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    FAQ by Skroll

    Version: 0.4 | Updated: 11/01/01 | Search Guide | Bookmark Guide

                       (       Stronghold FAQ 0.4        ) 
                   :    )         by Skroll             (    :
                   '   (     burnthepriest@home.com      )   ' 
                        )  http://www.disemboweled.net  ( 
    ------[ News & Updates ]------
     v0.4 - Internet connection lost due to unforseen bout
     with networking cable.  Excessive work done in a single
     Sunday, realization of a lack of a life.  Added unit
     information, along with part of the walkthrough.
     v0.2 - Revised menu headings, added table of contents,
     have a structure building.
     v0.1 - FAQ freshly started, castle building started,
     along with some pitch information.  Submitted to GameFAQs.com
    ----------[ Sites ]-----------
     +-+ Firefly Studios (http://www.fireflystudios.com)
         Developers of Stronghold.
     +-+ Gathering of Developers (http://www.godgames.com)
         Publisher of Stronghold
     +-+ Disemboweled.net (http://www.disemboweled.net)
         My site.  Just a plug, it's pretty dull.
     +-+ GameFAQS (http://www.gamefaqs.com)
         The only place you should find this at, if you see
         it anywhere else, report it to me at burnthepriest@home.com
    ------[ Introduction ]--------
       Well, this is my first FAQ I've ever written, so it's part a FAQ, and
     part of an experiment.  I figure, since my early receival of the the
     game, along with alot of extra time to play it, I'd figure I would write
     my findings, along with any information I came up with.
       If you find any errors in my FAQ, fact, grammatical, or otherwise,
     please feel free to contact me.  Also, if you have any additions to the
     game, write me as well.  However, I cannot help with specific parts of
     the game, on an individual basis.  Sorry, but I am working 2 jobs, and
     I can't reply to those kind of questions.
    -----[Table of Contents]------
     1-1 Walkthrough
          1-2-1 Combat Missions
                 1-2-2  Gathering the Lost
                 1-2-3  Finishing the Fort
                 1-2-4  Eliminating the Wolves
                 1-2-5  The Hidden Lookout
                 1-2-6  Between a Rock and a Hard Place
                 1-2-7  The Rat's Proposal
                 1-2-8  Breaking the Siege
                 1-2-9  Dealing with the Devil
                 1-2-10 The Rat's Last Stand
                 1-2-11 The Snake hunt Begins
                 1-2-12 First Blood
                 1-2-13 The Ransom
                 1-2-14 Snake Eyes
          1-3-1 Economic Missions
     2-1 Castle Building
          2-2 Initial Planning
          2-3 Starting the Castle
     3-1 Units
          3-2  The Lord
          3-3  Archers
          3-4  Siege Engineers
          3-5  Spearmen
          3-6  Pikemen
          3-7  Monks
          3-8  Macemen
          3-9  Crossbowmen
          3-10 Swordsmen
          3-11 Knights
          3-12 Laddermen
          3-13 Tunnelers
     4-1 Strategies
          4-2 Pitch Traps
    ------[1-1 Walkthrough]-------
       There's no definitive way to finish the game.  Different strategies
     work in different situations.  This guide will run down possible
     difficulties, and problems I faced in the game.
    1-2-1  Combat Missions
       As the name implies, these missions center around combat, although
     you'll have your share of economic strife.  They almost all revolve
     around you killing off some sort of enemy.
    1-2-1  Economic Missions
       These  missions  are  non-combat  related,  although,  there  are  times
     when  there are  things to kill.  (bears  and wolves and somtimes rabbits).
     You  will deal  with  constant  plagues, hop  weavils,  rabbit  explosions,
     wolf  attacks, and  everything  you  can  imagine,  all trying to hold you
    1-2-2  Gathering the Lost
       Your  army is in  sorry  shape,  indeed.  Site   your keep  somewhere  by
     the  trees.  Place  your granary  anywhere, and plop down  three woodcutter
     huts,  and three hunter  posts.  Place the  woodcutter  huts by  the  trees,
     and the  hunter  posts  nearby the  granary.  Sit  back  and watch your men
     collect  the needed  supplies,  because  you just did  all there  is to  do
     here.  If you can't do this one, might as well give up.
    ----[2-1 Castle Building]-----
       Castle building often depends on your mission.  If you're not to the part 
     of the  game that requires stone to build, don't  worry about it then.  You 
     won't  need it.  Same  with  iron.  I'm  going  to  assume  that  you  have
     available, every  single building and  unit available in the game.  You can 
     substitute  stone for wood, and so  forth, but  it's not until you have the 
     different units that the game becomes really interesting.
    2-2 Initital Layout
       Before laying out a castle, you have to take a few things into
     consideration.  First off, your location.  You wan't the most
     resources available nearby.  You probably don't want trees too close,
     because you cant build walls through them, which gives the enemies
     easy access inside your castle, and soon enough, macemen are charging
     through the walls, slaughering yor archers and crossbow men.  This,
     of course is not good.  So, keep your castle close to tress, but with
     enough space to place infrastructure.
       Next up, is the stone and iron.  Quarrys and mines cost way too much 
     to get destroyed and make you build them over again.  It is best to 
     have them at the rear of the castle, if possible, and defended with archers.  
     So, make sure your castle starts nearby the stone.  Plan to have your 
     farming on the outside of your castle, especially if you're on high ground
     (you can't have farms on dirt).  But keep any production buildings inside
     the walls.
       Last, in combat, elevation is god.  Archers on a tower are great, but
     archers on a tower on a plateu rains wooden (and often fiery) death onto 
     any oncoming attack.  Consider this in your planning.
    2-3 Starting the Castle
       First, place  your  keep  where  you  want  it.  Next, site your  granary,
     as the guy with  the repetitive and  irritating  voice tells  you to.  What
     he doesn't  tell you though, is that the granary will be  there for a while,
     and you  can only build more granaries  attached to the  original, creating
     one big granary.  Therefore, leave room  for a  few more  granaries, so you
     can  stockpile food later.  This  also  leads  to the stockpile, right away,
     build a  few more connecting to the  original  one.  (they're free, anyways)
       Next, wood  choppers  should get cranking, about  three  to  start.  Also,
     an extra hut wont hurt, as long  as your quick on cranking out food.  Start
     with   hunters, they  are  a  nice  starter  food, especially  with  a  low 
     population level.  Once  food starts coming in, build  dairy farms, because 
     they take a bit to start going, but produce a new food source, and multiple 
     types of food increase your popularity.
       Afterwards, either  go for  barracks, and crank  out  some archers, or if
     there's no  immediate  threat, get the rest of  your  infrastructure  going.
     Set up  the walls any way you want, however, crenulate them  as soon as you
     can.  Gates are  a must, and should be heavily  guarded (they are weak, and
     if destroyed,  you  have a  HUGE  gap in your walls).  Multiple  food types 
     should  come  first, and then  you can raise  taxes a bit. Religion  should 
     always come last.
    ---------[3-1 Units]----------
    3-2 The Lord
     Type: Melee
     Requirements: None
     Cost: None
       The Lord is the most important unit in the game, and with good cause.  If
     he should  die, the game's over.  So  protect him.  You  don't  have direct
     control  over him, except for  the  fact that  you can  tell him  to attack
     enemies.  When  there is no combat, he  will just wander around your castle,
     and  talk with your  military  units.  However,  when  a large  siege comes,
     he'll  retreat to the top of your keep.  Put  some sort of defense up there,
     a mixture  of ranged and  melee fighters, to  keep him from  dying too fast.
     His attack is  very powerful, but a  handful of macemen will  kill  him all
     too quickly.
    3-3 Archers
     Type: Ranged
     Requirements: Bows
     Cost: 8 gold
       In the early stages of a mission, Archers are your best defense.  Putting
     them  up on walls, they rain down showers of arrows onto a ttacking targets.
     Their long  range and fast firing, will take down the bulk of a siege force.
     But once  armored units start moving in, they are almost useless.  They are
     best for taking  care  of  laddermen, when  you want  to  concentrate  your
     crossbowmen on more powerful targets.
    3-4 Siege Engineers
     Type: Siege
     Requirements: none
     Cost: 30 gold
       Siege  Engineers  are very  versatile units.  They  are used  to man  any
     mounted  defenses  on your  castle,  and  to  power siege units.  Also,  if
     you are  boiling oil,  they can pour  it onto  enemies attacking you  walls.
     They only cost gold, but die quickly, so protect them well.
    3-6 Spearmen
     Type: Melee
     Requirements: Spear
     Cost: 8 gold
       Spearmen  are another  defense for  the early part of a mission,  or they
     are good  filler  for  a  siege.  They die  quickly, but  are  good  in the
     masses.  Also, you  can line them up on a  wall, to push off any  laddermen
     that  are  on your wall.  They are  also good  for filling in moats  of the
     enemies castles.
    3-7 Monks
     Type: Melee
     Requirements: none
     Cost: none
    3-8 Macemen
     Type: Melee
     Requirements: Mace, Leather Armor
     Cost: 20 gold
    3-9 Crossbowmen
     Type: Ranged
     Requirements: Crossbow, Leather Armor
     Cost: 20 gold
       The Crossbowmen  will be your main defense.  As they  should be, because
     their  attack is very strong, although  a bit slower  than the Archer.  If
     behind a  crenulated wall  though, they  are VERY  strong.  Their  leather
     armor  makes them superior to  the Archer.  A  huge  group  of Crossbowmen
     will  slaughter  the attackers fast, but  don't  make  the  Crossbowmen  a
     replacement  for  Archers.  Crossbowmen's s lower shots  are wasted on the
     laddermen that will eventually be charging your walls.
    3-10 Swordsmen
     Type: Melee
     Requirements: Sword, Metal Armor
     Cost: 40 Gold
       Your elite  footmen, they come in, get the job done, slaughter everybody,
     albeit slowly.  Heavily  armored,  they  move slow, but  shrug off Archer's
     arrows.  Crossbowmen  can pierce  their armor, but  normal  Archer's barely
     hurt   them.  Cover  them  with   supportive   fire,  such  as  Archers  or
     Crossbowmen, and s urround them  with  macemen.  Because   once  they   get
     inside the castle, they will raze it, and bring it to the ground.
    3-11 Knights
     Type: Melee
     Requirements: Sword, Metal Armor, Horse
     Cost: 40 Gold
       Knights are  practically  Swordsmen  on horses.  They  are  armored, move
     fast, and  are very lethal.  Once  again,  they  should be  kept  away from
     groups of  Crossbowmen, because they will  get  cut down fast.  Knights are
     ideal for  probing your  enemies  defenses.  Also,  they work  good for hit
     and run  attacks, destroying  farms  or stone  quarries, and taking off for
     home before the enemy can move his defenses over to them.
    3-12 Laddermen
     Type: Siege
     Requirements: none
     Cost: 4 gold
       Quite possibly  the  worst job in the world, the  laddermen's job  is  to
     rush the  walls a castle  and hold a ladder to it, and  let attackers climb
     up.  Spearmen  can  knock  them off walls  with  ease, so you need  a large
     volume of  them  to work.  They  only  cost  4 gold, so bringing thirty  or
     so of them to attack is not uncommon.
    3-13 Tunnelers
     Type: Siege
     Requirements: none
     Cost: 30 gold
       Tunnelers  are the  perfect  opening for a siege.  Simply put them near a
     castle  you want  to  attack, and  send them to  do  the  dirty work.  They
     tunnel  underground  towards  a castle, and  burn  the  supports underneath.
     They can  take down  towers,  stone and  wodden walls.  However,  they  are
     useless if theres a moat surrounding the castle. 
    ------[4-1 Strategies]--------
    4-2 Pitch Traps
      Pitch traps are a very powerful, one time defense.  Probably the first
    thought that comes to mind, is that you should just lay down a huge pit
    filled with pitch.  This is a very LARGE waste of pitch, and here I'll
    explain why.
      The fire from a pitch ditch spreads quickly.  Well, actually, the initial
    blast is the most fiery, causing a great deal of spread, and a very intense
    A little experimentation revealed some helpful information.  I decided to
    place a single spot of pitch down, and fire an arrow at it.  The results
    are interesting.  Below, is the pitch map I made, rotated 45 degrees, so
    it is no longer isometric.  On each map, I aimed for the center, and hit
    The (&) is the initial piece of pitch I laid down.  Remember, it is only
    one square.  The (.) were spots that weren't burnt, and the (x) is where
    the fire spread.  This is a random occurance, Sometimes the fire spreads
    more, sometimes less.  Either way, its a very large spread for such a small
    piece.  Here's another map.
    Same key.  Lets do some math now.
    On the first map, I laid down one square, and got 25 burnt squares.
    Excellent.  On the second, I laid down 30 squares, and got 67 burnt
    squares.  So, one square produced 24 burnt squares, and 30 squares produced
    37 burnt squares.  Thats only 13 more squares, with 30 times more pitch used.
    Not cost efficient.
    Next example.
    It's hard to read, I know, but its for the sake of warfare. :)  And we
    introduce a new symbol.  (o) is a square that had pitch laid down, but
    wasn't burnt.
    15 squares produced 28 burnt squares, and left 2 unused.  I used half
    as much pitch as last time, (15 less squares), and only produced 9 less
    burnt squares, but wasted 2.  Still, it's more economical, and saves
    precious pitch.  Saving 15 pitch may not seem like alot, but imaging it
    on larger scales.  On a patch 4 times larger, you'd save 60 squares.
    However, you leave spots that aren't getting burnt, and is a waste unless
    you fire a second shot quickly.  Either way, it's a save.
    What does this boil down to?  Well, this helps you think up some
    strategies in building these things.  Heres one of the best set
    ups I've come up with.
    Just keep repeating that pattern.  It uses less pitch, and causes
    a total coverage (most of the time) of the whole area.

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