O========================O | | | THEOCRACY | | | | FAQ/Walkthrough by | | RedIsPoetic | | Version: 0.12 | | Last Updated: | | 21/08/2011 | | | O========================O ============================================================================= | | | 1.0 Game Basics [BASM] | | | ============================================================================= ============================================================================= | | | 1.1 Introduction [BAS01] | | | ============================================================================= Welcome to my guide for Theocracy, a Real-Time and Turn-Based Strategy fusion. The developers themselves describe the game as a fusion of Command & Conquer and Civilization, including what they believe to be the best of both parties. Theocracy itself is actually quite original in what it does, bringing a whole new style of gameplay to the table. Being honest there are a fair few flaws in the pacing of the game, change in dynamics as the Prophecy Mode progresses, battle gameplay and a few other things. my biggest issue is the level of micromanagement needed later in the game. I mean sure, AI was implemented for you to use so that you don't need to micromanage so much, but I just don't find it precise enough for my liking. Plus extra options needed to be added such as automatic placement of slaves on birth and making sure your subjects have enough food. I mean realistically, if a province contained a governor he should have the wit to command a few people to farm instead of just standing around doing nothing. But this said, the game offers a lot too. You feel quite a sense of accomplishment when the blue of your tribe, the Atlans, covers the whole continent. And the game does feel quite personal. I wouldn't have thought this, but I ended up feeling quite a lot of sympathy for my little virtual subjects and pride when they managed to conquer another province. I also think that the fact Theocracy isn't known of by many people at all can be embraced and really enhance the intimacy in the game, knowing that this is a story and experience only a few have ever really experienced. I personally think that the game gives an interesting challenge and that the mixture of Turn-Based Strategy and Real-Time Strategy was actually pulled off beautifully. I quite easily look over the games faults and focus on the strengths. I don't find the faults too overwhelming bad and if looked at optimistically, adds to the challenge. On to information on the guide itself. Basically I've been looking at a game to write an FAQ on for sometime. Every game was either so popular that many guides had been written already and I didn't find any sense of purpose creating a guide for it or I simply didn't like the game. After a long time searching I realised Theocracy didn't have an FAQ written for it. After thinking about it I realised it wouldn't be too daunting or ambitious (in comparison it isn't a huge game in relation to most others) and that I would actually be contributing to the gaming community, reward enough for creating a guide. Pretty soon I had started writing a guide for it. And here it is. I'm *aiming* to get a full guide for Theocracy, including information on each and every aspect on the game. Obviously I'm unlikely to complete it in truth. But even so, a fair portion of the guide shall be done. Hope you enjoy the guide =D ============================================================================= | | | 1.2 Contents [BAS02] | | | ============================================================================= 1.0 Game Basics [BASM] =============================================== - 1.1 Introduction [BAS01] - 1.2 Contents [BAS02] - 1.3 The Basics [BAS03] 2.0 Prophecy Walkthrough [PROM] =============================================== - 2.1 Getting Started [PRO01] - 2.2.0 Initial Expansion [PRO02] - 2.2.1 Nine Hills [PRO021] - 2.2.2 Sacred Groves [PRO022] - 2.2.3 Blizzard Hills [PRO023] - 2.2.4 White Peaks [PRO024] - 2.2.5 Sentinal Peak [PRO025] - 2.2.6 Fields of Life [PRO026] - 2.3 War and Diplomacy [PRO03] - 2.4.0 Special Missions [PRO04] - 2.4.1 Blizzard Hills [PRO041] - 2.4.2 Fields of Life [PRO042] - 2.4.3 Fields of Red Curse [PRO043] - 2.4.4 Gardens of Silence [PRO044] - 2.4.5 Halls of Time [PRO045] - 2.4.6 Nine Hills [PRO046] - 2.4.7 Rockgates [PRO047] - 2.4.8 Sentinal Peak [PRO048] - 2.5.0 Axocopan Provinces [PRO05] - 2.5.1 Crying Springs [PRO051] - 2.5.2 Halls of Fear [PRO052] - 2.5.3 Lizard Harbour [PRO053] - 2.5.4 Mirror of Kauni [PRO054] - 2.5.5 Napochka's Castle [PRO055] - 2.5.6 Shark Coast [PRO056] - 2.5.7 Snake Throat [PRO057] - 2.5.8 Stairs of the Rain [PRO058] - 2.6.0 Yaxuna Provinces [PRO06] - 2.6.1 Halls of Honour [PRO061] - 2.6.2 Huap's Dam [PRO062] - 2.6.3 Inkas's Gate [PRO063] - 2.6.4 Silversand [PRO064] - 2.6.5 Spearhills [PRO065] - 2.6.6 Sword Ring [PRO066] - 2.6.7 Tuap's Dam [PRO067] - 2.7.0 Huatepec Provinces [PRO07] - 2.7.1 Halls of Wealth [PRO071] - 2.7.2 Mochi's Lagoon [PRO072] - 2.7.3 Raider Paths [PRO073] - 2.7.4 Root of Rivers [PRO074] - 2.7.5 Tlaloc's Coast [PRO075] - 2.8.0 Iztahuacan Provinces [PRO08] - 2.8.1 Anaconda Fields [PRO081] - 2.8.2 Answering Ravines [PRO082] - 2.8.3 Halls of Might [PRO083] - 2.8.4 Halls of Time [PRO084] - 2.8.5 Lizard Fields [PRO085] - 2.8.6 Monkey Hills [PRO086] - 2.8.7 Red Fields [PRO087] - 2.9.0 Teotitlan Provinces [PRO09] - 2.9.1 Halls of Souls [PRO091] - 2.9.2 Misty Peaks [PRO092] - 2.9.3 Ratfields [PRO093] - 2.9.4 Rockgates [PRO094] - 2.9.5 Stairs of the Wind [PRO095] - 2.9.6 Well of Souls [PRO096] - 2.9.7 Wormgulch [PRO097] - 2.10 The Spanish Invasion [PRO10] 3.0 Chronicles Walkthrough [CHRM] =============================================== - 3.1 The Trader [CHR01] - 3.2 The Commander [CHR02] - 3.3 The Priest [CHR03] - 3.4 The Captain [CHR04] - 3.5 The Architect [CHR05] - 3.6 The Hero [CHR06] - 3.7 The Governor [CHR07] - 3.8 The Revolt [CHR08] 4.0 Other Info [OTIM] =============================================== - 4.1 Advanced Mechanics [OTI01] - 4.2 Hints & Tips [OTI02] - 4.3.0 Structures [OTI03] - 4.3.1 Resource Production [OTI031] - 4.3.2 Non-Military Training [OTI032] - 4.3.3 Military Training [OTI033] - 4.3.4 Services and Storage [OTI034] - 4.3.5 Pyramids [OTI035] - 4.4.0 Units [OTI04] - 4.4.1 Non-Military [OTI041] - 4.4.2 Military [OTI042] - 4.5.0 Heroes [OTI05] - 4.5.1 Swordsman Heroes [OTI051] - 4.5.2 Spearman Heroes [OTI052] - 4.5.3 Archer Heroes [OTI053] - 4.6.0 Magic Items [OTI06] - 4.6.1 Masks [OTI061] - 4.6.2 Shields [OTI062] - 4.6.3 Rings [OTI063] - 4.6.4 Battle-Axes [OTI064] - 4.6.5 Spears [OTI065] - 4.6.6 Bows [OTI066] - 4.6.7 Blades [OTI067] - 4.6.8 Magic Jewels [OTI068] - 4.6.9 Other [OTI069] 5.0 General FAQ Stuff [FQSM] =============================================== - 5.1 Version History [FQS01] - 5.2 Legal Notice [FQS02] - 5.3 Contact Me [FQS03] - 5.4 Credits [FQS04] - 5.5 Final Word [FQS05] ============================================================================= | | | 1.3 The Basics [BAS03] | | | ============================================================================= Coming in Later Versions! ============================================================================= | | | 2.0 Prophecy Walkthrough [PROM] | | | ============================================================================= *In-Game Prologue* Welcome to Central America, the land of mysteries and myths. You wre born as the son of the Atlan ruling dinasty in 1398, and took the throne of your ancestors at a young age. At this time the Atlans were living in oppression under the rule of the Axocopan empire. Most Atlans were trained to be warriors in the Axocopan army and lost their lives in unknown lands wearing Axocopan armour. Your capital city, the Halls of Freedom, had been deprived of all young blood, but the Axocopan ruler was still not satisfied. He wanted to annihilate the entire Atlan nation. Following the advice of his commander, Kathapi, he accused you of supporting the secret traitors that work against the empire. The warriors sent by the ruler to the Halls of Freedom only managed to capture the royal Atlan guards and their leader, Jarakhi, your foster brother. You managed to hide in the thicket and, under the cover of darkness, organised a revolt. The next day you overran the Axocopan garrison. After you had freed your subjects, nothing could save the Axocopans. You regained the freedom of your people, but how much did it really cost you? Most of your men have been killed and the revenge of the Axocopan empire is prevented only by the Yaxunas, those wild people of the forest that attack the Axocopan borders. It is time to begin to organise your future empire so that the Atlans can take their rightful place among the wild Yaxunas, the ruthless Axocopans, the fanatic Iztahuacans and the wise Teotitlans. The founding of the Atlan empire has suffered unfortunate setbacks such as droughts, arson and comets. The priests whisper that the exiled god, the Feathered Snake, makes his presence felt in his old country and perhaps the time will soon come when he will return to the Earth Snake. However, when the priests were trying to determine the exact time of his return, the priest performing the oracle was struck by lightning. For seven days afterwards, the sky roared and lightning struck the province. However, not a single drop of rain fell. *End Prologue* I thought the prologue given by the game was fitting enough to begin the guide for the main mode of the game. Just a piece of trivial information: the revolt mentioned in the text is in fact the final chronicle, creatively named 'The Revolt'. Playing that first can really help you get into the spirit of the game. Plus it's also just a great challenge. It's a good idea to mention that as daunted as the sheer amount of options there are (especially in terms of where to expand your empire to) can seem a little daunting. The fact is, there is only one good way to start the game. This is to take all the neutral areas to your north-west that you can without attacking another tribe's province. It's simply the smartest way to go. If you attack another tribe too early in the game you'll get crushed. Below the best early-game play order is listed. After that there will be a list of all the provinces in the game (not including the seven provinces that you should always conquer, these are covered in the first sections). These lists will provide you with helpful information so that you can choose where to attack next and strategies on how to most successfully conquer each province. Hopefully this shall all be a great help. Anyways, onto the Prophecy guide! ============================================================================= | | | 2.1 Getting Started [PRO01] | | | ============================================================================= When you begin your empire consists of one province. Not exactly impressive, but the greatest of things arose from nothing (Just as a forewarning there will be random moments when I write philosophical crap. I've learnt to embrace it as to be at war with oneself is [blah blah blah] I rest my case). Anyway, you begin with one province the known as the 'Halls of Freedom'. This province will be home to you and will most likely be the most familiar sight (besides the world map) of the whole game. The date is 1419/07/04 You begin with: Men --- 63 Slaves 2 Scouts 12 Swordsmen 18 Spearmen 12 Archers 2 Commanders Jarakhi Resources --------- 310 Corn 180 Meat 780 Wood 680 Stone 450 Jewels Buildings --------- 1 Quarry 5 Lumberyards 5 Small Farms 2 Fishing Huts 1 Ranch 3 Provision Stores 1 Small Store 1 Small Barracks (Swordsmen) 1 Palace Magic Items ----------- Immortal Shield Grappling Spear Nothing to be ashamed of. There's 3 things that need to be done immediately whenever you start a game in Prophecy mode: 1. Set up food production Set your slaves to work in the Fishing Huts, Ranches and Small Farms located in Halls of Freedom. Ideally you should only place enough slaves in food producing buildings to make sure you're not running out of food. This frees up more slaves to produce wood and stone, build and train and also frees up storage space. You don't want a large amount of food clogging up your stores. Instead you want stockpiles of more valuable resources, such as wood and stone that you can use to construct buildings. To check whether you are making food faster than your subjects consume it, go into the Province Info Panel. You will see a bar with a little slave standing next to it and the words 'Food Supply' above. Green means you are fine, whereas red means you need to have more slaves producing food. It is best to have the food supply just in the green so that you aren't keeping much food and filling your stores with worthless crap and freeing up as many slaves as possible. Unfortunately, as more slaves are born you will need to micromanage the amount of slaves producing food (there are obviously more mouths to feed). This can become tedious and eventually you will end up having as many as 5 or even 10 extra slaves producing food in a province as your empire gets larger and micromanagement becomes frustrating. Early on however, the micromanagement gives you something to do and an extra man working to construct a building can cut construction time by a 100 days with ease. This is extremely helpful at the start of your empire. It is worth noting that 1 slave producing meat feeds more than 1 slave producing corn. So unless you need the corn for a specific reason (ie. to feed llamas) it is better to send all your slaves first to meat producing buildings, then if food is still needed, to corn producing buildings. 2. Set any extra slaves to gather wood or stone, begin constructing buildings and begin training swordsmen. Any extra slaves you have should be set to one of the above tasks. The best thing to do is set two slaves to the Small Barracks and begin creating Swordsmen. Warriors are the most valuable asset in the game and everything you do in the game should be to support your army, make it easier to build more men or make the army more powerful itself. With this in mind, it is best to make schools and barracks. I personally usually start by building a medium-school for builders. Builders make all construction much quicker and so it is wise to build a school for them as early as possible. The other option is to create a small or medium-size barracks to begin producing men. This is helpful and you can fairly easily create both a medium-sized barracks and medium-sized school within 500. I personally prefer medium-sized barracks as they produce units quicker and don't cost a whole lot more than a small barracks. You might not think that an extra 45 days per warrior is a whole lot of difference, but you'll continually be producing warriors for 100 years and if you're anything like me, you'll have *at least* 10 barracks in your starting province. Let's compare the production of 10 Small Barracks for Swordsmen over a period of 100 years to that of 10 Medium-Size Barracks: It takes 120 days for a Small Barracks to create a Swordsman It takes 75 days for a Medium-Sized Barracks to create a Swordsman 100 years = 100 x 365 days = 36500 days 36500/no. of days to create a swordsman = No. of swordsmen created in 100 yrs. Small Barracks: 36500/120 = 304 warriors x 10 barracks = 3040 warriors Medium-Sized Barracks: 36500/75 = 486 warriors x 10 barracks = 4860 warriors For an extra 50 wood and 70 stone per barracks, you can produce over 1800 extra warriors over 100 years. Obviously some would only be built 10-15 years into the game, but it's more to prove a point. If the above information doesn't convince you to use Medium-Sized Barracks, I don't know what'll change your mind. It is all fairly open-ended and the choice is entirely yours. What I suggest is merely that, a *suggestion*. It has proven to work for me, but I'm sure alot of other strategies are viable, if not better, than mine. On the topic of sending slaves to produce wood and stone, I personally prefer to first focus on building (you are given a fair stockpile at the start to create a few buildings). Just remember as you're stockpile declines in size that slaves can only produce resources so quickly. Don't let the stockpile disappear before producing more, be proactive and start producing before and prepare yourself. That way construction will be much, much more efficient. Personally I generally start the game by setting 18 slaves on meat production and around 14 on corn production (a few more than needed, but means I won't be constantly micromanaging every two births in the province). I then begin building a medium-sized school for builders and a medium-sized barracks for Spearmen (to have a mixture of the units produced; you already have a Small Barracks for Swordsmen). I set them so that they will both finish at about the same time. 3. Conquer Nine Hills I can safely say that you should *always* attack Nine Hills as soon as possible (ie. send out a caravan containing warriors to attack the province on Day One). Here's why you should: - You gain many more slaves to use - You gain the use of Llamas (you can transport resources between provinces) - It can be done with NOT ONE single casualty. I've done it numerous times, it truly isn't too hard. It simply requires patience and caution. To find the strategy I employ, check the information on the Nine Hills province. The only possible negatives is that: - You're hero will get injured a bit and you may lose a few other warriors if you aren't careful enough. But overall, the positives simply curb-stomp the negatives. DO IT. STRAIGHT. AWAY. 'Nuff Said XD. ============================================================================= | | | 2.2.0 Initial Expansion [PRO02] | | | ============================================================================= From here you will be given a guide to each province, how to conquer it, rewards, usefulness etc. After this, the best line of action is to always conquer the neutral lands that you can without attacking other tribes. This expands your empire and you can then begin to wage war on the other tribes. If you attack them too early you're going to get easily crushed. ============================================================================= | | | 2.2.1 Nine Hills [PRO021] | | | ============================================================================= Owner: Neutral Special Mission: Yes Buildings: 7 Small Farms 5 Llama Lairs 3 Provision Stores 2 Lumberyards 1 Fishing Hut Enemies: 79 Warriors 4 Llama Masters 35 Slaves 16 Llamas Magic Items: None Recommended Force: Jarakhi Optional: 1-5 Archers 1-2 Scouts Battle Strategy: This is a perfect learning tool on how to use stealth in special missions. For the first time doing this mission, it is best to use Jarakhi only. 'But why only bring *one* warrior?' I here you ask. 'Surely it'd be easier to win with more men.' True. It would be *easier*, but certainly not better for you. The negatives of taking more men are worth looking at. Firstly, it can be a constant battle between you and your units AI. If sighting an enemy they will run after and attack it. Often this puts them in sight of other enemies who then come over and attack, your units move towards these new enemies, drawing even more enemies. If you only bring as many as you need, you don't need to fight to control as many men. Secondly, the less men you bring the easier it is to sneak past enemies. This might seem cowardly to you but the game promotes this sort of behaviour greatly, placing many woods to hide in throughout all maps. You might not see any point in killing as few enemies as possible but remember that for every enemy you keep alive, at the end of the mission you'll get one extra slave to raise your growth rate, produce resources or train into warriors or workers. Sneaking past most of your enemies army can leave you with 20 or 30 more slaves to do your bidding. Plus, you'll take less casualties as your fighting less. Unless you fail at being stealthy, then your going to die, plain and simple. The main rules about Special Missions: 1. Use Stealth 2. Kill as few enemies as possible 3. Take as few casualties as possible Using these rules, you are going to fare far better in these missions. The best thing you can do to learn how to lessen you and your enemies casualty rate is to simply play the special missions. Save before you send your warriors to attack and if you die or think you could do better you just have to reload your game. Just give it a go, you aren't risking anything. Try and work out the mechanics of the enemy AI, how stealth works and also the freewill AI mechanics of your own units and how to combat them doing something stupid. I can tell you how the mechanics work and the best way to act to take advantage of the mechanics but until this is actually put into practise it won't mean anything to you. Quick note: You may wish to bring a few extra men (preferably archers due to their long range). If there are enemies you *must* kill and you've already maxed Jarakhi's experience you might want to instead kill these men with your archers. It's generally best to use all of them so that you kill enemies before they can damage you too much. Just be careful to not accidentally bring extra enemies upon you. Stealth is key. You may also wish to take scouts so you have a larger line of sight. Get them to tag along behind Jarakhi and make sure they don't stumble upon any enemies. Here's the actual battle strategy: Your objective is to capture all 5 Llama Lairs. First scan across the screen and work out where each one is. The first to take is on the east side of the river. Jump Jarakhi from wood to wood, first going south from his spawn point into the massive forest. You're aiming for the woods just east of the entrance to the hill containing the first Llama Lair. Move to the fairly small wood that's north of the circular valley landmark. The wood east-north-east of that one contains two archers just on its north-east edge. Run towards this wood and kill the two archers that attack. After that move to the wood west of this and you'll be just east of the entrace to the Llama Lair hill. You'll notice there are men guarding the entrance to both the Llama Lair hill and the hill above you that contains two small farms and a provision store. Basically what you want to do is lure one enemy (two at most) away from their posts until they are isolated. To lure them simply come out of the woods for a moment so that only one or to enemies will see you. They'll move towards your position. Sink back into the woods and then attack as soon as they're in range. Spearmen will require two shots so you want to make sure the first on is right on the edge of Jarakhi's range. He'll throw the second one before the spearman can even get into range. If too many enemies diverge on you at once, don't panic. All you need to do is move around in the woods a bit. They only home in on the point that they saw you last and then search around that point for a bit. If you're far enough away from there, they won't find you. Then just allow everyone to go back to their posts and try again. You'll need to kill all the men on the Llama Lair hill but you can leave the archer that is posted just beneath the Small Farm on the left of the hill above you. Sneak Jarakhi onto the Llama Lair hill. To overtake it simply right-click on the building. It's smart to overtake any building that you can without being attacked. You'll own all buildings when you complete the mission anyway but it means that some of the Fog of War is cleared because of the building's view range. This will make it easier for you to spot enemies and lessen the chance of being attacked unexpectedly. Make sure to not kill any slaves either, by the way. It'll be one less person to serve you when you conquer the province. Once you've captured the first Llama Lair you need to get to the other side of the stream. All three bridges are guarded. The northern one is so insanely guarded that there's no point in even trying. The middle bridge has two spearmen openly guarding it and a few archers waiting in ambush, meaning you can't prevent getting at least a little hurt. The southern bridge is only guarded by two spearmen and is surrounded by swampland. Swampland can be your greatest friend or your greatest enemy depending on whether you're attacking or defending. It impedes the movement of any troops travelling through it, so if you stick a bunch of archers (or a single Spearman Hero by the name of Jarakhi) in it and let a group of men attack you (ideally swordsmen, but it will work with spearmen and archers too), you'll notice how quickly the opposing group get crushed. This is because your range is longer so there is a distance that the enemy needs to cover where you can attack them before they can get into range themselves. The fact that swampland slows enemies down means that it takes them longer before they can actually get within range to fight back. Jarakhi against two spearmen is nothing. Place him so that the enemy needs to run through swampland as much as possible before they can attack. Watch them run at him and fall before his spear. After that just cross the bridge and run into the woods. It's easiest to take the south-western Llama Lair next. To capture the Lair in the south-eastern on the western side of the stream you'll be so close to this one you may as well take it now. Run from the woods across the road to the conglomeration of trees on the other side (not too high up to make sure you aren't attacked). Take the woods right up to the edge of the entrance of the hill. Move up so that the man guarding the entrance itself sees you. Isolate and pick him off. Move onto the hill and towards the trees closest to you. Two archers will attack. Kill them and move into the trees. All you have to do now is sneak through the trees until you're next to the Llama Lair, capture it, sneak away again and leave the hill. Move up the north-eastern edge of the wood you're in at the moment. You're going to leave yourself very open here. There is a scatter of trees on the western edge of the hill of the south-eastern Llama Lair on the west side of the river. Move Jarakhi from tree to tree up the west side of the hill. On your way up you'll find a single archer concealed in one of the trees so look out. At the last tree before you come around the corner to the north side of the hill you'll also be shot at by and archer on the hill. Make sure to kill him too. You should there are two archer and two spearmen at the entrance to this hill. Use the tactic described for capturing the very first Llama Lair. Draw each one out one at a time if you can and deal with them by themselves. If you draw the attention of an extra person or two when trying to capture this Lair don't worry too much, it can be difficult to get this one clean and perfect. It's best to deal with the spearman guarding the centre bridge now as you will have to deal with him soon anyway. After he's dead simply go in and take over the third Lair. The fourth lair is the one further to the east of the remaining two that is on the same hill as the town centre (where slaves, workers and warriors are spawned). Go north from the third Lair. Be careful of the first patch of trees just north of the exit from the hill, it contains three archers. Try to hug the hill containing the one small farm as you go past to avoid unnecessary bloodshed. Clear the lone spearman at the entrance to the hill containing the fourth Llama Lair and move into the wood just outside of the entrance. Archers should come from the hill, kill them. A few other men from the west side of the road may see you attacking these archers so be ready to kill them off to if necessary. The best way to capture this Lair is simply run in, capture it and move away as far away from the entrance to hill as possible. Enemies will swamp the entrance and one or two may find you on the hill so again, be ready. After this simply run off the hill and away as quickly as possible. Enemies should stop following you pretty quickly. Now onto the final Lair. Retrace your steps back to the second Lair (the most south-westerly one). Remember to dodge the ambush near the centre bridge too. You can't go directly across the road to reach the final Lair because of an ambush waiting on the edge of the trees. When you get back to the wood outside of the second Lair, go right around the western side of the hill and up to the woods there. You are going to take the path between the hills of the second and final Lairs. Run from the woods to the patch of trees just under the lumberyard and from there to the patch of trees just to the east of the lumberyard. You'll see two spearmen and an archer guarding the entrance to the hill. Pick these off one at a time, as per usual. The final thing to do is charge in, kill the last archer and capture the Llama Lair. A moment later the mission will end and you'll be debriefed. If it doesn't then make sure each Lair is in fact captured (it can sometimes happen, I've done it). I managed to only kill 31 of the total 79 enemy warriors, so you should get somewhere around this mark too. You'll get the 16 Llamas (unless you killed some) and a good 85-95 slaves. Not a bad day's work. Messages related to the 'Mystery of Nine Hills' mission: Conditions for message: The player must not have yet attacked the Nine Hills province and the date must be 1424/07/05. Following its foundation, your young empire lives its first years. A trader, who has returned from one of the western provinces, Nine Hills, brings exciting new. "Mighty Lord, I have seen animals that I have not even heard of before. Their fur is pale, they have four legs and feed on grass. They have immense strength and one of them can bear three times more than the strongest load bearer. If we had these animals, transportation would become a lot easier between our provinces". "He speaks well, mighty Lord", says your counsellor approvingly. "It is said that the province's line of defense is so weak that we could conquer the province and obtain these valuable animals". "Tell me trader, what is the name of this creature?" "Llama, mighty Lord!" Conditions - Plays the first time you invade Nine Hills Mystery of Nine Hills Chilly morning. The breeze dishevels the hair of the warriors gathering at the foot of the Nine Hills. A confident smile flits across the face of the men painted with the colours of war. A gray shadow skips across the cliffs and the wind blows the noise of this movement far away into the morning mist. The commander of the conquerors gives orders for the attack. Mission Objectives: - Occupy the llama houses. Conditions - Fail in the 'Mystery of Nine Hills' mission. Defeat! Perhaps the news you received underestimated the strength of the enemy or it was you who overestimated yours. Whatever happened, your first mission has ended in a humiliating defeat that brings discredit to your new- born empire. Pray to the gods, Emperor, to make your next mission more successful! Conditions - Succeed in the 'Mystery of Nine Hills' mission. Victory! Your reward after completing the mission: From now on you can build Llama Lairs! "Look what we found, mighty Lord!" One of your commanders approaches, leading a strange creature tied to a rope. The animal has dirty-white fur and four legs. "What is this creature, commander?" "The natives call it the Llama, might Lord. It feeds only on vegetables, but can bear three times more than the strongest load bearer. With the help of these animals, transportation would become a lot easier between our provinces". ============================================================================= | | | 2.2.2 Sacred Groves [PRO022] | | | ============================================================================= Owner: Neutral Special Mission: No Buildings: 4 Small Farms 3 Provision Stores 2 Lumberyards 5 Fishing Huts Enemies: 41 Warriors 43 Slaves Magic Items: None Recommended Force: 60 + Warriors (Can be done with 50 or so however) Battle Strategy: Unknown ============================================================================= | | | 2.2.3 Blizzard Hills [PRO023] | | | ============================================================================= Owner: Neutral Special Mission: Yes Buildings: 5 Ranches 3 Provision Stores 2 Lumberyards 2 Hall of Wonders Enemies: Unknown Magic Items: Unknown Recommended Force: Unknown Battle Strategy: Unknown ============================================================================= | | | 2.2.4 White Peaks [PRO024] | | | ============================================================================= Owner: Neutral Special Mission: No Buildings: 3 Small Farms 3 Large Farms 4 Provision Stores 2 Lumberyards 1 Fishing Hut 1 Small Barracks (Spearman) 1 Quarry Enemies: Pocotli (Swordsman Hero) 56 Warriors 63 Slaves Magic Items: None Recommended Force: Unknown Battle Strategy: Unknown ============================================================================= | | | 2.2.5 Sentinal Peak [PRO025] | | | ============================================================================= Owner: Neutral Special Mission: Yes Buildings: 3 Small Farms 1 Ranch 2 Provision Stores 2 Lumberyards 1 Fishing Hut Enemies: Unknown Recommended Force: Unknown Battle Strategy: Unknown ============================================================================= | | | 2.2.6 Fields of Life [PRO026] | | | ============================================================================= Owner: Neutral Special Mission: Yes Buildings: 1 Ranch 2 Small Stores 2 Lumberyards 4 Fishing Huts 1 Palace Enemies: Unknown Recommended Force: Unknown Battle Strategy: Unknown ============================================================================= | | | 2.3 War and Diplomacy [PRO03] | | | ============================================================================= Sections 2.3 - 2.10 are coming in future versions! ============================================================================= | | | 3.0 Chronicles Walkthrough [CHRM] | | | ============================================================================= In each section listed below information will be given on each of the eight Chronicles listed in the game. These are scenarios that test you on and teach you about certain elements of the game. Playing through these and winning *can* actually help with the Prophecy mode. You get a better understand of game mechanics and how to abuse mechanics to win. Onwards to the Chronicles! XD ============================================================================= | | | 3.1 The Trader [CHR01] | | | ============================================================================= In-Game Chronicle Background: Every child has heard of the famous Humopochi. He is a popular hero of old legends, a plump and clumsy trader who is always escaping thieves and whose quick-witted mind helps him to avoid their vicious traps. Every trader and traveller knows who he is. If there is any trouble, they immediately think of him and wish he was with them. However, only those who know the legends and the eldest of wise men know who Humopochi really was. Only they know that, besides being a brilliant trader, he was indeed the savior of his people, the peaceful Huatepec tribe. Humopochi become a legend following his memorable escape in 1309 when the survival of his people depended entirely on this escape from the Province of Silversand. In-Game Chronicle Briefing: Humopochi was born on the shores of the Large Eastern Sea in the 13th century. As a child he had always wanted to enter the trading profession and by the age of twenty he had become a skillful trader. Although at that time the Huatepec and the Yaxuna were hostile towards one another, Humopochi occasionally visited Yaxuna villages and even their capital, the Halls of Honour, to ply his trade. One day when Humopochi happened to be in the capital, he overheard the conversation of two prominent Yaxuna. They were discussing the implications of an all-out attack against the Huatepec! The Trader sneaked off, prepared his llamas to leave as quickly as he could, hired a few warriors and set out for home. However, he was soon discovered and the Yaxuna leaders sent warriors to chase him. In spite of Humopochi's relentless march lasting many days and nights, the hunters caught up with him in the Province of Silversand on the border with the Yaxuna Empire. They massacred the caravan and set out to track down Humopochi and his men, making their way along a narrow mountain pass. Even though they had to cross deep jungles and marshlands while the Yaxuna were looking for them, the small Huatepec group managed to cross the border. Now it is your turn to do the same adventurous journey. If you are successful, this will mean that you have acquired the skills necessary for moving around in the wilderness. Scenario Objectives: - Lead the trader into one of the escape circles. ============================================================================= | | | 3.2 The Commander [CHR02] | | | ============================================================================= In-Game Chronicle Background: The legend of Zalpochi, which dates back to ancient times, is widely known. Zalpochi was an eminent Chief of the Axocopan tribe, a good leader in both war and peace. He is the author of the famous book on the 'theory of tactical fighting'. The Axocopan tribe has been very successful in battle ever since as the war chiefs learn how to put his valuable knowledge into practice (many of the original Zalpochi tactics are still in use). Now that you understand his eminence, let's see whether you are as skilled as the Great Zalpochi. In-Game Chronicle Briefing: Zalpochi and his exhausted warriors were returning home from faraway lands. Weakened by fierce battles and relentless marching, they arrived in the Province of White Peaks, knowing that they still had a long way to go. It is not surprising that when they stumbled upon the camp of a Teotitlan army, they were completely unprepared. The enemy was almost equal in number and had a priest with them. The Teotitlan warriors intended to attack at once, but Zalpochi avoided this by ordering his army to retreat into the thicket. The Teotitlans then changed tactics and decided to search the province for the famous Chief. Meanwhile, they started to organise their attack. During those hours, Zalpochi found himself in a very difficult situation as food was scarce and they were unable to flee the province or face the mighty Teotitlan priest in an open battle. Zalpochi's only help was his brillian mind, which did not let him down. According to the legends, this was the first time an army had fought in formation. Now it is your chance to show that you can handle the situation just as resourcefully. Scenario Objectives: - Kill all of your enemies. ============================================================================= | | | 3.3 The Priest [CHR03] | | | ============================================================================= In-Game Chronicle Background: This legend tells of old times when the wise Iztahuacans first offered sacrifices to the Stars in return for their power. It was so long ago that the tribe did not yet know the secret of how to build a temple for the Stars. It took several years and many bloody battles to obtain a Pyramid of the Stars, which was built by the Olmeks long ago. Unfortunately, the Pyramid was situated in the Province of Crying Spring in a small village close to the border, which was often attacked by the Axocopan. Nevertheless, this was just one of the problems Ateocatlal, the province's new ruler, had to face. In-Game Chronicle Briefing: For a long time, Ateocatlal served the Iztahuacan religious community as a priest with no special qualifications. Finally, his diligence, experience and hard work paid off and he was appointed to lead the Province of Crying Spring. His fellows were not very hopeful and thought it was just a question of time before the Pyramid was lost. Therefore, they wished to gain as much magical energy out of it as they could even though they knew that the province's small and stagnating economy could not afford to sacrifice many slaves. Ateocatlal was charged to produce a huge amount of mana. This order aimed to accelerate production. Of course, everyone was amazed when Ateocatlal fulfilled the requirements and repelled the Axocopans' repeated attacks. He handed a stable, flourishing and well- protected province over to his successor and soon became High Priest of the Stars. He wrote several studies on this sphere and, according to the legends, he was the inventor of the Shield of Reflection, a powerful magic armour. Do not erase the memory of this great man from your mind when trying to complete his mission. Scenario Objectives: - Gather 7000 mana within 10 years by making sacrifices. ============================================================================= | | | 3.4 The Captain [CHR04] | | | ============================================================================= In-Game Chronicle Background: This is one of the Axocopans' most famous and popular legends as it reflects all the important qualities of a true warrior: heroic tenacity, responsibility, organisational skills and a good sense of strategy and tactics. Kathapi possessed all these qualities, which enabled him to become the hero of the Axocopan army. His career started at the beginning of the 14th century in the thicket of the Province of Spearhills. He quickly rose up through the ranks and soon found himself at the head of the Axocopan army. Yaxuna warriors gave him the name 'The Lion of the Woods', and even now when they hear this name they think of Kathapi with fear and respect. Now let us see what actually happened in the Province of Spearhills at the beginning of the 14th century. In-Game Chronicle Briefing: If you look at early maps, you will notice a strange spot at the heart of the Axocopan Empire. It seems very strange indeed that a region as strategically located as the Province of Spearhills remained neutral for such a long time. The reason becomes clear as soon as you take a closer look at this 'blind spot'. In the middle of a vast and seemingly impenetrable jungle there stands a few ramshackle cottages surrounded by a shaky fence. There is no farm and no garden. It is almost impossible to produce anything there. One may wonder how its residents could survive at all. This has always remained their secret. It is quite obvious that the village is unable to support soldiers. Yet at the beginning of the 1300s, the Axocopan War Chief realised its stategic location and so acted promptly. He commissioned young Kathapi to set up a sound garrison within ten years, which would be able to check the violent Yaxuna attacks. Kathapi set about this accordingly. He hunted for food resources, organised provisions, and by the end of the 10th year, had created a strong fort that could easily repel hostile attacks. The Province of Spearhills soon became the strongest bastion of the Axocopan Empire. Now it is time for you to check out what you can accomplish. Scenario Objectives: - Defend the Province of Spearhills at all costs for 10 years. - Kathapi has to survive. ============================================================================= | | | 3.5 The Architect [CHR05] | | | ============================================================================= In-Game Chronicle Background: The High Pyramid of the Province of Ratfields was the largest building on the continent for a long time. Even today, decades later, it is one of the greatest miracles ever constructed by man. Its construction required vast amounts of jewels and building materials, and the final result was so grand that it exceeded even the wildest expectations. The Teotitlan architects were particularly proud of their creation as its construction was hindered in several ways. Chief Chimoki, the leader of all Teotitlans, did not support the plan at first and only provided provinces at the border. In addition, the Iztahuacans got wind of the plans and decided to prevent its construction by carrying out a massive attack. In-Game Chronicle Briefing: The Teotitlan priests wished to build the largest pyramid ever seen on Earth in which fantastic sacrifices could be offered to the gods. They also hoped to obtain two new spells, the Mouth of Nothing and the Souls of Betray, which the underworld promised to hand over to the newly ordained High Priest. Despite the fact that the Emperor did not favour the expensive plan and only provided small provinces on the border with a 10-year deadline, the priests did not give up. They hired the best architects in the Empire, engaged traders to transport the raw materials, and ordered Morhamum, their own demonic creature, to command the protection forces. Despite their efforts, they faced obstacles which were more difficult to overcome than they had imagined. The Iztahuacans found out that the Teotitlan priests were building up more mana resources than the continent had ever seen and promptly started to organise their attacks. They sent larger and larger forces, but could not halt construction. Finally, they called their demons together and sent them to destroy the pyramid. However, this savage regiment also failed. All Iztahuacan attacks were warded off by the Teotitlans under the leadership of the great architect and war chief whose name has fallen into oblivion forever. Scenario Objectives: - Finish the high pyramid within 10 years. ============================================================================= | | | 3.6 The Hero [BAS03] | | | ============================================================================= In-Game Chronicle Background: Tlechlal was born sometime around the turn of the millenium in a small, unknown village. Even during his childhood he showed considerable strength, physique and courage, and he soon became the best hunter in his tribe. In his early twenties, the Yaxuna attacked his village, killing everyone they found. He was the only survivor. The Huatepec people, who were then waging war with the Yaxuna, invited him to join their tribe. Tlechlal then swore that he would fight all forms of tyranny, and acted accordingly. He wandered near the borders and fought as many Yaxuna and Axocopan warriors as he could. Sometimes he accompanied Huatepec caravans in order to offer them protection. On one of these journeys, he disappeared and accomplished one of the most famous of his brilliant deeds. In-Game Chronicle Briefing: Tlechlal soon found faithful friends in the Huatepec army. There was a Priest of Nature, who accompanied the hero wherever he went, and 15 veteran warriors, who had been fighting on his side for more than a decade and were even prepared to follow Tlechlal into the underworld. One day they were on their way home from the Halls of Souls, the Teotitlan capital. They traded successfully and left all the merchandise there, and so no longer had the caravan with them. They intended to pass by a village called Wormgulch to get some food, but when they reached the border of the province they saw something strange. A few men came running towards them and, without a word, sprinted off into the forest. Soon bizarre creatures appeared following their tracks. The creatures' skin was as grey as a shadow, and indeed, they were shadows. The spiritual fighters of the Stars approached quickly and pounced on Tlechlal and his companions. However, the Huatepec warriors were skilled enough to destroy the Shadow Warriors. They then proceeded to kill all of these grey fighters in the town. After a vicious fight, they found footprints leading to the neighboring province of Ratfields. Scenario Objectives: - Kill all of the shadows. - Tlechlal has to survive. ============================================================================= | | | 3.7 The Governor [CHR07] | | | ============================================================================= In-Game Chronicle Background: This odd legend does not tell the usual tale of glory. On the contrary, it tells of the darkest years of the Axocopan Empire. The Empire was established around the turn of the millenium when the Axocopans ruled over a vast number of small tribes and thus gained an immense amount of territory. It became a very powerful Empire, as you already know from chronicle 4. However, it now seems that it is about to collapse. Under the leadership of Head Chief Huormuah, the hostile Yaxuna Empire achieved a decisive victory over the Axocopan army. Realising what a great opportunity this was, the subordinate tribes also started to revolt, almost completely destroying the Axocopan army during the fighting. In this seemingly hopeless situation, the Emperor appoints a new Governor and passes all authority to him. In-Game Chronicle Briefing: In the past, the Axocopans had to face and put down several rebellions. They knew rebellions were a natural phenomenon and their army was so strong that they need not fear. No wonder they were completely shocked when several subordinate tribes successfully revolted shortly after the war against the Yaxuna Empire. These tribes, much smaller in number and less organised, attacked and defeated the local Axocopan garrisons. From then on, no one could halt their unified armies. Despite the efforts made, the tribes gained independence while the Axocopan army was practically destroyed. The Yaxuna soon joined the fighting again and overran the Eastern territores of the Empire. At this point, the Axocopan Emperor realised his responsibility and withdrew. He appointed a new Governor to govern the Empire for twenty years (although he was sure that the Empire would be conquered in less than twenty months) and gave him full authority. The new Governor, called Itzilcatza, represented a ray of hope for the people in this otherwise hopeless situation. Everyone said that he was talented, which is a very modest way to describe him in view of what he did for the Empire. He was a brilliant strategist driving back the Yaxuna forces one by one, a great war chief reorganising the military and a remarkable leader reviving the Empire. The situation he had to face was probably the most desperate ever. Itzilcatza is said to be the finest governor of all times. Or is this status thrown into question by a newly appointed governor about to start the same mission? Scenario Objectives: - Protect the province of - Halls of Fear - Stairs of the Rain - Mirror of Kauni - Napochka's Castle ============================================================================= | | | 3.8 The Revolt [CHR08] | | | ============================================================================= In-Game Chronicle Background: The last legend of this chronicle is indeed a very new one. It tells us about the events that took place on the fourth day of the first month of 1419, just one day ago. This story is not a lesson and will not teach you anything new. It is not even a legend. It is actually an epilogue which introduces the people whom you will have to lead in the next decades to come. They are called Atlans. Just a few centuries ago, the Atlans left the jungle and founded their capital, the Halls of Freedom. It is a sad irony that the Halls of Freedom were soon annexed to the Axocopan Empire and the Atlans were forced into slavery. Yesterday changed all this as the Atlans started their brave revolt to regain their freedom. In-Game Chronicle Briefing: Only the old wise men remember the glorious moment when Chief Legachque left the jungle and stabbed his spear into the ground. The Halls of Freedom were later erected on this very site, but unfortunately were soon taken over by the Axocopans. The Atlans were then forced to serve them for much too long. A few of them remained in the capital, working hard under the constant surveillance of the slave-drivers. A large part of the population were taken to the Axocopan army and trained to be warriors. Many were killed in far-away battles fought against the Axocopans' enemies or rebels. As Legachque had surrendered of his own free will, the Emperor showed mercy on him and his people and the Atlans were given some power in their internal affairs. You were born as a member of the Legachque family at the turn of the century. Your brother, Jarakhi, had to join the army where he was promoted several times and is now of a high rank. Although you have always been faithful to the Emperor, he turned against you not long ago for the simple reason that he wants to remove you from power, however limited that power might be. He said you had helped a rebellious tribe and sent warriors to capture you. The Axocopan warriors occupied the Halls of Freedom, imprisoned Jarakhi and his warriors inside the old Governor's Palace and were looking for you to sacrifice you all on the altar of the Sun. You have been lucky so far and found a hideout in the thicket. Meanwhile, the Axocopan fighters have been searching for you and setting up a strong garrison around the old Palace. It is now time for you to start the ball rolling: organise and launch a rebellion to free your people from the chains of slavery. Remember that the majority of your tribe served the military for some time and almost everyone has some type of a gun under their bed. Now go, your people are waiting for you. Scenario Objectives: - Kill the Governor. - Occupy the Palace. ============================================================================= | | | 4.0 Other Info [OTIM] | | | ============================================================================= ============================================================================= | | | 4.1 Advanced Mechanics [OTI01] | | | ============================================================================= Coming soon! ============================================================================= | | | 4.2 Hints & Tips [OTI02] | | | ============================================================================= Coming Soon! ============================================================================= | | | 4.3.0 Structures [OTI03] | | | ============================================================================= ============================================================================= | | | 4.3.1 Resource Production [OTI031] | | | ============================================================================= Lumberyard Wood: 100 Small Farm Wood: 120 Large Farm Wood: 220 Fishing Hut Wood: 210 Ranch Wood: 130 Jewelry manufacture Wood: 160 Stone: 220 ============================================================================= | | | 4.3.2 Non-Military Training [OTI032] | | | ============================================================================= Small School Wood: 190 Stone: 120 Medium-size School Wood: 240 Stone: 240 Large School Wood: 380 Stone: 360 Jewel: 180 Builder required Palace Wood: 760 Stone: 560 Jewel: 360 Builder required Education Centre Wood: 760 Stone: 560 Jewel: 460 Builder required Llama Lair Wood: 190 Stone: 140 ============================================================================= | | | 4.3.3 Military Training [OTI033] | | | ============================================================================= Small Barracks Wood: 190 Stone: 120 Medium-size Barracks Wood: 240 Stone: 190 Large Barracks Wood: 380 Stone: 280 Jewel: 180 Builder required Jaguar Lair Wood: 30 Stone: 120 Jewel: 120 Builder required Hall of Wonders Wood: 280 Stone: 360 Jewel: 180 Builder required ============================================================================= | | | 4.3.4 Services and Storage [OTI034] | | | ============================================================================= Provision Store Wood: 150 Small Store Wood: 280 Stone: 40 Medium-size Store Wood: 350 Stone: 300 Large Store Wood: 400 Stone: 400 Jewel: 80 Builder required Small Hospital Wood: 100 Stone: 80 Medium-Size Hospital Wood: 180 Stone: 120 Large Hospital Wood: 240 Stone: 240 Jewel: 90 Builder required Weaponsmith's Workshop Wood: 290 Stone: 160 Jewel: 90 Builder required ============================================================================= | | | 4.3.5 Pyramids [OTI035] | | | ============================================================================= Soul Pyramid Wood: 720 Stone: 720 Jewel: 360 Builder required High Soul Pyramid Wood: 720 Stone: 1000 Jewel: 540 Builder required Nature Pyramid Wood: 720 Stone: 720 Jewel: 360 Builder required High Nature Pyramid Wood: 720 Stone: 1000 Jewel: 540 Builder required Sun Pyramid Wood: 720 Stone: 720 Jewel: 360 Builder required High Sun Pyramid Wood: 720 Stone: 1000 Jewel: 540 Builder required Moon Pyramid Wood: 720 Stone: 720 Jewel: 360 Builder required High Moon Pyramid Wood: 720 Stone: 1000 Jewel: 540 Builder required Star Pyramid Wood: 720 Stone: 720 Jewel: 360 Builder required High Star Pyramid Wood: 720 Stone: 1000 Jewel: 540 Builder required ============================================================================= | | | 4.4.0 Units [OTI04] | | | ============================================================================= ============================================================================= | | | 4.4.1 Non-Military [OTI041] | | | ============================================================================= Slave Hit Points 50 Basic units of the Empire. They can be trained to be Fighters, Craftsmen, Priests, Scouts, Traders or even Governors. The Slave is capable of any Craftsmen's work but with a lower efficiency. Within the borders of the province the slave is the only one to be able to complete transportation, consequently an active building always requires slaves to be able to operate. Farmer Hit Points 60 Producers of food. Farmers can work on Farms, Ranches or in Fishing Huts. They are educated in Schools and are recruited from the Slave class. Lumberjack Hit Points 70 Lumberjacks cut wood and work in Lumberyards. They are educated in Schools out of Slaves. Miner Hit Points 70 Miners can work in three different types of mines: stone, gold or jade. They are educated in Schools and are recruited from the Slave class. Builder Hit Points 60 Builders are the construction experts. They shorten the building construction time and are essential in order to start work on some buildings, including the Large Schools, Large Storehouses, Large Barracks, Heavy Armouries, Large Hospitals, Palaces and the Pyramids (all sizes). They are trained in the Medium-size and Large Schools and recruited from the Slave class. Jeweller Hit Points 60 Jewellers make Jewels (from gold and/or jade). They work in Jewellery shops and are educated in Medium-size and Large Schools from Slave recruits. Llama Master Hit Points 70 Llama Masters are the only unit capable of driving the llamas. Llama Masters are not able to fight. They are educated in the Llama Lair using recruits from the Slave class. Llamas will only follow the orders of the Llama Master if you group the llamas and their master into one unit on the Side Panel. Llama Hit Points 120 Llamas are the means of transportation between the Provinces and are controlled by the Llama Master. Llamas are born in the Llama Lair if there is enough corn in the province and the Llama Master is in the Llama Lair. Trader Hit Points 140 Traders are necessary for advanced transportation. This means that if there is a trader in the caravan, transportation will be uninterrupted and you will not have to repeat the orders. Just set the type and quantity of the resource to be transported between the two provinces once, and the caravan containing a Trader, Llama Master and llamas will transport the goods between the two provinces without stopping. Traders are educated in the Palace from Slaves recruits. Governor Hit Point 240 Governors help govern the Province and, when present in a Province, will co-ordinate the work there. Using the sliders in the Province Info Panel, you can set the rates of construction and exploitation of all six provincial resources (corn, gold, stone, jade, wood, meat). Governors are appointed from Palace and their promotion will also cost you some Jewels. ============================================================================= | | | 4.4.2 Military [OTI042] | | | ============================================================================= Swordsman 0 Experience Stats Hit Points 120 Stamina 120 Attack 40 Defense 30 1000 Experience Stats Hit Points 190 Stamina 178 Attack 66 Defense 53 Basic units of the Army. Swordsmen are excellent in close combat and are trained in barracks from Slave recruits. Spearman 0 Experience Stats Hit Points 90 Stamina 90 Attack 30 Defense 15 1000 Experience Stats Hit Points 150 Stamina 188 Attack 58 Defense 35 Spearmen are basic units of the Army. They possess average ability in both close combat and long-range attack. Spearmen do not attack from the same distance as Archers, though the wounds they cause are more severe. They are trained in barracks from Slave recruits. Archer 0 Experience Stats Hit Points 80 Stamina 80 Attack 25 Defense 10 1000 Experience Stats Hit Points 140 Stamina 160 Attack 55 Defense 20 Basic units of the Army. Archers are incapable of close combat but are excellent in long-range battle. Although archers can shoot farther than Spearmen can throw, the wounds they cause are less severe. They are trained in barracks form Slave recruits. Commander 0 Experience Stats Hit Points 150 Stamina 130 Attack 10 Defense 25 1000 Experience Stats Hit Points 250 Stamina 250 Attack 20 Defense 45 Commanders of the Army lead troops into battle. They have the ability to handle the troops: that is, they can arrange units into formations and change formations in battle. Commanders are fighters promoted to the Commander position. Scout 0 Experience Stats Hit Points 90 Stamina 200 Attack 0 Defense 30 Though incapable of fighting, Scouts possess excellent observational ability and can detect enemies lurking nearby. Wonderbow 0 Experience Stats Hit Points 300 Stamina 200 Attack 200 Defense 30 1000 Experience Stats Hit Points 300 Stamina 200 Attack 200 Defense 30 The Wonderbow is a fearsome weapon made of wood; wonderbows shoot gigantic arrows and possess devastating power. To build a Wonderbow you need five slaves, plus another five to operate the weapon after it is complete. Wonderbows are made in the Hall of Wonders out of wood. Jaguar Master 0 Experience Stats Hit Points 150 Stamina 130 Attack 15 Defense 25 Jaguars Master are both leaders of jaguars and fighters. They are trained from Slave recruits in the Jaguar Lair. Jaguars will follow the orders of the Jaguar Master only if you group the jaguars and their master into one unit using the group icon on the Side Panel. Jaguar 0 Experience Stats Hit Points 180 Stamina 150 Attack 100 Defense 50 Jaguars are tamed wild beasts that are extremely effective and strong units in battle. Note that only the Jaguar Master can tame and control them. Jaguars feed only on meat. If they run out of meat, they starve and die. Jaguars are born in the Jaguar Lair if there is enough meat in the province and the Jaguar Master is in the Jaguar Lair). Hero Stats vary depending on Hero. Heroes use either use swords, spears or bows. Heroes are fearsome fighters who have an enormous influence on the outcome of battles. A hero is God's bliss on your Empire. They join you after the completion of a mission or the expansion of the Empire. Besides their tremendous strength, Heroes possess Magic Items and the team-handling abilities of the commanders. ============================================================================= | | | 4.5.0 Heroes [OTI05] | | | ============================================================================= ============================================================================= | | | 4.5.1 Swordsman Heroes [OTI051] | | | ============================================================================= Garkuna 0 Experience Stats Hit Points 300 Stamina 220 Attack 102 Defense 61 He is the head of the mystic Jaguar Masters' tribe and is immune to all spells of the sphere of Nature. Jaguars do not wound him. Although he has never learned to fight and his defense is weak, throughout the long years spent in the wilderness his body learnt stamina and his blows are as strong as anyone else's. Tlechlal 0 Experience Stats Hit Points 250 Stamina 180 Attack 69 Defense 67 He was born in an unknown village deep in the forest and is the great hero of the Huatepec army. He has almost no weaknesses. Tlechlal is lethal and tenacious in combat. ============================================================================= | | | 4.5.2 Spearman Heroes [OTI052] | | | ============================================================================= Jarakhi 0 Experience Stats Hit Points 230 Stamina 180 Attack 70 Defense 59 1000 Experience Stats Hit Points 230 Stamina 180 Attack 70 Defense 59 Your foster brother and best friend, commander of the Atlan army. He is not an extremely good fighter, but his loyalty and stamina are honourable. Kathapi 0 Experience Stats Hit Points 255 Stamina 216 Attack 86 Defense 55 Kathapi is the commander of the Axocopan army and the mortal enemy of your foster brother, Jarakhi. He possesses outstanding abilities and is an excellent fighter. He has the most stamina and strength of any Axocopan warrior. Kukurbuki 717 Experience Stats Hit Points 230 Stamina 210 Attack 70 Defense 55 He is the head of an ancient, forgotten tribe who possesses unique abilities: Kukurbuki is able to gain vitality from his environment and to continually heal himself. He is extremely enduring and immune to the spells of Nature. Toomoo 0 Experience Stats Hit Points 255 Stamina 210 Attack 80 Defense 55 Toomoo is a warrior who was enclosed in a stone statue six hundred years ago. Toomoo has just returned to real life and is an excellent fighter in every respect. He possesses a special ability to wound the priests and the creatures of the Moon very efficiently. He is immune to the spells of Moon and also knows the weak points of the Wonderbow. ============================================================================= | | | 4.5.3 Archer Heroes [OTI053] | | | ============================================================================= Morhamum 0 Experience Stats Hit Points 239 Stamina 204 Attack 80 Defense 45 He is the dark offspring of the alliance between the Teotitlan priests and the Underworld. His body has been taken over by a daemon and is enduring and as strong as a bull. Morhamum's shots are incredibly strong and he hunts for hostile priests with fantastic aggression. They could be killed by Morhamum's single arrow. He is completely immune to the spells of the ============================================================================= | | | 4.6.0 Magic Items [OTI06] | | | ============================================================================= ============================================================================= | | | 4.6.1 Masks [OTI061] | | | ============================================================================= ============================================================================= | | | 4.6.2 Shields [OTI062] | | | ============================================================================= Immortal Shield The shield increases the vitality of the user, who will be able to take more blows without being wounded. Stat Increase: + 300 Hit Points How to Obtain: Jarakhi is equipped with it at the beginning of Prophecy mode. He's found in the Halls of Freedom. Shield of Reflection This shield possesses a special quality: the sword blows taken by its user are reflected back to the enemy. Stat Increases: NONE ============================================================================= | | | 4.6.3 Rings [OTI063] | | | ============================================================================= Dragonring This item was created solely to combat the flying snakes of ancient times. Its wearer will possess the strenth of a wild beast and his blows will hit with the force of a large battle-axe. If placed into the dragon's nest, the ring can also kill the dragon. Stat Increase: + 80 Attack Ring of Concordance This magic item was handcrafted by the Goddess of Nature herself, who created the Ring as a token of an ancient alliance. It is saturated with the essence of Nature, protecting the wearer against some parts of physical wounds. Stat Increases: NONE ============================================================================= | | | 4.6.4 Battle-Axes [OTI064] | | | ============================================================================= Axe of Flame The blade of this fearsome weapon is steeped in the magic of the Sun, and the signs carved upon it create a steady glow. The extreme heat of the Axe of Flame melts flesh and bone like butter cut by a knife. One blow has three times the strength of an ordinary weapon. Stat Increase: + 60 Attack Axe of Nature Users of the Axe are the favored children of Nature. While they hold the Axe of Nature in their hands, they grow harder and become stronger and healthier. The weapon itself does not do more damage than an ordinary axe, but its possessor will strike harder and die only after a fierce fight. Stat Increases: + 50 Hit Points + 20 Attack How to Obtain: Complete the 'Gardens of Death' mission in the Gardens of Silence (Equipped to Garkuna). Headcutter's Axe The dreaded weapon of the God of Execution. Users land blows so strong that no creature has yet survived attack -hence its name. The axe's wide blade also protects users against physical attacks. Stat Increases: + 80 Attack + 5 Defense ============================================================================= | | | 4.6.5 Spears [OTI065] | | | ============================================================================= Spears of Thunder The counterpart to the Spears of Lightning, Spears of Thunder were made by the God of Clouds to fight his opponent. After his defeat however, the weapon disappeared and no one has ever learned where it is. Legends suggest that the Spears of Thunder are just as frighteningly strong as the Spears of Lightning. Stat Increase: + 35 Attack Jaguar Killer The magic weapon's name derives from the fact that it can kill even the thick-coated and bloodthirsty animals of the jungle with one blow. Only a few people have ever survived the lethal blow of the Jaguar Killer. Actually, this is one of the most dangerous weapons on the continent. Stat Increase: + 80 Attack How to Obtain: Complete the 'Gardens of Death' mission in the Gardens of Silence. Grappling Spears This magic weapon increases the strength and skill of its user, who can strike much heavier blows and deflect attacks more successfully. Stat Increases: + 20 Attack + 8 Defense How to Obtain: Jarakhi is equipped with it at the beginning of Prophecy mode. He's found in the Halls of Freedom. ============================================================================= | | | 4.6.6 Bows [OTI066] | | | ============================================================================= Jade Bow Jade bows were fashioned from the sacred stone of the Nature Sphere and can send heavy but supple arrows great distances. Jade Bows are extremely efficient in wounding Nature Sphere priests and jaguars but also cause death when used against ordinary people. Stat Increase: + 25 Attack Vulture Bow The Vulture Bow is an extremely strong and dangerous weapon. Its gigantic, heavy arrows pierce the body like the sharp beak of a vulture and in most cases result in instant death. Stat Increase: + 40 Attack ============================================================================= | | | 4.6.7 Blades [OTI067] | | | ============================================================================= Sword of Might This special sword is exceptionally easy to handle. It is a heavy and very sharp weapon that causes extremely deep wounds. Stat Increase: + 30 Attack Axitars Blade This blade is covered with the same lethal poison as the Snake Bow. Anyone wounded by Axitars Blade slowly weakens and dies. The only exceptions are heroes, high priests daemons and other similar creatures, which suffer a wound like that of an ordinary blade. Stat Increases: NONE ============================================================================= | | | 4.6.8 Magic Jewels [OTI068] | | | ============================================================================= Earring of Shielding While the user is wearing this earring, he will be a lot more flexible and skilled -better at both attack and deflection. Stat Increases: + 15 Attack + 10 Defense ============================================================================= | | | 4.6.9 Other [OTI069] | | | ============================================================================= Stinning Mace [No details given] Stat Increases: NONE ============================================================================= | | | 5.0 General FAQ Stuff [FQSM] | | | ============================================================================= ============================================================================= | | | 5.1 Version History [FQS01] | | | ============================================================================= Version 0.01 Started 6:15 PM 14/08/2011 To 11:21 PM 14/08/2011 Found the Theocracy FAQ file. Checked what info it contained. Created files - Brainstorming, Artifact Info, Building Info, Lumberjack Slaves Vs Builders Construction Time Graph, Unit Info and Version History. Brainstormed random ideas and saved in Brainstorming file. Added the names, resources needed and whether a builder is required to construct all buildings. Added most units along with stats and details given by the game. Added alot of Artifacts, along with the official in-game details and any stat increases I noticed. Re-testing of these stat increases is required. Found small portion of information already written down Version 0.02 Started 9:37 PM 15/08/2011 To 10:49 PM 15/08/2011 Added Garkuna, the Jaguar Master and Jaguar to Unit Info, along with the 0 Experience Stats for each. Added Axe of Nature, Jaguar Killer, Sword of Might, Jade Bow, Axe of Flame, Vulture Bow, Stinning Mace, Axiters Blade (that there is at least two) and that the Shark Axe may possibly cause the game to crash all to Artifact Info. Added a little more to the Brainstorming file. Wrote up the rest of stuff added in Version 0.01 Just feeling generally enthusiastic about the FAQ, at this point in time at least =P. Version 0.03 Started 8:07 AM 16/08/2011 To 8:11 AM 16/08/2011 Added the GameFaqs FAQ Submission Help File and Morrowind FAQ Files (these files are going to be used for the format of the Theocracy FAQ. Still need to clean these files up and delete ones that are unneeded. Version 0.04 Started 11:28 AM 16/08/2011 To 11:48 AM 16/08/2011 Cleaned up the Morrowind FAQ folder. Deleted most folders, bar four. Started formatting the contents page. Version 0.05 Started 3:56 PM 16/08/2011 To 7:48 PM 16/08/2011 Begun the Prophecy Walkthrough. Added alot of info (sometimes unrelated to Prophecy mode itself) to the file. It will most likely take a long time to format it all =P. Began a 'getting started' unofficial section. It needs to be more concise, with much of what is said there instead added to Hints and Tips, but it's a start nonetheless. Almost fully formatted the Contents page, only a few minor changes should really be needed. Just need to add huge amounts of information and add a couple extra things to it. Began the PROPER FAQ, any complete sections will be placed in the FAQ and will be fully formatted. Preparation for first published version. Version 0.06 Started 8:46 PM 16/08/2011 To 10:00 PM 16/08/2011 Added a huge amount to the official guide in the hour or so it has been. Done alot of formatting. It will most likely get reformatted again and the contents page HAS to be reformated to allow for longer section titles. The main prophecy mode has been begun. I'm hoping to start adding my ratings and opinions to heroes and artifacts fairly soon. Version 0.07 Started 7:46 PM 18/08/2011 To 9:47 PM 18/08/2011 Started brainstorming and formatting the information that can be included for the province section in the Prophecy mode guide. Started strategies and information on Nine Hills. Added heaps to the introduction to the Prophecy mode guide. Worked out the approximate times tribes overtake neutral provinces. Overall size of information that's already in the FAQ or going to be added is now about 48kb. Surprised at the rate at which the FAQ is growing. Version 0.08 Started 4:35 PM 19/08/2011 To 6:12 PM 19/08/2011 Whoo, the weekend! Time to get into the real meat of this FAQ :D Realised that the proper term for magic items is well, magic items. I've been calling them artifacts for want of a better term (or maybe I thought I'd seen it written that they were artifacts somewhere. I can't remember). Changed anywhere the word 'artifact' was written to 'magic item' in the current version. Began the 'Mystery of Nine Hills' mission strategy. Version 0.09 Started 12:24 PM 20/08/2011 To 7:00 PM 20/08/2011 Finished the strategy for the first mission in Prophecy! Very proud :D XD Shortened any lines that were above the 79 Character limit. Reformatted the contents table and section headings. Added a few mission briefing/debriefing entries. Added a couple notes into Brainstorming file. More or less completed the contents page (properly this time). Added in what is most likely to be all the sections and given each a unique tag. Added many of the section headings. Found a legal section I'd wrote for a decrepit Road Trip Adventure guide I'd started. Sounded good so I used it with small edits and additions here and there. Added Contact Me, Credits and Final Word Sections. Started on the subsections in the Initial Expansion section. Version 0.10 Started 7:46 PM 20/08/2011 To 10:21 PM 20/08/2011 Added more section headings. Added unit information to the Units section. The guide has reached 50kb! Milestone =D XD All sections have been accounted for in some fashion within FAQ. Created the Chronicles Walkthrough file. Wrote out all the messages that appear when you first click on a Chronicle. Added them to the FAQ without annotation as of yet. Title needs to be remade to be more visually appealing. Added my tag to the end of the FAQ. Doesn't look too bad, I must admit. Version 0.11 Started 8:04 AM 21/08/2011 To 8:41 AM 21/08/2011 Added an introduction in 3.0 the Chronicle Walkthrough section. Added a few 'Coming Soon!'s here and there. Added Subheadings under the Heroes and Magic Items sections. Also worked out what Magic Items I still haven't found. Version 0.12 Started 10:16 AM 21/08/2011 To 3:00 PM 21/08/2011 Added all of the Magic Items and Heroes that I have found so far to the FAQ file. Realised that I need to double check that there are no errors or information missing from any of the entries. Noticed that Morhamum has info in his bio missing and that the Headcutter's Axe and possibly other items are missing their stat increase information. Added Subheadings under the Units and Structure sections. Added an extra idea to Brainstorming. Added the Structure to the FAQ itself. Found the cost of the Jaguar Lair and added it to the FAQ. Verified the hero Garkuna and the Magic Item, Jaguar Killer. Verified and Fixed the entries for the magic items, Axe of Nature and Headcutter's Axe and hero Kukurbuki. Added a generic 'Hero' entry into the Units section. Added the in-game briefing of each Chronicle. Decided to swap the order of the Legal Notice and Version History sections. It made more sense as you read it. Version History (what you're seeing right here) was added to the FAQ itself. Realised the Palace can be upgraded to an Education Centre. Was added to the Structures section. Added what the stat increases are for every Magic Item (if there was none, then a 'NONE' was added). Added all the messages related to the 'Mystery of Nine Hills' mission into the FAQ. Guide has reached 100kb! That's pretty much 50kb in the space of a day! =D XD FAQ was prepared for publication. I've decided that today will mark the first publically released version of the FAQ, only one week after starting it. I'm immensely surprised how quickly the guide has taken shape and become ready to publish. I plan to send it for publishing before at 6:15pm, the time when it was officially started. ============================================================================= | | | 5.2 Legal Notice [FQS02] | | | ============================================================================= Copyright (C) 2011 Jesse Paech (aka. RedIsPoetic). This guide is the property of Jesse Paech (aka. RedIsPoetic) and is protected under copyright laws. It cannot be reproduced or edited in any form. It is for personal use only, unless I grant permission to do otherwise. No profit is to be made from this guide, directly or indirectly, it is totally free. I take no responsibility for any error or mistake found within this guide. The following sites have my permission to host this guide: www.gamefaqs.com If you want this placed on your site, ask permission. It is illegal to host this on an unauthorized site. If you would the guide placed on your site, email me: [email protected] Make the subject of your email something related to the guide and I'll eventually end up reading it. ============================================================================= | | | 5.3 Contact Me [FQS03] | | | ============================================================================= If you have any additions, constructive criticism, want to say thanks or anything relating to the guide in general feel free to contact me at: [email protected] Make the subject something like 'Theocracy FAQ' or something like that. No spam or any other crap though please. ============================================================================= | | | 5.4 Credits [FQS04] | | | ============================================================================= Thanks to Philos Laboratories for creating a good and original game and thanks to Ubisoft for publishing it. Thanks to you the reader for reading this guide. A great and free way to say thanks is to recommend this guide to other users. It would be greatly appreciated. ============================================================================= | | | 5.5 Final Word [FQS05] | | | ============================================================================= I hope you've enjoyed reading this guide as much as I have writing it. I hope it has managed to help in at least some small way. Thanks for reading, look out for more guides by me in the future. - RiP ___ _____ ___ _|___\__________|____|___\________________ | | / __ | | _| __ __ _|_' __ | | |__/ / \__/| | / |__/ \ / \ | || | | | \/___/ | | \ | / \___/ | || | | | \___\__/|__|__/ | \____/___ |/||__/ | |__________________________________________| Copyright (C) 2011 RedIsPoetic