_____ _______ _________ \ \ .' ___ | \ ___ | / \ / / \| | | \| / /\ \ | | | |___ / /__\ \ | | ___ | __ | / _____ \ | | \ | | | `' . / / \ \ \ `.__| | | |____/| /___\ \____\ `.________| /_________| ___. __ // \/ / |_ //_, |__/ // // ________ ___ ___ ______ _//____ _______ ________ ______ \ ___ | \ \ / / \ ._ \ \ / \ .__ \ \ ___ | / __ | | |__ \| | \ / | | | \ \ | | | | \ | | |__ \| | / \| | __| | \/ | | |_/ / | | | |_.'.' | __| | `-._ | | | \ /| | | |--' | | | |\ \ | | `-._ \ | |___/| | |\ / | | | | | | | | \ \ | |___/| |\__,' | /_______| /_| \/ /___\/____\ /____\ |___\ \__\ /_______| |_______/ ___ ___ _ ___ _ ___ _ __ | |_| |_ /\ / _ |_ / \ |_ |/ | |\ | / _ \_ | | | |__ / \ \_| |__ \_/ | |\ | | \| \_| __\ N I N T E N D O D S ------------------------------------------------------------------------------- Age of Empires: the Age of Kings Nintendo DS by 1337mangamaster copyright 2006 1337mangamaster. All rights reserved email: 1337faqs(at)gmail(dot)com ------------------------------------------------------------------------------- To skip to a certain section in this guide, select the title and number, and copy it. Then press CTRL and F (command and F for Mac users) to bring up the Font dialog box. Under "Find," paste the copied section name and click "Next." .-----------------------------------------------------------------------------. | TABLE OF CONTENTS /________________________________________________________| |___________________/ 1. Introduction a. About this Guide b. Version history 2. The Empires a. Civilizations b. Heroes 3. Ages 4. Controls/How to Play 5. Campaign a. Joan of Arc (tutorial) b. Minamoto Yoshitsune c. Gengis Kahn d. Saladin <under construction> e. Richard the Lionhearted <under construction> 6. Units List 7. Glitches 8. Copyright 9. Thanks .------------------------------------------------------------------------------ | 1. INTRODUCTION / |__________________/ .------------------------------------------------------------------------------ | a. About this Guide This is my first strategy guide, so if you have any suggestions, complaints, questions, or constructive criticism, email me at 1337FAQs(at)gmail(dot).com. I check my e-mail about once a day, so you don't have to worry about being replied to. This guide is meant to show you how to beat "AGE OF EMPIRES: the Age of Kings" and have a lot of fun doing so. And also to get you through any parts that you may be stuck on. Therefore I will not be including excruciating details or unnecessary features. I always hope you like it, but if you don't, you can either sit there and cry about it or you can email me. I make my own ASCII art by the way. Also, if you are reading this, you are cool enough to be my friend. Go to: http://www.myspace.com/teh1337master ______________________________________________________________________________ | b. Version History _____________________________________________________________________________ | v.0.50 |___________________________________________________________________| | The first version I submitted. Has everything up to the end of the | |Joan of Arc missions. | |_____________________________________________________________________________| _____________________________________________________________________________ | v.0.60 |___________________________________________________________________| | Added the Minamoto Yoshitsune missions, myspace URL, and fixed some | |stuff. | |_____________________________________________________________________________| _____________________________________________________________________________ | v.0.65 |___________________________________________________________________| | Added version history, remade copyright (thx Michael Sarich), fixed | |some stuff here and there. Did this version quickly before I posted it on | |1up.com/supercheats.com | |_____________________________________________________________________________| _____________________________________________________________________________ | v.0.75 |___________________________________________________________________| | Updated glitches, added Richard level 1, 4 strategy, and fixed some | |minor things | |_____________________________________________________________________________| _____________________________________________________________________________ | v.0.80 |___________________________________________________________________| | Altered format for Courier font. Re-did ASCII art. Finished | |Genghis Khan missions and did the 3rd. Richard level. | |_____________________________________________________________________________| _____________________________________________________________________________ | v.0.82 |___________________________________________________________________| | Finished all except for part of Richard and all of Saladin missions. | |_____________________________________________________________________________| .------------------------------------------------------------------------------ | 2. THE EMPIRES / |___________________/ This section includes all of the Empires that you will be able to play as during single player mode and their hero units. There are five playable civilizations in Age of Empires. Each civilization has a specific hero unit with special powers, a bonus to certain units, buildings and resources, and conversely, some higher priced units and buildings. For more in-depth information any thing in this section, go to the main menu of Age of Empires and select Library, then pick a topic or sub-topic to read about. ______________________________________________________________________________ | a. CIVILIZATIONS _______________ | THE FRANKS region: France specials: Resource bonus in farming, discounts in stable/castle, discounts in knight/cavalier/paladin/monk, raised prices in camels/horse archers/scorpion. _________________ | THE JAPANESE region: Japan specials: Farming bonus, discounts in mills/mines, discounts in spearmen/ pikemen/crossbow/arbalest/hand cannoneer, raised prices in camel/knight/ cavalier/paladin. *note* the Japanese are my personal favorite. _________________ | THE MONGOLS region: Northeast Asia (and eventually all of Asia and most of Europe) specials: discount in technology research, discounts in stable blacksmith, discount in scout cavalry/light cavalry/horse archer, raised prices in cavalier/knight/paladin/crossbow/arbalests/hand cannoneer. __________________ | THE SARACENS region: Middle East rival: The Mongols specials: Resource bonus in mining, discounts in stable/market, discounts in horse archer/onager/light cavalry/bombard cannons, raised prices in knights/ cavalier/paladin/longsword/2-handed swordsman/champion. _________________ | THE BRITONS region: Northwest Europe, including part of France specials: Resource bonus in mining, discounts in archery range/church, discounts in crossbow/arbalest/longsword/2-handed swordsman/champion, raised prices in camel/horse archer/onager/bombard cannons. ______________________________________________________________________________ | b. THE HEROES Note that the statistics shown are just the units starting stats. Anything from research to terrain can change a units attack, defense, etc. the way you can tell is by selecting the unit by moving your cursor over him. Once you select a unit, the top screen will display the units current statistics and health. If they have been increased, the number will be green, or red if decreased. There is no way to increase a units health. (unless he has already been hurt) _______________ | JOAN of ARC The Franks unit type: infantry bonus: v.s. siege= +33%, v.s. building= +33% attack: 200 defense: 350 movement: 7 vision: 7 range: 1 special: hero powers Hero Powers: Inspiration condition: none. effect: Joan and adjacent units recover 20 health Divine Purpose condition: none. effect: all friendly units recover 5 health Blinding Faith condition: enemy units are within Joan's sight. effect: those units suffer -25% DEF Weakened Resolve condition: enemies are adjacent or diagonal to Joan. effect: those units lose 25 health ______________________ | MINAMOTO YOSHITSUNE The Japanese unit type: infantry bonus: v.s. siege= +33%, v.s. building= +33% attack: 160 defense: 315 movement: 7 vision: 7 range: 1 special: anti-cavalry, hero powers Hero Powers: Pillage condition: none. effect: all friendly units gain +50% ATK v.s. Mills, Mines, and Farms Warrior Code condition: Minamoto is on a town center. effect : today, all units cost -20g/ 20f less Minamoto's Guard condition: friendlies are adjacent to Minamoto. effect: those units gain +33% ATK/DEF Inspiring General condition: none. effect: Minamoto and adjacent units recover 15 health _______________ | GENGIS KAHN The Mongols unit type: ranged bonus: v.s. building= -50% attack: 140 defense: 245 movement: 10 vision: 7 range: 2 special: first strike, hero powers Hero Powers: Patron of the Arts condition: Gengis Kahn is on a town center. effect: todays research is discounted by -50g/50f. Nomadic Travel condition: friendly units are adjacent or diagonal to Genghis. effect: those units gain +5 move. Overwhelming Siege condition: friendly units are within Genghis' sight. effect: friendlies in sight gain +33% ATK v.s. buildings Mongol Terror condition: enemy units are within Genghis' sight. effect: Those units suffer -25% DEF ___________ | SALADIN The Saracens unit type: Cavalry bonus: v.s. infantry= +33%, v.s. ranged= +33%, v.s. building= -50% attack: 180 defense: 280 movement: 10 vision: 7 range: 1 special: desert charge, scares horses, hero powers Hero Powers: Benefactor condition: Saladin is on a town center. effect: adds 100g to treasury Rain of Arrows condition: Friendly ranged units are within Saladin's sight. effect: those units gain +33% ATK Aura of Invincibility condition: friendlies are within Saladin's sight. effect: those units gain +33% DEF Hit and Run condition: friendlies are adjacent to Saladin. effect: Those units gain +2 move and +25% ATK ___________________________ | RICHARD the LIONHEARTED The British unit type: cavalry bonus: v.s. infantry= +33%, v.s. ranged= +33%, v.s. building= -50% attack: 200 defense: 280 vision: 7 range: 1 special: plains charge, hero powers Hero Powers: Reckless and Fierce condition: enemies are adjacent or diagonal to Richard. effect: those units lose 20 health Superb Leader condition: friendlies are within Richard's sight. effect: those units gain +25% ATK Recruit for the Cause condition: Richard is on a town center. effect: today, units cost -20g/20f Firing Line condition: friendly RGD units within Richard's sight. effect: those RGD units gain +1 range .------------------------------------------------------------------------------ | 3. AGES / |_________________/ The middle ages (in which this game takes place) can ultimately be divided into four ages, the DARK AGE (I), the FEUDAL AGE (II), the CASTLE AGE (III), and the IMPERIAL AGE (IV). In campaign mode, you start out at a certain Age depending on the mission, but it could be any one of the four. In multiplayer, you can choose which age to start at. Advancing through the Ages is critical to to successfully beating the crap out of your opponent. When you advance an age, you are given more options on which buildings you can build, units you can train, and technologies you can research. To advance an age, you must research a certain amount of technologies and pay an appropriate amount of money for the age you are moving into. These are called Age Requirements and you can check them by selecting your town center, and touching "Age Up." it will tell you how many technologies and resources you need to age up, and how many of each that you already have. For an in-depth description of each age, go to the library from the title screen of the game or by touching the little book on the stylus HUD during gameplay. ______________________________________________________________________________ | AGE I The first age is called the Dark Age. It has the least available buildings, units, and technologies. To advance from this age to the Feudal age, you need 500g, 500f, and 3 technologies researched. Buildings: town center barracks stable mills/ farms mines tower Units: (doesn't include empire-specific units) villagers militia scout cavalry Technologies: loom (all villagers gain +25 DEF) town scouts ( town centers gain +4 sight) leather soles (all villagers gain +1 move) weaponsmiths (militia gain +25% ATK) ______________________________________________________________________________ | AGE II The second age is the Feudal Age. It isn't much of an improvement over the Dark Age, except for the addition of the Archery Range. To Advance from the second age to the Castle Age, you need 1000g, 1000f, and 7 technologies researched. Note that when you age up all of your current units are upgraded. New buildings: blacksmith archery range market New units: archers men at arms light cavalry mercenaries Technologies: town watch (improves TC DEF by 20% and sight by two) wheelbarrow (cost of buildings is reduced by 10%) advanced mining (+15% to mine income) horse collar (10% to food income) scale mail armor (age 2 INF units gain +25% DEF) scale barding (age 2 CAV units gain +25% DEF) fletching (age 2 RGD units gain +25% ATK) padded armor (age 2 RGD units gain +25% DEF) forging (age 2 INF/CAV units gain +25% ATK) tracking (all INF units gain +2 sight) cartography (all units gain +2 sight) trading (improves trade rate) coinage (+10% to gold income) ______________________________________________________________________________ | AGE III Age 3 is the Castle Age. The focus of this age is the addition of Castles. (see the buildings list. (section 8) It also has a lot more technologies due to the churches and universities. My personal favorite, the monks, can now be trained with a church. I like them because I have found that converting an enemy unit to fight for you is much better than wasting time and money depleting every last enemy health point. Siege workshops help a lot too. To advance to the fourth age, you need to have researched 11 technologies, pay 1500g, and pay 1500f. New Buildings: church university castle siege workshop New Units: longswordsmen pikemen knights camels crossbowmen elite skirmishers horse archers scorpions battering rams onagers monks Technologies: town patrol (improves TC DEF by +20% and sight by +2) hand cart (cost of buildings is reduced by 10%) shaft mining (+15% to mine income) heavy plow (10% to food income) chain mail armor (age 3 INF units gain +25% DEF) chain barding (age 3 CAV units gain +25% DEF) bodkin arrow (age 3 RGD units gain +25% ATK) leather armor (age 3 RGD units gain +25% DEF) iron casting (age 3 INF and CAV units gain +25%) conscription (cost of INF units is reduced by -15g/15f) husbandry (cost of CAV units is reduced by -15g/15f) archery tournaments (cost of all RGD units is reduced by -15g/15f) mech guild (cost of siege units is reduced by -15g/15f) banking (+5% gold income and improves trade rate) merchant network (cost of all mercenaries is reduced by -25g) redemption (improves heal ability of monks and elite monks) fervor (improves convert ability of monks and elite monks) sanctity ( monks and elite monks gain +25% DEF) murder holes (improves tower DEF by +25%) masonry (+5% DEF for all buildings) ______________________________________________________________________________ | AGE IV Age four, the Imperial Age, is the final age of the middle ages. All units are at their strongest and the empire-specific Wonders can be built. In addition, all the best technologies are available to research, but you don't have to research them because there are no more ages to advance. My favorites are flaming arrows, so your RGD units can attack buildings with no ATK penalty, arena, which allows you to train champions, the best INF unit, and squires, which allows paladins, the best CAV unit. New buildings: wonder New units: two handed swordsmen elite pikemen elite monks elite archers arbalests expert skirmishers heavy horse archers trebuchets bombard cannons (with chemistry technology) hand cannoneer (with chemistry technology) siege rams (with siege engineers technology) heavy scorpions (with siege engineers technology) champions (with arena technology) paladins (with squires technology) Technologies: crop rotation (+10% to food income) plate mail armor (age 4 INF units gain +25% DEF) plate barding (age 4 CAV units gain +25% DEF) bracers (age 4 RGD units gain +25% DEF) ring archer armor (age 4 RGD units gain +25% DEF) blast furnace (age 4 INF and CAV units gain +25% ATK) arena (allows champions) squires (allows paladins) flaming arrows (RGD units no longer suffer penalty v.s. BLDGS) sappers (all INF units improve to +50% ATK v.s. BLDGS) hoarding (improves castle DEF by +35%) spies (all enemy town complexes are now sighted) guilds (+5% gold income and improves trade rate) atonement (improves heal ability of monks and elite monks) block printing (improves heal ability of monks and elite monks) illumination (+50% to all gold income from relics) faith (monks and elite monks gain +25% DEF) treadmill crane (cost of buildings is reduced by 10%) siege engineers (allows imperial age siege units to be trained) architecture (+5% DEF for all buildings) chemistry (allows hand cannoneer and bombard canons) ballistics (+25% ATK for siege units with range above 1) .------------------------------------------------------------------------------ | 4. CONTROLS / HOW TO PLAY / |____________________________/ There are two basic control types for this game. The first is the simplest, just touch whatever you want to select it and move, attack, build, etc. with the stylus on the touch screen. The second is the same thing, except that the D-pad moves the cursor. You select units and preform actions and select menu options with the A button. BUTTON FUNCTIONS: ____________________________________________________ / ____________________________ \ | | __________________________ | | || || || || || || || || | || || | | || || | | . . . || || . . . | | . . . || || . . . | | || || | | || || | | ||__________________________|| | | |____________________________| | |______________________________________________________| / | | \ _ |\_____|____________________'___________________|_____/| ___ / | ____________________________ | \ | | | __________________________ | _ | | | | || || / \ | | | | .--. || || _ \_/ _ | | | | __| |__ || || / \ / \ | | | | | | || || \_/ _ \_/ \ | | | '--. .--' || || / \ |\ | | | |__| || || \_/ | \ | | | | || || | | | | | | || || | | | | | | ||__________________________|| ()START | | | | | | |____________________________| ()SELECT | | | | \_____|____________________________________/_________/ | | | | _____/ | | | | / / R BUTTON L BUTTON \____DIRECTIONAL PAD | A/B/X/Y BUTTONS / Pressing the The L button The D-pad is used | A is used to R button in switches what to move your cursor | select a unit or game will is displayed on on the bottom game | confirm an option take you to the top screen. screen or to scroll | B is used to the nearest to another option | view a units range available unit on a list. | and movement or to | go back or cancel an START/ SELECT BUTTONS ____/ option. Start will bring up the X will bring up the Empire general options menu menu where you can end your where you can change turn or view empire status. settings or save/quit Y will display the minimap the current game. on the top screen. Select will bring up the game options menu where you can turn animations off. To learn how to play the game in detail, it is necessary to play through the tutorial. There is a lot of talking, so deal with it. And if you forget something, or accidentally skip through the dialogue, refer to the instruction booklet. However, there are some things that the tutorial doesn't say. One of them is that in the later missions of campaign mode and multiplayer, there are strange things lying around on the ground. One of them is a goat, another is some broken pillars, and a spilled bag of money. Those are called raw resources. If you move a unit of any type onto one and select DONE, you will automatically harvest that resource. The goats are food, and the money bags are gold. The ruins are random. If you place a unit on them, either your unit could die, you could get food, gold, mercenaries could join you, or you could get "the wisdom of the ancients," which is random free technology. There is also a thing called random events for multiplayer mode. Sometimes at the beginning of your turn, you could get a discount on units that day, be plagued so all units lose 15 health, get +25% gold resource that day, etc. .------------------------------------------------------------------------------ | 5. CAMPAIGN WALKTHROUGH / |_________________________/ In campaign mode, there are 5 different empires you can play as. Each empire has 5-6 missions for you to play. On the empire selection screen, the empires are listed in order of their difficulty, starting with super easy (tutorial) and ending with very hard. While it is not required, I highly recommend you play them in that order. This section is to show you how to get through each level of each empire. It is for if you get stuck on a level and need advice from someone who has beaten the game. Keep in mind that this is not a linear game, I cant just tell you exactly what to do. But I can give you my best strategies that I used to win. If you have an idea or have spotted a flaw in my strats, please tell me. Or write your own FAQ. .------------------------------------------------------------------------------ | a. JOAN OF ARC (tutorial) / |__________________________/ ______________________________________________________________________________ | MISSION 1: Escort to Chinon | difficulty 0 (it's impossible to lose.) Hokey dokey, so you are the future savior of France and you need to get to the little town at the opposite side of the map. Simple enough. At the start of the mission, Jean de Metz introduces himself and explains moving and crap like that. So go down the road to your destination. The Britons send a rather pathetic unit to try and stop you. Kill him and go on to the castle. You win. ______________________________________________________________________________ | MISSION 2: Sword of the Saint | difficulty * Joan has to be all picky about what sword she uses, so you have to go and get this special sword from the church to the south of your castle. Jean de Metz tells you exactly what to do, so don't get all panicky. You will be given certain units and a specific action for them to preform. When you complete it, another unit(s) will pop up and you will be told what to do with them. At last, you will be given a final set of units along with Joan of Arc to go and get the sword from the church. Send joan along the other side of the forest and that little lake towards the church. Then use your knight to attack their archer, and your archer to attack their longswordsmen from a distance. Move your pikemen to attack their longswordsmen. Then on the next turn, attack their knight with the pikemen and your knight to their longswordsmen. Move the archers out of range of their unit with the most health and attack it. Attack their battering rams with Joan, since you have to kill them all anyway. Once they are dead, Joan can easily go and get the sword from the church. Whoopee the second mission is done. ______________________________________________________________________________ | MISSION 3: From Peasant to General | difficulty * At the start of the mission, you are given a small area to build a town and eventually an army to defeat the English general in the north. Move Joan off to the side somewhere and move your villager to the spot that Jean told you and build the town center. Next turn, send your villager on the wheat to the north and build a mill. Select your town center and train another villager. Before you end turn, select research from the same menu and touch leather soles so villagers can move better. Next, send your villager that you just built to the southern wheat resource to build another mill. With the other villager, you can either head north to get the gold, or wait and build a farm for now. End your turn, but don't forget to research. If you haven't yet, send the north-most villager to the gold and build a mine. With the other one, go to one of the spaces adjacent to the town center and build a stable and then a barracks the next turn, or vice versa. By now, you should have researched enough to move on to Age 2. If not, do so. Also begin building units for your attack force. Once Jean says so, begin moving forces towards the British town. But keep on building units (light cavalry) to follow them. Fight your way to their town, and destroy the TC (town center), but not any of the other buildings. Once the TC is gone, a villager can go in and build another town center in it's place to capture the surrounding buildings and win. ______________________________________________________________________________ | MISSION 4: Breakthrough to Orleans | difficulty * For this mission, you must take a supply cart to the city of Orleans. The cart is given to you when you reach the town to the west. Some guys attack you along the way, just kill them and move on. Once you reach the town, you will get a supply cart and a crossbowman unit. Heal all wounded units, and head north to Orleans. Your cart is very delicate, and you will fail if it is destroyed, so as you move, keep at least one unit on each side of it. On the way, some monks will join you. Use them to heal. You wont encounter any more enemy forces till you reach the bridge. I suggest putting Joan (or another strong unit) on the space directly in front of the bridge and attacking as well as your ranged units on the spaces near to shoot the enemies attacking Joan. Once they are dead, move your cart and joan into Orleans to win. ______________________________________________________________________________ | MISSION 5: Lifting the Siege of Orleans | difficulty ** As you can see on this map or your minimap, Orleans is surrounded by four sections of land separated by water. I have labeled these sections for reference. Section A \/ | | | | | | | | |w| | | | | | | | | | | | |F| | |w|w| | | | |C|C| | < Section B | | | |F|M| | |w| | | | | |C|C| | | | | | |F| | | | | | | |F| | | | | | | | | |w| |w|w| |w|F|M|F| | | | | | | |w|w| | | | |w| |F| | | | | |F| | |w|w|O|O|O| |w|w| | | | | ___KEY_____________________ |F|M|F| | | |O|O|O|J| | | | | | | | | |w|F| | |w|w|O|O|O| | |w|w| |w|w| | g = gold resource | |w|w|w| |w|w|w|w|w| |w|w|w| |w|w| | w = body of water | |w|w|w| |w|w|w|w|w| |w|w|w| |w|w| | | | | |w| |w|w|w|w| | | |w|w| |w|w| | O = town of Orleans | | | | | | | |w|w| |C|C|w|g| | | | | C = castle | | | |g| | | | |w|w|C|C| | | | | | | M = mill | | | | | | | | | |w|w|w|w| | | | | | F = farm | | | | | | | | | | | | |w|w| | | | | J = Joan of Arc | | | | | |E| |C|C| | | | |w|w|w| | | E = Earl Talbot | | | | | | | |C|C| | | | | | |w| | |___________________________| | | | | | | | | | | | | | | |w| | ^ ^ Section D Section C On the very first turn, build archers on the range, camels on the stable, onagers on the siege workshop, villagers on the TC, and an infantry unit on the market. Then research in merchants. The next turn, attack the knight to the north with camels, the infantry in the west with the mercenary and archer, while the eastern enemies are fought with Joan. Send the onagers to the far northeast tower to attack the units who get through to the town. Build at least two more units, a mercenary and an archer. Don't build too many cavalry units, as they have many pikemen. After a few turns of pushing back their siege, you will have a little freedom. Attack SectionB once you have adequate forces. Keep an onagers within range of their farm, so you can attack it easier. Once sectionB is taken care of, you will have a castle to aid you in attacking sectionA. DO NOT go to sectionD or C yet. If you do, all the units in the south will attack and you will die. Take over sectionA including all of the farms. Research in improving gold income and trade rates because as of now, there is no good source of gold. Build up your army and post archers and scorpions by the bridges leading to sectionC and attack. They will get reinforcements, so be prepared. Once you have taken all three sections, The last one will be easy. ______________________________________________________________________________ | MISSION 6: Crowning of King Charles | difficulty * This mission can be easy if you know what to do. Start off by sending your scout cavalry as far down the west road as he can. (it may look like the north road, but the map is slanted, so it is actually west.) Also make your monks and swordsmen follow him. Send joan south to rid the lands of any rogue englishmen. move the crossbowman north on a hill. Build a villager and a swordsman to go north and kill the unit up there and then the archer to the east. Send the villager to build a stable in your town. As for the units in the west, move the scout to the mountain so you can see all of that area. Move the monk over to the relic, and the swordsman towards the skirmisher. Use your other villager to go around building mills and mines. Build another villager and send all three south to harvest all resources in the area. After your monk has the relic, send him back and donate it to the church. Use your swordsmen and scout cavalry to kill all units on the southwester trail. Make sure one of your villagers ends up in the far southwest corner. Once you are in age 4 and have enough money, build the cathedral right on the road near that corner. Once you have, the Dauphin will appear in the southwest corner. He only has to walk a few steps to get to the cathedral, so you win without much of a fight. Otherwise, you would have to escort him to wherever else you built it and defeat all the enemy reinforcements along the way. Congratulations, you beat tutorial mode! .------------------------------------------------------------------------------ | b. MINAMOTO YOSHITSUNE (easy) / |_______________________________/ ______________________________________________________________________________ | MISSION 1: Battle of the River Crossings | difficulty: * Start by sending a samurai to attack the pikemen on the north bridge, and your own pikemen to the knights on the west bridge. Then have a balanced amount of units follow them with the crossbowmen as close to the bridge as possible. Keep Minamoto Yoshitsune in the middle where he was to aid whichever side starts lagging. Keep pushing them until they all die. Remember to kill the pikemen and archers first. Once you have the bridges, attack Yoshinaka from both sides and squash him. You only have to kill him, so if you have an opening, attack him, not any of the other units. It will be a lot harder if you try and kill all of his body guards first. ______________________________________________________________________________ | MISSION 2: Tiara Conquest | difficulty: ** You may have to restart this mission using a different strategy if you loose. On the first turn, send a scout cavalry west as far as he can, followed buy archers. Send Minamoto and the men-at-arms north along the road. Build a barracks and a mine and train another villager. On day 2, build a mill and an archery range and move the other villager west towards the wheat. Send your scout to the northwest on a hill, followed by archers. Then move Minamoto and your men-at-arms north and research in wheelbarrow. Next day, put Minamoto on the mountain next to the bridge, and men-at-arms on a mountain west from Minamoto. Then move teh west-most villager to the wheat to build a mill, the next one to the west, past the bridge, and the one on the mill to build a farm. Move your scouts and archers further northwest and stay on a hill or mountain to see better. If your scout cavalry is close enough, you will see a tiara unit move towards you. Move out of his range, but where he can still see you and move archers to where he can shoot the tiara unit if he moves closer. Send a west villager towards them, and the other two to build farms. On day 5, move your men-at-arms closer to the tiara unit. Use archers to shoot him, and then your scout cavalry to finish him off. Move that vill ager closer still and the other two build farms. Next use the southeast villager to build a farm, the north to build a mine, and the other one to explore west. Kill the tiara with archers and keep you scout cavalry out of range from the other one. Build an archer as soon as you can. Keep killing the tiara units that attack. Continue to get as many resources as fast as you can, and research a lot. Once you are in age 3, build a castle near the area where you have been fighting. Then have it pump out units for you to use in your siege of the surrounding towns. Save some buildings in the first or second towns so you can take it over. Once you have destroyed the second one, it gets pretty easy. ______________________________________________________________________________ | MISSION 3: Battle at Ichi no Tani | difficulty: *** Okay, there are three paths you can take to get to the castle. The path on the right is the safest, and leads to the monk, but you are in a major bottleneck, making you vulnerable. The left is the most dangerous, so don't go there. The center has more room, it is faster, and has good places to snipe with your archers. But it has the most enemies and you may not survive if your direct combat skills aren't good. Whichever one you choose, remember to keep archer ahead on mountains to kill pikemen, and siege units in the back so they don't die. Getting the monk isn't that special, but if you want to, he is at the far northeast corner. Once you get to the castle, attack it with all available infantry and siege units. Use cavalry and ranged to kill the enemies that try to stop you. And don't even bother to try and heal units, just use them as fodder. ( he he.) It may take more than one try. ______________________________________________________________________________ | MISION 4: Yashima | difficulty: *** This one is really hard. It took me several tries to beat it. On day one, use one villager to build an archery range, the other one to build a farm. Move your scout cavalries to block the bridge. Have Minamoto and men- at-arms follow them and archers to where they can move within attacking range of the bridge next turn. On day two, build a farm and move a villager towards the gold. Move your archers on the little hill next to the bridge and snipe the enemy. pwnd. that is pretty much what you will do the first 10 days or so as you collect resources and age up. Keep training more fodder and archers to supply this majikal defense line. After you are in age three, send a villager down to the southern road area near the other bridge and build a TC. Send a few swordsmen and archers with him to kill the enemy mine nearby and any attacking units. On the TC, build a market, barracks, siege workshop, and church. Use it to build an attack force to overcome the Tiara. Once they are dead, you are in age 4, and the emperor is attacking you, send all units to kill that town and the castle near it. Build a castle nearby, just in case. Once you have done a lot of damage, the emperor will attempt to flee to his boat. Kill him to death, then the TC, and you win. ______________________________________________________________________________ | MISSION 5: Mongol Invasion | difficulty: **** Another hard one... A ship will come towards you at the beginning. It will land in the middle, right in front of the castle, on the next turn and tons of mongol dudes will come out to kill you. Build as many infantry units as you can before they get there. Once they do, attack them at full force as hard as you can. Keep on building more farms and mills and mines to get your unit cap up. And never stop training units to defend against the mongol hordes. Soon, after you start beating the first ship, another one will sail near. It will go to the western area, so build as many units as you can in that village to prepare. (I suggest having two monks on hand to convert their camels. I have found that converting enemy units doesn't always work, but it is waayyyy better than fighting them.) Just when you think that you have almost laid down some pwnage, another ship, this time carrying their leader, comes to the center where the first ship did. It has better units, so you will need all the strength you can muster up to kill them. Go for the head honcho first, then slaughter his men. (or convert them, that works too.) .------------------------------------------------------------------------------ | c. Gengis Kahn / |___________________/ ______________________________________________________________________________ | MISSION 1: The Tatars | difficulty: ** Start out this mission by sending Gengis Kahn and the militia unit as far toward the northeastern bridge as they can go. Use the villager to build a farm, train another villager, and research in leather soles. On the next turn, move Gengis on a hill next to the bridge to attack their militia. Use your militia to attack their other militia and your villagers to build a mine and a barracks. Train a villager and militia and research in weaponsmiths. On day three, send your new villager towards the center of the map near the wheat (if you don't claim at least one of the wheat resources, than the Kerait tribe will build a farm on them and then you won't be able to harvest it.) and use the other two to build farms. Keep attacking the militia with Gengis Kahn, move the new militia near the bridge, and build another militia. By day four you should have enough resources to age up.(if you can't, save your money and do it when you can) In this level, it is important to age up as fast as possible so you can stay one step ahead of the game. Okay, the northern Tatars now have no more military units, just a lot of villagers, and the Kerait tribe has multiple units attacking them from that side. Move in with all available units and kill all their villagers before they can make a barracks. Continue building militia/men-at-arms and destroy their town center and all their other buildings. Send villagers up there too to build mills and whatnot. Once they are all dead, send units to hold the bridge to the south as you build up an attack force. Keep Kahn near the edge on a hill to shoot enemy forces from a distance. As for your attack army, start by building an archery range and a market. Use villagers to build up as much resources as possible and research every day that you have the money. Use archers to attack them from along the river and infantry to stall them at the bridge. Keep building units and pushing their line of defense back until you are past the bridge. When you are, go all out with all of your units killing everything. It may take a little longer than you think, but they'll die eventually. ______________________________________________________________________________ | MISSION 2: Uniting the Tribes | difficulty: *** This one is pretty cool, but you can lose simply because of bad luck. It all depends on your monks and if they can convert the enemy units. The object of this level is to convert or destroy all of the four enemy tribes on the map There are five sections of this level. Sections A, B, C, D, and the center. Section A is the northwestern corner, Section B is the next one going clockwise (use your minimap for reference). One Mongol tribe resides in each one. It doesn't matter, but I went into Section A first. When moving units into one of the sections, first move a CAV unit close enough to see an enemy unit, then send monks in to convert that and other enemy units. Then attack the units within range of the monks with INF and CAV units, followed by archers, and then Gengis Khan. It also helps to remember to keep RGD units on the mountains so they can see better and they have better range. Continue converting as many units as you can and destroying any units that could kill your monks. Do this as you work your way to the chief of that tribe. If you can, always try to convert him first because once you do, all of his remaining units will be under your command. Use that strategy to defeat the first tribe. Then once you have, keep all of your units in the little area that you are in and use your monks to heal all of your units to full health before you go on to the next section Repeat for the rest of the tribes and that is how you win. The only problem with this strategy is that it puts your monks in a lot of danger, and if you lose them, you lose the mission. So it may take more than one try. ______________________________________________________________________________ | MISSION 3: Supreme Ruler | difficulty: **** You begin this mission with only 4 units and a whole unexplored map. Within the darkness is 3 other armies who all want to kill you. They reside in the other three corners of the map. Fortunately, they all want to kill each other, not just you. So, start by sending the Scout Cavalry far northeast. Move the villager as far to the north as he can and build a Town Center. Kahn and the Militia can move to defensive positions near them or you can use Kahn to explore the southwest corner - it doesn't matter. Next turn, move the villager to the wheat to the north and build a mill. Then train another villager and research in Hand Cart. Over this turn and the next, move the other units near the bridges to kill any invading units. Now use one villager to build a farm and the other to build barracks on the east most side of the TC. Then train another villager and research in Town Patrol. Next turn, build a farm with the north villager, a mill with the villager that just built the barracks, and a mine with the new one. And build a longswordsmen. You might want to move Kahn near the eastern bridge to snipe the orange guys if they come near. Research in Conscription and End Day. Okay, enough with the details. For now, work towards expanding resources and building up units to defend. Don't expand out of your little area as defined by the river. Once you have adequate forces and have harvested all resources in your area, send some villagers and escorts north via the western bridge. Use the villagers to take the resources and use other units to kill whoever occupies that area and defend while the villagers build a castle there to attach the blue army from. Do that, and once you have destroyed the blue, gather strength and attack the orange army from all sides. There is no specific strategy to use, just don't let up. < *Hint* In missions with bridges, it is always a good idea while defending to place a high defense unit on the bridge and have ranged units supporting him from the sides of the river. But keep another defensive unit directly behind the first just in case. > After the blue and orange are defeated, attack the purple and kill them. It shouldn't be too hard. Then after they are all dead, build a wonder in whatever part of the map is the easiest for you to defend. Once you do, each army will suddenly get heavy reinforcements. you now have to defend the wonder from them. It will be hard at first, but they have limited units, unlike you who can build more as the unit cap allows. They should still be in age three so that also gives you the upper hand. So just defend the wonder for a few days and you will win. ______________________________________________________________________________ | MISSION 4: Empire Expansion | difficulty: ** To start out, send all units but the villager in every direction to explore the immediate vicinity. Then build a TC with the villager, preferably on the road just in front of you. On your next turn go build a mine on the Gold that is up the road or on the Wheat to the north and south, then train another villager. Use your other units to explore and remember to try and find all of the ruins to complete one of the mini goals. Research in Leather Soles and end the day. What you do next is up to you, just gather resources and explore. Also build a barracks on your TC. Eventually you should come across an enemy villager to the north or northwest of your TC. That is when you stop exploring and go back to your TC. Slowly but surely, keep expanding and gaining more resources at whatever pace best suits your technique. Also, don't build a barracks or anything on your first TC. Save it for secondary buildings. Instead, send a villager to the center of the map and on a road, build your second TC. On this town center, build a barracks, archery range, market, and whatever else you want. Build a church or whatever on the other TC. Then, as you still get more resources, start building a siege army. And while this is all happening, remember to research every day that you can. If you reach the Imperial age before any one else, you complete one of the mini goals for this mission. Once you have harvested all resources on the bottom half of the map and have a good, strong army built up, send all of your units across the leftmost bridge and left to lay siege upon the enemy that resides there. You should probably wait until you are in the Imperial Age to do this, though. Once they have fallen, regroup and attack the enemy to the East. ______________________________________________________________________________ | MISSION 5: Japan Invasion | difficulty:*** You have landed in Japan. The key to winning this mission is resourcefulness. To begin, you have only a few units, so don't g all gung-ho and attack the wonder just yet. They have men on all sides of you, so focus on defense and wait until reinforcements arrive. The closest enemy units are 2 arbalests. Use Genghis Khan to attack the one closest to you, then use the rest of your units within range to finish them off. Remember not to go too close to the wonder. Move your siege rams in a safe position but still near the frontlines and move the Trebuchets in a safe position where they can still do some damage to their attacking samurai. After they attack, kill all the attacking units and repeat for a few turns until their starting units are gone. Then if you can, kill the unit on the mine to the north and use rams to destroy it. Use your monks wisely. That means do not risk them on converting, just heal your own units from a safe place. And no, you can't start a town if you convert a villager. On day 4, your first reinforcements will arrive. Use them to aid the first batch and kill off their attacking units. Continue this until The next reinforcement boat arrives. And on day 9, a boat will deploy units on the northwestern part of the land and another will reinforce the units in the center. Use the west units to lay siege upon the town. Use close range units to kill the units they build, but leave at least one space near a building open so your siege rams can destroy the buildings. As soon as possible, move the central units to attack the wonder. It'll take a while, just press on and you should have it in a few days depending on how many siege units you have. Once it is in ruins, you win. .------------------------------------------------------------------------------ | d. SALADIN / |___________________/ ______________________________________________________________________________ | MISSION 1: | difficulty: ______________________________________________________________________________ | MISSION 2: | difficulty: ______________________________________________________________________________ | MISSION 3: | difficulty: ______________________________________________________________________________ | MISSION 4: | difficulty: ______________________________________________________________________________ | MISSION 5: | difficulty: ______________________________________________________________________________ | MISSION 6: | difficulty: .------------------------------------------------------------------------------ | e. RICHARD THE LIONHEARTED / |____________________________/ ______________________________________________________________________________ | MISSION 1: All in the Family (part 1) | difficulty: ** - thanks to Meta J for this strategy - Your base is located to the northwest, King Henry's at the northeast, and the two Rebel towns are located to the south, the rebels already have a barracks each, and an operational mill, they have two scout cavalry and one militia unit. Henry has a town center and barracks as well, you have nothing but a hero, scout cavalry,malitia and a villager. Notice the amount of resources you begin with, this makes it ideal for a fast attack, with the frank's ahead as they are, eliminating one quickly is quite beneficial. Start by building a town center, and produce about 3-4 villagers, I prefer 3 because most of the time, it's enough to get the job done. Make a barracks as soon as possible, a stable could be used, but by the time you destroy the west rebels, the east will likely be in the feudal age with several spearmen trained. For this reason, you need men-at-arms to counter them. All 3 AI players are quite aggressive, Henry has a knight which will protect him from initial attacks, while Richard the Lionhearted is quite a strong fighter to take out the west french assaults. Start to move towards the west base but don't go there to quickly, they are making militia each turn, try and get your men on defensive terrain to protect them. when you have killed their starting units and have three or so militia, you can push the attack and destroy the base fairly easily. While you are attacking the base, back at your town, build a stable (put it on the side closest to King Henry if possible) archery range, and blacksmith at your base. With the first base gone, you only have one to go, unfortunately, King Henry's son is amongst the casualties of his army, and he leaves in mourning. When this occurs I'm not 100% certain, but it happened to me around about when the first town was defeated, keep it in mind and don't expect Henry's aid for the rest of the mission. (when Henry leaves, the requirement of protecting his town will be completed.) The second set of rebels will be fairly strong by this time, having lost your ally you must defeat an enemy at his base, across the map without nearby reinforcements from your town, and you will really want to do it before he can get to the imperial age. His first base is right next to a choke-point, and at the castle age you can train longbowmen who are very good with choke-points. Use this to your advantage by placing a pikeman or longswordsman at the bridge to halt the enemy, the pikeman is the better choice because it helps prevent a cavalry charge and has a naturally high defense. A note with bridge choke-points, while being on the bridge gives a nice defensive boost, the unit is susceptible to a very large amount of missile damage, if he is placed a square behind the bridge, he is unable to be attacked by range as much. Choose where to place him in accordance to the amount of ranged units the enemy has. Also, by building a castle there, you can get longbowmen and longswordsmen to the battle very quickly. So, what are the cavalry from the stable used for? It's always been my view that cavalry are less effective in the middle of a fight, instead, they are stronger coming from the sides, if you send your cavalry around to the northeast side of the base, you can charge in a two pronged attack, though it is not vital to success, also take a couple of longswordsmen for any pikeman you encounter with your knights. Take your time and advance slowly into the rebel's territory, destroying mills, farms and mines, because it reduces income and it reduces their unit cap. This technique is very useful when invading a base. ______________________________________________________________________________ | MISSION 2: | difficulty: ______________________________________________________________________________ | MISSION 3: Cyprus | difficulty: *** This is one of my favorite missions. Okay, with your starting units, attack the village right next to you. Use infantry to kill the pikemen. Move the Onagers within range of the barracks and have your ranged units fill in the gaps but send one to the mountains. Keep your Battering rams close and cavalry somewhere out of the way. Next turn, kill the barracks, any remaining units, and do as much damage to the TC as you can. Be wary of the mountains to the north because there is a town and castle right there. Once the TC is destroyed, capture the town and set up a defensive line outside it. keep one infantry and two ranges units in the mountains to guard, and the ranged units can shoot any units they build from a safe distance. As soon as you have the town, start researching. If you can get to age 4 sooner than your opponent, you will have a nice advantage. As you build your town and stock up on units, be shooting the castle with ranged units from far away. Richard can use his Firing Line ability to help them. When you have a safe amount of units, go and conquer the city and castles to the north. Harvest the resources and build a castle, all while defending from attacks from the northeast. Then, once you have enough units, attack them. Continue resupplying your front line and don't retreat until you have won. For this mission, remember that archers are your friend. Especially with all the mountains around, you can shoot for four spaces which can be really helpful. Also remember that if you destroy their resources, they will not be able to fight back nearly as strong. Keeping both of those techniques in mind, the Flaming Arrows resource (age IV) would be very helpful in this mission. ______________________________________________________________________________ | MISSION 4: | difficulty: ***** - thanks to Joseph_902 for this strategy - First, you are at a disadvantage, obviously, so start out cautiously and move your units slowly forward in the first couple of turns, setting up a line of Templars and longswordsmen. (Don't move them a lot, just a couple of spaces per turn) Use your scorpions and longbowmen to batter the front line of the Saracens (Use the hills and mountains to your advantage). Defend your longbowmen and scorpions with your Templars and longswordsmen. After you've weakened their front line, gently start pressing forward with your Templars and longswordsmen. It will take a while, but if you expose a building, do not be afraid to get a battering ram in there to take it out. Using Richard's superb leader ability will help out a lot here, because a battering ram at full health and with superb leader used on it should be able to take out a building in one hit or at least severely weaken it. Use the hills and mountains next to Acre to your advantage, put your longbowmen and scorpions on them and take out the existing units and the units that have just been trained while they are at half health. After a few turns, your army will have taken a lot of damage, but so have the Saracens. You should get reinforcements around this time, (So will the Saracens, but they spawn farther away from Acre) so defend until you can get them to the front lines. Again, use your ranged units to weaken the Saracens before attacking with your Templars and Longswordsmen. Keep pressing forth, and when they have an open building, don't be afraid to attack it. (The Saracens will train new units out of every building every turn, so for every building you destroy, that's one less unit per turn to worry about) Once you've destroyed most of Acre, (but with the town center still standing, of course) leave a few units behind as you start to go for the bonus goals. (Routing Saladin and destroying both mines) I suggest using your ranged units on the mountains next to the Saracens to weaken Saladin's guard units before attacking with your Templars. Routing Saladin at this point should be fairly easy, just don't be afraid to rush in and attack him and his guard. (Assuming you still have a good portion of your army at this point) Both you and the Saracens will get reinforcements again, but they really won't be a huge factor at this point. (They weren't for me, anyway) Once you've destroyed both of their mines, use the units you left behind to destroy the town center and subsequently win the mission. It is really hard, so you may have to restart it once or twice to get it right. Basically just remember that: Ranged units are your friend, keep them protected. Richard's superb leader ability is very useful, use it. Use the terrain around Acre to your advantage. And when a building is exposed, do not be afraid to destroy it. ______________________________________________________________________________ | MISSION 5: | difficulty: ______________________________________________________________________________ | MISSION 6: | difficulty: .------------------------------------------------------------------------------ | 6. UNIT LIST / |___________________/ These are the units that are available to build at some time in the game and the first age in which they become available. (assuming you have enough resources) I will also note if they need a certain technology researched or if you have to be a certain empire in order to train that unit. This does not include the upgraded versions of each unit. (for example, I will only put Spearmen and Pikemen wont include elite pikemen) INFANTRY: Men-at-arms (I) Militia (II) Longswordsman (III) Two-handed Swordsmen (IV) Champions (IV (squires technology)) Spearmen (II) Pikemen (III) Samurai (II (Japanese)) Throwing Axemen (IV (Britons)) Celtic Wood Raiders (III) Beserkers (III) RANGED: Archers (II) Crossbowmen (III) Arbalesters (IV) Horse Archers (II) Heavy Horse Archers (III) Hand Cannoneers (IV (chemistry technology)) Longbowmen (III (Britons)) Mangudai (III (Saracens)) Turkish Janissaries (II) Chinese Chu Ko Nu (III) CAVALRY: Scout Cavalry (I) Light Cavalry (II) Knights (III) Cavaliers (IV) Paladins (IV (squires technology)) Camels (III) Heavy Camels (IV) Mamelukes (III (Saracens) Persian War Elephants (II) Knights Templar (IV) SIEGE UNITS: Scorpions (III) Rams (III) Siege Rams (IV (siege engineers technology)) Onagers (III) Bombard Cannons (IV (chemistry technology)) Trebuchets (III) OTHERS: Villagers (I) Monks (III) BONUS UNLOCKABLE UNITS: Dopple Handers (infantry) Welsh Bowman (ranged) Mons Meg (siege unit) Knights of the Round (cavalry) Genoese Crossbowmen (ranged) Swiss Pikemen (infantry) Dark Ram (siege unit) War Wolf (siege unit) .------------------------------------------------------------------------------ | 7. GLITCHES / |___________________/ Many people have reported experiencing glitches in this game. I have made a list of glitches found by me, my brother, or other people on GameFAQs.com. *FATAL GLITCH* If your multiplayer profile name is less than 4 characters long, your game may freeze and then not be able to turn back on, or you will loose all of your data. This is called the Fatal Glitch. Avoid it by editing you character profile and making your name 4 characters or more long. Also, do not turn the DS off when it is possible the game is still writing to the card. Freezing on campaign mode is fairly common and can be fixed by simply redoing the mission. Sometimes the game will freeze during battle animations. When it happens, press B to exit the battle animation. The best protection against freezing is to disable the battle and move animations through the options menu. Freezing while using the Save and Quit feature is extremely annoying and can be avoided by not saving and quitting. Instead, put the game in sleep mode to finish it later, or save the game then shut it off. If you encounter this glitch, do not restart your DS. Instead, plug it into a charger and try basically anything you can think of (except restarting) until the freeze clears. Sometimes 2 or more enemy units will be on a single space. This is unavoidable, but isn't very important and doesn't damage your game. You just have to kill them one by one. Sometimes when you save and then finish that game, the technologies you researched will be gone. This is very rare, but i don't know how to avoid it. In a Hotseat game, my brother was building a Viking Bezerker on a Market and the game froze and then all of the buildings and units disappeared along with the sound. Then it would not go into sleep mode. I am not sure the exact conditions for this glitch, so I am not sure how to avoid it. If this has happened to you, email me about it. When playing wireless multiplayer and you move a unit but the other player pauses the game before you can select an action, the game will freeze and you will have to start over. Avoid this by informing your opponent of the glitch before you play, and just don't pause at any time during the game. If you have to pause the game, OK it with the other player before you do. (thanks to OcarinaofTime for this glitch) If your game glitches, I recommend calling your retailer, Majesco Entertainment, or checking the message boards on GameFAQs.com for more information. .------------------------------------------------------------------------------ | 8. COPYRIGHT / |___________________/ This entire document is (C) 2006 1337mangamaster. All trademarks are property of their respective owners. No section of this guide can be used without my permission. This includes, but is not limited to posting on your website, making links to my guide, including parts of my guide in your own, or making reference to any material contained within. All the sites mentioned below have permission to do the above. Please email me at 1337FAQs(at)gmail(dot)com to enquire about gaining permission to use this document. GameFAQs.com 1up.com Neoseeker.com SuperCheats.com Honestgamers.com .------------------------------------------------------------------------------ | 9. THANKS / |___________________/ These are the people/ companies that contributed to this guide. Thanks to: OcarinaofTime for glitch information, Meta J for the strategy on level 1, Richard the Lionhearted, Joseph_902 for the strategy on level 4, Richard the Lionhearted, Snakeman_12 for help with the strategy on level 5, Gengis Kahn, Michael Sarich for the copyright section, Heidi_Nowotny for letting me use the computer, GameFAQs.com for hosting the original guide and for inspiring me to write a FAQ in the first place, Majesco Entertainment for bringing the Age of Empires series to the DS, and GOD for the the divine inspiration =============================================================================== THE END ===============================================================================