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    FAQ/Walkthrough by nemanja2525

    Version: 1.00 | Updated: 01/19/09 | Printable Version | Search Guide | Bookmark Guide

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                      >>>   Author: Nemanja Isailovic       <<<
                      >>>   E-mail: nemanja2525@gmail.com   <<<
                      >>>   Last Updated: January 18, 2009  <<<
                      >>>   Current Version: 1.00           <<<
    
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    +++++++++++++++++++++++
    [[0]] Table of Contents
    +++++++++++++++++++++++
    
       [[1]] Introduction
       [[2]] General Info
          [[2.1]] Food Gathering Statistics
          [[2.2]] Format for Each Mission Walkthrough
          [[2.3]] Acronyms
       [[3]] Fall of the Trident Walkthrough
          [[3.1]] Omens
          [[3.2]] Consequences
          [[3.3]] Scratching the Surface
          [[3.4]] A Fine Plan
          [[3.5]] Just Enough Rope
          [[3.6]] I Hope This Works
          [[3.7]] More Bandits
          [[3.8]] Bad News
          [[3.9]] Revelation
          [[3.10]] Strangers
          [[3.11]] The Lost Relic
          [[3.12]] Light Sleeper
          [[3.13]] Tug of War
          [[3.14]] "Isis, Hear My Plea"
          [[3.15]] Let's Go
          [[3.16]] Good Advice
          [[3.17]] The Jackal's Stronghold
          [[3.18]] A Long Way From Home
          [[3.19]] Watch That First Step
          [[3.20]] Where They Belong
          [[3.21]] Old Friends
          [[3.22]] North
          [[3.23]] The Dwarven Forge
          [[3.24]] Not From Around Here
          [[3.25]] Welcoming Committee
          [[3.26]] Union
          [[3.27]] The Well of Urd
          [[3.28]] Beneath the Surface
          [[3.29]] Unlikely Heroes
          [[3.30]] All Is Not Lost
          [[3.31]] Welcome Back
          [[3.32]] A Place in My Dreams
       [[4]] The New Atlantis Walkthrough
          [[4.1]] A Lost People
          [[4.2]] Atlantis Reborn
          [[4.3]] Greetings from Greece
          [[4.4]] Odin's Tower
          [[4.5]] The Ancient Relics
          [[4.6]] Mount Olympus
          [[4.7]] Betrayal at Sikyos
          [[4.8]] Cerberus
          [[4.9]] Rampage
          [[4.10]] Making Amends
          [[4.11]] Atlantis Betrayed
          [[4.12]] War of the Titans
       [[5]] Version History
       [[6]] Acknowledgments
       [[7]] Legal Stuff
    
    
    
    ++++++++++++++++++
    [[1]] Introduction
    ++++++++++++++++++
    
    This FAQ is a walkthrough for the Age of Mythology campaign (Fall of the 
    Trident) and the Titans expansion campaign (The New Atlantis) on Hard 
    difficulty.  I have played through both multiple times because I love the 
    plotlines, and I find the Hard difficulty to be a good balance of challenge 
    and fun.  I have also played through both on Titan difficulty, and I 
    recommend doing this once, but many of the missions are downright tedious 
    with the amount of attrition required on Titan, so if you want to enjoy the 
    plot, I recommend playing through on Hard.
    
    
    
    ++++++++++++++++++
    [[2]] General Info
    ++++++++++++++++++
    
    ---------------------------------
    [[2.1]] Food Gathering Statistics
    ---------------------------------
    
    The different cultures gather resources at different rates, and there are 
    many gathering upgrades available.  For the most part, you don't need to 
    delve into exact gathering rates (unless you're trying to master 
    multiplayer), but food gathering merits a little investigation since there 
    are five different forms (each with its own upgrades).
    
    Here is a list of food gathering rates for Greek villagers in order from 
    fastest to slowest.  These numbers are only approximate and are based on my 
    tests.  The number in parentheses is the total upgrade count for that type of 
    gathering (hunting has one upgrade, fishing has two, farming has three).
    
    Methodology    Upgrade Level        Number of Seconds for 15 Food
    
    Hunting        Hunting Dogs (1)     14
    Fishing        Salt Amphora (2)     15
    Hunting        None                 19
    Fishing        Purse Seine (1)      19.5
    Farm           Flood Control (3)    21
    Herding        None                 22.5
    Berries        None                 22.5
    Farm           Irrigation (2)       23
    Farm           Plow (1)             24
    Fishing        None                 25.5
    Farm           None                 26
    
    Hunting is hands down the best, particularly since the sole hunting upgrade 
    is available in the Archaic Age.  Fishing is better than farming in the long 
    run, so use whatever fishing is available.  In summary:
    
    1. Hunt first
    2. Set up fishing next (as lumber allows), since you can build Fishing Ships 
    in parallel with Villagers
    3. Then get berries (in order to allow your Herd animals to fatten)
    4. Herd next
    5. Build farms as necessary to supplement fishing
    
    
    
    -------------------------------------------
    [[2.2]] Format for Each Mission Walkthrough
    -------------------------------------------
    
    Each mission walkthrough will contain the following sections:
    
    STARTING AGE: The age that you start in (Archaic, Classical, Heroic or 
    Mythic).
    
    AGE LIMIT: The maximum age that you can reach in this mission.
    
    GOD CHOICES: Minor gods to choose when advancing age and the reasoning for 
    each.
    
    MAP LAYOUT: This will describe existing bases (yours, allies' and enemies'), 
    free Settlements, resources, relics and anything else of interest.
    
    WALLS: The AI tends not to destroy your Walls unless you wall in completely, 
    so I use Walls extensively to funnel all attacks to a single chokepoint.  
    Proper walling at the start of the mission can make the rest of the mission 
    much easier, so I dedicate this section to describing precisely where you 
    should build walls immediately.
    
    WALKTHROUGH: This is the general walkthrough for the mission.
    
    
    
    ----------------
    [[2.3]] Acronyms
    ----------------
    
    N - North (up on the map)
    S - South (down on the map)
    W - West (left on the map)
    E - East (right on the map)
    
    TC - Town Center
    MU - Myth Unit
    
    
    
    +++++++++++++++++++++++++++++++++++++
    [[3]] Fall of the Trident Walkthrough
    +++++++++++++++++++++++++++++++++++++
    
    -------------
    [[3.1]] Omens
    -------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Classical
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: Sole TC is at SW middle of map.  Berries to N of TC (should be 
    sufficient for entire mission), lumber to SW of TC and gold to SE of TC.  
    Pirates land primarily at N end of harbor, with smaller landings at NW end.
    
    WALLS: None
    
    WALKTHROUGH: The enemy lands with Axemen (anti-infantry infantry) and 
    Slingers (anti-archer archers), then later with some Anubites and Scorpion 
    Men.  You can build Hoplites (infantry), Toxotes (archers) and Centaur (after 
    you build a Temple), so they counter you in every way.  This is a battle of 
    attrition.
    
    I ignore Hoplites and simply mass Toxotes.  Use Arkantos on each Kraken.  Put 
    6-8 Toxotes at the NW end of the harbor, then mass all other units at the N 
    end (where the majority of attacks will come).  For economy, get 10 villagers 
    on berries, 12 on wood (since both Toxotes and Centaur are wood heavy) and 10 
    on gold.  Build a Temple and get 8 villagers worshipping.
    
    Build Toxotes from both Archery Ranges early, often and constantly.  Once 
    your economy is up, get the Armory upgrades.  Eventually build two more 
    Houses and keep massing Toxotes and Centaur.  The final landing will 
    overwhelm your forces, but the Atlantean army will arrive, so use them to 
    defeat all the pirates.
    
    Cheap Alternative: No more attacks will come until the initial Kraken is 
    killed, and that Kraken will not attack anything.  So you can build up 
    without a time limit if you want.
    
    
    
    --------------------
    [[3.2]] Consequences
    --------------------
    
    STARTING AGE: Archaic
    
    AGE LIMIT: Classical
    
    GOD CHOICES: Ares for Cyclops.  Food is more readily available than wood 
    (Cyclops are food-based, Centaur are wood-based), and I like Toxotes backing 
    up melee MU's.
    
    MAP LAYOUT: Berries, Chickens (Hunting) and two Large Gold Mines by TC.  
    Scattered lumber and more hunting to W and NW.  Fishing to SW.  Enemy base to 
    NE, but passes are to N and to SE.
    
    WALLS: Build a small wall far to the SE to block off that pass.  The pass to 
    the N is large, so wall off the N half of it to focus enemy attacks.
    
    WALKTHROUGH: The first goal is to get to Classical and build two Cyclops 
    before the first attack.  (If you fail to do this, then either micromanage to 
    win against it or retreat to your TC and ring the town bell.)  Food is needed 
    for Villagers, Cyclops and the upgrade to Classical.  Wood is needed for 
    Fishing Boats and Farms.  Ignore gold for now.  Build a Granary by the 
    Chickens and a Storehouse to the W by a forest.  Build a Dock and three 
    Fishing Ships early too.  Send any herd animals to the Chicken area for 
    harvesting.  More hunting is available to the W when the berries are done.  
    Once you have at least a dozen villagers, build a Temple and upgrade to 
    Classical.
    
    Minor side note: Send your transport to the N end of the island to get some 
    free resources from a shipwreck, then delete it.
    
    You only need 2-4 Cyclops (along with Arkantos) to repulse the land attacks.  
    Once you're secure on land, build up your navy to six Triremes to defend your 
    Fishing Ships.  Replace these as necessary.
    
    Now that you're safe, upgrade your Toxotes to full and build up your attack 
    force.  I use 10 Cyclops and 15-20 Toxotes (kill off villagers and Triremes 
    to make room if necessary).  You have no siege, so if you see that your first 
    attack is going to fail, pull back the Toxotes and Arkantos and just rebuild 
    the Cyclops.  (Remember that, in general, food and favor are unlimited, while 
    lumber and gold are technically limited, unless you build caravans for gold, 
    so you won't have trouble replacing the Cyclops).
    
    Once you've destroyed their TC, Kamos will flee to the E then to the S.  
    Follow him and attack him.  Note that Kamos is a Hero Minotaur (not an MU), 
    so Arkantos doesn't slaughter him one on one.
    
    
    
    ------------------------------
    [[3.3]] Scratching the Surface
    ------------------------------
    
    STARTING AGE: Archaic
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: Ares for Cyclops.  Strong melee MU's will hold the chokepoint on 
    land.  Dionysus for Scylla.  The ultimate goal is to destroy two Docks, and 
    naval MU's are the easiest way to do it.
    
    MAP LAYOUT: Starting Settlement is at SW middle of map.  Another free 
    Settlement to SE of that, defended by 4 Toxotes.  Hunting by TC and to E, 
    Fishing to SW.  Large Gold Mine by TC, another past forest to the N, and a 
    Small Gold Mine far to E.  Both enemy Docks are reachable by water.  Three 
    Relics are located far N of your TC, but you really don't need them.
    
    WALLS: Immediately send a villager far to the E to the SE middle of the map.  
    Build a wall just NE of the Small Gold Mine, then set the villager to build a 
    Storehouse and gather gold.  This not only blocks off this pass, but it also 
    secures this extra source of gold.  Also send a villager to the Gazelles NE 
    of your TC and wall off to the N (forest to rocky area) and E (rocky area to 
    rocky area).  All attacks will now come from NW of your TC.
    
    WALKTHROUGH: Head SE to the Settlement, defeating enemy forces on the way.  
    Lead with Arkantos and Ajax since they'll regenerate damage done to them.  
    Once you get the eight villagers at the Settlement, set seven to building a 
    TC and send the last one far to the E to secure the Small Gold Mine as 
    described in the Walls section above.
    
    Start hunting the Chickens by your TC and build a granary to the E to hunt 
    the Gazelles.  Don't build it too close to the Walls you build there, since 
    you'll build farms here, and you don't want their Toxotes shooting your 
    farmers from the other side of your Walls.  Get up a Dock early too, and chop 
    lumber to the E of your TC.  You can use the Lure God Power if you want, but 
    it doesn't do much, and it'll attract at least one Bear.
    
    Shortly after you build a Settlement, your Transport Ship will be sunk and 
    the target Docks are revealed.  Shortly after that, a ship will come by and 
    attack your House near the shore, so destroy it quickly with your forces, 
    then take them SE to clear out the Toxotes by the extra Settlement.  With 
    this done, bring them back to NW of your TC for defense.
    
    Your starting forces can handle the first attack, but you want to get up to 
    the Classical Age and start churning out Cyclops fast.  Remember that Cyclops 
    are food-based, so get up plenty of Farms when Hunting runs out.  Be stingy 
    with gold: the goal is to finish with just the Large Gold Mine by your TC and 
    the Small one to the E.  They don't attack with Heroes, so your land defense 
    can consist entirely of Arkantos, Ajax, Cyclops and Hydras (also food-based).
    
    When you get to the Heroic Age and you feel safe with your land defense, 
    build six Scylla (at 200 gold apiece).  Once you have four, send them to the 
    S corner, dealing with enemy ships along the way, then NE to the Dock.  They 
    should easily dispatch everything in the water, including the Dock.  When it 
    falls, the enemy will send some ships at your Dock from the NW, which is why 
    you built the extra two Scylla to leave at home.  Win that easy battle, and 
    bring your other four back home.
    
    Side note: Agamemnon will land forces near the Dock you destroyed.  You can 
    micromanage them to take out the TC there, or you can just leave them.
    
    Now take your six Scylla NW then NE to the other Dock and take it out.  The 
    enemy will have been reinforced, so you'll have more ships to contend with, 
    but your MU's should win easily.
    
    
    
    -------------------
    [[3.4]] A Fine Plan
    -------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: Apollo.  Since you already have the Minotaur from Athena, 
    Apollo's ranged Manticore is more useful than Dionysus' melee Hydra.  Also, 
    Apollo's Temple of Healing upgrade allows units to be healed by your Temples, 
    which will come in handy given that you'll be doing a whole lot of fighting 
    and taking plenty of damage in this mission.
    
    MAP LAYOUT: Starting TC in S quadrant of the map.  Lightly defended enemy TC 
    near W corner.  Primary enemy base in N corner, much weaker allied enemy base 
    in E corner (reachable by land to N or across water to E).  Three Goats at 
    TC, plus eight Deer past Forest to SW.  Five easily defended fishing spots S 
    of TC; nine much more contested ones to E.  No undefended gold mines: one to 
    N of TC, one to W-NW and one by enemy TC to W.  Small island with Medium Gold 
    Mine and a few enemy Toxotes at SE middle of map, plus two Large Gold Mines 
    far N of TC near enemy base.  Relics in W corner, NW middle of map and E 
    corner (in enemy base): all three are worth getting.
    
    WALLS: There are two large passages between the SW (your end of the map) and 
    the NE (the enemy).  Send a Villager to the NW middle of the map and wall off 
    that large passage, so all attacks will come through the other one.  However, 
    there are two Wolves here that need to be killed first.
    
    WALKTHROUGH: In my opinion, this is the hardest of the first ten missions, so 
    get ready for a battle.  Set your Villagers on the Goats, queue up several 
    more tasked to lumber gathering (since it takes a while to build up your army 
    of Villagers, you should be constantly building them, even if you don't have 
    time to carefully assign their tasks at the moment), and build Fishing Ships 
    at your Southern Dock to work on the five fishing spots there.  You now have 
    a lot to do with your army, so just make sure to keep producing Villagers.
    
    There is no gold in your base, so send your Heroes, Hoplites and Hippikons 
    due N to take out a Trojan Storehouse by a Small Gold Mine and its few 
    defenders.  Then head SW to take out another Storehouse by a Medium Gold 
    Mine.  Send your Helepolis due W to attack the enemy TC from the SE.  This 
    won't attract any enemy units, so your Helepolis will win.
    
    Meanwhile, send Odysseus to the NW middle of the map to take out the two 
    Wolves there, and follow him with a Villager to build the Wall there.  Send 
    your Hippikons a bit N then W to take out the few (two or so) enemy military 
    units still in the area, while Arkantos and the Hoplites head back to the 
    Small Gold Mine you took earlier.  When Odysseus and the Hippikons are done, 
    have them join Arkantos.  You should be able to do all of this before the 
    first attack (which passes by the Small Gold Mine), but if the attack comes 
    earlier than expected, pull your troops back and handle any unfinished 
    business after the attack.
    
    The next order of business is to get the Labyrinth of Minos upgrade and start 
    churning out Minotaurs.  Keep building Villagers and getting your economy up, 
    but your initial troops won't last more than two or so attacks.  Their 
    attacks consist of human units, so Minotaurs are ideal.  You start with a 
    Temple, but I like to build another one closer to the front.  Your second 
    priority is to build up to a navy of six Triremes to defend your fishing.  
    Use them to defend your N Dock, but don't let them wander to the enemy 
    position to the E.
    
    Build up and get to the Heroic Age, then build 6-8 Juggernauts (siege ships) 
    and send them E of your N Dock to take out the enemy ships, Docks, Naval 
    Shipyard and Tower.  Leave them there to prevent any further building, and 
    put them on Stand Ground so they don't wander away chasing Fishing Ships.  
    Also, build a TC over the Settlement in the W corner and get some Manticores 
    to support your Heroes and Minotaurs.
    
    When you have a good army of MU's, it's time to head N with your whole army 
    and eight or so Villagers to take the two Large Gold Mines that Troy is 
    using.  This spot is directly between the two enemy bases and in the path of 
    enemy Caravans, so build a Fortress just N of the Gold Mines to help you hold 
    here.  The attacks get worse once you take this spot, so be ready to defend.  
    Build a Temple to replenish and heal your forces here, two Military Academies 
    to train Hoplites in a bit and then a Storehouse to start mining the gold.
    
    Fully upgrade your Hoplites and anything else you want, and build six 
    Petroboli.  Right after an attack from the W, take your Heroes, MU's and 
    Petroboli E to take out that base, leaving behind 15-20 Hoplites if possible.  
    Once the main buildings are crushed, return most of your troops to the 
    Fortress, leaving behind the Petroboli and four Minotaurs to mop up the 
    Villagers and other buildings.  With this area clear, send some Villagers to 
    build a TC over this Settlement in order raise the population cap a bit.
    
    For the final push, have the Heroes, six Petroboli and then some mix of 
    Hoplites and MU's built to capacity.  To the S of the target Trojan Gate is 
    an open area with a Market.  After leveling the Market, I like to use eight 
    Villagers to quickly build two Military Academies and a Temple here (while 
    the fighting is going on just to the N).  Fortunately, the enemy usually 
    casts the Ceasefire God Power when you move to attack this area, which gives 
    you the time to get these buildings up and position your troops for the 
    assault.  Then rally all three structures to the battlefield and keep pushing 
    forward until your Petroboli destroy the gate.
    
    
    
    ------------------------
    [[3.5]] Just Enough Rope
    ------------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: I have a slight preference for Hera because the Lightning Storm 
    God Power is great for the final attack and the Monstrous Rage upgrade 
    benefits all your MU's, even though I don't particularly like her Medusae.  
    Hephaestus is a fine choice too, however you won't need his Vault of Plenty 
    by the time you get it, and he provides the melee Colossus MU to complement 
    the two melee MU's you can already build (Minotaurs and Hydras).
    
    MAP LAYOUT: SW portion of the map belongs to you; enemy base in N corner.  15 
    pigs near TC.  Medium Gold Mine near TC, two Large ones a bit to NW.  One 
    caravan already running between Market and Allied TC in S corner: build more; 
    excellent source of gold, particularly with Coinage in Mythic Age.  One relic 
    E of TC, another in S corner.
    
    WALLS: The enemy has an annoying habit of occasionally attacking your Walls 
    in this mission, but it's still worth walling.  Build two short Walls N of 
    Gold Mines to NW of TC to block both passes there.  Also wall off large pass 
    just SW of where opening battle takes place (one or two walls, depending on 
    exactly where you place them).  Most attacks will then come through large 
    pass directly N of TC.  Wall off W half of this pass if you want an even 
    tighter chokepoint.
    
    WALKTHROUGH: Help Ajax win the battle to the W, but try to avoid letting 
    their Prodromos attack your Hippikons.  Engage with Heroes and Hoplites 
    first.  Send your forces SW to Ajax's TC, but send one Hero due S (to the W 
    side of the rocks) to pick up a relic on the way.  Put all your forces just N 
    of the TC and E of the tents.  They immediately attack with Hippikons which 
    ride to this point before engaging, so keep your forces here to protect the 
    precious Tents (which increase population capacity but cannot be rebuilt).
    
    Get your economy going as usual, but build all the Walls QUICKLY and take 
    advantage of trade for gold.  Caravans cost double the food as Villagers 
    though, so don't rush to build them until you have farms up and running.  
    This is another mission where they don't use Heroes, so get a Temple up and 
    add Minotaurs and Hydras for defense.
    
    Upgrade your walls when possible.  If they start attacking your walls, go out 
    to meet them and keep the walls repaired.  There is a spot about a screen and 
    a half E of your TC where they really, REALLY want to build a Stables.  They 
    actually send Villagers through your base during a big attack to try to do 
    it, so watch for that.  Other than that, just get to the Mythic Age and get 
    all the upgrades you want, and remember to get the relic in the S corner when 
    you get the chance.
    
    For the final assault, I use 30 fully upgraded Toxotes backing the Heroes and 
    a mix of melee MU's, with six Petroboli bringing up the rear.  Once you get 
    your fully upgraded Farms and Caravans up, you'll have no shortage of 
    resources, so have fun putting together an assault force of your liking.
    
    
    
    -------------------------
    [[3.6]] I Hope This Works
    -------------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: N/A when using the strategy below
    
    MAP LAYOUT: The walkthrough below is very specific and describes everything 
    you need to know to beat this mission.
    
    WALLS: None.
    
    WALKTHROUGH: You start with a tiny base just outside the walls of Troy.  
    Periodically, they send a scout force of six Champion Hetairoi.  When all but 
    two have been killed, they try to run back to Troy to alert them of your 
    presence.  If they succeed, then much larger forces will start coming after 
    you, so you need to prevent this.  The first two scout forces come from the 
    N, the third one likely from the E, but you can finish the Trojan Horse 
    before the third one arrives if you're fast.
    
    Each time a scout force arrives, use a Hero to draw them to the small space 
    just NE of your TC between the TC and a Tower, where your other Heroes are 
    waiting.  You also have four Prodromos, two Hoplites and three Toxotes, but 
    your unupgraded units will get slaughtered if attacked, so use your Heroes to 
    soak up damage and then bring in the other units to help.  Your goal is to 
    distribute damage between the scouts so that when two are left, they're badly 
    damaged and can be finished off before they get away.  You also have one use 
    of the Bolt God Power, so you're allowed to screw up exactly once.
    
    When the mission starts, use one Villager to build a Storehouse by the forest 
    to the SW of the TC (you have only 50 Wood, so do this first).  Put the other 
    Villagers on Herding and move the Goats to the SW of the TC to avoid the 
    fight that will happen in the NE.  Rally your TC to the forest by your 
    Storehouse and start producing Villagers.  You should be continually 
    producing Villagers until the Trojan Horse is built.  Also, pick up the relic 
    to the S and put it in your Temple.  It increases cavalry speed, which will 
    allow your Prodromos to catch their fleeing Hetairoi if necessary.
    
    Use your first 250 Wood to build five Fishing Ships at your Dock to the W and 
    set them to fishing.  The Goats will provide sufficient food until the ships 
    are going, and then the ships will let you keep producing Villagers.  All new 
    Villagers should be on lumber chopping, and move the herders to chopping once 
    the Goats are gone.  After you have five ships and have gathered another 150 
    Wood, research Purse Seine (the first Fishing upgrade).  When you can do so 
    without interrupting Villager production, you may want to research 
    Crenellations at the Tower.  These are the only upgrades you should get.  
    Don't bother with Hand Axe: you'll get it too late to make any difference.  
    Finally, you'll need to build two Houses at some point.  If you end up 
    needing a third House, just delete a Toxotes or two.
    
    Once you reach 1000 lumber, you'll lose that amount and the foundation of the 
    Trojan Horse will appear.  Move all of your Villagers to work on it and rally 
    your TC to the Horse as well.  And of course, keep producing Villagers.  If 
    you've been fast, they'll finish before the third force comes by.  If not, 
    the scout force will likely come from the E, directly at your Villagers, so 
    you may want to put a couple of Heroes over there to try to draw them away.  
    Remember, the only thing that matters is finishing the Trojan Horse.
    
    Once the Horse is done and after an in-game cinematic, you get control of 
    Arkantos, Ajax and Odysseus inside Troy at night.  Go S and avoid the first 
    patrol (the Cyclops and 4 Hoplites).  Then go further S and kill the 
    Colossus.  No need to avoid him: killing Colossi is fun.  Also kill the 
    Cyclops to get the Helepoli.
    
    After knocking down the Trojan Gate, you'll get an army and two uses of the 
    Meteor God Power and be tasked with destroying three Fortresses.  However, 
    there's a small chance (no more than 25%, I'd say), that Meteor fails to 
    destroy a Fortress, so I like to destroy two of the Fortresses first.  When 
    you get the Helepoli, send them SE to destroy a Fortress with no mobile 
    defenders.  Then head W, kill the Hypaspist with your Heroes and take down 
    the Military Academy.
    
    Further W is another Fortress guarded by a few units.  Draw the units away 
    with your Heroes and kill them, then destroy the Fortress with your Helepoli.  
    If anything goes wrong, you have one use of the Bolt God Power, which is 
    replenished if you used it earlier.  Now you can knock down the gate to the 
    S.  Only one Fortress is still standing, and it's guarded by several units, 
    so use a Meteor Power.  If it's still standing at the end, use the other one 
    to end the mission.  You've ended the Trojan War: WOO-HOO!!!
    
    
    
    --------------------
    [[3.7]] More Bandits
    --------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: You don't do any resource gathering in this mission, and the path 
    is pretty linear, so all the information is in the walkthrough.
    
    WALLS: None.
    
    WALKTHROUGH: You start in the S corner with Arkantos and Ajax.  Head NW 
    killing anything in the way.  Watch for a path that cuts off to the SW to 
    find a relic that will give you a trickle of Food once garrisoned.  In the W 
    corner, you get 8 Centaur.  Use them to back up your Heroes, but take care of 
    them: they're pretty fragile.  Clear out the prison area to the NE to get 
    more Centaur, Militia and a Helepolis, but don't get cocky: waiting for 
    Heroes to regenerate is boring, so swap them out to even out the damage.  
    Another (but less useful) relic is just N of the prison.
    
    You also get a Temple and some Houses, so garrison the relics, upgrade your 
    Centaur (!) and build a Hydra, since the next battle is pretty tough.  Knock 
    down the Gate with your Helepolis, then gather your units.  This is the last 
    battle where the Militia might make a difference, so use Bronze on them if 
    you feel like it.  The game advises you to hurry to save your buildings but I 
    don't use any of the buildings in the central area, so I suggest exploring 
    with Ajax and drawing small groups of enemies back to your waiting forces.  
    Finally, don't risk your Heroes and Centaur trying to save Militia that 
    aren't yet under your control.  They've led full, healthy lives.  It's their 
    time.
    
    Once the area around the target Barracks and Tower is relatively clear, 
    charge in with everyone and destroy them with your Helepolis, then clear out 
    the rest of this central area.  Once you start attacking this area, the main 
    base in the N corner will start sending forces down.  Just focus on moving 
    forward: they're much easier to handle once you get the Fortress.
    
    Once you destroy the Barracks and Tower, you'll get control over various 
    human unit production buildings and another Temple.  You'll also get several 
    hundred more of each resource, so build two more Hydras.  Don't build Centaur 
    though, since you'll need the wood for Petroboli later.  Also, if you lose 
    the Helepolis in the confusion, don't worry: Hydras are decent building 
    killers.
    
    After breaking down the Gate to the E, head further E (NOT up towards the 
    Fortress), then head N to take out the Temple and Tower, defeating quite a 
    few units along the way.  You'll now get several buildings and more 
    resources.  Only the Fortress and the Temple matter, so make sure to save 
    those.  Build six Petroboli and use any remaining resources on MU's.  Make 
    sure to have six or so Hydras.
    
    Your only goal is to destroy the Migdol Stronghold, so when you're ready, 
    head NW and break through the first defenses.  Engage the enemy with your 
    MU's in the open area S of the Migdol.  Then quickly bring in your Petroboli 
    and target the Migdol.  It will fall quickly, so you don't even need to win 
    the main battle.
    
    Note: If you really have time to waste, there's a relic far S of the Fortress 
    that gives a trickle of gold, and there's a Plenty Vault in the E corner.
    
    
    
    ----------------
    [[3.8]] Bad News
    ----------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: As before, I like Apollo for the Temple of Healing upgrade and 
    for his ranged MU that complements Minotaurs.  And again, it's a toss-up in 
    the Mythic Age.  I prefer Hera for Monstrous Rage, which improves my 
    Minotaurs and Manticores, but you could also use Gold Colossi to take down 
    the enemy Fortresses.
    
    MAP LAYOUT: Your forces are separated in two bases.  The W base has goats, 
    berry bushes and 7500 gold spread over three Gold Mines.  The E base has tons 
    of forests and a Temple.  More gold is available as you start advancing N 
    from either base.  There's an easily obtained relic in the S corner.  The 
    rest of the map is a maze, so see the walkthrough for details.
    
    WALLS: Immediately build a wall at the E end of the W base that is parallel 
    to the enemy wall.  This will forever isolate this base so that all attacks 
    hit the E base.
    
    WALKTHROUGH: Once you start advancing N (or after a long time if you take 
    forever to advance), Gargarensis will cast Meteor on your W TC, then a few 
    MU's will be dropped there by Rocs.  You could try to defend this base, but 
    my strategy is to wall off this base, mine it out completely (gold, Goats and 
    Berry Bushes), then delete most of the Villagers and focus on the E base.
    
    Immediately wall off the W base and delete all military units there other 
    than Ajax.  Get plenty of Villagers on Berry Bushes and gold in the W base, 
    and then later on Herding.  After the Berry Bushes at the NW end of the W 
    base are spent, build Farms around your Granary there and leave Ajax there.  
    They won't be noticed by Gargarensis' forces.
    
    Meanwhile, get your lumber gathering up in your E base, and use the space you 
    have there for farming when possible.  The only entrance is due N from the TC 
    (the NE pass is a dead end).  Gold is very limited, so be stingy for now and 
    don't rush to the Mythic Age.  Use Minotaurs (food-based) and Manticores 
    (wood-based) for defense.  Put up two Archery Ranges and get at least the 
    Archery Range upgrades for your Toxotes.
    
    Once you have mined out the W base and have a decent MU army, 30 Heavy 
    Toxotes and six Petroboli, head N and take down the Gate and two Archery 
    Ranges, but don't charge the next Gate too fast.  The enemy forces will 
    include a powerful Hero called Atalanta, which is what your Toxotes are for.  
    Bring eight Villagers to quickly wall off the pass W of the enemy Archery 
    Ranges.  With the W pass secure and Atalanta temporarily defeated, take down 
    the next Gate and the two Towers, which will secure the Large Gold Mine, so 
    build a Temple there to replenish and heal your forces and start up your gold 
    gathering again.
    
    With your forces healed and your Toxotes possibly further upgraded (with your 
    newfound gold and Mythic Age upgrade), charge NE and take out the few 
    buildings to secure the Settlement and Large Gold Mine.  Build a new TC here, 
    as well as a Temple and a couple of Archery Ranges.  Your next attack will be 
    the final one, so upgrade everything you want to at this point.
    
    I attack with Arkantos, Ajax, 30 fully upgraded Toxotes, six Petroboli and a 
    mix of Minotaurs and Manticores (heavier on the Minotaurs).  When you're 
    ready, charge NW to the N corner of the map, take out Atalanta with your 
    Toxotes when she appears, and take out the Fortresses with your Petroboli 
    when you get close enough.
    
    
    
    ------------------
    [[3.9]] Revelation
    ------------------
    
    STARTING AGE: Mythic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: See the walkthrough.
    
    WALLS: None.
    
    WALKTHROUGH: This mission is timed, but you have plenty of time to finish, so 
    focus on keeping your forces alive and try to draw out small pockets of 
    enemies rather than charging headlong into battle.  In general, handle most 
    of the battles with your Heroes and MU's.  Keep all your human units alive 
    and safe so that they can focus on the Giant Gate Ram when you get there.
    
    Take your Heroes S along with the Centaur reinforcements you get almost 
    immediately.  Remember that Centaur are fragile, so make certain that Ajax 
    and Arkantos are taking the brunt of the beating.  Head E, then SE at the 
    first opportunity.  Take out the forces and destroy the precariously balanced 
    Boulder to prevent reinforcements from this direction later.
    
    Just N of the Boulder is a narrow path that leads to a Nemean Lion that will 
    join you.  A few Phoenixes will be sent later from the NE to the point where 
    your reinforcements stop, so move all incoming human units to a bit NW of 
    this fallen Boulder to keep them safe.  (Note that Manticores will arrive on 
    the other side of the Boulder, so don't move your human units too close, or 
    they will be attacked!)  Try to notice the Phoenixes and kill them with your 
    Centaur, but in case you miss them, your humans will be safe here.
    
    Head N to another major battle.  This one is large and involves MU's and 
    human units, so draw them out a few at a time to avoid too much damage.  Then 
    destroy the Boulder here as well.  Just N of this position is another (very) 
    hidden path to the E that leads to three Medusae that will join you.
    
    That's all you can do on this level other than destroying the Ram, so bring 
    your Heroes and MU's to quite a bit SE of the Ram.  There are plenty of 
    ambushes (enemy units appearing out of nowhere) once you start attacking, so 
    try to draw out their units and their ambushes as much as possible back to 
    your waiting forces.  If you do accidentally get your Centaur surrounded, use 
    your Lightning Storm God Power.  You won't need it later.
    
    Once the area is clear, bring in all your human units and set them to 
    destroying the Ram.  Now is also a good time to use Restoration.  If you've 
    played pretty quickly but have still taken the time to draw out a few enemies 
    at a time, you should start attacking the ram when the Tartarus Gate is still 
    only 40% or 50% damaged, so as I said you have plenty of time.  Use your 
    Heroes and MU's to defend your human units as attacks come.
    
    Enemy reinforcements will appear as the Ram loses hit points, including 
    plenty of MU's.  If most of your human units have survived, use the Bronze 
    Power on them once you start attacking.  It won't run out before the Ram is 
    destroyed.  Alternatively, you could wait until the enemy units actually 
    start appearing.  Don't take your human units away from attacking the Ram, 
    and it will fall in no time.
    
    
    
    ------------------
    [[3.10]] Strangers
    ------------------
    
    STARTING AGE: Archaic
    
    AGE LIMIT: Archaic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: See the Walkthrough.
    
    WALLS: None.
    
    WALKTHROUGH: Almost every unit you fight in this mission is a MU, so you can 
    leave your few human units at the start and forget about them, or you can 
    have them follow your Heroes at a discreet distance.  Shades are used for 
    spotting enemies (everyone else is virtually blind) and for instantly killing 
    an enemy (at the cost of the Shade).  Obviously, never use your last Shade to 
    kill an enemy.  The mission is pretty straightforward and linear, so I'll 
    just mention a few dangerous places along the way.  Also, be certain to 
    explore all pathways to find every possible Shade.
    
    Some distance in, your Shade will run into five Medusa Matriarchs (only three 
    are initially visible).  They're actually tough, so draw out no more than two 
    at a time.  Just past the first relic is a Temple of the Gods with Cyclops 
    patrolling around it.  Draw back the group of three Cyclops and defeat them 
    normally.  Then use three Shades to kill three of the seven Cyclops in the 
    other group.  That should leave you with two Shades remaining at this point.
    
    When you're crossing the River Styx, you'll face three Kraken.  They are 
    easily defeated by your forces if you focus fire on one at a time, but their 
    special attack is to crush and destroy a ship instantly, so just don't load 
    anyone onto a transport until you've killed all three.
    
    Pointless side note: Once you pass a certain point on the path, four 
    Leviathans will appear to finish off your ships, probably to make the point 
    that there's no going back.  If you leave your Toxotes and Centaur by the 
    shore near the ships, then you can actually win this battle.  Pointless, but 
    I like to do it.
    
    At the third relic, kill two Medusae with Shades, then charge in.  This will 
    leave you with three Shades, but you'll get plenty more soon.  When you reach 
    the large grouping of Cyclops and Minotaurs in a narrow pass, you should have 
    seven Shades total.  Use your Lightning Storm here, then use three or so 
    Shades to take out enemies who survived the Storm with near full hit points.  
    That should make this battle a breeze.
    
    All that's left is three Colossi.  I like to use a Shade on one, the Bolt God 
    Power on another and let my Heroes kill the third.  Then bring your Heroes to 
    the Temples to end the mission.
    
    
    
    -----------------------
    [[3.11]] The Lost Relic
    -----------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Classical
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: Three passes for enemy attacks to NW, N and NE of base.  Hunting 
    at NE end of base and to SW of base.  Lumber chopping at W of base.  Gold 
    Mine at N of base.  Relic excavation at S of base.
    
    WALLS: None.
    
    WALKTHROUGH: (Credit: The strategy in this first paragraph is taken from the 
    walkthrough at www.heavengames.com.)  Send the three Villagers from the 
    excavation and the four Villagers hunting to the Gold Mine.  When you have 
    enough lumber for Pickaxe, get it and send your three lumber choppers to the 
    Gold Mine.  (Get the other gathering upgrades when you get the chance.)  When 
    Pickaxe is done and all your villagers are on gold, activate the Prosperity 
    God Power.  This will give you almost all the gold you'll need during the 
    mission.
    
    Meanwhile, get all your military forces together to the N of your base.  (In 
    particular, pull back the Priest at the middle pass before he's killed.)  
    Split into equal forces, the E force led by Amanra and Chiron, the W force 
    led by Arkantos and Ajax.  The E force will guard the E pass while the W 
    force will guard the other two passes, so the W force will be larger and will 
    be reinforced more.  It's easier to control two forces than three, and 
    attacks through the two western passes must go through a common place to 
    reach your base.
    
    Your Walls and Tower will fall very quickly once they bring siege, so don't 
    rush to defend them early.  Their first attacks will be with just Spearmen 
    and Slingers, so let them attack the Walls and use this time to get things 
    set up around your base.  When Prosperity ends, leave one Villager on gold, 
    put five on Hunting, six on lumber chopping and take the other two for 
    building.
    
    Build two Barracks and an Armory just N of your lumber chopping (so you can 
    quickly reinforce Arkantos' forces just N of this spot), then build a few 
    Houses as necessary.  They attack mainly with Spearmen and Slingers, so you 
    should build plenty of Axemen and Slingers.  Get all the military upgrades as 
    resources permit, and remember to send a few units over to buff up Amanra's 
    forces.
    
    You'll likely run out of Hunting in the NE around the time you're starting to 
    run low on gold.  At this point, if you don't feel secure with your existing 
    forces, start Hunting in the SW and rebalance your Villagers' gathering.  
    However, if you have at least a couple of dozen fully upgraded units in the W 
    and half that many in the E, you should pull all your Villagers back and put 
    them on the excavation.  With that many Villagers working on it, you'll only 
    need to deal with a few more attacks, and they won't be any tougher than the 
    ones you've been facing.
    
    
    
    ----------------------
    [[3.12]] Light Sleeper
    ----------------------
    
    STARTING AGE: Archaic
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: Bast for the Sphinx (a good melee MU) and gathering 
    improvements.  Sekhmet for Scarabs (siege weapons that I prefer over Siege 
    Towers) and Bone Bow (an upgrade for Chariot Archers).
    
    MAP LAYOUT: You start in the N corner, but you eventually get a TC just S of 
    the middle of the map.  Lots of Hunting in existing town, plus four fishing 
    spots to N of TC.  Tons of gold just SW of starting position, plus a bit more 
    near the TC you'll get.  Large enemy base with the sleeping Guardian at NE 
    middle of map to NE of your TC.  Only relic is by a Wonder on the way to the 
    allied town.
    
    WALLS: At the E end of the base, there are three passes to the N.  The W pass 
    is a dead end, so just wall in the middle pass and focus all units at the E 
    pass.
    
    WALKTHROUGH: There are quite a few Spearmen and Slingers in the gold mining 
    area to the SW of your starting position, so don't rush.  Draw guys out along 
    the S path of the fork first and kill them with your Heroes, then do the same 
    along the N path of the fork.  The main force includes Anubites and plenty of 
    Spearmen and Slingers, so use your own Slingers to assist your Heroes.  Don't 
    risk your Chariot Archers in this battle, but you won't need your Slingers 
    after this, so don't worry if they die.
    
    Once the enemies are defeated, you get control of ten Villagers.  Leave five 
    behind to mine gold here later, and hotkey another five to go with you.  
    Clear out the area to the allied town with your Heroes, and be sure to 
    backtrack after the enemy casts several Plagues of Serpents.  Also pick up 
    the relic along the way, which gives you faster Favor generation.  Once you 
    get five Villagers to the allied TC, you get control of the town.
    
    Start mining gold back at the mining camp in the NW and get your economy 
    going.  Remember to build and upgrade four Fishing Boats too.  Enemy attacks 
    can be handled by your Heroes and Chariot Archers, plus a couple of Priests 
    for healing, so your main focus should be on upgrading and building an army 
    before Kemsyt's massive force reinforces the enemy base.  If you're fast, you 
    should be able to reach the Guardian before Kemsyt even enters the third 
    village, but you could begin your attack as he's leaving the third village 
    and still reach the Guardian in time.
    
    The only problem you'll face in assaulting their base is the HUGE mass of 
    animals of Set that will charge you as soon as you attack their wall.  
    They're not too tough, but there are just so many units to kill, all the 
    while being supported by Chariot Archers and more.  Also, remember that they 
    are MU's, so your Priests are effective against them.  Rally your production 
    buildings to the site of the battle and build reinforcements as it's going 
    on.  If you have to pull back once, do it instead of losing your army: you'll 
    likely have the time.
    
    As for your force, any balanced, fully-upgraded army built to population 
    capacity should work.  I use my Heroes and War Elephants on the front line, 
    twelve Chariot Archers and four Priests in support, and four or so Scarabs 
    for siege.  The path to the Guardian is blocked by two Walls and a Migdol 
    Stronghold, so once you can take those down, rush in your Sword Bearers to 
    get control of the Guardian.  He's uber-powerful, so just use him to finish 
    off Kemsyt's army.
    
    
    
    -------------------
    [[3.13]] Tug of War
    -------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: I don't bother advancing ages.
    
    MAP LAYOUT: Your base in W corner, enemy base in S corner and a winding path 
    between them.  Various relics scattered about, including three by your 
    Temple.  Your economy is already set up, but four nearby fishing spots start 
    out unused.
    
    WALLS: None.
    
    WALKTHROUGH: GET READY TO MOVE.  Send your thirteen Champion Axemen to your 
    dead Heroes to revive them.  Hotkey your three Barracks together, your two 
    Migdols together and your Temple to another hotkey.  You'll be building a lot 
    in this mission, so the hotkeys make a difference.  Get Levy Barracks 
    Soldiers at the Barracks, Levy Migdol Soldiers and Heavy Chariots at the 
    Migdol and Necropolis and Spirit of Maat at the Temple, then rally all three 
    buildings to the site of your dead Heroes and queue up some Axemen (they 
    start as Champions, even though you're in the Heroic Age), some Chariot 
    Archers, four Priests and some Scorpion Men.  You want to be constantly 
    building these units anytime you're below the population cap.
    
    Once you've queued up the units, it's time to improve your economy a bit.  
    Get working on all four nearby fishing spots (which involves building two 
    more Fishing Ships), then queue up Villagers to get a total of ten on gold 
    and twelve on lumber (since both Chariot Archers and Scorpion Men are lumber 
    intensive).  Get all the gathering upgrades, set your Pharaoh to empowering a 
    Monument and send any animals of Set in your base to join your army.  And... 
    BREAK!
    
    After you do all of that very quickly, micromanage the battle near your 
    Heroes.  As soon as you win this battle, move to retake the Osiris Piece, and 
    you should be able to do it shortly after it makes the first turn to head NE.  
    They attack you with masses of Spearmen, Axemen, Camelry and a few Anubites 
    in this mission.  Just keep your Chariot Archers at range and replace Axemen 
    quickly as they fall.
    
    As the Osiris Piece moves, also move your Rally Points accordingly.  The 
    closer you are to your base, the quicker your reinforcements arrive, so 
    you're better off taking the Piece as soon as possible, even if your army is 
    still building.  Two ambushes occur as you near your base, one consisting of 
    Anubites and the other of a mix of units dropped by Rocs.  Neither is 
    dangerous.  As long as you set up your economy quickly and keep your army at 
    population capacity, the rest of the mission is a breeze.
    
    Note: Their battalions of Heavy Axemen have an annoying habit of running 
    right past all your forces to retake the Osiris Piece, so keep your army 
    close to the Piece.
    
    
    
    -----------------------------
    [[3.14]] "Isis, Hear My Plea"
    -----------------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: A few pigs and plenty of lumber at the NW end of your base.  
    Small Gold Mine at W end of base, two Large Gold Mines to S of base.  Several 
    monuments in base and one Temple to S that can be converted to your side by 
    Amanra.
    
    WALLS: None.  You could try to build a wall, but there are no chokepoints and 
    your base is very long, so it would be more trouble than it's worth.
    
    WALKTHROUGH: Use Waypoints to walk Amanra around your base and convert all 
    neutral Monuments to your side, as well as the Temple to the S.  Move your 
    MU's to this Temple, since most enemy attacks will come through a Gate just 
    to the W of this.  I skip Herding and just set up plenty of Farms right away. 
    Use all three Citadel Centers to train Villagers.  Set up lumber gathering at 
    the NW end of your base and put five gold miners on the Small Gold Mine to 
    the W in order to mine it out quickly (since they'll be far from your army).
    
    Set up plenty of gold gatherers at the two Large Gold Mines to the S when 
    possible, and guard them with your military.  Gold is limited in this 
    mission, but these Mines will be enough to take down the Migdol.  Beware that 
    the occasional enemy attack might come through the gap in the Walls visible 
    at the W end of your base.  They always bring plenty of elephants and siege, 
    and they're quite capable of taking down one of your Citadels, so I have a 
    Priest build an Obelisk outside this gap to give me advance warning.
    
    Get the gathering and MU upgrades as soon as possible.  We have a higher than 
    usual population capacity, and we'll need it to take down this well-fortified 
    base.  The enemy will have large numbers of Priests and a Son of Osiris to 
    counter our high Favor generation rate, so melee MU's are not the way to go.  
    The base also offers very little room to maneuver, so I forgo Chariot Archers 
    as well.
    
    Put up two Migdols by your forces to the S, and get Levy Migdol Soldiers and 
    Heavy Elephants.  We'll be using War Elephants backed by Petsucho and 
    Priests.  Your starting units should be able to hold off the attacks until 
    you can get War Elephants to help out.  Also get all the Armory upgrades when 
    possible, since they affect War Elephants, and Fortified Town Center for the 
    extra population capacity.  
    
    For your attack force, use Amanra, four Priests, twelve Petsucho, whatever 
    melee MU's have survived and then build up to capacity with War Elephants, 
    which should give you at least 15 of them.  After an enemy attack, head up to 
    the plateau W of your base and clear out the area there before moving SW.  
    When you do head SW, the key is to take down all three Gates.  Otherwise, 
    you'll get bottlenecked and take too many losses.
    
    Once you're through, charge the Migdol from the N and S Gates with several 
    War Elephants and/or Scarabs and take it down, while the rest of your army is 
    engaging the enemy forces at the central Gate.  This will give your large 
    units much more room to move around.  Keep sending reinforcements from your 
    two Migdols just in case, and focus fire on the Son of Osiris when you get 
    the chance.
    
    Leave a few Chariot Archers, Petsucho and two Priests here to kill the 
    occasional unit that shows up.  Take Amanra and a few War Elephants and 
    Petsucho to the Transport Ship, killing the few units and knocking down the 
    Gate on the way.  Load Amanra and two Petsucho on the Transport and take it 
    to the newly revealed friendly Docks (not the prison).
    
    Build a force of eight Royal War Barges and six Ramming Galleys.  At the 
    prison, take out the Towers, Catapult and Kebenits with your Barges, but use 
    your War Turtle and Ramming Galleys on the Scylla.  Then just land Amanra and 
    the Petsucho, kill the guards and walk into the prison.
    
    
    
    -----------------
    [[3.15]] Let's Go
    -----------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Nephthys, for the Leviathan MU, which is an excellent transport.  
    Osiris, for the Son of Osiris, which is very powerful against the computer 
    AI, since it doesn't focus fire on him as long as he stays behind the front 
    lines, so you should have him in your army for the rest of the mission.
    
    MAP LAYOUT: The map becomes visible (concealed by the fog of war) once you 
    reach your TC, but here are a few key points.  Four fishing spots W of your 
    TC are safe.  There is limited gold in your base, but plenty more in the 
    purple base to the N.  There is a good relic (cheaper MU's) in the shallows N 
    of your base and more of them in the purple base and at the Lighthouse.  The 
    Osiris Piece is in an enclosure just E of your TC (across the water).
    
    WALLS: None.
    
    WALKTHROUGH: Yellow is neutral to you, so their buildings are just for show.  
    The purple base N of your TC sends small attack forces, and pirates from the 
    tiny base at the N corner send landing parties to the shore NE of your TC 
    until you destroy the Lighthouse at the end of the peninsula N of your TC.  
    The red base eventually starts sending War Barges (siege ships), but no 
    landing parties.  Remember that Priests can heal your ships too.
    
    When you look at the enclosure that contains the Osiris Piece just E of your 
    base, a 15 minute timer starts, at the end of which Gargarensis moves the 
    Piece deeper into his base, meaning more fighting to you.  So... don't look 
    at it!  Seriously, that's the trigger.  Ignore it until you take it, and 
    there's no time limit.
    
    The attacks alternate between the shore NE of your TC and the pass directly N 
    of your TC.  Your Heroes and the two Avengers can easily handle all the 
    attacks, just be sure to chop lumber at the S of your base, not at the big 
    forest NW of your TC, where their Petsucho would be able to reach your 
    Villagers.  And once red War Barges start coming for your Docks, repair the 
    Docks with three Villagers while your War Turtle sinks the ships.  Build two 
    Leviathans to help out when you get the chance.
    
    Since you're low on gold in your base and the purple base is weak except for 
    its Citadel Center, get to Heroic and build four Siege Towers.  Immediately 
    after defeating a pirate landing party, assault the purple base with your 
    Heroes and Avengers, four Priests, four Siege Towers and a few Scorpion Men.  
    When all threats there have been eliminated and you're just mopping up, send 
    a small party (such as Ajax, your Avengers and two Priests) back to handle 
    the next pirate landing party while the rest of your forces take out the 
    Lighthouse and everything on the way to it.
    
    At this point, the only attacks will be enemy War Barges, so start mining 
    gold in the former purple base, get all the upgrades you want and put 
    together an attack party to take the Osiris Piece.  There are two (not three) 
    options for the water crossing.  The Leviathan is the simplest, since they're 
    tough enough to withstand enemy attacks and just deliver your forces directly 
    to the shore just NE of the Osiris Piece.  The second option is to use a 
    standard navy, but Leviathans are easier.  The third option would be to use 
    Rocs, but you can't build them in this mission.  You can freely select 
    Hathor, who should give you Rocs, but apparently he doesn't feel like it.  
    That was an unpleasant discovery to make.
    
    The final assault isn't hard at all, as long as you build to capacity and put 
    together a fully upgraded, balanced force.  I suggest Heroes, Priests, 
    Avengers, Scorpion Men, Mummies, Chariot Archers (about 12 of them) and 
    Catapults.  Since you'll get Catapults in the Mythic Age, just delete your 
    Siege Towers to make more room.
    
    
    
    --------------------
    [[3.16]] Good Advice
    --------------------
    
    STARTING AGE: Mythic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: One TC starts as yours in W quadrant of map, another free one is 
    in W corner.  A large enemy base fills N quadrant of map.  No shortage of 
    resources around your base.  Many relics are scattered all over the map.
    
    WALLS: Wall off the small pass just N of your starting TC, but don't do it 
    until after Earthquake is cast, since that Wall will be destroyed.  No 
    attacks will come before then.
    
    WALKTHROUGH: Follow Kastor to the Temple.  When the Statue disappears to 
    reveal a relic, quickly put the relic in the Temple to get the other Statues 
    to help you.  Then try to run around the Temple, avoiding damage as much as 
    possible while the Statues kill Gargarensis and his Cyclops.  Follow Kastor 
    further NE to the Chimeras.  Four other Heroes will appear when you get close 
    to them.  It doesn't matter if anyone falls, plus Zeus will invoke 
    Restoration on you.
    
    It's time to break out of the Underworld.  Don't bother using Shades on the 
    first set of units.  You can draw them back two or three at a time with 
    Arkantos and slaughter them with your Heroes and Priests.  However, remember 
    that Theris is a Hero, so use your Chariot Archers on him.  Once they're 
    gone, start attacking the Boulder Wall with your Catapults, but keep all your 
    units near them.  More MU's will appear as you destroy the Boulder Wall, so 
    protect your Catapults and freely use your Shades.  You'll get new God Powers 
    in the next part of the mission, so use up these during this battle.  Also, 
    Zeus will invoke a Lightning Storm to help you.
    
    We've reached the base-building portion of the mission.  Have Arkantos, Kamos 
    and Gargarensis pick up three of the four relics on the starting island 
    (Kastor can't carry relics).  Sail your Pirate Ships NW, then when you get 
    the three Kraken, micromanage the battle.  Remember that the Kraken's special 
    ability is to destroy a ship, so use all three early, then focus fire.  The 
    Kraken will allow you to use four fishing spots, so make sure they survive, 
    but delete the Pirate Ships after the battle.
    
    Land all your other forces to the NW by the TC, then scuttle your Transport 
    Ships.  You start with four Heroes and a massive army of MU's so get your 
    economy up and running.  A little while into the mission, the enemy invokes 
    Earthquake on your E TC, destroying it and any Villagers there, so right 
    after landing on the shore, task your Villagers to build a new TC over the 
    Settlement in the W, and keep all your Villagers far from the E TC (though 
    you should still build Villagers from the E TC).  Also build a Dock to take 
    advantage of the four fishing spots near you.
    
    After the Earthquake, wall off the E pass and hold at the W one.  There are 
    two lightning-casting Statues at the W entrance to their base, and at some 
    point, you're probably going to be forced to follow a Petrobolos to within 
    their range, so use your Earthquake God Power on their Gate, two Towers and 
    the Statues (and finish them off if the Earthquake doesn't).  From then on, 
    you can safely intercept their attacks anywhere up to their former Gate.
    
    The battle within their base is going to be bloody, but you can build up to 
    the max game population cap of 300 in this mission, and you should.  I use 30 
    Hoplites, 30 Toxotes, eight Petroboli and the rest in MU's and Heroes.  Their 
    base includes several Heroes, including Ajax, so watch for them and take them 
    down quickly with your Toxotes.
    
    
    
    --------------------------------
    [[3.17]] The Jackal's Stronghold
    --------------------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Osiris for the Son of Osiris.
    
    MAP LAYOUT: Free Settlements are just W of your TC, far S of your TC and in 
    the S corner.  Several Farms already exist around your TC.  Your initial Gold 
    Mine is S of the Granary S of your TC, but more Mines are by the Settlement S 
    of your TC and in the S corner.  Lots of useful relics: far NE of TC, far SW 
    of TC, by Temple at SE middle of map, in S corner, at NE middle of map 
    (reachable by water).  Kemsyt's base is on a huge island in the W half of the 
    map, with a good landing spot at the SW end.
    
    WALLS: None.
    
    WALKTHROUGH: Head W with your forces, but lead with Amanra to soak up damage.  
    Once all the Slingers in this area are dead, backtrack and head S from your 
    start location, then W to reach the target TC from the SE.  This will allow 
    you to clear out a couple more Slingers, plus their Tent and blasphemous 
    Monument.
    
    Once you reach the TC, you'll take control and Amanra will gain the ability 
    to automatically convert any green building she approaches to your side.  
    There are quite a few green Houses around, but if you avoid converting them 
    until you've built ten of your own, you'll ultimately be able to reach a 
    population cap of 294, so don't scout with Amanra just yet.  However, you 
    should head just slightly S of the TC to take control of a Granary, two 
    Villagers and two Farms.  Just avoid the Houses nearby.
    
    In my version of the game, Kemsyt sends a single weak attack and then never 
    attacks again.  If this is the case for you, then you have all the time in 
    the world to upgrade and build your forces.  If anyone has any information on 
    whether this is a glitch, I'd love to hear about it.
    
    Since you have plenty of time, scout your whole landmass with Amanra after 
    building ten Houses and collect all the relics.  At some point, transport 
    Amanra, a few Camelry and two Villagers to the NE end of the bay N of your 
    TC.  Kill all the animals and build a Temple to store the four relics you 
    find there.
    
    Kemsyt has an impressive navy (including War Turtles) patrolling his waters, 
    so you'll want 12 Leviathans, of which three will be used as transports.  
    Note that this requires 240 Favor, so prioritize them over upgrades and other 
    military building, or else you'll end up waiting a long time for Favor to 
    accumulate while your army is idle.  With the high population capacity 
    available in this mission, just build an assault force of your choosing, but 
    include four Catapults to make razing easier (and don't forget the Son of 
    Osiris!).
    
    When you're ready, head out of the bay with your nine empty Leviathans, 
    followed by your transports and head SW to the landing spot.  When you run 
    into Kemsyt's navy, focus your fire (three or four Leviathans per target), 
    and make certain your transports survive.  Once you land your massive force, 
    first destroy the nearby buildings at sea level, then just push forward 
    through Kemsyt's base.  The mission ends when Amanra walks near the Osiris 
    Piece.
    
    
    
    -----------------------------
    [[3.18]] A Long Way From Home
    -----------------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Hathor for the Petsuchos, which complements the melee Sphinx we 
    can already build.  Osiris for the Son of Osiris.
    
    MAP LAYOUT: The N half of the map belongs to the enemy, the S half to us.  
    Four passes exist between the two, somewhat evenly distributed across the map 
    W to E.  Free Settlements are NE of the TC and far W of the TC.  Eight goats 
    by the TC, plus Hunting to N-NE and W-SW (though both are unsafe unless Walls 
    are used).  Lumber is very rare and sparsely scattered across the map.  Gold 
    Mines are in the E corner, the S corner and by the W Settlement.  Relics: NW 
    of TC (must go W, then NE to reach it), S corner, W corner.
    
    WALLS: Wall off the two Eastern passes early, which will secure the Gold 
    Mines in the E and S corners.  Wall off the far W pass later when you get 
    around to taking the Settlement over there.
    
    WALKTHROUGH: In my opinion, this is the hardest mission of this campaign, 
    though it's made significantly easier if you know exactly what to do.  The 
    next few paragraphs will describe clearly all the things you need to do 
    quickly, but you should really be doing all of them in parallel as much as 
    possible, so anytime you're waiting for something, look somewhere else.
    
    Send your forces E to take the TC and start producing Villagers immediately.  
    There is very little lumber on this map, and you'll probably have cut down 
    every tree on your side of the map by the end, so you need only six Villagers 
    on lumber and forget about building Chariot Archers at all.  Send both Ox 
    Carts NE, one for the two clumps of trees and the other for the herd of 
    Zebras.  Task new Villagers on the Goats, and go ahead and build a nearby 
    Granary and Farms relatively early, since you have plenty of gold.  On that 
    note, don't worry about gold for a while: get six woodcutters and tons of 
    farmers.
    
    Send all your military units due E of your TC to take down the Temple there.  
    This Temple and another one in the W corner will periodically spawn pairs of 
    Mummies to send at you.  It'll be a while before you can deal with the other 
    one, but you can tear this one down now.  Just before it falls, put Chiron 
    right next to it and pull all your human units back to your TC.  When the 
    Temple falls, you get 1000 gold and two Scarabs appear.  They cause damage to 
    all nearby units when they die, particularly to human units, so just let the 
    Priest and Chiron deal with them.
    
    Next, while continuing to build up your economy, send the Priest, Chiron and 
    a Villager to the pass due N of your Temple.  Kill the Crocodiles, then wall 
    that pass and upgrade the Wall as soon as you can afford it.  The enemy might 
    attack Wooden Walls but not Stone Walls.  Next send Chiron and the Priest NE 
    to another pass and draw out and kill the few defending units.  Don't go too 
    far past the pass, but once you think it's clear, wall in that pass as well.
    
    Get Chiron and the Priest back to your TC and... BREAK!  If you manage to do 
    this all before their first attack while continually building Villagers, 
    you're golden.  However, if you're feeling unsure, you can freely build the 
    second Wall after the first attack.  Also, after this point but between 
    attacks, send Chiron to get the relics just NW of your TC and in the S 
    corner.
    
    The first five or so attacks will be relatively weak, and then out of nowhere 
    they hit you with a mass of Siege Towers and War Elephants.  The first time I 
    played this, I thought, "WTF, mate?"  But if you can survive that attack 
    handily, you're in great shape.  The best way to accomplish this is to get to 
    the Mythic Age and get a Son of Osiris to start charring elephant meat.
    
    Get two Barracks and an Armory up and enhance your defenses with Axemen, but 
    be stingy on the Armory improvements for now, since age upgrades are a 
    priority.  You should also get at least 12 Villagers on gold (the Mines in 
    the E and S corners are both secure now), get up five Monuments and upgrade 
    to Heroic.  Then get a Market and upgrade to Mythic, replenishing Axemen as 
    necessary.
    
    Assuming this is all done before the first siege-equipped attack, you're once 
    again golden.  When you're feeling comfortable, move your forces closer to 
    the pass but don't reach the Tamarisk Tree yet.  It's time to conquer the W.  
    Once you reach population capacity, send Chiron, six Axemen, two Priests and 
    a few Villagers W.  Clear out the Crocodiles at the W pass, then build a Wall 
    there and a TC on the Settlement.
    
    Meanwhile, send your small military force across the river and to the W 
    corner to take out the Temple.  Again, have the Scarabs target Chiron.  You 
    can also pick up one of two relics just S of the Temple.  The S half of the 
    map is now truly yours, so it's time to finish.
    
    Build up whatever massive force you want and gather 30 Villagers (you can 
    take them off gathering once you have some excess resources).  Charge the 
    Tamarisk Tree with everyone and quickly put up Walls at the two W entrances 
    to the area.  Then task your Villagers on the Tree and hold at the E 
    entrance.  They won't send nearly enough units to cause you any problems 
    before you're done exhuming Osiris' head.
    
    
    
    ------------------------------
    [[3.19]] Watch That First Step
    ------------------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Hathor for Rocs to transport Gold Colossi by air to your forward 
    base and for Petsucho to back the Gold Colossi you'll be getting.  Osiris for 
    the Son of Osiris.
    
    MAP LAYOUT: Starting landmass has four Large Gold Mines and four fishing 
    spots to the S accessible from its W end.  Five more safe fishing spots are 
    accessible SE of the TC in the W corner.  Two relics are on a tiny island in 
    the S corner, but they're not worth the trouble.  The only access to your 
    base is to the NE of your TC, so no Walls are necessary.
    
    WALLS: None.
    
    WALKTHROUGH: Send Arkantos and Ajax against the base to the SE first to draw 
    out a few units at a time.  In particular, try to draw out and kill one of 
    the three Colossi first.  The only time limit now is a Villager that is 
    building a Migdol Stronghold, but that will take a while.  Once you take down 
    the Migdol, the base will be alerted, so send everyone in.
    
    Take the Pirate Ships with your units to the W corner, but explore the waters 
    over there to reveal all the fishing spots.  Once you get control of the TC, 
    build Villagers continuously as usual.  Your landing site it limited on gold 
    and building space, but you won't be discovered for five minutes, which gives 
    you time to build Villagers and send them back to your starting position, 
    which has both gold and space and will not come under attack.
    
    With about 1:15 left on the timer, send 14 Villagers back to the shore in the 
    E: put six on each of two separate Gold Mines and get the other two build an 
    Armory, Houses, five Monuments and a Market.  You can delete the transport 
    ships, since the enemy will now attack them.  Also build a Dock at the SW end 
    of the landmass to build four Fishing Ships there.
    
    Get some Priests to heal your Hoplites, and the initial attacks will be easy 
    to handle.  Once you get to Heroic, get a Roc to bring over the Gold Colossi 
    being created and send six Villagers to the S corner to get more gold from 
    the Mines there.  Build a balanced attack force including four Catapults and 
    a Son of Osiris and led by four Gold Colossi (when you get them).  Then just 
    charge forward and take the quickest path to the N corner.  The Catapults 
    will quickly take down a Migdol Stronghold on a cliff on the way and other 
    buildings which may be tougher for your Colossi to reach.
    
    
    
    --------------------------
    [[3.20]] Where They Belong
    --------------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Osiris for the Son of Osiris.
    
    MAP LAYOUT: Your forces are split into two bases in the S corner.  Four Goats 
    in each base, a lake with five fishing spots in the W base and Berry Bushes 
    in the E base.  Scattered Hunting is not worth using.  The bases are 
    separated by a thin layer of trees, so you should chop lumber between the 
    bases first.  The W base has a Small Gold Mine, while the E base has a Medium 
    Gold Mine.  One relic directly between TC's, another in S corner, others not 
    worth getting.  Each base has one main entrance to N.
    
    WALLS: Wall off W base just N of Settlement to NE of W TC (W to E Wall).  At 
    E TC, wall from W Tower NW to forest and from E Tower E to rocks.  All enemy 
    attacks will be funneled to the area between the Towers.
    
    WALKTHROUGH: Send all the military units at the W base to the E base 
    immediately.  The path goes past some Towers, so you may lose a couple of 
    Axemen, but it's worth it.  Wall in as described above immediately and build 
    a couple of Priests at the E base.  This force will hold off enemy attacks 
    for a while.
    
    Meanwhile, get your economy going and put Villagers on chopping down the 
    forest between the bases.  Your gold is extremely limited, and the easiest 
    way to compensate for this is to build a Market as far W as possible and get 
    20 Caravans going to your E TC.  With the Coinage upgrade in the Mythic Age, 
    this will bring in plenty of gold (if not, just build more Caravans and 
    delete them later).
    
    Add a few units to your defenses as necessary, but otherwise just build up 
    and upgrade at your leisure.  Build a TC on the Settlement NE of your W TC.  
    At some point, Arkantos will show up at the E corner.  Build a TC there for 
    the extra population capacity, and don't bother building defenses: he never 
    gets attacked.  Then build a force of your choosing at your E base.  I use 
    Heroes, Scorpion Men, Mummies, Chariot Archers, four Priests and four 
    Catapults.
    
    Charge this force N and meet up with Arkantos, who won't meet much resistance 
    on the way there.  Bring all three Osiris Pieces there, then just charge the 
    enemy.  Your biggest problems will likely be maneuvering the bulky Osiris 
    Pieces to the destination.  When you get there, MU's will start spawning from 
    the Underworld Passage.  They're not too tough to deal with, but they make it 
    significantly harder to get the Osiris Pieces in place, so you may want some 
    extra priests around to take care of them quickly.  With the Pieces in place, 
    just sit back and watch the beautiful carnage.
    
    
    
    --------------------
    [[3.21]] Old Friends
    --------------------
    
    STARTING AGE: Classical (Archaic until you reach the Temple of Zeus)
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Apollo for Manticores and the Temple of Healing.  Hephaestus for 
    Colossi.  Four Gold Colossi will be enough to finish the mission.
    
    MAP LAYOUT: One free Settlement at the NW middle of the map (very close to 
    enemy Walls), another near the W corner (extremely out of the way of other 
    resources).  Two or three fishing spots in each of bays to NE, N and SW of N 
    TC.  Gold Mines by N Settlement and to N and W of it.  Five relics in NW 
    portion of island, but the two good ones are at the E end of the area (The 
    Staff of Dionysus) and by the shore W of the N TC (The Kithara of Apollo).
    
    WALLS: Build a Wall from your TC in the N all the way NE to the bay.  This 
    may seem excessive, but it allows you to build Farms behind the Wall without 
    worrying about Cavalry attacks on them.
    
    WALKTHROUGH: A Villager is going to come immediately to try to kill one of 
    your Pigs, so kill him quickly.  After that, completely explore the area 
    outside Circe's Walls and gather all the Pigs.  You'll have to drive off some 
    Villagers and kill some Wolves, but at the end you should have 26 Pigs.  Take 
    all your forces toward the Temple of Zeus, but don't send anyone there yet.
    
    Explore the entire area outside Circe's Walls on the NW side of the island, 
    since this is where you'll build a base.  There's no real time limit: Circe's 
    Villagers are gathering from several Gold Mines over here, but it would take 
    ages for them to actually mine out the gold.  Kill the Villagers, but leave 
    the Hoplites alone: they're too tough for your Boars.
    
    Bring all your swine to the Temple of Zeus to get back your Heroes, some 
    human units, a Priest and some Villagers.  Build a TC there (the other 
    Settlement is just too far out of the way), and build a long Wall NE of the 
    Settlement.  Build two Granaries N of the TC and build all Farms there, since 
    the TC is so close to enemy Walls.  Also, build Docks in at least the two 
    bays in the N to get fishing to supplement your farming.
    
    Food and wood are your immediate priorities, since you want to get Minotaurs 
    and Manticores (once you upgrade to Heroic) to defend your base, but get some 
    Villagers mining at the Gold Mines to the N as well.  The attacks are a 
    little annoying, since their Petroboli keep retreating, but they're not 
    dangerous.  Just get your economy going and get to the Mythic Age.
    
    Upgrade to Gold Colossi and build four of them.  Send them E of your TC and 
    then take the shortest path to Circe's Fortress.  You'll need to break 
    through two Gates and about half a dozen units, but you'll tear down her 
    Fortress before she even finishes telling you how much you should fear her.  
    Alternatively, you could use the Underworld Passage to reach the Fortress 
    directly and avoid fighting the half dozen units.
    
    
    
    --------------
    [[3.22]] North
    --------------
    
    STARTING AGE: Archaic
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: Forseti for the Healing Spring: You'll mainly need healing at 
    one chokepoint, so the Healing Spring is superior to the Valkyrie.  Skadi for 
    Huntress Axe, an improvement for Throwing Axemen.
    
    MAP LAYOUT: The best Settlement is halfway between the middle of the map and 
    the S corner.  Hunting available to S-SE of TC.  Large Gold Mine S of TC, 
    another one a bit N of TC.  One relic just S-SE of Arkantos (trickle of gold) 
    is worth getting, the others are not.  Purple base just NE of TC, green base 
    at NW middle of map, red (main) base at NE middle of map.
    
    WALLS: Use Arkantos' infantry to wall in the small chokepoint far NW of your 
    future TC as they're going there.  Wall off just N of the TC, then build a 
    wall to the E that blocks off all but a small passage.  This will funnel all 
    attacks to this point, where you can put your Healing Spring.
    
    WALKTHROUGH: Send Arkantos just S-SE to pick up the relic and kill two Fenris 
    Wolves.  While he's doing this, explore the S area of the map with Amanra and 
    kill any Fenris Wolves she encounters.  To the E of the future TC (the one 
    halfway between the middle of the map and the S corner) is a small forest.  
    Don't explore further E from there, as there is a large pack of Wolves that 
    will kill Amanra, but try to find the Hunting to the S-SE of the TC.
    
    Bring troops to the Settlement as the path is cleared (including Arkantos') 
    and start building a TC as soon as you have infantry at the Settlement.  
    Remember to build Walls to the N and NW of the Settlement.  Also, build a 
    Wall from the forest E of the TC all the way to the rocks to the S-SE.  Then 
    put all military units at this chokepoint.
    
    Get your economy up with the Hunting to the S, the Large Gold mine and the 
    nearby forests.  Once you get to Heroic, use the Dwarven Mine to get another 
    Gold Mine.  All three bases send MU's, plus the red base sends Ulfsarks, so 
    build Throwing Axemen and a few Hersir.  Heroes automatically upgrade with 
    age upgrades, so get up to Heroic as quickly as possible to buff up your 
    Hersir and place your Healing Spring at the chokepoint when you get to 
    Classical.
    
    Once in Heroic and fully upgraded, send your Heroes, a few Hersir and eight 
    Portable Rams E then N to a Gate to the purple base, but be sure to leave a 
    force of Throwing Axemen, Hersir and Trolls at the chokepoint to your base.  
    Level the purple base quickly, then head NW to the green base and level that.  
    On the way home, have your Hersir build another Wall N of the Large Gold Mine 
    N of your TC.  With this secured, you'll have plenty of gold.
    
    The red base at the NE middle of the map is furthest away, so leave some 
    Throwing Axemen and Hersir at home to defend.  As long as your Portable Rams 
    are healthy, your army should level the base in no time.  The Temple is at 
    the E end of the base.
    
    
    
    --------------------------
    [[3.23]] The Dwarven Forge
    --------------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Skadi for Winter Harvest, but it really doesn't matter.  Tyr for 
    Fimbulwinter, but again it's of little importance.  They attack almost 
    entirely with MU's, so you don't need any MU's of your own other than 
    Valkyries.
    
    MAP LAYOUT: Two free Settlements, one just to N of starting position, the 
    other just to E.  Hunting to NW of starting position, Berry Bushes by E 
    Settlement and three fishing spots to W.  Medium Gold Mine by W Settlement, 
    Large Gold Mines in E corner and in Giant territory in E quadrant.  Three 
    passes lead to your area, one to NW of starting position, two to NE.  Three 
    relics in E corner.
    
    WALLS:  Wall off W pass early.  Wall between middle pass and N Settlement to 
    force Giants to walk farther to reach that Settlement.  The goal is to keep 
    your Giants fighting your Heroes, not your Villagers.
    
    WALKTHROUGH: Head E with your Heroes (excluding Brokk and Eitri) and kill the 
    Mountain Giant and Troll near the Settlement, then head NW and kill another 
    such pair by the other Settlement.  Send your Ulfsarks E to build a TC, and 
    send your Villagers to start on berries and lumber.  Next, have your Ulfsarks 
    wall in the W pass and build a Dock so you can get three Fishing Ships 
    working there.
    
    Get up a Temple and a few Hersir to help out your Heroes, since you'll be 
    facing exclusively Mountain Giants, Fire Giants, Trolls and Ballistae in this 
    mission.  However, Hersir improve with age upgrades, so focus on getting to 
    Heroic.  Build two Valkyries for healing, but put them on Stand Ground and 
    away from the battle front.  Use your Dwarven Mine once you get to Heroic and 
    build Walls to protect your Dwarves once they eventually have to start mining 
    the Large Gold Mine to the NE.
    
    Between attacks, send your Heroes to the E corner to kill some Mummies and 
    collect three relics.  This will also reveal a Gold Mine.  Once you have 
    eight Portable Rams, two Valkyries and several Hersir, send them NW with your 
    Heroes to hold at that position.  Clear out all Towers to the NE to discover 
    two more Gold Mines.  These aren't secure, but this mission involves some 
    attrition, so use them when you have to.
    
    After an attack, send your Heroes and Portable Rams due W to take out a Hill 
    Fort, Longhouse and Dock, which are guarded by some MU's.  If you don't, 
    you'll get hit by the Hill Fort later.  Return to your other forces and head 
    NW to some more enemy buildings.  Use Fimbulwinter around now to discover the 
    location of the sole enemy TC.  Crush it with your Rams and build your own TC 
    over it to get some Dwarves on the Gold Mine there.
    
    Put up two Temples for reinforcements, then get everyone healed by the 
    Valkyries (or the Healing Spring by their former TC).  Once you take the 
    forge area and defeat the four Fire Giants that spawn in the fire pit there, 
    you'll get to research three special upgrades for fighting Giants.  Do so.  
    You could now wait here and defend, but with your Heroes, 30+ Hersir and 
    eight Portable Rams, you can just head NE and take on their base.  It'll be 
    bloody, so send reinforcements from your nearby Temples, but you should win 
    and end the mission before the timer expires.
    
    
    
    -----------------------------
    [[3.24]] Not From Around Here
    -----------------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: Doesn't matter at all.
    
    MAP LAYOUT: Reachable land is in the shape of a plus (+), with a path from N 
    corner to S corner crossing another path from E corner to W corner.  No enemy 
    bases, but enemy Temples are scattered along the W, S and E spokes guarded by 
    plenty of Frost and Mountain Giants.  Resources are available at the center 
    of the map.
    
    WALLS: None, or two Walls positioned to funnel units to your Healing Spring.
    
    WALKTHROUGH: Grab your Heroes and move NW quickly to intercept and kill the 
    Frost and Mountain Giants that are coming.  Always focus on Frost Giants 
    first, since they have fewer hit points and will fall much faster.  Just to 
    the W is a Temple with a respawning Mountain Giant.  Destroy the Temple with 
    your human units while handling the Giants with your Heroes.  Continue to the 
    center of the map, destroying another Temple on the way.  When the path to 
    the E opens, head a bit E to take several goats.  Then you have three options 
    on how to finish this mission.
    
    Option 1: Head further N to find a Boulder Wall.  You need siege for that, so 
    get up a base.  Place your Healing Spring SW of your TC, then build Walls to 
    funnel enemy Giants to that point.  Attacks will initially consist of four 
    Giants at a time (which your Heroes can handle), but they'll quickly ramp up 
    to eight Giants at a time.  So your goal should be to get to Heroic and get 
    eight Hersir out to help your Heroes, then build eight Portable Rams to take 
    down that Wall.  You have only one Large Gold Mine in your base, so be stingy 
    with gold.  Once you start attacking the Boulder Wall, continue with the 
    Finale walkthrough below.
    
    Option 2: The attacks won't start until you see the Boulder Wall, so you 
    could clear out all the Temples in the E and W spokes first.  You should 
    still drop the Healing Spring in the middle to help out, and then take on one 
    or two Giants at a time with your Heroes.  There are many Giants, but no new 
    ones will be spawned until you see the Wall.  Then you can build up in peace 
    and get the eight Portable Rams to take down the Wall.
    
    Option 3: When the Boulder Wall is almost down, ten Mountains Giants will 
    appear at each of the W, S and E corners and start marching on you.  In 
    Options 1 and 2, the solution is to just run away.  But if you feel like it, 
    you could always build an army to defeat them.  This is easiest if you clear 
    out the Temples as in Option 2, since you need plenty of gold.  Then build 40 
    or more fully-upgraded Hersir to back up your Heroes, plus have Temples to 
    reinforce during the battle.  They'll hit you with an Earthquake, but the max 
    damage is capped, so if you have many buildings, the Temples should remain 
    standing.  This Option is overkill, but it's definitely possible to wipe out 
    the incoming army.
    
    Finale: When you're ready to finish, head through the new gap to the NW with 
    your Heroes, Skult and the Flag Bearer, and clear out all the Giants along 
    this path.  It helps to have a few Hersir, but your Heroes can do it alone if 
    necessary.  When you run into some trees, the Gods will cast Forest Fire on 
    this forest to clear your path, then just head to the flag at the N corner to 
    finish the mission.
    
    
    
    ----------------------------
    [[3.25]] Welcoming Committee
    ----------------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Classical
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: You start on a hill at the center.  Three walled enemy camps are 
    to the NW, N and E, but no unit production is possible for anyone.
    
    WALLS: None.
    
    WALKTHROUGH: After winning the initial battle, drop a Healing Spring on the 
    hill and build five Towers somewhere off to the side.  They just get in the 
    way otherwise.  You'll then get to see all three camps, so you can plan your 
    strategy.  The goal is to kill the overpowered Hersir in each camp.  When you 
    kill one, you get control of all his surviving units and the units in the 
    other surviving camps get upgraded.
    
    So put Skult out of the way with your Towers.  Then pick a camp and bring 
    your army somewhat close to it.  Take the Flag Bearer close enough to the 
    camp to draw the attention of the Hersir (which pretty much means taking him 
    to the Wall of the camp), then run him far away.  The goal is to draw their 
    army in a stream a bit away from your soldiers, so when the Hersir walks by, 
    you hit them from the flank and target everyone on the Hersir.  Since you'll 
    likely have the fewest units for the first attack, that's a good time to use 
    the Bronze God Power.
    
    The E camp has six Ballistae, which you can then use to take down enemy 
    Walls, but I've never found that all too useful.  The N camp has Throwing 
    Axemen, which give you some more ranged units for attacking the Hersir.  
    Whatever order you choose, you should have plenty of units after the second 
    camp, so I like to just start a big brawl in the third camp.
    
    
    
    --------------
    [[3.26]] Union
    --------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Bragi for the Flaming Weapons God Power, which is useful for the 
    final attack.  Baldr for the Dwarven Augur upgrade for your Portable Rams.
    
    MAP LAYOUT: You take a winding path through three towns, but everything is 
    very linear.  You get buildings in each town you help out, and there are 
    plenty of resources scattered throughout.  See the walkthrough for details.
    
    WALLS: None.
    
    WALKTHROUGH: Send your Heroes S quickly to help defeat the Trolls.  Your new 
    Hero, Reginleif, may be a fallen Valkyrie, but she heals others even faster 
    than her sisters do, so she's usually the only healer you'll really need.  
    However, your Valkyries will come in handy in the next portion of the 
    mission, so keep them out of battle for now.  After the battle, head SE to 
    the town but keep heading S to meet the Trolls that will come almost 
    immediately.
    
    Forget the town for now and just fight your way to the Underworld Passage.  
    The stream of Trolls is impressive, but your Heroes will succeed.  When you 
    get there, use your Valkyries to tear it down while your Heroes mainly handle 
    Trolls, but pull back any Valkyrie that falls under attack.  Once the Passage 
    is down, you have no time limit until you go SW to the next town, so this is 
    a good time to build an economy and fully upgrade everything you're going to 
    need for the rest of the mission.
    
    Head just a bit W to rescue five Dwarves and an Ox Cart, then get them to 
    mining.  You're limited to five Houses for now, so kill off your Raiding 
    Cavalry, Valkyries and any infantry you don't need for building.  All you'll 
    really need for the rest of the mission are Hersir and Portable Rams, so 
    upgrade those and get to the Mythic Age to fully upgrade your Hersir 
    (remember that age upgrades improve your Heroes).  Also get Fortified Town 
    Center for the extra population capacity.
    
    When you've upgraded everything you want, get together your Heroes, eight 
    Hersir, and four Portable Rams.  If necessary, delete Villagers in order to 
    make room.  You should still have plenty gathering resources given that you 
    should be done with upgrades.  Head SW to the next town.
    
    Send your Heroes to the S end of town to fight the Giants, and get five 
    Towers up as quickly as possible with your Hersir.  They start sending quite 
    a few Giants, so use half your Hersir in battle if you need to.  Once the 
    Towers are up, head S with all your forces and use the Portable Rams to take 
    down the Hill Fort and Temple, which will keep sending attacks unless you 
    take care of them.
    
    With that done, you once again have no time limit, so it's time to build a 
    Wonder.  Yup, that's available in this mission, so why not?  You also got 
    five more Houses and another TC, so it's time to build up an army for the 
    major battle that's coming.  The enemy consists of MU's and buildings, so I 
    go with ten Portable Rams and then up to capacity with Hersir, but you could 
    also mix in some Legendary Jarls or MU's of your own if you prefer.
    
    When the Wonder is done and you've basked in its glory, head E with everyone 
    and just keep following the path.  When you get to the enemy town, activate 
    Flaming Weapons and just charge with everyone.  They'll use Walking Woods 
    twice, but your army will slaughter their Huorns, I mean walking trees.  
    Focus on having your Portable Rams take down their buildings.  Fight your way 
    to the S corner and destroy the Tower to end the mission.
    
    
    
    ------------------------
    [[3.27]] The Well of Urd
    ------------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: The enemy uses few MU's in this mission, so I go for a mainly 
    human army.  Skadi for the Throwing Axemen upgrade.  Tyr for the Ulfsark 
    upgrade.
    
    MAP LAYOUT: Poorly defended enemy TC far to W (but use siege).  Hunting just 
    SE of TC and in E corner, Berries far NE of TC.  Two Large Gold Mines a bit 
    NW of TC, another one just E of TC.  Relics in E corner, by enemy TC to W and 
    in enemy base to N (this one's not worth getting).  There are several passes 
    to the enemy base, and they're all pretty narrow.
    
    WALLS: Build Walls just W of your starting position, just SW and NW of the 
    Gold Mines to the NW and just N of the Berries to the NE, then hold at the 
    pass just W of the Berries.  When you take the TC in the W, wall off the pass 
    N of it.
    
    WALKTHROUGH: Use Great Hunt on the Elk just SE of your TC and set your 
    Villagers to Hunting.  There are a few Wolves around that will attack your 
    Villagers, so kill any Wolves you see.  Wall in the four passes described 
    above and your Heroes will be able to hold off attacks for quite a while, so 
    get your economy going and start upgrading and advancing.
    
    At some point, Gargarensis will use the Undermine God Power to destroy one of 
    your Walls, most likely by your Gold Mines to the W.  When that happens, go 
    fight off his forces and replace any lost miners quickly.  The enemy throws 
    Ulfsarks and Jarls at you, so build mainly Throwing Axemen to back your 
    Heroes, but throw in a few Ulfsarks once the attacks get larger.  Add in two 
    Valkyries on Stand Ground for healing purposes.  When you can spare six 
    Throwing Axemen and four Portable Rams, send them W to take down the TC and 
    eliminate any units there.  Wall in the N pass and build another TC.
    
    For the final assault, use your Heroes, Valkyries, eight Portable Rams and 
    then up to capacity with 2/3 Throwing Axemen, 1/3 Ulfsarks.  Just head 
    straight NW and tear down their base, building a couple of Longhouses just 
    behind the front lines for reinforcements.  Destroy most of the base, but 
    don't go N of the Well of Urd yet.  There and Einherjar up there, and some 
    Fire Giants will appear by the Well when you tear down the Gate to it, so 
    build four or so Hersir to accompany your Heroes, then head N with your 
    Heroes, Hersir and Portable Rams.  Finish off the Fire Giants to end the 
    mission.
    
    
    
    ----------------------------
    [[3.28]] Beneath the Surface
    ----------------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Skadi for the Throwing Axemen upgrade.  Tyr for the Ulfsark 
    upgrade.
    
    MAP LAYOUT: W half of map is Midgard (Earth), E half of map is Niflheim (the 
    Underworld).  The Well of Urd is a teleporter between the two.  Hunting to E 
    and to SW of TC, Berry Bushes to W of TC.  Eight undefended Gold Mines in 
    Niflheim, none in Midgard.  Weak enemy base at N end of Midgard, but it will 
    send attacks.  Plenty of enemy Throwing Axemen, Jarls and Trolls throughout 
    Niflheim, plus six Fire Giants at the Hades Gate in the E corner.
    
    WALLS: Wall off pass NW of the TC (you have to wall around the destroyed 
    Longhouses) and the pass E of the TC.  Hold with your Heroes at the pass NE 
    of the TC.
    
    WALKTHROUGH: This is a timed mission, but you have plenty of time to destroy 
    the base to the N and then charge the forces at the Hades gate.  There's 
    plenty of Hunting around, so work on that and the Berries before you start 
    farming.  Send your Dwarves and an Ox Cart to Niflheim and start mining.  
    There are four Mines close together to the S, so start there, and send more 
    Dwarves when you get the chance.  Also get your Walls up quickly.
    
    Before returning your Heroes to Midgard, let's collect some relics.  Send 
    your Heroes NE across the bridge and take out the Fire Giants (this also 
    saves you some time later).  Send one Hero due N to grab a relic there.  
    Return the others to the Well, then grab the relic by the Well, plus one more 
    far to the NW and another due S.  These relics are random, but they may be 
    useful, so garrison them later.  Put your Heroes at the pass NE of your TC 
    and drop a Healing Spring to help them between battles.  Back them with 2/3 
    Throwing Axemen, 1/3 Ulfsarks when you get the chance.  The enemy town up N 
    is very weak, so get to Heroic and build six Portable Rams.
    
    Send your Heroes and the Rams up N, leaving behind at least a dozen human 
    units to defend the pass (who hopefully have at least some upgrades by this 
    point).  Your Heroes are enough to kill the enemy units in the town, so tear 
    it down quickly with your Rams.  Since Villagers can't rebuild a TC, you 
    don't have worry about the town once you've destroyed the buildings and 
    military units.  With that problem taken care of, head back home.
    
    Get to Mythic and fully upgrade your Throwing Axemen and Ulfsarks.  Delete 
    your Rams and build eight Hersir and then up to capacity with 2/3 Throwing 
    Axemen, 1/3 Ulfsarks (use multiple Longhouses).  Take your force through the 
    Well, then head NE all the way to the edge of the map, then head SE towards 
    the Gate.  Hold your Hersir back for the battle with the Fire Giants, but you 
    don't have to defeat all the units here.  Once everyone is heavily engaged 
    and the Fire Giants have taken notice, send your Heroes and Hersir to finish 
    off all six Fire Giants to end the mission.
    
    
    
    ------------------------
    [[3.29]] Unlikely Heroes
    ------------------------
    
    STARTING AGE: Archaic
    
    AGE LIMIT: Archaic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: See walkthrough.
    
    WALLS: None.
    
    WALKTHROUGH: It's important to understand the triggers in this mission.  
    First, once the Taproot falls below 1000 hit points, a big army of MU's will 
    break through the Boulder Wall that Chiron sacrificed his life to create.  If 
    you've gathered all the Dwarves on the map and have them hacking on the 
    Taproot, the army won't get anywhere near you before you're done.
    
    Second, there are a few Gold Mines around.  For each 400 gold you mine, a 
    group of reinforcements will appear at the S corner.  You're not actually 
    going to use most of them, but the second one includes more Dwarves.  In 
    order of appearance, the reinforcements are:
    1. Two Valkyries and six Medium Throwing Axemen
    2. Seven Dwarves
    3. Two Great Jarls and four Medium Throwing Axemen
    4. Six Medium Ulfsarks
    5. Six Medium Huskarls
    6. Two Valkyries and two Great Jarls
    7. Six Heavy Raiders
    8. Two Mountain Giants
    9. Two Frost Giants
    
    Third, after your third set of reinforcements, the Nidhogg will fly in from 
    NW of your Healing Spring.  Only Reginleif can damage it, but she absolutely 
    slaughters it, so leave her alone at the Healing Spring when you're about to 
    trigger this.  Just make certain your Dwarves aren't nearby.
    
    Now here's the walkthrough.  Immediately send your four Heroes (without 
    Brokk) N to the chokepoint to intercept some Trolls, Cyclops and a Fire 
    Giant.  Most of the units in this mission don't move, but these are an 
    exception.  Also, stop your Dwarves from hacking at the Taproot.  
    Surprisingly, there's no time limit despite the Gate Ram that will be 
    attacking the Hades Gate, so just focus on managing your Heroes for now.  
    Eitri will also arrive soon: ignore him.  Hersir are useless in the Archaic 
    Age, so only your Heroes will be fighting.
    
    Next, delete your Ox Cart.  Another one will appear in the S corner, along 
    with four Dwarves.  Put all your Dwarves on the Gold Mine by the Taproot.  
    Explore the W quadrant with a Hero to find another Gold Mine N of the Healing 
    Spring.  Mine that one out next.  On Hard difficulty, the third 
    reinforcements will come while the Dwarves are on this second Gold Mine, so 
    send Reginleif to the Healing Spring first.  Use your Dwarven Mine now as 
    well.
    
    With the Nidhogg dead, it's time to clear out the map.  In general, try to 
    pull enemy troops back a little instead of just charging into their 
    formations, and remember that masses of Throwing Axemen are dangerous to your 
    Heroes.  Also, you'll trigger one or two Ancestors God Powers along the way 
    (the triggers are flaky).  In each case, just pull back and wait it out.  
    Finally, Reginleif heals others very quickly, so give her time to heal the 
    others after each battle.
    
    You can free four Hersir in the N corner, plus seven Dwarves due W of Eitri's 
    starting position.  Mine out the map if you want to get all the 
    reinforcements, but the main thing is to get Thor's Hammer Head back to the 
    Taproot before you start working on it.  When the Hammer Head is there, set 
    all your Dwarves (hopefully 30 of them), plus Brokk and Eitri if you'd like, 
    to work on the Taproot.  When the Hammer Haft has been finished, bring the 
    Head and Haft together to end the mission.
    
    In case you were curious: It's quite possible to defeat the large MU army 
    sent against you.  Set up your forces at the Healing Spring and move the 
    finished Hammer Haft out of the way (but not near the Hammer Head).  Engage 
    with your Heroes and MU's first, then strike from the flanks with your Hersir 
    and cavalry.  Just for amusement, send in your infantry as well.  It's also 
    possible to reach the Gate Ram.  However, Gargarensis and Kemsyt have 
    absurdly high regeneration rates.  It's possible to kill them, but they rise 
    again, even if you have control of the area, so it's an impossible battle.
    
    
    ------------------------
    [[3.30]] All Is Not Lost
    ------------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Bragi for Ulfsark upgrades.  Tyr for his Ulfsark upgrade.
    
    MAP LAYOUT: One free Settlement SE of your starting position, another further 
    SE past that.  Hunting to W, S and SE of (first) TC.  Several Gold Mines in 
    the area.  Three passes lead into your base, from the NW, NE and far E of 
    your TC.  The only relics worth getting are W of your TC and by the second 
    free Settlement to SE.  The main enemy bases (one Greek, one Norse) are 
    together behind Walls in the E corner and absurdly fortified, so forget about 
    assaulting them.
    
    WALLS: Wall the NW pass to your base, which is just SE of your starting 
    position.  Wall the far E pass into your base.  Also wall the W half of the 
    middle pass into your base.
    
    WALKTHROUGH: Move your units SE into the pass.  Wall the NW end of the pass, 
    then build ten Houses (since you'll get two more for free in a bit).  While 
    your Ulfsarks are building, explore the entire area of your future base with 
    your Heroes.  No attacks will come until you build a TC.  Along the way, pick 
    up the relics and kill any animals that will be hostile to your Villagers.
    
    When you're done exploring, build a TC on the NW Settlement and send your 
    Heroes to the middle pass.  You'll be warned in a bit when the attacks are 
    about to start, so get your economy going, focusing on Hunting at first.  
    Their attacks will be a varied mix of Greek and Norse units, but they'll 
    generally be led by a few melee MU's (Battle Boars and Hydras) and cavalry 
    (Jarls and Hippikons) and backed by Toxotes.  Later attacks will include 
    Portables Rams, but fortunately no ranged siege units.
    
    Here is the formation I use at the middle pass:
    
        /WGGWWWWW       /          W = Wall            G = Gate
       /      HF    1  /           HF = Hill Fort      HS = Healing Spring
      /   2        HS /            T = Temple          B = Longhouse
     /             3 /
    /       T  B  B /
    
    The W half of the pass is walled off, with a Gate at the W end.  The main 
    force at position 1 consists of the Heroes, Ulfsarks and four Trolls behind 
    them.  Place the Healing Spring to support the fighting.  At position 2, I 
    keep a squad of Jarls (up to a dozen Legendary Jarls eventually).  Just 
    before the main force engages, the Jarls run out the Gate so that once the 
    battle begins, they'll hit the enemy from the flank or rear.  This is very 
    effective in handling Toxotes.  Eventually, I keep a squad of eight to twelve 
    Hersir at position 3 in reserve (for MU-heavy attacks), and a Temple and two 
    Longhouses train reinforcements.
    
    With somewhat over ten minutes left on the timer, Gargarensis will drop an 
    Underworld Passage SW of your TC.  Get a force of 12 Hersir and four Throwing 
    Axemen just SW of your TC when possible.  Prioritize this over reaching the 
    Mythic Age.  His first attack through the passage will include three Battle 
    Boars and some Throwing Axemen.  Once you've defeated it, find the Underworld 
    Passage and destroy it before the second attack.
    
    When the timer hits zero, Odysseus will appear with a massive army, so try to 
    be at population capacity when he does, since you won't be building any more 
    units after that.  You should also be fully upgraded by then.  Leave a good 
    balanced force to contend with the one or two attacks that may come before 
    you reach Gargarensis, but take 2/3 of your army N and fight your way to the 
    Cyclops.  Note: No siege at all is needed to reach Gargarensis.
    
    
    
    ---------------------
    [[3.31]] Welcome Back
    ---------------------
    
    STARTING AGE: Classical
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Apollo for Manticores, a ranged MU to support Minotaurs and 
    Colossi.  Hephaestus for Colossi for their siege abilities.
    
    MAP LAYOUT: Optimal landing spot is in the N corner, where you get one 
    Settlement.  Five fishing spots to NW.  One Medium and one Large Gold Mine, 
    plus adequate but limited forests.  Relic on the island just S of your 
    starting position.  The only entrance into your base is the N pass, so 
    defense is easy.
    
    WALLS: None.
    
    WALKTHROUGH: Grab the relic on the island just S of your forces.  Take all 
    your forces to the N corner, but hug the W edge to avoid Towers.  Destroy the 
    two Scylla in the N corner.  You get the Hero ship The Argo, which makes this 
    possible.  Protect the Argo: its damage is vital.  Land your forces, then 
    delete your transports.
    
    The pass SE of your TC is a dead end, but explore it with your siege MU's to 
    take out the buildings there.  Between your Heroes, your massive army of MU's 
    and the fact that the only entrance to your base is a narrow pass that goes 
    past your TC, defense is easy.  Get five Fishing Ships going, and don't build 
    any Farms around your TC.  Use two Granaries for that purpose.
    
    Build your Market at the S end of your base, then get to Mythic and get 20 
    Caravans (with Coinage) going to your TC.  Food, Gold and Favor will then be 
    infinite resources, so only Wood is actually limited.  Put your Valkyries on 
    Stand Ground and keep them in a separate group: they should only be used for 
    healing.  For an attack force, I use Colossi, Minotaurs (since Colossi are 
    good against buildings but terrible against units), Manticores, 30 Toxotes 
    and any other units you start with.
    
    Just push forward, destroying their base until you have enough Prisoners.  
    Send the Prisoners back to your base immediately, and heal with your 
    Valkyries after each battle.  Once you have 15 Prisoners, build a Transport 
    Ship and take them to the island where you started.  Remember to have the 
    Transport Ship hug the W edge to avoid Towers.
    
    
    
    -----------------------------
    [[3.32]] A Place in My Dreams
    -----------------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Hera, since we won't be needing the siege capabilities provided 
    by Hephaestus' Colossi.
    
    MAP LAYOUT: Herding and Berries in your base.  Gold mines to NE and S of your 
    TC, plus in Norse and Egyptian bases.  Norse base to the NW which will be 
    destroyed by an Earthquake 20 minutes in.  Egyptian base to the SE which will 
    be destroyed by an Earthquake 25 minutes in.  Several Settlements/Enemy TC's 
    are on the map, as well as four Plenty Vaults controlled by Gargarensis, but 
    you won't need any of them.
    
    WALLS: Wall off the pass NE of your TC, then Wall from the NE corner of the 
    Healing Spring due N to the rocks.  Later on, put up a Wall from the NW end 
    of the Healing Spring to the NW to fully funnel all attacks to the Healing 
    Spring, which you should control.
    
    WALKTHROUGH: Once you build a Wonder dedicated to Zeus, you get a God Power 
    that turns Arkantos into a demi-god, and he'll be able to finish the mission 
    alone.  So the mission is largely defensive.  The Norse and Egyptian bases 
    will periodically gift you MU's.  Each will give four gifts before it is 
    destroyed by an Earthquake.  The most important gift is the second Egyptian 
    one, which includes a Son of Osiris.
    
    Get your economy going fast and build the first two Walls mentioned above.  
    Don't let the Norse base fall, but don't defend it too aggressively until you 
    have more units.  The goal is to survive until you get the Son of Osiris, at 
    which point things get easier.  They send tons of Heroes, so I defend with an 
    army of MU's backed by 30 Toxotes, holding at the Healing Spring once I get 
    the Son of Osiris.  Note that you need the Wall NE of the Healing Spring to 
    prevent them from passing by your forces to the N and charging your base 
    directly.  You want to do all fighting at the Spring.
    
    When the Norse base falls, build the Wall NW of the Healing Spring, then set 
    up a TC and start mining the gold there.  Put a TC up at the Egyptian base as 
    well, but you don't need to set up caravans.  There's plenty of gold still 
    left.  When you get the chance, build the Wonder to get Zeus' blessing.  
    You'll lose your God Powers when you do this, so make sure you've used 
    anything you'd like to.
     
    When you finish, go ahead and turn Arkantos into Iron Man.  He has good hit 
    points and attack, but what's really ludicrous is his regeneration rate.  
    Basically, nothing can harm him at this point.  Charge him alone towards the 
    Living Statue of Poseidon, destroying anything and everything you'd like to 
    along the way.  MU's will appear out of the Underworld Passage as the Statue 
    loses hit points, but you can safely ignore them.  (Note: For each Temple of 
    Poseidon you destroy, you get a Meteor God Power, so you can play around with 
    those if you feel like it.)
    
    
    
    ++++++++++++++++++++++++++++++++++
    [[4]] The New Atlantis Walkthrough
    ++++++++++++++++++++++++++++++++++
    
    ---------------------
    [[4.1]] A Lost People
    ---------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: No Farms or Docks allowed; tons of Hunting and Berries scattered 
    across map.  Gold Mines also scattered across map.  Four yellow Longhouses 
    producing Ulfsarks in center of map.  Three red Longhouses producing Raiding 
    Cavalry in N corner.  Two purple Longhouses and two Hill Forts at NE middle 
    of map guarding the target Sky Passage.  This base produces Throwing Axemen.
    
    WALLS: Your base area is very open, which makes walling difficult.  After 
    exploring the immediate area, you want to wall the E pass and most of the N 
    pass to focus all attacks.  After that, keep building Walls as you advance to 
    focus all enemy attacks to one point.
    
    WALKTHROUGH: You're in the Heroic Age, but you get no God Powers or MU's.  
    You only get Murmillos and Arcuses.  Get your economy up with two Citizens on 
    wood, five on food and three on gold.  In general, since Atlantean Citizens 
    are equivalent to almost three from the other cultures, you should rotate 
    their placement on resources until you get to the point where you're placing 
    the excess ones on more important resources.  So place them in this order: 
    food, wood, gold, food, wood, gold, food, gold, food, food.  This idea 
    remains true for the entire campaign.
    
    Explore the area around your base and kill any Arctic Wolves.  The first 
    attack will come before you can build a Wall, but when you get the chance, 
    wall in most of the large N pass and the entire E pass, leaving only a small 
    gap at the E end of the N pass.  Build more Murmillo and Arcuses to support 
    your defenders.  Once you've focused enemy attacks, get Guild and Armory 
    improvements and keep building an army.
    
    Keep pushing N while walling to the E.  This will give you access to more 
    resources.  Krios will periodically provide Fire Siphons, which are the only 
    siege units you get.  When you have two Siphons and a good army, charge to 
    the N corner to take out the three Longhouses.  Leave some forces behind at 
    your chokepoint.  Next, charge and destroy the yellow Longhouses in the 
    center of the map.
    
    This will wake up the purple base.  The Ulfsarks and Raiding Cavalry are weak 
    against your units, but the purple Throwing Axemen counter your Murmillos, so 
    you'll need plenty of units to take this base.  Once you get your fourth Fire 
    Siphon and have an army at capacity, charge E and take out the purple base.  
    When it's down, send five Citizens into the Sky Passage.  Exit them from the 
    Sky Passage to the S and start building a TC to end the mission.
    
    
    
    -----------------------
    [[4.2]] Atlantis Reborn
    -----------------------
    
    STARTING AGE: Archaic
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: You get no MU's in this mission, but you get God Powers and 
    improvements from the Minor Gods.  Oceanus for Bite of a Shark, a Murmillo 
    improvement.  Hyperion for Heroic Renewal, which lets Heroes regenerate and 
    will be one of the main ways you heal units in this campaign.
    
    MAP LAYOUT: The only pass into your base is to the SW past the Berries.  
    Plenty of all resources are in the area, but eventually you'll run out of 
    gold.  A free Settlement is to the SW.  The large Greek base may be reached 
    by following the path SW then turning SE at the Settlement.  Various relics 
    are scattered across the map, so get them when you see them.
    
    WALLS: None at first.  After taking the Settlement to the SW, wall off most 
    of the large pass to the SE to focus enemy attacks.
    
    WALKTHROUGH: Two Hoplites will attack from the SE immediately, but all 
    further attacks can be intercepted by heading SW past the Berries and holding 
    the chokepoint there.  Get up a Barracks to build a few more Murmillos and 
    Arcuses, but otherwise just get plenty of Citizens for your economy.  There's 
    no rush to get to the Settlement to the SW, so just get your resource 
    gathering going.  At some point, send a few units SE to destroy the few Greek 
    forces there and liberate the relic, then have Kastor (or a Murmillo Hero) 
    retrieve it.
    
    Repair all three nearby Overgrown Temples (including the one E of your TC).  
    Upon repairing each, you will receive a Behemoth, which is a great siege MU, 
    plus they regenerate, so they're great for taking the minor damage from the 
    Greek attacks.  Plenty of attacks will come, but they'll be weak at first, so 
    just keep Kastor out front.  Upgrade fully before moving forward, and build a 
    Palace at the chokepoint to help in defense.
    
    The attacks will get much stronger, so add plenty of Murmillos and Arcuses to 
    your defenders.  At some point, they might drop an Underworld Passage in your 
    base.  The location of the relic is a favorite spot.  Just replace any 
    Villagers you lose to this and destroy the Passage.  Until you destroy it, 
    this will be their primary means of attack, so focus your entire army on 
    this.  You'll mine out the gold at some point, so with three Behemoths and a 
    balanced army of fully-upgraded Murmillos and Arcuses built to capacity, 
    charge SW.  Bring along two Villagers as well.
    
    After clearing away the small presence, set up your defenders SE of the 
    Settlement, wall off most of this large pass to focus their attacks, build a 
    Palace for support and build four Barracks for reinforcements (their attacks 
    get MUCH stronger now).  There's an overgrown Temple just to the E and 
    another one that you passed by to the N of the Settlement.  Repair both for 
    two more Behemoths (you should wall in the E one), and get another TC up.  
    The attacks from now on are brutal, so use your Barracks to constantly train 
    more Murmillos.
    
    You now have a great forward base, so explore the area to the S to find three 
    relics that Kastor (or Murmillo Heroes) can bring back.  The Greeks build 
    reinforcements at a ridiculous rate, and the only counter is to do the same 
    yourself.  You could try building a Sky Passage, rallying your four Barracks 
    to it and then building forward Sky Passages as you progress, but the 
    attrition is going to be so high in this attack that I prefer to just build 
    more Barracks as I move forward.
    
    The five Behemoths are the only siege you need for now, so once you have a 
    balanced army to capacity (around 20 Murmillos and 20 Arcuses), charge SE 
    with your army and two Villagers.  Build two to three more Barracks just NW 
    of their Gate once you're fully engaged and keep training Murmillos from 
    these as the fighting continues.  You'll eventually break through and take 
    down their Military Academies with your Behemoths.
    
    To the S of the pass are some more Gold Mines, so hold in the three way 
    intersection and clear out the area to the S.  DON'T charge into the city 
    now.  The attrition you've faced so far is nothing compared to what you'll 
    get in the city.  Build four more Barracks in the three-way intersection: 
    you'll need them this close to the front.  Also build a Palace to the S and 
    get your Villagers mining the plentiful Gold Mines there.
    
    You'll have a very tough time maneuvering your Behemoths with all the 
    infantry, cavalry and archers in the Greek city, so delete them and build 12 
    Destroyers instead.  Remember that you only need to destroy the TC, so once 
    you're engaged, break through the wall to the Docks with your Destroyers and 
    then sneak them to the TC.  This might not work, since they have some cavalry 
    stationed by the TC, so you may have to send a second force.  Just make 
    certain that your four Barracks are in constant Murmillo production (since 
    you shouldn't be losing Arcuses), and you'll break through eventually.
    
    
    
    -----------------------------
    [[4.3]] Greetings from Greece
    -----------------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: You have no way of building more Villagers, but there are eight 
    Plenty Vaults on the map.  There are also several Statues of General Melagius 
    which each give some bonus when destroyed.  See the walkthrough for details.
    
    WALLS: Tons, see the walkthrough.
    
    WALKTHROUGH: Start building a Temple, two Barracks and Palace by the Sky 
    Passage, with the Palace furthest N to help in defense.  Send Kastor SE to 
    take control of the undefended Plenty Vault and send your Murmillos E to 
    destroy the Statue of Melagius in the fishing village.  You'll get control of 
    a Market, two Docks and two Fishing Ships.  Get the ships to fishing and 
    return your military to defend your buildings.  No need to kill the 
    Villagers.
    
    You'll get two more Villagers among your reinforcements.  Send one wall off 
    the N end of the fishing village, then put them all on resources as needs 
    dictate.  Get upgrades (particularly Stone Wall and Medium and Heavy 
    Infantry) when possible, but focus on defense first.  You'll be short on 
    lumber for a long time, so don't rush to Manors.  After the first attack, go 
    NE and destroy the Statue of Melagius.  You get five Sentinels there, but 
    they're pretty weak, so put a Wall NE of them.  You'll also need to counter a 
    small attack immediately.  At some point (not sure what the trigger is), a 
    large attack may come from the E.  The Wall will stall it until you can 
    respond.
    
    Now sit back and build up an army of around 30 fully upgraded Murmillos and 
    10 fully upgraded Arcuses.  Lumber is extremely rare for now, so forget about 
    Satyrs.  Also choose one Villager as your builder and upgrade him to Hero so 
    he'll build faster.  Get Heart of the Titans and Heroic Renewal and start 
    turning wounded Murmillos into Heroes to let them regenerate.  Not only are 
    they a little tougher, but many MU's do reduced damage to Heroes.
    
    After an attack, head N with your army and stop just SW of the Plenty Vault, 
    but don't take it.  Wall off the pass to the W and build a Sky Passage, then 
    rally your military buildings to the Sky Passage at home.  This is how you'll 
    get reinforcements to the front.  Once you take this Plenty Vault, the 
    attacks get much larger, which is why you should get the Sky Passage up 
    before you take it.  This battle is also a good time to use a Shockwave God 
    Power.  You'll get a flying healer MU called a Caladria at some point. 
    Protect her: you only get one.
    
    You'll hold here for a while, since you've probably mined out your gold and 
    are depending on the Plenty Vaults at this point.  Pull wounded Heroes out of 
    combat to save on costs, and you should be able to hold here indefinitely.  
    Also, wall around the entire N side of the Plenty Vault, but leave a gap for 
    their attackers.  This will prevent them from retaking it every single time 
    they attack, and it's safer than holding to the N of the Vault.
    
    At this point, you've basically secured victory, but there's still a whole 
    map to explore.  Explore as little or as much of it as you want, then keep 
    inching N and building Walls to funnel their attacks and Sky Passages to 
    reinforce your army.
    
    When you're ready to finish, take the Plenty Vault NW of General Melagius and 
    hold here.  Their attacks will be minimal at this point.  Now build to 
    capacity an army of your choosing, but include 30 Arcuses to focus fire on 
    the General.  Remember that upgrading a unit to a Hero increases its use of 
    population spots by one, so build to capacity before upgrading.  You don't 
    have to upgrade everyone (it's tedious to wait for the Favor to accumulate), 
    so just charge in when you have plenty of Heroes.  Enemy reinforcements will 
    appear when you engage the General, so keep your Arcuses focused on him.
    
    
    
    --------------------
    [[4.4]] Odin's Tower
    --------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: This one's weird.  Initially, there are four unconnected land 
    areas separated by cliffs: your starting location in the S corner, the E 1/3 
    of the map, the middle 1/3 and the NW 1/4.  A short time into the mission the 
    Forest Fire God Power will level the forest at the E end of your base, 
    connecting you by land to the E area, so all attacks will come from here.  
    Your initial area has Berries around the TC, a little Herding, Hunting and 
    Fishing, three Gold Mines (12000 gold total), adequate forests and a relic at 
    the W end.  The E area has one free Settlement and one enemy TC.  For more 
    info, see the walkthrough.
    
    WALLS: None at first.
    
    WALKTHROUGH: This is my favorite mission in the campaign, just in terms of 
    fun and wackiness.  Get your economy going as usual.  Build two Barracks, 
    some Manors and a Temple immediately, and don't chop lumber at the E forest 
    (since it'll get burned to the ground).  You need at least a dozen units (a 
    mix of Murmillos and Arcuses) to comfortably counter their first attack, plus 
    get at least the Medium Infantry upgrade.
    
    After the first attack is over, build a Palace where the forest used to stand 
    in order to support your defenders.  Always have at least 20 defenders, and 
    the attacks will be easy to repel.  Upgrade everything and build an army of 
    five Behemoths (all the siege you'll need) and up to capacity with an even 
    mix of Murmillos and Arcuses.  You don't get Heroic Renewal and few MU's 
    attack, so don't bother upgrading to Heroes.
    
    The free Settlement to the NE is defended by two Hill Forts, two Towers and a 
    Temple, so take it down with your army and defend by the circle of stones to 
    the N.  Build a TC and two Barracks, and also build a Wall just NE of the two 
    Gold Mines NE of the Settlement.  With the higher population limit, build up 
    to full, and with the second Settlement bringing in Favor, you can afford to 
    add some Prometheans.  Then go N to wipe out their main base.  
    
    You're now completely safe.  Level Odin's E Temple with either the 
    Deconstruction God Power or with Arcuses.  Despite what it looks like, you 
    have infinite uses of both of your God Powers.  Then Time Shift a Temple up 
    there.  You'll have to use the Vortex God Power to move your army to the 
    central area, but first rebuild to max.  You have no way at all to heal units 
    in this mission, so delete any units that have sustained more than 10% damage 
    and replace them (silly, but true).
    
    You'll be teleporting to the area SW of your newest TC, so scout the area 
    with an Oracle.  When you're ready, use Vortex and micromanage this battle.  
    They have tons of units and buildings, so don't take this victory for 
    granted.  With this area clear, replace the second Temple to Odin.  Build 
    your army back up again and then use Vortex on the open area N of the W end 
    of this region.  This battle is no tougher than the first one.
    
    Finally, replace the final Temple to end the permanent Lightning Storm.  The 
    Tower of Odin has 100% armor (sweet), so you have to use a special God power 
    to deconstruct it.  Way to desecrate the Norse.  Boo-yah!
    
    
    
    --------------------------
    [[4.5]] The Ancient Relics
    --------------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Heroic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: You start near the center by a free Settlement and a Temple of 
    Kronos that must not fall.  Across the river to the NW is a free Settlement 
    with tons of resources around it.  There are three passes into the central 
    area: to the N, SE and S.  The four relics are revealed to you and are 
    guarded by four separate enemies.
    
    WALLS: Wall off the passes N and SE of the Temple of Kronos, then defend at 
    the S pass.  Don't bother walling your resource-gathering base in the NW, it 
    very rarely gets attacked.
    
    WALKTHROUGH: Time to desecrate the Egyptians.  Send three Villagers NW across 
    the river, get a TC up and get your economy going with plenty more Villagers.  
    Meanwhile, use your fourth starting Villager to wall off the passes N and SE 
    of the Temple of Kronos and then to build two Barracks, a Guild and some 
    Manors.  You don't get Kastor, probably because this is happening in parallel 
    with the last mission, so you're going to need to buff up your forces fast.
    
    Get more Murmillos and Arcuses and upgrade them when possible.  Build a 
    Palace at the S pass to help you defend as well.  There are two main things 
    to worry about early on.  First, one of their early attacks will include the 
    Bronze God Power, and the best way to combat that is to have plenty of 
    Murmillos out there fighting.  Second, they'll start hitting you with MU's a 
    little ways in, so research Heroic Renewal (which you get!) and upgrade your 
    Murmillos to Heroes when you can afford it.
    
    Note: The enemy may at some point land some troops by transport on the shore 
    of your resource-gathering base.  If you're fast, this won't happen.  Even if 
    it does, ringing the Town Bell is usually enough to defeat them.  If you're 
    paranoid, you could always send four Murmillos back here when you get the 
    chance.
    
    Don't bother building Automatons.  The Favor trickle is much better used 
    upgrading your Murmillos to Heroes and researching upgrades, although a few 
    Satyrs are a good investment when you can afford them.  Build up your army 
    and upgrade to full.  There's really no rush to get the relics.  When you 
    have a good army (including some Destroyers), take most of it SE to get that 
    relic.  There's no real base here, but there's a Wall and plenty of defenders 
    (including two Avengers).  Bring back the relic with one of your Heroes to 
    get the Tornado God Power, though I've never used it.
    
    The relic to the NE is pretty poorly defended, though you need ten Destroyers 
    to break through and tear down some buildings while you're there.  When 
    you've built to max capacity, take about half your army NE to get that relic 
    next.  Garrisoning it gets you the Bronze God Power, which doesn't affect 
    your Hero Murmillos but can keep your Destroyers alive for a long time.
    
    The remaining two bases are substantial.  After an attack from the yellow 
    base, charge all but a handful of units S then W to take the relic in the 
    orange base.  It's a long battle, but you'll win without too much trouble, 
    particularly if you use the Bronze God Power.  Don't bother leveling all 
    their structures.  That's tedious, and the mission will end soon.  Just get 
    the relic back to get the Earthquake God Power.  Now there's a God Power we 
    can use!
    
    Build to full (including twelve Destroyers) and let your Heroes heal.  The 
    orange base probably isn't a threat anymore, but you could always leave a few 
    troops behind.  Take your forces due E towards the last relic.  They have 
    multiple Barracks, Migdols and Citadel Walls, so use Earthquake at some 
    point.  Get the final relic back to the Temple of Kronos to end the mission.
    
    
    
    ---------------------
    [[4.6]] Mount Olympus
    ---------------------
    
    STARTING AGE: Archaic
    
    AGE LIMIT: Archaic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: See the walkthrough.
    
    WALLS: None.
    
    WALKTHROUGH: There are four Temples on the map that will turn any unit other 
    than Kastor into a specific MU associated with the Temple (Cyclops, Valkyrie, 
    Manticore or Hydra).  Note that MU's will also be transformed, so you can 
    change them multiple times.  Also, you will periodically get infantry 
    reinforcements, but the enemy will periodically get human reinforcements near 
    your Sky Passage.  So whenever you get more units, send them to the Cyclops 
    Temple, and they should slaughter the enemy easily.
    
    Minor warning: One of the early enemy reinforcements near your starting 
    position is the Hero Bellerophon.  Since Heroes slaughter MU's, defeat him 
    with your Murmillos instead of turning them into Cyclops.
    
    Immediately send your four infantry to the Cyclops Temple to the NE.  Six 
    Hippikons will attack soon, and Kastor needs help.  Remember that the 
    Cyclops' special attack is to pick up a unit and throw it, so micromanage 
    them in this mission to use it, because they tend to wander quite a bit.
    
    You'll quickly get three more infantry, so send two due E to the Valkyrie 
    Temple, and turn the other one into a Cyclops.  Except in certain tough 
    battles, you shouldn't lose any units, so use Valkyries to heal (and put them 
    on Stand Ground).  Head NE to destroy the Shrine.  Your Cyclops are tough, 
    but use Kastor to soak up damage whenever possible, and remember to heal 
    constantly.  When you destroy the Shrine, you'll get one use of the Curse God 
    Power.
    
    Head back to your Sky Passage, then SE to destroy another Shrine, for which 
    you get two uses of the Bolt God Power.  You'll also be attacked from the SE 
    by Jason (a Hero), so put Kastor down there and take him down quickly.  Next, 
    fight your way to the flagged area to the N.  Try to draw only half the force 
    at first.  Clear out the area and destroy all nearby Walls.  You'll get an 
    Underworld Passage to the E corner.  Leave one Valkyrie and two Cyclops here, 
    just in case.
    
    Go through the passage and delete all the Walls and Gates around you.  
    They're just annoying.  Send Kastor alone to take the Manticore Temple to the 
    N.  Perseus and Chiron are there (to the NE of the Temple), and they 
    slaughter MU's, so you want them focused on Kastor.  Destroy the Shrine NE of 
    the Temple to get one use of the Traitor God Power.  Next, head E of your 
    Underworld Passage to destroy a Military Academy to get one use of the Bolt 
    God Power, one use of the Curse God Power and an upgrade to turn your Cyclops 
    into Elder Cyclops.  However, this will also cause several human units and a 
    Wall to appear, so have most of your army here to handle it.
    
    Head due W and destroy a Shrine to get another use of the Traitor God Power, 
    but be prepared to defeat two Gold Colossi.  To the SW of your Underworld 
    Passage is the Hydra Temple and a MASSIVE battle.  You'll lose a few Cyclops, 
    but you shouldn't lose more than six or so in the worst case, which is fine.  
    Wipe out the base, then heal to full.
    
    Head W with Kastor, three Cyclops and all your Manticores to find a Transport 
    ship.  Load your melee units and cross to the island, then have your 
    Manticores help your Hero ships defeat the Scylla.  Destroy the Shrine to get 
    two Bolt God Powers.  It will only show four available God Powers, but you do 
    have five.  Now you could just assault the summit from the S, but what fun is 
    that?  Let's finish off the forces to the N first.
    
    Change some units to Hydras, then charge NW from your Passage.  Again, you'll 
    take some losses, but fewer than before.  After the battle, send Kastor alone 
    to the W, then N to take out the Shrine surrounded by Shades, for which you 
    get two uses of the Ancestors God Power.  Reveal the Fortress to the S with 
    Kastor, then return to your other forces.
    
    For the final assault, charge the Fortress first, then the two lines of 
    Walls.  Plenty of enemies will appear by the end, so use every God Power you 
    have.  In particular, use your Bolt God Powers to kill enemy Heroes quickly, 
    and use the Ancestors God Power immediately.  The Traitor God Power doesn't 
    work on Heroes, so it's not that useful.  With the enemy Heroes out of the 
    picture, just break through both Walls and walk Kastor into the clearing.
    
    
    
    --------------------------
    [[4.7]] Betrayal at Sikyos
    --------------------------
    
    STARTING AGE: Mythic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: The center of the map is the city of Sikyos, which the Titan will 
    destroy over the course of the mission.  The N end of the map contains Kastor 
    battling against the Tricked Atlanteans, but you can ignore them.  You're in 
    the S portion of the map with plenty of resources around, most importantly 
    the two Large Gold Mines E of your TC.
    
    WALLS: Wall off the passes to the NW and SW of your TC, leaving the N pass 
    open.
    
    WALKTHROUGH: This mission is so absurdly easy that I'm pretty sure it was 
    included mainly for plot purposes.  You can completely ignore Kastor's 
    battle.  You will be attacked solely by masses and masses of Prometheans, 
    which means that you only need to mass Priests.  That's it.  Wall in the 
    passes NW and SW of your TC and get a few Villagers gathering food (in order 
    to build more Villagers) and at least a dozen on the Gold Mines E of your TC, 
    then build two Temples and start massing Priests.
    
    You also need to build three Rocs and send them to Kastor's base to end the 
    mission.  You start with enough Favor for this, but you could always build a 
    couple of Monuments anyway.  Just be sure to get them there before the timer 
    expires.  With around three minutes left, the Titan will come towards your 
    base.  Draw him to the NE with a Priest to stall him.  The Ancestors God 
    Power also stalls him for a bit.  As long as you're alive when the timer 
    expires and there are three Rocs over Kastor's TC, the mission will end in 
    success.
    
    
    
    ----------------
    [[4.8]] Cerberus
    ----------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: I usually don't bother upgrading, but Horus for the Avenger if I 
    do.  With all the Priests you'll have, the best MU is the one that's going to 
    survive each battle to get healed, and that's the Avenger.
    
    MAP LAYOUT: Your base is in the N corner of the map.  The Guardian and Son of 
    Osiris whom you need to defend are S-SW of your base.  An Allied TC is in the 
    E corner.  Some Hunting is in your base, but no Gold Mines are available.  
    Relics are scattered around the map, but you'll have more important things to 
    do.  The enemy attacks will come from five directions: from W of the 
    Guardian, from S of the Guardian, from E of the Guardian and through the two 
    passes at the NE middle of the map.
    
    WALLS: Wall off the N of the two passes at the NE.  Also build Walls to the W 
    and E of the Guardian to channel all attacks to a chokepoint in the S.  
    Building these Walls is the absolute first priority, as they will become 
    immensely difficult to build shortly into the mission due to attacks.
    
    WALKTHROUGH: Welcome to the most difficult mission of the campaign.  There 
    are a few things you need to do to secure your position.  Doing them while 
    being attacked every few seconds on multiple fronts is the trick.  Here is 
    what needs to be done, not necessarily in order:
    1. Wall off the N of the two passes at the NE.
    2. Build Walls around the Guardian to funnel all attacks to a small 
    chokepoint to the S.
    3. Upgrade your Walls at least once.
    4. No Gold Mines are available to you, and you can't build Caravans, so you 
    have to find stray Caravans on the map and send them to the Allied TC for 
    gold.  They will, however, provide plenty of gold.  Here are their locations:
      - Three Caravans E of TC (in small shaded area)
      - Two Caravans at NE middle of map (again in small shaded area)
      - Two Caravans on raised plateau just SW of Temple at NE middle of map
      - Four Caravans NE of W corner
      - Two Caravans a bit SW of the Guardian
    5. Get Ajax to the far E pass, and get Kastor and Amanra to the Guardian.
    6. Build five Monuments.
    7. Put up two Temples just N of the Guardian to train defenders.
    8. And, of course, build an economy.
    
    Once the Walls are up, your life becomes much easier, but the AI loves to 
    attack your Villagers while they're building Walls.  You'll be hit by plenty 
    of MU's, but later on they'll send masses of human units.  So get some 
    Priests early, but be sure to get those Monuments up so you can get Scorpion 
    Men, particularly in the W.  Once you have all your defenses up and plenty of 
    defenders at both chokepoints, the mission is a breeze, so don't be shy about 
    using the Son of Osiris for defense early.  You won't need him later, so 
    he'll have plenty of time to awaken the Guardian.
    
    On Hard difficulty, they'll fly in three Rocs with some MU's to your TC at 
    some point.  Four Priests are adequate to handle this (along with the Town 
    Bell), but if you don't get them there in time, just ring the Town Bell 
    anyway to stall.
    
    Well before the Guardian awakens, Cerberus will start marching towards him.  
    However, it's very easy to use a Priest to draw Cerberus all the way to the W 
    corner, which stalls him adequately.  The Guardian beats Cerberus one on one, 
    so just finish off the Titan once your bad boy awakens.
    
    
    
    ---------------
    [[4.9]] Rampage
    ---------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: It really doesn't matter.
    
    MAP LAYOUT: A free Settlement for your TC is in the E corner.  The enemy 
    crushes the two towns along the NW edge of the map then builds over them.  
    Four more towns are on the Titan's winding path to your base.  Plenty of 
    resources are in your base.  Passes into your base are to the far NW and to 
    the SW.  Two relics are in the E corner (trickle of gold) and in the S corner 
    (infantry do more damage to Titans: cute).
    
    WALLS: Wall off the pass where your forces start to block entrance into your 
    base from the NW.
    
    WALKTHROUGH: The Titan will rampage to the N corner, then to the NE middle, 
    then to the SW middle, then to the S corner and finally to your base in the E 
    corner.  Folstag calls to the Nidhogg, which takes its sweet time in getting 
    here.  Folstag also has the special ability to freeze the Titan for a very 
    long time, but the recharge time is approximately double the freeze time.  So 
    you can keep the Titan frozen for half the time.  Unchallenged, the Titan 
    will reach your base long before the Nidhogg does.
    
    Head SE to the Settlement, walling off the NW pass on the way, then build a 
    TC.  The Norse traitors will send attacks against your base regardless of 
    what the Titan is doing.  They consist of a few Jarls and many Hersir and 
    Throwing Axemen.  You'll periodically get one Frost Giant from each allied 
    Settlement still standing, so all you need to do for defense is upgrade to 
    and build Champion Throwing Axemen.
    
    You have time to get your economy up and running while the Titan is taking 
    down the first two towns, since several enemy units will be with him during 
    these attacks.  (Interesting note: Folstag's breath does not freeze anyone 
    but the Titan.  Unpleasant discovery to make.)  Place the Healing Spring at 
    the pass where you'll be doing the fighting and get up to max capacity with 
    fully upgraded Champion Throwing Axemen.
    
    Once the Titan is on its own in the NE corner of the map, do the following.  
    Freeze him with Folstag, then attack him.  Feel free to tend to your base at 
    this point.  When you hear the sound signifying that Folstag is being 
    attacked, move him to the TC to the SW.  By the time he gets there, his 
    special ability will be recharged, so use it again and keep attacking.  When 
    the Titan unfreezes, walk back to the NE.  The freezing of the Titan is a 
    great time-waster, but so is getting him to follow Folstag across the map, 
    and Folstag regenerates.  If the Norse traitors find Folstag, run him through 
    the NW pass into your base.  No one will follow him through that.
    
    When the Nidhogg arrives, pull Folstag back to your other forces.  When the 
    Titan gets there, freeze him and attack him with at least Folstag and the 
    Nidhogg.  Note that the Titan can't attack the airborne Nidhogg, and the 
    Nidhogg isn't nearly as powerful as the Guardian in the previous mission, so 
    you need Folstag's freezing breath for this battle.  The Titan tends to be 
    surrounded by Norse traitors at this point, so use your army to slaughter 
    them, then focus on the Titan.  He should go down in no time.
    
    
    
    ----------------------
    [[4.10]] Making Amends
    ----------------------
    
    STARTING AGE: Heroic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: Again, it really doesn't matter.
    
    MAP LAYOUT: Your base is in the W corner, the only enemy base is to the NE 
    near the N corner (one Settlement each).  Four more Settlements in the E half 
    of the map are being patrolled by the Titan.  Some Hunting is in your base, 
    but forests must largely be provided by the Gaia's Forest God Power.  Gold is 
    limited in your base, but there is plenty more in the enemy base to the NE.  
    Passes into your base are to the NE and to the E.  The only relic on the map 
    is in the S corner (infantry do more damage to Titans: again, cute).
    
    WALLS: At the E end of your base, build Walls to the SE and SW of the Medium 
    Gold Mine.  All attacks will then come through the pass NE of your TC.
    
    WALKTHROUGH: Get up a TC, a Gaia's Forest and plenty of Villagers.  You're 
    limited on gold in your base, so don't get the final set of Armory upgrades 
    (which cost several hundred gold each).  With Walls in place to the E, all 
    attacks will come from the NE so place three Spider Lairs at that chokepoint.  
    The attacks will consist of small groups of Prometheans (easily handled by 
    your Heroes) and tons of human units.
    
    Back your Heroes with Murmillos and Arcuses.  Get to the Mythic Age for the 
    Champion Infantry and Archer upgrades, then get five Behemoths and build your 
    army to capacity.  You should be able to take out the base to the NE with 
    this force, giving you access to another Settlement and plenty of resources.  
    Wall off most of the E pass, leaving only a small gap, since the Titan will 
    still send small groups of Prometheans against you (easily handled by your 
    Heroes).
    
    Now, upgrade to full and prepare the force that will take down the Titan.  
    Thirty fully upgraded Murmillo Heroes are actually sufficient (in addition to 
    Kastor, Ajax and Amanra), but you may want to prepare some backup Murmillo 
    and Arcus Heroes just in case.  When the Titan leaves the N Settlement, send 
    your army there, followed by five Villagers to build a TC.  Then send them 
    (with some military support) to build another TC to the SW after the Titan 
    leaves that area.  With four TC's built, the Titan will be weak enough for 
    you to destroy, so wait for him to reach you and bring him down hard with all 
    your mighty Hero goodness.
    
    
    
    --------------------------
    [[4.11]] Atlantis Betrayed
    --------------------------
    
    STARTING AGE: Mythic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: See the walkthrough.
    
    WALLS: None.
    
    WALKTHROUGH: The first part of this mission involves slaughtering tons of 
    Automatons with your Heroes while trying to protect your Murmillos.  Hit your 
    Murmillos with Valor immediately to give them a fighting chance.  Also, pick 
    up the relic by your starting position (Heroes do more damage to MU's).  When 
    the attacks in the SE middle of the map are done, send your Heroes W to the 
    Sky Passage (but leave your Murmillos behind).
    
    Also, get plenty of Fishing Ships going, and get the resource upgrades.  Your 
    ships should provide sufficient food, so get your Villagers going on gold and 
    wood.  Unload your Heroes from the Sky Passage far to the W, then slaughter 
    all the Automatons here.  Get these Villagers working too and get your Heroes 
    into any nearby Sky Passage.  Unload from the Sky Passage at the N corner and 
    use the Murmillos (who can all likely be upgraded to Heroes by this point) to 
    help out.
    
    Place your Heroes just S of the N base on Defensive Stance, and they'll hold 
    indefinitely against the Automatons being sent.  Get all the upgrades you 
    want, and build five Fire Siphons and a balanced army to capacity of 
    Murmillos (or Fanatics, if you prefer) and Arcuses.  Then upgrade them all to 
    Heroes.
    
    When your army is ready, charge towards the Sky Passage in the center of the 
    map.  Keep your Fire Siphons close by to take down Palaces and Gates.  When 
    you break down the Gate near the Sky Passage, the enemy will invoke the 
    Tartarian Gate God Power.  Target the Gate with your Fire Siphons and 
    slaughter the MU's coming out.  DO NOT move forward without dealing with the 
    Tartarian Gate.  When you get very close to the Sky Passage, the enemy will 
    invoke the Meteor God Power, so just target the final Gate with everything 
    you have and garrison Kastor, Ajax and Amanra in the Sky Passage as soon as 
    you can.
    
    
    
    --------------------------
    [[4.12]] War of the Titans
    --------------------------
    
    STARTING AGE: Mythic
    
    AGE LIMIT: Mythic
    
    GOD CHOICES: N/A
    
    MAP LAYOUT: There are four Gaia Pools, approximately in the SW, NW, NE and SE 
    areas of the map.  Resources are scattered non-uniformly across the map.  The 
    middle of the map belongs to Kronos' forces.
    
    WALLS: None.
    
    WALKTHROUGH: Kronos has been a bad, bad boy, so we need to call out his mommy 
    to spank him!  Seriously, how awesome is that?  The SW Gaia Pool has three 
    Gold Mines near it, so that's where I like to set up camp.  Head everyone W 
    and start Hunting the populous Crowned Crane, chopping and mining by the SW 
    Gaia Pool.  Put most of your units just E of the Pool to defend against 
    attacks from the N, but leave Ajax and a few units to the SE.
    
    There are some Spiders underground just SE of the Pool that will eat your 
    human units (other than Villagers and Heroes), so just avoid them.  Get up 
    two Barracks, a Temple, a Guild and five Manors.  VERY important note: Units 
    can garrison inside Manors.  Your Villagers will essentially be gathering on 
    the front lines, so distribute your Manors and garrison your Villagers in 
    them when attacks come.
    
    You'll get three sets of reinforcements from the Greeks, Egyptians and Norse, 
    respectively.  They'll include three more Villagers, so you'll have six 
    total.  Don't lose a single one!  Defend with Murmillos, Arcuses and the 
    units you get, but don't bother with MU's.  Once you're fully upgraded and 
    get an army up to capacity, divide it into four approximately equal groups, 
    then send three to the three other Gaia Pools.
    
    The attacks that come before you build the Summoning Trees will consist of 
    primarily human units, but the attacks afterwards will involve largely MU's.  
    So after you send your armies off to the different Trees, save your resources 
    to upgrade your Murmillos to Heroes whenever you get attacked.  You'll also 
    get some MU's at each Tree you build.
    
    With around five minutes remaining, Kronos will break out of Tartarus.  Use a 
    Chariot Archer or Cavalry unit to lead him around the map for five minutes.  
    It's silly, but you have to do it to save the Trees.  When Gaia gets 
    summoned, it's all over.  She regenerates faster than she can be harmed 
    (including by Kronos), so just charge her N to take out her naughty boy.
    
    
    
    +++++++++++++++++++++
    [[5]] Version History
    +++++++++++++++++++++
    
    Version 1.00: This is the first complete version of this guide.
    
    
    
    +++++++++++++++++++++
    [[6]] Acknowledgments
    +++++++++++++++++++++
    
    I'd like to thank:
       - the people at Ensemble Studios and anyone else involved in the making of 
    this great game.
       - the people at www.heavengames.com and the creator of their Walkthrough 
    for the Fall of the Trident campaign.  I have developed my own strategies, 
    but the map summaries at this domain are excellent.
    
    
    
    +++++++++++++++++
    [[7]] Legal Stuff
    +++++++++++++++++
    
    I certify that this document is my own original work based on Ensemble 
    Studios' game Age of Mythology.  All copyrights and trademarks related to the 
    game belong to their respective owners.  This document may not be reproduced 
    under any circumstances except for personal, private use.  It may not be 
    placed on any web site or otherwise distributed publicly without advance 
    written permission.  Use of this guide on any other web site or as a part of 
    any public display is strictly prohibited and a violation of copyright.
    
    Copyright 2009 Nemanja Isailovic