------------------------------------------------------------------------------ Age of Mythology: The Titans for PC Unit/god FAQ Written by DarthMarth Version 1.0 Started: Tuesday, December 31, 2003 Released: Tuesday, January 6, 2004 ------------------------------------------------------------------------------ 1. Table of Contents 1......Table of Contents 2......Introduction 3......Atlantean Human Units 4......Atlantean Myth Units 5......Atlantean Myth Buildings 6......Atlantean gods 7......Legal ------------------------------------------------------------------------------ 2. Introduction Hello and welcome to my Unit/god FAQ for Age of Mythology: The Titans, the sequel to one of the best real-time strategy games ever. If you don't understand a new Myth Unit or want to know about the Atlantean Minor gods, you've come to the right place! (At least until someone makes a better FAQ) ------------------------------------------------------------------------------ 3. Atlantean Human Units ---Citizen--- Health: 160 Population Used: 3 Damage: 8 Hack Cost: 125 F, 25 W Armor: 30% Hack, 34% Pierce, 99% Crush Age: Archaic Trained At: Town Center Strong Against: Animals Weak Against: Everything Atlantean Citizens are significantly stronger than workers of other pantheons. Although they cost more, move more slowly, and use more population, Citizens build most buildings faster, have more HP and armor, and thanks to their donkeys, they don't need to drop off their resources. Since they are more efficient at everything they do, you'll need fewer Citizens then other workers. Upgrading your Citizens to Heroes makes them even more efficient. Please note that you can only have up to 12 Hero Citizens and 25 non-Hero Citizens. ---Oracle--- Health: 90 Population Used: 1 Damage: No attack (8 Hack after being upgraded to Hero) Cost: 25 F, 35 G Armor: 15 Hack, 5% Pierce, 99% Crush Age: Archaic Trained At: Temple Strong Against: None Weak Against: Everything Oracles are the unusual Atlantean scouts. They start out with nearly no vision at all, but when standing still their vision slowly expands to become huge. They are best placed at key points and used to provide early warning against attacks. Upgrading Oracles to Heroes gives them a weak attack good against Myth Units. ---Llama Caravan--- Health: 115 Population Used: 1 Damage: No attack Cost: 100 F Armor: 40% Hack, 40% Pierce, 99% Crush Age: Heroic Trained At: Market Strong Against: None Weak Against: Everything Finally, a llama unit! Too bad they only serve as Atlantean trade units, with basically the same abilities as other trade units. To use them, have them start a trade route between a market and a friendly Town Center. I think you get more gold the farther your Market is from the Town Center. ---Murmillo--- Health: 110 Population Used: 2 Damage: 8 Hack Cost: 55 F, 35 G Armor: 34% Hack, 10% Pierce, 99% Crush Age: Classical Trained At: Barracks Strong Against: Cavalry Weak Against: Archer, anti-infantry units The Murmillo is a skilled gladiator that makes up the Atlantean's most well rounded force. They specialize against cavalry, but do adequately against most other units. Upgrading them to Heroes makes them tougher and better against Myth Units. ---Contarius--- Health: 120 Population Used: 3 Damage: 10 Hack Cost: 70 F, 40 G Armor: 15% Hack, 15% Pierce, 99% Crush Age: Heroic Trained At: Barracks Strong Against: Archers, Siege Weapons Weak Against: Infantry, anti-cavalry units The Contarius is the Atlantean Cavalry unit, armed with a sharp lance. Like all cavalry, (except Norse Raiders) they are tougher than infantry and take one more population. Though they have relatively weak armor, they have high attack power and speed. ---Arcus--- Health: 60 Population Used: 2 Damage: 6 Pierce Cost: 60 W, 35 G Armor: 15% Hack, 15% Pierce, 99% Crush Age: Heroic Trained At: Barracks Strong Against: Infantry Weak Against: Cavalry, anti-archer units The Arcae are Atlantis' main ranged units. They work much like Greek Toxotes, but have greater range. Like other archers, they are best kept behind your melee units to counter enemy infantry. Like all archers, they work best in groups. ---Katapeltes--- Health: 120 Population Used: 2 Damage: 5 Hack Cost: 60 F, 35 G Armor: 34% Hack, 10% Pierce, 99% Crush Age: Classical Trained At: Counter Barracks Strong Against: Cavalry Weak Against: Everything else Katapeltes are amplified Murmillo, of sorts. They specialize even more against fighting cavalry, but are weak against everything else. (except siege weapons) To stand up to tough cavalry, they have relatively high hack armor, but very low pierce armor. Keep them away from archers, and don't build too many unless your opponent is using almost solely cavalry. ---Turma--- Health: 80 Population Used: 2 Damage: 4 Pierce Cost: 50 W, 40 G Armor: 5% Hack, 30% Pierce, 99% Crush Age: Classical Trained At: Counter Barracks Strong Against: Archers Weak Against: Everything else The mounted, javelin-throwing Turma are Atlantis' Archer counter-units. They have heavy pierce armor and gain huge bonuses against ranged units, but fall easily to everything else. Use them only if playing against huge numbers of archers, and try to use their high speed to keep them safe. ---Cheiroballista--- Health: 85 Population Used: 4 Damage: 4 Pierce Cost: 104 W, 90 G Armor: 25% Hack, 50% Pierce, 75% Crush Age: Classical Trained At: Counter-Barracks Strong Against: Infantry, Ships Weak Against: Everything else Cheiroballistae round out the Atlantean counter units. Although expensive, their large arrows can easily pierce enemy infantry and ships. Keep them close to your archers. ---Destroyer--- Health: 150 Population Used: 3 Damage: 5 Hack Cost: 63 F, 54 G Armor: 30% Hack, 69% Pierce, 99% Crush Age: Heroic Trained At: Palace Strong Against: Buildings Weak Against: Anti-infantry units Destroyers are heavy Atlantean infantry skilled at razing buildings. Armed with a trident, they can demolish structures better than almost every Atlantean unit. Although they are slow, they huge shields protect them from enemy arrowfire very well. Always keep a few in your main army to complement your Fire Siphons. ---Fanatic--- Health: 120 Population Used: 3 Damage: 10 Hack Cost: 75 F, 55 G Armor: 40% Hack, 25% Pierce, 99% Crush Age: Mythic Trained At: Palace Strong Against: Infantry, Cavalry, Siege Weapons Weak Against: Archers, Anti-infantry units These deadly, double-bladed soldiers will quickly become your mainstay units once you reach the Mythic Age. They deal heavy damage, run quickly, and can easily eliminate any human unit other than archers. Because of their huge range of specialties, they are incredibly versatile. Combine them with Destroyers and Contarii or Turma to produce a deadly force that can stand its ground against virtually anything. ---Fire Siphon--- Health: 350 Population Used: 5 Damage: 55 Crush Cost: 248 W, 162 G Armor: 5% Hack, 95% Pierce, 60% Crush Age: Mythic Trained At: Palace Strong Against: Buildings, Ships Weak Against: Infantry, Cavalry These advanced siege weapon raze buildings even better than Destroyers, but you may not want to use them because they aren't as versatile. Although they can't attack buildings from outside arrow range like other siege weapons, they incredible pierce armor more than makes up for this. Because they are so weak to direct attacks, always keep them protected, although their short range may make this difficult. ---Fishing Ship--- Health: 120 Population Used: 1 Damage: No attack Cost: 50 W Armor: 60% Hack, 50% Pierce, 5% Crush Age: Archaic Trained At: Dock Strong Against: None Weak Against: Everything Atlantean Fishing Ships work just like any other civilization's, providing easy food to feed your units. Set them up in protected areas. ---Bireme--- Health: 240 Population Used: 2 Damage: 5 Pierce Cost: 80 W, 40 G Armor: 30% Hack, 15% Pierce, 10% Crush Age: Classical Trained At: Dock Strong Against: Hammer Ships Weak Against: Siege Ships Biremes are light, extremely fast arrow ships that will be the mainstay of your naval force. (if you have one) ---Transport Ship--- Health: 190 Population Used: 2 Damage: No attack Cost: 110 W Armor: 40% Hack, 80% Pierce, 5% Crush Age: Classical Trained At: Dock Strong Against: None Weak Against: Everything Atlantean Transport Ships are also like any other civilization's. Use them to move your units over water. ---Fireship--- Health: 235 Population Used: 2 Damage: 20 Hack Cost: 100W, 50 G Armor: 30% Hack, 15% Pierce, 75% Crush Age: Heroic Trained At: Dock Strong Against: Siege Ships Weak Against: Arrow Ships Fireships are naval-based versions of Fire Siphons, but they specialize in destroying siege ships. Unlike other ships, they have quite high crush armor. ---Siege Bireme--- Health: 470 Population Used: 3 Damage: 6 Crush Cost: 90 W, 81 G Armor: 7% Hack, 50% Pierce, 7% Crush Age: Heroic Trained At: Dock Strong Against: Arrow Ships, Buildings Weak Against: Hammer Ships Siege Biremes are Atlantis' naval siege units. Blessed with long range and crush damage, they can clear areas for your transport ships to land. ------------------------------------------------------------------------------ 4. Atlantean Myth Units ---Servant--- Health: 300 Population Used: 3 Damage: 8 Hack, 4 Crush Special Ability: Heals nearby units Cost: 113 G, 14 Favor Armor: 25% Hack, 30% Pierce, 80% Crush Age: Classical Minor god: Oceanus Trained At: Dock Strong Against: Ships Weak Against: Hammer Ships Servants are artificial aquatic units that can heal nearby land, sea, and air units, as well as deal modest damage to ships and buildings. If you chose Oceanus, bring at least two along with each party of ships. ---Caladria--- Health: 125 Population Used: 2 Damage: No attack Special Ability: Heals nearby units Cost: 90 G, 23 W, 9 Favor Armor: 10% Hack, 20% Pierce, 99% Crush Age: Classical Minor god: Oceanus Trained At: Temple Strong Against: None Weak Against: Archers The Caladria are bird-women that, like Servants, can slowly heal nearby units. Although they can't attack, they can fly, and can only be attacked by ranged units. You should consider bringing at least two along with your armies. ---Promethean--- Health: 175 Population Used: 3 Damage: 10 Hack, 8 Crush Special Ability: Splits in two when killed Cost: 63 G, 9 Favor Armor: 50% Hack, 25% Pierce, 80% Crush Age: Classical Minor god: Prometheus Trained At: Temple Strong Against: Human Units, Buildings Weak Against: Heroes Prometheans are extremely interesting clay men, the first humans created by Prometheus. They are capable melee fighter, heavily armored from hack attacks and dealing hack and crush damage. What makes them interesting is that when killed, they instead split into two smaller clay men and continue fighting! Although they can last a long time, the offspring are very weak. Whether or not you want to use Prometheans is up to you. ---Automaton--- Health: 200 Population Used: 2 Damage: 11 Hack Special Ability: Can repair and rebuild each other Cost: 81 G, 8 Favor Armor: 40% Hack, 44% Pierce, 80% Crush Age: Classical Minor god: Leto Trained At: Temple Strong Against: Human Units Weak Against: Heroes Automata are some of the best Myth Units in the game. Slow-moving, relatively cheap and taking only two population, they seem weak at first. If you build many of them, however, (which is quite easy to do) they can become almost unstoppable. Automata can heal each other's wounds, and can even rebuild dead Automata if they have only recently been killed. Unless you can destroy them all, they will likely rebuild each other and come back again. ---Stymphalian Bird--- Health: 400 Population Used: 4 Damage: 11 Pierce Special Ability: Can only be hit by ranged units Cost: 162 W, 45 G, 25 Favor Armor: 15% Hack, 30% Pierce, 80% Crush Age: Heroic Minor god: Theia Trained At: Temple Strong Against: Human Units Weak Against: Ranged Heroes The Stymphalian Bird is a flying fiend that attacks with sharp feathers. They can only be attacked by ranged units, mainly Heroes. Because of their evasiveness, they make excellent support units. ---Satyr--- Health: 400 Population Used: 3 Damage: 12 Pierce Special Ability: Throws a volley of spears Cost: 203 W, 18 Favor Armor: 50% Hack, 50% Pierce, 80% Crush Age: Heroic Minor god: Hyperion Trained At: Temple Strong Against: Human units Weak Against: Heroes The Satyr is a ranged Myth Unit that attacks with javelins. They have moderately good range, are well-armored, and do good damage, making them solid archer units. Their special attack fires a volley of spears to hit a wide area. ---Nereid--- Health: 400 Population Used: 3 Damage: 25 Hack Special Ability: Deals extra damage Cost: 180 G, 15 Favor Armor: 30% Hack, 50% Pierce, 80% Crush Age: Heroic Minor god: Hyperion Trained At: Dock Strong Against: Ships, Myth Units Weak Against: Heroes The Nereid is a powerful, dolphin-riding naval fighter. They deal great damage to ships and Myth Units with their spears, and they can also perform a diving leap to deal incredible damage. Use them prodigiously to conquer the sea. ---Behemoth--- Health: 550 Population Used: 5 Damage: 6 Hack, 12 Crush Special Ability: Regenerates Cost: 270 F, 18 Favor Armor: 30% Hack, 75% Pierce, 80% Crush Age: Heroic Minor god: Rheia Trained At: Temple Strong Against: Buildings Weak Against: Heroes These massive saurian Myth Units are living Siege engines, shrugging off arrows and dealing heavy damage to buildings. They don't do well against units, and are easily killed by Heroes. They slowly regenerate HP, however, making them tougher to kill, especially combined with their high HP. ---Heka Gigantes--- Health: 700 Population Used: 5 Damage: 25 Hack, 30 Crush Special Ability: Slams the ground to create a shockwave Cost: 270 G, 23 Favor Armor: 44% Hack, 44% Pierce, 80% Crush Age: Mythic Minor god: Helios Trained At: Temple Strong Against: Human units, Buildings Weak Against: Heroes Heka Gigantes are probably the strongest Atlantean Myth Units. They are the third physically strongest Myth Unit, ranking under Colossi and Mountain Giants. These massive, four-armed giants have incredible strength, smashing units and buildings alike with ease. Just a few of them can significantly boost your army, but keep them safe from Heroes. The Heka Gigantes' special attack involves them slamming the ground hard, sending out a shockwave to damage enemy units and send them flying. ---Man O'War--- Health: 900 Population Used: 5 Damage: 25 Hack Special Ability: Chain Lightning attack hits multiple units Cost: 270 F, 23 Favor Armor: 50% Hack, 69% Pierce, 80% Crush Age: Mythic Minor god: Helios Trained At: Dock Strong Against: Ships Weak Against: Hammer Ships, Heroes This giant jellyfish is one of the toughest creatures in the sea. Fast moving, heavily armored, and wielding a multi-hitting chain lightning attack, Men O- War specialize in fighting groups of ships. Because their lightning is ranged, they can also attack land units. ---Lampades--- Health: 350 Population Used: 5 Damage: 12 Pierce, 10 Crush Special Ability: Inflicts Chaos on a unit Cost: 225 G, 25 Favor Armor: 40% Hack, 50% Pierce, 80% Crush Age: Mythic Minor god: Hekate Trained At: Temple Strong Against: Human Units Weak Against: Heroes The Lampades is a spellcasting Myth Unit that can wreak havoc on enemy armies at range with Chaos spells. ...or maybe not. Inflicting Chaos on a single unit is relatively weak and the spell isn't very long ranged. Luckily, they can deal decent damage to buildings and units, but they don't seem to be worth five population. ---Argus--- Health: 350 Population Used: 5 Damage: 20 Hack Special Ability: Blob of acid kills unit instantly Cost: 225 G, 26 Favor Armor: 60% Hack, 69% Pierce, 80% Crush Age: Mythic Minor god: Atlas Trained At: Temple Strong Against: Human Units Weak Against: Heroes These flying, many-eyed blobs are bizarre Myth Units, but are still powerful. Their hand-to-hand attack deals good hack damage, and their special attack, while not as cool as petrifaction, still kills a unit instantly. Try to save it for a powerful unit. (I'm not sure if it works on Myth Units) ---Titan--- Health: 7000 Population Used: 20 Damage: 70 Hack, 70 Crush Special Ability: Slams ground to deal extra damage and send units flying Cost: None Armor: 89% Hack, 94% Pierce, 89% Crush Age: Mythic Minor god: Any Trained At: Titan Gate Strong Against: Everything Weak Against: Another Titan New to the expansion pack, Titans are the ultimate units, capable of defeating all your enemies single-handedly. They can level buildings or destroy armies in a few blows; they are essentially cooler-looking Wonders. The only way to summon a Titan is to research Secrets of the Titans, use the resulting God Power to place a Titan Gate, then have your Villagers dig it out. The only way to stop a Titan is to summon one of your own and have a clash of the Titans, so to speak. Although each civilization's Titan looks different, they all have the same stats. ------------------------------------------------------------------------------ 5. Atlantean Myth Buildings ---Sky Passage--- Health: 1000 Damage: 5 Pierce Cost: 200 W, 150 G, 5 Favor Special Ability: Transports units to any Sky Passage Armor: 20% Hack, 80% Pierce, 5% Crush Age: Archaic Major god: Oranos Sky Passages are divine buildings available to Oranos players. When you control more than one Passage, units you garrison in them can be ungarrisoned in any Passage. This makes them even more efficient than Underworld Passage, which only link two points together. Because they are built by Villagers, you can have as many as you like. After you research Safe Passage at any Sky Passage, they become cheaper, have a better line of sight, and gain a weak ranged attack. ---Mirror Tower--- Health: 1100 Damage: 15 Pierce Cost: 300 W, 150 G, 5 Favor Special Ability: Fire beams of sunlight Armor: 30% Hack, 85% Pierce, 5% Crush Age: Mythic Minor god: Helios Mirror Towers can only be built by those who choose Helios as their Mythic Age god. You can have 10 of these powerful towers at once, but they make up for this with their powerful beams of sunlight. Use them to complement your normal towers. ------------------------------------------------------------------------------ 6. Atlantean gods ---Kronos--- Focus: Siege and Myth Units Myth Tech(s): Focus; increases Oracle's speed and line of sight expansion rate God Power: Deconstruct; destroys enemy building (except Town Center, Wonder, and Titan Gate) and returns resources to building's controller Age: Archaic Ability: Can Time Shift buildings, can't learn Omniscience, Siege and Myth Units are cheaper Kronos, the god of Time and former Lord of the Universe, is a monstrous titan and the main villain in the game. Because of his lack of Omniscience, (he probably can't see through his pupil-less eyes) he is one of the harder gods to play as. His ability to Time Shift buildings, however, almost makes up for this. For a small amount of resources (a large amount if you're transporting a Tower or Palace) you can transport a building anywhere in your line of sight over about 30 seconds. This can be an invaluable ability, enabling you to make use of used-up expansion bases by moving them elsewhere. Unfortunately, you can only Time Shift one building at a time. Kronos' God Power, Deconstruct, reverses time for an enemy building, literally unbuilding it and returning the resources used to its controller. It's best used on large buildings, namely Fortresses. ---Oranos--- Focus: Human Units Myth Tech(s): Safe Passage; makes Sky Passages cheaper with more line of sight and a ranged attack God Power: Shockwave; scatters and stuns enemy units in a target area Age: Archaic Ability: Citizens can build Sky Passages, human units move faster, shares line of sight for all settlements with allies Oranos, the ancient god of the sky, was one of the first gods in Greek Mythology. He gives you an array of abilities. All his Human Units are faster, prompting you to use more of them instead of Myth Units. He also shares vision of all the map's settlements with his allies, perfect for scouting out new bases. As an added bonus, his Citizens can build Sky Passages, scared buildings that can instantly transport units to any other Sky Passage. His Myth Tech upgrades them. Oranos' God Power is an extremely amusing one; Shockwave sends all enemy units in an area flying and stuns them for several seconds afterwards. It's best used on tightly knit enemy groups to disrupt them. ---Gaia--- Focus: Economy Myth Tech(s): Channels; makes your Citizens move faster God Power: Gaia's Forest; slowly creates a forest with trees which can be harvested for more wood faster Age: Archaic Ability: Lush grows around buildings, buildings regenerate, economic improvements are cheaper Gaia, the Mother Earth and Oranos' mate, is the ancestor of all other Greek and Atlantean gods. (except Oranos and Aphrodite) She focuses on helping your economy prosper by making all your economic improvements cheaper. Also, dense greenery called Lush grows around all of Gaia's buildings. Buildings on this lush regenerate, and enemies can't build on it. Her God Power grows a thick forest at the target area. This forest is a perfect source of wood, especially since you can create multiple forests. It can also be used as an efficient wall to block off tight areas. ---Prometheus--- Focus: Creating Heroes Myth Unit(s): Promethean; man of clay that splits in two when killed Myth Tech(s): Alluvial Clay; increases the hit points of Prometheans, Heart of the Titans; reduces the cost of turning units into Heroes God Power: Valor, turns some units in target area into Heroes Age: Classical Major gods: Kronos, Oranos Prometheus was the Greek god tasked with creating the first people out of clay. His early works are also his Myth Units; Prometheans have the ability to split in two weaker units when killed. His improvements and God Power both help you convert your human units into Heroes faster. He's best against Myth Unit-loving players. ---Oceanus--- Focus: Infantry Myth Unit(s): Servant; water unit that can heal allies and has a weak attack, Caladria; flying unit that heals allies Myth Tech(s): Bite of the Shark; increases Murmillo attack, Weightless Mace; increases Katapeltes speed and attack God Power: Carnivora; creates a man-eating plant Age: Classical Major gods: Oranos, Gaia Oceanus, god of the sea, (what is Poseidon, chopped liver?) benefits your infantry with his two Myth Techs. His two myth units both have the ability to heal nearby allied units, and the floating Servant also has a weak attack. His God Power creates a Carnivora, a stationary man-eating plant. It can whip nearby enemies with its tentacles, and its special attack, obviously eats its target alive. ---Leto--- Focus: Automatons Myth Unit(s): Automaton; mechanical man that can repair and rebuild other Automatons Myth Tech(s): Hephaestus Revenge; gives Automatons move health and lets them repair themselves, Volcanic Forge; gives Automatons more pierce armor God Power: Spider Lair; summons several spider eggs that can pill enemy units when hatched Age: Classical Major gods: Kronos, Gaia Leto, the shadowy goddess of the unseen, gives you one of the best Myth Units in the game; the Automaton. Although weak, Automata are relatively cheap, making it easy to build an army of them. Once you've researches Leto's Myth Techs, Automata can repair and rebuild each other after battles, making them even more deadly in groups. Her God Power creates several spider eggs. Unless the weak eggs are quickly destroyed, they'll hatch and bury themselves. Once buried, the next enemy unit to step onto an egg is dragged down to its death. Use it to guard your base or try placing it along heavily traveled routes. ---Hyperion--- Focus: Heroes Myth Unit(s): Satyr; archer Myth Unit that throws barrages of spear, Nereid; anti-Myth naval unit Myth Tech(s): Gemino; doubles the spears thrown by Satyrs, Heroic Renewal; lets your Heroes regenerate God Power: Chaos; converts several enemy units in target area to Mother Nature Age: Heroic Major gods: Kronos, Oranos Hyperion is a powerful Heroic Age god who provides you with two Myth Units. The Satyr is a powerful archer whose special attack is to throw a barrage of spears, inflicting extra area damage. Though slow, they have good range. Nereids are powerful, dolphin-riding Myth Unit. With their extremely powerful diving leap attack, they specialize against other Myth Units, but can quickly take down any ship. Hyperion's God Power gives several enemy units to Mother Nature, making them hostile to all players. Make sure not to use it on units invading your base. ---Theia--- Focus: Cavalry Myth Unit(s): Stymphalian Bird; flying myth unit with a ranged feather attack Myth Tech(s): Lemurian Descendents; increases the line of sight for all human soldiers, Poseidon's Secret; increases cavalry speed and attack, Lance of Stone; improves Contarius Hero attack God Power: Hesperides; summons an invincible Hesperides tree to block hostile God Powers and summon Dryads Age: Heroic Major gods: Oranos, Gaia Theia, the scantily clad goddess of sight, focuses on improving your Contarii. Two of her improvements make them stronger, and the last benefits all your human units. Her God Power summons a Hesperides tree at a location of your choice. The tree can be captured like animals and blocks hostile God Powers for its controller. Cast it near your most important regions to protect them from supernatural harm. The tree can also train Dryads, relatively strong Myth Units that take no supply. You can only have 5 at once. Theia's Myth Unit is the Stymphalian Bird, a flying terror that attacks with razor-sharp feathers. ---Rheia--- Focus: Favor generation Myth Unit(s): Behemoth; living siege weapon that regenerates Myth Tech(s): Horns of Consecration; increases Favor generation rate, Mail of Orihalkos; increases archer hack armor, Rheia's Gift; reduces favor cost of Myth Techs God Power: Traitor; controls one enemy unit Age: Heroic Major gods: Kronos, Gaia Rheia is a good choice for players who research lots of Myth Techs or create many Myth Units. Two of her Techs help provide you with more favor, her third helping your archers. Rheia's Myth Unit is the unimpressive Behemoth. It is as powerful against buildings as Sekhmet's Scarab, but slightly slower and without corrosive blood. As a bonus, though, the Behemoth regenerates, letting it heal its wounds after sieges. Her God Power, Traitor, give you control of an enemy military unit. Save it for the strongest Myth Units. ---Helios--- Focus: Siege Weapons Myth Unit(s): Man O'War; naval Myth Unit that attacks multiple units with chain lightning, Heka Gigantes; massive giant that can create shockwaves to scatter enemy units Myth Tech(s): Halo of the Sun; increases Fire Siphon and Fire Ship damage, Petrified; increases Siege Weapon hack armor God Power: Vortex; transports all your military units to targeted location Age: Mythic Major gods: Kronos, Oranos The radiant god of the sun, Helios has the unusual talent of giving you a Myth Building: the Mirror Tower. They are stronger than normal towers, but you can only have ten of them. Helios has two Myth Units. The Man O'War is a large jellyfish. They are fast and have huge HP and armor. Their attack is a chain lightning blast that hits several enemies if possible. Use them for attacking large groups of ships. His other unit, the Heka Gigantes, is even stronger. It is a huge monster that can quickly kill units and raze buildings. Keep them away from Heroes, and they can be a huge addition to your army. Their special attack makes a huge shockwave that works much like Oranos' God Power of the same name. Helios' God Power is the cool-looking Vortex, which takes all your military units and deposits them at one spot. Since it leaves the rest of your empire unguarded, Vortex should only be used in a final assault with your whole army or last-ditch defense. If possible, try to cast it in the middle of the enemy base for a nasty surprise. ---Hekate--- Focus: Myth Units Myth Unit(s): Lampades; ranged Myth Unit able to inflict Chaos from a distance Myth Tech(s): Asper Blood; makes Lampades do area damage, Mythic Rejuvenation; makes your Myth Units regenerate, Celerity; increase Myth Unit training speed God Power: Tartarian Gate; creates a gate to spit out beats hostile to all players Age: Mythic Major gods: Oranos, Gaia Hekate, the spiritual goddess of witchcraft, provides you with one of the best God Powers in the game: Tartarian Gate. (not to be confused with the entrance to the dentist's private underworld) After its incredible-looking entrance, the Tartarian Gate quickly spits out up to five monsters that are hostile to everyone. The Tartarian Spawn patrol the gate and make short work of anything that comes near it. If one is killed, another instantly comes out of the Gate; the only way to stop them is to destroy the gate itself. That, of course, isn't easy with five monsters trying to kill your army. One casting of this power can wreck an unprepared enemy's base, but be careful when you're trying to expand onto it. If you're having a hard time destroying the monsters, just delete the Gate itself. (the monsters are neutral, but the Gate belongs to you) Hekate's Myth Unit is the mediocre Lampades. Although they deal decent damage to units and buildings and can inflict Chaos on units, they cost five population and just aren't worth it. ---Atlas--- Focus: Buildings Myth Unit(s): Argus; floating melee Myth Unit that can kill enemies instantly Myth Tech(s): Io Guardian; upgrades Arguses to Guardians of Io, with better line of sight and faster recharge for their special ability, Eyes of Atlas; increases Myth Unit line of sight, Titan Shield; increases your building's hack and crush armor God Power: Implosion, deals massive damage to units and buildings in targeted area Age: Mythic Major gods: Kronos, Gaia Atlas is the Greek god of daring, condemned to carry the world on his shoulders for all eternity. His God Power is probably the most awe-inspiring in the game. Implosion creates a singularity at the target point, sucking all nearby units (friendly or not) into it and dealing huge damage to them. It then grows depending on how many units it absorbed and explodes outward, dealing a corresponding amount of damage to all nearby buildings. It's best used on a large army and/or group of workers to mess you're your enemy's whole position. Atlas' Myth Unit is Argus, the many-eyed being assigned by Hera to watch over Zeus' lover-turned-cow, Io. They deal excellent melee damage with their tentacles, and they can also kill units instantly with blobs of acid. This makes them very powerful, but petrification still looks cooler. ------------------------------------------------------------------------------ 7. LEGAL INFORMATION Copyright 2003 DarthMarth This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without 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. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. To contact me, E-mail me at firstname.lastname@example.org. Thanks to Chris for a few minor corrections on Oracles and Citizens. Thanks to my own memory and Age of Mythology Heaven (http://aom.heavengames.com) for a few of the entries. Visit it sometime; it is a great site! And a special thanks to Ensemble and Microsoft for making this great game!