Age of Wonders: Shadow Magic Walkthrough :
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Walkthrough - FAQAge of Wonders: General Game Play FAQ 1.1 Started: 06/23/01 Copyright 2001 by AverMan Email: AverMan62@Hotmail.com | Warning | Anyone may reproduce this FAQ electronically, but don't sell it for money. If you want to use this FAQ for your website you must ask my permission, email me at AverMan62@Hotmail.com, and you must do it with this the Warning in it. If you do use it and I find out, trust me I WILL, you'll be in some serious legal trouble!!! Age of Wonders is a trademark of Triumph Studios | Intro | This is the moment every Age of Wonders fan have been waiting for, the Age of Wonders FAQ for the overall game! I made this FAQ because allot of people requested me to do it after I made the Battle Tactics FAQ. So here it is the Age of Wonders FAQ! I tried to put as much detail to help as many people with the overall portion of the game. This includes the Campaign section, Scenario Walkthroughs, and other parts of the game. This FAQ should really be fully complete real soon. If anyone has any comments or suggestions on how I can make this walkthrough better please E-mail me at AverMan62@Hotmail.com. I really want to hear what people think of this FAQ so don't be afraid to speak up. Now lets get down to business. YEAH! ||| Updates ||| | 7/07/01 | - Minor Changes to the FAQ - Updated the "Game Strategies For All Races" section - Updated the "Structures" sections ||| Table of Contents ||| 1. The Story 2. Things to Know 3. People to Know 4. The Keepers Walkthrough 5. The Cult of Storms Walkthrough 6. Structures - Recently Updated 7. Diplomacy 8. Know Your Leader 9. Map Making Tips 10. Game Strategies For All Races - Recently Updated 11. Cheats 12. Thanks & The Warning! ||| 1. Story ||| Here is the story of Age of Wonders as quoted from the website Welcome to the Age of Wonders, once a time of magic and peace. An age swept into the ravaging gale of chaos by the arrival of a single, uninvited race: the Humans. The fragile balance that existed between the ancient races, Elves, Dwarves, Orcs and others, has changed into a struggle for power and survival in the wake of the turmoil the Humans have brought to the land. ||| 2. Things to Know |||| This section is a brief description of things that you'll need to know just to play Age of Wonders. I'll soon go in depth with more of the information in this section in other sections. | Researching A Spell | When you first start any map, after reading the Background info, a book with spells to research comes up. The spells in the book are from the spheres of magic you choose from when you created your leader. As you research more and more spells, the stronger ones will then be available. It's best to research all spells in a sphere in order to get the most of it. | Managing Money | As your armies get bigger so does the cost to maintain all of them. In order to do so, you'll need to start making some money or gold. Chances are you'll start out with a few units, a town and farm/mine. Having as many farms, builder guilds, and mines are real important. Move fast to get these before your opponents do. | Managing Cities | Cities are a very important part in Age of Wonders. They help in strategic battles, provide units and income. Be sure to protect your cities with a good amount of units so enemies wont take them. Also protect them with walls as well especially stone ones. Be sure to find neutral town as well. Some may help you out while others you'll have to fight and then migrate their city. | Managing Units | Units are another major part of Age of Wonders. You should always be aware of where your units are and what you're planning to do with them. It isn't very wise to let units sit around because each unit has an upkeep. This is based on the type and level of unit. Also never have all of your units at one part of the map, leaving your cities defenseless. Enemies see this as opportunity to take down your empire. ||| 3. People to Know ||| These are all of the important people and groups you'll run into in the game of Age of Wonders. More on the way!! Inoich - The Emperor of the Elven Kingdom until he was slain by the humans. He is the father to Meandor and Julia. Queen Elwyn - Inoich's second wife and the mother to Julia. The Keepers - A peaceful group, lead by Julia, which seeks only peace with the humans. Meandor - Son of Inoich and leader of the Cult of Storms. Cult of Storms - Created by Meandor, the Cult of Storms is a group that seeks revenge on all humans for their acts. ||| 4. The Keepers Walkthrough ||| | Overall Objectives | - Preserve harmony over the Earth and its inhabitants - Accept humans and their presence - Actively oppose the Cult of Storms - Avoid bloodshed and conflict when possible || Playing the as the Keepers || When you play as the Keepers, you play the good guy. Most of the missions involve finding people or places and protecting weaker races. When creating your leader is suggest picking one of the fairer races like the Elves. When customizing your leader in the beginning, build up your leaders stats. You'll have plenty of time to give you leader abilities and spells during the campaign. || Guide || Here is the guide for the maps in the Keepers campaign. Since most maps are straight forward, I felt a step-by-step walkthrough wasn't needed. Instead I listed things to do, what to get, and things to look out for. Here is the format: | Map Name | Races on Map: Objectives: Walkthrough: | Goblin Rush | Races: Goblins, Halflings, Elves Objectives: Conquer the map Tips: Enchant your leader with Bless or some other beneficial spell so he has a better chance of fighting. It's best that he gains lots of experience now so he's real strong at the end. This map shouldn't take you a long time anyway but be sure to pick up some items in a cave/castle for your Leader. | Decisions | Now that you've freed the Halflings and saved Flowshire from the Goblin raids, you must now make a decision to save the United Cities: to take a subterranean path or to take the Trade Route. I suggest taking the Trade Route because the subterranean path is allot harder due to the many twists and turns underground. Either way you'll have 20 days to reach the designated city. Note: Be sure to choose your units with the most movement points. | Northern Trade Route | Races: Orcs, Halflings, Goblins, Dwarves Objectives: Get to Lunaris in 20 days or kill the Orc leader Tips: Just follow the road until you get to Lunaris. There is no time to waste and battle the Orcs or explore. If you took your fastest units, just follow the road, and you'll get there in no time. If you do decide to fight the orcs, find their leader and kill him before time is up. This is another way of beating this map. Fortunately you get a hero to help you along the way. Be sure to get him to join you before you leave this map. | Subterranean Path | Races: Orcs, Dwarves, Goblins, Halflings, Objectives: Get to Lunaris in 20 days or kill the Orc leader Tips: The exit you're looking for is to the east. Keep heading east and watch out for Orcs. If you manage to find the Orcish leader, take him out and you'll beat this map. | Between Game | Now that you've taken the path to the United Cities, it is time to save them. Be sure to take your hero with you and a few strong units. | United Cities | Races: Halflings, Frostling, Elves, Orcs Objectives: Get to the United Cities then conquer the map Tips: It is a must that you get to the United Cities. Without it, you'll probably lose. So just follow the path toward the north, watch out for Orcs, and you should be fine. With the United Cities to back you up and the other Elven leader, you should be able to beat this map easily. | More Decisions | This is where you get to pick between Dwarves and the Lizards as allies. I'll leave it up to you to pick which one you race you pick. Just keep in mind that dwarven units are perfect fighter while Lizards have the advantage of walking over water. Plus you get to pick two more magic spheres to pick from. If you picked the Dwarves, you're supposed to pick up the remains of the Dwarven Empire after the savage earthquake. If you picked the Lizards, you're trying to prove to the Keepers that they are better allies than the Dwarves. | Earthquake | Races: Orcs, Dwarves, Humans, Goblins, Orcs Objectives: Conquer Locations Delatar Tips: This map is really long and goes REALLY deep underground. The target you're supposed to conquer is Delatar, which is located on the surface. Be careful because there are lots of Orcs and Goblins running around underground. | Southern Marsh | Races: Frostlings, Lizards, Orcs, Dwarves, Undead Objectives: Conquer the Map Tips: The good thing about being a neutral race is that you can ally with any one you want. Be sure to ally with the good & bad races because it's better to convert them to your side then battle them. | In Between Game | If you're with the Dwarves, you are now heading to a Mining Outpost to help the Dwarves get back on their feet. Unfortunately some Frostlings want the Mining Outpost as well. If you're with the Lizards then you're now heading to the Peninsula of Sobek. | Mining Out Post | Races: Dwarves, Frostlings, Goblins Objectives: Conquer the Map Tips: This map should be kind of hard since you don't start off with a city and the Frostlings have already taken over half of the map. It's best to get to a level 4 city and build quick units. After you take over a good portion of the map, then you should worry about taking on the Frostlings. Just so you know, they're a many dwarves on the easternmost side of the map waiting for you to lead them to battle. | Peninsula of Sobek | Races: Humans, Lizards, Dwarves, Orcs, Undead, Halflings, Elves, Goblins Objective: Conquer the Map Tips: This map will be a bit challenging because the humans have a strong hold over the map. As well as the Dwarves and Orcs. Be sure to make peace with some of the races until you can take them out. | In Between Game / AWWWWW MAN | After beating the last map, bring your strongest units for the next one. It is filled with Goblins & Frostlings. Too bad for you because your out of the Keepers now. Your efforts with the Lizards caused this but don't worry; the Lizard will prove to be good allies soon. | Hall of Heroes | Races: Dwarves, Dark Elves, Goblins, Frostlings, Orcs Objectives: Find the Hall of Heroes Tips: This map is very, very hard. You are practically outnumbered by Dark Elves & Frostlings and not to mention that most of the neutral cities are filled with Goblins or Orcs. Finding the Hall of Heroes is twice as hard. You'll have to do lots of tunneling & exploring to find it. When you notice allot of Karag attacking you, you know you're close. | Serpent River | Races: Lizards, Undead, Orcs, Azracs, Halflings, Elves, Dwarves, Humans Objectives: Conquer the Map Tips: This map is made for the Lizards. Everything is close to a river so dominating this map will take no time. Flood is a REALLY good spell to cast in times like this. | In Between Game | Just bring your strongest units with you for both the Dwarves and the Lizards. But if you with the Lizards your officially out of the Keepers. | The Safeland | Races: Orcs, Lizards, Dwarves, Frostlings, Elves, Humans Objectives: Conquer the Map Tips: This map will take some time but it's not as hard as the last map. You'll have to deal with many hostile races but keep your head up. There are many good-neutral towns to get so don't worry. Try getting a good relation with Humans because they are all over this map. | Blackwater Lake | Races: Lizards, Dwarves, Orcs, Humans, Undead, Halflings, Goblins Objectives: Conquer the Map Tips: Try to use the water to your advantage and try to find all of the neutral cities before everyone else does. | OH NO! | Unfortunately, Meandor has brought back his father, Inoich, and now undead are plaguing the lands. This introduces the High Men. Here is where you get to either continue and ally with the Elves or join the High Men. If you're with the Lizards you have a choice of joining the Undead or High Men. | Invasion | Races: Undead, Elves, Halflings, High Men Objectives: Conquer the Map Tips: The Undead are everywhere so be prepared for allot of battles. This map isn't that big so it really isn't that hard. Plus there are plenty of good aligned races to aid you. If you picked any life spheres, Turn Undead and Holy Champion will help you allot. Undead have turned a good portion of the land to wasteland so when you get an Earth Elemental, be sure to turn the land to beautiful grassland. ^^ | Gabriel's Last Stand | Races: Undead, High Men, Goblins Objectives: Conquer the Map Tips: If you picked any life spheres, Turn Undead and Holy Champion will help you allot. Plus the High Men have the ability to fight Undead so this map shouldn't be too hard. | The Skull | Races: Undead, Dark Elves, Humans, Dwarves, Frostlings Objectives: Conquer the Map Tips: Whoa! Skull Mountain really looks like a skull. Anyway this map isn't hard. You should be able to beat this map easily. | Back to School / Between Game | After defeating the Undead, it's time to learn a little something. One of your dwarven friends has heard of a Wizard College that will teach you a spell that will solve all problems. So you decide to go check it out. Again just bring your best units. | Wizard College | Races: Elves, Dwarves, Goblins, Dark Elves Objectives: Find the Wizard College Tips: This is a really easy map. It allows you to gain a little more experience, items, and spells. So just keep heading north and don't forget about that spell. | Unicorn Valley | Races: Goblins, High Men, Elves, Goblins, Dwarves Objectives: Conquer the Map Tips: Watch out for the Altars of Life and the Altars of Lightning that the Elves control. Also beware of the many, many unicorns wandering around. They will attack you as soon as they see you. | Old Schools | Races: Humans, Azracs, High Men, Undead, Frostlings, Dark Elves, and Lizards Objectives: Conquer the Map Tips: There are many races to react with but it will be worth it when you get to the wizard towers. By the way, this is well-constructed map. | In Between Game | Now that you've gained a few spells and figured out it was Melenis who lured you to the Wizard College, you can now move on the bigger things. | Upon the Rock of Sacrifice | Races: Undead, Dark Elves, Humans, Lizards, Elves, Dwarves Objectives: Conquer the Map Tips: You'll find many good aligned towns and units scattered around the map, so look around. There are lots of human settlements so try to get them to join your side. Tranquility might help. | Garrison Supply | Races: Frostlings, Undead, Dark Elves, High Men, Orcs, Goblins Objectives: Conquer the Map Tips: Try to defeat the Frostling leader before he has time to get stronger. He is directly east of the starting location. The Dark Elves & the Undead will be another story. The Dark Elves have a very strong hold over the map so it might take a while to beat this map. | Opposition | Races: Dark Elves, Undead, High Men, Elves, Dwarves, Goblins, Humans Objectives: Conquer the Map Tips: This map will be a little bit challenging since most of the races hate you. Try to make peace with the Dark Elves and maybe an alliance. | In Between Game | You're almost to the final battle. After this you will move onto the greatest battle in Age of Wonders. Be sure to bring your strongest units with you. | Isle of Last Goodbyes | Races: Lizards, Dark Elves, Elves, Halflings Objectives: Conquer the Map Tips: Find friendly cities fast before the Dark Elves take them over. | Pass of Grief - High Men | Races: High Men, Undead, Humans, Dwarves Objectives: Conquer the Map Tips: You can easily beat this if you get all of the wandering humans to your side and rebuild their cities. This will take time but, with the resources they gave you in the beginning, this should be no problem. Dealing with the Undead though is another problem. The leader has put poison clouds and such to make getting to him harder. Healing Showers and Remedy will be the most effective spells to help you. | Pass of Grief - Undead | Races: High Men, Undead, Humans, Dwarves Objectives: Conquer the Map Tips: In this version, the High Men have allot more control over this map then you do. Plus they have human allies so this map will be a real challenge. | End Game | This is the last map before the game is over. Bring the strongest of units with you. | Valley of Wonders - Elves | Races: Every race in the game is here except Azracs, Frostlings, and Lizards. Objectives: Conquer the WHOLE MAP Tips: This will be the toughest of all maps to beat. Take your time & don't spread your armies too thin. Make sure your character or Julia doesn't die or it's game over. Good Luck!! | Valley of Change - High Men | Races: Every race in the game is here except Azracs, Frostlings, and Lizards unless you brought some. Objectives: Conquer the WHOLE MAP Tips: This will be the toughest of all maps to beat. Take your time & don't spread your armies too thin. Make sure your character or Gabriel doesn't die or it's game over. This map won't be as hard because you are allied to the humans. | Valley of Wonders - Undead | Races: Every race in the game is here except Azracs, Frostlings, and Lizards. Objectives: Conquer the WHOLE MAP Tips: This will be the toughest of all maps to beat. Take your time & don't spread your armies too thin. Make sure your character or Inoich doesn't die or it's game over. Be sure to use the Blood Shrine near you to your advantage. Good Luck!! I really like this ending. ^^ ||| 5. Cult of Storms Walkthrough ||| | Overall Objectives | - Rid the world of both Humans and Keeper - Rebuild the Elven Court in the Valley of Storms - Resurrect the greatest Elven Lord, Inoich - Restore order under their own law and power || Walkthrough || - Coming Soon - ||| 6. Structures ||| This section describes all of the structures in Age of Wonders including types of cities to Wizard Towers. Most of them are in some type of category but the ones that don't are listed first. | Wizard Towers | - Can give you new spells that you can't research at a price - They can also gives you spells that you can't cast or don't want | Monster Lair | - You have no control over these but when you enter them only 8 units can come. The reason for entering on of these is to get the items inside and most of the time it's worth it. - Other variations of these are Castle ruins and Ziggurats | Dungeons | - These are the same as Monster Lairs but instead of gaining items you get units. | Teleporter | - These teleport units from one teleporter to another. - Sometimes a teleporter will take you to places at random so be careful. | Reflecting Pool | - Allow you to see the area around other reflecting pools. | Tower | - These allow you to see more of the surrounding area than your normal units can. - Very good if you want to see enemies from far away. || Income Producing || These structures give you gold or mana every turn. They are very valuable so keep a close eye on these structures. | Mine | - Gives you 10 gold every turn - Try to have as many of these as possible | Farms | - Produces 10 gold every turn - If they are located in a wasteland they will produce nothing | Builder Guilds | - Produces 12 gold - Constructs special very useful machines | Power Nodes | - Try to have as many of these as possible to give you lots and lots of mana without any requirements. - Gives you 10 mana every turn - Are very useful in casting spells || Unit Effecting || These structures effect your units when passed over. Each structure has some kind of benefit but the only lasts so long. The Spring of Life and Blood Shrine are good examples of these. The Arena can train your units but it will cost allot to do so. | Blood Shrine | - Gives units attack and damage bonuses - This only lasts three days. | Arena | - Trains any unit up to a gold badge for a price. | Magic Sanctuary | - Protects units from overland spells | Spring of Life | - Heals all units that pass through and gives them ability bonuses. This only lasts three days. | Altars | These structures are very powerful and very useful to anyone who controls it. Each of them cause damage on a global scale. The Altar of Life, the Altar of Ice, and the Altar of Death are the most powerful because of their wider range for damage. They also change the type of land after they are fired. The Altar of Pestilence makes a cloud of poison, which is only so effective. The Altar of Fire and the Altar of Ice have don't cover many hexes but they are still very effective. You should always get control of any of these Altars. If worse comes to worse, raze them so enemies won't get control of them. All Altars have the same firing time usually 10 or so turns. After you fire it once, you'll have to wait for it to recharge. Here are the types of Altars. | Altar of Life | - Shoots a blast of holy energy at a certain area. | Altar of Death | - Shoots a blast of death energy at a certain area. | Altar of Pestilence | - Creates a cloud of poison at a certain area. | Altar of Fire | - Shoots a blast of fire energy at a certain area. | Altar of Lightning | - Shoots lightning at a certain area. | Altar of Ice| - Shoots a blast of ice energy at a certain area. || Special Nodes || These nodes are very different from the regular node. These node only produce mana if you have control the certain sphere. On special occasions these nodes will produce a unit for whoever controls the nodes. These events are when a Mastery is cast. Example: If someone casts life mastery, then a Golden Dragon will appear at the node under the control of the nodes owner. | Life Nodes | - Gives you 20 mana every turn only if you control the life spheres | Earth Nodes | - Gives you 20 mana every turn only if you control the earth spheres. | Air Nodes | - Give you 20 mana every turn only if you control the air spheres. | Fire Nodes | - Gives you 20 mana every turn only if you control the fire spheres. | Earth Nodes | - Gives you 20 mana every turn only if you control the water spheres. || Cities || These are the varying types of cities. From the small 1-Hex cities to the huge 4-Hex cities each city produces a different income depending on the race & size of the city. Example: A Dwarven 3-Hex City produces an income of 41 gold while and Undead 3-Hex City produces and income of 33 gold. So when migrating cities pick the race that will provide you with the most income. | 1-Hex City | These are the smallest of towns that only take up 1-Hex on the global map. They don't produce a fair amount of income but most produce more than any farm or mine can. - Can only produce level one units - Can't be upgraded | 2-Hex City | These cities take up two hexes on the global map. - Can only produce level one and two units - Can be upgraded once - Produces level one units faster | 3-Hex City | - Can only produce level one, two, and three units - Can be upgraded up to two times - Produces level one faster | 4-Hex City | - Can produce all levels of units - Can be upgraded up to three times ||| 7. Diplomacy ||| - Coming Soon - ||| 8. Know Your Leader ||| - Coming Soon - ||| 9. Map Making Tips ||| - Coming Soon - ||| 10. Game Strategies For All Races ||| This a list of tips and strategies you can use for all races and for scenarios. You don't have to play each game like how I described though. | Beginning Game Strategies | Expand - At the beginning of the game, you should use all available units to explore your surroundings. Try to use units with the most movement points. This helps you find valuable mines and farms plus an ally or two. Try to expand until you meet up with another race. You don't have to declare war if you don't want to. Just keep expanding until you can't and try not to make too many units because gold is kind of tight in the beginning of the game. | Mid-Game Strategies | Control - By now you either have a fairly big empire or a very small one. You also should have run into a few heroes as well. If you empire is pretty big than start producing those level 3 and 4 units. Also keep a few groups 8 of units laying around just in case enemies try take over. Try to make peace when possible because you don't want to have allot of hostile races to fight at one time. If you are losing then find a 3 or 4-Hex city and take control of it. Produce as many units as you can and attack neighboring races until you built up a big enough empire. Explore - You probably have some extra units and are looking for ways to make your leader stronger. Exploring ruins are your best bet. If you're worried about what's inside a ruin just send a unit you don't really care about to check it out. | Finishing the Game | Finishing Up - This is the hard part of the game. How do I know when it's close to the end of the game? When most of the other leaders are dead. Your leader and your heroes have become allot stronger but so have the other leaders. In order to take them out bring groups of mostly level 3 and 4 units to the battle in which you fight the leader. Use spells that have other effects as well like Holy Bolt or Entangle on the enemy leader. ||| 11. Cheats ||| This is how the legendary beatrix cheat works. First find the shortcut you use to play Age of Wonders. For windows users, right click on the icon, then click properties. Click on the shortcut tab and behind the target command line, right after the "...\aow.exe", type in "beatrix". This is how mine looks: "C:\...\...\Age of Wonders\AoW.exe" beatrix. Be sure to leave a space between beatrix and the command line. Now open Age of Wonders and press Control-Alt-C at the same time and you should here a sound if you did it right. After that type in any of the following codes: Gold - Gives 1000 gold Mana - Gives 1000 mana Win - Beats the level your on Lose - Loses the map your on Fog - Turns fog on/off Explore - Makes you see the whole map Free move - Lets you move around without losing any movement points Spells - Gives you all spells Research - Gives you the ability to research all spells Note: Please cheat responsibly. If you use these cheat too much then the game will not be a challenge or any fun. Just remember, I warned you. ^^ ||| 12. Thanks & The Warning! ||| Thank you to everyone who reads or uses this FAQ. | Warning | Anyone may reproduce this FAQ electronically, but don't sell it for money. If you want to use this FAQ for your website you must ask my permission, email me at AverMan62@Hotmail.com, and you must do it with this the Warning in it. If you do use it and I find out, trust me I WILL, you'll be in some serious legal trouble!!! Age of Wonders is a trademark of Triumph Studios |
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