Warrior Kings (e)

Cover
Warrior Kings Faq/Walkthru
---------------------------

Warrior Kings was an ambitious if flawed RTS set in a world
based on a mish-mash of European history if sorcery based on
religious worship had existed alongside black powder.

The economic system had the detail level of turn-based game
and one's alignment was not predetermined at the beginning
(in-game choices determined where your sympathies lie).

The problem with Warrior Kings is that the game had plenty
of bugs, some glaring lack of features (such as an inability
to delete saved games) and there was problems with slow-down
unless you had a really powerful system.  I also hated how
long it took for basic Heavy Infantry to move around and when
you combined it with the inability to expand new bases in the
early levels, it made for a tedious slog at times.

That said the game had a nice atmosphere that made it very
"believable" though not as visually stunning as newer games,
it had good tactical elements especially in the use of formation,
fortification and terrain.  So underneath some big problems, was
a very good and innovative game.

NOTE THAT THIS FAQ/WALKTHRU IS ONLY FOR SINGLE PLAYER CAMPAIGN!
Warrior Kings has no skirmish mode and by the time I got this
game, there really was no support for WK multiplayer.  As such
there's going to be unit omissions and etc. (such as no mention
of Spies and due to bugs I can't get the Sword of God for Imperial
so no mention of that).

I hope this faq/walkthru is helpful for anyone still playing
Warrior Kings and is stuck in the game.  Thank you

copyright 2005 by Michael Lo


Combat
--------
The in-game tutorials pretty much cover what you need.
In combat it's basically a rock, scissors, paper game.

With some exceptions:
Heavy Infantry will utterly demolish Heavy Cavalry one-on-one

Light Infantry will utterly demolish Heavy Infantry and dominate
Heavy Cavalry

Light Cavalry will wipe the floor with Heavy Infantry and dominate
Heavy Cavalry

Heavy Cavalry is strong against Light Infantry.

There seems to be some element of extra damage in the case of Heavy
Infantry vs. Heavy Cavalry but otherwise it appears victory comes
from the following:

Heavy Cavalry units tend to have really good health and they move
quickly;  while Light Infantry have long range on their weapons-
barring the Gunners, Light Infantry attacks arc and don't hit instantly.
So Heavy Cavalry will get into melee with Light Infantry after sustaining
only minor casualties or wounds.  Light Infantry will scatter when an
enemy is too close unless they are ordered to hold ground or are in formation,
when they scatter they get even fewer shots against Heavy Cavalry.  Since
Light Infantry has weak melee weapons and little armour they'll get mopped.
An exception comes if Heavy Cavalry is delayed in a charge by poor terrain
or there are units and other obstacles in the way.  Also if the Light Infantry
has large enough numbers and are in a strong defensive formation, the damage
caused by Heavy Cavalry might not be enough to defeat them plus not all the
Heavy Cavalry members can get their attacks in while the Light Infantry have
each of their members open fire or hack away with knives.

Heavy Infantry units typically do more damage and have better armour
than Heavy Cavalry units.  Additionally the most advanced Heavy Infantry
units can match or exceed the health levels of the top Heavy Cavalry.
Heavy Infantry weapons tend to be longer and so they often get first
strike.  However even when the statistics favour a particular Heavy
Cavalry unit, I've seen them lose one-on-one battles with really
weak Heavy Infantry units such as the Barbarian.  This match-up strongly
favours the Heavy Infantry.  The ways I've seen Heavy Infantry beaten
by Heavy Cavalry includes: there's alot less disparity in quality between
Heavy Cavalry compared to Heavy Infantry; especially strong Heavy Cavalry
units can defeat an equivalent number of lesser Heavy Infantry-this is
especially true when you use Artos.  Artos at his most advanced stages
is a force on his own and can easily defeat the toughest Heavy Infantry
units by himself.  Your best bet though is to withdraw from a potential
fight and wait until the enemy Heavy Infantry is on the move before
attacking them.  This will prevent the enemy from getting the first
attack and they will likely be too scattered to quickly line themselves
against you, so what would normally be a one-on-one fight has you ganging
up your Heavy Cavalry against them.

Light Infantry has great range on their weapons and are faster than the
Heavy Infantry.  Light Infantry often flee if the enemy are too close,
usually succeeding at escape and then returning fire from a safe distance.
As such Light Infantry can usually wipe out Heavy Infantry with little
effort and no casualities.  This is especially true with the most powerful
Light Infantry such as Gunners and Imperial Archers.  Victories I had with
Heavy Infantry against Light Infantry came from the following:  Some Heavy
Infantry are actually quite fast in addition to being durable.  As such
I was able to use them to back enemy Light Infantry into an area where
they can't retreat any further and then I wiped them out in melee.  I've
also had other units draw fire away from the Heavy Infantry.

Light Cavalry is quicker than both Heavy Infantry and Heavy Cavalry.  With
a long-ranged attack, Light Cavalry can retreat and return fire especially
against Heavy Infantry.  However this is alot less effective against Heavy
Cavalry who's speed isn't that much lower than Light Cavalry's.  So you
can chase down Light Cavalry units until they are backed into a corner.
With Heavy Infantry, the Light Cavalry is too quick and mobile for this
to often happen so you'll need some other units to draw fire.

Light Cavalry has less range, does less damage and can't keep up with
the number of shots that Light Infantry can put out.  However Light Cavalry
is much quicker and usually has alot more health.  Charge your Light Cavalry
forward until your within range or better yet tie the enemy up in a melee.

High levels of experience and really advanced weapon upgrades can also
make a significant difference in a fight in this game.  Because non-siege
units do so little damage to buildings (when they do any damage at all),
having some Light Infantry garrisoned in Towers or Forts can easily repel
most would-be invaders.

While formations are usually great, it can be better to have your units
split up.  It's true that you lose the bonus to damage and the ability to
have damage taken spread evenly but for missile units this allows them to
skirmish.  Plus with large groups or narrow spaces, this can prevent them
from crossing or at least slow them down greatly.

Note that you can make commands while the game is paused.  This is extremely
useful as you can then pinpoint your actions.


Commands for the Game
-----------------------

Some game boxes were missing the list of commands so here they are:

Page Up/Down-Raise/Lower Camera

Number Pad 0 and Moving Mouse-Rotate Camera

Arrow Keys or W,A,D,S-Move Camera

Space Bar-centre camera on object

Home-minimap warning points

Number Pad +/- is for Game Speed

O-Objectives

P-Pause

[] -Rotate Building before construction

Esc-Options

Tab-Chat

B-Barracks

C-Carts

I-Idle Peasants

K-Economic Buildings

L-Stables

M-Manors

N-Scouts and Spies

T-Trading Posts

U-Docks

V-Villages

X-Artos

Y-Forts

Z-Buildings on Fire

E-Cycle Units Orders

F-Follow (and right click on target unit)

G-Guard (and right click on target unit)

H-Halt Unit

Q-Select this type of Unit on screen

R-Patrol

Shift + right click-way points

Delete-destroys units/buildings

F1-radius of supply, weapon range, and influence



Units and Buildings
---------------------
A pure Renaissance faction is quite weak on the unit list with the
exception of Siege Engine category and ranged combat.  In fact their
strongest melee troops come from getting medium units out of one of
the other alignments (you can have basic alignment buildings from
either Imperial or Pagan and still retain a pure Renaissance path.
Getting more advanced buildings like a Cathedral will make you
a Renaissance hybrid).  Their strengths lies in getting enough
resources to pump out troops and in missile combat.

The Pagans are the strongest faction when it comes to sending out
Heavy Infantry and have a clear dominance in this category especially
when you include some of the demons here.

The Imperials have the deadliest Light Infantry at extreme long
range, but the Renaissance have the edge when it comes to being
tops in missile combat at close range with no obstacles.  The
Pagans are in the middle road in either scenario.

The Imperials are uncontested when it comes to Heavy Cavalry.

The Pagans have something of a lead on the Renaissance when it
comes to Light Cavalry, while the Imperials clearly lag in this
department.

The Renaissance have thorough dominance when it comes to Siege
Engines.  The Pagans have a few demons who are effective at
laying Siege.  The Imperials come up real short here.

Despite their greater variety, the Renaissance advantage in
ships barely exists though they are the leaders in this
category.

In terms of special troops, the Pagan have a big advantage in
terms of their sorcerous units but this advantage shrivels
against the Imperials as many of the more advanced Imperial
units can dispell Pagan sorcery.  The Imperial's special forces
tend to be specialists at countering the Pagans' usual strengths
but they do have their own brand of useful magic albeit
it's not as versatile as the Pagan's.  The Renaissance really
falters here.

The Renaissance have a clear dominance in resource gathering,
especially in collecting gold.

The Imperials have an overwhelming dominance in defending their
buildings and a near monopoly in healing their troops.  The
Pagans are at a significant disadvantage when it comes to
the toughness of their buildings.


Heavy Infantry
----------------
-Usually the heaviest armed and armoured human units in the game,
they are also the slowest.  They're main purpose is to act as
a spear wall against Heavy Cavalry which they can utterly dominate.
They are the only units that can use the Orb defensive formation.
Since they don't often need to move much, they can be kept in Orb
and Wall defensive formations-thus making them excellent human
shields for incoming missile fire.


Barbarian
Health 50
Defence 5
Melee 27
Food 40
Material 0
Gold 0
Food Cost 1

This Pagan unit is the weakest unit amongst Heavy Infantry types.
With abysmal stats outside of their damage, shorter weapons and
the inability to make formations, they're pretty much fodder for
anyone outside of Peasants.  They are cheap to hire though and
since they're available at Trading Posts, they can readily
reinforce your troops when you're too far away to get to a Barracks.
Also they can set fire to enemy buildings.  So don't overlook the
Barbarian


Militia
Health 80
Defence 7
Melee 20
Food 50
Material 0
Gold 0
Food Cost 0

If you have the technology of Peasant to Militia, you can get your
Peasants to arm themselves and form a Militia.  While they are weak
units, they can usually defend your home long enough for help to
arrive especially when you consider how many Peasants a player will
typically own.  Keep in mind that Peasants have to go to the Manor
or whatever and fetch their equipment before they can turn into
Milita.


Spearman
Health 120
Defence 10
Melee 30
Food 60
Material 0
Gold 0
Food Cost 1

The most basic of Heavy Infantry, this is a reliable unit that
stands up well to most Heavy Cavalry plus with their low cost
and some pretty good health, they can effectively screen more
valuable units.  Obviously though these guys are out of their
league if they have to take on more advanced Heavy Infantry
like the Imperial Pikeman or Undead Legion.


Saljukis Infantry
Health 200
Defence 8
Melee 30
Food 0
Material 0
Gold 0
Food Cost 1

These swordsmen appear only in the Single Player campaign.
Essentially some free basic infantry, they have much better
health than the Mercenary or Spearman but inferior armour.
They make a good human wall on account of that massive health.
You cannot produce Saljukis Infantry, so whatever you were
given is all that you'll ever receive


Mercenary
Health 120
Defence 12
Melee 25
Food 0
Material 0
Gold 20
Food Cost 0

Rather slow and with weaker attacks and range than a Spearman,
the slighty better armour is not exactly a big enticement to get
them.  The real attraction for hiring a Mercenary is that you
don't pay for cost of Food.  Mercenaries instead take gold, all
of which goes a long way in not having to worry about starvation.
Mercenaries are also quite effectiv at dealing with enemy buildings,
since they can set buildings on fire.


Warrioress of the Dawn
Health 130
Defence 13
Melee 37
Food 70
Material 0
Gold 10
Food Cost 1

A tough and hard-hitting Heavy Infantry unit.  The Pagan's
Warrioress of the Dawn trades the toughness and armour of the
Man-At-Arms for somewhat more punishing attacks and far quicker speed.
In fact she's the fastest of the Heavy Infantry units and can be quite
effective at charging Light Infantry from a flanking position.
Otherwise she plays the usual role for advanced Heavy Infantry
of walling up Heavy Cavalry and dominating lesser Heavy Infantry.


Warrior of the Sun
Health 200
Defence 20
Melee 40
Food 70
Material 0
Gold 20
Food Cost 1

What a monster!  The Warrior of the Sun is one tough bugger to deal
with.  Mightier in all respects than his Imperial counterpart, this
Pagan unit is an extremely formidable opponent and can usually be
counted on to hold the field successfully.


Undead Legion
Health 200
Defence 25
Melee 37
Food ??
Material ??
Gold ??
Food Cost ??

The toughest of the Heavy Infantry, in single player campaign
you'll encounter Pagans who have occasional use of them-between
these guys and the Warriors of the Sun plus some of the demons,
the Pagans have a lock-up on being the best at Heavy Infantry.
Note that the Undead Legion are NOT considered demons and so
are not affected by exorcism.


Man-At-Arms
Health 150
Defence 14
Melee 35
Food 60
Material 30
Gold 0
Food Cost 1

These are potent Imperial close combat fighters and can
easily smash down incoming Heavy Cavalry and most other
Heavy Infantry.  Their heavy weapons and armour are
balanced by how slow they can move around, so try to take
the initiative when mobilizing these guys.


Imperial Pikeman
Health 180
Defence 17
Melee 38
Food 100
Material 30
Gold 0
Food Cost 1

These Imperial units are some seriously hard hand-to-hand
combatants even more so than their fellow Man-At-Arms.  They
have plenty of toughness, heavy armour and powerful weapons.
The big drawback is that they are slow even by Heavy Infantry
standards.  Still their great strength and toughness more
than compensates for this.


Light Infantry
----------------
-these guys provide the most damaging and long-ranged
non-siege missile attacks.  Unless you have the Imperial
upgrade "Crossbow", Light Infantry are the only units who
can shoot from a Tower, Fort or Gatehouse.  They also shoot
further then they can see, so they work well with a spotter
of some kind


Archer
Health 80
Defence 4
Melee 5
Missile 25
Food 60
Material 20
Gold 0
Food Cost 1

The most basic Light Infantry, these guys are effective at
destroying Heavy Infantry and to a lesser extent Light
Cavalry.  They pack a pretty wicked punch with the long-ranged
arrows though it doesn't take much to put down an Archer.
A good solid unit and can last until you get a hold
of more advanced units.


Huntress of the Dawn
Health 120
Defence 5
Melee 6
Missile 30
Food 100
Material 50
Gold 0
Food Cost 1

Superior to the regular Archer in every way, this Pagan
unit is pretty tough and can inflict significant damage
with her bow


Huntress of the Sun
Health 120
Defence 5
Melee 7
Missile 33
Food 100
Material 50
Gold 0
Food Cost 1

A modified Huntress of the Dawn who carries a powerful recurved
bow, she does almost as much damage as a Gunner and has improved
range over the Huntress of the Dawn though still nowhere near
the level of the Imperial Archer.  Still she's a very dangerous
unit and a definite threat to most units in firing range.


Imperial Archer
Health 120
Defence 9
Melee 10
Missile 30
Food 100
Material 0
Gold 20
Food Cost 1

Armed with longbows, the Imperial Archer has a range that's
easily superior to that of any other archer unit.  Without
a doubt, this is one of the most dangerous units you can
encounter.  He's quite tough and has the most armour amongst
Light Infantry units in the game.


Gunner
Health 80
Defence 5
Melee 10
Missile 35
Food 100
Material 0
Gold 15
Food Cost 1

One of the most devasting missile troops around.  These Renaissance
units not only have the hardest shot but their attacks hit instantly
and they carry more ammo on hand than the other units.  To top it off,
there's relatively no limit to making them as they require no Materials
to produce.  Besides their poor health, their other problem spot is that
they are a strictly direct-fire troop and can't shoot over obstacles.
Still these guys are lots of fun and can really rake over enemy
units that they can shoot at.  They are best placed in Forts
and Towers or backed up by supporting arrow fire to nail enemies
that a Gunner is blocked off from.


Heavy Cavalry
---------------
-tough, well-armed and armoured, these guys are you're quick response
team.  Most useful in chasing down Light Infantry and also intercepting
siege weapons and special units, they can also be used to lead enemies
they're weak against on a goose chase or just tie them up for a nice
arrow shower.


Young Artos
Health 300
Defence 20
Melee 40
Food 0
Material 0
Gold 0
Food Cost 1

Artos at this stage in his career can heal (his default
ability).  He's only just started but already he's one of
the most powerful non-Demon units in the game.  As he achieves
new stages of growth-Artos will gain increases to health, armour,
damage, sight radius, speed and new powers

Considering the level of technology you have in the early stages,
Young Artos might have to bail out your forces every so often.
While his health and attacks far outclass other Heavy Cavalry,
his speed and armour is comparable to that of a regular Knight
at this stage.  But no matter what upgrades, experience or class
change Artos gets; he should never directly tackle a Behemoth,
Wild Behemoth, Abbadon, Archangel, Lothar, Karlem Agnus and Patriarch
by himself.  These guys will mop the floor with Artos if he gets too
close and has no one screening for him.  Instead he should let others
support him and use supernatural powers if he has them.


Baron Artos
Health 350
Defence 22
Melee 45
Food 0
Material 0
Gold 0
Food Cost 1

Besides sporting a shiny new look, Artos is quite a ways more
powerful physically and can also see further than before as well
as move faster.  If he is Imperial oriented then he cast Bless but
if he's Pagan aligned then he can cast Curse.  As always he has the
ability to heal.  Artos can really come to the rescue of his beleaguered
forces in the Baron Artos incarnation.


Grand Duke Artos
Health 400
Defence 24
Melee 55
Food 0
Material 0
Gold 0
Food Cost 1

Aligned with the Imperials, Artos has grown stronger and tougher
plus he gets the ability to Banish Demons.  Later on his abilities
mutate and his Banish Demons is replaced by Exorcise Demons for 200
damage.  He is now a devastating opponent to all enemies especially
Pagan demons that gets in his way.  He also gets a special long-ranged
Holy Flame but it doesn't do any damage!  Must be an uncorrected
bug or my files are corrupted.  But if Holy Flame does work for
him, then he'll be the most powerful combat monster of all the Artos
incarnations.


Artos the Warlord
Health 400
Defence 24
Melee 55
Food 0
Material 0
Gold 0
Food Cost 1

Fully aligned with the Pagans, Artos has grown even mightier
than before and now gains the ability to cast Berserker Rage
in addition to the powers he had previously.  This makes him
quite the disruptive force in dealing with powerful foes.
Eventually he can gain the Polymorph to Gibbering Horde ability
to make him even more dangerous a spellcaster.  This incarnation
of Artos is probably my favourite.


King Artos
Health 400
Defence 24
Melee 55
Food 0
Material 0
Gold 0
Food Cost 1

Crowned as King Artos, Artos has aligned himself with the
Renaissance and has given up his supernatural powers-retaining
only the ability to heal.  He does gain the ability to Repair
damaged objects in addition to the usual physical improvement.
While he's definitely a powerhouse, he's not quite the monster
on the battlefield that the joining with other factions would
make him as he lacks the sorcery that the others have.  Still
being able to repair objects is a useful trait to have.


Squire
Health 150
Defence 9
Melee 23
Food 100
Material 20
Gold 0
Food Cost 2

Quickest of the Heavy Cavalry and surprisingly tough,
the Squire isn't too shabby in a fight but it doesn't
take much to down one.  Best used for quick response
attacks and flanking, because in most direct encounters
the Squire will be in for a struggle even against
really weak opponents.


Battle Rider
Health 150
Defence 12
Melee 28
Food 100
Material 40
Gold 0
Food Cost 2

This is the Pagan version of the Knight.  He's faster
and hits a bit harder but is significantly less durable
and has less armour.  The Battle Rider is still a great
unit for dealing with pesky Light Infantry and countering
other Heavy Cavalry units.


War Rider
Health 180
Defence 16
Melee 30
Food 100
Material 40
Gold 0
Food Cost 2

This is the mightiest Heavy Cavalry unit that the Pagans
have.  The War Rider is superior to a regular Knight and has
greater health than an Imperial Knight but lacks the Imperial
Knight's superior attack and defence.  The War Rider
is a tough unit that really take alot of damage and has
strong hitting power as well.


Knight
Health 180
Defence 14
Melee 27
Food 100
Material 0
Gold 15
Food Cost 2

This is a very hardy Imperial fighter who can withstand
a lot of punishment and can land some solid blows in
return.  A mainstay unit until you can get access to
something better, few units can match the Knight's
effectiveness in the Heavy Cavalry role.


Imperial Knight
Health 160
Defence 18
Melee 32
Food 100
Material 0
Gold 15
Food Cost 2

This is a powerful Imperial unit which can take and deal
a lot of damage with their strong armour and attacks.
Surprisingly they actually possess less health than a
regular Knight but their superior armour and weapons more
than make up for this.


Holy Warrior
Health 180
Defence 22
Melee 35
Food 100
Material 0
Gold 30
Food Cost 2

A even more powerful unit than the mighty Imperial Knight,
the Holy Warrior isn't just strictly Heavy Cavalry.  The
HOly Warrior can use the same Heal ability that Artos has
and can use a weak exorcism that does 20 damage to demons.
They are also immune to all Pagan sorcery and generates a
field that disrupts Pagan magic.  These guys epitomize the
dominance of the Imperials when it comes to Heavy Cavalry.


Light Cavalry
---------------
-used for harassment purposes mostly but if you are willing
to get them to hold ground they can be used as make-shift
Light Infantry though with less effectiveness.  They're also
quite decent as a quick response team especially against
slow-moving units and stragglers.


Javelineer
Health 100
Defence 1
Melee 17
Missile 24
Food 100
Material 40
Gold 0
Food Cost 2

The most basic of Light Cavalry, most other Light Cavalry units
typically have superior range, damage and ammunition capacity.
With that said, the Javelineer is still a pretty decent unit
to have when you don't have access to any other Light Cavalry.
Just keep in mind that these guys are fragile and will go
down quickly if they wind up in a brawl.


Horse Archer
Health 120
Defence 7
Melee 18
Missile 13
Food 60
Material 20
Gold 0
Food Cost 1

Found only in the Single Player campaign, this unit is gained
by having an Archer sit on a TAME, riderless horse.  As you
can see his firepower goes down significantly though he becomes
a better melee fighter plus he moves alot faster than on foot.
Probably the least effective of the Light Cavalry, but certainly
one of the cheapest (the cost is only for hiring the initial Archer).


Saljukis Horse Archer
Health 200
Defence 7
Melee 18
Missile 15
Food 0
Material 0
Gold 0
Food Cost 1

Basically a modified Horse Archer, this unit is found only
in the Single Player Campaign.  He has much greater health
and a more powerful bow but otherwise there's little different
between the two units.  Unfortunately you cannot build these
guys, whatever you were initially given is all that you'll get


Mounted Huntress
Health 140
Defence 2
Melee 16
Missile 26
Food 150
Material 60
Gold 0
Food Cost 1

Superior to the Javelineer in almost all respects and for most
purposes the best Light Infantry unit in the game, the Mounted
Huntress does cost significantly more to hire but needs only
half the food consumption to support.  So while she's definitely
more expensive to hire initially, you won't need nearly as many
farms to support her.  She's certainly a very effective unit.


Dragoons
Health 120
Defence 1
Melee 22
Missile 27
Food 100
Material 0
Gold 20
Food Cost 1

A pricey but effective Renaissance unit, the Dragoons provide
heavy mobile firepower that hits instantly and carries a large
ammo supply.  Unfortunately a major weakness is the inability
to shoot over obstacle.  So they should be supported by units
that can.  But in optimal conditions, they're the most effective
Light Cavalry in shorter-ranged confrontations.


Siege Engines
---------------
-mostly designed to destroy buildings, with the exception of
the Rocket Tower, they're far less effective on units.  However
siege units often have the longest range in the game and can
lay down some effective bombardment if they have sufficient
numbers and a spotter.  Also quite a number of siege engines
are resistant to arrows

Battering Ram
Health 300
Defence 5
Melee 15
Food 100
Material 300
Gold 0
Food Cost 2

These rely on moving a close enough to a building and then start
hammering into them with a mounted ram.  Sure it does pretty good
damage against buildings, but being such a wide, bulky unit
and having to get close to its target makes it easy to be ganged
up on by Heavy Cavalry and missile fire is surprisingly effective
against it.  So I don't use these except as something of a joke
though it is fun to send one to attack a single Heavy Infantry
unit and watch it get bashed by the big ram.


Siege Tower
Health 600
Food 100
Material 300
Gold 25
Food Cost 1

These allow your men to jump over to the other side of a wall.
First you must have your Siege Tower target a wall for attachment.
Once that happens the top of your Siege Tower will open up and
now you can have Infantry and workers go up and jump to the other
side.  The Siege Tower can only take people in when it has been
deployed against a wall.  As such it's usage is rather limited and
with it's low speed and lack of weapons, it's very vulnerable to
attackers rushing it, though it is quite resistant to arrows.
Mostly just an expensive target unless you luck out in finding
an opening for it.


Mangonel
Health 400
Defence 5
Melee 30
Missile 50
Food 200
Material 200
Gold 0
Food Cost 2

The weakest shooter amongst siege engines, but still it
can do significant damage to buildings and it's not too
slow either.


Trebuchet
Health 400
Defence 5
Melee 5
Missile 75
Food 200
Material 500
Gold 0
Food Cost 2

This is a devastating Renaissance weapon that can really
hammer a building.  While it does have an awful reloading
speed, it has tremendous range and can usually safely arc
its shots over friendly buildings.  This is a fantastic unit
for laying siege or providing some defensive fire.  Also
there are upgrades that enable a Trebuchet to use different
ammunition.  Greek Fire lets a Trebuchet fire a flaming shot
that when it hits, disperses in several directions and
whatever building the scattered Naptha hits will catch
on fire-a clear improvement over the Fire Arrows.  The
Trebuchet is slow and it takes a long time between shots.


Bombard
Health 400
Defence 5
Melee 0
Missile 80
Food 100
Material 100
Gold 50
Food Cost 2

Barely qualifying as an indirect-fire siege weapon, this
Renaissance unit can elevate it's shot somewhat to clear
over obstacles but otherwise it's pretty much line of sight.
Besides it's heavy damage, it also fires with a better rate
of fire than most of the other siege engines.  Enemy walls
won't last against a sustained bombardment from this unit.


Rocket Launcher
Health 400
Defence 5
Melee 20
Missile 180
Food 0
Material 200
Gold 500
Food Cost 0

Also known as the Rocket Tower, this is the ultimate Renaissance unit.
This tower hurls devastating missiles from long range once it has been
deployed for battle-these missiles are effective against all targets
not just buildings and have a fairly big blast radius.  It can't attack
from undeployed mode and it can't move when it's deployed but that's
just a minor problem compared to the devastating power of this unit.
Not only that but it's the only ultimate unit that you can have more
than one of and it has no Food Cost as well.  Note that this unit moves
sluggishly and it takes a bit of time to fire off a missile but hoo
boy does the enemy feel it when one of those things land on them.
Sure they're not nearly as powerful individually as the other factions'
ultimate units but you can build more than one at a time and you have
complete control over them unlike Abbadon and the Archangel.


Demons
--------
-demons come in all kinds of forms with the only thing they have in
common is that they were summoned creatures and are vulnerable to
exorcism and banish demons.  Their purposes vary but usually they're
very powerful in their given role.  Some demons are extremely resistant
to arrows, almost to the point of complete immunity.

Zombies
Health 100
Food 0
Material 0
Gold 0
Food Cost 0

These guys appear only in single-player.  While they are
lousy fighters (they don't have a shown melee rating
but they can still inflict some damage with their clawing)
and can't make formations; still they don't cost anything
and make decent cannon fodder so send them out to inflict
as much damage as they can, before their existence is
snuffed out.


Wild Behemoth
Health 3000
Defence 12
Melee 250
Food 0
Material 0
Gold 0
Food Cost

Seen only in the single-player campaign, these massive monsters
have ridiculous resiliency and packs such physical power that
they can swat down whole companies.  These guys are seen only
in the single player campaign.  Artos should stay far away
from these guys as they can easily crush him with a few swipes


Gibbering Horde
Health 40
Defence 1
Melee 35
Food 30
Material 0
Gold 0
Food Cost 2

These guys can function as very fast Heavy Infantry.
They can't withstand much damage and can't make formations
though they have great hitting power.  What they can do
though is devour trees or rocks and divide.  Besides quickly
forming a large battle squad of these voracious beasts, it
can also deny your enemies of precious trees or rocks to
harvest.  Personally I wouldn't hire them as you can get
your hands on some Gibbering Horde simply by transforming
enemy units with a High Priestess.


Fomorian Beast
Health 500
Defence 15
Melee 0
Missile 30
Food 400
Material 0
Gold 0
Food Cost 2

Essentially an early siege unit for the Pagans, it hurls
rocks at targets but lacks the range and damage of a true
siege engine.  Even the relatively weak Mangonel has a lot
better range and damage.  The Fomorian Beast uses alot of
food to summon but it takes no material.  Other advantages
include superior toughness to a normal siege engine as well
as being resistant to arrows.  Still it's limited range puts
it well into shooting distance of the enemy.


Succubus
Health 500
Food 100
Material 0
Gold 50
Food Cost 2

An extremely useful spellcaster for the Pagans, a Succubus
can charm many types of enemy units bringing them under
your control and cast Berserker rage to cause enemies to
fight the closest unit not under the effect. This is probably
my favourite demon, as you can steal most of the best units
with her as well as cause incoming enemy to fight amongst
themselves.


Spider Demon
Health 500
Defence 2
Melee 0
Missile 30
Food 300
Material 0
Gold 25
Food Cost 3

Fast-moving, quite durable and spits acid.  A very
dangerous unit for some to face, it's role is that of
a particularly strong Light Cavalry unit.  The acid spit
is a constant stream with fairly decent range.
The initial damage of it is quite good and quickly
builds up.  A couple of these guys together can
easily destroy a slow-moving company of Heavy Infantry.
However the Spider Demon has no resistance to arrows
and bullets so they are pretty easy to kill using
Archers or Javelineers and the ilk.


Behemoth
Health 1000
Defence 25
Melee 200
Food 1000
Material 0
Gold 30
Food Cost 5

Not nearly as big or powerful as their wilder cousins,
these Behemoths have been outfitted with thick armour
and so they can still easily wade into a fray to knock
heads and smash buildings (they're far better at it than
some siege engines!).  As usual you should keep Artos
from going into a scrap with them.  These guys are very
resistant to arrows AND bullets so if you can't use exorcism
or banish then you'll have to rely on hitting them with lots
of siege engines, Heavy Cavalry and Heavy Infantry.  The
biggest weakness of these units are their lack of speed and
slow rate of attack


DeathWyrm
Health 500
Defence 5
Melee 20
Missile 70
Food 400
Material 0
Gold 50
Food Cost 2

This is a sluggish but very potent missile unit that combines
strong siege ability with anti-personnel attacks.  Its range
is rather poor by siege weapon standards and it has no
resistance to bullets and arrows, however it never runs
dry with ammo unless you make it spit slime, it does
significant damage to units and buildings by changing up
ammo types plus it fires at a fairly rapid rate.  The power
to spit slime DOES NOT cause units to slow down as mentioned
in the manual.  Instead once it lands, it generates a lingering
cloud of poison gas that drains the health of anyone standing
in it.  If you can provide it with sufficient screening, you
can gun whole companies with a couple of DeathWyrms


Abbadon
Health 2000
Food 0
Material 0
Gold 400
Food Cost 20

The mightiest Pagan unit you can get, you can't really
control Abbadon but once he gets into a fray-the enemy is
really in for it!  He shoots a wide-spread beam of energy
that will instantly mop the floor with your regular units
and he can plunge his axe into the ground to generate an
explosion around him.  He's resistant to arrows, so don't
be surprised if you see a number of well-placed shots hit
and not cause any damage.  However he doesn't have a resistance
to bullets so you can overwhelm him with Gunners and Dragoons.
He can also be brought under by a large number of exorcisms.


Ships
-------
-these units have very limited roles and in truth I hate using
them unless I have to.  Contrary to the manual, ships are NOT
resistant to arrows and they have greatly reduced range in
comparison to their land-based counterparts.  Since it's expensive
to build a ship of any kind, mostly what you wind up with is a
high-price target.  Still they have their use and I actually like
the Corsair and to a limited extent the Galleass


Cog
Health 750
Food 25
Material 150
Gold 10
Food Cost 1

Simply a transport for your troops, supposedly you can
use at docks as a way to send cargo over to designated
Carts but so far the system isn't working (probably a
bug).  Note that it can carry a huge number of soldiers
but only a couple of Siege Engines or large Demons.


Corsair
Health 800
Food 100
Material 300
Gold 0
Food Cost 3

When it comes to sea battles, the Corsair is ridicuosly
overwhelming in its dominance of other ships.  Even though
it has much lower health than the other combat ships, it
has a fast rate of fire plus its Fire Arrows does heavy
damage to ships.  Its range is also the equal of the others,
so for other ships to win-they'll need superior numbers or
outside help from land-based units.


Carrack
Health 1500
Food 50
Material 600
Gold 10
Food Cost 3

This ship can take the most damage, but its really only
useful for laying siege against enemy buildings that are near
the sea.  It's shots are too slow and inaccurate plus its
reload time is horrible.  Use the Carrack only if you need
bombard seaside forts and you don't have the technology or
resources for a Galleass


Galleass
Health 1200
Food 0
Material 800
Gold 0
Food Cost 4

Not bad in a fight but not so hot either.  This Renaissance
unit's forte lies in laying some bombardment against land units
and buildings.  In a fight it will decimate a Carrack but
loses soundly against the Corsair.


Others
--------
-these are for units with special roles.  Whether it's the
humble peasant or mighty Inquisitor, units in this category
are all very valuable

Scout
Health 140
Defence 5
Melee 24
Food 60
Material 0
Gold 0
Food Cost 1

These guys are quick, can swim and have very good sight radius
plus when they see incoming attackers they'll blow a horn to
alert you.  They can also make okay Heavy Infantry if you're
desperate.  Oh yeah ignore the bit about them being able to
climb mountains, they can't.


Saljukis Peasant
Health 80
Food 0
Material 0
Gold 0
Food Cost 0

In a desert, these guys are vital in keeping a large food
supply.  They are the only ones who can build and harvest
Desert Farms.  Unfortunately that's the only thing they can
build, nor can they become Militia.  Otherwise they can repair
and harvest whatever a regular Peasnt can.  You can't produce
new Saljukis Peasant, so you're limited to whoever volunteers
for you.


Peasant
Health 80
Food 50
Material 0
Gold 0
Food Cost 0

The backbone of your economy, they produce the buildings and
gather resources for you.  They can also form Militias if you
have that piece of technology available.  Otherwise they're
completely defenceless.  Note that they don't have any Food
Cost so you can build as many as your population limit allows
and you won't starve.


Cart
Health 400
Food 50
Material 250
Gold 0
Food Cost 0

These are necessary for transporting resources from Villages
and Docks to your Warehouses and Manors or whatnot.  If the
driver of a Cart is killed, you can send a Peasant out to
hijack it and the supplies contained.


Resource Wagon
Health 100
Food 0
Material 200
Gold 0
Food Cost 0

Seen only in the single player campaign, you send these out
to friendly NPCs in return for useful services.  They are loaded
with gunpowder and can be commanded to explode for heavy damage
to nearby units and buildings.


Supply Wagon
Health 100
Food 100
Material 150
Gold 0
Food Cost 1

These will keep your missile troops restocked with ammo and
can heal units by feeding them food.  The ratio is about 1
Food per 1 health recovered.  Healing large numbers of wounded
can quickly deplete your reserves.


Merchant
Health 80
Food 100
Material 0
Gold 20
Food Cost 1

These guys generate Gold at a better Gold to Material ratio
in the Shops than a Peasant would.  They can also produce
Gold by working the Trading Posts, which makes Gold at a
slower rate but doesn't consume precious Material.


Sapper
Health 100
Defence 5
Melee 15
Food 150
Material 0
Gold 25
Food Cost 1

These guys can do repair work and can create certain
Palings, Training Dummies, Battering Rams, Siege Towers,
Trebuchets, and Rocket Towers out in the field.
While a bit pricey, they're certainly valuable to have.
As an extra bonus they do get bonuses to their armour
and weapons, when you upgrade equipment for Heavy Infantry


Monk
Health 80
Food 10
Material 0
Gold 0
Food Cost 0

The Monk will not leave the confines of his Monastery but
if you bring an injured unit to him, he'll heal them at
a far faster rate than Artos or a Holy Warrior (the Monk will heal
for 15 Health rather than 5 like Artos).  He'll automatically
march up to injured units in range and start working on them.  They
are also immune to Pagan sorcery and will generate a field that
disrupts it.


Priest
Health 80
Food 150
Material 150
Gold 0
Food Cost 4

A very costly unit as you can see.  The Priest can bless your
forces to increase their melee attacks by a huge 50% bonus and
can exorcise demons for a heavy 100 damage.  He can also pray
to hasten the calling of an Act of God.  They are also immune to
Pagan sorcery and will generate a field that disrupts it.


Bishop
Health 100
Food 200
Material 0
Gold 50
Food Cost 5

Extremely expensive and a real drain on your food production,
these guys can exorcise demons for a hefty 150 damage and banish
them as well.  They also help charge up your Cathedral faster
than a Priest.  As usual with these kinds of units, they are
also immune to Pagan sorcery and will generate a field that
disrupts it.


Inquisitor
Health 100
Food 200
Material 0
Gold 100
Food Cost 6

Ridiculously expensive but worth the price, these guys are nasty
to face.  With their Holy Flame, they hurl a devastating fireball that
will heavily damage all units in its path and so a single Inquisitor
can torch an entire company, leaving few survivors.  While Holy Flame
is certainly more effective against units, it does some pretty substantial
damage to buildings as well and has a surprisingly good rate of fire.
In addition, they are the best at exorcising demons-doing 200 damage,
can banish demons and are the fastest at praying for Acts of God.
As usual with these kinds of units, they are also immune to Pagan
sorcery and will generate a field that disrupts it.  Be careful
when using Holy Flame as it damages friendly units that get in the way,
plus the Inquisitor can barely angle it so most uneven terrain will block
this power.  When fighting Inquisitors, it's best to shoot them with
more advanced missile troops but if you don't have that then try to charge
them with Heavy Cavalry and hope for few casualties.


Archangel, Sword of God
Health 1500

The most powerful of the Imperial units, besides being a powerhouse
in a melee it also generates a large beam of energy that will fry
most units outright.  Besides being tough and highly damaging,
the Archangel is also quite fast.  Use him to break down enemy
defences but he can be overwhelmed by mass missile fire and strong
demons like the Behemoth and DeathWyrm.  Since I never had the
chance to get the Sword of God building, I have no idea how much
the Archangel costs.  I'll have to look into checking out earlier
patches to see if this problem didn't occur before


High Priestess
Health 100
Food 100
Material 0
Gold 50
Food Cost 3

A powerful sorceress, she can often alter the outcome
of small skirmishes with her ability to turn enemies into
Gibbering Horde or Curse them to reduce their melee damage
to half.  She also summons the Henge into existence for you.


Buildings
-----------
-some of the buildings listed here have no use but I listed
them as they're potential targets.  Some buildings are used
for researching new technology, others produce units while
forts, towers and gatehouses can be garrisoned to provide
long ranged fire.


Prison
Health 500
Material 0

Sometimes Prisons have useful prisoners who you
can recruit from.


Independent Local Tavern
Health 500
Material 0

Just built for show

Independent Local Barracks
Health 400
Material 0

These are just weaker versions of a regular
Barracks.  As such these should be targets


Market Stall
Health 50
Material 0

Just an indication you are dealing with a
large city


Hovel
Health 35
Material 0

The poorest degree of housing seen in the game.
Some Barbarian attackers are produced from them


Hut
Health 200
Material 0

Just another useless building


Barbarian Settlement
Health 80
Material 0

Barbarians are produced here by the computer.


Village of Nomads
Health 200
Material 0

Seeing one of these is an indication that are enemy troops
stationed in the area.


Desert House
Health 200
Material 0

Building just for show


House
Health 200
Material 0

Building just for show


Saljukis Temple
Health 300
Material 0

Outside of one objective in the Imperial Campaign, these
are just for show


Necromancer's Lair
Health 600
Material 0

Home for an evil Dark Priest who is sacrificing people
to a Henge and making Undead Legions from the bodies


Holy of Holies
Health 1000
Material 0

Seen in the Pagan campaign, this is the building that must be
destroyed to win that particular level


Red Tower
Health 2000
Material 0

Seen in the Pagan campaign, destroying this will finish that
particular level


Alchemist
Health 600
Material 0

Seen in the last level of the Renaissance campaign, it houses
an inventor who is designing new weapons provided you give
him enough gunpowder


Scriptorum
Health 2000
Material 0

In the Imperial Campaign, a trio of Inquisitors live here and
give you a quest.  Also you can research Witch Hunt here and
gain some new Acts of God.


Arcanum
Health 2000
Material 0

In the final Pagan level, there's an Arcanum with a Dark Priest
living there who will teach you how to build the Wickerman


Palace of the Kaliph
Health 1500
Material 0

Available only in Single Player, essentially a Renaissance Keep
that doesn't work towards your building tree or else the real
target in a particular mission for the Imperials.


Palace of the Patriarch
Health 500
Material 0

This building is just really a signpost for saying that you're
in the final level of the Imperial or Renaissance campaign


Village
Health 400
Material 300

The place for collecting resources outside of a Manor.  It
also produces Peasants and you can order a soldier to be
reverted into a Peasant


Farm
Health 100
Material 50

Farms supply Food for your units.  If the Food Cost
for your units are greater than your Farms can support,
then the difference will taken out of your reserves.
With no Food in your reserves, your units will begin
to starve.  On the other hand, an overall positive
balance will see you your reserves grow.  Since most
of your units require Food to hire, the importance
of a Farm can't be overlooked.  Farms come in 3 levels
of fertility depending on the land worked- Fertile,
Standard and Arid.  The better the fertility the more
food produced


Desert Farms
Health 100
Material 50

Built by Saljukis Peasants, these are farms that
can be built on sand.  However only the Saljukis
Peasant can harvest from them.


Guildhall
Health 600
Material 200

Building for learning new farming techniques.  It
also enables the progress of Renaissance buildings.


Shop
Health 300
Material 100

A Peasant will roughly produce 1 Gold per 4 Material
used when working at a Shop.  Merchants are more
efficient and will get about 1 Gold per 2 Material used.


Warehouse
Health 800
Material 200

Can be used to store supplies as an alternative to your
Manor.  Unfortunately it's a Civic building and so unless
your city is really large, the Warehouse doesn't act as
much of a shortcut.  However it's an important building
as it builds Supply Wagons and Merchants.


Training Dummy
Health 50
Material 50

The Training Dummy is used by your combat units to earn
experience.  It can take up to 4 units at a time and
can earn up to 8 bars of experience.


Trading Post
Health 500
Material 175

These buildings have really large sight radius and will
give you a warning horn if it spots incoming enemies.
It can produce Scouts and Barbarians.  Also Merchants
can trade here and earn some Gold that way.


Barracks
Health 600
Material 200

Allows you to build Archers, Spearmen, Man-At-Arms
or Imperial Pikemen .  There's also a type
of Barracks that has 400 health, it just shows up on
the Single-player campaign and besides having less
health, it doesn't count towards your building tree
if you are given one.


Tavern
Health 200
Material 300

Allows you to build Mercenaries.


Stables
Health 200
Material 300

Allows you to build Squires, Javelineers, Knights,
Imperial Knights, Battle Riders, War Riders,
and Mounted Huntresses.


Armoury
Health 800
Material 300
Gold 50

Allows you to build Sappers, Mangonels and Bombards.


Blacksmith
Health 500
Material 200
Gold 50

Allows you to upgrade weapons and armours for your units.


Docks
Health 600
Material 200

Allows you to build Cogs, Corsairs, Carracks and Galleasses.
It also repairs damaged ships and can be used as a drop-off
point for resources.


Hall of Warriors
Health 600
Material 300
Gold 50

This building allows you to build more advanced Pagan infantry
units including the Warrioress of the Dawn, Warrior of the Sun
and Huntresses of the Dawn or Huntresses of the Sun.


Henge
Health 300
Material 400

Summoned into existence by a High Priestess.  This is where
you summon demons such as the Gibbering Horde, Succubus,
and Fomorian Beasts


Summoning Pentacle
Health 500
Material 800
Gold 200

This building is for summoning the mightier demons.  It will
allow you to summon Behemoths, Spider Demons and DeathWyrms.


Maypole
Health 200
Material 150

The basic alignment building for the Pagan.  It also improves
food production of nearby farms.


Sacred Grove
Health 500
Material 250
Gold 50

Allows High Priestesses to be built plus upgrades to Maypole
can be researched here.  This further pushes one towards the
Pagan alignment


Temple of the Moon
Health
Material 800
Gold 200

This building pushes you further up the Pagan building tree.
It enables you to build new buildings that allow for more
advanced units.


The Wickerman
Health 500
Material 1000

The ultimate building for the Pagans, this will turn Battle Riders
to War Riders and Huntresses of the Dawn to Huntresses of the Sun,
plus allowing you to build those advanced units.  Additionally
you can summon Abaddon with this building, though it will be destroyed
in the process.


Monastery
Health 500
Material 300
Gold 50

Builds Monks, turning the Monastery into something of a hospital


Holy Chapter
Health 500
Material 350
Gold 50

A modified Monastery that allows you to produce Holy Warriors
as well as Monks.


Church
Health 500
Material 250

Basic alignment building for the Imperials, it allows you to
build Priests and it enhances productivity of nearby farms.


Cathedral
Health 1000
Material 600
Gold 150

Definitely build more than one of these so you can cast more
than one Act of God at a time.  The Cathedral enables you
to build Bishops and Inquisitors.


Sword of God
Health ?
Material ?
Gold ?

Due to a bug, I could never get the technology to build this.
However I've seen the Archangel summoned through this which
in turn destroys the Sword of God statue.  Supposedly you
can learn how to build one in the last level of the Imperial
Campaign.


Windmill
Health 400
Material 300
Gold 50

An alignment building for the Renaissance, this
building also enhances the amount of Food harvested
by peasants in the neighboring area.


Sawmill
Health 400
Material 300

Wood harvested will be more refined if taken
to a Sawmill.  You'll then get far more Material
than usual


Bank
Health 300
Material 600

Units collecting gold that pass by this building will
have a significant bonus added to that gold


Observatory
Health 1000
Material 300
Gold 300

Further along the Renaissance path, this building lets you
look anywhere on the map for a brief time.  It also enables
the research for building Galeasses and allows Bombards to
be built


University
Health 500
Material 1000
Gold 400

The ultimate building for the Renaissance, the place of learning
Rocketry.


Manor
Health 600
Material 750
Gold 150

Builds Peasants and Carts, plus stores your resources for use.
This is the most important of your buildings, if you lose
your main Manor then it's game over.  If enemies get too close,
it'll automatically fire on them with arrows.


Keep
Health 1500
Material 0

An upgraded Manor with more health


Castle
Health 2000
Material 0

A even further upgrade on the Manor with greater health.  With
a Castle you can build more than one Manor


Palace
Health 2000
Material 0

The highest upgrade of the Manor, the health of this building
is no different than that of a Castle.  Basically it's something
of a status symbol


Palings
Health 20
Material 5

Basically a very cheap and weak wall that you can build outside
of your Manor.  These are built only by Sappers


Stockade
Health 100
Material 5

A low quality wall that's useful in keeping intruders from rampaging
on your other buildings.


Stockade Gatehouse
Health 50
Material 600

An entranceway made composed of Stockades, it allows 10 units to
be garrisoned inside


Watch Tower
Health 150
Material 150

This defensive building allows you to garrison 5 units


Fort
Health 400
Material 300

With better height, the Fort gives improved range and sight radius
over the Watch Tower.  It also has much better health and can hold
10 units


Holy Fortress
Health 900
Material 450
G0ld 50

The mightiest defensive building in the game, it improves on
the range, sight, and health of a regular Fort.  It also allows
an incredibly large force of 20 units to be garrisoned there.


Fortified Walls
Health 500
Material 5

An improved wall that's superior to the stockade.  This is the
top material for Pagans


Fortified Tower
Health 400
Material 300

This is a tower built into a Fortified Wall and can hold 5 units


Fortified Gatehouse
Health 400
Material 600

An improvement over the Stockade Gatehouse, it allows a garrison of
10 units and this is the best gatehouse for the Pagans


Battlements
Health 800
Material 5

An improved wall that's superior to the Fortified Wall.  This is
the best that the Renaissance can achieve


Battlement Tower
Health 700
Material 300

A tower built into a Battlement.  It holds 5 units


Gatehouse Battlements
Health 700
Material 600

Improving on the Fortified Gatehouse, it allows a garrison of 10
units and is the best gatehouse for the Renaissance


Ramparts
Health 1100
Material 5

The strongest walls in the game and only available to the Imperials


Rampart Towers
Health 900
Material 300

These are towers built into Ramparts and can hold 5 units


Gatehouse Ramparts
Health 900
Material 600

The toughest gatehouse in the game and available only to the Imperials.
It houses 10 units




WALKTHRU
-----------
-the walkthrus are for the 3 alignment paths that Artos can take,
I also listed the turning point where you have a decision which
determines what path you follow.  Don't worry if you fail to find
a special that gives you a new technology, you will automatically
receive that technology when you finish the level.


Level 1 Unaligned: A Province At Peace
----------------------
This is a simple mission where your father has assigned you to manage the
harvesting and storage of 500 Materials and 500 Food.  Complicating matters
are raids on the supplying Village by renegade clans.

You start with Young Artos and a group of 8 Mercenaries, however you are told
that some of your father's Javelineers are nearby if you need their assistance.
Also near the city is Monastery, talk to the Monk there and he'll tell you that
you can come to him for medical attention if you need it.

The Javelineers are at a cluster of trees midway between the city and farming
village.  Talk to them and they'll join you.  So you now have control over
5 Javelineers.  Nearby are a group of Peasants who are just sitting around,
doing nothing.  Talk to them and they'll be under your control.  Time to put
those lazy Peasants to work.

The Mercenaries and Javelineers are more than enough to protect the farming
village from enemy raids.  Have the Mercenaries take either the west or east
entrance from where the Barbarians are coming from and form a Circle formation.
Your Mercenaries can't move but they'll be well-entrenched to block off any
invading Barbarians from that particular point.  Artos should go with the
Mercenaries to provide extra hitting power and to heal any injuries.  The
Javelineers will easily decimate the small trickle of Barbarians that come
their way, so you won't need to supervise them.  You can hire some Spearmen
to see how they work but you don't need them.  Still they move quicker, hit
harder and have a longer weapon than your Mercenaries.

If you do collect the 500 Materials and 500 Food, your father will send a
group of Squires to lead you back home.  But in reality, whether you complete
the objective or not is moot.  That's because the Evil Bishop Lothar
(Health 180) has arrived and he's accompanied by a powerful army of Mercenaries,
Holy Warriors, Imperial Knights, Imperial Pikemen, Imperial Archers and a couple
of Trebuchets.  Amalric, Baron of Cravant (Artos's Father) will come to challenge
this force with a complement of Squires, Spearmen and Archers.  Amalric is pretty
tough at Health 200 but he's unarmed and will quickly go down to Lothar's
Mercenaries during his discussion with Lothar.  With Amalric dead, Lothar orders
your city to be razed.  Your father's last words are to flee to the docks
and sail for safety.

You'll now find yourself just outside the city and you'll have your troops with
you as escort.  Whatever happens to your troops doesn't matter at all.  You can
have them go with you or send them to battle Lothar's forces.  However Artos must
go the Docks.  Since there's little chance of defeating such a powerful army and
keeping them from butchering the city and its inhabitants, you might as well just
bee-line it there.  When you arrive, the mission is ended.


Level 2 Unaligned: Flight To Angland
-------------------
* This mission will determine your alignment path between Pagan and Renaissance


Young Artos will arrive on the shores of Angland with 8 Spearmen and 8 Javelineers.
Ahead of you is an abandoned Manor and a Village that is under attack by Barbarians.
Kill the Barbarians and the Village plus Manor is under your control.  You are told
that the key to winning the people's favour is to protect them from the Barbarian
hordes who are being supplied by Baron Ragnar.  With your food fast depleting, get
your new-found Peasants to build Farms and gather Materials.  You'll see a nearby
wagon that is under attack by Barbarians, kill them and talk to the wagon's owner.
He's a merchant who will build a Supply Post under your control.  This will give
you access to Scouts and it has a large radius of sight over the area too.

Nearby is another village and it possesses the technology of building Barracks.
Contact them and the Village Elder (Health 100) will need 200 Material to complete
its Barracks.  Click on your Manor and there'll be a new icon which will produce a
Cart to ship the Materials over.  When it gets the resources it'll join you.
Also it'll mention the location of a village that has the technology of producing
Archers and the location of the Barbarian Settlement where most of the raiders are
coming from.  The Cart sent will now be used to ship supplies from that village to
your Manor.

So send some troops up the mountain indicated, but not before leaving some forces
to guard the Village with the Barracks and you'll come across the village who need
500 Food before they will join you.  Go to the Manor and send up the indicated Cart.
Make sure to keep an eye on that Cart as it's path finding ability is a bit screwy
and will wander into that Barbarian Settlement, so I recommend that you take control
of the Cart yourself.  When the Cart arrives, you now have control over the Village.
Produce some Archers at the Barracks and they'll easily rip apart incoming Barbarians
especially if they have a Scout with them acting as an early spotter.

Now focus your attention on the Barbarian Settlement near the Archer Village.  If
you destroy it, you will gain the technology of Fire Arrows (if you don't pick
them up now, you will automatically gain them for the next level but they're too
useful not to grab now).  With Flaming Arrows, you now have an effective siege
weapon for your Archers.  Test them out on some of nearby Hovels to see for yourself.
The destruction of that Barbarian Settlement will keep raiders from being produced
in that region though there are other ones on this level.

There's one last Village to liberate, you'll want to load up on more Spearmen and
Archers for this one.  The Barbarians in the area are no threat as they don't come
in large enough numbers to overwhelm your troops.  When you contact the Village,
they'll join you if you rescue the Elder's son from being sacrificed in the
Barbarian's Pagan rituals.  Unfortunately it's a bit late, as portal is formed
and Gibbering Hordes will now come after you as well as the Barbarians.  Fight
them off and destroy the Barbarian Settlement near the Village.

The Elder's son is still alive and you'll have to save him to get the Village
under your control.  Plus he's the fuel source for the Henge that's cranking out
those little demons.  So move your forces up that hill but be wary of ambushes.
When you've safely arrived, move forward towards that Barbarian Settlement but
don't attack it yet.  The Barbarians performing the ceremony will come after
you and when you wipe them out, the boy will be free.  Unfortunately this messes
up the ritual and a Wild Behemoth will accidentally be summoned.  This is a very
powerful creature and it'll annihilate Artos if he gets in a fight with it.
It's also resistant to non-firearms missile weapons.  So you'll need your Spearmen
to engage the beast while your other guys shoot it up.

This last Village is the last place where you can access a Barracks and since
it's quite a distance between it and Ragnar's home, you had better stock up on
your troops.  Now returning from the where the Henge was, you should scout around
until you find one of Ragnar's Village.  A few Fire Arrows will wipe it off
the map, now you're real concern is finding the Watch Towers in this area.
When you find them have Artos bait the Archers inside them into shooting at him
while your own Archers shoot Fire Arrows at them.  Once they've burnt to the
ground, wipe out the surviving Archers.  You don't need to destroy all of them,
you just need to clear out the ones that are close enough to shoot at your forces.

Now send a Scout forward to look for Ragnar's main force.  He'll have a large
number of Knights, Spearmen and Archers.  So arrange your forces appropriately
for the coming fight.  Since the Knights are so fast, they'll come charging
out far ahead of the others.  Your Spearmen and Javelineers can devastate them
plus if the Knights can tangled up in melee with the Spearmen, your Archers can
fire on them at will.  There might be some surviving Knights still when the
enemy Spearmen arrive but the few Knights remaining shouldn't be a problem.
The Spearmen will go down quick against your Javelineers and Archers but the
big problem is that the enemy Archers will be in range to attack your forces.
So have your own Spearmen in good defensive formation to hold up the enemy
Spearmen while the Javelineers work on them.  Meanwhile your Archers should
fire on the enemy Archers while Artos charges into them, making sure that
he doesn't meet to many enemy Spearmen along the way.

With Baron Ragnar's forces destroyed, it's a clear march to his premises.
When you get close enough you are given a choice of whether to spare him or
to finish him off.  The choice you make determines whether you start becoming
Imperial or Pagan aligned.  If you spare him, that will end the level and
you gain more Imperial alignment.  If you decide the press the attack then
you will start getting more Pagan alignment.  Now if you do decide to attack,
his home base has a pair of Watch Towers guarding it plus his own manor has
some Archers emplaced inside.  Still your overwhelming forces can utterly
swamp him down.  However this won't be the last time you hear from Baron
Ragnar.


Level 3 Imperial: Revolution
----------------------

If you have made Ragnar your vassal, you will have the rest of Angland under
control and so you return to your home country.  Unfortunately you'll find
your forces beached on the shores and will have to start your revolution
from scratch.  You have a large number of Peasants, a couple of Carts, some
Spearmen and Archers.  Even though it says that Young Artos has the Bless
ability, this is an error.  He'll go through with the animation sequence,
but the effect does not come out (this is especially noticeable once you
get your hands on a Priest, as they can cast Bless).

Your forces face starvation so make your way to the village near your landing
point.  They will join you provided you can help supply them with 500 Food.
Since you're now on fertile land, you can start laying down Farms with your
Peasants.  Also nearby is another village and there are 3 or sometimes 4 horses
there (Health 160).  You will be told that these horses used to be your father's.
As such they will be receptive to your troops using them, you can mount them
with either an Archer or Spearman who'll now become a Squire or Horse Archer
(a bug in the program sometimes causes a Javelineer to be built instead of a
Horse Archer) depending on the unit's original class.  Barbarians will regularly
be attacking you from a nearby hill.  Go and destroy their settlement and you'll
find lots of gold there.  Since it's going to be something of a pain to collect
all of them.  You might just want to build a new village where the Barbarian
Settlement was.  Not too far away is Trading Post that offers to pay 50 Gold
for each horse you bring them.  There's plenty of horses to be found but you
can use these to quickly replace or create cavalry and you'll have lots of
gold from wiping out the Barbarians.  So selling horses might be rather
unnecessary.

You'll see a rather ruined city to your east and if you contact the Church
there, the Priest tells you that Mercenaries are trying to rob them.  He will
spare you some Milita to attack the Mercenaries.  You'll need some fire
support as the Mercenary base has a large number of Mercenaries and some
Javelineers backing them up.  Alone your Milita will have no chance.  Archers
will make quick work of your enemies, so with that done the Mercenaries will
surrender.  It also turns out that these Mercenaries were never paid after
they were hired to fight your father.  You can hire them so now you have the
technology of Tavern.  Also the city has joined your fight now, so you have
the technology of Church.  In the surrounding areas are plenty of horses so
take your time and gather them up.  Now head up a path and you'll see some
Peasants near a Watch Tower.  Talk to them and they'll join you plus they
will give you the technology of Watch Tower.  Also they mention that the
city in the valley is on the verge of revolution if you can muster a strong
enough force to break the occupying troops.  Nearby is another Barbarian
Settlement, destroy to keep any more Barbarians from coming but you won't
get any booty from them.

In the city mentioned are large numbers of Mercenaries, deal with them as
you did the Mercenary camp earlier.  Helping you somewhat are the local
Peasants who'll rise up and act as cannonfodder for you.  With the city
yours, you'll have a nice forward base to build up an overwhelming army
if you hadn't already.

Now continuing on your path you will see a ruined Village.  If you get
too close to it, the local Mercenary camp will come out to attack you
and they have Javelineers and Archers with them.  You can overwhelm them
with your numbers but it'd be more effective to do some setting up first.
They have a Watch Tower but it'll be easy for you to burn it down with
some Fire Arrows.  You actually don't have to destroy that Mercenary camp,
the level will end when Artos gets to see the ruins of the capital city
where he was from.  When you get a bit of dialogue from him, then the
mission is over.


Level 3 Pagan: Angland Invaded!
----------------------------

Baron Ragnar is more than a little peeved at your attempt to kill him.  He has
escaped and made deals with Northern tribesman to invade.  Luckily you are quite
well set-up for launching a counter-attack.  You have a number of Villages and
a couple of Carts, Spearmen, Javelineers, and Archers plus plenty of Peasants
scattered around.  Gather your Peasants and Carts then start building Farms.
Since most of the land is snow-covered, good farmland can be rare.

Whether you wish to delete the outlying Farms or not is up to you.  As for the
Carts mentioned, you can attack the enemy position and steal those Carts but
that's rather unnecessary.

The big event will be the arrival of some Barbarians who seek refuge with you
during Ragnar's invasion.  If you accept them, you will be further along the
Pagan path and can now build Barbarians at the Trading Post.  Additionally
you will be told about the Barbarians' Maypole and given the side objective
of recovering it.  If you refuse, then the  Barbarians attack in desperation.
Also you won't be able to use the Maypole (the only action you'll have involving
the Maypole is to attack it).  Don't worry if you refuse the Barbarians, you'll
get the technology of Barbarian and Maypole once this level is done.

Ragnar's landing forces will be composed of Archers, Spearmen and Squires.
They'll be sending their forces all over from where your 3 Watch Towers are
and will concentrate on killing your Peasants.  If you load the Watch Towers
with Archers and have some units guarding the Peasants, you should come out
unscathed during the raids as the computer warns you where they'll be coming
from.  Also you should build a Watch Tower near your Manor to provide a bit
of fire support for Carts and Peasants working near the Manor.  Eventually
Ragnar will run out of people to ship over by sea.  You will know this when
you start seeing Knights, Archers and Spearmen coming from mountains by the
southern path.

When you have an adequate number of forces you should proceed down the south
path.  If you follow that path it will lead you to the Barbarian's Maypole and
eventually you will be heading to Ragnar's home base.  Build a Village and a
Trading Post to provide yourself with a forward base and you can eventually
assault Ragnar's home and finally end this menace.  The hillside where the
Maypole is located, is a good location for stationing your troops so that
they can fire down on Ragnar's men while setting Spearmen and Mercenaries
in a nice defensive formation.  When you've cleared things up somewhat you'll
see a Barbarian Settlement and right before that is Ragnar's base.  He'll
have a reserve group of Knights and his Barracks will pump out the usual
attack forces.  Raze the Manor and this level comes to its conclusion.


Level 4 Imperial: Rescue Tomas
------------------------

Now that Cravant is yours again, you're on your way to find out what
happened to your fellow lord and friend Tomas.  Artos has Squires
and Archers with him, plus he's become the mighty Baron Artos who
can cast Bless.  While you don't have any farms, this mission has
a lot less tough fighting than the Pagan equivalent mission so
starvation is far less likely to happen.  Still you'll want to keep
an eye on your food supply.

A large group of Squires led by Eleanor (Health 180) will come to face
you, when she finds out your Artos she tells you that her brother
Tomas has been imprisoned.  She also tells you to contact the Village
Elder.  She and her party will head off, so you should head to that
village.  The village will be attacked by Barbarians, so destroy them
and the Elder will be very grateful.

The Elder tells you that Eleanor is under siege and will need supplies.
He will give you a Cart and plenty of Food.  Now east of the village is
a tall hill with a Holy Chapter and Sawmill, the Priest there is important
but he won't acknowledge you yet.  The real reason to head to that area
is that there's a group of Man-At-Arms who are loyal to Tomas.  Bring
them along and in the area nearby is a Barbarian Settlement.  In fact
on this map there are 3 Barbarian Settlements.  Each of these has a
Supply Wagon that you can capture.  Make sure to get at least one of them
for your Archers, as you'll need them to keep your Archers well stocked
with arrows.

Since it's not too far away, you should check the base of the high cliff
nearby.  There's going to be Man-At-Arms and Knights coming your way so
get into a good fighting position.  When you beat them, don't continue
up that cliff path.  That leads to where Tomas is imprisoned and he'll
get executed if you try a frontal assault.

Instead head on to your mission to supply Tomas's city.  As you approach
closer, be wary and get ready to set up your troops.  Artos should scout
ahead and be on watch for a Village of Nomads.  This is the enemies' camp
and they'll send forth some Mercenaries and a few Archers to deal with
you, followed by a large contingent of Man-At-Arms who are coming to
see what's going on.  Lead them back to your forces and wipe them out.
The Man-At-Arms will try to return to their post but they'll lose some
or all of their men to your Archers during the withdrawal.  With these
guys thinned out, it's time to deal with the Knights.  Move your Man-At-Arms
forward and form a circle.  Put you Archers, Supply Wagons and Squires nearby.
Your Archers will begin peppering the Knights with arrows so they'll come
charging down only to be met by your Man-At-Arms.  Bless your forces and
keep healing your Man-At-Arms while your Squires and Archers assist.
Hopefully you can thin out the Knights quickly because another squad of
enemy Man-At-Arms are coming to assist the Knights.  Engage them and
with all the enemy destroyed, send the Cart to the city.

They'll thank you for the supplies and tell you to visit the Priest on the
hill.  Send Artos out to meet him and you'll get a cut-scene with Artos
and a pair of Archers.  The plan to rescue Tomas lies in Artos and company
disguising as some Monks and entering the city where they'll steal some
gunpowder and free Tomas that way.  Unfortunately your disguises won't work
if the enemy is too close to you.  If you had earlier wiped out the Knights
and Man-At-Arms at the base of the prison city than you have no further
use for the rest of your troops, otherwise you'll have to bust some skulls
first.  If the path is clear, lead your 3 "Monks" to the city.

Once inside look to the left of where you arrive.  There are 3 barrels of
gunpowder.  Take them and Artos will note that one of the walls is weakened.
That should be your target.  However there are a couple of guards in the way
so you should use one of barrels elsewhere unless you want to fight the City
Guard (Health 200).  When a barrel goes off, all the guards rush to that area.
So what I did was to first put a barrel in front of the guards at the prison.
When that blew up, it took a large number of the guards.  I put the next
barrel at the weakened walls and finally my last barrel was near the entrance.
When you feel ready, contact the prison and Tomas (Health 100) will leave
with you.  Take everyone to the blasted wall and escape.  The mission ends
here.


Level 4 Pagan: Retreat and Regroup
-------------------------------

With Ragnar killed, you now turn your attention back to the mainland but
ran into some heavy opposition so you're forced to retreat.  This is a
pretty nasty mission as you're in a race to beat starvation-there is no
farming here, you start with 8 Spearmen and 8 Archers plus Artos who is
now upgraded to the more powerful Baron Artos who can cast Curse.

From where you start, there's a pair of Archers and some Spearmen.  Destroy
them and contact the town ahead.  They're sympathetic to your cause and give
you a nice supply of Food, a Supply Wagon and the temporary use of a Scout.

The Scout will show you how To get to your destination, you must cross the
river at the bank shown.  There are also some Battle Riders in the forest
indicated by the Scout for you to recruit.  However there's a pair of Squires
watching the area.  You're told that you must take out the Squires before
they can alert the garrison.  Unfortunately I have no idea how to get the
Squires, Artos is too slow to catch up to them and he's the only one who
has speed comparable to theirs while your Archers usually can't put enough
arrows in them to prevent them from escaping.  Oh well, even if they do
warn the garrison-you can simply fight them and should come out with little
or no casualties.  So setup for an incoming attack and have Artos recruit
the Battle Riders, they'll mention that they have some more men locked up
in a prison camp who could use some freeing.

A group of Squires will come to attack your men, this is the one highly
aggressive action they will take.  They will only send out the Man-At-Arms
and Archers when you approach the garrison base.  Raze everything and
proceed to the prison camp mentioned by the Battle Riders.

You'll see the prison camp and a neighboring hill.  If you check out the
hill, there's a hovel who's owner will tell you that to reach the city in
the valley it will take a large force to win through.  This hill will make
a good site for you to pick your fight with the soldiers guarding the prison
camp.  Deploy your men in a good position and then send Artos out to bait
the enemy.  He'll meet a pair of Archers sitting by a campfire.  They'll
run back to the camp.  Follow them until you get close to the large group
of Spearmen.  Behind the Spearmen are a bunch of Archers, so start retreating
back but make sure the Spearmen are following Artos.  There are a lot of
Spearmen but if your own Spearmen are in a good defensive formation, they
should defeat the enemy Spearmen if they are supported by your Archers.
The enemy Archers can then be dealth with Artos and the Battle Riders with
your own Archers providing support.  When the enemies are beaten, go and
contact the prisons.  A large group of Archers will pour out of one prison
and a group of Spearmen from the other.  Consolidate your forces and
move into the valley mentioned by the woman in the hovel.

You'll see a group of Archers around a Watch Tower and a group of Knights
will come charging in.  Your Spearmen are your only hope against the Knights
as they'll simply crush anyone else.  Burn down the Watch Tower and slaughter
the enemy Archers when you're free to do so.  Continue further and when you
reach the city, you'll be given a number of Spearmen and Battle Riders to
help you.  You are told to make for the Dock where a pair of Cogs will
come to evacuate your men.  Enemy Knights and Horse Archers will eventually
attack you but you should have an easy time fending them off.  Still don't
linger to long as your food supply should be dangerously low.  When it's
relatively safe, get your men aboard the Cogs and you're done.


Level 5 Imperial: Guiscard Attacks Tomas
----------------------------------
*Determines if you align to Imperial or Renaissance

Tomas has given you the task of building up forces to drive out Guiscard.
You are given a Village, Manor, Sawmill, Stables, Church and Barracks plus
you have a fair number of Man-At-Arms, Archers and Squires.

I suggest you move the Archers and Man-At-Arms a fair distance east or down
from your starting point.  It's especially nice for the Man-At-Arms to move
out early since they're so slow.  Because what happens is a Merchant will
come and tell you that his train is under attack from raiders.  The Merchant's
convoy has a number of Militia, Squires and Archers while the raiders use
Barbarians and Squires.  In truth the Merchant's forces should prevail, but
your troops can easily dominate and you're not likely to have any casualties
if you intervene.

With victory comes the big choice.  The Merchant offers you a Mangonel as
a reward.  It'll really come in handy for a siege but your advisor tells
you that it's the work of heretics.  If you choose to get the Mangonel
you'll become aligned to the Renaissance but if you decline you stay
Imperial.  In any event, the Merchant leaves you technology of Turn Peasants
into Milita.

Now to your north is a Barbarian Settlement, but you can take care of that
later.  Right now your focus is on building up your troops.  If you go too
far out, you'll encounter a huge group of Knights charging down at you so
make sure you have a large powerful force just to establish a toehold.

There's really no need to build Squires, as there's only one instance where
you'll face Archers and the enemy uses them so incompetently that you can
simply wipe them out with Heavy Infantry.  What would be good is plenty of
Man-At-Arms, Archers and Javelineers.  Still don't go tackling the enemy
blockade yet

If you have not destroyed the various Barbarian Settlements, you'll be
facing large groups of Barbarians attacking your town.  If you build a few
strategically placed Watch Towers filled with Archers and some Trading Posts
to keep an eye out for the Barbarians, you should have no problems with
the Barbarians.

Go forth and lure the Knights into your Man-At-Arms if you haven't already
done so.  With the Knights dead, the enemy only has Spearmen and Man-At-Arms
left.  Now bring your forces over and meet the enemy.  When you inflict
enough casualties, Tomas will stupidly open the gates of his beseiged city.
There are still plenty of surviving enemy and they will try to rush in.
If they make it inside they cause significant casualties to Tomas's men before
they are finally dead.  So chase after the survivors and when that happens,
Tomas will go on the offensive.

The scene changes as you see enemy reinforcements arriving.  There'll be plenty
of Knights, Archers, Man-At-Arms, Mercenaries and Supply Wagons.  The enemy
will stupidly march the Archers forward too quickly for their Heavy Infantry
to protect.  In fact they march so aggressively that you can send your own
Heavy Infantry to intercept them if you don't have any Squires remaining and
wipe them out.  with the Archers gone, send your Heavy Infantry after enemy
Knights while Javelineers and Archers take out enemy Heavy Infantry.  When you
defeat enough of them, the level will end.


Level 5 Pagan: The Tharingian Wilds
--------------------------------
*Determines if you align with Pagan or Renaissance

You start off once more with no farms but you do have a powerful contingent
including 2 Supply Wagons, a Scout, some Battle Riders, Archers and Spearmen.
Almost right off the bat, some Spearmen and Archers will attack you but it'll
be easy to defeat them.  Now there's a hill somewhere to your left and if you
go up it you will be attacked by Gibbering Horde.  So best to set up some
Archers to deal with them.  Meanwhile you should emplace some Spearmen as
a group of Knights will come to attack from the path you are facing.
The Knights might not come immediately but will eventually.  In meantime,
if you have destroyed the Gibbering Horde, go up the hill and contact the
Henge you see there.  A High Priestess wants to be escorted to her temple
but her path is blocked by bandits and so she won't leave the safety of
the Henge.  She asks if you will help her.  I strongly advise that you
agree (this is NOT the decision that determines alignment).  When she
joins you, guide her to the forest path.  You will see a hut and if you
contact it, the Barbarian inside will tell you that you're not welcome
as you're with the High Priestess.  If you did not help her, then she
will be angry and summon a Spider Demon before attacking you herself.  If
you contact the bandit without helping her, he will offer you safe passage
provided you give him a lot of Food.

If you have to fight the bandits, they will come swarming from the forest.
It'll be a bunch of Barbarians and some Huntresses of the Dawn.  The Barbarian
Settlement there is guarded by a Watch Tower with some Archers inside.  So you
can take it out if you wish.  Should the High Priestess make it to her temple,
she will give you the usage of her Henge, her Sacred Grove and a special
gift.  The last gift is gained, when you take 5 Peasants to the area that she
mentions.  They will be struck down by lightning and Zombies will rise to fight
for you.

Now the real choice begins, on your map there are 2 towns who can ally with you.
The orange town is Pagan while the pink one is Renaissance.  No matter who you
join with, the rewards earned from the High Priestess stands.  The Renaissance
town is placed in a more dangerous place to reach as there's an enemy camp and
an enemy town in that vicinity.  The way to the Pagan town is clear but you'll
face attacks from more than one direction.  Either way your main enemy is
Heinrich's town.  Build up a mighty army and hammer your way to victory.  Also
make sure to STRONGLY FORTIFY YOUR HOME BASE!!!!!!

Near each of the 2 towns are Imperial garrisons, destroy them as they'll keep
pumping out Squires, Spearmen, Archers and the occasional Battering Ram to
destroy your town.  You'll also have to destroy the rival town of the one you
chose, as they turn hostile (this is a war of religious ideology here).  Now
when you have rid yourself of your rivals, you'll have to focus your attention
on Heinrich.  Heinrich's Keep is the main goal here.  If you destroy it, you
will defeat him regardless of what he has remaining.  Unfortunately he's well
protected by Squires, Spearmen, Archers and Man-At-Arms.  If you have hired
High Priestesses, they'll be very effective at disrupting the enemy forces
by transforming the enemy.  If you're Renaissance, you'll have a much easier
time as you can use Mangonels and Battering Rams to destroy the enemy buildings
in your way (at this point, the Renaissance town gets everything that the
Pagan town gets plus some units of their own).  When Heinrich's Keep is in danger
you will find out that Imperial forces are arriving and you must destroy them.

Finish off Heinrich and it's time to deal with the Imperial troops.  They'll
be trying to destroy your town along with any of your villages in their path.
You'll face waves of Knights, Man-At-Arms, Squires, Mangonels, Archers and
Spearmen.  Luckily because of their varying speed, they won't be coming at
once.  A large force of Archers (especially if they fortification to hide behind),
Battle Riders and Mounted Huntresses should be enough to beat back the enemy-though
any Spearmen/Mercenary groups and High Priestesses are welcome in the fight.
Destroy all the Imperials and this mission is complete.


Level 6 Imperial: Crusade
---------------------------
This is a long and ugly mission to complete.  There's very few resources available
and seldom any land suitable for expanding on.  The key here though is that your
enemy really can't produce new troops and is only aggressive if it's been attacked.
The only new things available for production are Mangonels and Monasteries (you
can build a Holy Chapter but you don't get anything out of it).

You have been promoted to Grand Duke Artos and have the ability to banish
demons.  Artos is assigned to subjugate the Saljukis in this area and are
given 8 Knights to do so in the beginning.  Make your way to the area indicated
and you will encounter a Knight with a group of Mercenaries, some Mangonels
and a Supply Wagon.  These will then be under your control.

You'll have to cut down the Saljukis Infantry and Saljukis Horse Archers in your
way.  Make sure you have Artos out in the lead as the Saljukis troops are going
to be a bit problematic for your troops given that they're effective against
Heavy Cavalry and Heavy Infantry.

As you push through you are told that the crusaders have started the attack
to early and will be massacred.  You are told that to prevent this from happening
you must destroy the Saljukis Temple, as it holds the money to pay the enemy's
Mercenaries.  Take it out and they'll no longer be available to the Saljukis.

With the crusaders saved, they'll join up with you and the Saljukis in the
area will ask for mercy in exchange for adopting your religion.  You can
slaughter them and get more Crusaders coming in but your current problem isn't
a lack of soldiers.  The Saljukis Peasants can provide you with Desert Farms
which can be placed in sand, this is especially valuable given that there's
very few placed for regular farming.  Now contact the Barracks near the Saljukis
Temple you just destroyed.  Inside is an Imperial Knight who joins you and tells
you the location of run-down Castle that you can make your base if you repair it.

Going in the direction mentioned you'll encounter some more Saljukis Peasants
and their Desert Farms.  If you are starting to develop an excess amount of food
you could kill them rather than grant mercy.  If you do decide to execute them, then
a ship carrying some troops will drop them off at the Docks.  However none of these
troops are something that you can't build yourself, so I personally just spare them.
Also don't pick a fight with that city nearby.  They have well over 100 Battle Riders
and Saljukis Infantry, beating them is going to be extremely costly even in victory
as they'll start spreading out and raiding the areas that belong to you.

Now further along is a small base that is a mining operation.  Destroy it and you
can harvest the Stone and Gold Outcroppings in the region.  With that done, it's
time to focus on your real objective.  There's little point in going anywhere else
on this level.

The way to enemy's headquarters are blocked by 3 checkpoints.  You'll know them
as they each have a large number of troops and a Saljukis Temple.  You'll need
to come in from the south one as the others have some kind of have their paths
annoyingly blocked off by uncrossable rock (it doesn't look like it but yeah
you can't go through those, which is one reason why I hate this level so much).
You'll be facing Saljukis Horse Archers, Saljukis Infantry and Battle Riders.
Use your Mangonels to soften up the enemies' towers.  Meanwhile Archers and
Heavy Infantry should protect your Mangonels from incoming defenders.  When
you crush the last of the enemy resistance, you'll need to go a bit further north
up a narrow channel to your destination.

Use your Mangonels to blast a path through the enemy Towers while guarding them
from the defenders.  Build a Fort close to the enemy's base if you can, then
place your Archers inside.  The Fort will then clear out most of the enemy inside
which should give your Mangonels plenty of space to bombard the Palace of the Kaliph.
When the Palace has been destroyed, the level is finally over.


Level 6 Pagan: Sneaky Succubi
-------------------------------
This mission can take quite a bit of time as your siege ability is still pretty
poor (though this can change if you charm alot of strong siege engines) and the
enemy is constantly sending units to harass you.  Artos has been promoted to
Artos the Warlord and has gained the ability to cast Berserker Rage-a very useful
power.

As the title of this mission shows, your Succubus are going to be very important
in this mission.  With them you can take control of most enemies or cause them
to fight amongst each other.  This is especially important as you can't build
new Manors and expand your army from various bases, you'll just have to charm
foes or produce Barbarians and demons as they're not confined to civil buildings.

When you first start you get some Archers, a pair of Succubi and some Gibbering
Horde.  There's a Watch Tower nearby and you should send the Archers there immediately.
Now fend off the incoming Javelineers as best you can.  Eventually the computer will
send groups of Squires, Archers and a Mangonel as well.  Keep building up your forces
and buildings until you have a strong well-balanced group.

Now if you proceed forward, you can encounter the path where your enemies are coming
from.  It'll be guarded by Ramparts that have Archer-filled Towers.  If you haven't
charmed any Mangonels then you should research the summoning of Fomorian Beasts.  With
these units you can bombard your way through.  Eventually you'll want to set up some
Forts or Towers of your own in this area, to slow down further invasions.

Even though the red town is Imperial, it isn't hostile to you.  If you send a Succubus
into the manor, the lord of this town will give you some units.  After the first Succubus,
a Priest will follow any further Succubi and nullify her powers.  Distract the Priest and
keep sending Succubus inside until the lord finally gives you control over his whole city!

Next you can make allies with either the Renaissance town or the Pagan town.  The Pagans
will keep sending out Gibbering Horde, Fomorian Beasts and Battle Riders while the 
Renaissance will use Trebuchets and Dragoons.  Whoever you encounter, charm the units
you like and kill the ones you don't (your computer ally typically makes poor use of
its units so don't expect to much from them).  Eventually you'll crush the Palace
or Castle of the town you didn't choose as an ally.  When that happens you can
concentrate your might on the ones guarding the Holy of Holies.  As you progress
further on the map, the enemy will switch to sending stronger units such as Knights
rather than Squires and eventually they'll gravitate to Holy Warriors.  Luckily your
allies will send their own forces to attack the enemy.  Break through the enemy and
destroy the Holy of Holies and the mission is over.


Level 6 Renaissance: Siege of Mordonis
----------------------------------------
This is a nasty brawl of a level and requires some running around.  You have a large
army of Squires, Archers, Javelineers, Spearmen and a Supply Wagon plus Artos
has been crowned King Artos and has gained the ability to Repair but lost his
ability to cast magic.  While you don't have any farms and only a limited amount
of food, that shouldn't be too much of a problem as you later get more supplies.
A big factor on this level though is you LOSE the ability to use Fire Arrows!

The only thing you have to do now is fight your way to the inventor's Keep and here's
where you get a taste of how difficult this mission is.  You'll first have to deal
with a Barbarian Settlement and they have very powerful units on hand to fight you.
You will facesome Huntresses of the Dawn, Warrioress of the Dawn, and Warriors of
the Sun. Minimize your casualties because it only gets harder.

Next up you will face some Imperial Archers, Imperial Knights, Imperial Pikemen and
an Inquisitor.  The Inquisitor is especially dangerous because he can shoot a long
stream of fire that can roast several people at once.  The Imperial Archers are also
a big pain because they have tremendous range with their powerful longbows.  You'll
just have to match your troops to the enemies and try to slug out a victory with
your superior numbers if you survived quite well against the Pagans.

Now talk to the Sapper near the Armoury, when that happens most of that area is under
your control.  Unfortunately since the Keep isn't yours, you still can't make Peasants.
You do get plenty of food though.  Now head to the Observatory mentioned but make sure
you go with your troops (while you can build Knights and Man-At-Arms now, I'd recommend
holding off for a bit as you'll need to have alot of resources handy).  A Sapper must
accompany you in order to scope out the Observatory properly.  There'll be some more
bandits and so once more you have to deal with high level Pagan units.  Fight them as
you did before and when you triumph, send the Sapper to scope out the Observatory.  He
can also scope out the Windmill but that's not important here.  Now arrange your men
so that you have a ready number of Archers and Spearmen.  It's time to get some more
food and here's how.  Ahead of the Observatory is a sizeable group of Imperial Pikemen
and a pair of Imperial Archers.  They're guarding a Supply Wagon that has plenty of
food.  Go and outwit the Imperial Pikemen so you can kill the Imperial Archers with
Artos.  Guide the Imperial Pikemen into a hail of arrows from your Archers and you can
claim the Supply Wagon.  Make sure to destroy the Cog as well as it will act as a spotter
for enemies bunkered in the forts nearby.  With the Cog destroyed, move back near the
Inventors' home.  You won't be able to survive pushing ahead as the enemy has plenty
of fortifications around plus lots of high level Imperial units as well.

Now your Sapper has learnt how to build Siege Towers.  Build one and have it go to the
city where Leandre is imprisoned.  The Siege Tower will get pelted with arrows but it
should survive with lots of health.  Now take the Siege Tower and move it to the wall
facing your home area.  There's a pair of Inquisitors inside the city and they'll run
after your Siege Tower and hurl Holy Flame at it.  This is to your benefit as the Holy Flame
only ends up hitting the wall in front of your Siege Tower.  Holy Flame does some pretty
significant damage against buildings and it won't take too long before the Inquisitors
burn a hole in their own wall.  Starting bringing up your own units especially useful
will the Archers.  Have them kill the Inquisitors and this should alert a bunch of
Knights and Imperial Pikemen that there's a prison break.  Stupidly, they'll open the
gates of the city including the one that's blocking entrance to the prison.  Eventually
they'll start coming through the hole in the wall that the Inquisitors made.  Archers
and Javelineers will annihilate these guys.  Since the gate to the prison is open,
move the Siege Tower inside the prison area but don't contact any of the prisons yet.
Now have the Siege Tower connect to one of the interior walls of the Prison area so
that the prisoners will have a shortcut to escape.  When you're ready send an expendable
unit to contact the prisons.   The most important one is the northeast corner, however
that'll set off another wave of guards.  So first contact the other Prisons and the
escaped Prisoners (Health 100) can be converted into by having them contact the Barracks
in your home base.  Get them to the Siege Tower and then escape.  This will get you
ready for your current objective.  Now contact the prison where Leandre is and he'll
tell you to get him back to the Armoury.  Unfortunately a bunch of Knights and Imperial
Pikemen are coming, so get Leandre to go up the Siege Tower and escape from the prison
area and then he can bee-line it through the hole in the wall and escape.  Your
sacrificial unit will act as a decoy and once Leandre is through, the guards will be
too confused to follow.

You'll be needing to build up a strong army, so it's time to start pumping out the
Knights and Man-At-Arms a bit.  However you'll still quite a lot of Materials and Food
because when Leandre makes it back to the Armoury he'll tell you to rescue Paulo.
Leandre will also teach you how to build Trebuchets and now you're finally able to
contend with the Holy Fortresses and whatnot.  Unfortunately the Imperial Army will
now come after you and so you'll have to deal with waves of Imperial Archers, Imperial
Knights and Imperial Pikemen.  Also the city where Leandre was imprisoned will send
out Knights and Imperial Pikemen to attack you as well (they seem to be pumped out
from the Barracks, I didn't get a good look but when I destroyed the 3 Barracks there
was no more reinforcements.  But that could just be a coincidence and they were actually
stationed by the walls somewhere).

Shatter enemy fortifications with your Trebuchets and ride down the Archers inside
with Artos and your Knights.  Gaining ground is going to be a long slog but you should
be able to win your way to the other city and free Paulo.  When you destroy the all
those Man-At-Arms and Imperial Archers at the Nomad camp, this is a good area to emplace
yourselves and get ready for the last push.  The first line of protection for the city
are a group of Man-At-Arms and Archers.  Destroy them and the last defenders are a group
of Imperial Pikemen and Imperial Archers, kill them and then knock a hold in the wall
for someone to get inside the city.  Just contact the prison and the level is over.


Level 7 Imperial: Valley of Demons
------------------------------------
Assigned to drive out Karlem Agnus, you are given some Knights, Archers,
Man-At-Arms, Mangonels and a Supply Wagon.  You also have Barracks and Stables
to start.  If you have built a Holy Chapter you will build Imperial Knights instead
of the regular Knight.

Unfortunately you can't build any Peasants from your Manor however there's
a nearby town that will join you if you destroy the neighboring enemy Fort and the
soldiers inside-Spearmen and Archers.  The Fort actually has no one residing in it
and to keep it that way, have your Mangonels bombard it.  Meanwhile lead the Spearmen
away from their supporting Archers, while your Knights take them out.  The Spearmen
can be dealt with your Archers and Man-At-Arms.  With luck you should come out with
few or no casualties.  Where the Fort used to be is a pretty good location to put
your own Fort or Watch Tower, you'll eventually come under attack from enemy Battle
Riders and Javelineers plus the odd Mangonel.

With the garrison destroyed, the Village is under your command.  It produces an adequate
amount of food but there's not many trees near it.  Now just outside of the valley you're
from is a badly damaged Cathedral.  Talk to it and the Bishop will tell you that he needs
plans for a new Cathedral and a certain scholar is busy working on the designs.  There's
also a lone Peasant not too far away, he warns you to stay away from the valley as you'll
need a strong army to break through.  Note none of your enemies are Imperials, you face
nothing but Pagan forces and universal troops.

The scholar is a Sapper residing in a University by the Village with the Dock.
If you contact the village, they'll tell you they can't help you while the garrison is
there.  There are plenty of Spearmen and Archers but it's not too difficult a task to
run past them.  If you contact the Scholar, he'll tell you he ran out of paper but there's
a Monastery that has everything he needs.  Too free the village, not only do you have to
destroy the Fort and the soldiers around it but you must go to the island mentioned when
you destroyed the Fort supervising the Village.  There you must destroy Karlem Agnus's
naval forces and then the Village is under your control.  You'll likely have to take
on Huntresses of the Dawn and Warrioresses of the Dawn.

Too bad this Monastery is high in the mountains that's well guarded by enemy Holy
Fortresses plus enemy forces in the valley.  You won't be able to cut through on your
own without winding up a pincushion.  You'll need Mangonels and somebody to block enemy
Spearmen that accompany the Holy Fortresses.  All this while taking care not to let
enemy raiders try and attack your base.  When you have safely defeated the Holy Fortress
and its garrison, go to the Monastery and get the paper.  The Monk will then give you
a Supply Wagon to escort.  This Supply Wagon carries the only remaining supply of paper
left and is NOT under your control.  So make sure to have a strong escort for that Supply
Wagon.  You'll be attacked by Battle Riders and Mounted Huntresses.  Beat them down and
when the Supply Wagon makes it safely, you are taught the technology of building Cathedrals.
Your Cathedral will spawn several useful technologies such as Crossbow, Shield of God and
Crusade.  You can use the Inflict Blindness and Inflict Plague against your enemy now.
Inflict Blindness is effective against enemy Towers as they temporarily lose their sight,
they won't shoot at you.  This gives you some time to build up your own Towers and lob
shots at them.  The blindness won't last but it does give you some time to do damage.
Inflict Plague will cause a unit to sicken and lose health-neighboring units will also
take damage as well.  It's not a quick process and I've never seen anyone die from plague
but it does soften the enemy significantly if you give it time.

It's time to sit back a bit and build up your forces.  With 2 Villages under your control,
your economy should be doing quite well.  There's a 3rd Village to liberate and it's
past the Monastery where you got the paper.  If you hadn't contacted it before, they'll
mention that they'll join you if you destroy the 2 Holy Fortresses guarding the valley
path and its garrisons.  Eventually you'll want to do it but the problem is that the
Village is placed far away from your main location and its quite vulnerable to raiders.
So if you liberate them, make sure to get them to shore up their defenses.  Remember with
the Crossbow upgrade, non-missile troops will act like Archers in a Tower or Fort.  Also
with all space and resources around, you'll probably want to build some more Manors and
Villages.

There's an enemy encampment in the middle of the valley and it's guarded by a Watch Tower
as well as the usual Battle Riders, Warrioresses of the Dawn and Huntresses of the Dawn.
Wipe this area out and there's only one more Village that will join you.  They are to
the left and will ask for 10 soldiers to be left in side the Stockades of their village.
If you leave 10 units there, they'll join you but if you remove them then they will
quit until you put them back.

Further on up are some Holy Fortresses but there's also a Henge.  I'd recommend getting
some Bishops here as well placing down a Holy Fortress and Monastery to fall back too.
The enemy will send the usual Battle Riders and Javelineers but will supplement their
forces with waves of Warriors of the Sun and other Pagan infantry.  The forest near
the Henge is crawling with Gibbering Horde plus there's some Fomorian Beasts to deal
with.  The biggest threat to you will be the Spider Demon they have.  Smash through
them and lay down the ol' Holy Fortress and Monastery combo and you'll have complete
domination over anything coming your way.  Eventually you'll reach a Pagan Castle,
destroy that and the level is over


Level 7 Pagan: Recruit the Pagans
-------------------------------------
After the last level, this is a nice short mission and surprisingly easy as well.
You land with only some Spearmen and a large group of Archers.  Talking with the
Chieftain, you make a deal where they'll aid you if you help in their fight against
Barbarian raiders.  They'll loan you 4 Peasants and enough material to build 2
Watch Towers.  There's a large force of Warrioresses and Huntresses of the Dawn
who are gathering to the valley near a circle of stones.  Send your men to assist
your allies while your Peasants build Watch Towers, then send whatever Archers you
can to the Watch Towers.  Your Spearmen should be positioned in front of the lower
group of Huntresses as they'll be the targets of a Battle Rider assault.  Hopefully
you'll finish your preparations as a Scout comes rushing down and warns of an
immeninent attack.  A horde of Barbarians and Battle Riders come rushing down the
hills.  Fight them off and don't worry about too much about casualties, the main thing
is to keep Artos safe.  Meanwhile the Chieftain has been summoning Undead Legion for
extra protection.  The enemy will retreat only to regroup for a second wave.  This
time you'll be given plenty of food and more materials to build 1 more Watch Tower.
Put surviving Archers in the final Watch Tower and move your Spearmen to protect
the upper group of Huntresses.  This time the opening attack will be Battle Riders
coming down to crush your Huntresses.  Your Spearmen should block them off and don't
worry if they start breaking past your guards, the Undead Legion should destroy
any survivors with ease.  EVentually you will win and now you start with a fresh
group of soldiers-a group of Warrioresses of the Dawn and Archers.

You are dropped off on an island with an Imperial city.  Move your units up until
you see a circle of stones.  Now best leave your troops here as using them on this
island is just a waste of life.  Artos should go forward a bit more and then you'll
get a cut scene where a High Priestess teleports past her captors and begs Artos
to save her from a witch-burning.  Once Artos agrees, she'll head to the circle
of stones to begin a ritual to open a portal.  You'll have to buy her time as a
group of Imperial Knights, Imperial Archers and Imperial Pikemen chase after her.
The only ones capable of catching up to her are the Imperial Knights, so have
Artos cast Berserker Rage on them.  This will greatly delay their approach and
eventually the High Priestess tells you the portal is ready.

You'll be transported to an island where the people have released a Wild Behemoth.
The High Priestess can trap the demon provided it's weak enough.  So have Artos
bait it while your Archers keep shooting at it.  Since it really only goes after
Artos, your Warrioresses can be used to inflict significant damage on it.  Once
the Behemoth's health is orange, the High Priestess says she's ready to capture
it.  Unfortunately it takes alot of luck for her to cast the spell successfully
as the Behemoth keeps chasing after Artos.  You might want to have Artos take a
hit from the Behemoth after first cursing it.  If succesful the spell will then
capture it and you will be rewarded with food.  Unfortunately you won't get a break
between now and the next fight so hurt fighters are out of luck.

You are taken to the final island where you are challenged to fight in an arena
against large groups of Warrioresses of the Dawn and Mounted Huntresses.  Your
High Priestess has only 1 power but it's the one to release the captured Wild
Behemoth.  The big guy is extremely effective at smashing through the Mounted
Huntresses.  Meanwhile your own Warrioress should chase after the Mounted Huntresses
as well, they should be able to catch up to them as the Huntresses are stuck in
line formation.  The real damage will come from your Archers and Artos's ability
to cast Berserker rage.  Once she summons the Wild Behemoth, the High Priestess is
no longer useful as anything other cannonfodder.  Still this is a pretty easy fight
despite the enemies' numbers.  When you kill everyone, the mission is over.


Level 7 Renaissance: Ambush
-----------------------------
You're given a Palace of the Kaliph, an Observatory, a Barracks and some Peasants.
You also have 8 Saljukis Horse Archers and 8 Saljukis Infantry plus you regain
the ability to use Fire Arrows.  There are Stone Outcroppings in the area, so have
some Peasants harvest those (the Palm Trees don't have much material in them, so
it's alot faster to deplete the neighboring trees).  Now it's time to recruit some
help from the locals.

Go to the area where you see some Desert Farms, contact the one and he'll tell you
that they will alert you to Bishop Lothar's whereabouts.  You also get control of
the Saljukis Peasants and Desert Farms.  Finally you're told to contact the
Order of the Scimitar for their help in your fight.  Definitely make allies with the
Order as they'll keep sending out units to attack the Imperials, if you're lucky
they might even jump Lothar and his retainers.

Now go to the location of the Order.  In your path will be some Squires, Mercenaries
and a Watch Tower.  Have your men burn down the Watch Tower with Fire Arrows while
Artos and the Saljukis Infantry can wipe out everyone else.  You will also be chased
and attacked by groups of Mercenaries and Knights plus the odd Archer.  Fight them
off and contact the Order.

They will send out Saljukis Horse Archers and Saljukis Infantry to attack Imperial
forces if you send a shipment of 750 Material over to them.  Their aid is well
worth the cost.  So with that done, it's time to plot out your ambush.

Evil Bishop Lothar (Health 400) is no ordinary Bishop, besides his incredible health
he can also hurl Holy Flame at enemies.  He's guarded by Imperial Pikemen, Archers
and Knights.  When he first arrives he will head to the fort closes to him.  Don't
interfere as you're not strong enough to handle him and the fort's occupants.

Instead your ambush should happen at the lake in the south.  Since Lothar doesn't
immediately leave the forts he visits, this will give you time to build up your
infrastructure and men.  Still you're not given a whole lot of time, so it will be
fairly basic stuff you can build before he's on his way.

Archers and Javelineers are really helpful in taking on Lothar, if you have the
materials you might want to get a Sapper and have him to build a Trebuchet or 2.
Because Lothar's men are so close to him, shots from a Trebuchet can do serious
damage to the whole party.  Finally a Supply Wagon is nice to keep your men
regularly supplied with ammo.

Lothar should reach the 2nd fortress (you can keep tabs on Lothar by referring to
the objective screen) and get some more reinforcements, by this time enemies will
also be attacking your home base.  However it'll usually be little more than
Mercenaries invading your territory.  Also the Order of the Scimitar will be sending
their troops out to attack.

When Lothar's on the move again, have Artos bait him into chasing you.  This will
give plenty of opportunity for your men to shoot up Lothar's party.  With luck some
men from the Order will also jump into the fray.  Press the attack when Lothar no
longer follows you.  Lothar shouldn't last too long with everyone attacking him.
When he's dead, then the mission ends.


Level 8 Imperial: Knights of the Sacred Sepulchre
---------------------------------------------------

This is going to be a tough mission-besides keeping Artos alive, you'll also need to
make sure that at least one of the Holy Warriors you are assigned to protect will make
it to the island Monastery.  Unfortunately they're separated from you by powerful
Pagan units and Holy Fortresses.  While they are safe for the time being, the
Holy Warriors will eventually be attacked and wiped out.

So it's imperative that you break through enemy lines and escort your allies out of
there.  Artos has gained the ability Exorcise Demons and to cast Holy Flame but
unfortunately for him it does no damage!  To begin you might want to move the
Holy Warriors far away from where they started.  Also Banish Demons doesn't work
on this level as there's no Manor for the demons to be banished to, they are coming
from the tunnel networks located throughout this level, you do get a new Act of
God called Vision which can be really useful.

There are 2 groups who can help you.  One is Mikhail the Large who can teach you the
technology of Imperial Archers while the other is a group of Inquisitors at a Scriptorum.
Each one has a favour to ask and none will be particularly easy to accomplish unless
you bring some men.

First build a Priest, you'll need him to finish the Inquisitors' quest.  Now take
the Priest and your Knights plus Archers and go north.  Artos should take a detour
and contact the guy with the Imperial Archer technology.  He asks you to locate and
rescue his friend Crow Quiverbane.  So move everyone across the landbridge to the
east.  Now contact the Inquisitors, they want you to send a Priest to investigate
the tomb of their saint.  You now have control of the Inquisitors and their Archers
who are staying in the Rampart Towers.  Take these guys with you and it's time to
rescue Crow Quiverbane.  To the east of the landbridge and slightly up the hillside
until you see a Henge, this is where Crow is being held.  He and a group of Imperial
Archers are under the control of a Dark Priest (Health 180).  The Dark Priest is
sacrificing these guys to the Henge and each time he does so, an Undead Legion
rises.  The Dark Priest has Huntresses of the Dawn and Warrioresses of the Dawn
with him, so you'll need to fight through in order to Kill the Dark Priest.  So
have your Archers shoot down the Warrioresses and your Knights ride down the
Huntresses while your Inquisitors fireball anyone in their way.  When you rescue
Crow and the Imperial Archers, they will be under your command.

Crow is a powerful unique Imperial Archer who has the following stats:

Crow Quiverbane
Health 360
Defence 6
Melee 25
Missile 40
Food 0
Material 0
Gold 0
Food Cost 1

Crow and his gang will be very handy in doing the Inquisitor's mission.  Send the
Priest to check out the Tomb.  Suddenly Zombies will rise from the ground and try to kill
your Priest.  You need to prevent this from happening, so cut down the Zombies before
they can attack your Priest.  Artos and the Inquisitors can really wreck the Zombies
with Exorcism while the Archers feather the Zombies, also the Inquisitors' Holy Flame
does a number on them as well.  When you defeat the Zombies take Crow back to Mikhail
the Large and you'll be able to make Imperial Archers plus Crow has decided to join
your fight.  Your Priest will eventually decipher the tomb and you will gain Wrath
of the Heavens for your Cathedral.

In the meantime, try to earn enough Materials and Money to research Witch Hunt at
the Scriptorum.  When you do so you will gain some more Acts of God such as Earthquake
and Fimbulwinter (I can't remember if you get Imperial Pikemen from researching this
or if I got this from Mikhail the Large as well as Imperial Archer), too bad you don't
get to build Inquisitors on this level though.  Earthquake can destroy a Holy
Fortress in 2 castings plus inflict significant damage to neighboring units and
buildings.  You might have to sell some old buildings to finance yourself.

Meanwhile build up your force of Imperial Archers, Imperial Knights plus some Imperial
Pikemen.  Eventually you'll face waves of Undead Legions, Behemoths, Mounted Huntresses,
Battle Riders, Warrioresses of the Sun and Huntresses of the Dawn.  At one point such
waves will attack the area where your Holy Warriors first started from and another wave
will attack the Scriptorum where you met the Inquisitors.  However eventually the enemy
will run out of troops to attack you with.

You might not need any siege engines but some Bishops can be useful for praying at the
Cathedral and speeding up the power gain of the Cathedral.  This is will also free up
your Inquisitors from such duties.

Eventually you can use Acts of God to blast a path for your Holy Warriors to safely
join you.  But before you do so, get your troops standing nearby as the enemy will
automatically detect your Holy Warriors no matter where they're hiding and will try
to overtake them.  This happens when you destroy all the Holy Fortresses blocking
an area.  With the Holy Warriors safely arrived, you'll have a powerful Heavy cavalry
to smash through your foes.

So lead your forces and keep crushing foes that stand in your way.  Remember you can
build Manors on this level even if your first Manor never changes to a Castle.  When
you arrive at the beach, make some Holy Fortresses and a Monastery.  Place your Holy
Warriors in one of the Holy Fortresses and spread out some Imperial Pikemen on the
ground.  Do all this before you start building a Docks!  That's because the moment
you start building the Docks, an unlimited number of Pagan units including Fomorian
Beasts come swarming out to fight you.  As soon as the Dock is built, make a Cog
and when that's done-send in the Holy Warriors.  Then transport the Holy Warriors to
the island and have them contact the Monastery there.  This will end the level.


Level 8 Pagan: Kill the Bishop!
---------------------------------

You start with some Battle Riders, Warrioresses of the Dawn and Huntresses of the
Dawn as well as some idle Peasants.  You get a fairly well established city and
village with Peasants busy farming.  Artos now has the ability to Polymorph to
Gibbering Horde.  As seen before in Sneaky Succubi, the Succubus can be a really
effective unit provided the enemy has no priest-type unit or Holy Warrior to
deflect her powers.

Your Village will eventually be under attack by Barbarians so have the Huntresses
move there to counter them.  Your city will have be under siege from Imperial units
typically from a Mangonel, Knights, Archers and Man-At-Arms plus the occasional
Javelineer.  Artos can defend that area by himself with some magic and the occasional
backup.  These forces are coming from an Imperial town located on the hills and has
a trio of Imperial Archers (a great prize to capture) as well as the usual.  If
you destroy this town, you won't have to worry about any further invasions until
you progress further.

Now further past your Village is another Village who offers to join you if you
defeat the Barbarians.  The Barbarian camps have a pair of Watch-Towers plus a
number of Huntresses and Warrioresses besides the usual Barbarian horde.

Another place of note is a trio of Hovels with a boat nearby.  Before you contact
the huts, make sure you have 20 Gold and a High Priestess.  If so, talk to the
Peasant coming out and she'll sell you the Cog (if you don't have 20 Gold, a bug
may crop up preventing you from contacting the hut again).  Now place the High
Priestess in it and drop her off at the island mentioned.  There's a Summoning
Pentacle there and if she contacts it, it will come under your control and now
you can summon Behemoths, Spider Demons and DeathWyrms.  I'd suggest you build
a Summoning Pentacle elsewhere as the current one is in a place that's too narrow
for DeathWyrms and Behemoths to get out from.

Near the trio of Hovels is a village that says they will join you if you give
them 200 food.  I did so but nothing happened, so perhaps a bug kicked in.
Anyways beyond that village is a group of Imperial Knights and a Holy Fortress
laying behind some Ramparts.

Bust through this and you'll have to deal with Holy Warriors, Man-At-Arms,
Imperial Archers and more Imperial Knights.  They are part of an Imperial town
that's blocking your path to the Red Tower.  Smash through them you'll see a
major city.  The Rampart Towers usually have a pair of Imperial Archers plus
there's a contingent of Holy Warriors hovering around the Rampart Gatehouses.
There's some Mangonels that provide some artillery and a number of Inquisitors
for extra firepower.  Bombard your way through and you'll meet more Holy Warriors
inside the city plus Inquisitors will come out from the area of the Red Tower
to attack.  Wipe them out and you can bombard the Red Tower with no further
resistance, when it's destroyed the mission ends.


Level 8 Renaissance: Bombards At Dawn
---------------------------------------

You lead a large group of Peasants, Spearmen, Squires, a pair of Supply Wagons and
a Sapper.  Now you can lay down a base where you first start off.  The area has
plenty of Stone Outcroppings and room for building a Manor and Village with
accompanying buildings and farms.  But it might be easier to achieve your research
by building your base near the objective ruins.  Note that unlike the previous level,
you have a slight Pagan orientation here.

If you decide to build over there, there's some Mercenaries and Archers there.  Artos
alone can kill them all with plenty of health left.  You might want to do that just
to get his experience up.  There's some decent resources around there including a
Gold Outcropping and a pair of Stone Outcroppings.  It'll be a while before the
Imperials attack your area, but just as a precaution you might want to have the Sapper
build a Trebuchet before you send him to the ruins.

The ruins is actually a badly damaged University.  It'll take quite a while for your
Sapper to complete his job but he'll get things done much quicker if you send some
more Sappers to the University.  An extra pair should be good.

I had my base so that my Manor was facing the path where the Imperials will be arriving
from.  I had a tower built up on one of the walls so that Archers can be placed inside
while I set my Trebuchet to lob shots at anyone coming for me.

You'll face waves of Javelineers, Squires and Spearmen.  But your bases defenses should
mop the floor with these guys.  Eventually you will have deciphered the plans in the
University and you'll get 3 Bombards!  Now you have the technology to build Bombards.
Additionally if you repair the University some more research options come out-Galleass
and Advanced Windmill (there's a weird bug, if you choose to research the Galleass
suddenlyt it'll say Missing Galleass-research this to get Gunners.  But in my game,
I got Gunners the moment I had the Bombards).  No matter what happens, it's important
to get the technology to build Gunners.

The Imperials are simply no match for the potent combination of Gunners in Forts and
some High Priestesses turning their Knights into Gibbering Horde while Battle Riders,
Bombard and Trebuchets pound everyone else into submission.

If you go forward, you'll encounter a pair of Carracks and Corsairs.  You can battle them
out with a navy if you wish but I find the Trebuchets and Bombards more than enough to
dominate them.  Beat back the enemy forces and blast their Holy Fortresses.  Eventually
you'll meet them out in a ruined old base.  Wipe out the enemy troops and the base will
come under your control.  You can then repair the surviving buildings and you'll have
a base closer to your foe's main camp.

Advance your forces further, eventually they'll rush out Holy Warriors and Imperial
Knights plus whatever Heavy Infantry they still have remaining.  Shoot all foes up and
deal with Karlem Agnus (Health 600) as you see fit.  Next bring down his castle; when
it is destroyed the level is over.


Level 9 Imperial: Telamagna!
------------------------------

You start off with a token force of 5 Archers and 4 Squires but note that you can now
build Inquisitors and Holy Warriors plus you start off with the Crossbow ability!
In the beginning you will only face groups of Knights, Squires, Javelineers
and Battering Rams.  Fend off the first few and build up quickly so you can get your
hands on Inquisitors plus Imperial Archers and Holy Warriors.  Since no one considers
you a threat yet, you can quickly build up a powerful army by not going on the
aggressive.  Kang the Merciless is really no threat to you, especially once you get
your production going.  Beating him will be easy but that will get your enemies to
come after you and they'll be sending Trebuchets, Dragoons, Squires plus Battle Riders,
Huntresses of the Dawn,  and Fomorian Beasts.  These will completely focus their attacks
on destroying your city, but if you alot of Imperial Archers and Inquisitors they can
easily crush your foes.

When you destroy or capture Kang's Manor, you will have control of his city then you will
be assigned to rescue the allied city belonging to Marcus Tathamus.  Devastate the Battle
Riders and Fomorian Beasts with some Inflict Plague.  Mind you they'll still die easily
even if you don't.  The real threat comes from 4 Holy Fortresses inside the city.  It's best
to take them out with Mangonels as Wrath of the Heavens will spread fire throughout the
city.  When you destroy the Holy Fortresses and the Pagan troops, Marcus Tathamus will
assemble a large squad of Knights and Imperial Archers to do ABSOLUTELY NOTHING!!!

He'll boast about aiding you but he'll never send any help at all.  He does tell you
to check out the Thieves' Guild in the city belonging to the Renaissance.  It's to
the east of the Telamagnus.

The Renaissance city is actually easy to get into, the towers and forts of that place
are unmanned-leaving only a token squad of Squires, Dragoons and Trebuchets to defend
it.  There's a building with no name at a corner of the city (200 Health)-that might
be the Thieves' Guild.  In truth I have no idea where the Thieves' Guild is, I set
the city on fire by prematurely dropping a Wrath of the Heavens on it.

In any case if the Renaissance city is neutralised, only the Patriarch's forces remain.
For any easy victory, just keep dropping Wrath of the Heavens on Telamagna.  His troops
don't have the strength to smash through your forces so just box them in.  You win the
game when you wipe out the major buildings such as Temple of the Moon and Pagan Palace.


Level 9 Pagan: The Patriarch's Mercenaries
--------------------------------------------

As you see from the opening, the Patriarch has a large army of Gunners and Bombards.
You start off in a rather bad place as the city you control is too spread out to
easily defend and there are 2 points of attack for the enemy to come from by land.
To top it off you'll have to contend with enemy Barbarians and Huntresses of the Dawn
being transported in by sea.  But your demons and sorcery should be more than enough
to hold them back, so all is not lost here.  There are lots of good targets for
charming such as Imperial Archers, Gunners, Bombards and Trebuchets.  So building
some Succubi is really important here.

To counter your sorcery, the enemy will have Inquisitors and Bishops placed in
various positions but they can be easily taken down by some artillery fire.
Barbarians and Huntresses of the Dawn will come in from the left path while
Knights, Mercenaries, Archers and the odd Trebuchet or 2 will come from the right.

Near your city is an Arcanum that houses a Dark Priest.  The Arch-Druid as he calls
himself promises to help you if you can pass a test of courage.  This test is really
nothing, you are to take Artos to an island where he'll encounter a being called
the Undine which he must defeat.  In actuality, the Undine is nothing more than a
Peasant with the health levels of a demon.  The Warriors of the Sun accompanying her
will try to attack you so you should be pretty tough to kill her.  When you do so,
the Arch-Druid gives you the technology to build the Wickerman.

With the Wickerman you can not only build stronger regular troops but you also have
the ability to summon Abaddon.  Watch out though!  There's a bug which causes you
to lose the ability to produce Battle Riders/War Riders the moment the Wickerman is
successfully built.  So if you want a group of War Riders, you'll need to build a
number of Battle Riders first.

If you summon Abaddon, he'll pretty much wade through the enemy for quite a while
until he reaches his first base that has Gunners.  The enemy Gunners should quickly
put down Abaddon but his rampage should give you plenty of expansion room as well
as prevent further invasions from the enemy bases that are closer to you.

By this point you should have a strong army that includes some Trebuchets, Bombards,
DeathWyrms and Behemoths.  Even with Abaddon down, these guys should be able to
batter down any building and unit in their way.  Continue to charm valuable troops
until you are fairly close to the Keep where the Patriarch is near.  But be careful,
if you are too close, he'll take action.

The Corrupt and Scheming Patriarch Granitas (Health 800) is guarded by a number of
Inquisitors, Imperial Archers, Imperial Pikemen, Gunners and there are nearby Monks
as well to help heal him of wounds.  If you are too close to him, he'll summon the
Archangel and the support fleet of Karlem Agnus will begin to arrive to attack your
home base.

Rather than a direct assault, I killed the Patriarch by simply bombarding him from
the base of the cliff where his Keep is.  He had no way of attacking me from that
area until he could get some troops to run around the mountainside.  His Archangel
was defeated by bombardment from DeathWyrms and Bombards plus he was ganged up on
by my Behemoths.  With the Patriarch dead, you win the game.


Level 9 Renaissance: Tomas the Fanatic
-----------------------------------------

You start off with a Cog and 8 Knights but the Baron of Istra will join you immediately
so you have a 9th Knight.  There are a number of Spearmen and Archers around, but not
enough Farms to support everyone.  Personally I got rid of the Spearmen as you can
build Man-At-Arms.  The base you have is quite well established with a Barracks, some
Shops, Tavern and a Stable.  There's also a Dock but it's placed in an area that faces
away from most of the potential landing points, so I didn't bother using it.
Note that where you see flags around, be careful that's an indicator that a group of
hostiles are living in that area.

This island has plenty of resources but there's a bunch of hostile tribes stationed
at various parts.  Usually you'll see Barbarians, Warrioresses of the Dawn, Huntresses
of the Dawn and a couple of Huntresses of the Sun.  One area has a Henge and there's
a Behemoth there guarding it.  If that weren't annoying enough, you'll have to contend
with constant invasions from various sides of the island.

As such you'll need to establish some defences quickly and a pair of well-placed
trading posts will give you some much needed early warning.  You'll need to be a bit
conservative with costs as it'll be some time before you can build up your forces
and infrastructure to a point where you can safely go to the mainland.  Eventually
your enemy will run out of units to invade your Istra base

When you have an Observatory built, build up a strong navy and scan for enemy ships
to sink.  The best ships for sea combat is the Corsair followed by the Galleass, the
problem with the Carrack is that it reloads too slowly and it's lobbed shots take
too long to reach it's destination-the Galleass suffers from similar problems though
not nearly to the extent of the Carrack.  The Corsair may not be very tough but it
fires rapidly and its fire arrows are especially damaging against enemy ships, so send
the Corsairs in to overwhelm enemy naval forces.

The beaches indicated as potential landing spots will have nearby enemy garrisons,
however your Carracks (and Galleasses if you decide to make any) will decimate the
defenders that leave the safety of their walls.  Now it's time to start sending your
troops over.  Trebuchets or Bombards plus a Peasant to lay down some buildings might
be a good first choice to start.  The enemy will have a number of Holy Fortresses
and Watch Towers around the area, but with your superior Siege Engines you should
be able to bombard them from out of their sight range.  When you have wiped out the
enemy on a particular beach spot, reinforcements will arrive there.  Keep going and
destroying enemy bases at your leisure while scouting for ambushes.  You'll keep
getting reinforcements in the form of Gunners, Knights, and Man-At-Arms.  So if you
need to build more troops, try to avoid making those 3 types.  In fact you'll quickly
get so many reinforcements that you'll exceed your population limit and overburden
your food capacity, so you might end up having to delete reinforcements as they come.

There are plenty of Pagan enemies as well and they're of high levels plus some are
backed by a Wild Behemoth.  So some Priests should be included amongst your forces
or else mass fire from your siege engines is good to.

Proceed further until you see some Imperial Flags, scout a bit and use the Observatory.
As you progress closer to the Imperial Palace, you'll see large squads of Holy Warriors,
Imperial Knights, Imperial Archers and Imperial Pikemen.  Arrange your forces to deal
with these threats but essentially this level is almost a guaranteed win as reinforcements
keep arriving.  Smash through Tomas's troops and bombard the Imperial Palace.  With it
destroyed the level is over.


Level 10 Renaissance: Defeat the Patriarch
--------------------------------------------

You start with tremendous amounts of forces and infrastructure, unfortunately everything
is scattered.  Now go to the northern area of base and you'll see a number of Warehouses.
Use these to build 6 Resource Wagons.  You are told that the inventor Baron Von Braun
lives to your southwest.  So contact him and he'll offer you Greek Fire if you give him
4 wagons of gunpowder.  These are your Resource Wagons, send them all over to Baron Von
Braun-he'll actually accept 3 Resource Wagons rather than 4.  When you do so, he'll
give you the technology of Greek Fire and will ask for another 4 wagons to give you 
Rocketry.  Give the other 3 wagons, he'll give Rocketry.  If you send the Wagons early
enough you don't have to guard them from marauding demons.  Also use your Observatory
to scan for the enemy base (you're on the look out for a Henge, Wickerman and a pair
of Holy Fortresses).  Also build some Priests, remember what was mentioned about the
evidence of black magic by the Patriarch!  Dragoons and extra Gunners can also be nice if
you have the money for them and some expensive future purchases.  Finally move
much of your forces to the east, since that's where the Patriarch's base is, especially
the Trebuchet.  Honestly, you might not get the chance to build much of anything
unless you're willing to really drag things out (because of the distance your carts
have to travel to make their deliveries, you'll be getting your resources in at a slow
pace).

While this is happening the Patriarch will be picking at your defenses to the northwest.
Send your Corsairs over to defeat enemy ships, you can scrap your Carracks.  Also scattered
throughout the countryside are your Watch Towers, quickly upgrade some east and northern
ones to Forts because the enemy will teleport troops in those places.  You'll have to face
groups of Horse Archers, Gibbering Horde and Fomorian Beasts.  The Fomorian Beasts can
make short work of your Watch Towers but a Fort's increased toughness gives them enough
time for you to send some help.  Worse yet you'll have to fight a powerhouse group that
includes Battle Riders, Warrioresses of the Dawn, Huntresses of the Dawn and a pair of
Behemoths.  Still your Priests, Gunners and siege weapons especially the Rocket Tower
should carry the day, additionally Dragoons are very effective in dealing with the
Gibbering Horde that you tend to face and come in handy if you have to face Abbadon.
If you get the chance to, try and burn down the Wickerman and Henge with Naptha shots
from your Trebuchets, you might be able to prevent the summoning of Abbadon.

Eventually your advisor will alert you that the Patriarch has arrived at his base.
The Corrupt and Scheming Patriarch Granitas (Health 800) is the target of your fury.
Send Rocket Towers to blast him to oblivion, don't get close to him as not only does
he have Holy Flame but he will also conjure a horde of Undead Legion.  As well if he
still has the Henge and Wickerman, he'll be summoning Abbadon and that guy's nasty
to take down (best bet is lots of Gunners who are shielded by Forts and Towers), so
see if you can kill the Patriarch before that happens.  This mission ends when Patriarch
Granitas is slain and now you have won the game for the side of the Renaissance.