Strategy 3 - The Dark Legions The Dark Legions, V1.1.0.5 Mascot Entertainment, copyright 2004 Walkthrough written by Caurador Lasted updated 31 Oct 10 =============================================================================== Introduction =============================================================================== This game may be referred to as "The Dark Legions", "Strategy 3: The Dark Legions", or "TDL". It is Mascot's first RTS (Real Time Strategy) game, or at least the first one that is still available. It was followed in 2008 by "BC Kings". TDL centers on harvesting three kinds of resources, putting up buildings, and researching technology. That is all used to train an army to conquer your enemy. On a full third of the mission maps (4 of 12) you don't put up any buildings (although one has you make a single Keep) or train any troops. Another level has you train troops from an ally's Barrack, but you don't buildanything yourself. Unfortunately, you can't change the difficulty in Campaign mode, and its replayablity suffers after completing Campaign mode a few times. One significant positive point is that the game is cheap compared to mainstream RTS titles. However, that price also means less development and playtesting. Additionally, there is not an option for turning off the Fog of War, which is my least favorite part of any RTS. Doubly so since the Fog doesn't hamper the computer in any way. Mascot's other RTS, BC Kings, is superior to this one in many ways. The best reason to choose TDL over BC Kings is if you prefer a medieval theme to a prehistoric one. This guide is written with the expectation that you have played other RTS games. While I do mention concepts that are applicable to any RTS, the main focus is on TDL. =============================================================================== Table of Contents =============================================================================== TDL1 Game Information TDL2 Definitions and Basic Concepts TDL3 Mission Walkthrough TDL4 Instant Actions TDL5 Building Details TDL6 Unit Details TDL7 Technology/Research Details TDL8 Codes TDL9 Special Unit Details I have divided these main sections into subsections, and the subsection contents can be found at the start of each section. Some are further subdivided, and the contents are at the start of the subsection. =============================================================================== TDL1 Game Information =============================================================================== TDL1.1 Game Modes TDL1.2 Unit Information There is no manual I can find for this game, so I've compiled some essential info here. Going by the directions described within the missions, the NW corner of the map points between the amounts of stone and gold resources. The NE corner is just below the scroll icon for the "In Game Menu" button. The game has various hotkeys that can be used to speed things up, and it appears to be designed with the expectation that they are used. Different buildings and units have different hotkeys, though the only ones I've found worth remembering are the ones for buildings and military units. Fortunately, it's easy enough to learn what each one is. When you mouse over anything that has a hotkey associated, the letter is yellow instead of the normal white. |------------------------------------------------------------------------------ |TDL1.1 Game Modes |------------------------------------------------------------------------------ The game has two different modes. One is Campaign, which has three sub modes: the Tutorial, the Missions (labeled "Devastating King Frank Kalap"), and Instant Actions. The tutorial is a simple triple sequence that you should go through simply to learn how to do things in TDL. The Missions are the main meat of the game, and are covered in section TDL3. The Instant Actions are somewhat like a second set of Missions, but don't have a connecting story line. The other mode is Random Game, which is what keeps the game playable after you've been through the Campaign mode multiple times. You can select from a large variety of options including difficulty level, how many players are on the map (up to 7 computer controlled players), as well who is allied with who else. Each player starts with a Keep, 5 Slaves, resources determined by the Resource Level, and harvestable resources determined by the number of players you select. You win these games by completely eliminating all of your opponents. If you don't want to use the map reveal code elsewhere, use it on one of these just to watch how quickly and efficiently the computer can do things. |------------------------------------------------------------------------------ |TDL1.2 Unit Information |------------------------------------------------------------------------------ ----- Details Pane ----- The long pane below the mini-map shows details of selected units. When multiple units are selected, it shows a picture of each one, and a colored health bar. When a single unit is selected, there is a picture of the unit, along with a colored bar showing its health, and a number reading of current and maximum HP. There will be the unit name, and who owns it. Below that are the values denoted by a sword, archery target, and shield. The sword is a measure of the units' attacking power. Any bonuses are shown with a +X in yellow. The archery target has two values, separated by a slash. The first is the attack range of the unit. A range of 1 means it's a melee unit. The second number is the sight range. The unit will reveal the map and fog of war that far away. Depending on the bonus, increases may directly alter the numbers, or they could be shown with a +Y in yellow. The shield has three values separated by slashes, and all are percentages of damage reduction. The first value is resistance to melee attack. The second is resistance to ranged attack by Archers and Crossbowmen. The third is resistance to Catapult attacks. Any bonuses directly increase the values. If you have a single transport selected, it will also show any unit(s) currently on board. ----- Action Pane ----- The small pane below the details pane contains actions that the selected unit(s) can perform. If you mix different types of units, you get the military action set, even if they are all non-military units. ----- Stance ----- There are three stances you can assign to military units. "Aggressive" is like an attack dog off the leash. They'll attack any enemy unit or building in their sight, and will pursue fleeing units until death. Then they stay wherever they end up, and look for another enemy. "Defensive" means they'll attack any enemy unit or building in their sight, and will pursue fleeing units for a limited distance. If the unit reaches its range limit, it will turn around and go back to its starting point. If the target is killed it may go back, or it may stay where it is. "Stand Ground" means the unit will do nothing you don't specify. If you use this on a unit that's engaging an enemy, it will continue with the stance it was in until the conditions of that stance are fulfilled. =============================================================================== TDL2 Definitions and Basic Concepts =============================================================================== TDL2.1 Terms TDL2.2 Useful Information TDL2.3 Mascot-specific Information |------------------------------------------------------------------------------ |TDL2.1 Terms |------------------------------------------------------------------------------ Resource notation - I use the first letter of the resource immediately following the amount, so "100W 200S 50G" means 100 units of Wood, 200 units of Stone, and 50 units of Gold. Theo - Theodoric's nickname in this guide. You (in the persona of Theodoric) are a heavy hitter with lots of HP, and you regenerate. Use yourself liberally wherever you can do it safely. Bowmen - This refers to both Archers and Crossbowmen collectively. H2H - Hand to hand. This covers all melee (non-ranged) soldiers. Foot - This refers to all non-mounted soldiers. RA - This is an acronym for "Rush Attack". It's a typical feature of RTS games, and is the prime threat in TDL. Decoy - The practice of using 1-5 units to move through an enemy base and cause most of the enemy troops to follow them. Not all of the enemy will chase the decoys until their death, and it works better if one or more troops attack something while in the base. I don't use this tactic, but you can. BAK - This is an acronym for "Bait and Kill", an essential tactic on some maps. The idea is to send a single unit (normally Theo) set to "Stand" to lure a small number of enemy troops away from their current position. When they are far enough away that the other troops won't assist, you turn around and kill them. Ping - This is the same concept as BAK, but you use a bowman and an ambush party instead. Attack an enemy unit or structure, and lead the pursuing troops into the ambush. Basic Trio - Also called a trio, it's the standard set of foot soldier training. It consists of one H2H unit (which should always be the Warrior until you can train Knights), and two bowmen (usually the most advanced kind you can build on the map). Combat Group- 8 Basic Trios, and an extra bowman. That's normally 8 Warriors and 17 Crossbowmen (25 total). |------------------------------------------------------------------------------ |TDL2.2 Useful Information |------------------------------------------------------------------------------ Save the game very often. I suggest having one save at the very beginning of the map (I label it "Start"), one just before the end (which I creatively call "End"), and at least three (which I label numerically) to alternate between in the level. The autosave can be helpful, but if you suddenly realized you did a bad thing a while ago, having multiple saves in the level can rescue you from replaying the whole thing. Guard Towers cannot attack units that are too close to them. You can exploit this by sending H2H troops to attack towers. Just make sure there are no defenders waiting to sally forth and engage them. It costs resources to repair buildings, ships, and Catapults. It does not cost resources for units to be healed by a Priest, or for Undead to regenerate. ----- Use Your Slaves Well ----- Generally, you want to get your Slaves chopping wood right away. You also want to train a large number (20-30 on most maps) to gather resources. If you don't have resources, you can't build or train anything new. It's much better to start with a large number of Slaves than too few. You can always kill them yourself, or send them off to reveal parts of the map you don't want to send troops to reveal. Keep Slaves busy harvesting resources rather than walking around. If Slaves are walking to a drop-off point for more than 2 seconds, build a Warehouse closer to the harvesting. You can always tear it down for a half refund, and throwing away 30W per Warehouse could net you hundreds of extra resources in the same amount of time. If you build a Warehouse right in front of a gold mine, you can place one Slave between the mine and the Warehouse to have it mine gold very quickly, and likely won't run into gold shortages. You may need to individually place the Slave, as the computer doesn't evaluate efficiency. Simply clicking on the mine could cause the Slave to take an unnecessarily long walk. You can use two Slaves instead, but any more and they will have to do _some_ walking. Even so, there are maps (such as Mission 11) where you want 4 or 5 Slaves at a gold mine. ----- You Have to Spend Time ----- It takes time to build things, train troops, and perform research. The vast majority of these tasks have a base time of 5, 9, 14, 28, and 56 seconds, with 16 of 55 technologies taking more than 28 seconds. I've listed the specific times along with the information in each Details section (TDL5-TDL7). Still, some things take a really long time, so be aware of the ones below. Long (almost 1 minute) Stronghold research 3rd Level Blacksmith research Advanced Ironwork Explosives Double Oars Binoculars Armored-Wood Exploding-Shot Very Long (over 2 minutes) 2-Barrel Cannon Anger of God ----- Mystery Can Be Good ----- I reveal a great deal about how the AI works in practice. Reading this guide before you complete the Campaign Mode might rob you of the joy of finding these things out for yourself. While I still enjoy the game enough to write an FAQ for it, I know some people prefer to figure those things out for themselves. If you are such a person, you should consider saving the rest of this section and TL3-TDL4 until you've completed the game; or until you get to a Mission/Instant Action you just can't beat. TDL5-TDL9 shouldn't spoil your journey of discovery, since most of that is statistics on units, buildings, and technology. |------------------------------------------------------------------------------ |TDL2.3 Mascot-specific Information |------------------------------------------------------------------------------ ----- The Mind Trick ----- As in "Jedi Mind Trick", it's an exploitation of the AI scripting, and one that affects your units as well. Fortunately, you are sentient enough to do something about it if you notice it when it happens. The visible attack range and sight range of the units aren't the only ones. There seem to be two more categories for the AI, the engage range and perceive range. The engage range, which is larger than the sight range, is the range in which an enemy building or unit is in their protection; troops will respond to your unit(s) attacking anything in that range. The perceive range is the limit of what the AI lets them be aware of, unless the script tells them to do otherwise. Between those ranges is a magic zone. If you attack something outside their engage range, but WITHIN their perceive range, they get mind-tricked. When that happens, it becomes possible to attack something within their engage range, WITHOUT a response from them! Occasionally, the best you can do is to greatly reduce the number of responding units. Please note that this requires ranged units. H2H units will break the enemy loose of the trick, and they will attack normally. This trick is most useful on things the AI normally will not rebuild, such as Walls (and Guard Towers in the Missions), but can be used on anything. You could even destroy a Barrack surrounded by troops without them flinching. You should never pause, save, or load when in the process of attacking with this trick. However, saving just prior to the trick is often essential. Several reloads may be necessary for you figure out how to finesse a particular situation. Remember, EACH time you successfully Mind Trick, make a new save game (don't just overwrite the last one). That way you don't accidentally overwrite a save you wanted to go back to. ----- Too Many Decisions ----- There is one significant defect with the coding. The program can become overwhelmed if the number of units needing decisions gets too high (above 50-ish active units, such as harvesting Slaves). It seems to have a greater impact on your combat units versus your enemy's, but affects Slaves most of all. This doesn't become overtly noticeable until Mission 9, but can affect any map. It's a real problem on Mission 11, but fortunately Missions 10 and 12 (the final one) don't have enough units to make an impact. Sometimes Slaves simply stop working for no apparent reason. Your combat units also seem to get short sighted, so that enemies have to be much closer than normal to activate their combat scripting. On top of that, they move in fits and stops, often letting enemy units run right past them. Most frustrating of all, this happens even when you're actively directing the units. Sometimes you can benefit from this, but not in any reliable way. If you kill a Slave that is going after some resource, the computer trains another and sometimes sends it to exactly the same place. If you are able to kill a group of Slaves quickly, some of the new Slaves that the computer trains could get stuck when they come out of the Keep. If that happens, they just stand there doing nothing until something unsticks them (which could be getting injured). ----- Whose House? ----- The tutorial tells you that you need to have enough houses, or your people will starve. In game terms that simply means they become extremely easy to kill. However, this isn't completely accurate. Each Mission or Instant Action needs scripting for that to happen. There are several Missions where you don't have any houses, but you're not penalized for that. In at least one case, the scripting to make enemy troops weak without Houses is missing, so they don't suffer the penalty either. In other Missions, there are Houses that you simply can't get to (at least until you've beaten that enemy). Only in Mission 2 is destroying Houses actually a viable strategy. =============================================================================== TDL3 Mission Walkthrough =============================================================================== TDL3.1 Mission 1 - The Beginning TDL3.2 Mission 2 - The Two Islands TDL3.3 Mission 3 - Retake Wortheone Part 1 TDL3.4 Mission 4 - Retake Wortheone Part 2 (Retake Storpeek) TDL3.5 Mission 5 - The Fellowship TDL3.6 Mission 6 - Enter the Dragon TDL3.7 Mission 7 - The Dragon Mountains TDL3.8 Mission 8 - Leaving Dragon Mountains TDL3.9 Mission 9 - The High Treason TDL3.10 Mission 10 - Up the River TDL3.11 Mission 11 - Escape TDL3.12 Mission 12 - Revenge You will sometimes have more than one enemy on a map, so I will often refer to them by the capitalized color they are, such as Red and Yellow. Other times I may refer to them by the name of their owner, such as your primary enemy, Frank. I do not use cavalry unless I start the Mission with them, and I find using decoys to rarely be helpful (except in Mission 8). However, if you would like to use them, feel free. Just be aware of their limitations. |------------------------------------------------------------------------------ |TDL3.1 Mission 1 - The Beginning |------------------------------------------------------------------------------ This is a very basic opening map. Almost directly north of you are two Slaves and 2 Warriors. Take the Warriors west with you, staying within sight of the map edge until you've come all the way around to south of where you started. That should leave just one Warrior for you to find, with Frank defeated. Simply follow the Objectives to complete the Mission. |------------------------------------------------------------------------------ |TDL3.2 Mission 2 - The Two Islands |------------------------------------------------------------------------------ Population Limit: 64 TDL3.2.1 Your First Buildup TDL3.2.2 Your First Assault Note: The Mind Trick isn't needed here, but if you want to practice the technique before you really do need it on Mission 8, feel free. It isn't easy to master, and having the map revealed with the code will REALLY help you learn how to do it right. ----- TDL3.2.1 Your First Buildup ----- Frank won't come after you on this map, so take all the time you want. Also, you can easily build in the NE area (where you find the Catapults) without fear of attack from enemy forces. Just make sure the area is cleared of opposition. Train 10 Slaves and get to chopping wood. Don't forget the gold, but stone mining probably isn't needed this time. There is a ridge in the center of the map that runs from the east edge to near the enemy walls in western part of the island. Carefully go around the western tip, and get the Catapults in the NE. Begin training basic trios until you're at the map population limit. Then queue up all you can, until it says you can't anymore (a production building queue will hold 28 unit requests at maximum). Now you'll have a fresh supply waiting for you if somehow you lose a bunch of guys quickly. Create a combat group, and assign a hotkey number. Save the game. ----- TDL3.2.2 Your First Assault ----- Using two Catapults, attack the towers near the entrance just north of the ridge tip. Keep a Slave handy to repair them, especially since you can't replace them on this map. Troops will sally out when you attack, but don't engage them as they'll always turn around unless you're too close. Keep Theo in front of the Catapults in "Stand" just in case any units do engage your Catapults. Take out the two towers, then move on to the two towers near the entrance just south of the ridge tip. Now position your troops on the north of the ridge tip to provide support, and BAK the troops between the two entrances. If you get into any trouble, pull back to your massed troops. A little west of the southern entrance, there is a tower. Take it out with Catapults, then bring your troops in and start decimating everything between the Wall and the end of the peninsula. BAK the defenders into an ambush to save troops. Make sure to take out the Houses, as it makes killing the final troops MUCH easier. Next, head north, as there are no Houses to the south. There are three towers to be cautious of, but if you're taking out the Houses like I told you, the troops that come after you won't be much problem. You can do a little pinging if you want, but by this point you have more troops than you'll need. Keep an ambush force between you and the Catapults. Take care with the tower by the gate, and leave no House standing. Now attack the last remaining Guard Towers in the south from the OUTSIDE. If the troops that sally out get too close to your Catapults, engage them with Theo. You can kill them quickly, and get away quickly. Since they have no Houses, those guys will die very quickly, but the tower won't, and it's not an easy kill. With Frank slaughtered, you can easily build the 2 Docks and 4 Transports required to complete the level. |------------------------------------------------------------------------------ |TDL3.3 Mission 3 - Retake Wortheone Part 1 |------------------------------------------------------------------------------ Population Limit: 100 TDL3.3.1 Expand and Explore TDL3.3.2 Break Through Enemy Lines TDL3.3.3 Seek and Destroy Once again, you don't have to worry about Frank coming after you. War Galleys are scattered around the water, so you'll have to search for ways onto the main island. By far the easiest way is to sail WSW from the NE corner of your map. Also, there's an island in the NW with a bunch of Houses and towers. You can't get to it without running a gauntlet of War Galleys, but it's the quickest way to beat the level. ----- TDL3.3.1 Expand and Explore ----- First, build 10 Slaves, and get to chopping a bunch of wood. There is a gold mine on the southern tip, and plenty of space for Houses once your Slaves clear some of the trees. Build a few more when you have Houses to support them. Make sure to build a Blacksmith so you can upgrade your weapons and armor. It's also required to build Catapults. In the SE corner of the map, marked by a yellow circle, is a Castle for you to take, but the only safe way to get to there is to sail against the eastern edge of the map. If you place a ship just SE of the Dock, you'll get through without a problem. Sail there with anyone and activate the Castle, then build four Catapults. Sail back to your base (again, against the eastern edge). Next, build two more Transports, and fill them each with 5 trios, and an extra Crossbowman. Send those to the Castle island. Put four Slaves on a ship and sail back to pick up those 4 Catapults (you might have to wait a few minutes for them to finish building). The Slaves can repair ships and Catapults when needed (which it will be), and they can also build behind enemy lines, which is the tactic we'll use here. ----- TDL3.3.2 Break Through Enemy Lines ----- Line up your ships on the southern coast of the Castle island, a troop ship first, Catapults and Slaves in the middle, and a troop ship last. Save the game, because this is tricky. You're going to run a gauntlet of two ships, one of which is almost right against the map edge. Try to keep it as close to the edge as you can without running into the ship, so you'll minimize the damage to your Transports. If you can sail exactly west on the map, you should just clear it. Those War Galleys won't chase you for long, but likely the first ship in your convoy will be nearly destroyed by the time you get out of range. Of course if you run into the southern ship, there's a good chance you'll need t reload and try this again. Continue along the edge until you see an indication of land. Put your least damaged troop ship in front, and have it Un-garrison everyone. Your foot will start attacking the tower right away, but it's best to load your bowmen back on the ship, as your Warriors will destroy that tower easily on their own. Once that's done, bring the Catapults in, and lay waste to everything on the island. Strictly speaking, you don't need to go after the Houses, but it will only take a couple of extra minutes. -----Optional Harvesting Meanwhile, your Slaves have probably exhausted all the resources on your tiny island. You likely won't need more than that, but if you want to be sure, build a ship, and 16 Crossbowmen. While they are training, send Theo to the main island (sail WSW of the NE map corner). There are three soldiers inland a bit, and one War Galley you'll pass to get to them. Take out the soldiers, and bring over your bowmen to take out the ship. The Slaves follow, and you can start a new harvesting operation here. -----Resume the Attack Back on the SW island, there is a ship near the lone tower on the north side of the island, but your bowmen should be able to handle that with minimal losses. Once that is gone, bring your ships around the west side of the island and to the lowest spot on the north beach where you engaged the War Galley. Load your foot, repair the Transports, and save the game. Send a troop ship directly north, Un-garrison when you see land, and again pull your bowmen back. Your Warriors will take care of the few troops and the lone tower here. Have the rest of the Transports Un-garrison, and then build a Barrack west of the gold mine, and a line of Guard Towers NW and SE of the mine. Max out their Tower-Archer count (train 4 more in each Tower). Train enough troops to have two full combat groups. Now, train trios until you reach your max, and then queue up as many more as you can (28 total in the production queue). Save the game. ----- TDL3.3.3 Seek and Destroy ----- Send a lone bowman east from the gold mine entrance, and you will find a Barrack. Ping a convenient foot, then run back to your waiting ambush. Decimate them, and repair your Guard Towers just to be thorough. Move a group up to defend your Catapults as they take out the Barrack. Next, probe carefully, destroying Guard Towers (but watch out for sally troops). MAKE SURE your Slaves are repairing the Catapults. It's annoying to have to bring more up through that gauntlet. There are 5 Guard Towers you'll have to take out to get to where you can see and attack the Castle island, three more along the southern crater rim, and yet another on the north rim you may want to destroy to avoid getting into trouble. Once you've got a decent foothold, start moving to the north. The gold mine is what you want to find. Knock out the towers that keep you from it. Just east of the gold mine are the Castle walls. You will have to take out the two towers along it, and one Catapult that starts attacking you when you fire on the Castle. Just make sure you keep the Catapults defended with your troops (and repaired with your Slaves), and you'll soon be victorious. |------------------------------------------------------------------------------ |TDL3.4 Mission 4 - Retake Wortheone Part 2 (Retake Storpeek) |------------------------------------------------------------------------------ Population Limit: 100 TDL3.4.1 Prepare Yourself TDL3.4.2 Expand Your Domination TDL3.4.3 Scatter the Enemy Forces TDL3.4.4 Destroy Your Enemy and Complete Your Objectives This time you will be rush attacked, and you don't have a lot of spare time. ----- TDL3.4.1 Prepare Yourself ----- Set your Slaves to harvesting wood, and train one more. Send your foot troops to the north, until they get to the river, then go west. Catapults may slip by your main force, and it's easy to lose a building before you get someone over there. Move Theo and the Light Cavalry to a crossroads east of the two piles of rocks at your base. Next, use the spare Slave to build two Houses, train 10 more Slaves, and build a Warehouse as close to the front of the gold mine as you can manage. Dedicate one Slave to the mine, and forget about him. You shouldn't have to worry about gold for the rest of the level. Send Theo south along the path to seek stationed enemies, and BAK them. Be careful, as it's easy to over-extend yourself. WARNING: There is a NW branch that leads to a river crossing. Don't go there now, as it's filled with enemies. Also, your opponent will attack from that way. Keep scouting east until you've eliminated all the enemies on it. Likely, you'll be rushed before you've completed that, so when you need to pause and heal, head back to your base so you can get a little support. During this process, keep harvesting wood, building Houses, and one Barrack (two is a bit of a waste, but if you insist, go ahead). Research Crossbows, and start turning out basic trios. Set the rally point in the crossroads east of the pair of rock piles. That should provide good protection for your base, and keep Catapults from slipping behind you. Keep a few troops on the west side by the river just in case one does. You're able to build Castles and Monasteries now, so build a Monastery and train a couple of Priests ("buy" the Holy Scroll too). This will greatly increase the life of your troops, and is a great substitute for a second Barrack. The Priests only cost gold, which you should have in ample supply now. ----- TDL3.4.2 Expand Your Domination ----- You've got a few minutes between waves, so when you've got a good force and have defeated the most recent wave, save the game and send Theo to start BAK'ing the guards along the path to the river crossing. Be cautious, and if it looks like another wave is coming, flee back to your troops. Once you have 100 (I suggest 3 combat groups and 3 Priests), and the path to the river crossing is clear, build 3 Guard Towers at the crossing. Two towers go just to the sides of the crossing, and the third in the middle, as close to the trees as you can get it. Upgrade them all so they have 5 Crossbowmen. Keep a pair of Slaves close to repair the towers (I suggest on a hotkey grouping), and the Priests to heal Theo and your troops. Now BAK the guards across the river. There's not too many, but don't go far. Once you uncover the pile of rocks, there's only one more small group nearby (a little east). ----- TDL3.4.3 Scatter the Enemy Forces ----- There's a group of Houses on an island you can't get to, so forget that strategy here. Instead, seek the Barrack east along the path from the river, and the Keep further near the eastern edge of the map. You can ping a foot by the Barrack to thin their ranks. The Keep is well enough away from the towers that you can send some foot to attack it without fear of the towers. If you take the Keep out, and keep attacking the Slaves, they'll move to the west part of the land. Make sure they don't sneak back east to build more buildings in the semi-secured area (like a Barrack), and spread some guys out to make sure you'll see it quickly when they try (bowmen are best because of their sight range). Set those guys to "Stand", so they don't wander off and get killed or leave gaps in your vision at critical times. It's best if you save Theo for hunting Slaves and destroying piles of building materials. Set the Barrack rally point to just this side of the river crossing, and make sure to replenish the lost troops. Also, build a Castle (on Frank's side of the river, if you wish) and churn out 5 or 6 Catapults. ----- TDL3.4.4 Destroy Your Enemy and Complete Your Objectives ----- When you're in good shape, send troops to locate new buildings in the north. There are War Galleys off the coast, so watch out. You can take them out quickly enough with archers, but you'll need to "Stand" them and gather them on the coast, because they can't shoot through trees yet. Give top priority to chasing and killing all the Slaves, and take out the Keep. Once all the Slaves are dead, you can take more time getting to any production buildings that are left. Once all the other troops and production buildings are gone, watch out for Catapults that will be sent out to attack you. The opening in the wall is trapped, so don't send anyone through it. You'll have to take out the wall to the west of it (the east is more problematic). Don't take out the last Wall right next to the opening so you'll have a clear view of where the death zone is. Be careful of the War Galleys off the shore on the north, east, and west of the peninsula. Keep Slaves nearby to repair your Catapults, and take out the towers. There are a total of four along the walls and another two by the Castle. You have to build a Castle and Monastery where the enemy Castle is, so you'll need to take out all the War Galleys and Catapults around here too. Now just build a Castle and Monastery here. If you haven't trained 5 Priests total, then do it now. |------------------------------------------------------------------------------ |TDL3.5 Mission 5 - The Fellowship |------------------------------------------------------------------------------ Population Limit: 0 (No Penalties) TDL3.5.1 Find Allies TDL3.5.2 Secure the Gates TDL3.5.3 Destroy the Barrack You don't build anything at all on this map. Be very careful with your units, because aside from one set of reinforcements they're all you're going to get. Use Theo as the primary unit here. Yellow has guards scattered throughout the map, but Red only has them at the garrison, and the path leading directly to it. ----- TDL3.5.1 Find Allies ----- Start out going east. Don't take the first north fork you find. There's nothing but enemies there. The second north fork leads across the river, but don't take it yet. Continue east, BAK'ing until you get to another fork. Again, the north fork has only enemies. BAK troops near and in the east fork, where you'll find a defense scroll (+35% armor). Go back to the fork that leads across the river. On the other side is yet another fork guarded by enemy troops. You can see from the mini-map that a red marker lies at the end of that road (it's Red's Barrack). You might as well BAK these guards now. Go west, and "Stand" all your foot to sneak past another group of guards near a 3-branch crossroads. The south branch is the safe path to your ally, named Follower, and the fresh troops he gives you. The troops you now have are all you will have to work with for the rest of the mission. ----- TDL3.5.2 Secure the Gates ----- There are 3 paths from the village. Take the north one with Theo and the Priest. You'll come to a clearing with another path going west. At the end of that path is a offense scroll (Ranged units get +3 Att, +5 sight; your non-Knight H2H get +4 Att). There's also a Priest, but you can't move him (he's surrounded by rocks). Now, move your Priest to the start of this path, set Theo to "Stand", and BAK the first two Giants one at a time. It'll take several tries for each, even with the Priest healing you during the fray. Be wary of the Giant furthest right. It is set to Aggressive, and once it engages it will follow you over the entire map. Bring up your Knights in a line, then send Theodoric to pound on the Giant (with Priest help) until you're down to about 75hp. Then flee to your Knights, and as soon as the Giant engages them, pounce back in to help finish it off. With a little luck, you won't lose even one Knight. On to the Barrack. ----- TDL3.5.3 Destroy the Barrack ----- The troops at the Barrack seem generally set on "Defensive", so set your Catapults to "Stand", and have one attack the tower you can see concealed behind the trees. Keep Theo ready just in case some come through (with the Priest, of course). There are two towers just inside the clearing, and you should take out the tower on the west side first. Next you'll have to use yourself for a little BAK. Be patient, and keep your Knights close by so you can run back if you get swamped. When you can't move any closer without the tower taking a shot at you, it's time to bring in the Catapult. Watch out for a rush, and if you have to, pull back and take out the rushers with your Knights. You've still got 2 more Catapults if that one's lost. The enemy won't be training any more troops, so this is strictly a battle of attrition. Be the victor. Once the third and last tower is down, move Theo back, and rush in with your remaining troops. You'll probably lose a few, but the depleted garrison doesn't stand a chance. Once you destroy the Barrack, run Theo over to the gate the Giants were guarding and finish the level. |------------------------------------------------------------------------------ |TDL3.6 Mission 6 - Enter the Dragon |------------------------------------------------------------------------------ Starting Population Limit: 0 (No Penalties) Allied Population Limit: 25 TDL3.6.1 Find Allies TDL3.6.2 Secure a Foothold TDL3.6.3 Explore and Conquer This has got to be the most tedious level in the game. If you really get sick of my strategy, you can switch to brute force tactics, but it won't be any faster. The time it takes to train the troops you lose, then walk them around to where they need to be comes out as slow in the long run. Using the killing code on the Giants will really help move things along, but it gets very tedious to use it on all the Undead. This may look like the previous level, but it's not quite the same. This time you actually do get to train troops. There are 7 chests scattered in the woods with resources in them, and one of them is in sight of your starting point (300W 200G). You don't get a Priest this time, so Theo should be the only one fighting for a good long time. The BAK strategy works well here, but you can also back Theo up with the Archers and Crossbowmen. ----- TDL3.6.1 Find Allies ----- Start by going east until you get to a point you can climb the ridge. There are three Warriors here you can take out. Then keep going east, south around the ruins. You'll find 3 Warriors and 3 archers guarding another chest (600W 500G). Now go back to the climb. At the top, DO NOT go north. There's nothing but a death trap down that way. Instead, go south. There are troops you'll need to BAK, but eventually you'll get to another chest(400W 300G), and better yet a climb to a Barrack of your own! Just to the north of the Barrack is another chest (700W 600G). The trees are extremely helpful here. You can put yourself close enough to have the 4 Crossbowmen and 2 Knights attack, but the trees block the shots! It helps to use your own bowmen to kill the Knights that much faster. When you're ready, bring Theo around to kill the Crossbowmen. Continuing north, you'll come to another climb, but stay back as there are two Giants at the top. Go down to the end of this ridge, where you'll find the last chest before the Giants (400W 300G), guarded by 4 Knights and 3 Crossbowmen. Again, the trees are very helpful, but you'll need to use your bowmen to help Theo. While you're fighting and waiting to heal, use the chance to train basic trios. Set the rally point near the ruins SE of the climb with the Giants. It will help you later when you need to create more troops. ----- TDL3.6.2 Secure a Foothold ----- Now you can tackle the Giants on the climb. Gather your troops between the ruins and the trees. Heal up and save. You should do this before each pair of Giants you kill (and after too). If you position your bowman on the right, you can ping one Giant at a time. Kill them both, then position your troops on the climb, and then send one bowman south to ping the Giant. Once that one's dead, position your guys at the top of the climb, and start pinging the Undead to the north. The Giant will come after you (it's Aggressive), so take him out quickly. At the end are 3 Giants on Aggressive, but it could be worth it, as the chest at the end has 1000W and 1000G. That's enough for 16 Crossbowmen and one Warrior. You'll probably lose half your Warriors and Knights, but that's okay. There are only 13 Giants left, and you should ping all of the Undead. The primary purpose of H2H now is to keep Undead and Giants away from your more fragile bowmen. To the south are two Giants, one Aggressive and one "Passive-Aggressive", meaning it won't chase you all over the map, but once it gets tired it'll go back to a new spot instead of the original (at least the first time). Back down to the ruins area, ping the Giants, and kill the one that keeps on coming. Then, go after the second one. You can use the same kind of BAK strategy, just over much longer distances. I prefer pinging these guys to BAK. Still, Theo provides much needed power to take them down once they're in the ambush. ----- TDL3.6.3 Explore and Conquer ----- Now you come to an area that has a climb to a small area on the lower ridge. There are a bunch of Undead and one Aggressive Giant there, but focus on the current ridge. There are Undead to ping, then another pair of Giants. One Aggressive, one Passive-Aggressive. You'll need to take your troops to what I'll call the staging area. Back your bowmen to the entrance of the clearing with the 1000W 1000G chest. Put your Warriors and Knights just in front of them. Get one bowman, set him to "Stand", and give him his own group. Put Theo (in "Stand") on the climb. Now you're ready to ping the Giants one at a time. Then take care of the lower ridge area. Next on the upper ridge is another bunch of Undead, and an Aggressive Giant. Leave your troops where they are, ping the Undead, and wait for the Giant to come. Now move your pinger to the lower ridge, ping an Undead, and wait for yet another Giant to chase him back to its death. Finally, move your bowmen up to the climb to the lower ridge, and ping the Undead until they're gone. The final chest (300W 200G) is hardly worth it. -----The Final Gauntlets Move your bowmen up, and deal with a horde (28) of Undead. I know pinging is getting a little old by this point, but there are still 6 more Giants to deal with. Now, move your group back to the staging area. Ping the Undead and yet another pair of Aggressive/Passive-Aggressive Giants. More Undead follow. Now you can use the back of this top ridge as a new staging area. Ping the lone Giant, and take him down. Move your bowmen up to deal with the next to last group of Undead. Next up is an Aggressive Giant, followed by the final group of Undead and the final two Giants. If you ping the lead Giant, both will come, and you can leave the Undead until last. Since there are no more enemies, and the group is small, you can just save before sending your whole group to meet them all at once. |------------------------------------------------------------------------------ |TDL3.7 Mission 7 - The Dragon Mountains |------------------------------------------------------------------------------ Population Limit: 0 TDL3.7.1 Free the Priest TDL3.7.2 Find the Keys This is a basic dungeon crawl. It's too hard to provide a lot of the details you need, so I strongly suggest you use the map reveal code on this level. If you insist on not doing that, fine. Start off by avoiding the hallway to the west. There's nothing but enemies down there. ----- TDL3.7.1 Free the Priest ----- BAK'ing is pretty important here, as you don't get a Priest, so set Theo to "Stand", and make your way to the north. The hallway will turn west, and have one northern branch before turning south. Clear the southern hallway, and the first bit of the hall branching east. Set your Knights to "Stand", and bring them around to the Theo. Ahead is a Giant, which you should have your Knights help kill. It guards a key to the prison in the north, and 10 reinforcement Knights. Do not continue down this hallway after you have freed those Knights. Next, go back to the north hallway, and clear out the Undead. You'll find the captive Priest, and an additional 10 reinforcement Knights. Once you enter the room, the Priest will go to the doors automatically, so make sure there are no enemies left to threaten him. ----- TDL3.7.2 Find the Keys ----- You need three keys to get to the exit, all in chests guarded by Demons. The first is found in the center of the big room you enter. There is an ellipse of trees, inside of which is the key. Station a "Stand"ing unit as close to the Demons in the center as you can get. Then, you can walk Theo up there and get the key. You might as well kill the Demons so they don't somehow surprise you later. The second key at the end of the hallway of the NW exit. To find the third, take the first northern branch, following one turn until it ends. The key is down the eastern branch. The best way to get to the exit is to go back to the main room, and take all your troops through the SW exit. There are Undead, and two Giants past the final doors in the level. All of the other corridors and rooms contain enemies you have no reason to fight. |------------------------------------------------------------------------------ |TDL3.8 Mission 8 - Leaving Dragon Mountains |------------------------------------------------------------------------------ TDL3.8.1 Outside Dragon Mountain TDL3.8.2 Building the Stronghold This is your first map with two enemies that train troops, but you fight them individually. You also have different options available after you beat Yellow, so this is kind of like two levels on one map. ----- TDL3.8.1 Outside Dragon Mountain ----- Population Limit: 50 -----Before the Alliance is Formed This one is a problem, because while you start off with three Slaves, THEY CAN'T BUILD ANYTHING! So you get one Barrack, and a maximum population of 50 (including you and a minimum of 1 Slave). To make up for this you are supplied resources by the suppressed nation, so you can fight their war for them. You get one Priest, and he's needed both at the front and home base, so group him. Have your Knights and Cavalry defend your base, as the Knights are a lot tougher than any troops you can churn out. Make SURE you keep them healed up, as losing one can significantly affect your base defense, and hence your front-line fight. Losing all of them will make things a lot tougher for you. Yellow has 7 Houses on an island that you can't get to until after he's defeated, so destroying Houses won't help here. On the plus side, the suppressed nation will provide you with 5 Catapults, and they will replace any that get destroyed. At least until you defeat Yellow. After that, you only get one more thing from them....a Settler to build yourself a Keep. Oh, and you absolutely must have a Slave alive to build that Keep, so keep one at your base among the Houses so he stays alive. The other two should stay near the Catapults to keep them in as good a shape as possible. There's technology available at the Blacksmith. It's up to you whether you buy any of it now, or after you ally with King Ludvig. I suggest after, as once you ally with him you'll soon have a lot of resources to throw around. Start by training trios until you run out of resources. When you run out, cancel the last Warrior in the queue, and add one Crossbowman. The enemy won't start rushing you until you run into King Ludvig, so you can use this time to take out the troops they have stationed outside their walls. Gather all your troops, and head south. When you get to the lake, go west until you see the ocean. Now, head south until you see the enemy walls or troops. The walls run straight east-west, and troops are stationed outside along the whole stretch. Set up your ambush troops, and use Theo to BAK the guards you run into. Knights and Cavalry are almost always Aggressive, but bowmen are probably defensive. Work your way east until you find the corner of the walls. There will be tree copses, and a SE path that leads to a number of Cavalry. BAK what you can, then ping the Wall to bring out most of the remaining defenders. Once that's clear, bring Theo, both Cavalry and the Priest up the path to within sight of the towers. Send Theo in first, followed by the Cavalry. Then you can keep the Priest within healing range until just before the first tower is destroyed. When that is about to happen, pull the Priest back so he doesn't get hurt when you move to the remaining tower. Straight up (I mean on the monitor screen) there is another tower that only one mounted unit can attack. Pull the Cavalry back, save the game, and send in Theo. A couple of foot should wander over to respond, but not the whole garrison. That's about all you can really do for now, so pull out. You could try the Mind Trick now, but I recommend waiting until you're maxed on troops and tech research. Send everyone back to the enemy's side of the west tip of the lake, then send your Cavalry, Knights, and three Warriors back to your base. Put the Warriors along the mountain slope north of your base, two Knights behind the Barrack, and the rest of the defenders in front. Set the rally point to where you are gathered at the lake, bring up two Slaves in a grouping, and send the Priest back to your base. Save the game and go meet King Ludvig of the suppressed nation almost directly north of where you are gathered. -----After the Alliance is Formed He begs your help, and gives you five Catapults to command. You also get 1000 each of wood, stone, and gold. You get half that amount (500 of each) every minute. Start building basic trios. The enemy will send an attack force about 15 seconds after you ally with King Ludvig, so be prepared. If you're gathered on the west of the lake, they'll be coming from the east side, and they start arriving just before your first shipment. Meet them at your base. Also, the order of arrival is the Light Cavalry first, the Heavy, then the foot. With some care, you can take them out without losing any troops. Now set a combat group, have the leftover foot guard a Catapult, and bring everything over to the gold mine in the clearing east of the towers you destroyed. Take out a few trees that are a little towards the middle that hamper movement. Put the foot group, Catapults, and Theo on "Stand", then move them through the wall. Put Theo where the third tower you destroyed is, your foot next to the Warehouse in the NE corner, and use your Catapult to clear a couple of trees so you can attack the tower. Now bring the Priest up, and save the game. Next use the Mind Trick. "Defensive" your foot, and they'll attack the Warehouse and Slaves, then your Catapults can attack the tower unmolested, and you can "Stand" your foot. Once the tower is gone, look just south of where it was for the Monastery. Mind Trick again, and take it out. With a little caution, you can use the Mind Trick to take out the towers near the NW corner of wall. To Mind Trick the troops around the Barrack so you can destroy it, you'll have to send a bowman around to the north wall and attack a part of it (but not too close). The AI will build another Barrack between the shore and the NW corner of the wall. -----Assaulting Yellow Now comes the REALLY tough part. Multiple reloads, a little luck, and careful management will be needed to really crack this thing. Make sure your rally point is close to the walls, but far enough to keep your reinforcements safe. Use a spare bowman to Mind Trick the western Barrack, so hopefully they won't come after your troops attacking in the east. Bring your combat group over to kill the Priests. Keep them on "Stand" until the last Priest goes down, otherwise they'll just heal a good chunk of the damage you do. Then set your group to "Defensive", and they'll turn their attention to the troops from the destroyed Barrack (who are attacking them). Use Theo liberally, set him to "Defensive", and just keep an eye on him. You may need to pull your group back, as they tend to get distracted chasing after Slaves that pass by them. Make sure to set your rally point inside the walls now, and keep the fresh troops coming. Keep in mind they're automatically "Aggressive", so try to shift-double-click on both kinds of foot, and set them to "Defensive". If a couple wander too far, leave them until you're not swamped with attackers. Once you're in a decent position again, it's time to take it home. Mind Trick to clear out any obstructing towers, then take down the Keep. Now you have to rush. The Slaves inside the walls will try to build a new Keep, and that should be close to where your troops are massed. Kill them before they can do it, and keep killing them until the ones inside the walls are all gone. There's a good chance you'll be rushed from one or both of the Barracks, so multiple reloads are expected. Now that the Slaves in the walls are dead, take out the ones in the NE corner. Then send out scouts (I suggest bowmen on "Stand") to look for any random Slaves out harvesting. The AI won't pull them back to build for a while, but it would completely suck to be in the depths of a final assault only to have troops from a surprise Barrack begin attacking your rear. Finally, you have a tiny bit of breathing room. Build yourself up, set your groups and make sure your troops are where they need to be. Now save again. If the troops at the remaining interior Barrack didn't pounce on you, you'll need to deal with them. First, Mind Trick both Barracks, and destroy the interior one. Use the Mind Trick again, and BAK what you can of forces remaining inside the wall. Get set up again and save once more. You'll need to Mind Trick in at least two places to be able to successfully eliminate the remaining towers. Then destroy the Barrack, and get set up for the final BAK sequences here. You may not have to eliminate all the Guard Towers and Catapults (or the Castle) before King Ludvig declares victory, gives you the Settler, and cuts ties. If you don't have enough resources by now (I had over 30,000 of each), then just wait until you're ready. ----- TDL3.8.2 Building the Stronghold ----- Population Limit: 180 Once you defeat Yellow you get a Settler from King Ludvig, and can finally build a Keep. I suggest a nice place by the coast. If you explore the map a bit, a little north of the middle there's a coast that looks a lot like a right angle. At the SE portion where it curves to the south is ideal to me. Also, with the defeat of Yellow your maximum population has risen to 180. -----Preparing for Red Build your Keep, then proceed to build and research until you get a Dock. Make a Transport Ship right away, load a Warrior on it, and send it to the SW corner of the map. This is an island with Houses you can convert. There are two more islands on the way with Houses from Red. Those are the only Houses he has on the map, but that doesn't matter. Not only does this enemy NOT get weaker without any Houses, his Warrior can easily kill one of yours in one-on-one combat, and come most of the way to killing a second. The after action report shows the second enemy researched 11 more technologies than I had available to me. I'm uncertain of whether this was an intentional decision or not. The only saving grace is that after all the resources are exhausted, the Slaves will stand around doing nothing until something in the script activates them (like being attacked). Then they jump into high gear, building all kinds of things more quickly than a human player possibly could. In any case, research and build 5 War Galleys. Red has an island in the NW corner of the map. There are six War Galleys for you to take out, three on the south side and three on the east side. Your War Galleys may accidently destroy a House or two...that's okay as long as it's not many. You should have a total of 7 Transport Ships and 8 Catapults, so build what you need. Also, have 4 combat groups ready (8 Warriors, 17 bowmen each) and 8 Priests. Have 5 Slaves ready to board a ship also. You should build a Barrack or two up here, and set the rally point for your original one close to the shore. -----Assaulting Red You'll need to use your War Galleys to Mind Trick the enemy. The safest place I've found is a wall just above the one that's directly east of the patch of snow outside the Blacksmith, which is by the center of the N/S wall. It's not quite in the center of two towers. A few troops will come out, but not like the small flood that will if you hit the wrong section. I suggest using three War Galleys on "Stand", and saving when they're in place. Keep reloading until only three or four foot come out to harass you, then kill them. You should be able to keep up the assault long enough to open a huge hole in the wall, as well as taking out all three towers along the section. If you run into problems, take your ships away and line some up by the southern shore. Then use one of the eastern ships as an attack decoy to start your Mind Trick again. Once you get a large section free of walls and towers, pull the War Galleys back. Now load your combat groups on 6 of the Transports, with the Catapults and Priests going on the last one. Move the ships into position for landing, and our War Galleys to provide attack distractions. Save your game. -----Complete Your Objective Have the War Galleys begin firing, then send all 6 ships to the shore, Un-garrison, and wreak havoc. You will likely have a very hard time taking the whole island, but you don't need to do that. Send a Transport back for your 5 Slaves, and bring them over. All you have to do now is clear a spot somewhat near the "Fountain of Brightness" to build a Fortress (the upgraded Keep). Once that's done, this double mission is over. |------------------------------------------------------------------------------ |TDL3.9 Mission 9 - The High Treason |------------------------------------------------------------------------------ Population Limit: 200 TDL3.9.1 Into the Thick of Things TDL3.9.2 After the Kromborgs are Defeated This is your second double enemy mission, and you'll need to face a limited number of Red while you're dealing with King Ludvig Kromborg. ----- TDL3.9.1 Into the Thick of Things ----- On this map you're right next King Ludvig's fortification, which will turn hostile about 33 minutes into the mission, so a fast buildup is critical. Don't bother exploring until after you defeat your traitorous ally. For one thing, there's lots of Bombermen out there. For another, that's time you need to use to build up your base and forces. You begin the level surrounded by enemies and under attack. You start with Theo, 3 Light Cavalry, 3 Warriors, 6 Crossbowmen, and 5 Slaves. You need to zoom out, select everyone, and move them to the west side of your Barrack. Sure, you'll get the Slaves in there too, but that's okay. You could try directing the whole group, but I find it's best if you simply let them fight alone. You could direct Theo to the bowmen if you like. Once the surprise force is dead, get your Slaves to start repairing the Barrack, and train Slaves until you reach your current population limit of 25. Build a Warehouse near the stone pile and trees to the NW of your base. Focus on the trees in front of the gold mine until you have space to put down a Warehouse, and then dedicate two Slaves to mine gold. Meanwhile, take two Slaves south of your Barrack. You'll find a hill and a line of trees. Just past that you'll find more trees and another hill. Between the hills (even with the trees in the way) is a great spot to build Houses that are out of the way. Frank will normally ignore Houses, unless they are in the way. You can easily fit 10 in this valley (and with a little effort 15) without spilling out into the path. Start training basic trios, and train 7 more Slaves. Send 5 to chop wood near your Keep, and have two mine at the stone pile by the gold mine. Build another Barrack so you can get a high unit number more quickly. Don't forget there's a lot of research options in the Blacksmith and Keep. One of those is the path to build an Alchemy. Research that and train 3 Slaves to build it (Rather, train 3 Slaves to replace the wood choppers you use to build it). Research Engineering and build a Monastery. Churn out 3 or 4 Priests. They'll come in handy later. When you get time and space, build a Castle and turn out 5 Catapults. Keep those extra Slaves busy chopping wood, and make sure they don't have to travel too far to drop it off. If Slaves are walking for more than 2 seconds, build a Warehouse closer to the trees they're chopping. You can always tear it down for a half refund when you need it. Throwing away 30W per Warehouse could net you hundreds extra when you have more time to chop. With the Slaves chopping wood near your Keep, you might have space for more Houses, which means a higher population limit. You want to get to a population limit of 200 as quickly as you can without neglecting chopping, research, and training. Then you want to get a population near that limit too. -----Preparing for the Kromborg Betrayal When you get near that limit, start moving most of your troops to surround the Kromborgs. Pay special attention to the Slaves. These guys will run around and build buildings all over the place. You can easily find yourself destroying the same buildings in several places. If you've got a large enough force, make them concentrate on the Slaves and ignore combat units attacking them. The units are a finite threat, but Slaves building more unit-producers (and worst of all a Keep), is the long term threat. The Slaves are the backbone of your enemy's war machine. Once they're gone, you can handle the units and remaining buildings at a more reasonable pace. Your main enemy will rush you several times before the betrayal, with increasingly deadly units. In my experiences, the last attack before the betrayal (just a few minutes) has a Bomberman. However, this might not be an intentional warning device. Once you beat that rush, immediately focus on the impending betrayal. Queue your Barracks to crank out basic trios. Also, the Kromborgs really like to send Slaves west over the ridge by the gold mine. You can set up a strike force, and set them to "Stand". When the enemy Slaves go there to build, kill them. Chase them all around, so they don't continue causing you problems. ----- TDL3.9.2 After the Kromborgs are Defeated ----- Once you finally beat the traitors, pull your troops back to your base, and form three combat groups. Keep the rest at your base, because you might be rushed from the NW path. Walk south out from your base, and you'll come to a large stone pile near a crossroads. The one continuing south goes to a bridge, and you should send one group there. The one going SW branches a few times, but ends up at another bridge, where you send a second group. The third follows the SE path. Keep in mind there are Bombermen all around, and at least one is on each path. Send a couple of fodder troops along, and at least one Priest with each group; two with the SE group, as that will be the main point of conflict. -----Assault Red Make sure you have a few Catapults in good shape, and when you have them to spare, form another combat group and send them to the SE bridge. You'll go through several during this process. When you have four or five groups there, make sure your other bridge positions are secure and fully manned, then send a bowman onto the SE bridge to reveal a Barrack and ping a foot there. Once you've healed from the ambush, start pushing across the bridge. Send two combat groups in, past the bridge. Then, bring your 4 Catapults in to destroy the two towers. There's another tower before you come to a line of them. Now try to find and kill all the Slaves in the area. There are Priests, a Monastery, two Castles, and two Barracks you'll need to take out as you find them. Just keep on top of your groups, direct them to specific targets when needed, and gather them together when needed. Largely, you should expect to lose half or more of your troops in the first few minutes after you cross the bridge, so make sure your two Barracks are queued to make basic trios, and their rally points are by the SE bridge. When you reach a line of towers with a wheat field just beyond, pull back and gather everyone. Check the area to make sure there are no Slaves now (a few more will likely come from the west soon), make sure the Priests are close to heal everyone, and reassign your combat groups so they're properly filled out. Bring in extra troops so you have at least three combat groups. You can scroll over the map to try finding any new structures that have sprung up. That means a Slave slipped by. Find the Slave, kill it, and destroy what it built. When you're ready, use the Catapults to destroy all three towers. Move north, and destroy three more towers to link up with your group holding the middle bridge. Move west along the river, and you can destroy more towers to link up with the last bridge group. There are two more Barracks in the area, so make sure to take them out quickly, and guard against Slaves. Most likely they're all dead by now, but you can't be certain unless you can see the whole map. Finally, you can build a Dock and start killing the War Galleys scattered throughout the bay. Then just build a Castle on each island to start the final sequence. Theo has to go into the gated area in the enemy base, which you've already conquered. Lamely, Theo gets kidnapped, and you have to play the next map without him. |------------------------------------------------------------------------------ |TDL3.10 Mission 10 - Up the River |------------------------------------------------------------------------------ Population Limit: 0 This is a simple wilderness crawl. You don't build anything except one Keep at the very end. You have to save the Settler until you're at the green marker, as not even the cheats will allow you to build anything on this map. Load all your troops into the waiting ship and proceed NW. when you see the shoreline, you'll be following the one on your right side. There is a tower on the right soon after you enter the river, and three on the left between the entrance and the first north branch. After following the shoreline on the right for a few minutes you get close to one of the yellow markers, and you can unload your troops here. Use them to clear the Undead a little NW of the landing, then re-board everyone but Sir Antonio and the Priest. Now send the Transport back to the second western river branch and take your troops to the yellow marker, where you'll find 5 Demons you can recruit to do your bidding. At the north-most point of the path where you find the Demons, go directly left (on the screen) through the trees slowly. There are several Undead you'll run into just before you get to another path, and a few more when you do. Just a little NW of where you meet the new path, is a cliff overlooking the river (the upper purple marker). Bring the 5 Demons up to attack the War Galley sitting there, and have your Priest near to heal them. Once the War Galley is dead, start moving the Transport to your final destination, the green circle marker. There are towers lining the river beginning at the lower purple marker, but if you just keep your ship in the center, they won't attack you. Finally, Un-garrison your troops and build a Keep. |------------------------------------------------------------------------------ |TDL3.11 Mission 11 - Escape |------------------------------------------------------------------------------ Population Limit: 256 TDL3.11.1 The Mission Begins TDL3.11.2 Secure Your Borders TDL3.11.3 Expand onto Enemy Lands TDL3.11.4 Wait for the Ensuing Slaughter TDL3.11.5 Eliminate Orange TDL3.11.6 Eliminate Red and Complete your Objectives This is the final mission with two enemies, and if you play as intended they will both be attacking you at the same time. The best way I've found to beat this level is to exploit a loophole in the scripting. The level begins with you and King Gustav Lioneston trapped in an enemy fort. You're told that the both of you are going to be killed and must escape. The reason you DON'T want to hack your way out of the SW Walls is that the instant you step beyond them, you have "30 months" to get the king back to his home. A month is 20 seconds long, so that works out to 10 minutes total. It's quite a challenge, which requires finding the right path by failing and reloading many times, and you'll needlessly waste units to accomplish it. Oh, and you can't BAK with Theo, because the king will get himself killed following you around. Once you get him back to his base, a new timer starts and after 5 minutes you're told you have to defend the Lioneston's Monastery for 100 months. This time a month is only 10 seconds, so you have to guard it for 20 minutes. Sure you get a few extra troops, but not many (and the King will take them back after he declares the Monastery is okay), and the enemy will send strong groups to destroy it frequently. You'll have three extra river crossings to worry about defending, and you will likely be stretched too thin. Unless, of course, you're able to select things and assign orders as quickly as the computer. ----- TDL3.11.1 The Mission Begins ----- When the mission starts, go right to your Keep, and train 8 slaves. Take the three that are standing around and have them build a Warehouse in front of the gold mine. There should now be two Slaves waiting at your Keep. Group them on a hotkey, and send them to the east, where you'll start building houses along the shoreline. Begin with 2 for now. Have the Slaves that built the warehouse start mining gold, and take any other Slaves around and have them chop wood. Train a Priest, which you'll move near the river crossing just west of your base. Move all your troops there now, except Captain Antonio, who should be kept by the Blacksmith, out of harm's way. If he'd dead you can't research Advanced Ironwork, which allows a number of 3rd level upgrades (most of them needed for Knights) and Exploding-Shot. Queue up another 10 Slaves to train, send any waiting Slaves to chop wood, and go back to your housebuilders. Have them build a total of 13 Houses along the shoreline before sending them back to woodchopping. At the Keep, grab two Slaves and have them build a Warehouse next to the stone piles on the east side, then mine the stone. Have all but two of the remaining Slaves chop wood. Have those two build a Barrack before sending them to chop wood. I suggest putting it near the river, in a square-ish area by the trees north of the campfire. Depending on how long this has taken you, Orange is about to build a Barrack on the other side of the river, outside his walls. This happens 5-6 minutes into the mission, no matter what you do. Moving troops along the river might later inadvertently trigger a rush, so if you want to take it out now, "Stand" your Cavalry and have them skirt the banks until they see the Barrack pile. Then have them attack the Slave to send it running, and destroy the building materials. While they're doing that, research Crossbow, and start turning out Trios. Set the rally point just north of the crossing. Orange is about to rush you from there, so when the Barrack is destroyed bring your Cavalry back and make your troops "Defensive". There is also Blacksmith tech for you to buy, and you should train another Priest. Soon after the rush, about 3 minutes after Orange started building the Barrack (a total of 9-10 minutes into the mission), the screen centers on Theo and you get a message that you're going to die. Save the game immediately, as this requires exact timing. Make sure the king is out of the way, set yourself just to the left of the lone tree in the middle, and wait for the Bombermen. The INSTANT the first one stops, run away from them. It will explode taking out all 5 of them, but with a little luck you and King Gustav will be alive. Once this happens, create a special save point, so you don't have to do all this initial buildup if you end up having (or wanting) to replay the mission. Orange will continue attacking from the crossing by your base, but will also use another crossing NW of you. Keep turning out trios, and train another Priest or two. Send a combat group and one Priest north along the river until you find the crossing. Keep a decent distance back, as there are 5 Demons on the other side you don't want to engage yet. Once things are stable, you have a choice. You can take an offensive approach, or a defensive one. I chose the defensive approach, and is what I have outlined here. The offensive approach (in simple terms) is to destroy Orange first, then destroy Red. ----- TDL3.11.2 Secure Your Borders ----- First, have a pair of Slaves build two towers by the NE corner of the crossing near your base. Have them build Walls across the crossing (and in front of the towers), all the way to the southern map edge. Then have them build a pair on each side of the 2nd crossing (a total of 4 towers there). Be very careful about the placement on the southern side of that one, as bowmen can and will attack from the other side of the river. I suggest keeping them well back to prevent that. You can build Walls here as well, but leave an opening in the center large enough for Cavalry to get through. Otherwise, they'll just run around the long way to the north, and come up on your rear. You should be harvesting and researching throughout this process. You really won't have time to just sit back and wait for much of anything for a while. Send some more troops and another Priest to the 2nd crossing to reinforce it. When the first two crossings are well defended, form a combat group and send them further north along the river, where you'll find the 3rd crossing. Station them right in the middle of it so your entire land should be guarded against intruding enemies. Then, form another combat group backed up by two Priests. Those troops should search the roads and beaches of your land to clear out the Undead waiting around. Once that's done, there should be nothing stopping you from building enough Houses to get to your population limit. At some point you'll need another Barrack or two pumping out troops, and I suggest putting one in the north, right in the middle of King Gustav's land. His land has two more river crossings that you'll eventually need to defend anyway, and it's also close to the 2nd crossing, which will be your primary line of defense for quite a while. Since Walls and Guard Towers are going to be a huge part of my strategy, when you've got a healthy amount of extra wood, break off some Slaves to seek out and mine stone away from your base. There are a number of piles north and NNW of your base, most of them within sight of the gold mine in the northern part of your land. Your ally's Slaves will mine those heavily, so keep a few Warriors and bowmen around to kill them and destroy the Warehouses they build. I know it seems traitorous, but it doesn't hurt you at all (and they won't use the stone for anything). You probably don't need to mine the gold from that northern mine, but if you want to pull the miners from the one at your base and bring them here, feel free to do so. If you really want to eliminate the threat of ally Slaves, you can destroy their Stronghold, and hunt down all the Slaves. It may cause nearby units to attack in response (which is not good), unless you use the killing code. Now that things are under good control, if you haven't done so already, build Walls at the 2nd crossing, especially in front of your towers. Take care to leave a space 2 or 3 Wall pieces wide, so the enemy Cavalry will walk right into your tower crossfire. If also wouldn't hurt to build another tower on each side, and max out the Tower-Crossbowman count for all of them. Next, move the group guarding the 3rd crossing up to take out some undead at a 4th crossing a little to the west. Bring some Slaves in to build 4 towers there in a semi-circle pattern. If you place them well, you can also almost completely wall off the crossing. Still, some bowmen should stay there to support them. There are two final river crossings NW of this 4th one, and while you'll definitely want to build at least two towers at each (and wall them off as best you can), they are attacked quite a bit less than any other crossing. Still, keep a good dozen bowmen and some Warriors at each one. ----- TDL3.11.3 Expand onto Enemy Lands ----- At this point, you should have your enemy completely confined to his land, and have a sizeable force to fight with. Take a combat group with two Priests and at least a trio of slaves (on a hotkey) to the 4th crossing. You'll be building three sets of walled off towers in the enemy's territory. On the other side, just to the south will be a small mountain. To the SE (east of the mountain), is a copse of trees that will become important later. You'll want to build a line of towers between the mountain and the river (I was able to get 8 with a slight curve), and wall off the area as much as possible. When you have 20-25 Crossbowmen that aren't needed at the first two crossings, bring them behind the wall here to provide more firepower. You should have one Priest here too, but this defensive line won't see much until later, and not that many combat troops. Next, follow the mountain around the north side. You'll find another mountain to the west, with a pass between them going SW. Do not go NW, as there is a well-fortified enemy encampment there. They don't ever seem to come out, so leave them until almost last. When you come out of the pass, you'll be close to the enemy, and it's not possible to build here without attracting attention. So, get set up, explore just a little (not far), and ping any troops you find. When the area is secure enough, build a line of towers from the front of the southern mountain's climb to the north mountain. You can get 5 or 6 towers in there, depending on how you do it. Don't block off the climb, so some troops will go past your defenses here. Build Walls to secure the area, and make sure to build them on the mountains too. There's actually a huge stretch on the northern mountain that troops can use to pass your defenses. You'll want around 20 bowmen at the back of this wall, and you should keep 20-25 against the front. You'll want 3 Priests stationed against the back of the wall to heal the troops here. The third set you'll build is at the top of the mountain climb. You should be able to fit three towers up here, though you won't be able to wall off much. It might be better to simply keep 6 Knights and a dozen bowmen here. You'll also want a Priest on hand. Two would be better. Now you're well fortified, and have what should be an unbeatable defensive line on enemy territory. Make sure your Slaves are harvesting for you, especially stone. If you've focused on stone like I suggested, you should have almost exhausted the available stone on your land. Your ally certainly has, and has already been sending his Slaves to mine the stone on your land. Make sure you take the time to kill those Slaves, as you want to have enough stone to repair damage to your tower and Walls. Now is the time to turn your attention to technology. Research everything you can, especially Advanced Ironwork, which allows the best troop upgrades in the game. Build a Castle in some of the vast area that your Slaves have cleared while chopping wood, and build 3 or 4 Catapults. At this point, you should be replacing any Warriors lost with Knights. They are simply far better units, and last in a fight much longer. Make sure you have enough Priests by the crossings and defenses to keep your troops alive. Now, make sure the game is saved, and go do some other things. Check back every 15- 20 minutes to make sure things are still in good shape, and your emplacements don't need reinforcement. Keep the 2nd crossing well covered, and especially the 3rd-6rd crossings. ----- TDL3.11.4 Wait for the Ensuing Slaughter ----- After about the 3rd hour into the mission, the enemies will have exhausted all the resources on most of their land, and will come for the trees right in front of the towers at your eastern defensive position. Some of them will try to run the other positions too and it's a flood of Slaves, at least 40 among the three positions. Naturally your towers and bowmen will begin slaughtering them, but there's so many that some could slip by. Take a group of bowmen and hunt after those Slaves. Don't go into the enemy walls in that NW section, but scan the map for any Warehouses, destroy any you find (once you kill the Slave that built it). Spend some time focused on this, as you don't want to take the risk of a Slave behind your lines building a unit-producer of any kind. Once you're certain there are no Slaves behind your lines, look back to your eastern position. You'll see a somewhat steady line of enemy slaves (both Red and Orange) coming to the trees and being slaughtered by your towers. It's possible that some of them will be able to harvest some wood, but very likely they won't get away with it. Now make a new save point. You can start attacking Orange now if you wish, or you can wait for a while. If you wait, check back every 20-30 minutes. After a little over an hour of sending Slaves to their death, Orange will have run out of wood. You can tell when this happens, because Orange Slaves stop coming to your position to be slaughtered. The only unit in the game that can be produced without wood is the Priest, so when you do get around to storming the enemy, make Monasteries a prime target. ----- TDL3.11.5 Eliminate Orange ----- Save the game, and you can pull most of your troops away from the defensive positions and crossings, and mass them at your base. It can help to ping Orange troops before you take down the walls at the 1st crossing, and send your troops in to kill Orange. Use Catapults to take out the towers along the Wall. Once you've destroyed all their unit-producing buildings, they are defeated. You gain any remaining buildings, but not the Walls. I actually ended up with a negative number of buildings lost on this mission, -38. It was weird seeing the blue bar to the left, intruding on the Buildings Rubbled bar. Once again, you can continue waiting, or start attacking Red now. You'll burn through more troops, but you will finish the level faster. If you take that course, build your production buildings in Orange's old base. ----- TDL3.11.6 Eliminate Red and Complete your Objectives ----- It will take Red about 90 minutes longer than Orange to run out of wood, unless you took the offensive, in which case it will be much faster. Check back every 20-30 minutes. Once Red is out of wood, save the game. You can now take down the walls, and have your troops pour through the land killing with abandon. When you have a sufficiently clear line, have Theo hack his way out of the walls, and take the king back to his base. Use the 2nd crossing, as you won't want to risk losing him. Get him back quickly (you can probably do it in under 3 minutes), and continue with the killing. 5 minutes after he gets back, you're charged with a new objective, one that lasts for 20 minutes, so you have plenty of time to finish decimating the enemy forces. You probably shouldn't destroy all of the Dark Altars until the Monastery is safe, just to be safe. Once King Gustav takes his troops back, destroy any remaining Keeps and Dark Altars to win. |------------------------------------------------------------------------------ |TDL3.12 Mission 12 - Revenge |------------------------------------------------------------------------------ Population Limit: 0 (No Penalties) This is a very small and fairly pointless map. Start moving Theo along the hallway until it branches east and west. Take the west corridor, keeping as close to the south wall as possible, until it turns north. Then head north until you trip a lever, and turn around. On your way back, stay by the north side of the hallway to make sure you trip the two levers in alcoves there. These three levers close the doors on three separate rooms with Demons in them. When you get back to the original branch, this time go east until it turns north (ignore the north hallway for now). There's a lever here you need to trip. Turn around, and take the north hallway you passed before. There are two more levers in alcoves you'll pass by that you need to trip. Finally, continue on and you'll find a large room with King Frank Kalap by the western wall. Kill him in cold blood, and the Missions are over. =============================================================================== TDL4 Instant Actions =============================================================================== TDL4.1 The Cold Mountains TDL4.2 The Dark Winter TDL4.3 Farthest Islands TDL4.4 Massacre at Egmont River TDL4.5 The Rescue TDL4.6 The Green Land All of the Instant Action maps have a population limit of 256. Not all of the Technology trees will be available in each Action, and the tech tree isn't consistent or progressive as it was in the missions. You'll have to figure out which ones are already in place and what's available further for yourself. I won't go into much detail with most of these, just the basic strategy I used to beat them. Be aware that enemy Slaves can and will sneak behind your lines and build unit producers. It's important that you send some troops to chase and kill any Slaves that sneak by your lines. Also, the enemy can (and often will) rebuild the Guard Towers you destroy, so watch for the pile of building materials that mean a Slave is on the way to rebuild it. They will also sometimes build new Guard Towers, so if you find a group of Slaves behind your lines, send a group also able to destroy towers. |------------------------------------------------------------------------------ |TDL4.1 The Cold Mountains |------------------------------------------------------------------------------ You are separated from your enemy by a river crossing to the west of your northern base exit. You'll want to get all your troops over there to guard against attacks. There have been times when the enemy builds a Barrack just on his side of the crossing, so that only some of the troops from that one can get across to attack you. I haven't found anything that consistently causes that, but each time it happened I did BAK the guards just on the other side, and pinged the north tower. You can line the crossing with towers, but keep in mind that Exploding-Shot is available on this map, and your enemy will use it against you. While defending from attack, assemble 3 combat groups (Knights and Crossbow), and perhaps a few more Priests and Catapults. When you're ready, take out the towers on his side and bring a group up to keep Slaves away. Build your own towers there (I suggest 2 each side), and move through the base destroying. You will sometimes want to "Stand" your groups and direct them to priority targets like Slaves, Catapults (if they have Exploding-Shot), and unit producers. |------------------------------------------------------------------------------ |TDL4.2 The Dark Winter |------------------------------------------------------------------------------ This is a river map separated into 4 lands, 3 of them with enemies. You start in the NE corner with Red to the south, Blue to the west, and Green in the SW corner. Everyone has an 80,000 unit gold mine in their base, but there's also a mine in their land close to the center of the map (which is a lake). You and Green have 16,000 units; Blue and Red have 7,000 units. You'll need a ship to get to the mines on other lands, but only the Green one is open enough to immediately build a Warehouse so you can mine. Since this is a river map, you can fortify the crossings in a way similar to Mission 11. However, the enemy will again have Exploding-Shot after a certain point, so leave a wide enough space that your Crossbowmen (with Flaming Arrow) can quickly destroy those. The Catapults always come near the end of a particular enemy's rush, but more than one enemy may come from each direction. In my games, I fortified the southern crossing so well, that all three enemies were rushing me at the north crossing. Remember you have Demons with Rain of Hell available to you now. They can make a huge difference when it's time to storm an enemy base. |------------------------------------------------------------------------------ |TDL4.3 Farthest Islands |------------------------------------------------------------------------------ This is an island map, and you begin with (among other things) a Dock, 11 War Galleys, 3 Transport Ships, and 4 Catapults. All you have to do is destroy the enemy Castles, which won't be rebuilt. The easiest way to do that is via Rain of Hell. Build a few extra Transport ships and at least 32 Warriors that you place on "Stand". Build a Dark Altar and train at least 32 Demons that you place on "Stand" as well. Research Rain of Hell. ----- Castle 1 ----- Directly LEFT of your north Barrack, across the sea, you'll find a Green War Galley, and a tower on the shore not far behind. Take those out with some War Galleys, and the towers as well. Then Un-garrison a Transport of Warriors and one of Demons. Have the Warriors move SW until they come to a trio of towers in front of a wall that branches south and west. Attack the closest Tower, and then put the Demons in "Defensive". Wait a few seconds, then select one that's not getting hurt. Have it cast Rain of Hell over the NE corner of the revealed Castle. Once the swirling colors start moving towards the sky, the spell has been cast. If the Demon dies before that, select another one that's not getting hurt (putting them in a group helps with this), and try again. In the unlikely event all your Demons die, try again with the other 16 Warriors and 16 Demons. ----- Castle 2 ----- Take some War Galleys north from the western edge of your island to destroy a War Galley along the north edge of the map. Move your warships west along the shoreline until you've destroyed two more War Galleys. NE of the second one is a strip of land jutting out, and SE of that is an opening through the trees. Send the Warriors in to reveal the Castle and engage the few troops there. Then bring in the Demons and have one cast Rain of Hell. You win. |------------------------------------------------------------------------------ |TDL4.4 Massacre at Egmont River |------------------------------------------------------------------------------ This is actually a pretty simple map. First, send the troops you have east and destroy the Orange Keep. You'll get a few Slaves out of that, especially if your troops don't kill any. While that's happening, get your harvesting underway, and start cranking out Trios. There's a path SE from your base that goes to the Red enemy bridge. Get your guys over to cover that, and make sure no Slaves slip by. Build another Barrack and have that create trios too. Probe the bridge to unveil the towers there, but don't walk past the traps at the entrance. When you have three full combat groups, wait for a rush to be over, and ping a tower to bring out any close defenders. Then, put everybody on "Stand", and take the Catapults through the entrance to destroy the traps. Have them attack a tower, and bring all three groups in. Send one SE, one a little east, and the other south. Set the first two to "Defensive" once they start collecting Red attackers. The third group just continues south until they surround the King at the fountain. Then attack him, and once he's dead you win. If you wish, you can probably use a smaller distraction force if you train 8-10 Demons and research Rain of Hell. Then you could set them on "Stand" and have them run south (they're very fast). When they're safely by the King, cast Rain of Hell to win. |------------------------------------------------------------------------------ |TDL4.5 The Rescue |------------------------------------------------------------------------------ This is a _very_ simple map. North and slightly west of your gold mine is a jut of land on your island. Almost directly north of that across the sea is an area sparsely populated with dead trees. The goal is to build a few Transports, and send over a combat group and four Catapults (hopefully with Exploding-Shot). Use the Catapults to clear a path through the dead trees. At the north-most line of three dead trees, turn west and clear a path through the trees to a Guard Tower behind a wall. Take out the tower and clear a path to a double Wall behind it. Open that Wall, and send a foot in to get the King. Take him back to your base and you win. |------------------------------------------------------------------------------ |TDL4.6 The Green Land |------------------------------------------------------------------------------ TDL4.6.1 Secure Your Borders TDL4.6.2 Destroy the Green Outpost TDL4.6.3 Complete Your Objective This is another river map, separated into three lands. You're in the NE, Red is in the NW, while Green is in the south. Green's main base is in the SW, with an outpost in the SE. You won't be able to build a Barrack on this map, so you have to use evil forces and Priests. You can create Catapults and Bombermen, but Demons are superior to Catapults in all but range. True, the damage per shot is lower, but you can get more units with a faster rate of fire. Not to mention their advantages in speed and maneuverability. You can't easily defend the river crossings, as Green and especially Red already have them well defended by towers. You'll have to build up your forces from a rather open defensive position. Put your Giants and Demons out in the paths where they can actually do some good. Scatter some Undead throughout the trees where they can locate enemy troops sneaking up on you. Train many Slaves and gather resources to fund your war effort. In the NE corner there is a lovely spot of land where you can build enough houses (out of the way) to get you to the maximum population of 256. ----- TDL4.6.1 Secure Your Borders ----- Start by sending your current Slaves to chop wood. Divide your current forces into two groups, and send them out from your base along the paths. On the western path, halt when you come to the start of a hill. Shortly beyond that are the towers and the north river crossing. North of the hill are some dead trees, and a clearing beyond that. That's where you want to station the bulk of your Undead. Leave the Giants on the path where they can move around, and also some Undead and the Demons. The first rush will almost certainly come from this direction, but during the game both enemies will rush the crossing that is least defended (to their algorithms). That means there's likely to be some back and forth depending on what you have at each crossing, and perhaps how quickly you kill their rushing forces. On the southern path, explore until you come to the river, but then pull back a bit. Keep your Giants and Demons out in the clearing where they can do the most good, and spread your Undead around. Once the first rush is over (and beware, Green will follow closely on the heels of Red), build two towers here to help stop Slaves from sneaking onto your land. Build them a little bit back from the crossing, otherwise the towers will kill your Slaves. During the rush, your troops may have gotten close to the towers on their side of the crossing. Destroy those towers now but remember that Undead only heal when inactive, so pull the injured ones behind the main group to let them heal. Also, every new enemy encounter for a while will bring a new rush from both Red and Green. Sometimes Green will attack the south crossing, but still normally comes after Red. -----Fortify Your Defensive Lines When you've got some time and space, build a line of three towers in the trees and clearing that have been the main battleground. These will help you with future rushes. You can also build a tower to each side of the hill, on the eastern tip. Be aware that Demons can't shoot through anything, and they WILL hit your towers if you let them. When the north crossing is well covered, build towers near the south crossing. Now that you should be well covered, send a Demon around to explore your land, and make it easier to scan for enemy buildings. If the enemy starts rushing the south crossing, you'll want to carefully manage your Demons. "Stand" them, move them so they have a clear shot, and engage each enemy individually. That's really the only way to use Demons anywhere near your towers. You should also build a Monastery and turn out some Priests. They won't help your Undead, but they will heal the Giants and Demons. The Giants are also excellent to have out front of your towers. The deal a lot of damage while keeping most units away from your towers. Also, they have enough HP that the enemy can't kill them if your Priests are healing them between rushes. When the enemy starts rushing the south crossing, DO NOT pull your troops from the north one. Train more troops, and send them to the south crossing. Also, build another 3 or 4 towers at each crossing to help deal with the rushes. Keep a Slave or two nearby to repair the towers. ----- TDL4.6.2 Destroy the Green Outpost ----- When things are going well, you'll be ready to attack your enemy. Start with the Green outpost in the SE corner. There are no Slaves there, but there are 2 Barracks and 7 towers you'll need to take out. One Barrack is just inside the walls, so try using an Undead to BAK those troops before rushing in. If you like, you can send a group of around 10 Demons in to try a Rain of Hell, but I didn't find it to be worth the trouble. It's far more effective to use it on the Barrack to the west (if revealed) once you start your rush. Generally speaking, your rushes are best accomplished with Undead backed up by Demons. Undead are very resistant to damage, and Demons have the power and range to take out towers quickly. Once you've eliminated the towers and Barracks, bring Slaves in to build 4 towers at the west wall entrance. Clear out the Priests and Monasteries (including one just outside the west wall). If you keep Demons near the new position you've made, keep them in "Stand" and direct them yourself. It's far too easy for them to damage your towers otherwise. ----- TDL4.6.3 Complete Your Objective ----- At this point, it's really a matter of choosing which enemy you want to destroy first. I picked Green in the SW, because it's far easier to get into Red's fortification from there, but it's up to you. Remember that if you have a Barrack revealed you can destroy it and often any troops nearby with a Rain of Hell. It could cause an RA, though. Be extra cautious near the end. If you kill or convert the last Priest with a population over the maximum, the game will crash. You'll still get the credit, and your time will show up, but you won't get to see the after action details. =============================================================================== TDL5 Building Details =============================================================================== TDL5.1 Simple Buildings TDL5.2 Advanced Buildings I have listed the time to build (in seconds) using only one Slave, and included the time bonuses for Do-it-Yourself and Drafting. Each Slave will do an equal portion, so if you have 3 working, it will take 1/3 the time. 2 or 3 is usually the optimum number of Slaves to build something, especially Houses. |------------------------------------------------------------------------------ |TDL5.1 Simple Buildings |------------------------------------------------------------------------------ Keep Description: This is where you train Slaves, as well as upgrade them. It also increases your maximum population by 10. Once you upgrade, new Strongholds are built though the advanced buildings menu. First Available: Mission 1 Requirements: Drafting Time: 75 Cost: 600W HP: 1200 House Description: Houses increases your maximum population by 5. First Available: Mission 1 Requirements: Keep/Stronghold Time: 14 Cost: 60W HP: 400 Warehouse Description: A drop-off point for harvested resources. Build these near resources you will harvest so your Slaves don't waste time walking a long distance. First Available: Mission 1 Requirements: Keep/Stronghold Time: 8 Cost: 50W HP: 300 Barrack Description: You train foot soldiers and mounted soldiers here. Each Barrack has its own production queue and rally point. First Available: Mission 1 Requirements: Do-it-Yourself Time: 55 Cost: 200W 200S HP: 1200 Guard Tower Description: A tower from which the "Tower-Archers" inside can attack. First Available: Mission 3 Requirements: Drafting Time: 25 Cost: 50W 160S 30G HP: 1000 "Tower-Archer" Description: Trained and housed in the individual Guard Towers you build. When you research the Crossbow, they are automatically upgraded to Crossbowmen. You can train 4 additional bowmen per tower. Cost: 50W 30G Time: 9 Blacksmith Description: The central upgrade point for Barrack troops, except for Flaming Arrows. First Available: Mission 2 Requirements: Do-it-Yourself Time: 37 Cost: 30W 100S HP: 1000 Alchemy Description: A center for research. Only one tech directly improves anything. First Available: Mission 3 (but there's nothing to research until Mission 4) Requirements: Blacksmith, Drafting Time: 64 Cost: 400W 600S 500G HP: 1200 Wall Description: A wall that your enemies ignore, except to go around. Used only to narrow the path an enemy can take, though it's possible to completely block out large units like Cavalry and Catapults. I have never seen the computer attack a wall directly. First Available: Mission 3 Requirements: Drafting Time: 3 Cost: 5S HP: 1200 |------------------------------------------------------------------------------ |TDL5.2 Advanced Buildings |------------------------------------------------------------------------------ These buildings require Engineering (researched in the Alchemy) to build. Stronghold Description: This is an upgraded Keep. First Available: Mission 7 Time: 89 Cost: 400W 600S HP: 1200 Castle Description: Used primarily to build and upgrade Catapults, it also produces Bombermen. One very valuable technology is researched here... Mercenary Force. First Available: Mission 4 (you get a free one on Mission 3) Time: 89 Cost: 600W 800S HP: 2000 Monastery Description: The Monastery is used to train and upgrade Priests. In the Instant Actions and Random Games you can research Anger of God here, which allows you to build Dark Altars. First Available: Mission 4 Time: 27 Cost: 200W 300S HP: 800 Dock Description: The only two water units are built here. First Available: Mission 2 Time: 31 Cost: 500W HP: 800 Trap Description: This is a complete waste. The enemy traps in Missions 3,4,11 and Instant Action 5 do kill your troops, but any traps you place have no effect on the enemy. Cost: 50W Time: 3 Dark Altar Description: This is an "evil creature Barrack", and also allows you to research the single spell in the game. The Dark Altar isn't available in the missions. Requirements: Stronghold Research Time: 111 Cost: 800W 1000S 500G HP: 1600 =============================================================================== TDL6 Unit Details =============================================================================== TDL6.1 Keep/Stronghold Units TDL6.2 Barracks Units TDL6.3 Dock Units TDL6.4 Castle Units TDL6.5 Monastery Unit TDL6.6 Dark Altar Units TDL6.7 Granted Unit There is no internal list of requirements, so the ones here are my best guess after experimentation. I only list what is directly required, leaving out any technologies or buildings you need to get to those requirements. I have listed the base attack and defense values for units that have any. If there isn't a listing, the base value is zero. I have listed the time to train in seconds. Having multiple buildings of the same type will not reduce the time, but you can train multiple units simultaneously. |------------------------------------------------------------------------------ |TDL6.1 Keep/Stronghold Units |------------------------------------------------------------------------------ Slave Alternate names: Builder, Fixer, Lumberjack, Miner Description: Slaves are the backbone of your operation. They are the only units that can build buildings, and the only units that can repair buildings, ship, and Catapults. First Available: Mission 1 Time: 5 Cost: 40W HP: 90 Sight Range: 6 |------------------------------------------------------------------------------ |TDL6.2 Barracks Units |------------------------------------------------------------------------------ Warrior Description: Warriors are the basic foot soldier, and the only one you'll be able to produce until Mission 11. First Available: Mission 1 Time: 9 Cost: 50W HP: 150 Attack: 8 Range: 1 Sight Range: 8 Knight Description: An advanced foot soldier. You won't be able to train them until Mission 11. First Available: Mission 6 Requirements: 2-Edged Blade, Steel Shield, Steel Armor Time: 18 Cost: 70W 90G HP: 210 Attack: 18 Defense: 20/70/0 Range: 1 Sight Range: 10 Archer Description: Archers are the basic ranged soldier, but you won't use them much after the advanced version becomes available. First Available: Mission 2 Cost: 30W 20G Time: 9 HP: 120 Attack: 5 Range: 8 Sight Range: 10 Crossbowman Description: An advanced ranged soldier. Once you are able to heal units with a Priest (Level 4), these should replace Archers in almost every situation. First Available: Mission 3 Requirements: Crossbow Time: 11 Cost: 60W 50G HP: 150 Attack: 6 Range: 9 Sight Range: 11 Light Cavalry Description: The basic mounted unit. They are extremely fast, but huge. They have trouble moving in spaces foot soldiers pass through easily, and their high speed can have them in the thick of overwhelming enemy forces before you realize it. That coupled with their high cost mean I suggest you almost never spend resources on this unit. They can be used as scouts or decoys, provided you set them to "Stand", and manage them carefully. First Available: Mission 2 Requirements: Horse Riding Time: 14 Cost: 80W 50G HP: 195 Attack: 14 Range: 1 Sight Range: 11 Heavy Cavalry Description: An advanced mounted unit. This one has armor, a stronger attack, and a slower speed. This is probably less useful than Light Cavalry, and I advise against training this unit as well. First Available: Mission 11 Requirements: Mega-Death-Mace, Steel Shield, Steel Armor Time: 18 Cost: 90W 120G HP: 240 Attack: 28 Defense: 20/39/0 Range: 1 Sight Range: 12 |------------------------------------------------------------------------------ |TDL6.3 Dock Units |------------------------------------------------------------------------------ Transport Ship Description: Used to carry units across water, and also for scouting water. First Available: Mission 2 Time: 28 Cost: 300W HP: 360 Sight Range: 12 War Galley Description: Your only combat ships. They are fairly slow, so you should almost never send them into unexplored waters. First Available: Mission 8 Requirements: Compass, Blacksmith Time: 35 Cost: 300W 50G HP: 1200 Attack: 35 Defense: 0/30/0 Range: 14 Sight Range: 16 |------------------------------------------------------------------------------ |TDL6.4 Castle Units |------------------------------------------------------------------------------ Catapult Description: The only siege engine you can build. It's very slow and can't shoot at anything too close to itself. The two greatest strengths are the range and the amount of damage (especially when you get Exploding-Shot). First Available: Mission 3 Requirements: Blacksmith Time: 35 Cost: 250W 80G HP: 210 Attack: 30 Defense: 0/20/0 Range: 14 Sight Range: 16 Bomberman Description: A slow suicide bomber with a tiny blast radius. It will only damage units and buildings that are _very_ close to it (melee range) when it detonates. Why this is in a medieval-themed game, I have no idea. First Available: Mission 11 Requirements: Alchemy, Explosives Time: 28 Cost: 200W 100G HP: 20 Attack: 300 Range: 1 Sight Range: 8 |------------------------------------------------------------------------------ |TDL6.5 Monastery Unit |------------------------------------------------------------------------------ Priest Description: Their primary use is to heal your living units, but they can become limited offensive units in a pinch (after you research Pyrotechnics). They can't heal themselves (but they can heal other Priests), ships, Catapults or Undead. The game says they heal humans, but they do heal Giants and Demons. First Available: Mission 4 Time: 14 Cost: 200G HP: 90 Attack: 3 Range: 12 Sight Range: 14 |------------------------------------------------------------------------------ |TDL6.6 Dark Altar Units |------------------------------------------------------------------------------ You will not be able to build the Dark Altar in the Missions, but you can in the Instant Actions and Random Games. Giant Description: A very big, very slow, very tough infantry unit. If it wasn't so slow, it could be useful as a close-range siege unit. Best used as a front line defense for your Guard Towers and Wall entrances. Requirements: Blacksmith Time: 14 Cost: 400W 300G HP: 900 Attack: 32 Defense: 20/10/0 Range: 1 Sight Range: 8 Demon Description: Extremely fast unit with a powerful ranged attack. Use them in groups, even when you just want to cast a Spell, as they can be killed quite easily. With a Priest to back them up, a group of 15-25 is a viable alternative to Catapults. Requirements: Alchemy Time: 14 Cost: 100W 300G HP: 150 Attack: 30 Range: 12 Sight Range: 14 Undead Description: A solid foot soldier that will slowly regenerate when idle. Requirements: Blacksmith Time: 14 Cost: 200W 100G HP: 120 Attack: 10 Defense: 20/39/0 Range: 1 Sight Range: 7 |------------------------------------------------------------------------------ |TDL6.7 Granted Unit |------------------------------------------------------------------------------ Settler Description: You can never build this, but it is granted on Mission 8 (conditional) and Mission 10. It's a very slow Build-A-Keep on wheels that requires at least one Slave. HP: 360 Sight Range: 8 =============================================================================== TDL7 Technology/Research Details =============================================================================== TDL7.1 Keep/Stronghold Research TDL7.2 Barrack Research TDL7.3 Blacksmith Research TDL7.4 Alchemy Research TDL7.5 Dock Research TDL7.6 Castle Research TDL7.7 Monastery Research TDL7.8 Dark Altar Research There is no internal list of requirements, so the ones here are my best guess after experimentation. I only list what is directly required, leaving out any technologies or buildings you need to get to those requirements. Quite a number of technologies have a research path of two or three levels. You must research Level 1 before you can research Level 2, and you must research Level 2 before you can research Level 3. I have listed the time to research in seconds. Having multiple buildings of the same type will not reduce the time, but you can research multiple technologies simultaneously. |------------------------------------------------------------------------------ |TDL7.1 Keep/Stronghold Research |------------------------------------------------------------------------------ Keep/Stronghold Research bonuses are percentages of the base values, not the current ones. They are cumulative. Do-it-Yourself Description: Your Slaves will build 10% faster. First Available: Mission 2 Time: 9 Cost: 200W Drafting Description: Your Slaves will build 15% faster. This is required to build a Keep/Stronghold, Alchemy, Guard Tower, and Wall. First Available: Mission 3 Requirements: Blacksmith Time: 14 Cost: 300W 50S 100G Stronghold Description: This will convert your existing Keeps to Strongholds, and will allow you to build Strongholds. First Available: Mission 8 Requirements: Blacksmith, Engineering Time: 56 Cost: 1000W 1500S 1000G Hatchet (Level 1) Description: Chop wood 10% faster. First Available: Mission 1 Requirements: Warehouse Time: 5 Cost: 100W Hand-saw (Level 2) Description: Chop wood 15% faster. First Available: Mission 2 Requirements: Warehouse, Blacksmith Time: 9 Cost: 200W Two-handed saw (Level 3) Description: Chop wood 30% faster. First Available: Mission 9 Requirements: Warehouse, Blacksmith, Stronghold Research Time: 28 Cost: 500W 100G Mine camp (Level 1) Description: Mine stone and gold 15% faster. First Available: Mission 2 Requirements: Warehouse, Blacksmith Time: 7 Cost: 200W 50S Mine car (Level 2) Description: Mine stone and gold 30% faster. First Available: Mission 9 Requirements: Warehouse, Blacksmith, Stronghold Research Time: 9 Cost: 400W 50S 100G Backpack (Level 1) Description: Your Slaves will carry 12 units of resources. First Available: Mission 3 Requirements: Warehouse Time: 5 Cost: 100W Barrow (Level 2) Description: Your Slaves will carry 15 units of resources. First Available: Mission 3 Requirements: Warehouse, Blacksmith Time: 9 Cost: 200W Donkey (Level 3) Description: Your Slaves will carry 20 units of resources. First Available: Mission 9 Requirements: Warehouse, Blacksmith, Stronghold Research Time: 28 Cost: 400W 100G |------------------------------------------------------------------------------ |TDL7.2 Barrack Research |------------------------------------------------------------------------------ Horse Riding Description: Allows you to train mounted units. First Available: Mission 2 Time: 14 Cost: 200W 300G Crossbow Description: Allows you to train Crossbowmen. First Available: Mission 3 Requirements: Blacksmith Time: 14 Cost: 300W 500G |------------------------------------------------------------------------------ |TDL7.3 Blacksmith Research |------------------------------------------------------------------------------ These provide cumulative bonuses to the relevant troops. Each research level uses the same research time. Level 1 takes 14 seconds; Level 2 takes 28 seconds; Level 3 takes 56 seconds. Iron-blade (Level 1) Description: +1 Attack for Warriors and Knights. First Available: Mission 2 Cost: 200W 2-handed Sword (Level 2) Description: +1 Attack for Warriors and Knights. First Available: Mission 8 Requirements: Stronghold Research Cost: 100W 200G 2-edged Blade (Level 3) Description: +2 Attack for Warriors and Knights. First Available: Mission 11 Requirements: Stronghold Research, Advanced Ironwork Cost: 600G Wooden Shield (Level 1) Description: +5/0/0 for Warriors, Knights, and Cavalry. First Available: Mission 2 Cost: 200W Iron Shield (Level 2) Description: +10/0/0 for Warriors, Knights, and Cavalry. First Available: Mission 8 Requirements: Stronghold Research Cost: 500G Steel Shield (Level 3) Description: +20/0/0 for Warriors, Knights, and Cavalry. First Available: Mission 11 Requirements: Stronghold Research, Advanced Ironwork Cost: 800G Leather Armor (Level 1) Description: +0/10/0 for all human units. First Available: Mission 2 Cost: 200W Chain Armor (Level 2) Description: +0/20/0 for all human units. First Available: Mission 8 Requirements: Stronghold Research Cost: 300G Steel Armor (Level 3) Description: +0/5/0 for all human units. First Available: Mission 11 Requirements: Stronghold Research, Advanced Ironwork Cost: 800G Sighting (Level 1) Description: +1 Attack for bowmen. First Available: Mission 2 Cost: 200W Pierce head (Level 2) Description: +1 Attack for bowmen. First Available: Mission 8 Requirements: Stronghold Research Cost: 300G Double-pierce (Level 3) Description: +1 Attack for bowmen. First Available: Mission 11 Requirements: Stronghold Research, Advanced Ironwork Cost: 500G Bolted bow (Level 1) Description: +1 attack range and sight range for bowmen. First Available: Mission 2 Cost: 200W Scouting (Level 2) Description: +1 attack range and sight range for bowmen. First Available: Mission 8 Requirements: Stronghold Research Cost: 300G Scope (Level 3) Description: +2 attack range and sight range for bowmen. First Available: Mission 11 Requirements: Stronghold Research, Advanced Ironwork Cost: 300G Iron-ball (Level 1) Description: +1 Attack for Cavalry. First Available: Mission 2 Cost: 200W Metallic-mace (Level 2) Description: +1 Attack for Cavalry. First Available: Mission 8 Requirements: Stronghold Research Cost: 300G Mega-death-mace (Level 3) Description: +2 Attack for Cavalry. First Available: Mission 11 Requirements: Stronghold Research, Advanced Ironwork Cost: 500G Advanced Ironwork Description: Allows you to research 3rd Level Blacksmith technologies. First Available: Mission 11 (Captain Antonio must be alive) Requirements: Stronghold Research Time: 56 Cost: 200W 1000G |------------------------------------------------------------------------------ |TDL7.4 Alchemy Research |------------------------------------------------------------------------------ Engineering Description: Allows you to build the Castle, Dock, Monastery, Stronghold, Trap, and Dark Altar. First Available: Mission 4 Time: 31 Cost: 500W 200S 800G Pyrotechnics (Level 1) Description: Allows research of Heated Shot and Flaming Arrow, and allows Priests to attack. First Available: Mission 8 Time: 14 Cost: 800G Explosives (Level 2) Description: Allows research of Exploding-Shot, and training of Bombermen. First Available: Mission 11 Requirements: Stronghold Research Time: 56 Cost: 1200G Ballistics (Level 1) Description: Allows your bowmen to hit moving targets. First Available: Mission 9 Time: 28 Cost: 600G Hideout (Level 2) Description: Allows your bowmen to shoot through buildings and trees. First Available: Mission 11 Requirements: Stronghold Research Time: 14 Cost: 1000G Curved Shoot Description: Your bowmen can shoot over obstacles. This is a poor man's version of Hideout. First Available: Mission 11 Time: 28 Cost: 800G Flaming Arrow Description: +2 Attack for Crossbowmen only. First Available: Mission 11 Requirements: Crossbow, Pyrotechnics Time: 28 Cost: 500W 1500G Bloodbath Description: Your human units will attack +30% faster. I can't be certain, but I think this applies to all living units. First Available: Mission 11 Requirements: Stronghold Research Time: 28 Cost: 1500G |------------------------------------------------------------------------------ |TDL7.5 Dock Research |------------------------------------------------------------------------------ Compass Description: Allows you to build War Galleys. First Available: Mission 8 Requirements: Pyrotechnics Time: 14 Cost: 800G Cartography (Level 1) Description: Increases all ships speed by 10%. First Available: Mission 9 Requirements: Blacksmith, Compass Time: 28 Cost: 600G Double Oars (Level 2) Description: Increases War Galley speed by 10%. First Available: Mission 9 Requirements: Stronghold research Time: 56 Cost: 300W 500G Aiming (Level 1) Description: +5 Attack for your War Galleys. First Available: Mission 9 Requirements: Compass Time: 5 Cost: 100W 800G 2-Barrel Cannon (Level 2) Description: +10 Attack for your War Galleys. First Available: Mission 9 Requirements: Advanced Ironwork Time: 140 Cost: 500W 2000G Crow's nest (Level 1) Description: Increases the range of your ships by 2. First Available: Mission 9 Requirements: Compass Time: 28 Cost: 1200G Binoculars (Level 2) Description: Supposedly increases the range of your ships by 3, but doesn't change any displayed values. First Available: Mission 11 Requirements: Advanced Ironwork Time: 56 Cost: 2500G |------------------------------------------------------------------------------ |TDL7.6 Castle Research |------------------------------------------------------------------------------ Rivets (Level 1) Description: Armor for your Catapults and ships, +3/5/3. First Available: Mission 9 Time: 9 Cost: 400W Bolted-Wood (Level 2) Description: Armor for your Catapults and ships, +5/10/5. First Available: Mission 11 Requirements: Stronghold Research Time: 28 Cost: 800W Armored-Wood (Level 3) Description: Armor for your Catapults and ships, +12/15/12. First Available: Mission 11 Requirements: Stronghold Research, Advanced Ironwork Time: 56 Cost: 500W 800G Heated-Shot (Level 1) Description: +30 Attack for your Catapults. First Available: Mission 9 Requirements: Stronghold Research, Pyrotechnics Time: 28 Cost: 100W 1000G Exploding-Shot (Level 2) Description: +40 Attack for your Catapults. First Available: Mission 11 Requirements: Explosives, Advanced Ironwork Time: 56 Cost: 500W 2000G Mercenary Force Description: Your military units will be trained +30% faster. First Available: Mission 9 Requirements: Stronghold Research Time: 14 Cost: 1000G Siege Engine Description: Increases the range of your Catapults by 2. First Available: Mission 9 Requirements: Stronghold Research Time: 14 Cost: 700G Mortar (Level 1) Description: Adds +10% defense versus Catapults to your buildings. First Available: Mission 9 Requirements: Stronghold Research Time: 14 Cost: 200S 500G Constructing (Level 2) Description: Adds +20% defense versus Catapults to your buildings. First Available: Mission 11 Requirements: Stronghold Research Time: 28 Cost: 300S 800G Fortified wall Description: Increases the HP of your Castle by 1000, Walls by 500, and Guard Towers by 200. First Available: Mission 11 Requirements: Stronghold Research Time: 14 Cost: 600S 100G |------------------------------------------------------------------------------ |TDL7.7 Monastery Research |------------------------------------------------------------------------------ Holy Scroll Description: Armor for your Priests, +15/15/0. First Available: Mission 4 Time: 9 Cost: 500G Ring of Fire (Level 1) Description: +2 Attack for your Priests. First Available: Mission 9 Requirements: Pyrotechnics Time: 14 Cost: 600G Anger of God (Level 2) Description: Required to build Dark Altars. Not available in the Missions. Requirements: Stronghold Research Time: 140 Cost: 2000G |------------------------------------------------------------------------------ |TDL7.8 Dark Altar Research |------------------------------------------------------------------------------ Rain of Hell Description: Allows any Demon to cast this spell once, but must be researched each time it is cast. The spell creates a devastating firestorm that deals great damage to any unit or structure within the area of effect. The larger it is, the more hellrain will hit it, and the more it will be damaged. It typically kills all units within the area of the spell, but small, high HP buildings (especially Walls) can escape destruction. This Spell takes five seconds to cast. Time: 14 Cost: 800G =============================================================================== TDL8 Codes =============================================================================== All codes are entered in the Console, which you bring up by holding [CTRL]+[SHIFT]+[M]. Capitalization doesn't matter, but correct spacing does. The Console keeps a record of the entered text that you can cycle through with the up and down arrow keys. It's possible that one or more of these codes do something I didn't list, which means I didn't notice it. TDL8.1 Standard Codes TDL8.2 Advanced Codes TDL8.3 Time Modifiers TDL8.4 Toggle Codes |------------------------------------------------------------------------------ |TDL8.1 Standard Codes |------------------------------------------------------------------------------ There codes should be safe and easy for anyone to use. I recommend completing a Mission normally before using any of these codes, except the map reveal. 8.1.1) EYE OF THE BEHOLDER Description: I use this on every map, as I hate the fog of war. This code disables the fog, but also reveals the entire map. 8.1.2) THE THING THAT SHOULD NOT BE Description: This code grants you all Technology that can be researched on the map. 8.1.3) ...AND JUSTICE FOR ALL Description: This code grants all Technology that can be researched on the map, but grants it to ALL players. Helpful if you want to cheat "fairly". 8.1.4) OSSZES BAZMEG Description: This code grants you the maximum Technology allowed on the map, beyond what you get from 8.1.2 and 8.1.3 above. 8.1.5) THE HOUSE JACK BUILT Description: Unlocks all buildings, but doesn't remove requirements. 8.1.6) METAL MILITIA Description: Unlocks all units, but doesn't remove requirements. 8.1.7) #GIMME [unitname] Description: Places the specified unit at the center of the map screen. This code will not work if a unit is already occupying that position. [unitname] Values: WORKER, WARRIOR, KNIGHT, ARCHER, CROSSBOWMAN, LIGHTCAVALRY, HEAVYCAVALRY, TRANSPORTSHIP, WARGALLEY, CATAPULT, BOMBERMAN, PRIEST, GIANT, DEMON, UNDEAD, SETTLER, KING, CAVALRYHERO, CLINTEASTWOOD, RAMBO, MAKY Special notes: Worker is the internal name for Slaves. Cavalryhero seems to be another Theo, but is named "Hero-Cavalry" instead. Rambo is just what you think. MakY is something I don't know. Clinteastwood crashes the game every time (at least for me). 8.1.8) GIMME FUEL, GIMME FIRE Description: This code gives you 100,000 units of each resource. |------------------------------------------------------------------------------ |TDL8.2 Advanced Codes |------------------------------------------------------------------------------ These codes require some caution before (and maybe during) use. I generally suggest these not be used at all until you've completed Campaign Mode. 8.2.1) KILL'EM ALL Description: "Kill'em" is one word. This code deals 200 melee damage (minus defenses) to the selected unit(s), or destroys the selected building. Be careful, as it will do those things to your units and buildings also. Since you can only select one enemy unit at a time, it's troublesome to kill enemy troops with it (especially since Steel Armor (L3) means all units but Slaves require 2 or more uses). This is best saved for buildings (especially high HP ones), or Slaves (if you have the map revealed). Then again, using the team control code will let you select up to 25 "friendly" units at a time. 8.2.2) KING NOTHING Description: This code only works on Mission maps. It sets all Objectives to "Complete", which means you instantly win the Mission. 8.2.3) I'M YOU [player_id] Description: Allows you to control any team still in the game. The default is zero (what you start every game with), and each other team has a number too. Existing scripting will still be used, but otherwise you can control the units and buildings normally. 8.2.4) KICK ASS Description: This code only helps if you're currently controlling a computer player's team. It changes the current team's rush attack target to the selected building. This will only affect the troops the AI selects for a rush attack, not anything else. 8.2.5) HARVESTER OF SORROW Description: This code depletes the currently selected gold mine or stone mine. Nobody gets anything, it just disappears. |------------------------------------------------------------------------------ |TDL8.3 Time Modifiers |------------------------------------------------------------------------------ You will need to be careful about using the three codes below, as the time reductions they provide last for the entire session AND will apply to all players (including the computer). Unlike the codes above, you will have to completely close the program before the time reductions will stop applying. 8.3.1) MASTER OF PUPPETS Description: This code reduces the time to train/build units and research everything to almost nothing. 8.3.2) YOUR LIFE BURNS FASTER Description: This code reduces building time to almost nothing. It also reduces the time it takes to repair buildings and units to almost nothing. 8.3.3) OSSZES FASZOM Description: This code will disable the fog of war, reveal the map, give you 100,000 units of each resource, and grant you all the Technology that can be researched on the map. It also reduces the time to build, train, research, and repair everything to almost nothing. |------------------------------------------------------------------------------ |TDL8.4 Toggle Codes |------------------------------------------------------------------------------ These code generally aren't that helpful to a player, but I've included them for those who happen to find them interesting. They will remain active until turned off, or until the program is closed. 8.4.1) #SHOW TIMER Description: Displays the time spent on the map in the upper right corner. 8.4.2) #SHOW FPS Description: Displays the frames per second in the lower right corner. 8.4.3) #SHOW GRID Description: Displays grid lines on the map. 8.4.4) #SHOW BLOCKED Description: Displays what grid blocks are occupied or always unavailable. 8.4.5) #PLAYER POINTS Description: Displays the points for each player. Every type of unit and resource has a certain value, and this shows the total value for all players. Each unit has a value that is lower than the sum of the resources used to create them, so the total points aren't reflective of true strength. 8.4.6) #SHOW ALARM BLOCKS Description: This highlights a large are centered on a unit that attacks or is noticed by enemy forces. Otherwise unknown usage. =============================================================================== TDL9 Special Unit Details =============================================================================== These two units can only be obtained by using the unit-creating code above. Rambo Description: A machine-gun toting soldier. HP: 24,000 Attack: 40 Defense: 100/100/100 Range: 14 Sight Range: 16 MakY Description: A laser-gun toting guy that displays a series of thought bubbles. HP: 24,000 Attack: 250 Defense: 100/100/100 Range: 14 Sight Range: 16 =============================================================================== Conclusion =============================================================================== Once you've read through this guide and played the game a bit, you should see there are some tricks you'll need to learn to effectively play the game. However, once you've learned all those tricks the AI isn't all that challenging. The AI for the more recent BC Kings is more robust. You can also choose the difficulty, so if you start with "Easy" some of the tricks you learn will stop being useful (and you'll have to find new ones) as you move to "Normal", and then "Hard". Still, I recommend TDL. I find it's a game that I keep coming back to, even though I'm so familiar with it that I doubt there are many surprises left. Perhaps one day Mascot will release an addon program that will allow us to make, share, and play singleplayer maps. One can only hope. -----End of File-----