Armies Of Exigo Walkthrough :
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Walkthrough - FAQ/Walkthrough=============================================================================== ==> A R M I E S O F E X I G O >>>>>>>>> WORK IN PROGRESS *** WORK IN PROGRESS *** WORK IN PROGRESS v0.7 - February 16, 2005 iv. T H I N G S L E F T T O D O STLTD01 =============================================================================== Here's a list of what I have in the works for this guide. - Finish Beast walkthrough section (just mission 12) - Finish Units section (Empire is complete) - Finish Buildings section (Empire is complete) _______________________________________________________________________________ =============================================================================== ==> v. T A B L E O F C O N T E N T S STOC01 =============================================================================== Welcome to the Table of Contents! Here you can see a quick outline of all the sections in this FAQ. Each section has a Search Code, as does any of its sub- sections. To use the Search Codes, press CTRL+F and enter the code into the Find box that pops up. That will then take you right to the section! If CTRL+F doesn't work for you, use the Edit or Search menu, then Find. Sec# Section Title Search Code ------------------------------------------------------------------------------- i Legal Information SLI01 ii Distribution and Hosting SDAH01 iii Version History SVH01 iv Things Left To Do STLTD01 v Table of Contents STOC01 I Introduction SI01 II The Main Menu SMM01 III The Interface SIF01 IV Walkthrough SWT01 a. Empire Campaign SWT01A 1. The Borderlands SWT01A1 2. Road to Margoth SWT01A2 3. Tightening the Noose SWT01A3 4. Might of the Magi SWT01A4 5. Noran in Flames SWT01A5 6. Dark Treachery SWT01A6 7. Dead Moors SWT01A7 8. Desperate Rescue SWT01A8 9. Rise of the Phoenix SWT01A9 10. The Long Dark SWT01A10 11. Dragonfire Fields SWT01A11 12. Revenge SWT01A12 b. Fallen Campaign SWT01B 1. Footfalls in Darkness SWT01B1 2. The Last Queen SWT01B2 3. The Dwarven Gate SWT01B3 4. Emerging From Shadow SWT01B4 5. The Mines of Malrinor SWT01B5 6. Teonia SWT01B6 7. The First Seal SWT01B7 8. The Coming of the Dark Host SWT01B8 9. The Reckoning SWT01B9 10. Black Marsh SWT01B10 11. Field of Sorrows SWT01B11 12. Chamber of Screams SWT01B12 c. Beast Campaign SWT01C 1. The Red Hills SWT01C1 2. Taming the Three Tribes SWT01C2 3. Reclaiming the Heard SWT01C3 4. Wall of Noran SWT01C4 5. A Gathering of Fire and Shadow SWT01C5 6. Cold Blooded Kin SWT01C6 7. Tyron Gral SWT01C7 8. The Gray Tower SWT01C8 9. Dragga's Rise SWT01C9 10. The Sleeping Terror SWT01C10 11. The Eleventh Hour SWT01C11 12. ? SWT01C12 V Buildings SB01 a. Empire SB01A b. Fallen SB01B c. Beast SB01C d. Neutral SB01D VI Units SU01 a. Empire SU01A b. Fallen SU01B c. Beast SU01C d. Neutral SU01D VII E-Mail and Submissions SSUB01 VIII Credits and Special Thanks SCST01 _______________________________________________________________________________ =============================================================================== ==> I. I N T R O D U C T I O N SI01 =============================================================================== Welcome to my Armies Of Exigo FAQ! Thanks for taking the time to check this FAQ out. I hope you find it useful! This is a complete compilation of all the stuff in Armies Of Exigo, including a complete walkthrough on all of the Single Player campaigns. This FAQ was written to be a source of information, and to offer some strategies for beating the single player missions. Armies has a rather weird difficulty scale, meaning no matter what difficulty you choose, some missions are stupid-easy, while others are so hard it's beyond aggravating. I have tried to be as detailed as possible, without getting too detailed and swamping you with information. Please note, my strategies listed for the Walkthrough section are MY strategies, meaning if you don't like them, make up your own! I have tested every strategy and know it works, but it's your game, so you can play it how you see fit. Use this guide for what it is -- merely a guide -- it's not the end-all be-all of the game! Anyway, now that that's out of the way, let's get down to business! _______________________________________________________________________________ =============================================================================== ==> II. T H E M A I N M E N U SMM01 =============================================================================== I'm not going to go into much detail on the Main Menu. I don't feel it's really necessary because it's very simplistic. If you can't figure out the Main Menu, I seriously doubt you'll even manage to play the game!! :) One thing I must note, a handy feature I haven't seen in many other games. In the Game Options, you can set "Right-click to Attack Move." What this does is makes any of your units that you have selected perform an Attack Move when you right click (instead of you having to press 'A' then left-click the spot to move to). An Attack Move, if you don't know, is an order that tells your units to move to the designated area, but attack anything and everything they can along the way. However, if you use this and need to perform a regular move (or to retreat) you will need to press 'M' then left-click the area to move to. I use this, and love it. Though sometimes I do forget to hit 'M' and click to run away and scream "WHY AREN'T YOU MOVING!!?!?!" before I remember... heh. Anyway, as I said, the Main Menu is extremely easy to navigate so you shouldn't have any troubles. You might want to play with your Game Options to get the best performance (or visual appearance) for your computer. You also might need to adjust the sound effects a bit. For me, they were really, really loud. Also, if you know how to do it (and your machine can handle it) you should turn on Anti-Aliasing in your videocard options (in Windows). It really helps make the game look a lot better. Ansiotropic filtering is up to you, I didn't notice much of an improvement with it on or off. I only mention AA/AF because I generally don't use it, but with this game I do... it's very jagged without. _______________________________________________________________________________ =============================================================================== ==> III. T H E I N T E R F A C E SIF01 =============================================================================== The Interface is what you interact with while you're playing a mission (or skirmish, or multiplayer game). The Interface consists of three main parts. The top toolbar which lets you access the Game Menu, view your Objectives, toggle the second mini-map on or off, displays resources (Gold, Wood and Gems). It has more options when you are in a multiplayer game. The bottom toolbar shows you (from left to right) a portrait of the selected unit OR a mini-map of the underground (when applicable). Next to that is the Unit Information window. This displays information on the selected unit, building or object such as: HP, Attack Damage, Mana, Armor, Effects and more. The center of this toolbar has some action buttons including: Attack, Stop, Cancel, Patrol, and more. The large button in the top-center switches between surface and underground views. To the right of that is the buttons group. In here will be buttons to build stuff, use spells or abilities and whatever else a selected unit or building can do. Finally, the right-most part of the toolbar is the mini-map of the surface map (or underground if you toggle it). The rest of the screen is the viewing area, where you see what's going on in the world. Left-Click select something, or deselects (if you click on the bare ground). Left-Click also makes buttons work and so forth. Right-Click makes your units move there, or sets a rally-point. You can left-click on a mini-map and the main view will switch to that area. You can also right-click a spot on the mini-map to move units or set a rally point. The interface is pretty standard. It follows the most common RTS format. Also, if you've played WarCraft or StarCraft, you'll feel right at home. Here's a quick list of some of the default hotkeys you can use in the game. This is NOT all of the keys, just the ones that I think are most used (well, I use them the most, so yeah). -> A -- attack or attack move. Press A, then left-click a building or unit to have the selected units attack. Left-click somewhere on the ground and the selected units will perform an Attack Move to that spot. Attack Move means they'll move to the designated spot and attack anything along the way. They will STOP and attack and only move on once the threat is dealt with. -> M -- move to the designated spot. Press M, then left-click the building, unit or area to move to. If you click a unit, the selected units will move to that unit and follow it around (and guard it). When doing a normal move, units ignore any threats they encounter. They will not stop until they get to their destination (unless their path is blocked). -> F10 -- Brings up the Game Menu where you can Save/Load/Restart/Quit and so forth. Also good to just pause the game. -> CTRL+# -- # is 1-0 on the regular part of the keyboard (NOT the numpad). Pressing CTRL+# assigns the selected units to that group. You can have a maximum of 15 units in one group. Then you can select that group by pressing the #. Pressing the # twice in a row moves the view to that group. Remember # is 1-0, not the actual # sign. -> SPACEBAR -- moves the view to the last event. If you see the message "we're under attack" and hit space, it moves the view to the action. Works for production, research, etc. Pretty much anything that causes an event (either by audio cue or text on the screen). Handy when you've got a lot going on. That's about all the keys I ever use. There are other keys that are useful, and if you think I should include them, drop me an e-mail. _______________________________________________________________________________ =============================================================================== ==> IV. W A L K T H R O U G H SWT01 =============================================================================== Welcome to the Walkthrough section! In this section, you will get all the information you need for beating each and every mission of all three campaigns (Empire, Fallen, Beast). There are a total of 36 missions in the game, 12 for each of the three races. There's a CG animation at the start of each campaign and some random cutscenes throughout. At the beginning of each Campaign section, I list some important information you need to know about the Campaign (mostly about the race and buildings). This isn't overly-detailed but it's there just so you get an idea of what the race is about, and how they may differ from the other races. -[ BUILDINGS, UNITS, SPELLS & TECHNOLOGIES ]- As the game progresses, you have access to new stuff. When you get new stuff in a mission, I list it at the top of the section for that mission. This is just some brief information. For more detailed information on any of that stuff, check out the corresponding sections after the Walkthrough section. -[ MISSION STRATEGIES ]- The strategies and methods I list are MY OWN. You might not like them or have a better way of going about doing something, and that's fine. I tested these strategies repeatedly, and I know they work. However, if you wish to change it up, feel free. Take my information for what it is, a guide. Not the end-all be- all of the game. Okay? Good, let's get started! ------------------------------------------------------------------------------- --> IV-a. Empire Campaign SWT01A ------------------------------------------------------------------------------- The first campaign for Armies of Exigo is the Empire Campaign. The Empire is made up of all the "Human" races, including: Humans, Elves, Gnomes and Dwarves. The Empire has a wide assortment of units and some of the most powerful units in the game. Though with that, they're slower to build and more expensive. Their buildings can be built pretty much anywhere. They use Farms to provide the population limit. Most troops can be built from a Barracks (so long as you have the required buildings) or directly from the corresponding building (Priests from Temples, etc.). Also, Barracks can be upgraded to train (or research) two units simultaneously. Most buildings may also be garrisoned (you can stick units in them to protect the units). The main defensive structure for the Empire is the Tower. It has several forms from a lowly Scout Tower (no attack) all the way to a Guard Tower. You can garrison up to two Rangers in each tower to provide some extra punch. Each unit gains experience individually, and with that, you want to protect your higher-leveled troops. As they gain levels, they get different Auras (much like WarCraft 3). These Auras provide different benefits to any troops near the unit with the Aura. The Auras are: Strength, Speed, Dexterity and Absorbtion. There are two levels of each Aura, "Lesser" which is the lowest possible level (which units get at level 2) and then just "Aura of " which units get at level 5. These Auras are VERY beneficial, so you most definitely want to keep your more experienced troops alive. However, it's not the end of the world if they die, you can get along fine without them. Finally, the workers for the Empire are Peasants. These guys build, repair and gather resources (gold, wood, gems) for you. They can be upgraded with the Team Work upgrade, which allows up to 5 Peasants to help build a building. With Team Work, any idle peasants nearby will also help build. They can be set to Auto- Repair as well (just right-click the repair button). Any buildings or mechanical units that are damaged and near them, they will automatically go and repair, then return to their original position. Peasants that are gathering resources will stop what they are doing to repair a damaged building, then return to their duties. With all that out of the way, let's get to it! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.1. The Borderlands SWT01A1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Peasant - Packmule - Swordsman NEW BUILDINGS: - Farm - Barracks OBJECTIVES: - Locate the Mining Town - Train a packmule and escort it to the Margoth Road - Kill the Beast Berserker to stop the raiding parties Alrighty, here we are at the very first mission of this excellent game. Get ready for a wild ride! *** IMPORTANT: Remember to save often. Things can go wrong very quickly, and it's frustrating to have to start over from scratch! Okay, here we go. This mission is pretty much just an introduction to the game and the Empire buildings and units. As such, it's not entirely complicated. Fairly straightforward stuff, here. That will all change, though... After a quick scene, you'll have control of the troops. Select them all and follow the road leading south. You'll run into a few Beast enemies along the way, but they shouldn't pose much problem. Bring your troops to the large building in the center of the town and you'll get some Peasants. Now we have to collect resources, and train a pack mule. Take your four peasants and have them start mining the gold just west of the base. Two peasants can mine one patch of gold at a time. Build at least 5 more peasants and have 2 mine the remaining gold pile, 2 start chopping trees and have the last one start repairing the damaged buildings. Once the repairs are done, build a couple more farms and a Barracks. In a couple of minutes, a few Beasts will appear and start harassing your town. For now, just defend against them. Once we get a Barracks up and some cash, then we can take out their leader, the Berserker, and end their incursions into our lands. Once your Barracks has been built, start producing some soldiers. You might want to build two Barracks so that training goes faster. Money really shouldn't be an issue in this mission. You should build up a full group (at least 15) of soldiers, and an additional 4-6 to stay and guard your base. On the harder difficulties you might need additional troops -- just remember to save 500 gold for the pack mule. When your troops are built, move towards the spot where the Berserker is (in the northeast corner of the map). Kill all the Beasts along the way and finally the Berserker when you get to him. Now that the Beast threat is gone, we can build our Pack Mule (from the Storage building) and send it to the road to Margoth, which is just north of where you killed the Berserker. You should see a little road sign there. Make sure you have some troops follow the mule (select troops then right-click the mule) because a couple of stray Beasts will try to kill it on its way. Once the mule gets to the road, it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.2. Road to Margoth SWT01A2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Elf Ranger - Pikemen NEW BUILDINGS: - Town Hall - Scout Tower - Blacksmith NEW TECHNOLOGIES: - Iron Sword - Scale Mail OJECTIVES: - Build a Barracks - Build a Blacksmith - Locate and destroy the Beasts and their camp - Locate Beast campsites and recover three resource caches (optional) We're now on our way to Margoth to deliver aid and supplies. First thing to do is to build a couple more peasants and start mining gold and Gems. Two or three peasants will fit in a gem mine. Get some guys chopping wood, too. Once you have enough resources build a Barracks and some Farms. NOTE: This is the last time I'm going to mention anything about gathering resources. You should have the hang of it by now! After a few seconds two Elves show up and tell you about a Beast encampment nearby. They also join you. They're the only Elf Rangers you get for now, so keep them alive! We'll also be able to build Pikemen from our Barracks, so make use of them. Also, now that you can build Scout Towers, you can stick the Elf Rangers in them. They'll fire on any enemies and be better protected. Our base is located in the southeast corner, with an entrance in the northwest. The first Beast campsite is on the far west side of the map, slightly above the southwest corner (500 wood). There's a Ruined Tower (reveals part of the map) near the center of the map (follow west road out of base, then take the first path north). The second Beast campsite is located just north of the Ruined Tower (500 Gold). The third Beast campsite is located in the northeast corner of the map (500 Gold, 150 Gems). The Beast Garrison is located in the northwest corner of the map. After you build a Barracks, you'll be informed to build a Blacksmith. Build one. Blacksmiths also serve as Lumber drop-off points, so build it close to where your tree cutters are. Make sure you research everything the Blacksmith has to offer to better equip our troops. You should quickly build the Barracks and Blacksmith, as soon as resources permit. An Ogre will come attacking soon, and they're only weak against Pikemen. Normal soldiers can kill them, it'll just take a lot longer. Ogre's are huge and mean. You want them dead quick. When you're ready to start attacking, build up at least one full group (15 troops) of soldiers. Have at least 10 Swordsmen and 5 Pikemen. Build a few extra troops to defend your base while your gone. Let's go after the Beast resource campsites first, so we can get some extra supplies. The first campsite is in the soutwest corner. On your way, take the first path north you see and garrison a troop in the Ruined Tower to reveal the second campsite. Continue west and kill the Beasts and grab the 500 Wood. Head back towards your base, this time going north from your base. Along the way you'll see three Beasts harassing a Merchant. Kill them and he'll thank you and promise Gold and Wood. Now continue west from here and take out the second Beast campsite and grab the 500 Gold. The third and final Beast campsite is located in the northeast corner of the map. Head there, kill the Beasts and grab the 500 Gold and 150 Gems from the chests. Now all that's left is the Beast Garrison, which is located in the northwest corner of the map. You must follow the northwest road from the crossroads where you met the Merchant. Attack from the northern most road. You should bring at least two full groups (15 troops each) to attack. Make sure you have some Pikemen! The enemy has a couple huge Ogres. Start attacking the base and some Elf Rangers will show up and help you out. Destroy the base and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.3. Tightening the Noose SWT01A3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Priest NEW BUILDINGS: - Temple NEW SPELLS: - Decree - Protective Shell - Heal - Bless NEW TECHNOLOGIES: - Iron Arrow - Leather Armor - Watch Tower OBJECTIVES: - Alric must survive - Dunehelm must survive - Guide Alric to Margoth - Guide Dunehelm to Margoth Well we're finally on our way to Margoth again. This time around, we're greeted with Alric, a Mage. He's pretty much the main character in the Empire campaign and he'll be with you throughout nearly every mission. Whenever he is in a mission, he must survive at all costs (or it's game over) so be sure to protect him. He's rather powerful for a Mage (usually they're physically weak) and can hold his own quite well, but just keep an eye on him. We have to get to Margoth, and we're quite a ways away from the town. Start off by following the road to the north. Along the way you'll run into a small Beast campsite. Kill them, and grab the chest for 125 Gold and 75 Gems. Continue following the road north until you come to an intersection. DO NOT cross the bridge! Instead, head to the northeast corner and into the underground. Once underground, head west. You'll come upon an exit to the surface, take it. Back on the surface, near the entrace, you'll see a large pile of rocks. Have your guys attack the rocks (you have to press A, then left-click the rocks) so that the rocks fall down and kill one of the Ogres. Then take your troops and slaughter the remaining Ogre. Don't neglect to use Alric's Decree spell. It does massive damage to all enemy units in an area! Continue heading west and you'll come upon another small Beast campsite. Kill them all and take the two chests for 250 Gold and 150 Gems. Now head back east along the road just a bit until you find another path heading south. Follow the road south until you reach some allied troops getting attacked by Beasts. Help them out (don't forget about Alric's Decree!!) and you'll get a quick scene. Dunehelm joins up with you now, and he must also survive or it's game over. Follow the road south some more until you find some more Beasts. Your guys will tell you to stop the Goblins (little green hoppy guys) or they'll bring reinforcements. Don't even bother, they're too fast. Start killing the Beasts and follow the path to the west. Kill everything, then gather your troops near to the glowing glyph on the ground, and then grab it. It'll heal all nearby troops. Now, head south just a bit from where you got the healing glyph and you'll find a path leading into the woods to the west. Follow it and grab the two chests for 250 Gold and 150 Gems. Then, continue following the road to the southeast and enter the underground once again. Make your way south and kill the Tunnel Rats, then head to the east and then north. Go back to the surface here and then north again. Go next to the Temple and two Priests will join you. These guys can heal, so they're handy to have. Go back into the underground now, this time taking the west path (from the main room), following it all the way west, then south and back to the surface again. Take your men along the western road. You'll soon find a village under attack by the Beasts. Kill off all the Beasts and you'll get a quick scene, then the village is ours! Start repairing the buildings and gathering resources. It's time to bring the fight to the Beasts! Our base is located in the southwest corner. Margoth is located in the northwest corner (green). There are three Beast bases, two directly east of Margoth (yellow and brown) and one east of our own base (orange). There are two entrances to our base, one to the east and one to the north. You'll get attacked from both, so put up some Towers (make sure to upgrade them to Watch Towers!). You can safely ignore the orange Beasts (east of your base). We don't need to go that way and they're pretty weak anyway. Just position 3 Watch Towers (with Elf Rangers in them) in your eastern exit and leave it at that. They won't get through that. Now, in order to get to Margoth, we have to go through the Yellow and Brown bases. Don't worry, it's not that bad. Build up at least two full groups of troops (15 each). Make sure you have a nice mix of soldiers and at least two Priests in each group, then get ready to march! Follow the northern road out of your base. The first base you'll have to deal with is Brown. They're not all that tough, so storm them with all your troops and make them dead. Once that base is destroyed, reinforce your troops if you need to. You'll notice that there's a Trebuchet here and you can garrison one of your soldiers inside of it to take control! With the Trebuchet, you can now destroy the entire Yellow base without having to go near it. You'll have some troops to deal with, as they'll get pissed off that they're getting bombed and come attack you. Just stay near the catapult and guard it, while using it to take out the Yellow base. Once you destroy the Yellow base, take some troops and mop up any remaining units they might have, then bring Alric and Dunehelm to Margoth (green). You'll get a short cutscene when you get there and... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.4. Might of the Magi SWT01A4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW SPELLS: - Resurrection NEW TECHNOLOGIES: - Trailblazing - Precision Archery OBJECTIVES: - Alric must survive - Dunehelm must survive - Survive for 30 minutes - Destroy the Siege Catapults In this mission we're tasked with defending Castle Margoth. This mission is just a bit tough -- even harder than the last. You better get used to that, though, things certainly don't get easier from here on out! There are two entrances to our base, one in the south and one in the east. We'll be attacked pretty much constantly from both directions. You're going to want to put several (6+) Towers (make sure to upgrade them and stick Rangers inside) in each entrance. You may need 10 or more towers in the southern entrance as the majority of the attacks come from that direction. So get building towers! Also, you should build a couple towers by Alric as some airborne units will try to kill him. While you are building towers, also build a couple more Barracks (I had a total of 4). Your troops are under constant assault and will need reinforcing quickly -- more Barracks will allow you to do that! You may also purchase Crossbowmen from the Tavern near Alric (powerful ranged units). We've also got some annoying Catapults pounding us from the west. When you have sufficient defenses, take some troops (7-10 is good) to the underground (entrance by the castle). To the north and south (just west of the underground entrance) are chests with resources, grab them all. Head west and you'll find Miners being attacked by spiders. Kill the spiders and the Miners will build you a tunnel over to where the Catapults are. Once it's built, head in and over to the other side and destroy the Catapults. Bring your troops back to the surface. Beef up your defenses in both entrances. Make sure you have pleanty of towers and troops in each entrance. All you have to do now is survive for the remainder of the 30 minutes and... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.5. Noran in Flames SWT01A5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW TECHNOLOGIES: - Improved Farming - Fortify - Stone Keep - Advanced Barracks OBJECTIVES: - Bring Alric to the First Envoy - Bring Alric to the Second Envoy - Bring Alric to the Third Enovy - Alric must survive - Escort Father Julianis to the village and garrison him in the temple - Destroy the Occupation Army As soon as this mission starts, we happen upon a town under attack by some rebels. You'll scare them off and get a cutscene outlining the situation. First things first, get gathering resources and repairing your base. Build up some defenses and start pumping out troops. Make sure to research everything and do all the upgrades. Our base is in the northern most part of the map, in the center. There are three entrances: east, south and west. You should place 3-4 Watch Towers with Rangers in each entrance for defense. That should be all you need for defense, but feel free to throw some extra towers or troops in the mix for defense. After a bit, the First Envoy will appear to the east of our base. You can ignore him until you're ready. Once you are ready, however, head over and talk to him. You'll get a cutscene and a Priest will tell you about his town. We should go help the town! Head out of the southern entrance of your base to the purple village and garrison Father Julianis into the temple. Don't destroy any of the buildings! Once the Priest is garrisoned in the temple, the entire town converts to your control! Also, you notice a huge mess of enemies in the town. If you wait a bit they'll leave, then you can make your move. Also, this large group will be converted to your side (about 25 peasants!) if you avoid fighting them. After a while, the Second Envoy will arrive in the southeast corner. Go talk to him for a scene. There's an enemy town along the way, so make sure you bring pleanty of troops with you (one or two full groups should be pleanty). You'll get six Crossbowmen after the talk, and get the task of destroying the rebel base. The western entrance to your base is going to be under pretty heavy constant attacks now, so you might want to beef up your defenses there. You can optionally destroy the red base in the south. This is a good idea as it pretty much eliminates most of the attacks against your own base. You'll need at least 3 full groups to do it, but it isn't anything majorly hard. Just remember to bring priests with you! Now, for the last enovy, we have to go through the rebel leader. No real problem there, either. Take 2-3 groups of men with you and go obliterate them. Alric's Decree spell works wonders against them, and should deal with most of them very quickly. Mop up the remaining troops, talk to the third Envoy, and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.6. Dark Treachery SWT01A6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Catapult NEW BUILDINGS: - Gnome Workshop NEW TECHNOLOGIES: - Steel Sword - Steel Arrow - Plate Mail - Padded Armor OBJECTIVES: - Dunehelm must survive - Destroy the traitor's castle! - Defeat the White Wolf (optional) Well, well, well... the plot, she thickens! Things start to get weird from here, but our job is still the same: crush, kill... destroy! We must rescue our friend in this mission, so let's get to it! As usual, start gathering resources and building up your base. After a few moments, some Crossbowmen will arrive and join you. Since they're more powerful than Rangers, be sure to keep them alive! Our base is in the southwest corner of the map with an entrace to the north, where there's a bridge. West of our base, by the gold fields is a hidden path to an underground entrace. There are several viscious wolves in here, so make sure you take them out before they eat your peasants! Defense should be set up at the bridge to the north. Stick a few towers there and some troops and you should be fine. Gnomes will send you a lone Catapult for your use after a while. We can also build Catapults now from our newly aquired Gnome Workshop building! Catapults are siege engines, and with that, they're awesome at destroying buildings. They also have huge splash damage and can wipe out a large concentration of enemy troops relatively easy (watch when the enemy units fly through the air after impact...whee!). BUT, be warned, the splash damage WILL hurt your own troops! The underground is a host for some nice treasures and leads to a resource field in the northwest corner of the surface map, as well as an alternate path to the enemy castle. You should take some troops down there. Head north from the entrance and take the first path east. There's a bunch of wolves and assorted baddies in here guarding lots of treasure. Kill them, grab the chests for (500 Gold, 250 Gems) and grab these items: Orb of Frost (adds ice damage to units attacks, permanent), Ring of Health x2 (adds 200 hp to unit, permanent), Ring of Mana (adds 100 mana to unit, permanent) and a Healing Dust +300 (greater area healing). The Orb of Frost, Ring of Health and Ring of Mana are permanent for THIS mission only. The enemies down here, while relatively weak are great for experience. So you should take some fresh troops down there with you to get full benefits from the levels! Just northwest of our base (follow the road northwest) is a peasant village being harassed by a White Wolf. If we find and kill it, the village will join our cause. So let's do that. Head northwest out of the village and kill the wolves on the way. Eventually, you'll find the White Wolf. Kill it and the small village is yours (three whole friggen peasants!) Nothing really spectacular, but it's fun to kill stuff (plus, it's good experience for your troops). Now when you decide to march on the enemy castle (northeast corner), you should take at least 3 full groups with you and 4-5 Catapults. March, in force, on the base and take it out. MAKE SURE you manually target buildings for your Catapults, otherwise there's a change they can injure your own troops with splash damage. The enemy base is fairly large with a good amount of towers, so your Catapults first priority should be the towers, then Barracks and any other production buildings. Pay attention to your troops and don't let them stray off too far to get killed. Most importantly, don't let Dunehelm run off and get himself dead, otherwise it's game over. Destroy the evil villians castle and... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.7. Dead Moors SWT01A7 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OBJECTIVES: - Dunehelm must survive - Guide Dunehelm across the Moors - Find the lost Troll Hunters - Reunite the Troll Hunters with their leader Ahh yes, the lovely smell of death. Well, here we are in the bogs. We have no base and a limited number of troops this time around, so it's imperative that you pay attention to your units and keep them alive the best you can. Don't worry if a few die, but if too many die it'll be game over for you. First thing to do is head west. There's some bandits there that need 'taming' so kick their asses. Now you can garrison the Mercenary Camp and buy a unit (only one for now, we're kinda strapped). You have the choice of a Dark Ranger, Renegade Mage or Outlaw Dwarf. I'd recommend the mage. His spells are very useful. Whichever you decide to purchase, do so, and make sure to take your troop out of the building. Then continue on to the north and east. Kill the three baddies on the way and grab the chest for 100 Gold and 50 Gems. Then continue following the road to the east. You'll come to a fork where a Ranger will recommend we don't go north, so continue east until you find a lone warrior standing over a dead Troll. You'll get some talk and new objectives. Directly south of him is a path with a chest at the end, which contains 100 Gold and 50 Gems -- grab it and move east. An evil Goblin encampment is to the southeast and we gotta take 'em out. If you bought the Renegade Mage, his Chain Lightning spell will come in very handy here. Kill them all, and just south of the Cave Entrance is a Bless Scroll. Grab it and head into the underground. Kill the few Goblins here and the lost Troll Hunters will join you. Exit back to the surface and head west back to the lone warrior you found earlier and he, too, will join you. The northeast path leads to some baddies and another chest with 100 Gold and 50 Gems. Grab the chest and head east. You'll find another healing glyph at the end, use it, then head all the way back west to the fork in the road where you were told not to go north, and... yep! Go north! The northern path is blocked by four Trolls, but now that we have our Troll Hunter friends, they should fall quite easily. The Troll Hunters have an Elixir of Strength spell which gives them +3 to damage for 25 seconds. Don't forget to use it! Dispatch the Trolls. Just east of where the Trolls are is another chest with 100 Gold and 50 Gems. That brings us up to 400 Gold and 200 Gems now, and if you remember, that's how much mercenaries cost! So have one unit head back to the Mercenary Camp in the southwest corner of the map, and buy yourself another unit. I'd recommend an Outlaw Dwarf this time as he is extremely powerful. Optionally, you can wait (if you have enough men) as we'll be coming by another Mercenary Camp soon. It's heavily defended however, so if you need another guy, go get him now! When you're ready, head north. You'll come upon a crossroads now. The northwest path leads to two chests (200 Gold, 100 Gems) and a Lesser Ring of Health (+100 HP to one unit for this mission). The southeast path is a deadend, so take the northeast path. There's a Hydra here with 800 HP! Take it out quickly as its attacks cause poison! Cross the river and take the southern path. Kill the lone baddie here and use the healing glyph if you need it, then continue east. That annoying bandit is back again, this time with more men. Kick his ass yet again, this time you get to kill him. Also, collect two more chests here for another 200 Gold and 100 Gems. You have enough to buy another troop now. Buy either a mage or dwarf, whichever you prefer. To the east is a healing glyph, grab it and take the northwest path to find two chests with 200 Gold and 100 Gems, then take the northeast path heading north. Follow the road north until you get near the northern most part of the map. To the west is a ruined structure guarded by some baddies and a healing glyph. Grab it and move west now. You'll eventually get to another fork in the road, this time the choices being northwest and southwest. IGNORE the northwest path. It just leads to a whole mess of Goblins who will make you dead. There's nothing of use in their base, so don't even waste the men trying to kill them. Take the southwest path instead. Here are some more enemies and a large lone tree. Watch out for the large baddie to the west of the tree -- he has 1250 HP and he's mean! Take him out last, then head west. A hydra will pop up along the way, kill it. Now follow this path soutwest killing any Hydras you see, until you get as far southwest as you can. There's a healing glyph here, use it. Now you might want to save before continuing. A very large, powerful, mean Hydra lies ahead of us, and it's easy to get Dunehelm killed if you're not careful. Either way, head north from the glyph and take out the 2500 HP Hydra! Continue northward. After following the path north for a while, your Troll Hunter friends will depart. You'll get a cutscene and then it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.8. Desperate Rescue SWT01A8 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Dryad - Gnome Ark - Valkyrie NEW BUILDINGS: - Elven Sanctuary - Gnome Alchemist NEW SPELLS: - Enchant - Eye of the Forest - Call of the Wild - Cloak of Invisibility NEW TECHNOLOGIES: - Explosive Potion - Firing Ports OBJECTIVES: - Lady Tierna must survive - Dunehelm must survive - Destroy Vangarath's Prison Tower - Release all of the prisoners We have a new hero with us, Lady Tierna. She's a Valkyrie and rides a big ass eagle. Her and her Valkyrie companions are pretty powerful and they can attack land and air units. Just don't get Tierna dead! Our base is located in the southeast corner with one entrance to the northwest. The enemy bases are located pretty much in every other corner: southwest, northwest and northeast. The main prison tower is located in the northwest. There's another prison tower in the northern most center part of the map. There are two resource fields available to us, one directly north of our starting point (slightly east) and another farther north, near the center of the map. Enemies come often and in great numbers from the northwest exit, so you're going to want quite a few towers there to defend, along with some troops. They'll also be using air units to attack, so you're going to want towers around the perimeter of your base. Make sure no part of your base is left undefended, as they'll find that spot and attack there! While there are a great number of enemies here, we don't need to worry about them. We just have to destroy the prison tower and we're good to go. However, feel free to take out the enemy bases as that will lessen the amount of attacks against your base. I chose to do so, and it made my life easier. Directly in the center of the map is an Emerald Tower. You can garrison a soldier inside, which will give you access to the Poison Fog spell, as well as reveal a large area of the map. The Poison Fog spell can be cast an unlimited amount of times, so long as there is someone garrisoned in the tower. It has a recharge time inbetween castings, though. Poison Fog is extremely useful against groups of troops. You must use a Gnome Ark to take a soldier to the tower as there is no land access. On to the enemies! There's bands of peasants with pitchforks and stones running around north of your base. There's two or three groups. You can use the Valkyries and Poison Fog to take them out easily. The northeast base (Gray) isn't that large and not well defended either (just a few towers and ground troops). The southwest base (Red) is a little more heavily defended with tons of troops -- but you don't need to bother with them, so only take them on if you want. You should take out Gray as quickly as possible. That will limit the amount of attacks you get, plus it frees up another resource field for us to take. When you destroy the Stronghold for the gray base, be careful! A bunch of really strong troops jump out (including the evil Lord Byron with 2500 HP!) so don't blow it up until you're ready to deal with them. After gray is done, take out the two towers on the island with the prison tower in the northern most center of the map. Take some troops into the underground and kill the few soldiers (12 total) here to the south. Then go east to rescue your friends: a few Renegade Mages and a Swordsman. That's it for this area. The final tower (northwest) is surrounded by a TON of Guard Towers and the purple base. There's a clear spot on the southwest corner of the island where you can land your troops without fear of being shot down. You have to follow the river to the west to avoid the towers. Take at least 3 full groups of men and 6 or so Catapults and obliterate the base. This will be tough. There are literally tons of towers, I'm not kidding. Plus there's sooo many enemy troops. Take your time and go slow. Keep an eye on your troops; don't let them wander too far. If you're hurting, run away! Pull back and regroup. Don't hesitate to stop the push to get some reinforcements. Destroy the final prison tower and it's... MISSION COMPLETE! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~> IV-a.9. Rise of the Phoenix SWT01A9 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW UNITS: - Phoenix |
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