Our base is located in the southeast corner with one entrance to the northwest.
The enemy bases are located pretty much in every other corner: southwest,
northwest and northeast. The main prison tower is located in the northwest.
There's another prison tower in the northern most center part of the map.
There are two resource fields available to us, one directly north of our
starting point (slightly east) and another farther north, near the center of
the map.

Enemies come often and in great numbers from the northwest exit, so you're
going to want quite a few towers there to defend, along with some troops.
They'll also be using air units to attack, so you're going to want towers
around the perimeter of your base. Make sure no part of your base is left
undefended, as they'll find that spot and attack there!

While there are a great number of enemies here, we don't need to worry about
them. We just have to destroy the prison tower and we're good to go. However,
feel free to take out the enemy bases as that will lessen the amount of attacks
against your base. I chose to do so, and it made my life easier.

Directly in the center of the map is an Emerald Tower. You can garrison a
soldier inside, which will give you access to the Poison Fog spell, as well as
reveal a large area of the map. The Poison Fog spell can be cast an unlimited
amount of times, so long as there is someone garrisoned in the tower. It has a
recharge time inbetween castings, though. Poison Fog is extremely useful
against groups of troops. You must use a Gnome Ark to take a soldier to the
tower as there is no land access.

On to the enemies! There's bands of peasants with pitchforks and stones running
around north of your base. There's two or three groups. You can use the
Valkyries and Poison Fog to take them out easily. The northeast base (Gray)
isn't that large and not well defended either (just a few towers and ground
troops). The southwest base (Red) is a little more heavily defended with tons
of troops -- but you don't need to bother with them, so only take them on if
you want.

You should take out Gray as quickly as possible. That will limit the amount of
attacks you get, plus it frees up another resource field for us to take. When
you destroy the Stronghold for the gray base, be careful! A bunch of really
strong troops jump out (including the evil Lord Byron with 2500 HP!) so don't
blow it up until you're ready to deal with them.

After gray is done, take out the two towers on the island with the prison tower
in the northern most center of the map. Take some troops into the underground
and kill the few soldiers (12 total) here to the south. Then go east to rescue
your friends: a few Renegade Mages and a Swordsman. That's it for this area.

The final tower (northwest) is surrounded by a TON of Guard Towers and the
purple base. There's a clear spot on the southwest corner of the island where
you can land your troops without fear of being shot down. You have to follow
the river to the west to avoid the towers. Take at least 3 full groups of men
and 6 or so Catapults and obliterate the base. This will be tough. There are
literally tons of towers, I'm not kidding. Plus there's sooo many enemy troops.
Take your time and go slow. Keep an eye on your troops; don't let them wander
too far. If you're hurting, run away! Pull back and regroup. Don't hesitate to
stop the push to get some reinforcements.

Destroy the final prison tower and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.9.  Rise of the Phoenix                                        SWT01A9
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Phoenix

NEW SPELLS:
- Nova

NEW TECHNOLOGIES:
- Team Work

OBJECTIVES:
- Lady Tierna must survive
- Alric must survive
- Guide Alric to the exit beacon on the other side of the forest
- Find the Green Runestone
- Find the Yellow Runestone
- Destroy the Phoenix Orb


Ouch? Yep... that hurt. Ah well, we're without a ride for the moment. If you
played the demo previously, then you should know this mission, as it is the one
from the demo. It plays exactly the same so if you remember what to do, feel
free to skip this section. Otherwise, read on!

Follow the road east and you'll come upon an Elder Phoenix. It seems him and
his kind are trapped, and he asks your help. After the scene, follow the road
south and you'll find a resource field. Perfect spot for a base, so build one!

Our new base is located near the center of the map, more towards the northwest.
There are two entrances to the base, one west and one east across the river.
There is also a road just west of the river heading south. There's a Diamond
Tower just northeast of our base (must cross river heading east then go north).
An enemy base (Red) is in the southwest corner by the beacon, and another enemy
base (Orange) is on the eastern side of the map, in the center. Finally, the
Yellow base is in the southeast corner of the map.

Defenses are nothing major in this mission. Enemies consist of anywhere from 2-
6 units and that's about it. The road just west of the river heading south is
often attacked by a solitary Wyvern. You should have 2 towers (with Rangers) in
each entrance, including the southern road (west of the river). Maybe a couple
extra troops for backup.

You can sneak a soldier over to the Diamond Tower and garrison him inside
whenever you want. Doing so gives you access to the Decree spell (the same as
Alric's), however you can cast it an unlimited amount of times and it costs no
mana (though there is a recharge time between casting). To get to it, head east
across the river, past the fountain, across another river and then north as
soon as you can.

When you're ready to start knocking some things off our tasks list, gather a
group of troops and take the southern road west of the river. You'll come to a
fork, heading west and continuing southwest. Take the western road and you'll
find some spiders. Kill them, and grab the Green Runestone.

After that, head back to your base and this time take the western road. It will
lead to an entrance to the underground. Enter the underground and head
southeast, then take the first path to the southwest. You'll fight some ugly
bug-like things. Continue following the path south and you'll find two bigger
ugly bug-things guarding the Yellow Runestone. Kill them and take the
Runestone. Now you can head back to your base. Also, there's a path to the
southeast (from the main path) that will lead you to an entrace to the surface
world, near the Yellow base.

In order to continue with the Phoenix quest, we have to take out the Orange
base. Their base is small, with only a handful of buildings and one tower. One
full group of troops and a couple Catapults should be more than enough. Once
you take out their base, you can head north to find the entrance to the tomb of
Zahn -- where the Phoenix Orb is. Kill the spiders nearby and enter the tomb.

The path here is rather straightforward, so you should have an easy time.
Follow it south, then west, then north into a large room. There are two paths
this time in the north. The western path leads to four chests with 500 Gold and
300 Gems, while the eastern path heads to the Phoenix Orb. Take the eastern
path, killing the stupid bone warriors along the way until you get to another
intersection. The northern path is a deadend so head south, kill the bone
warriors here and destroy the Phoenix Orb to free the Phoenix. The Elder
Phoenix and some of his friends will join you now!

Okay, now, to get out of here we have to go through the remaining two bases
(yellow and red). Yellow is pretty easy, two full groups and some catapults
will take them out. Red, however, is harder as they employ hidden units that
only the Phoenix can reveal. Also, you only have these few Phoenix. DO NOT LET
THEM DIE. If you can't reveal the hidden units of the Red team, they'll kill
you and it's game over! So protect your Phoenix and make sure they hang back
and don't get dead.

Once the Yellow and Red bases are dead, take Alric and Tierna to the beacon at
the edge of the forest and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.10.  The Long Dark                                            SWT01A10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Mage

NEW BUILDINGS:
- Obsidian Tower

NEW TECHNOLOGIES:
- Castle
- Disciples
- Flaming Arrow
- Enchanted Sword
- Magic Arrow
- Enchanted Mail
- Ethereal Armor

NEW SPELLS:
- Litany
- Dispel Magic

OBJECTIVES:
- Guide Alric back to the surface
- Bring Alric to the Mechanism
- Locate the two missing energy orbs


Well, that went bad, eh? Okay, we're underground now and yes, you can build
bases underground! Must be a huge cavern to fit a friggen Stronghold! Anyway,
resources are a bit different. There are Mineral Fields instead of Gold fields
and Gem Mines. Mineral Fields give you both Gold and Gems, so no worries there.

Get started on base construction and resource gathering. There are trees down
here, too, for lumber (don't ask...) so we're pretty much set. Enemies do start
attacking fairly soon, so get yourself a Barracks and possibly some towers as
quickly as you can.

When you're ready to do some exploring, get yourself a group of soldiers and
take the northern road. It leads to a small Yellow base, nothing of any
resistance to you, so kill it. Head north some more and you'll find a strange
Mechanism. Bring Alric to it, and he'll inform you we need to find two Energy
Orbs. Head east until you come to a four-way intersection heading north,
south, east and west (the way you came). Take the southern route and kill all
the baddies on the way and pick up the first orb. Now head back to your base,
and take the eastern path this time. Take the first southern path you see, kill
everything along the way and grab the second orb. A path beyond the Mechanism
opens up leading to 6 chests (600 Gold, 600 Wood, 600 Gems and a Stone Tablet,
which summons a Stone Golem to fight for you.

Finally we can get out of here. Gather 2-3 groups of soldiers and get ready to
take out the Yellow base. Head east from the mechanism and when you get to the
crossroads again, this time go north. Watch out for the three Hydras up here.
They have 2500 HP and they can only be attacked by ranged units. Pummel the
Yellow bastids into submission and bring Alric to the cave exit and...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.11.  Dragonfire Fields                                        SWT01A11
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Steambird
- Miner Team
- Knight

NEW BUILDINGS:
- Valkyrie Beacon
- Circle of Ancients

NEW TECHNOLOGIES:
- Horse Armor
- Plated Wood
- Extra Cargo
- Telescope
- Guard Tower
- Amulet of Lyanne
- Elder Eagle
- Volcanic Potion
- Dragonbreath Potion

NEW SPELLS:
- Prayer
- Hammer of Fire
- Magic Thorns

OBJECTIVES:
- Alric must survive
- Destroy all three Beast settlements


Did you enjoy your conversation with the charming Belloq? What a tool. Anyway,
everything is revealed to you in this map so I don't need to explain where
everything is. Just remember the Purple team is the annoying Belloq. He's an
ally, even if he is annoying.

The Yellow team has a slightly larger base than you think, to the east of the
visible part of the base. There's also several Green towers in the center of
the map, stretching from the center to the western most side.

You should build up a full group of Valkyries and have them take out the Green
towers scattered about. This will allow your allies to move on the other two
enemy bases. Also, time your attacks with your allies so you can do more
damage. I used just one group of Valkyries along with the purple teams attack
force and managed to decimate the entire Yellow base.

There is only one entrace to your base, in the east. Put 6 or so Guard Towers
there with Rangers inside, and that should be all you need. To the north of
your base is a cliff, and some yellow flying units will attack from there. Put
a couple Guard Towers there, too.

This mission is extremely straight forward. There isn't anything I can tell you
to make things easier, though, aside from what I already have. Make use of your
various units. Knights are extremely powerful ground troops. Valkyries are
awesome -- they destroy everything rather easily. Steambirds and Catapults are
obviously great for taking down buildings. Don't forget Priests for healing,
and the Decree spell (from Alric or Mages) is just plain awesome against large
concentrations of enemy units.

Lastly, make sure to time your attacks with the purple team (your allies!). It
will make things much easier on you when you have a much greater number of
troops, thanks to them, to destroy the enemies. I used two full groups of
Valkyries and just followed the purple team around to whoever they decided to
attack, and it was extremely easy. I only lost a few Valkyries in the process,
and by the time the mission ended, they were all level 5!

So, with that, get attacking. Yellow is pretty easy, so maybe you wanna take
them out first. The red team has an absolute horde of units in their base, so
caution is advised there. Other than that, good luck, and kill 'em all! Once
you destroy all the enemy bases, it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-a.12.  Revenge                                                  SWT01A12
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW SPELLS:
- Fury of the Ancients

NEW TECHNOLOGIES:
- Sword Mastery

OBJECTIVES:
- Kill all five Beast Warlords
- Destroy all of the Beast buildings constructed at Margoth


Revenge is a dish best served cold. This map would've been more fitting on a
winter terrain, but I digress.

This mission is going to be long and tough. You're going to lose a lot of
troops and it's going to take a lot of resources to do it.

The map is laid out as follows: your main base is located in the southern-most
center portion of the map. In the North-East corner is your ally (dark purple).
In the center of the map is the Yellow team camped on the ruins of Margoth. The
center (the western most part) is occupied by the Green team. Just North and
slightly west of Yellow is the Purple team. East of Purple and West of your
ally Dark Purple is the Orange team. South of your ally on the eastern side of
the map is Red.

First up, your base. I strongly recommend you place several fully upgraded
towers all around your base. At least 1-2 tower-widths apart. We need all of
our troops for attacking, so you need enough towers to be able to survive the
waves of enemies, at least until you can get troops back to the base, if needs
be. Also, you might want to stick some Rangers in a few of the towers for extra
punch, especially if the enemy keeps tearing your base up in a certain area (my
problem areas were the eastern entrance, and the northern entrance past the
second resource field).

Just North of your main base is some more resources and an entrance to the
underground which leads to the northern most part of the Yellow base. You
should move up to this area as soon as possible, because we're seriously going
to need all the resources you can get.

Now, you're also going to need at least 5 Catapults, and a full group of
Valkyries (that's 15 of them). Fill up the rest of your pop limit with assorted
troops. Knights are good because of their high damage, Rangers are a must,
Priests are also a must because you are going to need the healing, plus their
Bless spell is very useful. Pikemen are also very handy against the large Ogres
that stomp around. Finally, you need at least one Phoenix to spot invisible
units for your troops. Just keep it back a bit from your main attack force so
it doesn't get dead. Finally, don't forget about Decree (from the Mage) -- I
can't express enough how useful it is against large groups of enemy units!

Once you've filled up your population with your troops, you should first attack
the Green base on the western side of the map. Why? Two reasons. They have a
lot of resources, and even more if we take them out quickly. Plus, they're
closest to us and not really that strong. They do have a ton of units in their
base, but they don't attack you with much. It's easier just to get rid of them.

One thing to note before you attack, then Green base is split up into two
sections. The main base by the resources, and then a few buildings and units to
the west of that, down past a cliff.

Try to take out the outlying towers of theirs first, so you can march to the
base without losing any troops. Catapults work well, but so do Valkyries. A
full group of Valkyries will take down a Beast tower in a matter of seconds.
Then you can just run away to heal and reinforce them, and do it all over. Most
of the time though, you can wander around with your Catapults without much
harassment. But remember they're slow and pretty weak against any attack.

Once you can march on their base, do so. You must make sure to have your
Catapults target buildings (or groups of enemy troops). They have massive
splash damage and will decimate your own troops if you let them attack whatever
they want. Out of everything, you only have to watch these guys. So first, send
in all your ground troops, followed by the Catapults. Once you have engaged,
send in the Valkyries to help mop up. Catapults should target towers, barracks
(or other unit-production buildings), groups of enemy units, then finally
anything else remaining. Valkyries should help with towers, then just let them
attack whatever they want.

As soon as you destroy the main base by the resources, stop. Ignore the
remaining Green for now, without resources they're not going to pose much of a
threat. Reinforce your troops, and build a resource-gathering base in the ruins
of the old green base. Throw up a couple towers (4 or 5 max) to offer some
protection. In the mayhem, you should've killed the Green warlord. Once you're
rebuilt, take out the remainder of green.

Now, you probably noticed that your allies are a bit useless. This is true
right now, but we're going to fix this. The yellow base is defended by a bunch
of towers along the outskirts of the city. Take your Catapults and trash all
the towers along the outside. Mostly just the southern ones and the ones by the
entrances so that your ally can start harassing Yellow. Don't you attack Yellow
right now (except for towers or harassment if you want), save them for last.

To the North and slightly West of Yellow is the Purple team. If you're lucky,
all of their workers are stuck in the forest just south of their base (it
happened to me a couple times). If that's the case, the only thing you have to
worry about from them is some air units and towers. Use your Valkyries to take
out towers and air units, then start pounding on the rest of their base. You
should (after a few tries, running for healing and reinforcements) be able to
take out their entire base with just one wing of Valkyries. If NOT, then you
need to take out some towers and use Arks to drop some troops in the base.

Red should come next after you deal with purple. They're easier to deal with
than Green. Same thing, just march in force and obliterate them. Don't forget
to bring your spotter Phoenix along!

Orange is rough. They have an asbolute TON of troops in their base. You need as
many troops as you can get to take them out. It seriously helps if you time
your attack with your ally's attack. Pound them down, just like the rest. Don't
hesitate to run away if you have to. Better to keep some troops alive than
wasting time and money rebiuilding your entire army. Remember to watch your
Catapults and don't let them attack anything they want.

At this point, all you have left is Yellow. If you took out most of the towers
like I said, your ally should've done some pretty decent damage to them. So now
it's up to us to finish it. This time, split your troops into two main groups,
half going underground (to sneak up from behind) with the other half attacking
via the main entrance to yellow. Don't send weak troops in the back way, it's
heavily guarded. You might want to mop up remaining towers before doing this,
because they suck harsh. Once again, it helps a bunch of you time your attack
with your ally.

Kill all five warlords and destroy the Yellow base, and it's...

MISSION COMPLETE!




-------------------------------------------------------------------------------
--> IV-b.  Fallen Campaign                                               SWT01B
-------------------------------------------------------------------------------

The Fallen Campaign picks up right after the Empire Campaign. You'll be
spending a lot of time underground in the first few missions, so I hope you
brought pleanty of candles!

The Fallen aren't really undead, nor are they living. They're from another
dimension or something like that. Not really sure how to explain it. You'll be
joined up with some Deep Elves (not Dark Elves) and insects.

Also, instead of towers, the Fallen use Lightning Spires. These are cheap
(100G, 50W) and powerful (30 damage), plus later on they can be upgraded. Lots
of these make for a good base defense. They don't take up much room and being
so cheap you can build lots of them.

The workers from the Fallen are two seperate things. You have Harvesters (they
look like big lobsters) and Summoners. The Harvesters do just that, harvest
wood, gems and gold. The Summoners can only summon buildings and can transform
into "Control Form" (which is the equivelant of Farms, they provide
population). One thing to note, once a Summoner has started to summon a
building, you can task him to do something else as the building completes
itself (similar to the Protoss from StarCraft or the Undead from WarCraft 3).

Their buildings must be built on "Deformed" land (like the Zerg from StarCraft
or the Undead from WarCraft 3). Each building deforms a bit of land, but to
deform large piece of land, you use the Deformer building. The Deformer can be
built anywhere on the map, as can the Dark Fortress. Any units or buildings on
deformed land will regenerate their HP. Also, the Incubator functions as a drop
off point for wood (just as the Blacksmith did for the Empire).

Finally, all units for the Fallen gain experience collectively (so long as you
have a Soultrap). This means that all units of a given type will be the same
level, regardless if you just built them or not. Fallen units get additional HP
each level they gain.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.1.  Footfalls in Darkness                                      SWT01B1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Harvester
- Summoner
- Hive Stinger
- Hive Spitter

NEW BUILDINGS:
- Control Form
- Dark Fortress
- Deformer
- Hive

NEW SPELLS:
- Fly
- Freeze

OBJECTIVES:
- Keran must survive
- Build a Deformer
- Build a Hive
- Have 3 Summoners transform into Control Form
- Train 10 Hive Stingers
- Guide Keran to each of the unconcious Insect Queens
- Kill the concious Insect Queen


We now have control of the Fallen race. The name is slightly misleading, as it
would make you assume they were dead (or undead). This is not the case. They
are from another dimension or some such. Anyway, as this is the first mission,
this is really just an introduction to the Fallen race. We do have work to do
however, so let's get to it.

You'll notice first that the Fallen have different units for resource gathering
and building. The Harvesters (big lobster looking things) ONLY gather
resources. Only one Harvester can fit on a gold/mineral field, too. The
Summoner is the builder unit and he can be tasked to build multiple buildings
all at once. Also, the Fallen increase their population with Control Form,
which is something else the Summoners do.

Start gathering resources and build the required buildings. You only need 1
Deformer, 1 Hive and 3 Control Forms. Then train the 10 required Hive Stingers.
I'd recommend you train 14, so with Keran you have a full group of 15. Once you
have your soldiers, let's get on with the mission.

Head southwest out of your base towards the yellow Queen. Along the way, you'll
find 3 injured Hive Stingers that will join you. Bring them back to your base
and put them on the corrupted land so they can heal. All Fallen units will
regenerate if they're on corrupted (deformed) land. After that, continue west.

After you get far enough west, Keran will tell you only the Stingers can cross
the canyon. Have a few use their Fly spell and attack the enemy unit that's
attacking the queen. You want to try to keep the eggs alive as they give you
additional troops. Bring Keran and the rest of your Stingers to the Queen and
you'll get 3 Hive Spitters. These are ranged units that can attack land and air
units, and their attacks poison whatever they're attacking. Moving on, now take
the path northward.

When you have the choice to go northwest or east, take the northwest path. Kill
the baddies here and grab the Web Amulet. This item lets you summon some
spiders to fight with you. Head back southeast then east into a large central
room (with sunlight streaming in) and continue to the east towards the green
Queen. Bring Keran near her, and you'll get 5 more Hive Spitters. To the west
is another canyon you can have your Hive Stingers fly and cross, but I found
that to be a waste as they just end up dead. Instead, head back to the large
central room, this time going north.

Kill everything along the way, and the orange Queen. Be careful as there are
several enemy units here. Don't forget to use your Web Amulet to summon some
poisonous spiders! Also, you can ignore the unhatched eggs. They take too long
to kill to even bother. Kill the Queen and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.2.  The Last Queen                                             SWT01B2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW BUILDINGS:
- Soultrap
- Incubator
- Lightning Spire

NEW TECHNOLOGIES:
- Faster Reflexes
- Tough Carapace
- Improved Metabolism

OBJECTIVES:
- Domina must survive
- Keran must survive
- Gather 1000 experience points in the Soultrap
- Bring Keran to the Insect Queen
- Kill Lord Shaiton


The hunt begins! Something was obviously amiss, and now we've found out what.
Hmm, always someone mettling in your affairs, ya know?!

Anyway, attacks begin almost immediately so you're going to want to set up some
Lighting Spire's at the northeast entrance to the base. They're cheap and
fairly powerful so don't hesitate to build quite a few. Just make sure you
leave room for your guys to get in and out of the base. There's another
entrance to your base in the southeast as well, so defend that, too. The red
base is in the southeast, but they also have a secondary base in the center of
the map.

After a few moments, Princess Domina will come and speak with you. From now on,
you must make sure she doesn't end up dead. You don't, however, have control of
her. So instead just send some units to her base to help with defense, and/or
build some Lightning Spires in her base to help out. She's pretty good though
and shouldn't get herself dead.

When you're ready, the secondary red base in the center of the map should be
your first target. A full group of Hive Spitters plus Keran should be enough to
take it out, but you may need additional troops, so don't hesitate to bring
extras. Hive Stingers are still handy, though I prefer the Spitters myself. You
should still bring some Stingers with you anyway, to act as fodder if nothing
else.

Once the secondary red base is destroyed, it's time to go after the primary red
base and reclaim our Queen. Again, take a full group of Hive Spitters, and some
Stingers with you. To make things easier, time your attacks with Domina's
attacks so that you have more force. Also, her Nightmares (the riders) will
cast Frost Shield on you (ups your defense). Either way, destroy the red base
and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.3.  The Dwarven Gate                                           SWT01B3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Nightmare

NEW BUILDINGS:
- Vengeance Hall
- Sorrow Shrine

NEW SPELLS:
- Necromancy
- Curse Tree
- Mana Depletion
- Windwalk

NEW TECHNOLOGIES:
- Hunter Reflexes
- Coarse Carapace
- Frost Bolt

OBJECTIVES:
- Domina must survive
- Establish a base
- Bring Domina to the gate
- Find the Dwarf Treasury
- Collect all Treasures
- Destroy the Dwarf Sanctuary
- Kill all Dwarf Defenders


We've got a simple task ahead of us. Kill. Destroy. Sound familiar yet? We have
some nice new units to play with though, so killing becomes more fun.
Nightmares are really cool, indeed. They have a Frost Shield spell which can be
set to autocast and raises the armor of whatever it was cast on. Domina,
herself, is a Matriarch, and they have the ability to raise skeletons from dead
things (like a Necromancer). You should've realized by now that the Fallen
depend greatly upon ranged units. In fact, their only non-ranged unit is the
Hive Stinger! This can be a pain in the ass in large battles, however, as units
tend to get stuck behind each other, away from the action. So watch out for
that.

The Dwarves start attacking almost immediately. Your Harvesters are pretty
tough, so you can use them to attack until you get a Hive. Set Domina's
Necromancy spell to autocast (just right-click the spell button) so that she
raises skeletons for now. They last a fairly long time and are pretty powerful
for dusty old bones.

There are two entrances to your base, northeast and southeast. Northeast gets
the most of the attacks, but they will come from the southeast at times, too.
Build a few Lightning Spires for defense, and have some extra Spitters or
Nightmares for backup.

Following the southeast exit, head east and you'll come upon a Crypt. Garrison
a Summoner inside of it and you can purchase Ghosts for 125 Gold and 75 Gems.
Further east, all the way in the southeast corner is a pile of gems (like
chests) so pick them up for 4,000 Gems. Yes, 4,000! Just north of the free gems
is a gold field. East of that is a hallway with the first of the Dwarf
Treasures (500 Gold), so grab it. Then head west past the gold field and take
the first path north to find the second Dwarf Treasure (500 Gold again). Head
east back to the gold field and this time go north until you get to a
crossroads. Take the east path to get to the Dwarven Treasury. Make sure you
grab all the hunks of gold to complete the objective, then go back to the
crossroads. Go all the way north (ignoring the path west for now) and you'll
find some more gems (3000 total), grab them, then go back to the main
crossroads and take the west path. Destroy the Sanctuary and you'll have access
to the gate area now.

Once the Sanctuary is destroyed you'll see two magic barries drop. One is north
of the crossroads while the other is north of your base. You can sneak Hive
Stingers in the entrance by your base, but first you have to have them fly over
the water, then land. That's entirely optional though.

Before you continue on, I'd recommend you build up a rather large strike force.
You could get away with just a few troops before, but the final assault is
going to be much harder. Lots of little Dwarfies protect their sacred gate, and
they most definitely aren't giving up without a fight. I'd recommend at least
two full groups of mixed Nightmares and Hive Spitters. You might want to bring
an extra full group just in case. Better safe than sorry. Plus, again, make
sure Domina's Necromancy spell is set to autocast. Lots of little bone warriors
add up after a while!

When you're ready, head north from the crossroads and this time take the first
path west you find (just south of where the gems were). Kill everything in here
and bring Domina to the gate and it's...

MISSION COMPLETE!



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.4.  Emerging From Shadow                                       SWT01B4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Matriarch

NEW SPELLS:
- Eclipse

OBJECTIVES:
- Domina must survive
- Locate the Tomb of Ruannon
- Kill the Lich
- Pass the four Elf guard posts
- Destroy the Western Elf base


This mission we are without a base or reinforcements. However we have several
Matriarchs with us which can cast the Raise Skeleton (same as Necromancy)
spell. Thus we can bolster our ranks with the enemy's dead! I must warn you
that this mission is one of the harder missions of the game. Not the hardest,
but pretty damned hard nonetheless. You might have it easy, or things can go
terribly wrong. The area where the Lich resides is heavily guarded and
sometimes all of your troops will simply get decimated. There's a trick,
though, which I'll explain when we get there so hopefully you don't end up
dead.

Speed is of the essence in this mission. Skeletons last for quite a while, but
they don't last forever, and we absolutely need all the troops we can muster.
So don't waste any time putzing around! Don't leave any skeletons behind,
either!

First, make sure all your Matriarchs and Domina have their Raise Skeleton
spells set to autocast. Have the Nightmares set Frost Shield to autocast as
well, we'll need it. Once that's done, head east. There's a chest with 125 gold
and 125 gems by the river (hidden in a little alcove). Head east across the
river, killing the spiders, and then southeast to find some Deep Elf ghosts.
They're stuck for now, so just head west back across the river and take the
northwest path this time.

You'll come upon a crossroads with paths leading northeast, northwest,
southeast and southwest (the way we came). Head southwest first and follow the
path and kill the Dryad. This will release the Deep Elf spirits and they'll
give you 3 amulets with which you can summon them with. Grab the chests for
some gold and gems and three mana potions. Then head back to the crossroads and
take the northeast path. Kill the spiders here and grab more chests and some
more mana potions, then go back to the crossroads and take the northwest path.

Another crossroads, this time with paths leading west, north and southeast (the
way we came). Take the west path, kill the spiders and grab the healing and
mana dust, then take the north path from the crossroads. You'll come to yet
another crossroads. Take the northwest path, kill the spiders, and Domina will
summon 4 bone warriors to join you. Go back and take the eastern path. Follow
it until you get to another crossroads. Head north, kill spiders, and grab the
2 mana potions and a healing potion. Then continue east.

Continue on the path east, then south until you can't go south any further. To
th west is a lone mana potion, grab it, then head east until you can go no
further. Take the southern path, kill spiders, and grab the healing and mana
dusts, then head north until you get a cutscene with 3 Elf Druids.

Now, this is one of the harder parts of this mission. Lots of friggen animals
come to tear you up. You better save first. Send all your skeletons north.
Don't let your Matriarchs get killed! Send them in AFTER everything else has
started fighting, this way they don't get targeted and killed. After you
destroy the base, continue heading north.

Directly northwest and northeast of the base is two little alcoves with some
cash, healing potions and mana potions. Grab them, then head west. Once you
kill the last guard post and cross the river, there's a Crypt where you can buy
some Ghosts. Buy as many as you can, and continue west to the entrance to
Ruannon's Tomb. Enter it, and head east.

More crossroads. Take the north route, then east and grab the glowing stone.
West of here is a whole mess of wolves or rats or whatever they are. If you
need more skeletons, go kill them all and make some. Be warned, they're tough
so you might actually lose more than you get from their corpses. Maybe you want
to save before you try that. Either way, when your done, head south past where
we came in.

At the intersection, take the east path and grab a healing dust, then go west
past the intersection. When you can go west no further, you are very near the
Lich. SAVE NOW. The Lich is a total tool and will kill everything if you don't
do things right. He's also got four mages with him.

Now, after you kill some pink skeletons, the Lich is in the room north. What
you do is send all your regular bone warriors in first (not the archers). Then
send the archers and any other ranged units (like Ghosts) in behind them. Have
your Matriarchs and Domina hang back. Have Domina cast Mana Depletion on the
Lich and his mages (it takes their mana and turns it into damage). Make
everything you have attack the Lich (ignore his white mages) Hopefully, he ends
up dead.

If not, you'll be waiting a while. Make sure Domina doesn't get herself killed
and move her close (or far) enough so that she can only see the Lich. Right at
the entrance to the room, in between the two pillars is a good spot. Now you
get to wait. Wait for the Lich's mana to go up, then cast Mana Depletion on
him. It's going to take a while, but as a last ditch effort, what did you
expect? Eventually he'll die. The more mana he has, the more damage Mana
Depletion will do. Mana Depletion only takes off 200 mana, so don't let his
mana fill above that, and with 200 mana it does 100 damage.

Anyway, once you kill the Lich it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.5.  The Mines of Malrinor                                      SWT01B5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Seeker
- Void Walker
- Hive Guard

NEW BUILDINGS:
- Hall of Whispers
- Vile Cocoon

NEW SPELLS:
- Burrow
- Infest
- Ethereal Shroud
- Call of Death

NEW TECHNOLOGIES:
- Insect Haste
- Grasp
- Metamorphosis
- Mana Efficiency
- Charged Deformer
- Improved Focusing
- Improved Meditation
- Nailed Scourge

OBJECTIVES:
- Keran must survive
- Destroy the elevators Control Tower
- Bring Keran to the surface with the elevator


We have the ever handy Seekers now. These units are invisible, and can burrow
to any point on the map, above or below ground. Very handy for spying! They can
also Infest an enemy unit which will allow you to see through that unit's eyes.

Our base is on the western side of the map, near the center, with entrances to
the east and north. There's an enemy base in the center of the map, and a
resource field in the northern most center part of the map. There's another
resource field in the southwest corner of the map. In the northeast is the
elevator (same on the surface). Once the surface part has been revealed to you
(it will when you get close to it underground) you'll see a bunch of towers,
but one tower right next to the elevator. That's the one you must destroy. The
surface is littered with enemy bases and towers, but we needn't worry about
that.

The enemy attacks early, so get some units quickly. They attack mostly from the
eastern entrance, but they'll attack from the north, too. Lightning Spires
everywhere, basically. Also, they use Miner Teams to dig tunnels everywhere
which just adds to the enemies running around. You should have a group
patrolling the underground and destroying those tunnels. They like to build the
tunnels in the same spot over and over (like the fools they are) so putting a
Deformer and a couple Lightning Spires there will prevent that from happening.
They will, however, find new spots in addition to the ones they already found,
so you have to keep looking around.

The first thing that you should do is get rid of the base they have. It's just
more troops for them to send at you and get on your nerves. The base consists
of a Stronghold, a couple towers, and a mess of troops. So send over one or two
groups of your own troops to obliterate it. Then, you can take that resource
field, too, which now makes 3 fields we have access to. Cash shouldn't be an
issue at this point.

When you're ready to take out the control tower (and pretty much end this pain
in the ass mission) build at least two groups of Hive Guards, and send them to
the surface via the hole in the southwest corner. Have them move (not attack-
move, a regular ignore everything move) to the Tower we have to destroy and
take it out. Don't let them engage anything else, it's a waste of troops and
time. After the tower is defeated, you can leave the Hive Guards there to kill
off enemies. Send one or two more groups of Spitters and Nightmares up the
elevator to deal with the remaining troops and towers. Once the area around the
elevator is clear, send Keran up and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.6.  Teonia                                                     SWT01B6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Avenger

NEW BUILDINGS:
- Chamber of the Avenger

NEW TECHNOLOGIES:
- Mental Equalibrium

OBJECTIVES:
- Keran must survive
- Guide Keran to the beacon


Here in the lands of Teonia is our next mission. I never get tired of the
Winter missions, they look so good!

Anyhow, we're limited time-wise in this mission, so no putzing around! We have
40 minutes to complete our objectives, or it's game over. The enemy is rather
relentless in this mission and they'll attack frequently and with lots of
troops. Luckily, we have Avenger's now, which is the Fallen's siege weaponry.
They're quite powerful against buildings and units, plus they don't have any
splash damage to hurt your own units.

Northeast of your starting position is a place to build a base, so get to it.
There's a bridge to the north that's currently damaged and inaccessable. We
have to repair it, but DO NOT repair it yet. As soon as you do, the enemy will
start sending ground troops at you. They'll only send air units for the time
being and those are easy enough to deal with.

Immediately begin gathering resources and building a base. Don't waste any time
here, get your base built quickly so we can start pumping out units. Build some
Lightning Spires by the bridge -- as many as you can fit. Don't totally block
it off, though, we need to go through eventually. Remember Lightning Spires are
cheap and don't take up much space, so pack 'em in. Also, upgrade your
Deformers to Charged Deformers, which will attack air units. Your own troops
are your main priority now, so build a good size force up before doing any
upgrades, unless cash permits. Don't neglect the upgrades, either, they help
muchly, but units are more important at first. While your building your base,
build a Seeker or two first so you can use them to explore. Their Burrow
ability will allow them to get across the bridge without us repairing it.

Cash is in short supply in this mission, which makes things a bit tougher.
However, you do not have to destroy any enemy bases at all. All you have to do
is get Keran to the Beacon in the northeast corner, and you win. The only
upgrades I'd recommend you do are for weapons and armor, screw everything else.
You don't need it, we aren't going to be here that long.

You have about 25 minutes of build up time before you must attack. This should
be more than enough. Once the clock reaches 15 minutes remaining, you have to
start your push or you'll run out of time. As for units, Hive Spitters and
Nightmares are the way to go. You start with 2 Avengers, so try to keep them
alive, otherwise having 2 Avengers at all times is a must. We need them to
quickly dispatch towers and unit production buildings.

The road north across the bridge is the way to go. The first path east you can
take leads to three Lightning Orbs (adds lightning damage to a units attack,
for this mission only). They're protected by a mess of Harpy's though. There
are a couple enemy bases in our path but we needn't really worry about them.

When you decide to attack, you are going to need at least one full group of
troops. Try to bring as many as you can afford. Skimp on base defense if you
have to, it matters not if our base gets destroyed (as long as we have enough
units). Push north on the road, killing any enemy units you see. When you come
to a base, do not attempt to destroy it. Simply take out the Towers, Barracks
and Temples and move on (thus preventing reinforcements). Again, do not waste
time trying to destroy the entire base.

As I mentioned above, we just have to get Keran to the Beacon in the northeast
corner. Time doesn't permit us much here, so just keep pushing. Have your Hives
producing units until you run out of cash, and keep bringing those units up to
you. Only stop if you are about to totally get decimated. Better to run than
lose all those troops.

Once you get to the last base, destroy the first few towers you see, then have
Keran run to the Beacon. He should make it through without getting killed and
thus win the mission.

Guide Keran to the Beacon and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.7.  The First Seal                                             SWT01B7
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW UNITS:
- Aerial

NEW BUILDINGS:
- Dimension Gate

NEW TECHNOLOGIES:
- Venom
- Advanced Focusing
- Advanced Meditation

OBJECTIVES:
- Keran must survive
- Collect 10,000 Wood
- Guide Keran to the cave entrance


*** IMPORTANT ***
In v1.0 of the game, once you complete the Wood objective, the Keran must
survive objective is also marked complete. If Keran dies after this the mission
won't end, but you still won't be able to beat it. This bug has been fixed in
v1.2b and later.

*** IMPORTANT ***
If you don't get attacked by the Eagles early on, chances are you aren't going
to get attacked at all. Also, Orange will either constantly harass you, or
again, never bother you at all. I don't know why this happens, and I can't
reproduce it consistently, so I really can't say. It might be a glitch in the
game or something to do with the difficulty levels, or both. Additionally, you
can go easy on base defenses and unit production if you don't get attacked
within the first 10 minutes of the game -- this is usually a very strong
indicator that you'll never get attacked.


We have a fairly easy mission ahead of us for once. However, it can go all
wrong very quickly. As soon as we start, we have but a handful of troops and NO
base defenses whatsoever. This is bad because we're going to get attacked right
off the bat.

First let's talk about the layout. Our main base is in the southwest corner of
the map, with only one entrance to the northeast. Directly east of us, in the
center of the map is a field of resources. The northwest corner is occupied by
the Orange team. The eastern most path is blocked off by the Yellow team (they
have no base and do not get reinforced). Our destination is in the northeast
corner of the map.

Okay, so as soon as the mission starts, immediately build at least 3 lightning
spires on the east side of your base, by the trees. Start out directly east of
your Dark Fortress, then build north from there. Get a Deformer up near your
entrance and fill your entrance with Lightning Spires (leaving just enough
space so troops can get out). Once the 3 towers on the east are built, build
some Hive Spitters. You're going to get attacked by two groups of Eagles
(annoying little bastards) and shortly after (or during) Orange will start
sending constant waves of troops. You should block off your entrance (remember
to leave a path) with at least 15-20 towers. I'm not kidding. They're cheap and
with that many towers, you don't need any troops to guard your base.

For the time being, don't build anything but Deformers, Lightning Spires and
Hive Spitters until you have your main entrance filled up and at least a full
group of Hive Spitters. Once you have enough towers to guard your base without
the help of any additional troops, take your main force and head to the east
(center southern part of the map) and build a new base up there. You only need
some towers in the entrance to that base, in case Orange decides to attack.
That usually won't happen, so 6 or 8 towers should be more than enough.

After the initial attacks by the two groups of eagles, all you have left to
worry about is Orange. Have at least four harvesters on trees, then build up
your forces. Take a Seeker or two and explore the map. There's a few piles of
wood (500 each) and some Gem piles (500 each). You can use the Seekers Burrow
ability to slip past the Yellow teams blockade on the eastern path, as there's
some wood past them, too.

You should build two groups of Hive Guards, at least 4-6 Avengers and then fill
the rest of your pop limit with Hive Spitters and Nightmares. Don't forget to
build an Aerial or two for transport.

You can safely ignore the Orange teams base. If you want, feel free to
obliterate them, but it matters not. If you've explored, you noticed there's a
road heading northeast from your starting base to the Yellow teams blockade.
Further northeast you'll come to an impassible canyon. You want to take this
road, just keep heading northeast and kill any units on the way. There's no
need to stray off the path and bother trying to kill other units. Only take out
what is inbetween you and that canyon.

Once you get to the edge of the canyon, take your Hive Guards and scout the
three small islands around the large island in the northeast. Each of these
smaller islands has a group of White Eagles on it. They'll kill your Aerials
right quick, so get rid of all the Eagles. The main island in the northeast is
surrounded by Fire Towers which do 75 damage. Again, insta-death for Aerials
but we're going to get rid of them.

Load up your Avengers into Aerials and bring them close to the island in the
northeast. Have your two groups of Hive Guards start harassing the towers so
you can get your Aerials over to the island. Have them drop the Avengers and
then use the Avengers along with your Hive Guards to take out most of the
towers. When you have a decent hole opened up where you can fly to the seal
without being attacked, take out the few mages by the seal. Good idea to save
before you continue, in case you missed eagles or something.

After that, load Keran up into an Aerial and drop him off on the seal. Make
sure you watch where the Aerial flies, so it doesn't fly over towers or
anything. After that, it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.8.  The Coming of the Dark Host                                SWT01B8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW SPELLS:
- Invulnerability

NEW TECHNOLOGIES:
- Chain Lightning Spire

OBJECTIVES:
- Keran must survive
- Protect Keran for 20 minutes
- Kill both Renegade Mages
- Destroy all enemies


This mission will be much easier than the last if you do things right. You can
pretty much just sit back and watch the enemy hurl themselves at you in a
futile attempt to wear you down.

The map is smaller than most, and fairly simple. Your main base is in the
northern most center part of the map. There are two entrances, one to the
southeast and another to the southwest. The northwest corner has a dimensional
gate or some such thing in it that we can't use yet, so forget it for now. In
the eastern part of the map (up on the ledge) is another resource field.
Enemies are located in the southern part of the map.

First thing to do is build some Spires in your entrances. Quite a few. Also, we
can now upgrade them to Chain Lightning Spires, which is something you should
do AFTER you have them all built. You don't need too many in the entrances, but
if you wish, you can almost totally block off the entrances with Spires (just
make sure you can get up on the ledge and there's enough room for troops to get
in).

You'll be informed eventually that you should take over the high ground on the
ledges. Excellent idea. So build a Deformer and surround it by Lightning Spires
(make sure to upgrade them) on each of the ledges. You should build them south
a bit of your main base, and position a Seeker near them to add to the sight
range. These Spires will harass the troops (and kill most of them) on the way
to your base where your remaining Spires will take them out. You should build
enough Spires so you don't need any additional units to protect your base.

After Keran's transformation, he's known as the "Avatar of Darkness" -- but
he's still Keran and "Keran" is a lot easier to type than "Avatar of Darkness."
Additionally, he'll be even more powerful than before, dealing 100 damage with
his normal attacks, as well as getting new spells.

Build at least 5 Void Walkers and take them to the northwest corner of the map
and have one stand on each of the 5 seals. This activates the gateway. This
gateway is one-way only, meaning you can go in by your base, but you can't get
to your base from it. Have a Seeker go through and do some exploring. Then take
Keran and a bunch of Hive Spitters and Nightmares through the gate. Don't
forget to set the Nightmares Frost Shield to auto-cast.

Have Keran use Invulnerability and move through the magic barrier. Keep moving
east, then north until you find the Renegade Mage by the northern magic
barrier, and kill him. Then have Keran retreat back to the west by your group
of troops. Take that group and demolish the base. Once they're done, retreat
back to your base. Heal and reinforce your troops.

The last enemy base is in the southwest corner of the map and you need to go
out of your southwestern exit to get to it. At this point they should be
harassing you almost non-stop. You're going to want to time your attack in
between the waves.

First, move your main group by your southern-most Spires. Have Keran use
Invulnerability to get past the magic barrier, then take out the Renegade Mage.
Have Keran then retreat back to your main force. Then you just need to take
everyone south and destroy the last base. After that...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.9.  The Reckoning                                              SWT01B9
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW SPELLS:
- Dimensional Gate

OBJECTIVES:
- Vangarath must survive
- Kill all three enemy leaders


In this mission, we have control of Vangarath (remember him?) instead of Keran.
We must help him get through the enemy and towards the Second Seal.

There are three enemy bases here, one in the southeast corner, one in the
southwest corner and one in the northwest corner. Our base is located in the
northeast corner. There's also an additional resource field to the southeast of
our base, as well as an entrance to the underground in the northwest portion of
our base. Our base is on an island all by itself. The southeast enemy base is
also on an island by itself. The remaining southwest and northwest bases are on
an island together.

The enemy bases are surrounded by tons of towers, so air attacks are totally
out of the question (it's a huge waste of money and troops to even try). You
also have a Seeker in each of the enemy bases. You can use them to do some
limited exploring of the bases, but with towers everywhere they're easily
spotted and killed.

First thing you need to do is build some Chain Lightning Spires near your
resource field north of your Dark Fortress. The enemy attacks there often. Then
head to the southeast corner of your island to find the second resource field.
The enemy constantly tries to build a base here (they only send stupid workers
at you). Get this field QUICKLY before they have the chance to build. Drop a
few Chain Lightning Spires around this area to defend against attacks. Scatter
more Chain Lightning Spires and Charged Deformers around the rest of your
island. You don't need large concentrations of them. I usually build a Charged
Deformer (spread them out) and put one or two Spires right next to them. When
the enemy comes to you, the are flying (air) units until they materialize on
the ground. That's why Charged Deformers are good to have.

Alright so now the method of attacking. You might be asking by now, "If we're
on an island and we can't use air attacks, how DO we attack?" Well, quite
simple actually. From underground or with the use of our oh-so-handy Void
Walkers. Either way, we need Void Walkers, so make sure you have at least 4
before you fill up your population limit.

Before we go on with that, I should tell you about the underground. There is an
entrance in the northwest corner of your island, but there are no other
entrances or exits. In the northwestern most part of the underground is a
resource field. If you build there (you should as soon as you can), make sure
to place some Charged Deformers and Chain Lightning Spires as a defense,
because as soon as you build the Beasts will attack you there.

Now back to our attack method. Void Walkers have two extremely handy spells.
One of which is Shapeshift, which lets them transform into any non-mechanical
unit (hint: Seeker). They also have the Dimensional Gate spell (you need 2 Void
Walkers to use it). This spell makes a Dimensional Gate next to both Void
Walkers that you can use to instantly transport troops from one area to
another.

So the idea is, Shapeshift one Void Walker into a Seeker and have him burrow
into an enemy base. Then select two Void Walkers (one probably in your base and
the other in the enemy base) and cast the Dimensional Gate. Then all you have
to do is march your troops through the gate and attack! You have to be quick
about moving your troops around. If the Void Walker dies, so does the portal.
Not so good if only half your troops make it through.

Because there's no real use for air attacks, we can skip out on the Hive Guards
or Aerials this time. Build up your troops to consist of at least 6 Avengers
and then the rest Hive Spitters and Nightmares. You can throw in a couple
Matriarchs, too, just make sure their Raise Skeleton spell is set to auto-cast.

When you're ready, attack whichever base you want. We don't have to destroy the
base, just kill the leader (he's an axe guy with around 1100 HP and is usually
patrolling the center of the base). I ended up destroying the bases anyway
because I didn't want them to attack any more, and I wanted their resources. I
started with the southeast base, then moved to the southwest base and finally
the northwest base.

It doesn't really matter which base you attack first, and you can bail once the
Beast Leader is dead, but I strongly suggest you destroy the bases so you can
take resources. Plus, you won't have to worry about that team attacking you
anymore.

Once you've killed all three enemy Leaders and Vangarath has survived, it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.10.  Black Marsh                                              SWT01B10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Again we must help Vangarath get to the Second Seal. There isn't much in the
way of opposition in this area, so when you get attacked, it won't be by a
large force (except just once).

We must find and kill the Lizard High Priest and obtain his map. Then we have
to find the key for the Second Seal, and finally bring Vangarath to the "lock"
and use the key on it. Vangarath must survive.

The map is laid out as follows: Slightly west and at the southern most part of
the map is the Purple team, which is a measly group of Swamp Goblins. Further
west of the Goblins is the Red team of Lizards (pretty strong). Near the center
of the map, slightly north and west of the center, is the Green team of
lizards. The "lock" is located in the western most center part of the map, with
the key being located sligtly north and east of that. North and west of your
base is some strange building type thing we need to activate (bring a Seeker to
it eventually to examine it).

Your main base has two entrances, one in the northern part heading west and
another in the southern half heading west. You only get attacked from the
northern entrance, so places about 8-12 Chain Lightning Spires there for
defense. The southern most portion of your base (by the river) will be attacked
by some air units, so place at least one Charged Deformer and 4 Chain Lightning
Spires down there to deal with that threat. After that you can use the rest of
your units for exploring and attacks.

At one point, a large group of Green Lizards will come at your northwest
entrance. You should be fine if you have 8-12 Chain Lightning Spires. BUT,
there's a LOT of them (like 30 or so). So make sure you have that entrance well
guarded until you get attacked by the large group. After that one huge group,
only 3-4 enemies come at you at a time.

Once you get your base built up to the point you don't have to pay attention to
it any more (from attacks anyway), build a Seeker or two and start exploring.
First, find the strange building I was talking about to the north and slightly
west of your main base. Explore the rest of the land (as much as you can). Once
you find the Red base, don't go in too far (you likely won't survive, but don't
burrow into the middle of the base). This causes a slight glitch where the High
Priest talks to you and because of that, his portrait gets stuck in the
portrait window, and the volume goes way down. This is stuck like this until
somebody else talks, and it's annoying.

When you are ready and have some troops to fight with (one full group should be
enough, but bring a couple Avengers along) head out of the south-west exit of
your base and take out the Goblins. Three orange glyphs will appear on the
ground in the ruins of their base. Bring three Void Walkers and have them stand
on each of the orange glyphs to activate the strange building northwest of your
base. It will then transform the building into a Book of Decay which lets you
cast the spell Decay. It has unlimited uses, but needs some time to recharge
between casts. Decay affects a large area and hurts all troops and buildings in
the area.

Now, with your newly acquired Decay spell, we're ready to take on the Green
base. We need their resources. Heal and/or reinforce your troops. Again, you
need at least one full group of troops, plus at least 2 Avengers. Go beat Green
into submission and build a resource gathering base in the ruins of their base.

After Green is dead, we only have the Red team to worry about. They have a
fairly well defended base, so you might want to bring two full groups of troops
in addition to your 2 or so Avengers. Stomp them and kill the High Priest to
get his map (which is...useless to us, but whatever). Once they're dead, we can
move on and find the key and lock.

Now, the only enemies left at this point are some Hydras in the water, a few
Wyrms and some Sneakers. The Hydra and Wyrms are Neutral Hostiles, and there's
only a few. The Sneakers are a real pain. At first, we will not be able to kill
them. Plus they're invisible.

Use a Seeker to explore from the northwest entrace of the old Red base. You
should find the "lock" (it's a stone glyph with a couple Sneakers by it) along
the western most side of the map in the center. Slightly north and east of that
is the Serpent Obelisk, which holds the key we need. Once you find both of
those, we're ready to continue.

One thing to note about the Sneakers is they cannot attack air units. That
means Hive Guards will make your life a whole lot easier. Whatever you choose
(regular troops or Hive Guards), you must first destroy the Serpent Obelisk and
collect the key from it. Once you have the key, have Vangarath go stand on the
stone glyph on the west side of the map. Then...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.11.  Field of Sorrows                                         SWT01B11
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

In this mission, we have no base so we cannot build any reinforcements.
Throughout the mission, however, we'll have the chance to pick up some
reinforcements.

Our objectives are to get Keran and Domina to the Third Seal. Both Keran and
Domina must survive.

This map is pretty much a straight path, with a couple off-shoot paths where
some goodies are located. The underground is also fairly straightfoward, again
with a few off-shoot paths to collect some goodies.

First of all, set Domina's Raise Skeleton spell to Auto-Cast (just right-click
it). We're going to need the Skeletons as reinforcements. With this on, you
should be able to amass a fairly large army of Skeletons.

You'll also notice you have several Void Walkers with you, and a few Hive
Spitters. Right away, have your Void Walkers Shapeshift into Hive Spitters. We
need the attack power more than their mostly useless spells at this point.

Just follow the path along, making sure to check any other paths you find for
goodies. Collect everything, you'll need it. There's also Gold and Gems to be
had.

Once you get to the underground, continue following the path, checking for
alternate paths leading to goodies.

Early on in the underground you'll find an insect Queen being attacked. Quickly
destroy all the attacking units and Keran will take control of the Queen. For
your efforts, a few Hive Spitters will join you.

Eventually, you'll reach a Dimension Gate guarded by some Dark Dwarves, blow it
up for reinforcements.

Further on you'll find a lone Dark Dwarf that will join you, and let you
purchase units from his shop. Buy a couple of the healing units, and then spend
the rest of your cash on the other ones. Slightly west and north of that is a
small alcove with some Deformers. You can park your troops on the corrupted
land to heal them up (it works for ALL troops).

Back on the surface, continue on the path, once again searching for goodies.
You'll run across a ruined Gem mine eventually. Blow it up for a few Hive
Stingers to join you.

Continue following the path to the south-west corner and blow up the Orc base
that's there. Have Keran and Domina stand on the glowing glyph and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-b.12  Chamber of Screams                                        SWT01B12
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is the final battle for the Fallen Campaign. It's going to be a bit rough,
but at this point it shouldn't be anything we can't handle.

Our objectives are to unlock the Third Seal. Keran and Domina must survive.

First let's talk about the layout of this map. Our base is in the southern most
center portion of the map. In the southeast corner is a gold field. The
southwest corner is home to a lone Gem Mine. We pretty much can take over the
entire southern quarter of the map. There is four enemy bases here, two Beast
bases along the western side of the map, stretching from about the center all
the way to the northwest corner. The Humans occupy the eastern half of the map,
again from the center up to the northeast corner. Further north, near the
center of the map is the Third Seal. In the northern most center part of the
map is another gold field and Gem Mine.

Resources are fairly limited in this mission, so I strongly suggest you only
research what is absolutely needed (meaning: armor and weapons first, then
perhaps other stuff, but choose wisely). Also, since we need to conserve our
resources, try to keep your base as tight as possible so you can concentrate
your defenses and not waste cash on towers and other defenses. We've been using
Hive Spitters and Nightmares throughout, and for the most part we should
continue to do so. This being the last battle, we have access to everything the
Fallen have to offer. Once again, spend your money wisely. You need troops more
than anything, so don't waste cash researching stuff for units we're not going
to use.

You have two choices for conquering this mission. You can either destroy all
the enemy bases first (makes things easier in the long run, but takes longer)
or you can try to unlock the Third Seal without destroying any enemy bases.
It's up to you to decide which way you want to go, but for the record, I
destroyed all the enemy bases first and it was worth the trouble.

Now, the seal. The seal itself is surrounded by three glyphs. We need Domina to
stand on one, and two Matriarchs on the others. It will take them 5 minutes to
break the seal, and they MUST be defended while this is going on. As soon as
you start unlocking the seal, Rhuannon's followers will start attacking you
with 3-5 Renegade Mages at a time. Nothing major, but enough to break your back
if you have to deal with an attack by the Beasts or Humans (or worse, both!) at
the same time.

For your troops, I recommend at least 6 Avengers, then fill up the rest of your
population limit with Hive Spitters and Nightmares. The Nightmares Frost Shield
spell is extremely handy in this case.

First, you want to take over the gold field in the southeast corner, and the
Gem Mine in the southwest corner. Remember to concentrate your bases into the
smallest possible area so you can defend it with less towers and conserve
resources. Then build up your troops. You should also try to take over the
northern most resource fields I told you about, but if you do things right, you
shouldn't even need them.

The Humans and Beasts constantly battle near the Third Seal. Plus, they have
patrols that go through the area. Always have a couple Seekers nearby to detect
hidden units that the Beasts use. Before even attempting battle, have a Seeker
or two explore as much of the map as you can.

If you decide to take out the enemy bases first, I'd suggest going after the
Beasts first. They're more annoying and potentially more dangerous than the
Humans are. Remember, bring Seekers as the Beasts use hidden units to attack
often. After all the bases are dead, reinforce your troops so you can withstand
the attacks by the Renegade Mages. Then bring Domina and two Matriarchs to the
seal and have them stand on the glyphs.

If you choose to try and rush it and just unlock the seal, make sure you have
all your unit production buildings pumping out units, regardless if your
population limit is maxed. We're going to need reinforcements steadily, and any
delay in getting them could spell our demise. Surround the area with the glyphs
with all the troops you can. Bring Domina and two Matriarchs and have them
stand on the glyphs. Keep bringing up any reinforcments you build at your base
to keep your girls defended. If they die, you have to start all over unlocking
the seal. If Domina dies, it's game over.

One thing you should do, whichever path you choose, is to build a few Deformers
around the seal itself. This way all of your units (including the girls
unlocking the seal) will be able to regenerate their health. You don't have to
do this, but it will certainly help. Plus, you can also throw some towers up to
provide some additional defense. But remember, troops are more important. Don't
spend the cash setting up a defensive perimiter there if you cannot afford it!

Once you start unlocking the seal, Renegade Mages will start attacking you. The
Renegade Mages come from the north (you should see two paths to the north,
just north of the seal). These mages are stronger than regular ones in terms of
damage and hit points.

After the Seal is unlocked, a portal appears to the north and Keran tells you
he must get into it. Take ALL of your troops and push north. While the chaos
ensues, try to sneak Keran into the portal, or just kill everything and get him
in. Once he enteres the portal it's...

MISSION COMPLETE!




-------------------------------------------------------------------------------
--> IV-c.  Beast Campaign                                                SWT01C
-------------------------------------------------------------------------------

The Beast Campaign is the third and final campaign for the game. The Beasts
themselves are fairly similar to the Humans in the way they build and gain
experience. However, the Beasts are far more powerful (in terms of damage and
hit points) than any of the other races. With that, they're slightly more
expensive (resource and food wise).

The Beasts require Meat to build troops. Meat is provided by Borons. Borons are
like big buffalo or... well, they're huge freakin' animals! Borons can also
attack (they're weak, but hey... better than nothing) and Goblins can ride
Borons (gives them the HP of the Boron instead of their weak 85 HP, but if
they die, both the Goblin and Boron get killed).

The Minion is your primary builder unit. He builds, repairs and collects
resources for you. Much the same as the Peasant from the Empire. However, you
can have a Minion grab a weapon, which turns him into a full fledged Warrior.
Also, you can have Warriors drop their weapons to become Minions.

The main defensive building for the Beasts is the Totem. This is probably the
most powerful of the towers. It can see hidden units and its attacks can be
upgraded, but it's fairly expensive.

Experience is gained individually for each unit. As a unit gains experience,
its attack damage is increased. A maxed out Ogre at Level 5 does near 100
damage! Beasts do not have Auras, so any benefits gained from levels only apply
to that unit. It's actually quite good, and I find myself protecting my troops
more with the Beasts than any of the other races.

Finally, unlike the other races, the Beasts have no easy way to heal
themselves. Witches can sacrifice friendly units and distribute hit points to
nearby friendlies, but it's not automated, so it's a pain. They do have a spell
called Battle Cry (used from the Stronghold) which boosts attack speed and
gives all units regen abilities... but it costs gold and gems to cast (instead
of mana) and it takes 2 minutes to prepare, plus it doesn't last all that long.
If you have the resources you should pretty much have this casting nonstop (if
you have multiple Strongholds, stagger the casting at 40% of the spell being
prepared. Meaning Stronghold #1 starts, then at 40% Stronghold #2 starts. If
you do it this way, Battle Cry never wears off!)

Alright, the basics aside, let's get down to business.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.1.  The Red Hills                                              SWT01C1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Our first mission for the Beast Campaign leaves us with no base building and a
handful of troops. This mission isn't all that hard, but with limited troops
the difficulty is definitely higher than normal.

We must get Dragga to one of the Tribes bases which is located in the southern
most portion of the map (slightly east of the center). Dragga must survive.

This map is fairly straight forward with only a few off-shoot paths with
goodies. You'll pick up some reinforcements along the way, but not many, so use
healing potions and try to keep as many of your guys alive as possible.

Just follow the path, collecting goodies and killing baddies. Along your way,
you will encounter some Goblins who want you to go find their Shaman. Some will
join you. Head east from their base as far as you can, then south to find the
Shaman. He'll give your troops the Poison Resistence effect, which obviously
makes them more resistant (but not immune) to poisonous attacks.

Continue on and go underground, battling the annoying spiders. The exit is in
the southeast part. Before you exit the underground, make sure you've explored
it in its entirety to collect all the goodies to be had. There's a spell book
on the western side of the underground which lets you summon a bunch of demons
to fight with you for a very brief period. You'll want to grab that quickly,
because on the eastern side is a huge mess of spiders that will make things
hell. After you've explored and killed everything, exit the underground.

Keep moving along, continuing south and east. Eventually you'll find a bunch of
Orcs attacking a Beast base. Help out your friends and kill all the Orcs, then
bring your troops into the tribe base. You'll find out why the Tribes aren't
listening to the Call to War and then...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.2.  Taming the Three Tribes                                    SWT01C2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is a simple mission involving a real witch-hunt. We've got access to a
base now and some basic Beast stuff.

The layout of this map is fairly simple. There's three enemy bases in the
southeast, southwest and northwest corners. There's a warehouse we can take
over in the southern center portion of the map (slightly south and east of our
base, and west of the southeastern enemy base). There's also a very small Ogre
base on the far eastern side of the map, near the center, with a resource field
nearby.

Our objectives are to kill an Ogre (forget his name) and the three witches.
Dragga must survive.

Base defense is pretty simple here. Just add a couple towers to the eastern and
western edges of your base. Build a handful of Warriors and some Goblin
Hunters, and that should be all you need. Research everything you can. Battle
Cry is a handy spell that gives benefits to all of your units, and isn't too
expensive to cast (it costs Gold and Gems instead of Mana, and is used from
your Stronghold).

There is one witch in each enemy base, and though they look like normal
witches, they have 600 HP. The first thing you should do is build up at least
one full group of troops and head to the eastern most center portion of the map
and kill the Ogre (big dude with a flag-type thing on his back). Try to just
kill him and not his friends or the buildings. After he is dead, the remaining
ogre guys will fight with you (they're computer controlled) and will randomly
build an Ogre which will go harass one of the enemies.

After the Ogre is dead, head north from there (don't forget to build a resource
base) and take over the Tower from the Elves. Garrison a troop inside and it
will give you access to Decree, a powerful area-effect spell that seriously
hurts any enemies in the area of effect (it easily kills groups of Goblins).

Don't forget the warehouse I mentioned south of your base. Garrison a troop
inside to get a slow trickle of Gold and Wood (+5 of each every 6 seconds) as
long as there's a troop in it. Also, on the western most center side of the map
is a group of Harpy's you can get (3 of them, only attack air units). Just
bring some guys over there and the Harpy's will join you.

When you go to take out the witches, try not to attack anything but the
witches. Once they're dead, the tribe will join you (again, they're all
computer controlled) and will harass any of the remaining enemies.

Kill the Ogre and all three witches and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.3.  Reclaiming the Heard                                       SWT01C3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From witch-hunters to shepherds. Yay.

In this mission we must find all of our stolen Borns and bring them to our
base. Draga must survive. We must also kill the Orc leader.

To recapture the Borons, all you need to do is find the group and have a Goblin
mount the White Boron with the Goblins "Ride Boron" ability. Then guide the
white Borons back to your base (the rest will follow you). Once at your base
they will all be converted to our side, and we'll gain the population limit
they provide. We CANNOT build any of our own Borons in this mission, so protect
them and do NOT sacrifice them! There's a nice safe spot in the northwest
corner of your base to stash them all.

The map has our base in the northwest corner, with an enemy base in the
southeast (purple) and another in the northeast (yellow). There's a resource
field in the southern most portion of the map, slightly west of the center. The
Borons are scattered all around the map. There are two additional groups of
Borons, one in each of the enemy bases. Save those for last.

You should be able to collect enough Borons to get to your 200 population limit
before you have to enter the enemy bases. You're going to need a bunch of
troops to take out the bases as they're well defended.

In the southern most portion of the map, near the center is a grove of trees
with a lone Medicine Herb. Grab that, as you're going to need one for later on.
Slightly east of your base is an injured fish-guy-thing (reminds me of the Naga
from WC3). If you give him the Medicine Herb, he will give you access to his
battle horn which lets you call two waves of fish-dude guys to harass the
enemies. This is pretty useful. The first time you call, they attack the
southeast base and the second (and final) call, they attack the northeast base.
Use that to your advantage when you attack. Also, northeast of the fishguy
(along the lake by the trees) is a treasure chest with some Gold and Gems.

I recommend you attack the southeastern base first. For one, the fishguys
attack there first when you call them, and the Orc leader is in the northeast
(yellow) base, so we should deal with him last.

Once you destroy both, the Orc leader shows up (from the path northwest of the
yellow base). Kill him. Bring all the Borons to your base, destroy the Orc
bases, kill the Orc leader and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.4.  Wall of Noran                                              SWT01C4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Looks like we get to bash some Humans now instead of our Beast brothers!

Our mission is quite simple. Destroy the blue teams Castle. Dragga must
survive.

This map consists of surface and underground. The surface map has our base in
the northwest corner. There's the orange Human team near the center of the map.
The blue Human team occupies the entire eastern side of the nap from the
northeast corner all the way down to the southeast corner. There's a resource
field in the southwest corner.

The Underground portion is very straight forward. There's an entrace in the
orange teams base, and an exit that leads to the blue teams base. From the
orange entrace, the path goes east to the southeast corner, with one branch
north (be careful there, lots of troops). The exit into the blue base is in the
northeast corner. Further west is a huge resource field protected by several
Fallen, and there's a green Fallen base in the northwest corner.

As for your base defenses, you're going to want to add some addition towers
along the southern and eastern portions of your base. Also, place 2-3 towers
along the eastern treeline of your base as you will get attacked by some flyers
there. Place a couple towers throughout your base so there's no spots left
undefended. A handful of troops should be all that's needed beyond the towers.

The Fallen attack your base fairly reguarly from the Hole on the eastern side
of your base. Nothing major, just a few Hive Guards and Hive Stingers. 2-3
towers along the eastern treeline and a couple Harpy's should handle that
without trouble. The Humans also attack fairly reguarly, but not with any real
force.

For your troops, I recommend at least 6 Trolls and 6 Ogres. Fill up the rest of
your population limit with Warriors, Goblin Hunters and a few Witches. Don't
forget to research everything and build some extra Borons so you can have
Witches sacrifice them (to have troops regain HP).

The easiest way into the blue base is not through the walls, it's through the
underground. So we need an entrance. Build your forces up and obliterate the
orange team. This gives us access to an underground entrace. The underground is
full of Human troops. You should be able to handle them with one full group of
troops, but I'd recommend you bring everything you have down there so you can
deal with the Fallen base before taking on the blue team.

After you destroy the Fallen base (or not, it's not required) head for the
northeast corner of the underground. Make sure all your troops are healed up
(Battle Cry is good for this and sacrificing Borons) and reinforced. Then, have
everyone charge out the exit. The easiest (and least deadly) way to go is to
follow the eastern most side of the map south, then west to the castle. There's
a ton of towers along the wall to the west, which will just serve to tear our
troops to shreds, so avoid the western path.

Once you've destroyed the blue team's Castle...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.5.  A Gathering of Fire and Shadow                             SWT01C5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

We've got to sneak some resources to an allied base in this mission, and to do
that we'll be underground.

Our objectives are to escort the Boron convy to the allied base (3 must
survive) and to collect all 3 of the Fallen resources stashes.

There are three enemy bases here, one in the northwest corner, one near the
center of the map and one on the eastern side near the center. The bases are
weakly defended so they shouldn't pose much of a threat.

Though we have limited troops, we will upgrade them and get reinforcements.
There are two Dwarf Hellforges here (one north, one south) where we can
purchase reinforcements.

First follow the path north, and about halfway there, there should be a path to
the west with a Healing Dust (area effect +100 hp) there. Continue north and
take out the Fallen base in the northwest corner.

Head east from the base to find a Hellsmith and a Hellforge. The Hellsmith
joins you and you can then garrison and purchase Hellblades from the Hellforge.
Buy as many Hellblades as you can afford.

Continue towards the northeast where you'll find an armory protected by some
skeletons. Kill the skeletons and all of your Warrios will be upgraded to
Berserkers.

Head south from the armory and eventually you'll find Fallen Base #2. Blow it
to bits and collect the treasure chests. You can buy some more Hellblades from
the northern Hellforge, but I recommend you save at least 300 Gold.

Move south and west from the second base to find three Hellblades, who will
join you. Move south just a bit until you see the ground on fire. You'll be
informed it's a trap and one troop should go through and disable it.

Select only one of your men and guide them through the simplistic maze (don't
touch the fire). At the end (south end) go west and step on the switch to
deactivate the trap, then move on.

Further down the path is another Hellforge with a Hellcaster outside. He'll
join you and you can purchase some more Hellcasters from the Hellforge. Do so,
as they can heal your troops!

Continue heading southeast until you get to the southeast corner. There's a
path leading south then west. Follow it to find more Hellblades that will join
you, then continue north.

Farther north you'll find the last Fallen base. Destroy it, collect the loot
and then move on to the northeast corner. Once you've collected all the
resources and at least three Borons make it to the northeast corner, it's...

MISSION COMPLETE!



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.6.  Cold Blooded Kin                                           SWT01C6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

We must rescue another of our friends, in order to completely reunite the
Tribes.

Our objectives are to rescue the prisoners (two total), save Sseeth (Green ally
base), Dragga and Tyron must survive.

The map is only the surface this time. Our base is in the southwest corner,
with an additional resource field to the northeast. The gray Human base is in
the northwest corner. A blue Human base is in the southeast corner and the
orange Human base completely surrounds our ally (green). The Prisoners are
located in the gray base (some Striders) and the blue base (some Warlocks).
There are also several Windmills scattered throughout the map, that when
garrisoned will provide a small trickle of Gold and Gems (+5 Gold and +2 Gems
every 6 seconds).

We also get access to the Revive Altar, which lets us revive our fallen troops.
This is awesome, because you can revive troops with their experience intact!
Always check to see if you have any level 2 or higher troops you can revive
before you build reinforcements.

Time is somewhat limited here, because after a while Tyron shows up with an
army (small army, anyway) just to the northwest of the gray base. He'll be
constantly attacked while he's there, and you most definitely cannot attack the
gray base with just his army. He can hang for a while on his own, but not
forever. Also, the green base will be alright on their own for quite a while,
but they can't hang forever, so don't take all of eternity to get to them (but
that doesn't mean you have to rush either, just keep an eye on them).

First let's talk about defense. Your base has two entraces, one to the north
and one to the east. The east entrance takes the brunt of the enemy attacks
and you should put 6-8 towers there (make sure its east of the entrance to the
second resource field). The north entrance can get by with just 4 towers. You
should repair buildings immediately (use just one Minion at first) and also
immediately build a few Borons, then more Minions to harvest resources and
build up your base. Try to be speedy with the build up.

After your base is set, build up your forces. Tyron brings a few Ogres and
Trolls, so you don't need to build many of them. Make sure you've done all of
your upgrades. Beserkers (upgraded Warriors), Goblin Hunters, Striders, Trolls
and Ogres should make up your forces. There are quite a bit of enemy towers and
archers, so using air units is probably not a wise idea.

Once Tyron has decided to grace us with his presence, and your forces are maxed
out, take out the gray base. Bring your troops up first and get halfway through
the base before you have Tyron and his army engage, so you don't end up killing
him.

After the gray base has been beaten down, blue is up next. Rebuild your troops
(remember to revive any level 2 or higher before building fresh troops!) and
heal if necessary. You should also have Battle Cry casting nonstop (with two
Strongholds, have one start researching Battle Cry, then when it's at 40% have
the second Stronghold start. You can queue up to 6 Battle Crys at once. Stagger
it this way and you never run out!) So go blow up the blue base and free the
Warlocks.

Now... the orange base is absolutely massive and they have a ton of troops
defending it. You probably aren't going to be able to take it out all at once.
Pay attention to your troops. Once you're getting beat up pretty good, have
everyone retreat so you can heal and reinforce your troops, then go after them
again. It took me two attempts to take down the entire base, so don't worry if
it takes a while.

Once all the Humans are dead, bring Tyron and Dragga to the green base and...

MISSION COMPLETE!



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.7.  Tyron Gral                                                 SWT01C7
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

We're with Tyron now and we must deal with Inquisitor Belloq, as apparantly he
has something Tyron wants.

Our mission objectives are to retreive the Talisman from Belloq and to occupy
all five of the Demonic Seals. Tyron must survive.

Alright, first up, map layout. We're on the far western side of the map, in the
center. Belloq is located in the northeast corner on a very small island.
There's an enemy base (orange) in the southeast corner. Underground consists of
two cave entrances northwest and southwest of our base. There are five Demonic
Seals here, which we must take over. There's also an enemy base on the far
eastern side of the map, in the center. The last of the five seals is located
just west of that base (you have to go through the base to get to it). There
are two large resource fields in the undereground, one near the center of the
map, and one on the southern edge, in the center.

Now let me tell you about these Demonic Seals. The bad guys underground are
summoning demons. Each of the five seals has three priests on it, to summon the
demons. To stop the summoning, the priests have to be killed and replaced with
Witches of ours. So you need 15 Witches to take over all the Demonic Seals. If
the summoning completes, the enemy (or us if we took the seal over) gets a
Demon to fight with them. If the demon dies, they can be resummoned provided
Priests or Witches are standing on the seals.

Before you even attempt to go underground and take the seals (the demons are
incredibly handy) you need to first build up your base defenses and have at
least 3 full groups of troops to deal with the underground quickly. Once we
receive the quest to capture the seals, time is a limiting factor. So don't
venture underground until you're absolutely ready.

Base defense is fairly easy. The enemy always launches attacks from the orange
base by airship (the orange base is surrounded by cliffs, there is no land
route). Their attacks randomly come from the east, north and south of your
base. You need 4-6 Totems in the northern entrance to your base. Several along
the eastern cliff face, and another 4 or so Totems in your southern entrance.
In the south, specificially by your Gem Mine is a popular place for them to
attack.

The first of their attacks comes after 5-10 minutes of play and is a fairly
large force. You need to quickly build up your base to the point you can build
towers (you need an Arena and Dark Alter). I've played this mission four
seperate times, and each time the initial attack came from a different
direction. So you need at least 3 Minions building towers. Have one start the
northern entrace, one do the eastern cliff face and the final one handle the
southern entrance. Once you've established enough towers to deal with the
attacks, you can build up your troops.

Even though we have near 20,000 in mineable Gold, money is going to be a little
tight at first. Partially because towers are expensive and because your little
Minions only mine so fast. But you need all of your troops to deal with the
underground (and subsequently, the orange base) so you must have enough towers
to protect your base without any help from troops. All I can tell you is to
watch how the enemy attacks, then build your towers accordingly.

I'd recommend at least 4 Trolls and 2 or more Ogres (they're expensive so don't
go crazy with them). The rest of your troops should be Berserkers, Striders and
maybe a few Goblin Hunters for good measure. Remember to leave enough
population room for 15 Witches. Three full groups (15 troops each) is pleanty
to take over the underground if you do it right.

When you do head underground, be ready to be quick. Four of the five seals are
fairly easy to take over, as they're just protected by a handful of troops. The
fifth and final seal is protected by a lot of troops and an entire base. There
is one seal directly east of the southwest cave entrance. Two in the center of
the map, and two along the northern edge of the map. The farthest one in the
east is the last one (it's actually in the center of the map, but it's the
eastern most seal) as it's protected by the base.

Send one team to each seal, until you've killed all the troops (don't worry
about Witches for now) and the Priests so the summoning stops. The northern
most one in the center of the map is the furthest along in the summoning, so
aim to take that one out quick. As soon as you discover one seal, the rest of
the seals will be reveiled to you, along with the percentage the summoning is
complete at the top of your screen. BEFORE you assault the base, make sure the
other four seals have been cleaned out. Then march in all of your troops at
once. Reinforce and heal before doing so.

Once all of the seals have been cleaned up, and the entire underground is free
of enemies, then bring 3 witches to each seal and have them stand on the 3
glyphs surrounding the seal. You will then start summoning the demons for
yourself. Also, leave the witches there after the demons have been summoned,
because if the demon dies, you can summon it all over again! Once you've taken
over all the seals and the demons are being summoned, rebuild your troops and
try to max your population out before the demons actually come. The demons take
up part of our population and will spawn regardless if its maxed or not, so we
can get more troops by maxing the pop first.

After the underground is yours and the demons have been summoned, park all your
troops (demons included) in the remains of the underground enemy base. Then
have the Demons use Planar Shift to teleport to the orange team base. Have
Witches use Gaseous Form on your troops and then have all your troops "Leak"
through the caves to the surface, and spawn as normal troops again. You should
be able to easily take out the enemy base. However to add more confusion (and
awesomeness), as soon as the demons appear on the surface, have all of them use
Chaos Portal (or whatever its called, the spell that summons Imps). This will
have hordes of Imps come attack for you. They don't last long, but with all
five demons summoning them, plus all your troops attacking, it'll be absolute
chaos and you'll easily overwhelm the enemy.

Once the orange team is done with, all that's left is Belloq. The only thing
you can attack Belloq with is the demons (nothing can cross the chasm). There's
also one little tiny spot in the underground you can go to that will let you
leak through to Belloqs small island, but it's a real pain to find. Just have
all five demons Planar Shift over there, then have all of them summon Imps and
Belloqs little crapass army will get owned.

After Belloq is dead, Tyron reclaims his Talisman and...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.8.  The Gray Tower                                             SWT01C8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Back with Dragga and his boys this time around. Suprisingly (or not) things
aren't what they should be.

Our mission is simply to destroy everything. Dragga and Sseeth must survive.

The map is laid out as follows. There is no underground. There are four enemy
bases here, all Fallen. Light blue in the southeast corner. Light purple just
north of them. Dark purple in the northeast corner and green in the northwest
corner. The light purple base is up on a cliff and there is no land access. Our
base is located at the western most side of the map, in the center. There are
no additional resource fields, aside from those at enemy bases.

There's an entrance to the north of our base and another in the southeast. The
northern entrance takes the brunt of the attacks, so you're going to need
several (8 or more) towers there. You get some Avengers thrown at you, so a
Troll or two to deal with them is suggested. The southeastern exit only needs 4
or so towers. You should also place several towers along the eastern edge, by
the cliff face. Plus, scatter towers about your base so there is no portion
left undefended. Air attacks are quite common and large, so you need your
entire base covered.

Money isn't necessarily limited, however, we are going to need additional
resources to take out all of the bases here. The southeast base (light blue)
has pleanty of resources for us to pillage, and they aren't all that strong.

I recommend at least 6 Ogres, 6 Trolls, 6-8 Striders and fill up the rest of
your population with Berserkers and Goblin Hunters. Striders are better than
Goblin Hunters, but don't neglect the little Goblins, they're handy, too.

You should first take out the southeast (light blue) base, as we'll need their
resources. Don't attack any of the bases without a full population limit of
troops, and attack in force, with everything all at once. After each base, take
time to revive your experienced troops that fell, heal up and reinforce.

Light purple, being that they're on a cliff with no land access, should be
saved for last. They only send flyers (Hive Guards and Hive Stingers) at you,
which is nothing major anyway.

After light blue, take on dark purple (northeast). They will be hard to take
out and you will most likely lose a good portion of your troops. Try to take
them out in one attack, but don't get Dragga or Sseeth dead. Pull back and
regroup if you have to.

At this point, green (northwest) should've exhausted most of their resources
and shouldn't even be attacking anymore. Revive, reinforce and heal your troops
and pummel them into oblivion. They shouldn't pose much of a threat.

Next and finally is light purple. You're going to need some Witches (probably
at least 5) to use their Gaseous Form spell on your troops. Get everybody into
Gaseous Form and throw them at Light Purple. Make sure you have them return to
normal form once they're inside the base, as in Gaseous Form they're relatively
weak.

Once everybody is dead you'll get a cutscene and an Interlude, and it's...

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.9.  Dragga's Rise                                              SWT01C9
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

We're teamed up with some Humans now, and we have a lot to do on this mission.

Our objectives are to protect the Human base, destroy all Fallen units, kill
the Lichmage to free our Cursed Warriors and, of course, Dragga must survive.

First let's talk about map layout. We're located with the Humans on a peninsula
in the center of the map. There's a Fallen base (green) in the southwest
corner, and another (light blue) in the southeast corner. There's an island
with a ruined entrance to the underground in the northwest corner. There's
another island full of treasures in the northeast corner and an extra resource
field slightly southwest of that. The Lichmage is located on the small island
connected to the one with the Ruined Entrance (northwest). You'll need a bunch
of troops to kill him (two full groups should be adequate). There's also your
Cursed Warriors along the eastern most side of the map heading south. There are
quite a few Neutral Hostiles lurking around, including Green and Red Wyrms and
some fish-guy things (I always forget their damn names!).

The Underground consists of two enemy bases: Yellow in the northeast corner and
purple on the western most side of the map, in the center. There are two
resource fields just south of the mine entrace, and another in the southwest
corner. There's an exit to the surface in the northwest corner, which leads to
the little island the Lichmage is on.

Alright, that aside, here's the deal. You're going to be attacked CONSTANTLY. I
mean literally almost nonstop. So will the Humans. Towers are okay for base
defense but you're going to need at least one full group to help defend since
the enemy uses lots of Avengers and Behemoths.

The Humans will rebuild troops, but they will not repair or rebuild their
buildings. This isn't too bad at first, but as time wears on their base will
slowly be destroyed. Basically, that means you can't take forever. Before
bothering with the Lichmage sidequest, you should take out one or two of the
enemy bases, this way you don't have to babysit the Humans so much. Time is of
the essence. While we're not explicitly placed on a clock, taking too long will
result in the destruction of the Human base. Then you fail and it's game over!
Just don't putz around. Build up and tear stuff up.

Now, base defense. Like I said above, towers are okay, but there's no need to
go crazy with them. One full group of troops (5-6 Striders, 1 Witch, 1 Warlock,
the rest Berserkers) is more than enough to deal with the enemy troops. In the
center of the southern portion of your collective bases is a small grove of
trees. You may want to hack that down and place a couple towers and Trolls
there. Two or three Trolls on that ledge will do wonders for your defense.

To easily detect and destroy the Seekers (shapeshifted Void Walkers) that pop
up in the Human base and then make those damned portals, take a couple Harpys
(they can detect invisible units) and some upgraded Manticore Riders. Park a
couple of each in the south and east exits of the Human base. If you have them
in the right spot, you should be able to detect and kill the Seeker/Void Walker
before he can open the portal.

We can summon Demons easily now (you need 3 Witches and must research the
spell). These guys can be really handy for tearing up bases. Remember, they can
summon a friggen horde of Imps (such lovely chaos) so if anything, they're
excellent fodder!

Eventually the Humans will build a Mineshaft, somewhere in your collective
bases, that you can use to get into the underground. Then from there (either
before or after clearing out yellow) you can go beat up the Lichmage and save
your trapped buddies. I'm not aware of anything ever coming through the
Mineshaft to attack you, so you shouldn't need any defenses there.

When you decide to take on the Lichmage, bring a bunch of troops with you as it
makes it much easier. He (and some of his goons) have an Aura of Pain or some
such thing that slows your troops down. For killing him, the cursed warrios
will join you. There are 6 or 8 Blood Berserkers (stronger than regular
Berserkers) that join you. They're handy.

Anyway, back to the basics. You should know the drill by now. 6 Trolls, 6
Ogres. Maybe summon some Demons. 4-5 of them will do wonders. A couple Witches,
maybe a Warlock or 3 to steal Frost Shield from the enemy. If you use Demons,
make sure they summon their Imps as soon as they start attacking a base. Or you
can Planar Shift them into a base and have them summon the Imps to harass an
enemy. Either way, fill up your population limit and attack one base at a time.
I'd suggest you start above ground, taking out green and light blue, but really
the choice is up to you. They all attack pretty much nonstop, so I guess just
pick whichever one is pissing you off the most!

I'd recommend going after the bases in this order: Green, Light Blue, Purple,
Yellow. Green is fairly easy to conquer, they don't have much in the way of
defenses. Light Blue doesn't have much either. Take those two out, and you
don't get attacked much except through those damned dimensional portals.

Save Yellow for last, as their base is heavily defended. They have anywhere
from 2-4 Behemoths, 8-12 Hive Guards and some foot troops defending the base.
Even more if you catch them just before they launch an offensive to the
surface. Make sure you bring a lot of Striders with you to deal with all of
those air units.

After all of the bases are destroyed and the Lichmage killed, it's...

MISSION COMPLETE!



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.10.  The Sleeping Terror                                      SWT01C10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This mission can totally suck if you do things wrong. Reloading/restarting
tends to get irritating really quickly because of one stupid move or
miscalculation. Be prepared to get frustrated (or have an easy ride -- it all
depends).

Mission objectives are to get to Tiamorg before Tyron does. Dragga and Sseeth
must survive.

We don't have a specific time limit here, but we are extremely limited by time.
If you do things right, you will have pleanty of time to complete the mission.
Do things wrong and you fail. So do them right the first time!

Okay... the map layout is really irrelevant. There's pretty much one straight
path from the southwest corner (your starting location) to the northern most
center part of the map. Tyron is on a similiar path. The paths are pretty much
exact mirror copies, with a few slight differences to yours.

This map consists of a series of "Chambers" and in each chamber is a trap or
test of some sort. Most usually just require you to bash the crap out of all
the enemies in the room, while others require some very limited puzzle solving
skills. The tests aren't really hard, but some waste time.

I'm not going to give you a totally detailed path through here, though I will
explain everything. Just follow the path!

First, you'll deal with some Imps. Then you'll see a flame golem (or whatever
its called) on the other side of a fire barrier further on. Just have a guy
move close to him so he chases said guy and runs into the fire barrier and
dies.

Eventually you'll get to a point where a lone demon is blocking the path north
or you can continue west. If you continue west, there are few enemies. However,
there are boulders blocking the path that you must destroy (you have to
manually target the damned things, your guys won't auto-attack them). There's
also some treasures that way (Gold and Gems) which you could use later on. The
west path is bad, though, because it wastes valueable time. So just go bash the
demon and head east (don't go north when you get the chance) to the next area,
which is a maze.

The maze is... stupid. And annoying. There are small glowing lava rocks and
some Chaos Dwarfs in here. Try to free all the Chaos Dwarfs (they'll join you)
and work your way east. Once you clear the maze, you can move on. This maze is
another time-waster, so try to be quick about it.

After some more travelling, you'll reach a spot with three stone archers (it's
an Elf Ranger, a Crossbowman and something else) and a blank spot with no
statue. Have one of your Goblin Hunters step on the bare spot to awaken the
other archers. Kill them and you can move on.

Either before the archers (or after, I can't remember) you'll find a room with
5-6 stones blocking paths west, north and east. Have a guy stand on the seal to
the western one to make it disappear and grab the loot inside. Ignore the
eastern most one. One of the northern ones, all the way to the east (but NOT
the path heading east) is the way out.

You will find a Hellforge eventually, protected by a bunch of fire guys. Kill
them off and garrison a troop inside the Hellforge to purchase units. I suggest
you get as many Hellcasters (healers) as you can afford, and buy whatever else
you can afford. Spend all of your cash, and ungarrison the one guy in the
forge.

As you move on, you'll find a lone portal with a bunch of Imps flooding out of
it. Have everyone attack the portal (ignoring the Imps unless you're getting
your ass handed to you). Once you destroy the portal you can move on.

The final test is a room with 3 stones in it, one small, one medium and one
large. The size is absolutely irrelevant. If you click each stone, they are
named "Ti" "Am" and "Org" (from smallest to largest). Do you remember the thing
we're going to wake up? It's called Tiamorg. Figure it out yet? No? Have a guy
step on Ti (the smallest) first. Then "Am" (the medium one) next, then another
on "Org" (the large one). You must have one person on each stone. After you do
that, the fire disppears and you can claim Tiamorg.

MISSION COMPLETE!




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.11.  The Eleventh Hour                                        SWT01C11
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~> IV-c.12.  Mission 12                                               SWT01C12
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~





_______________________________________________________________________________
===============================================================================
==> V.  B U I L D I N G S                                                  SB01
===============================================================================

Here you will find all the information on the buildings for each of the three
races. This section is split up into four sub-sections, one for each race and
one section for Neutral buildings.

I've tried to list everything almost exactly as it appears in-game.




-------------------------------------------------------------------------------
--> V-a.  Empire Buildings                                                SB01A
-------------------------------------------------------------------------------

This section lists all the buildings and relevant information for the Empire.
It is listed similiarly to how it appears in-game.

Most Empire buildings can be garrisoned, meaning you can stick units inside
of them to protect the units.

Empire units need Food, which is provided by Farms, Town Halls, Stone Keeps and
Castles.

Each building has the following information listed:
-> Requires - what other building(s) the building requires to be built
-> Cost - the cost in Gold, Wood, Gems and Time (in seconds)
-> HP - hit points; the amount of damage a building can take
-> Armor - the protection from enemy attacks
-> Garrison - how many units may be garrisoned inside
-> Effect - any effects (benefits) a building may have
-> Info - brief description of what the building does
-> Builds - what the building can build (units)
-> Researches - what research upgrades the building can research
-> Upgrades - what ugprades the building has (for itself)

NOTE: Requires, Garrison, Effect, Builds, Researches and/or Upgrades may not be
listed for a building. These are only listed if it's applicable to that
building.


----[ Town Hall ]--------------------------------------------------------------
    Cost: 400 Gold, 125 Wood, 120 Seconds
      HP: 2000
   Armor: 5
Garrison: 10
    Info: Main building and resource drop off point. Can be upgraded. Trains
          Peasants and provides Food.

Builds:
-> Peasant  (50 Gold, 1 Food, 20 Seconds)
     - Worker unit that gathers resources, constructs buildings and repairs.

Upgrades:
-> Stone Keep  (100 Gold, 50 Wood, 60 Seconds)
     - Requires: Barracks
     - Upgrades the Town Hall to Stone Keep, enabling more advanced units,
       buildings and research options.


----[ Stone Keep ]-------------------------------------------------------------
Requires: Barracks
    Cost: 100 Gold, 50 Wood, 60 Seconds
      HP: 2400
   Armor: 5
Garrison: 10
    Info: More advanced main building. Serves as resource drop off point.
          Trains Peasant.

Builds:
-> Peasant  (50 Gold, 1 Food, 20 Seconds)
     - Worker unit that gathers resources, constructs buildings and repairs.

Researches:
-> Improved Farming  (150 Gold, 150 Wood, 60 Seconds)
     - Increases the Food production of Farms.
-> Fortify  (150 Gold, 250 Wood, 100 Seconds)
     - Increases the hit points for all Empire buildings including towers.
-> Team Work  (100 Gold, 100 Gems, 60 Seconds)
     - Speeds up building construction by allowing up to five Peasants to build
       a structure.

Upgrades:
-> Upgrade to Castle  (150 Gold, 150 Wood, 75 Gems, 60 Seconds)
     - Requires: Temple
     - Upgrades the Stone Keep to a Castle, enabling the most advanced units,
       buildings and research options.


----[ Castle ]-----------------------------------------------------------------
Requires: Temple
    Cost: 150 Gold, 150 Wood, 75 Gems, 60 Seconds
      HP: 2800
   Armor: 5
Garrison: 10
    Info: Most advanced main building. Serves as resource drop off point.
          Trains Peasant.

Builds:
-> Peasant  (50 Gold, 1 Food, 20 Seconds)
     - Worker unit that gathers resources, constructs buildings and repairs.

Researches:
-> Everything a Stone Keep researches.
-> Disciples  (100 Gold, 250 Gems, 140 Seconds)
     - Reduces mana cost for units that cast spells.


----[ Farm ]-------------------------------------------------------------------
 Cost: 100 Gold, 50 Wood, 35 Seconds
   HP: 500
Armor: 2
 Info: Provides Food.


----[ Barracks ]---------------------------------------------------------------
    Cost: 150 Gold, 50 Wood, 65 Seconds
      HP: 1000
   Armor: 3
Garrison: 5
    Info: Primary unit production building. Can be upgraded. Trains Swordsman,
          Pikeman, Elf Ranger, Priest, Knight and Mage.

Builds:
-> Swordsman  (90 Gold, 2 Food, 30 Seconds)
     - Basic melee unit that can attack land units only.
-> Elf Ranger  (70 Gold, 10 Wood, 15 Gems, 2 Food, 35 Seconds)
     - Ranged combat unit that can attack both land and air units.
-> Pikeman  (90 Gold, 20 Gems, 2 Food, 28 Seconds)
     - Combat unit that's especially effective against large land units.
-> Priest  (25 Gold, 75 Gems, 2 Food, 45 Seconds)
     - Essential spellcaster that can initially heal units.
-> Knight  (250 Gold, 50 Wood, 100 Gems, 5 Food, 60 Seconds)
     - Requires: Circle of Ancients
     - Advanced combat unit with great speed and magical resistance. Attacks
       land units.
-> Mage  (150 Gold, 50 Wood, 150 Gems, 2 Food, 50 Seconds)
     - Requires: Obsidian Tower
     - Versatile spellcaster unit that attacks both land and air units.

Researches:
-> Trailblazing  (150 Gold, 75 Gems, 60 Seconds)
     - Requires: Stone Keep
     - Increases the movement speed of Swordsman and Pikeman.
-> Precision Archery  (150 Gold, 150 Gems, 60 Seconds)
     - Requires: Stone Keep
     - Increases the firing range of Elf Rangers.

Upgrades:
-> Advanced Barracks  (150 Gold, 50 Gems, 60 Seconds)
     - Requires: Stone Keep
     - Upgrades the Barracks to train two units simultaneously.


----[ Advanced Barracks ]------------------------------------------------------
Requires: Stone Keep
    Cost: 150 Gold, 50 Gems, 50 Seconds
      HP: 1750
   Armor: 5
Garrison: 10
    Info: Advanced primary unit production building. Can train two units
          simultaneously. Trains Swordman, Pikeman, Elf Ranger, Priest, Knight
          and Mage.

Builds:
-> Everything a regular Barracks can build.

Researches:
-> Everything a regular Barracks can research.
-> Sword Mastery  (150 Gold, 150 Gems, 100 Seconds)
     - Requires: Castle
     - Upgrades the damage of Swordsman
-> Flaming Arrow  (200 Gold, 100 Wood, 200 Gems, 160 Seconds)
     - Requires: Castle
     - Upgrades Elf Rangers to fire flaming arrows.


----[ Blacksmith ]-------------------------------------------------------------
    Cost: 150 Gold, 55 Seconds
      HP: 1000
   Armor: 2
Garrison: 6
    Info: Researches armor and weapon upgrades. Also serves as a lumber drop
          off point.

Researches:
-> Iron Sword  (75 Gold, 100 Seconds)
     - Increases the damage of Swordsman, Pikeman and Knights
       (Base damage +1)
-> Iron Arrow  (75 Gold, 25 Wood, 100 Seconds)
     - Increases the damage of Elf Rangers and Valkyries
       (Base damage +1)
-> Scale Mail  (100 Gold, 100 Seconds)
     - Increases the armor of Swordsman, Pikeman and Knights
       (Base armor +1)
-> Leather Armor  (100 Gold, 100 Seconds)
     - Increases the armor of Peasants and Elf Rangers
       (Base armor +1)
-> Steel Sword  (100 Gold, 50 Wood, 120 Seconds)
     - Requires: Stone Keep, Iron Sword
     - Increases the damage of Swordsman, Pikeman and Knights
       (Base damage +2)
-> Steel Arrow  (125 Gold, 75 Wood, 120 Seconds)
     - Requires: Stone Keep, Iron Arrow
     - Increases the damage of Elf Rangers and Valkyries
       (Base damage +2)
-> Plate Mail  (150 Gold, 50 Wood, 120 Seconds)
     - Requires: Stone Keep, Scale Mail
     - Increases the armor of Swordsman, Pikeman and Knights
       (Base armor +2)
-> Padded Armor  (150 Gold, 50 Wood, 120 Seconds)
     - Requires: Stone Keep, Leather Armor
     - Increases the armor of Peasants and Elf Rangers
       (Base armor +2)
-> Enchanted Sword  (150 Gold, 50 Wood, 100 Gems, 140 Seconds)
     - Requires: Castle, Steel Sword
     - Increases the damage of Swordsman, Pikeman and Knights
       (Base damage +3)
-> Magic Arrows  (150 Gold, 100 Wood, 100 Gems, 140 Seconds)
     - Requires: Castle, Steel Arrow
     - Increases the damage of Elf Rangers and Valkyries
       (Base damage +3)
-> Enchanted Mail  (150 Gold, 50 Wood, 150 Gems, 140 Seconds)
     - Requires: Castle, Plate Mail
     - Increases the armor of Swordsman, Pikeman and Knights
       (Base armor +3)
-> Ethereal Armor  (150 Gold, 100 Wood, 125 Gems, 140 Seconds)
     - Requires: Castle, Padded Armor
     - Increases the armor of Peasants and Elf Rangers
       (Base armor +3)


----[ Elven Sanctuary ]--------------------------------------------------------
Requires: Barracks
    Cost: 100 Gold, 50 Wood, 60 Seconds
      HP: 1300
   Armor: 2
Garrison: 5
    Info: Unit production and research building. Trains Dryad, Phoenix and
          Valkyrie.

Builds:
-> Dryad  (25 Gold, 10 Wood, 60 Gems, 3 Food, 25 Seconds)
     - Basic spellcaster unit.
-> Phoenix  (100 Gold, 75 Gems, 2 Food, 30 Seconds)
     - Requires: Stone Keep
     - Flying support unit that can detect invisible enemy units and attack air
       units.
-> Valkyrie  (150 Gold, 20 Wood, 60 Gems, 3 Good, 50 Seconds)
     - Requires: Valkyrie Beacon
     - Flying combat unit that attacks land and air units.

Researches:
-> Call of the Wild  (150 Gold, 100 Gems, 60 Seconds)
     - Researches Call of the Wild for Dryads. Summons a powerful bear to fight
       by the Dryad's side for a period of time.
-> Cloak of Invisibility  (100 Gold, 75 Gems, 60 Seconds)
     - Requires: Stone Keep
     - Researches Cloak of Invisibility for Dryads. Allows Dryads to turn
       invisible for a period of time.
-> Magic Thorns  (100 Gold, 100 Gems, 90 Seconds)
     - Requires: Valkyrie Beacon
     - Researches Entangling Thorns and Cave Thorns for Dryads.


----[ Scout Tower ]------------------------------------------------------------
    Cost: 75 Gold, 35 Wood, 40 Seconds
      HP: 315
   Armor: 1
Garrison: 2
  Effect: Detects invisible units.
    Info: Basic defenseive building that detects invisible units. Can be
          upgraded. Can only attack if small ranged units are garrisoned
          inside.

Upgrades:
-> Upgrade to Watch Tower  (75 Gold, 25 Wood, 40 Seconds)
     - Upgrades the Scout Tower to a Watch Tower that can attack land and air
       units. Small ranged units may be garrisoned inside and attack.


----[ Watch Tower ]------------------------------------------------------------
    Cost: 75 Gold, 25 Wood, 40 Seconds
      HP: 360
  Damage: 21
   Armor: 2
Garrison: 2
  Effect: Detects invisible units.
    Info: Can attack land and air units. Small ranged units may be garrisoned
          inside and attack.

Upgrades:
-> Upgrade to Guard Tower
     - Requires: Gnome Workshop
     - Upgrades the Watch Tower to a Guard Tower. Improves resistance to fire
       attacks.


----[ Guard Tower ]------------------------------------------------------------
Requires: Gnome Workshop
    Cost: 75 Gold, 25 Wood, 40 Seconds
      HP: 400
   Armor: 3
  Damage: 23 (21 Pierce + 2 Fire)
Garrison: 2
  Effect: Detects invisible units.
    Info: Can attack land and air units. Small ranged units may be garrisoned
          inside and attack. Has improved resistance to fire attacks.


----[ Temple ]-----------------------------------------------------------------
Requires: Stone Keep
    Cost: 100 Gold, 50 Wood, 50 Gems, 60 Seconds
      HP: 1200
   Armor: 3
    Info: Unit construction and research building. Also heals wounded
          non-mechanical units nearby. Trains Priest.

Builds:
-> Priest  (25 Gold, 75 Gems, 2 Food, 45 Seconds)
     - Essential spellcaster that can initially heal units.
       (Also comes with Bless, which temporarily increases damage and attack
       speed for friendly units in the area.)

Researches:
-> Resurrection  (150 Gold, 150 Gems, 100 Seconds)
     - Researches Resurrection for Pirests. Resurrects up to three friendly
       non-mechanical units in the target area.
-> Litany  (150 Gold, 100 Gems, 120 Seconds)
     - Researches Litany for Priests. Increases movement speed of every
       friendly unit and adds some elemental resistance. Three Priests are
       needed to cast this spell.


----[ Gnome Workshop ]---------------------------------------------------------
Requires: Stone Keep
    Cost: 100 Gold, 50 Wood, 50 Gems, 50 Seconds
      HP: 1300
   Armor: 2
    Info: Large unit production building. Trains Catapult, Gnome Ark, Steambird
          and Miner Team.

Builds:
-> Catapult  (150 Gold, 50 Wood, 75 Gems, 3 Food, 45 Seconds)
     - Long range siege unit with exceptional damage versus buildings. Attacks
       land units and trees.
-> Gnome Ark  (175 Gold, 50 Wood, 4 Food, 40 Seconds)
     - Flying transport unit that can carry friendly ground units.
-> Steambird  (250 Gold, 125 Wood, 125 Gems, 5 Food, 60 Seconds)
     - Requires: Gnome Alchemist, Castle
     - Flying siege unit with exceptional damage versus buildings. Can also
       attack land units and trees.
-> Miner Team  (25 Gold, 100 Wood, 75 Gems, 2 Food, 50 Seconds)
     - Requires: Castle
     - Miner unit that can tunnel its way to any location. Also builds
       Mineshafts between levels that other units can use.


----[ Valkyrie Beacon ]--------------------------------------------------------
Requires: Elven Sanctuary, Stone Keep
    Cost: 100 Gold, 50 Wood, 75 Gems, 65 Seconds
      HP: 950
   Armor: 2
    Info: Research upgrades for Valkyries.

Researches:
-> Amulet of Lyanne  (200 Gold, 100 Wood, 150 Seconds)
     - Increases the armor of Valkyries.
-> Elder Eagle  (150 Gold, 75 Gems, 120 Seconds)
     - Increases the hit points of Valkyries.


----[ Goblin Alchemist ]-------------------------------------------------------
Requires: Gnome Workshop
    Cost: 100 Gold, 50 Wood, 50 Gems, 55 Seconds
      HP: 950
   Armor: 2
    Info: Advanced research building. Researches upgrades for Gnome Units.

Researches:
-> Explosive Potion  (50 Gold, 75 Wood, 100 Seconds)
     - Increases the damage of Catapults and Steambirds.
       (Base damage +3 for Steambirds, Base Fire damage +10 for Catapults)
-> Volcanic Potion  (75 Gold, 100 Wood, 120 Seconds)
     - Requires: Explosive Potion
     - Increases the damage of Catapults and Steambirds.
       (Base damage +6 for Steambirds, Base Fire damage +20 for Catapults)
-> Dragonbreath Potion  (100 Gold, 150 Wood, 140 Seconds)
     - Requires: Volcanic Potion
     - Increases the damage of Catapults and Steambirds.
       (Base damage +9 for Steambirds, Base Fire damage +30 for Catapults)
-> Plated Wood  (100 Gold, 100 Wood, 50 Gems, 80 Seconds)
     - Requires: Castle
     - Increases the armor of Catapults, Gnome Arks and Steambirds.
       (Base armor +2)
-> Firing Ports  (150 Gold, 150 Gems, 80 Seconds)
     - Enables small ranged units to shoot out from Gnome Arks.
-> Extra Cargo  (100 Gold, 100 Wood, 80 Seconds)
     - Requires: Castle
     - Enables Gnome Arks to carry more units.
-> Telescope  (75 Gold, 75 Wood, 80 Seconds)
     - Requires: Castle
     - Increases the sight range of Catapults, Gnome Arks and Steambirds.
-> Hammer of Fire  (150 Gold, 150 Gems, 100 Seconds)
     - Requires: Castle
     - Researches Hammer of Fire for Steambirds. Damages ground units and
       buildings in a small area.


----[ Circle of Ancients ]-----------------------------------------------------
Requires: Castle
    Cost: 150 Gold, 100 Wood, 50 Gems, 60 Seconds
      HP: 1500
   Armor: 5
    Info: Researches upgrades for Knights.

Researches:
-> Prayer  (250 Gold, 100 Gems, 100 Seconds)
     - Researches Prayer for Knights. A Knight using Prayer receives divine
       protection and takes less damage for a short period.
-> Horse Armor  (150 Gold, 100 Wood, 75 Gems, 120 Seconds)
     - Upgrades the armor of Knights.


----[ Obsidian Tower ]---------------------------------------------------------
Requires: Castle
    Cost: 100 Gold, 75 Wood, 75 Gems, 60 Seconds
      HP: 1000
   Armor: 5
    Info: Unit production and research building. Trains Mage.

Builds:
-> Mage  (150 Gold, 50 Wood, 150 Gems, 2 Food, 50 Seconds)
     - Versatile spellcaster unit that attacks both land and air units.

Researches:
-> Fury of the Ancients  (250 Gold, 250 Gems, 120 Seconds)
     - A powerful spell that can be released by any mage after a short
       targetting period. Requires an Obsidian Tower to recharge.
-> Decree  (100 Gold, 100 Gems, 120 Seconds)
     - Allows Mage to use Decree to damage units in an area.


----[ Mineshaft ]--------------------------------------------------------------
Requires: Miner Team
    Cost: 200 Gold, 200 Wood, 200 Gems, 20 Seconds
      HP: 500
   Armor: 5
Garrison: 99
    Info: Ground units can travel between two Mineshafts. Units take longer to
          travel longer distances.



-------------------------------------------------------------------------------
--> Fallen Buildings
-------------------------------------------------------------------------------

Fallen buildings must be constructed on Corrupted land. Each building corrupts
a little bit of land, but to corrupt larger portions of land, use Deformers.

All Fallen buildings have the effect of "Unholy Regeneration" and as long as
that building is on corrupted land, it will regenerate its hit points.


----[ Dark Fortress ]----------------------------------------------------------
  Cost: 400 Gold, 125 Wood, 120 Seconds
    HP: 2000
  Mana: 200
 Armor: 3
Supply: 8
  Info: Main building and resource drop off point. Trains Harvester and
        Summoner and provides control.

Builds:
-> Harvester  (100 Gold, 2 Control, 36 Seconds)
     - Worker unit. Gathers resources. Attacks land units and trees.
-> Summoner  (75 Gold, 35 Wood, 18 Seconds)
     - Essential unit that constructs buildings and provides control in Control
       Form. Any damage taken is returned to the attacking unit.

Researches:
-> Ethereal Shroud  (100 Gold, 100 Gems, 60 Seconds)
     - Requires: Hall of Whispers
     - Turns friendly units and buildings in an area invisible for a period of
       time.
-> Mana Efficiency  (100 Gold, 100 gems, 140 Seconds)
     - Requires: Hall of Whispers
     - Increases the mana recovery rate of Fallen spellcasters.

Spells:
-> Ethereal Shroud  (75 Mana)
     - Turns friendly units and buildings in an area invisible for a period of
       time.


----[ Deformer ]---------------------------------------------------------------
  Cost: 100 Gold, 25 Wood, 30 Seconds
    HP: 600
 Armor: 3
Effect: Detects invisible units.
  Info: Corrupts the land so other structures may be built. Can be upgraded.
        Also detects invisible units.

Upgrades:
-> Charged Deformer  (50 Gold, 25 Wood, 25 Seconds)
     - Requires: Soultrap
     - Upgrades the Deformer to a Charged Deformer. Attacks and slows down air
       units.


----[ Hive ]-------------------------------------------------------------------
Requires: Deformer
    Cost: 150 Gold, 50 Wood, 65 Seconds
      HP: 1000
   Armor: 3
    Info: meat.

Builds:
-> Hive Stinger  (50 Gold, 1 Control, 17 seconds)
     - Basic combat unit. Attacks land units. May fly and attack air units also
       if Metamorphosis researched. Effective against large land units.
-> Hive Spitter  (125 Gold, 15 Wood, 30 Gems, 3 Control, 55 Seconds)
     - Requires: Incubator
     - Combat unit that attacks land and flying units.
-> Seeker  (50 Gold, 50 Gems, 1 Control, 3 Seconds)
     - Requires: Vile Cocoon
     - Permanently invisible scouting unit. Detects invisible units and can
       burrow anywhere on the map.
-> Hive Guard  (100 Gold, 10 Wood, 40 Gems, 2 Control, 45 Seconds)
     - Requires: Vile Cocoon
     - Basic flying combat unit. Attacks land and air units. Slows down the
       target's attack and move speed.


----[ Incubator ]--------------------------------------------------------------
Requires: Hive
    Cost: 150 Gold, 80 Seconds
      HP: 800
   Armor: 3
    Info: meat.

Researches:
-> Faster Reflexes  (100 Gold, 80 Seconds)
     - Upgrades the damage of Harvesters, Hive Stingers and Hive Spitters.
       (hsting +1, hspit+2)
-> Hunter Reflexes  (150 Gold, 50 Wood, 100 Seconds)
     - Requires: Soultrap, Faster Reflexes
-> Killer Reflexes  (175 Gold, 100 Wood, 100 Gems, 120 Seconds)
     - Requires: Hall of Whispers, Hunter Reflexes
-> Tough Carapace  (125 Gold, 80 Seconds)
     - Upgrades the armor of Harvesters, Hive Stingers, Hive Spitters, Seekers
       and Hive Guardians.
-> Coarse Carapace  (150 Gold, 75 Wood, 100 Seconds)
     - Requires: Soul Trap, Tough Carapace
-> Spiked Carapace  (200 Gold, 125 Wood, 100 Gems, 120 Seconds)
     - Requires: Hall of Whispers, Coarse Carapace
-> Improved Metabolism  (100 Gold, 25 Wood, 75 Seconds)
     - Upgrade the movement speed of Hive Spitters.
-> Venom  (125 Gold, 75 Gems, 90 Seconds)
     - Requires: Dimension Gate
     - Upgrades the damage of Hive Spitters.
-> Insect Haste  (100 Gold, 50 Gems, 50 Seconds)
     - Upgrade the movement speed of Hive Stingers and Seekers.
-> Grasp  (100 Gold, 45 Seconds)
     - Research Grasp for Harvesters. A grasped unit takes damage over time,
       cannot be attacked by other units and cannot be controlled.
-> Metamorphisis  (150 Gold, 50 Gems, 70 Seconds)
     - Requires: Vile Cocoon
     - Gives Hive Stingers the ability to fly. When flying only air units can
       be attacked.


----[ Soultrap ]---------------------------------------------------------------
Requires: Hive
    Cost: 150 Gold, 50 Wood, 80 Seconds
      HP: 800
   Armor: 3

Researches:
-> Decay  (250 Gold, 250 Gems, 120 Seconds)
     - Researches Decay for Void Walkers. Requires a Soultrap to recharge.


----[ Lightning Spire ]--------------------------------------------------------
Cost: 100 Gold, 50 Wood, 55 Seconds
HP: 300
Armor: 2
Info: -

Upgrades:
-> Upgrade to Chain Lightning Spire  (100 Gold, 30 Seconds)
     - Requires: Hall of Whispers
     - Upgrades the Lightning Spire's attack to jump between multiple targets.
       Attacks land and air units.


----[ Chain Lightning Spire ]--------------------------------------------------
Requires: Hall of Whispers, Lightning Spire
    Cost: 100 Gold, 30 Seconds
      HP: 500
  Damage: 18
   Armor: 2
    Info: Attacks jump between multiple targets. Attacks land and air units.


----[ Charged Deformer ]-------------------------------------------------------
Requires: Soultrap, Deformer
    Cost: 50 Gold, 25 Wood, 25 Seconds
      HP: 600
  Damage: 15
   Armor: 3
  Effect: Detects invisible units.
    Info: Attacks and slows down air units.


----[ Vile Cocoon ]------------------------------------------------------------
Requires: Hive
    Cost: 150 Gold, 50 Wood, 50 Gems, 80 Seconds
      HP: 900
   Armor: 5
    Info: meat!

Researches:
-> Infest  (75 Gold, 75 Gems, 50 Seconds)
     - Researches Infest for Seekers. Infested enemy units become visible and
       take double damage from attacks. Infested friendly units gain the
       ability to detect invisible units and regenerate hit points over time.
       Only land units may be Infested.
-> Avenging Strike  (100 Gold, 100 Gems, 50 Seconds)
     - Upgrades the attack range of Hive Guards.
-> Greater Wings  (100 Gold, 100 Gems, 50 Seconds)
     - Upgrades the move speed of Hive Guards.


----[ Vengeance Hall ]---------------------------------------------------------
Requires: Soultrap
    Cost: 150 Gold, 50 Wood, 50 Gems, 70 Seconds
      HP: 1000
   Armor: 3

Builds:
-> Nightmare  (150 Gold, 50 Gems, 3 Control, 40 Seconds)
     - Versatile combat and spellcaster unit. Attacks land and air units.
-> Matriarch  (50 Gold, 75 Gems, 2 Control, 45 Seconds)
     - Requires: Sorrow Shrine
     - Cunning spellcaster unit. Can Raise Skeletons from dead units.
-> Avenger  (250 Gold, 50 Wood, 125 Gems, 4 Control, 65 Seconds)
     - Requires: Chamber of the Avenger
     - Powerful siege unit. Immune to spells, resists elemental damage and
       pierce attacks. Attacks land units and trees.


----[ Dimension Gate ]---------------------------------------------------------
 Cost: 200 Gold, 50 Wood, 75 Gems, 70 Seconds
   HP: 1500
Armor: 3

Builds:
-> Aerial  (200 Gold, 50 Wood, 25 Gems, 3 Control, 50 Seconds)
     - Flying transport unit that can also detect invisible units.
-> Stalker  (250 Gold, 50 Wood, 90 Gems, 4 Control, 50 Seconds)
     - Requires: Astral Node
     - Advanced flying combat unit. Attacks air units.
-> Beholder  (330 Gold, 75 Wood, 200 Gems, 6 Control, 80 Seconds)
     - Requires: Oculus
     - Advanced flying combat unit. Attacks land and air units.


----[ Hall of Whispers ]-------------------------------------------------------
 Cost: 150 Gold, 100 Gems, 70 Seconds
   HP: 900
Armor: 3

Researches:
-> Dimensional Portal  (100 Gold, 100 Gems, 60 Seconds)
     - Researches Dimensional Portal for Void Walkers. Units may teleport
       instantly from one Dimensional Portal to another. Two Void Walkers are
       required to cast this spell.
-> Freeze  (150 Gold, 150 Gems, 60 Seconds)
     - Researches Freeze for Void Walkers. Freezes all units in the targeted
       area for a period of time. The armor of units is increased while frozen.
-> Anti Magic  (100 Gold, 100 Gems, 50 Seconds)
     - Researches Anti Magic for Void Walkers. Dispels all magical effects in
       the targeted area for a period of time. Auras are not affected by this
       spell.
-> Call of Death  (100 Gold, 100 Gems, 90 Seconds)
     - Researches Fog of Death and Storm of Death for Void Walkers.


----[ Chamber of the Avenger ]-------------------------------------------------
 Cost: 200 Gold, 75 Gems, 80 Seconds
   HP: 1200
Armor: 3

Researches:
-> Mental Equilibrium  (100 Gold, 75 Gems, 90 Seconds)
     - Upgrades the hit points of Avengers.
       (HP +75)




-------------------------------------------------------------------------------
--> Neutral Buildings
-------------------------------------------------------------------------------

Neutral Buildings are the structures that aren't owned by any of the three
races. Most can be garrisoned to grant you some effect, be it a spell or
monetary bonus or something else.

These buildings cannot be destroyed, however, they can be attacked if a unit is
garrisoned inside.


----[ Crypt ]------------------------------------------------------------------
      HP: 800
   Armor: 5
Garrison: 1
    Info: A ghostly crypt where you can purchase... Ghosts!


----[ Hellforge ]--------------------------------------------------------------
      HP: ?
   Armor: ?
Garrison: 1
    Info: A forge created by the Chaos Dwarfs which you can purchase units
          from.
  Effect: Allows you to purchase units. Each Hellforge offers different units,
          including:
            - Hellblade
            - Hellcaster
            - Hellsmith


----[ Diamond Tower ]----------------------------------------------------------
      HP: 500
   Armor: 5
Garrison: 1
  Effect: When garrisoned, gives you access to the Decree spell. Decree deals
          heavy damage to units in an area. The Diamond Tower's Decree has a
          wider area of effect compared to Decree from Mages or Alric.


----[ Emerald Tower ]----------------------------------------------------------
      HP: 500
   Armor: 5
Garrison: 1
  Effect: When garrisoned, gives you access to the Poison Fog spell.
          The Emerald Tower creates a Poison Fog in an area for a period of
          time. The units under the Poison Fog are slow and poisoned. The
          poison damages the units over time.


----[ Mercenary Camp ]---------------------------------------------------------
      HP: 800
   Armor: 5
Garrison: 1
    Info: A Mercenary Camp that when garrisoned allows you to purchase units.
  Effect: Allows you to purchase units. Each Mercenary Camp has different
          units for purchase, including:
            - Dark Ranger
            - Outlaw Dwarf
            - Renegade Mage


----[ Ruined Tower ]-----------------------------------------------------------
      HP: 450
   Armor: 5
Garrison: 1
    Info: A ruined observation tower.
  Effect: Garrisoning a troop inside reveals a large area of the map
          surrounding the tower.


----[ Tavern ]-----------------------------------------------------------------
      HP: 800
   Armor: 5
Garrison: 1
    Info: A tavern. You can purchase Crossbowmen when a unit is garrisoned.


----[ Warehouse ]--------------------------------------------------------------
      HP: ?
   Armor: ?
Garrison: 1
    Info: A warehouse full of goods that will provide a trickle of Gold and
          Wood to the controlling team.
  Effect: +5 Gold and +5 Wood every 6 seconds


----[ Well of Farsight ]-------------------------------------------------------
      HP: 500
   Armor: 5
Garrison: 1
    Info: An ancient well that provides line of sight to an area of the map.
  Effect: Provides line of sight to an area of the map.


----[ Windmill ]---------------------------------------------------------------
      HP: 500
   Armor: 5
Garrison: 1
    Info: A windmill, that when garrisoned will provide a trickle of Gold and
          Gems to the controlling team.
  Effect: +5 Gold and +2 Gems every 6 seconds



_______________________________________________________________________________
===============================================================================
==> VI.  U N I T S                                                         SU01
===============================================================================

Here you will find all the information for each of the three races Units. This
section is split up into seperate sub-sections for each race.

Each unit has the following listed:
-> Built - what building(s) the unit can be built from
-> Cost - the cost (in Gold, Wood, Gems, Food and/or Time) to build the unit
-> HP - hit points; how much damage it can take
-> Damage - base damage dealt; how much damage the unit deals to an enemy
-> Armor - base armor; how much protection the unit has from attacks
-> Carry - how much resources can the unit carry (for Peasants only)
-> Info - some information, a brief description
-> Aura - the Aura the unit gets, and at what level and effects
          (for Empire units only)
-> Abilities - what abilities the unit has
-> Builds - what the unit can build
-> Spells - spells the unit has
-> Upgrades - any upgrades to the unit

NOTE: Damage, Aura, Abilities, Builds, Spells and/or Upgrades may not be listed
for a unit. This means the unit does not attack, has no Aura of its own, has no
abilities, doesn't build anything, doesn't have any spells or has no upgrades.




-------------------------------------------------------------------------------
--> VI-a.  Empire Units                                                   SU01A
-------------------------------------------------------------------------------

Empire units require Food, which is provided by Farms, Town Halls, Stone Keeps
and Castles.

Empire units gain experience individually. You should take care to protect your
more experienced troops. As troops gain levels, they also gain Auras, which add
some nice benefits to the unit and any nearby friendly units. When the unit
reaches level 5, the strength of the Aura is increased.


----[ Peasant ]----------------------------------------------------------------
  Cost: 50 Gold, 1 Food, 20 Seconds
    HP: 90
Damage: 5
 Armor: 0
 Carry: 10 Gold, 15 Wood or 6 Gems
  Info: Worker unit that gathers resources, constructs buildings and repairs.

Builds:
-> Town Hall  (400 Gold, 125 Wood, 120 Seconds)
     - Main building and resource drop off point. Can be upgraded. Trains
       Peasants and provides food.
-> Farm  (100 Gold, 50 Wood, 35 Seconds)
     - Provides Food.
-> Barracks  (150 Gold, 50 Wood, 65 Seconds)
     - Primary unit production building. Can be upgraded. Trains Swordsman,
       Pikeman, Elf Ranger, Knight and Mage.
-> Blacksmith  (150 Gold, 55 Seconds)
     - Researches armor and weapon upgrades. Also serves as a lumber drop off
       point.
-> Elven Sanctuary  (100 Gold, 50 Wood, 60 Seconds)
     - Requires: Barracks
     - Unit production and research building. Trains Dryad, Phoenix and
       Vakyrie.
-> Scout Tower  (75 Gold, 35 Wood, 40 Seconds)
     - Basic defensive building that detects invisible units. Can be upgraded.
       Can only attack if small ranged units are garrisoned inside.
-> Temple  (100 Gold, 50 Wood, 50 Gems, 60 Seconds)
     - Requires: Stone Keep
     - Unit construction and research building. Also heals wounded non-
       mechanical units [that are] nearby. Trains Priest.
-> Gnome Workshop  (100 Gold, 50 Wood, 50 Gems, 50 Seconds)
     - Requires: Stone Keep
     - Large unit production building. Trains Catapult, Gnome Ark, Steambird
       and Miner Team.
-> Valkyrie Beacon  (100 Gold, 50 Wood, 75 Gems, 65 Seconds)
     - Requires: Elven Sanctuary, Stone Keep
     - Researches upgrades for Valkyries.
-> Gnome Alchemist  (100 Gold, 50 Wood, 50 Gems, 55 Seconds)
     - Requires: Gnome Workshop
     - Advanced research building. Researches upgrades for Gnome units.
-> Circle of Ancients  (150 Gold, 100 Wood, 50 Gems, 60 Seconds)
     - Requires: Castle
     - Researches upgrades for Knights.
-> Obsidian Tower  (100 Gold, 75 Wood, 75 Gems, 60 Seconds)
     - Requires: Castle
     - Unit production and research building. Trains Mage.


----[ Swordsman ]--------------------------------------------------------------
 Built: Barracks, Advanced Barracks
  Cost: 90 Gold, 2 Food, 30 Seconds
    HP: 230
Damage: 12
 Armor: 1
  Info: Basic melee unit that can attack land units only.
  Aura: Lesser Aura of Absorbtion at Level 2 (increases Armor)
        Aura of Absorbtion at Level 5 (increases armor, more powerful)


----[ Elf Ranger ]-------------------------------------------------------------
 Built: Barracks, Advanced Barracks
  Cost: 70 Gold, 10 Wood, 15 Gems, 2 Food, 35 Seconds
    HP: 150
 amage: 10
 Armor: 0
  Info: Ranged combat unit that can attack both land and air units.
  Aura: Lesser Aura of Strength at Level 2 (increases Damage)
        Aura of Strength at Level 5 (increases Damage, more powerful)


----[ Pikeman ]----------------------------------------------------------------
 Built: Barracks, Advanced Barracks
  Cost: 90 Gold, 20 Gems, 2 Food, 28 Seconds
    HP: 210
  Mana: 25
Damage: 13
 Armor: 0
  Info: Combat unit that's especially effective against large land units.
        (Can only attack land units)
  Aura: Lesser Aura of Dexterity at Level 2 (increases attack speed)
        Aura of Dexterity at Level 5 (increases attack speed, more powerful)

Spells:
-> Elixir of Strength  (25 Mana)
     - Increases Pikeman damage for a brief period.
       (+3 damage for 25 seconds)


----[ Dryad ]------------------------------------------------------------------
Built: Elven Sanctuary
 Cost: 25 Gold, 10 Wood, 60 Gems, 3 Food, 25 Seconds
   HP: 150
 Mana: 200
Armor: 0

Spells:
-> Enchant  (100 Mana)
     - Enchants an enemy non-mechanical unit, preventing it from moving,
       attacking or using any abilities. The Dryad cannot move while casthing
       this spell and it lasts until the Dryad moves or dies.
       (This spell can be set to Auto-Cast)
-> Eye of the Forest  (50 Mana)
     - Places an invisible flower on the ground that lasts for minutes and
       detects invisible units. Can see on multiple levels at the same time.
-> Cloak of Invisibility  (50 Mana)
     - Allows Dryads to turn invisible for a period of time.
-> Call of the Wild  (150 Mana)
     - Summons a powerful bear to fight by the Dryad's side for a period of
       time.
-> Entangling Thorns  (125 Mana)
     - Cast from the underground to the surface. Slows and slightly damages
       units on the surface for a brief period.
-> Cave Thorns  (125 Mana)
     - Cast from the surface to the underground. Slows and damages units in the
       underground for a brief period.


----[ Phoenix ]----------------------------------------------------------------
 Built: Elven Sanctuary
  Cost: 100 Gold, 75 Gems, 2 Food, 30 Seconds
    HP: 225
  Mana: 50
Damage: 20
 Armor: 0

Spells:
-> Nova  (30 Mana)
     - The Phoenix rams the targeted enemy air unit and attacks with a fire
       nova. After the spell is complete the Phoenix is reborn with full life.


----[ Priest ]-----------------------------------------------------------------
Built: Barracks, Advanced Barracks, Temple
 Cost: 25 Gold, 75 Gems, 2 Food, 45 Seconds
   HP: 100
 Mana: 200
Armor: 0

Spells:
-> Heal  (2 Mana)
     - Heals a wounded friendly non-mechanical unit.
       (This spell can be set to Auto-Cast)
-> Bless  (50 Mana)
     - Temporarily increases damage and attack speed for friendly units in the
       area.
-> Resurrection  (150 Mana)
     - Resurrects up to three friendly non-mechanical units in the target area.
-> Litany  (75 Mana)
     - Increases movement speed of every friendly unit and adds some elemental
       resistance. All of the Priests must have enough mana to start the
       spell. The spell drains mana over time from each of the Priests who
       cast it.
       (This spell requires 3 Priests to cast and affects ALL friendly units
       on the entire map)


----[ Catapult ]---------------------------------------------------------------
 Built: Gnome Workshop
  Cost: 150 Gold, 50 Wood, 5 Gems, 3 Food, 45 Seconds)
    HP: 240
Damage: 65 (10 Fire + 55 Bash)
 Armor: 1


----[ Gnome Ark ]--------------------------------------------------------------
   Built: Gnome Workshop
    Cost: 175 Gold, 50 Wood, 4 Food, 40 Seconds)
      HP: 350
   Armor: 1
Garrison: 8


----[ Valkyrie ]---------------------------------------------------------------
 Built: Elven Sanctuary
  Cost: 150 Gold, 20 Wood, 60 Gems, 3 Food, 50 Seconds
    HP: 340
Damage: 22 (12 Pierce + 10 Lightning)
 Armor: 0


----[ Steambird ]--------------------------------------------------------------
 Built: Gnome Workshop
  Cost: 250 Gold, 125 Wood, 125 Gems, 5 Food, 60 Seconds
    HP: 475
  Mana: 200
Damage: 30
 Armor: 2

Spells:
-> Hammer of Fire  (150 Mana)
     - Fires a Hammer of Fire from the Steambird, causing heavy damage to
       ground units and buildings in a small area.


----[ Miner Team ]-------------------------------------------------------------
   Built: Gnome Workshop
    Cost: 25 Gold, 100 Wood, 75 Gems, 2 Food, 50 Seconds
      HP: 300
   Armor: 2
    Info: Miner unit that can tunnel its way to any location. Also builds
          Mineshafts between levels that other units can use.

Abilities:
-> Dig
     - The Miner Team can burrow to any valid position on the map.

Builds:
-> Mineshaft  (200 Gold, 200 Wood, 200 Gems, 20 Seconds)
     - Allows ground units to travel between two Mineshafts. The second part of
       the Mineshaft can be built on any valid position. Units take longer to
       travel longer distances.


----[ Mage ]-------------------------------------------------------------------
 Built: Barracks, Advanced Barracks, Obsidian Tower
  Cost: 150 Gold, 50 Wood, 150 Gems, 2 Food, 50 Seconds
    HP: 150
  Mana: 300
Damage: 15
 Armor: 0
  Info: Versatile spellcaster unit that attacks both land and air units.

Spells:
-> Protective Shell  (75 Mana)
     - Targeted allied units take less damage.
-> Dispel Magic  (75 Mana)
     - Dispels magical effects in an area.
-> Decree  (125 Mana)
     - Deals heavy damage to units in an area.
-> Fury of the Ancients  (requires Obsidian Tower to charge)
     - Damages units and buildings in an area above and below ground. Excellent
       range but long casting time.


----[ Knight ]-----------------------------------------------------------------
 Built: Barracks, Advanced Barracks
  Cost: 250 Gold, 50 Wood, 100 Gems, 5 Food, 60 Seconds
    HP: 575
  Mana: 50
Damage: 39
 Armor: 2

Spells:
-> Prayer  (50 Mana)
     - The Knight receives divine protection and takes less damage for a short
       period of time.




-------------------------------------------------------------------------------
--> Fallen Units
-------------------------------------------------------------------------------

Fallen units require Control to be built, which is provided by Dark Fortresses
and Summoners that have been upgraded to the Control Form (similar to Farms).

Experience is gained collectively for all Fallen units. A Soultrap is required
for units to gain experience. Each unit of a given type will always be the same
level, even if they were just built. All Fallen units get additional HP for
each level they gain.

All Fallen units have the "Unholy Regeneration" effect. This effect lets them
regenerate their hit points while they are standing on corrupted land.


----[ Harvester ]--------------------------------------------------------------
 Built: Dark Fortress
  Cost: 100 Gold, 2 Control, 36 Seconds
    HP: 190
Damage: 9
 Armor: 1
 Carry: 20 Gold, 30 Wood, 12 Gems
  Info: Worker unit. Gathers resources. Attacks land units and trees.


----[ Summoner ]---------------------------------------------------------------
Built: Dark Fortress
 Cost: 75 Gold, 35 Wood, 18 Seconds
   HP: 80
Armor: 0
 Info: Essential unit that constructs buildings and provides control in Control
       Form. Any damage taken is returned to the attacking unit.

Builds:
-> Dark Fortress  (400 Gold, 125 Wood, 120 Seconds)
     - Main building and resource drop off point. Trains Harvester and Summoner
       and provides control.
-> Deformer  (100 Gold, 25 Wood, 30 Seconds)
     - Corrupts the land so other structures may be built. Can be upgraded.
       Also detects invisible units.
-> Hive  (150 Gold, 50 Wood, 65 Seconds)
     - Requires: Deformer
     - Basic unit production building. Trains Hive Stingers, Hive Spitters,
       Hive Guards and Seekers.
-> Incubator  (150 Gold, 80 Seconds)
     - Requires: Hive
     - Primary research building. Researches upgrades for Hive units.
       (Also serves as a lumber drop off point)
-> Lightning Spire  (100 Gold, 50 Wood, 55 Seconds)
     - Requires: Hive
     - Basic defensive building. Can be upgraded. Attacks land and air units.
-> Soultrap  (150 Gold, 50 Wood, 80 Seconds)
     - Requires: Hive
     - Essential building. Allows the collective unit experiencing.
-> Vile Cocoon  (150 Gold, 50 Wood, 50 Gems, 80 Seconds)
     - Requires: Incubator
     - Research building. Researches upgrades for the Hive Guard and Seeker.
-> Vengeance Hall  (150 Gold, 50 Wood, 50 Gems, 70 Seconds)
     - Requires: Soultrap
     - Advanced unit production building. Trains Nightmare, Matriarch and
       Avenger.
-> Dimension Gate  (200 Gold, 50 Wood, 75 Gems, 70 Seconds)
     - Requires: Soultrap
     - Unit production building. Trains Aerial, Stalker and Beholder.
-> Hall of Whispers  (150 Gold, 100 Gems, 70 seconds)
     - Requires: Soultrap
     - Research building. Researches upgrades for Void Walkers.
-> Sorrow Shrine  (100 Gold, 50 Wood, 50 Gems, 70 Seconds)
     - Requires: Vengeance Hall
     - Research building. Researches upgrades for Deep Elf units.
-> Astral Node  (150 Gold, 50 Gems, 80 Seconds)
     - Requires: Dimension Gate
     - Research building. Researches upgrades for Dimension Gate units.
-> Chamber of the Avenger  (200 Gold, 75 Gems, 80 Seconds)
     - Requires: Vengeance Hall
     - Research building. Researches upgrades for Avengers.
-> Oculus  (200 Gold, 50 Gems, 90 Seconds)
     - Requires: Astral Node
     - Research building. Researches upgrades for Beholder.

Upgrades:
-> Control Form  (18 Seconds)
     - Provides control. While providing control, the summonor cannot move but
       is more resistant to attacks. Can see on multiple levels at the same
       time.
-> Awakening  (50 Gold, 50 Wood, 100 Gems, 2 Control, 12 Seconds)
     - Requires: Hall of Whispers
     - Upgrades the Summoner to a Void Walker.


----[ Control Form ]-----------------------------------------------------------
Requires: Summoner
    Cost: 18 Seconds
      HP: 80
   Armor: 1
  Supply: 10
    Info: Provides control. While providing control, the summonor cannot move
          but is more resistant to attacks. Can see on multiple levels at the
          same time.

Upgrades:
-> Summoner Form  (10 Control, 1 Second)
     - Stops providing control and returns to Summoner form.


----[ Hive Stinger ]-----------------------------------------------------------
 Built: Hive
  Cost: 50 Gold, 1 Control, 17 Seconds
    HP: 100
  Mana: 25
Damage: 10
 Armor: 0
  Info: -

Spells:
-> Fly  (25 Mana)
     - The Hive Stinger uses wings to fly. Attacks air units only.


----[ Hive Spitter ]-----------------------------------------------------------
   Built: Hive
Requires: Incubator
    Cost: 125 Gold, 15 Wood, 30 Gems, 3 Control, 35 Seconds
      HP: 230
  Damage: 19
   Armor: 1
    Info: -


----[ Seeker ]-----------------------------------------------------------------
   Built: Hive
Requires: Vile Cocoon
    Cost: 50 Gold, 50 Gems, 1 Control, 30 Seconds
      HP: 125
   Armor: 1
  Effect: Detects invisible units, Invisible.
    Info:

Abilities:
-> Burrow
     - Digs through the ground to the targetted area.
-> Infest
     - Infests.


----[ Nightmare ]--------------------------------------------------------------
 Built: Vengeance Hall
  Cost: 150 Gold, 50 Gems, 3 Control, 40 Seconds
    HP: 225
  Mana: 200
Damage: 18
 Armor: 1

Spells:
-> Frost Shield  (60 Mana)
     - Increases the targeted unit's armor as well as damaging and slowing down
       nearby enemy units. (This spell can be set to auto-cast)
-> Windwalk  (75 Mana)
     - Increases the speed of every friendly unit in an area for a period of
       time.


----[ Aerial ]-----------------------------------------------------------------
   Built: Dimension Gate
    Cost: 200 Gold, 50 Wood, 25 Gems, 3 Control, 50 Seconds
      HP: 280
   Armor: 0
Garrison: 8
  Effect: Detects invisible units.
    Info: -


----[ Matriarch ]--------------------------------------------------------------
   Built: Vengeance Hall
Requires: Sorrow Shrine
    Cost: 50 Gold, 75 Gems, 2 Control, 45 Seconds
      HP: 140
    Mana: 200
  Damage: 10
   Armor: 0

Spells:
-> Necromancy  (75 Mana)
     - Alternately raises a Bone Warrior or Bone Archer from a slain enemy.
       (This spell can be set to auto-cast)
-> Curse Tree  (100 Mana)
     - The Matriarch curses the targeted tree. The cursed tree attacks land
       units.
-> Mana Depletion  (50 Mana)
     - Takes mana from the targeted enemy caster and applies it as damage.
       (This spell can be set to auto-cast)
-> Eclipse  (75 Mana)
     - Decreases the sight range of all enemy units and buildings. Requires
       three Matriarchs to cast and drains mana from each over time.


----[ Avenger ]----------------------------------------------------------------
   Built: Vengeance Hall
Requires: Chamber of the Avenger
    Cost: 250 Gold, 50 Wood, 125 Gems, 4 Control, 65 Seconds
      HP: 400
  Damage: 65
   Armor: 3




-------------------------------------------------------------------------------
--> Beast Units
-------------------------------------------------------------------------------

The Beasts are the most powerful of the three races, in terms of unit HP and
damage.

Beasts require Meat, which is provided by Strongholds and Borons.

Beast units gain experience individually, and any gains from levels pertain
only to the unit with the levels. They have no Auras. Beast units get HP,
Damage and Armor bonuses from gaining levels.

The Minion is the worker/harvester of the Beasts. He builds, repairs and
harvests resources, much like the Peasant of the Empire. Minions may also pick
up a weapon from a Weapon Master and become a full-fledged Warrior. Likewise,
Warriors may drop their weapon at a Weapon Master and become a Minion.

The defensive building for the Beasts is the Totem. It's the most powerful of
all the towers, and can have its damage, attack range and sight range upgraded.
It's a bit expensive, but well worth the cash.

Finally, the Beasts have no easy way to heal themselves, unlike the other
races. Witches may sacrifice units and distribute the sacrificed units HP to
nearby units, but this isn't automated. They do have a spell called Battle Cry,
which is cast from the Stronghold, that gives all units an attack speed boost
and regen abilities. However, it costs Gold and Gems instead of mana to cast,
and takes two minutes to cast. Because neither of these options are automated
(aside from queueing up Battle Cry), healing isn't really easy for the Beasts.
However, they can ressurect their dead units, with experience intact, so
healing really isn't entirely necessary.




beast units
---
goblin hunter
+8hp +1 dmg @ L2
+9hp +1 dmg @ L3
+8hp +1 dmg @ L4

ogre
+60hp +7dmg @ L2
+60hp +7dmg @ L3
+60hp +7dmg @ L4

troll
+24hp +7 dmg @ L2
+30hp +6 dmg @ L3
+29hp +7 dmg @ L4
+30hp +6 dmg +1 armr @ L5

harpy
+30hp +2dmg @ L2,L3

wyvern
+41hp +3 dmg @ L2

warrior
+2 dmg @ L2

berserker
+40hp +2 dmg @ L2
+40hp +2 dmg @ L3
+40hp +3 dmg @ L4

strider
+22hp +3 dmg @ L2
+23hp +2 dmg @ L3
+22hp +3 dmg @ L4
+23hp +2 dmg +1 armr @ L5

manticore rider
+55hp @ L2,L3,L4
+55hp +1 armr @ L5



-------------------------------------------------------------------------------
--> Neutral Units
-------------------------------------------------------------------------------

Neutral units aren't controlled by any of the three main races. They're usually
hostile, although rarely they are not. They're usually guarding treasures,
however sometimes they're just... there.

Some of these units will join your fight while others can be purchased at
various Neutral Buildings and will fight with you.


----[ Bone Warrior ]-----------------------------------------------------------
    HP: 160
Damage: 12
 Armor: 1
  Info: An animated skeleton that attacks land units.


----[ Dark Ranger ]------------------------------------------------------------
  Cost: 400 Gold, 200 Gems, 2 Food
Bought: Mercenary Camp
    HP: 300
Damage: 15
 Armor: 0
  Info: Ranged combat unit. Can attack ground and air units and slows down the
        target.


----[ Hellblade ]--------------------------------------------------------------
Info: Chaos Dwarf melee unit. Attacks land units.


----[ Hellcaster ]-------------------------------------------------------------
Info: Chaos Dwarf spellcaster. Can heal. Attacks land and air units.


----[ Hellsmith ]--------------------------------------------------------------
Info: Chaos Dwarf melee unit. Attacks land unit


----[ Ghost ]------------------------------------------------------------------
  Cost: 125 Gold, 75 Gems, 3 Food
Bought: Crypt
    HP: 100
Damage: 10
 Armor: 0
  Info: Ranged Undead unit with a life draining attack. Attacks land and air
        units.


----[ Green Wyrm ]-------------------------------------------------------------
    HP: 650
Damage: 25
 Armor: 3
  Info: A flying unit that attacks land and air units.


----[ Outlaw Dwarf ]-----------------------------------------------------------
  Cost: 400 Gold, 200 Gems, 2 Food
Bought: Mercenary Camp
    HP: 600
Damage: 40
 Armor: 2
  Info: Outlaw Dwarf's melee attack deals heavy damage. Attacks land units.


----[ Phantom Knight ]---------------------------------------------------------
    HP: 300
Damage: 20
 Armor: 2
  Info: Undead Knight that attacks land units.


----[ Red Wyrm ]---------------------------------------------------------------
    HP: 800
Damage: 35
 Armor: 5
  Info: A flying unit that attacks land and air units.


----[ Renegade Mage ]----------------------------------------------------------
  Cost: 400 Gold, 200 Gems, 2 Food
Bought: Mercenary Camp
    HP: 250
  Mana: 300
Damage: 25
 Armor: 0
  Info: Spellcaster unit. Casts Chain Lightning, Stone Skin and Haste.
Spells: Chain Lightning  (75 Mana)
          - Damages multiple enemies
        Stoneskin  (25 Mana)
          - Temporarily reduces damage taken by the targeted unit
        Haste  (50 Mana)
          - Increases the move speed for a period of time


----[ Scavanger ]--------------------------------------------------------------
    HP: 150
Damage: 12
 Armor: 2
  Info: A large rat-looking monster that attacks land units.


----[ Shadow Knight ]---------------------------------------------------------
    HP: 400
Damage: 30
 Armor: 2
  Info: Undead Knight that attacks land units.


----[ Tunnel Rat ]-------------------------------------------------------------
    HP: 225
Damage: 14
 Armor: 2
  Info: A large rat that attacks land units.


----[ White Eagle ]------------------------------------------------------------
    HP: 365
Damage: 24
 Armor: 0
  Info: A magestic White Eagle. Attacks land and air units.


----[ White Harpy ]------------------------------------------------------------
    HP: 300
  Mana: 150
Damage: 15
 Armor: 2
  Info: Attacks and slows land and air units.
Effect: Can detect invisible units.




_______________________________________________________________________________
===============================================================================
==> VII.  E - M A I L   A N D   S U B M I S S I O N S                    SSUB01
===============================================================================

*** IMPORTANT ***
This guide is not yet complete, and therefore I am taking NO SUBMISSIONS at
this time. Don't waste your time, as I'll delete any such mails. However, feel
free to mail and ask questions about the incomplete parts (or the complete
ones, if they're confusing/whatever).
*******************************************************************************



Alright, in an effort to keep myself from getting a clogged inbox, here's a
quick E-Mail policy and a guideline to submitting stuff to me. PLEASE read this
before E-Mailing me.

Be SURE to include "Armies Of Exigo FAQ" in the subject of your e-mail. I'll
instantly delete any e-mails without that!


What You Can E-Mail
-------------------

-> Additions (new information) for anything not included in the FAQ.
-> Corrections (spelling errors, incorrect information, etc.)
-> Questions regarding Armies and this FAQ. (Please read through the FAQ to see
   if your question has already be answered before E-Mailing me. If something
   is already covered in the FAQ, I will NOT reply!)
-> Constructive criticism. Don't flame me. I'll delete the mail and block your
   address. However, if you wish to tell me how I could improve the guide, or
   how you think something should be done, go right ahead. But again, DON'T
   FLAME ME, you'll get NO RESPONSE.


What You CANNOT E-Mail
----------------------

-> Flames. Personal insults and the likes. Don't bother. These type of E-Mails
   will immediately be deleted and your E-Mail address blocked. Continued
   attempts at harassment of any form will be forwarded to your ISP.
-> Questions on stuff already in the FAQ. READ THE FAQ. Don't mail me questions
   that I've already covered. These E-Mails will be deleted on sight! Repeated
   attempts will get your E-Mail blocked.
-> Anything not related to this FAQ. I don't care, no exceptions. These E-Mails
   will be deleted. Repeated attempts will get your address blocked.
-> Files. Attachments. I don't want any of your viruses, pictures, haikus or
   any of that stuff, sorry. Any E-Mails with attachments or files of ANY kind
   will immediately be deleted regardless of the content!
-> Plagerism. Don't steal someone elses work and submit it as your own. First
   of all, that's stealing and it's wrong. Second of all, I don't want any
   grief because you stole someone elses work and now they're bitching at me
   because I gave you credit. So don't do it. I'll be more than happy to give
   up your e-mail address to the person you stole from.


How and What to Submit
----------------------

If you have some information I don't have, or any corrections or whatever,
please do submit them. If I include anything you've submitted, you will be
given credit in the FAQ. If you do not wish to be listed in the document,
please let me know. I will not be including E-Mail addresses with submissions
unless you SPECIFICALLY ASK ME TO.

A quick note on strategies. There are several ways of going about completing a
mission, so there's going to be lots of different strategies. I simply ask that
you be as detailed as possible and that your strategy is UNIQUE. As in,
DIFFERENT from mine (or any others)!


Now here are some quick guidelines:
-----------------------------------

-> ENGLISH ONLY PLEASE. I can't read any other languages (unfortunately) so
   please submit only in English. I'm pretty good at figuring out bad english,
   but try to be clear.

-> BE AS DETAILED AS POSSIBLE. Don't make me guess. I hate guessing. Please be
   as detailed as you can be. For unit/structure submissions and corrections,
   please include everything that I list (cost, hp, etc.). If you don't know
   some information, let me know. Again, I hate guessing, so don't make me do
   it!

-> MAKE SURE IT'S NOT ALREADY IN THE FAQ. You should always check the FAQ
   thoroughly before submitting something, to make sure it's not already in
   there. Please, save both of us time, and check!

-> I will include your name (or nickname) in the FAQ if you submit something.
   I strongly believe credit should be given. I WILL NOT include your E-Mail
   address unless you SPECIFICALLY ASK ME TO. If you don't want to be
   mentioned at all, YOU MUST LET ME KNOW.


Okay, well, that's about all there is. Follow these FEW simple rules and we'll
both be happy! Please understand, I get lots of e-mail regarding the FAQs I
write, so it may take a few days for me to respond. I promise I will respond
(may take up to a week, though). So please be patient and don't spam me!

Oh and in case you're too lazy to scroll back to the top (CTRL+HOME is easy) my
e-mail address is: onevertigo1(at)yahoo(dot)com




_______________________________________________________________________________
===============================================================================
==> VIII.  C R E D I T S   A N D   S P E C I A L   T H A N K S           SCST01
===============================================================================

This guide was written by and is Copyright (c) 2004-2005 Darrin Ackerman.

Armies Of Exigo is Copyright (c) 2004 Cinergi Interactive LLC.

All other copyrights, trademarks and such not mentioned are acknowledged of
their respective owners. All Rights Reserved.


Thanks:
-> Cinergi -- for making this great game!
-> EA -- for puiblishing this great game!




------------------------------[ END OF DOCUMENT ]------------------------------