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  Against Rome
 
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Against Rome Guide/Walkthrough Version ******* 1.0 - First draft, missing most of the campaigns 1.0a - Completed with 2 resource usage missing 1.0b - Current Introduction ************ Against Rome is a game set from the early days of the Roman Empire till it's downfall. In this game you get to play the 3 tribes fighting against the Roman Empire - Teutons, Celts & Huns (hence the name Against Rome). You collect resources & build buildings & upgrade your buildings, troops & abilities inorder to make your tribe stronger. The center of each campaign scenario or open-ended game is the Leader of the tribe. Thru the leader, you amass Glory Points (GP) by destroying buildings & killing enemies & then use these Glory Points to "buy" upgrades for your buildings, new troop types or abilities for the leader. The Resources ************* There are 6 resources you need in the game - food, wood, stone, gold, equipment & horses. You build your buildings & troops, heal your troops & raise morale using the resources. Instead of gathering them, you just build the buildings producing them & you'll start getting the resources provided these buildings are occupied by citizens. Hints & Tips *************** 1) The Leader is very weak, don't use it for battle. Even with full personal upgrades, it still won't win a battle against 2 Melee Unit troops. 2) On the Right top side there's a Max unit counter, if the Max is reached, no additional units may be created (buildings, summoned or resurrected units). 3) If you've the patience, milk the scenario for glory points & try to obtain all the Leader Upgrades. A good way to milk is to burn down buildings & then allow the citizens to repair it till functional before burning it down again. 4) Another way to milk glory points is to park an overwhelming amount of fighting units at the entrance of your enemy's Main House & wait for it to produce units for you to kill. Enemy will always produce the weakest Fighting Unit consisting of 6 troops. 5) Buildings are functional only when they have at least 90% of their health bar. 6) You get to bring your Leader from one scenario to another for some if the scenario, it's advisable to milk each scenario for as much Glory Points as possible so that your Leader can be upgraded as much as possible. 7) When playing Huns, once you get the Cannibals enhancement, send a civil unit with horse with your Fighting Units to convert food from the dead to heal them. 8) When playing Huns, get the Place of sacrifice as early as possible & also the goldsmith so that you can build shamans. The Fire spell rulez. The Tribes ********** Teutons ======= Uses mainly Wood. Have the largest buildings amount the 3. Lousy spells although each citizen will fillup 10% of the Place of Sacrifice magic point pool when sacrificed. Troops are the best when fully upgraded thru the Leader. Leader Upgrades --------------- A) Personal 1) Command Radius - increase the command radius of your Leader Level I - 20% GP Level II - 40% GP Level III - 60% GP Levl IV - 80% GP 2) Motival Power - increase Morale of your Fighting Units Level I - 20% GP - Increase Morale by 20% Level II - 40% GP - Increase Morale by 40% Level III - 60% GP - Increase Morale by 60% Levl IV - 80% GP - Increase Morale by 80% 3) Attack Value - increase attack powers of your leader Level I - 20% GP Level II - 40% GP Level III - 60% GP Levl IV - 80% GP 4) Defense Value - increase defense powers of your leader Level I - 20% GP Level II - 40% GP Level III - 60% GP Levl IV - 80% GP B) Battle Enhancements 1) Formations - allows the use of Formations by your Fighting Units Battle - 50% GP - allows the Battle Formation for your Fighting Units Defense - 50% GP - allows the Defense Formation for your Fighting Units Marching - 50% GP - allows the Marching Formation for your Fighting Units Attack - 50% GP - allows the Attack Formation for your Fighting Units 2) Troop Types - allows new troop types to be formed at the Main House Axe Brandisher - 20% GP - allows a new Ranged Fighting Unit to be built Horseman - 40% GP - allows Horse Melee Fighting Unit to be built Slaughterer - 60% GP - allows a new Melee Fighting Unit to be built Executor of Thor - 80% GP - allows a new Melee Fighting Unit to be built 3) Siege Engines - allows the building of siege engines Teutonic Catapult - 80% GP - allows the building of a stone throwing Catapult 4) Abilities - adds abilities to your units Battle High - 20% GP - allows your Fighting Units to fight better Mead Bomb - 40% GP - allows your Fighting Units to use Mead Bombs when destroying buildings Shield Protection - 60% GP - allows better protection for your Fighting Units Hitting Power - 80% GP - allows your Fighting Units to do more damage C) Building Enhancements 1) Place of Sacrifice - 50% GP - allows the Place of Sacrifice to be built 2a) Medium Residential House - 30% GP - allows Small Residential House to be upgraded to Medium 2b) Large Residential House - 60% GP - allows Medium Residential House to be upgraded to Large 3) Goldsmith - 60% GP - allows the Goldsmith to be built 4a) Medium Armory - 50% GP - allows Small Armory to be upgraded to Medium 4b) Large Armory - 80% GP - allows Medium Armory to be upgraded to Large 5a) Small Storage - 30% GP - allows the Small Storage to be built 5b) Medium Storage - 50% GP - allows the Small Storage to be upgraded to Medium 5c) Large Storage - 70% GP - allows the Medium Storge to be upgraded to Large 6) Palisade - 100% GP - allows Palisade to be built 7a) Medium Main House - 40% GP - allows Small Main House to be upgraded to Medium 7b) Large Main House - 60% GP - allows Medium Main House to be upgraded to Large Buildings --------- Small Main House - 20 Wood (adds 5 to max pop., all resources are collected here) Medium Main House - 10 Wood 10 Stone upgrade Small to get Medium (allows more resources to be stored) Large Main House - 10 Wood 10 Stone upgrade Medium to get Large (allows more resources to be stored) The Main House also allows you to demolish other buildings, evacuate the settlement & give gifts (5 Gold each time) to the citizens (raise morale) or troops (raise morale). Small Residential House - 10 Wood (adds 10 to max pop.) Medium Residential House - 5 Wood (adds 10 to max pop.) upgrade Small to get Medium Large Residential House - 5 Wood (adds 10 to max pop.) upgrade Medium to get Large The Residential House allows you to produce either Male or Female citizen. Carpenter - 10 Wood (produce Wood) Mine - 10 Wood (produce Stone) Butcher - 10 Wood (produce Food) Stable - 10 Wood (produce Horse, uses 2 Food to produce 1 Horse) Farm - 30 Wood (produce Food) Small Armory - 10 Wood 10 Stone (produce Equipment, uses 1 Wood & 1 Stone to produce 1 Equipment) Medium Armory - 5 Wood 5 Stone upgrade Small to get Medium Large Armory - 5 Wood 5 Stone upgrade Medium to get Large Goldsmith - 15 Wood 15 Stone (produce Gold, uses 2 Stone to produce 1 Gold) Small Storage - 10 Wood (used for collecting of resources) Medium Storage - 5 Wood (allows more resources to be stored) upgrade Small to get Medium Large Storage - 5 Wood 5 Stone (allows more resources to be stored) upgrade Medium to get Large Place of Sacrifice - 20 Wood 10 Stone (each Place of Sacrifice will give you 1 Spell - max of 4 spells available) The Place of Sacrifice also have a magic point pool (100% max) which will get filled up when you order citizens to be sacrificed. This pool will aid in refilling the magic points of your spell caster unit. Teutonic Catapult - 10 Wood 1 Stone 2 citizen to operate Units ----- Spear Wench - 1 Equipment, Ranged Unit, Female citizen required (no Battle High, Shield Protection & Hitting Power) Sword Bearer - 2 Equipment, Melee Unit, Male citizen required (no Shield Protection) Servant of Thor - 3 Equipment, Melee Unit, Male citizen required Axe Brandisher - 4 Equipment, Ranged Unit, Male citizen required (no Hitting Power) Horseman - 4 Equipment 1 Horse, Melee Unit, Male citizen required (no Hitting Power) Slaughterer - 4 Equipment 4 Gold, Melee Unit, Male citizen required (no Shield Protection) Executor of Thor - 5 Equipment 5 Gold, Melee Unit, Male citizen required (no Shield Protection) Priestess of Odin - 10 Equipment 5 Gold, Spell Caster Unit, Female citizen required (no Battle Enhancement Abilities) Civil unit with horse - 1 Horse up to max of 4, Resource holding Unit (no Battle Enhancement Abilities) *Civil unit with horse builds the Main House & can build Teutonic Catapult out of settlement boundary. You can also use it to plunder resources from your Main House or enemy Main House. Will heal Units in it's commanding radius if it holds Food. Spells ------ Wolf Scout - 25% Magic Points - 1 wolf appears & can be commanded (cannot attack) Fog of War - 50% Magic Points - Fogs enemy building Thunder & Lightning - 75% Magic Points - A storm cloud will form above area casted & rain down lightning to do damage Wolf Pack - 100% Magic Points - 10 wolves appears & can be commanded like a Fighting Unit Celts ===== Uses a mix of Wood & Stone. Have the "weakest" units (almost no Battle Enhancements Abilities to Units). Mixture of quite useful spells. Each citizen is worth 5% when sacrificed to the Place of Sacrifice. Leader Upgrades --------------- A) Personal Same as Teutons B) Battle Enhancements 1) Formations - Same as Teutons 2) Troop Types - allows new troop types to be formed at the Main House Stone Thrower - 20% Glory Points - allows a new Ranged Fighting Unit to be built Avenger of Boudica - 40% Glory Points - allows a new Melee Fighting Unit to be built Iron Thrower - 60% Glory Points - allows a new Ranged Fighting Unit to be built Nobleman - 80% Glory Points - allows a new Horse Melee Fighting Unit to be built 3) Siege Engines - allows the building of siege engines Celtic Spear Catapult - 70% Glory Points - allows the building of a spear throwing catapult Celtic Catapult - 90% Glory Points - allows the building of a stone throwing catapult 4) Abilities - adds abilities to your units Stone Trap - 20% Glory Points - allows the building of Stone Trap * trigger to damage units Flaming Projectiles - 40% Glory Points - allows your Ranged Units to shoot flaming projectiles Barricade - 60% Glory Points - allows the building of obstructions Shooting Skill - 80% Glory Points - allows your Ranged Units to shoot more accurately C) Building Enhancements 1) Place of Sacrifice - 50% Glory Points - allows the Place of Sacrifice to be built 2a) Medium Residential House - 30% Glory Points - allows Small Residential House to be upgraded to Medium 2b) Large Residential House - 60% Glory Points - allows Medium Residential House to be upgraded to Large 3a) Small Goldsmith - 40% Glory Points - allows the Small Goldsmith to be built 3b) Large Goldsmith - 80% Glory Points - allows the Small Goldsmith to be upgraded to Large 4a) Medium Armory - 40% Glory Points - allows Small Armory to be upgraded to Medium 4b) Large Armory - 75% Glory Points - allows Medium Armory to be upgraded to Large 5a) Small Storage - 20% Glory Points - allows the Small Storage to be built 5b) Medium Storage - 40% Glory Points - allows the Small Storage to be upgraded to Medium 5c) Large Storage - 60% Glory Points - allows the Medium Storge to be upgraded to Large 6) Wall - 100% Glory Points - allows Wall to be built 7a) Medium Main House - 40% Glory Points - allows Small Main House to be upgraded to Medium 7b) Large Main House - 80% Glory Points - allows Medium Main House to be upgraded to Large Buildings --------- Small Main House - 15 Wood 15 Stone (adds 5 to max pop., all resources are collected here) Medium Main House - 10 Wood 10 Stone upgrade Small to get Medium (allows more resources to be stored) Large Main House - 10 Wood 10 Stone upgrade Medium to get Large (allows more resources to be stored) The Main House also allows you to demolish other buildings, evacuate the settlement & give gifts (5 Gold each time) to the citizens (raise morale) or troops (raise morale). Small Residential House - 5 Wood 5 Stone (adds 10 to max pop.) Medium Residential House - 2 Wood 5 Stone (adds 10 to max pop.) upgrade Small to get Medium Large Residential House - 2 Wood 5 Stone (adds 10 to max pop.) upgrade Medium to get Large The Residential House allows you to produce either Male or Female citizen. Carpenter - 5 Wood 5 Stone (produce Wood) Mine - 5 Wood 5 Stone (produce Stone) Butcher - 5 Wood 5 Stone (produce Food) Stable - 5 Wood 10 Stone (produce Horse, uses 2 Food to produce 1 Horse) Farm - 15 Wood 15 Stone (produce Food) Small Armory - 10 Wood 15 Stone (produce Equipment, uses 1 Wood & 1 Stone to produce 1 Equipment) Medium Armory - 5 Wood 10 Stone upgrade Small to get Medium Large Armory - 5 Wood 10 Stone upgrade Medium to get Large Small Goldsmith - 10 Wood 10 Stone (produce Gold, uses 2 Stone to produce 1 Gold) Large Goldsmith - 5 Wood 5 Stone upgrade Small to get Large Small Storage - 5 Wood 10 Stone (used for collecting of resources) Medium Storage - 5 Wood 5 Stone (allows more resources to be stored) upgrade Small to get Medium Large Storage - 5 Wood 5 Stone (allows more resources to be stored) upgrade Medium to get Large Place of Sacrifice - 5 Wood 15 Stone (each Place of Sacrifice will give you 1 Spell - max of 4 spells available) The Place of Sacrifice also have a magic point pool (100% max) which will get filled up when you order citizens to be sacrificed. This pool will aid in refilling the magic points of your spell caster unit. Celtic Spear Catapult - 5 Wood 2 citizen to operate Celtic Catapult - 10 Wood 1 Stone 2 citizen to operate Stone Trap - 5 Stone 1 citizen to operate Barricade - 5 Wood Units ----- Female Hunter - 1 Equipment, Ranged Unit, Female citizen required Swordman - 2 Equipment, Melee Unit, Male citizen required Lance Bearer - 3 Equipment, Melee Unit, Male citizen required Stone Thrower - 4 Equipment 1 Gold, Ranged Unit, Male citizen required Avenger of Boudica - 5 Equipment 3 Gold, Melee Unit, Female citizen required Iron Thrower - 5 Equipment 5 Gold, Ranged Unit, Male citizen required Nobleman - 5 Equipment 2 Gold 1 Horse, Melee Unit, Male citizen required Druid - 10 Equipment 10 Gold, Spell Caster Unit, Male citizen required Civil unit with horse - 1 Horse up to max of 4, Resource holding Unit *Civil unit with horse builds the Main House & can build Stone Trap, Barricade & both catapults out of settlement boundary. You can also use it to plunder resources from your Main House or enemy Main House. Will heal Units in it's commanding radius if it holds Food. Spells ------ Sow the seeds of discord - 25% Magic Points - lowers enemies' morale Heal - 50% Magic Points - heal your units Evil - 75% Magic Points - does damage to enemy units Wake the Dead - 100% Magic Points - Resurrect dead units into 20 Swordman troops or Female Hunter troops or a combination of both. Huns ==== Used mainly wood. Fighting Units are mainly horse riders. Have the best spells in the game. Each citizen is worth 5% when sacrificed to the Place of Sacrifice. Leader Upgrades --------------- A) Personal Same as Teutons B) Battle Enhancements 1) Formations - Same as Teutons 2) Troop Types - allows new troop types to be formed at the Main House Amazon - 20% Glory Points - allows a new Ranged Fighting Unit to be built Belly Slasher - 40% Glory Points - allows a new Melee Fighting Unit to be built Roman Death - 60% Glory Points - allows a new Horse Melee Fighting Unit to be built 3) Abilities - adds abilities to your units Berserk Rage - 20% Glory Points - allows Fighting Units to fight in Berserk Mode. Storm of the Huns - 40% Glory Points - allows your Fighting Units to fight better. Cannibals - 60% Glory Points - allows your Civil unit with horse to collect dead units as Food. Poisonous Projectiles - 80% Glory Points - allows your Ranged Units to shoot Poisonous projectiles. C) Building Enhancements 1) Place of Sacrifice - 40% Glory Points - allows the Place of Sacrifice to be built 2) Large Residential House - 50% Glory Points - allows Small Residential House to be upgraded to Large 3) Goldsmith - 60% Glory Points - allows the Goldsmith to be built 4) Large Armory - 70% Glory Points - allows Small Armory to be upgraded to Large 5a) Small Storage - 30% Glory Points - allows the Small Storage to be built 5b) Large Storage - 60% Glory Points - allows the Small Storge to be upgraded to Large 6) Large Main House - 70% Glory Points - allows Small Main House to be upgraded to Large Buildings --------- Small Main House - 10 Wood (adds 5 to max pop., all resources are collected here) Large Main House - 10 Wood upgrade Small to get Large (allows more resources to be stored) The Main House also allows you to demolish other buildings, evacuate the settlement & give gifts (5 Gold each time) to the citizens (raise morale) or troops (raise morale). Small Residential House - 5 Wood (adds 10 to max pop.) Large Residential House - 5 Wood (adds 10 to max pop.) upgrade Small to get Large The Residential House allows you to produce either Male or Female citizen. Carpenter - 5 Wood (produce Wood) Mine - 5 Wood (produce Stone) Butcher - 5 Wood (produce Food) Stable - 5 Wood (produce Horse, uses 2 Food to produce 1 Horse) Small Armory - 5 Wood 5 Stone (produce Equipment, uses 1 Wood & 1 Stone to produce 1 Equipment) Large Armory - 5 Wood 5 Stone upgrade Small to get Large Goldsmith - 5 Wood (produce Gold, uses 2 Stone to produce 1 Gold) Small Storage - 5 Wood (used for collecting of resources) Large Storage - 5 Wood (allows more resources to be stored) upgrade Small to get Large Place of Sacrifice - 5 Food 10 Wood 5 Stone (each Place of Sacrifice will give you 1 Spell - max of 4 spells available) The Place of Sacrifice also have a magic point pool (100% max) which will get filled up when you order citizens to be sacrificed. This pool will aid in refilling the magic points of your spell caster unit. Units ----- Skull Breaker - 1 Equipment, Melee Unit, Male citizen required Long Range Killer - 2 Equipment, Ranged Unit, Male citizen required Man Splitter - 3 Equipment 1 Horse, Melee Unit, Male citizen required Amazon - 4 Equipment 1 Horse, Ranged Unit, FeMale citizen required Belly Slasher - 4 Equipment 1 Gold, Melee Unit, Male citizen required Roman Death - 5 Equipment 3 Gold 1 Horse, Melee Unit, Male citizen required Shaman - 10 Equipment 5 Gold, Spell Caster Unit, Female citizen required Civil unit with horse - 1 Horse up to max of 4, Resource holding Unit *Civil unit with horse builds the Main House. You can also use it to plunder resources from your Main House or enemy Main House. Will heal Units in it's commanding radius if it holds Food. Have the Cannibal Enhancement to convert dead units to Food. Spells ------ Fire - 25% Magic Points - does damage to all in it's area of effect Earthquake - 50% Magic Points - Damages buildings, must cast on the building Posionous Cloud - 75% Magic Points - does damage to all in it's area of effect Ghost Riders - 100% Magic Points - 10 Ghost Riders appears & can be commanded like a Fighting Unit Campaign ******** 1) One Opponent Too Many ------------------------ Tribe - Teuton Objective - Assault village of Grey Wolves Additional Objective - Kill Grunar, the leader of the Grey Wolves Additional Objective - Flee to the milestone in the West You start out at the Lower Left corner (Southwest). The village is at the center of the map. Grunar will flee to the Roman camp at the North once you hit his village. Use your leader to draw out the Fighting Units from the village & Roman camp. Move your Fighting Units into the village. Make sure your leader don't engage enemies. Lead the enemies far away before moving your Leader back into the village to take over it. This will satisfy the objective. Close the gates & start making Ranged Units. Get your leader to keep circulating the village, the enemies will stupidly follow your Leader around & get killed by your Ranged units (order them to attack when the enemies move near). If the enemies tries to get your Fighting Units inside the village, they've to burn down the gate first so if you've lots of Ranged units, they'll get decimated before they can burn down the gate. Once all enemies following your Leader have been killed, assemble as big a force as you can & go kill Grunar in the Roman camp. Kill all Romans & destroy all buildings in the Roman camp to get as many Glory Points as you can to upgrade your Leader. Once Grunar is killed, move your Leader to the Stone marking at the West (the stone will have a "light", if that portion of map is still under cover, it'll uncover by itself) to win the scenario. 2) On the Run ------------- Tribe - Teuton Objective - Capture the fishing village for your tribe Additional objective - withstand attack by Romans You start at the Southwest of the map. You'll be attacked immediately by axe brandishers. Kill them & move directly North until you hit the river. Move along the river until you can move east. Follow the river until you can cross (2X) to the center part of the map where the village is. Kill all resistance & then take over the village. Churn out as many Fighting Units as you can & withstand attack by 3 Roman Fighting Units. Once the 3 Roman units are dead, you win. 3) The Conquest of Britain -------------------------- Tribe - Celts Objective - Protect village from Roman Invaders Additional Objective - Retreat to the West (milestone) You start at the North east corner of the map. Get all your troops together at the entrance of your settlement, the attack will come from directly east. Once you defeat this wave of attack, the Additional Objective will appear. The milestone where you need to be will also uncover by itself. Just move your Leader there to win the scenario. Take note that there are Romans blocking the way. You can try moving your entire army to help clear the way or just dodge the enemies as your Leader can move faster then them. At the end of these scenario, you get to choose to play either 4a or 4b & follow either the "a" path or "b" path to the end which will trigger the first scenario for the Huns. 4a) Place of Refuge ------------------- Tribe - Celts Objective - Flee with your people behind the Bulwark of the Kings Additional Objective - Offer the villages in the vincinity protection from the Romans You start at the West of the Map. The place you need to be is the village at the East. The 2 villages you need to protect are to your North & South. Gather your Fighting Units into one bunch & sweep them from North to South until the whole map is uncovered. You'll kill all the Romans & satisfy the Additional Objective. If you want, you can plunder the 2 villages with your civil units with horse. Once you've killed off all the Romans, move your Leader into the village at the East to take it over with all your troops. Some Celts & Romans will come to your village, you'll have no problem killing them. Milk the scenario for as much glory points as possible by attacking the 2 villages then either wait for them to build new units for you to kill or burn the buildings & then wait for them to repair before burning them again. Anyway, upgrade your Leader as much as you want. To win, search & kill all Roman Fighting Units as they'll appear again once you entered the Bulwark of the Kings (North & South of the map). 4b) Under the Yoke ------------------ Tribe - Celts Objective Deliver your levies in the amount of 50 Food 50 Equipment & 50 Gold to the Roman Encampment Additional Objective - Defeat the rebels You start at the middle of the map. Rebels will come attack you as you gather your resources. Make sure to get the Goldsmith as soon as possible as there's a limit to the number of rebel attacks. You'll know that the rebel attacks are finished when you get a message to tell you that you've defeated the rebels & you won't be able to get any more glory points. Build a civil unit with horse with max horses (4). Get them to plunder the required levies from your Main House & then move the unit to the Roman camp at the South West corner of the map. There's a milestone to guide where your civil unit should go. You need to monitor the amount your civil unit plunder as there's no way to control how much they take except manually. 5a) Death to the Traitors ------------------------- Tribe - Celts Objective - Kill all enemy Celtic warriors Additional Objective - Find the traitor Girard & kill him You start at the East, the village where Girard is is at the center. Gather your Fighting Units into a bunch & follow the "path". You'll kill all enemy & Girard when you reach the village. If you've still not win, take over the village, then move your Fighting Units around the map to search & kill any which failed to move towards the village when it's attacked. 5b) Against the Rebels ---------------------- Tribe - Celts Objective - Kill all rebel warriors & destroy their settlements Additional Objective - Find your brother & kill him You start at the West, the village your brother is is at the East. The 2 settlements you need to destroy are at your northeast & southeast. Gather your army into a bunch & march to either of the settlement. You'll have no problem killing any enemy fighting units you meet. Takeover the settlement using your Leader & then evacute the settlement to destroy it completely. March over to the other settlement & use it as a base for you if you want or you can evacuate it as well since your army is really more then enough to conquer all 3 settlements. When you're ready, just march your army to the last settlement in the East & get them to kill every fighting units as well as the leader (your brother) there. You'll win the scenario once you kill off every fighting unit as well as your brother. 6a) War on the Empire --------------------- Tribe - Celts Objective - Kill Roman tribune & destroy the main house of the Roman Town Additional Objective - Eliminate the Roman levy-collecting Units. You start near the South west of the map. Slightly to the north east of you is a celtic settlement, directly north is another while to the extreme east of you is another. One more is at the center of the map, the Roman Town is at the North East. Gather your Fighting Units into a bunch & follow the path to take over the settlement slightly northeast of you. The Roman levy-collecting unit (civil unit with horse) will be at the settlement directly East of you. Just move your army there & use Ranged Units to kill the levy-collecting unit *melee units will make the levy-collecting unit run away. Demolish all buildings except the main house then evacute the settlement so that you can takeover the settlement where the levy-collecting unit is. Demolish all buildings again & then evacute, move your army to the West & takeover then evacute the settlement. Lastly takeover the settlement at the center. From here either you churn out more Fighting Units or demolish then evacute the settlement as your army should be big enough from the start to takeover the Roman Town. Anyway, just move your army into the Roman Town & kill every Roman Units then use your Leader to take over the Roman Town to win. * There are 3 levy-collecting units, always use Ranged Units to attack them so that they won't "run". At the end of this scenario, you'll be asked to either stay with the Celts or play the Teutons. 6b) One Last Service -------------------- Tribe - Celts Objective - Protect the levy-collecting units of the Romans Additional Objective - Defeat all enemy rebels you encounter You start near the Northeast of the map. The levy-collecting units will go clockwise around the outer portion of the map & stop at 3 settlements to collect levy before leaving the map North of the Roman town (North east of map, North east of where you start). There are 3 levy-collecting units so you've to make the rounds 3 times. Gather your army & start your own circuit. After some time, you'll be informed that the levy-collecting unit is moving out, just ignore it. You'll encounter rebel Celts along the way just clear them out. Make sure to end your journey at the Northeast of the map before returning to your settlement for healing. Once the first levy-collecting unit finishes it's round, another unit will move to the start position (east of your settlement). Gather your army again & move off before it leaves. Do the circuit & kill off any rebel Celts you met. Again end your journey at the Northeast of the map then bring your army back home for healing. Do the same for one last time to end & win the scenario. 7a) King of All Celts --------------------- Tribe - Celts Objective - Defeat all opposing tribe leaders You start at the south of the map. There are 4 leaders in the map you need to kill. You can either stay at one corner or move to seek them out as all will move around & will fight each other. Anyway once 3 are out of the way (anytime one leader is killed, it'll be announced), go seek out the last & kill him to win. This scenario could be tricky as the army you've will not be able to withstand too many full battles. You can use your leader to lure one group to another so that they kill each other. 7b) The New Home ---------------- Tribe - Teutons Objective - Capture the Celtic Town up-country Additional Objective - Secure the coastal village for yourself as a base You start at the southwest of the map. The coastal village is immediate northeast of you. The Town is at the center of the map. Gather your army & march them into the village & kill all fighting units. Move your Leader in to capture the village & satisfy the additional objective. Immediately move your Melee units to block the crossing area of the river southeast of the village with your Ranged units as support. Some Celtic units from the Town will attack you & you'll get a message to attack the Town. Don't attack the town yet. Slowly amass an army of Melee & Ranged units & place them before the crossing area. Send one single unit to the Town & it'll trigger an ambush. Once you felt you've enough fighting units (30-40 melee + 30-40 Ranged), send one unit to lure the ambushing Celtic units to the crossing area so that you can hit them with your melee & ranged units. Repeat the above until the Town have no big fighting units (units with more then 6 troops) guarding the entrance. March your army into the Town & kill off all the fighting units. Evacuate the village then move your Leader to the Town & take it over to win the scenario. 8a) Future of Britain --------------------- Tribe - Celts Objective - Destroy the enemy army of Celts & Teutons You start at the East of the map. Build up whatever buildings you need & wait for the enemy Celts to attack. Get the Goldsmith as soon as possible so that you can start building Druids. Use the Evil Eye spell to kill off any attackers coming at your settlement. Start churning out Fighting Units as well so that you amass a big army. Gather your army & march them directly West, you'll encounter Teutons, kill every last one of them & you'll win the scenario. 8b) The Future of Britain ------------------------- Tribe - Teutons Objective - Destroy your opponent's Main House You start at the west of the map. Your opponen's Main House (settlement) is directly east of you. Gather your army & march them there, along the way you'll encounter enemy fighting units. Don't worry as your army is more then enough to do the job of winning this scenario. Once you reach the settlement & kill all fighting units, move your Leader in to take over the settlement & win the scenario. 9) Blood Feud ------------- Tribe - Huns Objective - Subjugate all Hunnish hordes on the map either by capturing or by destroying their settlement. Additional Objective - Kill your father, the chieftain of your former village in a duel You start outside of your father's village (Southeast of map). One village is directly North of your position while another is to the North west. Gather your army & your Leader & move them directly North towards the village in the North. Park your army somewhere in the middle of the way & proceed with just your Leader. You'll get a message regarding the villages being at war on one end of the river & the other end. You can proceed to use your Leader to lure the enemy fighting units down the river to their feuding counterpart of you can charge in with your army & kill all fighting units. Once all fighting units in the village boundary have been killed, you'll get a message to subjugate the village. Ignore this & takeover the village instead. Start gathering an army & once you felt you've enough troops, march your army West ward following the river until you hit the other village. Milk the village for glory points by burning down the buildings & then allowing the citizens to rebuild them again. Upgrade your Leader as much as you want but make sure to get the Place of Sacrifice as soon as possible plus Goldsmith to build Shamans & Place of Sacrifice for the spell "Fire". Build 10-15 Shamans & group them in fives. When 5 of them cast "Fire" at the same time, they will kill any fighting units including leaders. Send your Shaman towards the village you're milking for glory points, burn down all the Residential Houses & then use the Shaman to cast "Fire" to kill off all the citizens. This will destroy the village entirely. Next use your groups of Shaman to systematically destroy your father's village. You don't have to use your Leader to fight the leader as in the Additional Objective. Destroy your father's village & make sure to uncover the map entirely to kill off all enemy units to win the scenario. 10) Souls for Nerghal --------------------- Tribe - Huns Objective - Kill 20 enemies to honor your god Nerghal You start at the Southeast. One Teuton village at the South of map. Roman camp at West of Map. Roman Troops at Southwest of map. Gather your army & move west ward towards the South end of the map, you'll receive a message about some tribe entering the map. Once you reach South, you'll encounter some Teutons, kill them & continue to move west to find their village. Burn a hole through the palisade & bring your fighting units in to kill off all the enemy fighting units & leader before moving in your Leader to take over the village. Use this village as your base. It's advisable to build a stable & collect a dozen horses & 30-40 Wood, Stone & Food. Evacuate the village & then build your own Main House. Build up your army or build Place of Sacrifice & make Shamans (10-15 then group them in 5s). Hit the Roman troops at the Southwest of the map to chalk up some souls for Nerghal. Directly West of you on the hill will be some Romans troops & 2 siege engines. West of the hill will be the Roman camp. Clear out the hill then either use fighting units or shamans to destroy the Roman camp. You should have enough souls for Nerghal to win the scenario. If not head North & kill Teutons. At the end of this scenario, you get to choose to stay with the Huns or play the Teutons. 11a) Manhunt ------------ Tribe - Huns Objective - Kill the Teutonic chieftain Theodosius Additional Objective - Kill 200 Teutons for the greater glory of Nerghal You start at the Southwest of the map. The settlement where Theodosius is is at the Northeast corner of the map. Gather your army & march northeast, along the way you'll encounter Teuton fighting units. The size of your army means they won't be a match against you. Once you hit the settlement, kill the leader & you'll win the scenario. You don't have to fulfill the Additional Objective to win. 11b) Invasion ------------- Tribe - Teutons Objective - Protect your village & destroy the assualting army of the Huns You start at the North of the map. Just gather your army infront of the gate of your settlement. The Huns will come running to you thus they'll have very little health left when they reach you. The first to hit you will be their ground troops. Next will be their cavalry. If the cavalry never arrive, just move your army in search of them. Once all of them are dead, you win. 12a) Rich Spoils ---------------- Tribe - Huns Objective - Destroy or occupy the 2 Gothic village north of the river Additional Objective - Destroy all Roman settlement You start at the northeast corner. One gothic village is directly west of you. The other is at the southeast corner of the map with a Roman settlement to the west of it separated by a river. Gather your army & move into the village to the west of you. Take it over & you can either use it as a base or evacuate it. Next swing your army to the southeast corner & hit the 2nd village either by burning a hole through the palisade or enter using the gate (in the night if you want to avoid getting fired upon by the Roman siege engine across the river). If you takeover this second village (evacuting the first), you win the scenario. 12b) Journey to the South ------------------------- Tribe - Teutons Objective - Destroy a Roman Town You start at the east corner of map. The Roman town is at the west corner. Gather your army & follow the path. You'll meet Huns along the way. They're no match for you so don't worry. Once you hit a 3 way junction, turn north & move by having the mountain always on your left. Once you reached a point where you can see dead Romans & Huns on the ground, move west & you should hit the gate of the Roman town. Kill off the puny resistance & burn down the Main House to win the scenario. Don't go wandering around the map as there're Huns, enemy Teutons & Roman fighting Units all over the map. The Teutons are at the Northwest corner, the Huns at the Southwest & the Romans surrounding the Roman town (outside the walls). Your force is too weak to take on all of them & still win the fight in the town. 13a) Constantinople ------------------- Tribe - Huns Objective - Destroy Constantinople. No Roman soldier must survive You start at the north corner of the map. Constantinople is at the south extending to the southeast (entrance). 2 Roman camps (one Blue & one Green) are guarding the passage to Constantinople slightly southeast of the middle of the map. Gather your army, use your Leader to scout out a path to the back of the Roman camp on the left (Blue colour). Bring your army there & then burn a hole through the palisade to allow your army to go through. Kill all fighting units inside then bring your Leader in to take over the camp. Build up your forces or to win easily, go for Place of Sacrifice & shamans (10-15 shamans, group in fives). Use your shamans to cast Fire to destroy the Green Roman camp. Bring your Leader into Constantinople & you should get a message about a negiotator asking for your retreat. Retreat to win the scenario. You cannot win by destroying Constantinople & killing every Roman soldier. Roman fighting units will keep spawning at certain interval even when the entire town have been destroyed. Although you may fulfill the objective when there're times when not one single Roman soldier remains, you still cannot win. 13b) Fight for Rome ------------------- Tribe - Teutons Objective - Conquer Rome Additional Objective - Conquer a Roman village first that you can use as your base You start somewhere north of the southeast corner. Directly west of you is the village for you to conquer. Another Teuton force (ally) is near the northeast corner with another village just west of them. Rome is at the entire portion of the western map. The entrance to Rome is at the west & northwest. Gather your army & march them into the Roman village. Kill off all fighting units & bring in your Leader to takeover the village. Once you takeover the village, move your army to the northwest corner of the village boundary, you'll be attacked by Roman fighting units in awhile. You'll find that Romans have the biggest settlement boundary so just build whatever you want. No point building Place of Sacrifice as the spells of the Teutons are very lousy. Go for the Teutonic Catapult as soon as possible instead. Build up your forces & make a few civil unit with horse with 2 horses each (need 2 to build a catapult). Plunder wood & stone from your Main House (10 wood & 1 stone to build a catapult). Move your army to the west entrance, there're 2 gates, one facing south & one facing east. The gate facing east is protected by siege engines (catapult). Hit them in the cover of darkness to minimise their range. Then move in & destroy the Green Main House (it won't be repaired). Next move your army south & station it in the walled portion with 3 gates. Build a small army (20-30 troops, spread in 2 or 3 fighting units) & have it sweep through the entire southern part of the town. Move in your civil unit with horse & build 2 catapults somewhere south of the walls separating this portion from the Main House (the portion you want will have 3 storage houses & 6 residential houses close to each other). There are 2 Residential Houses where you can build your catapult just south of it such that the building will shield you from being hit by ranged units of the Romans. If you build & move in the night, you'll see the Roman units across the wall when it turns morning. Start shooting at the units using your catapults. The ranged units will try to hit you but won't as you'll be shielded by the house. Anyway, once an unit had been hit a few times, the unit will come looking for your catapult but since you're blocking their way with your army, you can kill them off one by one. Once all the units have been cleared or you feel you can take on the remaining units, move your army over & then burn down the Main House to win the scenario. Take note the Romans have 5-6 Ranged Units & 5-6 Melee Units guarding the Main House (ea with 20 troops) so unless you've a very big army, you'll get mauled very badly especially since your army will get holed up at the entrance by the Melee units & will get hit fully by the Ranged units. The Main House will also keep building melee unit of 6 troops to send to the southern portion of town. You can also hammer a hole through the southeastern part of the wall using a catapult & then bringing your army in. There are fighting units guarding different portion of the town outside the walls. 14a) The Great Battle --------------------- Tribe - Teutons Objective - Destroy the army of the Huns Additional Objective - Capture the hill in the center of the battle field You start at the north corner of map. Allies are at the north across the river, somewhere near the northwest corner & somewhere near the northeast corner. Gather your army & sweep through the whole map bypassing the portion across the river in the southwest corner. Kill all Huns units you meet & you'll satisfy the Additional Objective. The Huns are in fighting units of 1-2 with 10-20 troops so they won't be a problem for your big army. Once the above is done, move your army to the eastern end of the river at the southeast corner & cross at the crossing point there to be at the back of the main Hun army. From there you can hit the army fighting unit by fighting unit without all of the entire army of Huns reacting to your attack. Another crossing point is at the western end of the river where you'll meet the Hun army head to head. So depending on how you like your battle to be, cross as you like. There're 5-6 fighting units with 20 troops each. 14b) The Final Battle --------------------- Tribe - Huns Objective - Kill Bruknar, the leader of the enemy Teutons Additional Objective - Kill at least 100 enemy Teutons You start at the west corner. Bruknar & his large army is near the north corner. At the center, there are enemies, to the north across the river there're more enemies. Gather your army & move northeast towards the north corner of the map. To maximise the winning possibility, attack only in the morning so that your ranged units won't get pulled into melee combat. You'll have to fight some other fighting units first before meeting Bruknar's army. So it's imperative that your ranged units must be using ranged attack. You'll hit the 100 kills first & some luck to kill Bruknar. To win, once you killed Bruknar, move your Leader to the west corner of the map. Bruknar have a very big army so don't go around fighting. Another Hun army will be attacking the enemies at the center of the map (Attila's forces). 15) Attila's Death ------------------ Tribe - Huns Objective - Kill the traitor Attila You start at the north corner of map. There are 4 villages, one at the west corner, one at the east (a small way away from where you start), one at the southwest & one at the east. Attila is on an island at the center of map. Move your army south until you hit the river. Follow the river towards the west & don't engage any units you see, they won't attack if they see you. Keep following the river until you can see the island (you'll see Attila too if it's morning). Keep moving until you can cross over to the island. Wait for morning & then attack Attila as all the units you've are Ranged Amazons. Another way to win is to hit the village at the west using one unit of Amazon for melee while the other for ranged. You should be able to kill off all fighting units guarding the village & take it over with your Leader. From there either build up a subtantial force (the enemy units will attack you on sight now) or go for the Place of Sacrifice & shaman option to win easily. You win when Attila is dead. 16) Deliverance --------------- Tribe - Huns Objective - Eliminate all alien hordes from your home Additional Objective - Sacrifice all your people to Nerghal except your shamans This map is the same as the one you start off the Hun side of the campaign with. You start at the north corner of map. Gather your army & move into the village just east of you. Take it over & use it as your base. Milk for glory points using the village along the river to the west. Once you've got the Place of Sacrifice & Goldsmith, churn out your shamans (10-15 then group them in fives). Use the groups to slowly uncover the whole map inorder to kill off all the enemy huns fighting units. Destroy the last village in the southeast corner & you'll get the Additional Objective to sacrifice all your people. Stop all your productions & sacrifice all the citizens. After that your Leader will sacrifice himself & the scenario will end. Author's Note ************* This guide will only cover the campaign part of the game. The Historical part are just battles where you can play either the barbarian tribe or the Romans. The Open-Ended play is nothing much really especially when you play the Huns. You'll get all the upgrades very soon once you've got the Cannibal Enhancement for your civil unit with horse as you can just park your units at the enemy main houses & wait for them to produce leaders & troops. Any damage will be healed by your civil unit with horse & the dead will become food... If you like to have anything else included in this guide, feel free to email me at tan_kiancheng@yahoo.ie.

 


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