Against Rome Guide/Walkthrough

Version
*******

1.0 - First draft, missing most of the campaigns
1.0a - Completed with 2 resource usage missing
1.0b - Current

Introduction
************

Against Rome is a game set from the early days of the Roman Empire till it's 
downfall. In this game you get to play the 3 tribes fighting against the Roman 
Empire - Teutons, Celts & Huns (hence the name Against Rome). You collect 
resources & build buildings & upgrade your buildings, troops & abilities 
inorder to make your tribe stronger. The center of each campaign scenario or
open-ended game is the Leader of the tribe. Thru the leader, you amass Glory 
Points (GP) by destroying buildings & killing enemies & then use these Glory 
Points to "buy" upgrades for your buildings, new troop types or abilities for 
the leader.

The Resources
*************

There are 6 resources you need in the game - food, wood, stone, gold, 
equipment & horses. You build your buildings & troops, heal your troops & 
raise morale using the resources. Instead of gathering them, you just build 
the buildings producing them & you'll start getting the resources provided 
these buildings are occupied by citizens.
 
Hints & Tips
***************

1) The Leader is very weak, don't use it for battle. Even with full personal
upgrades, it still won't win a battle against 2 Melee Unit troops.
2) On the Right top side there's a Max unit counter, if the Max is reached, 
no additional units may be created (buildings, summoned or resurrected units).
3) If you've the patience, milk the scenario for glory points & try to obtain 
all the Leader Upgrades. A good way to milk is to burn down buildings & then 
allow the citizens to repair it till functional before burning it down again.
4) Another way to milk glory points is to park an overwhelming amount of 
fighting units at the entrance of your enemy's Main House & wait for it to 
produce units for you to kill. Enemy will always produce the weakest Fighting 
Unit consisting of 6 troops.
5) Buildings are functional only when they have at least 90% of their 
health bar.
6) You get to bring your Leader from one scenario to another for some if 
the scenario, it's advisable to milk each scenario for as much Glory Points
as possible so that your Leader can be upgraded as much as possible.
7) When playing Huns, once you get the Cannibals enhancement, send a civil 
unit with horse with your Fighting Units to convert food from the dead to 
heal them.
8) When playing Huns, get the Place of sacrifice as early as possible &
also the goldsmith so that you can build shamans. The Fire spell rulez.

The Tribes
**********

Teutons
=======
 
Uses mainly Wood. Have the largest buildings amount the 3. Lousy spells 
although each citizen will fillup 10% of the Place of Sacrifice magic point 
pool when sacrificed. Troops are the best when fully upgraded thru 
the Leader.

Leader Upgrades
---------------

A) Personal 
1) Command Radius - increase the command radius of your Leader
Level I - 20% GP
Level II - 40% GP
Level III - 60% GP
Levl IV - 80% GP

2) Motival Power - increase Morale of your Fighting Units
Level I - 20% GP - Increase Morale by 20%
Level II - 40% GP - Increase Morale by 40%
Level III - 60% GP - Increase Morale by 60%
Levl IV - 80% GP - Increase Morale by 80%

3) Attack Value - increase attack powers of your leader
Level I - 20% GP
Level II - 40% GP
Level III - 60% GP
Levl IV - 80% GP

4) Defense Value - increase defense powers of your leader
Level I - 20% GP
Level II - 40% GP
Level III - 60% GP
Levl IV - 80% GP

B) Battle Enhancements
1) Formations - allows the use of Formations by your Fighting Units
Battle - 50% GP - allows the Battle Formation for your Fighting Units
Defense - 50% GP - allows the Defense Formation for your Fighting Units
Marching - 50% GP - allows the Marching Formation for your Fighting Units
Attack - 50% GP - allows the Attack Formation for your Fighting Units

2) Troop Types - allows new troop types to be formed at the Main House
Axe Brandisher - 20% GP - allows a new Ranged Fighting Unit to be built
Horseman - 40% GP - allows Horse Melee Fighting Unit to be built
Slaughterer - 60% GP - allows a new Melee Fighting Unit to be built
Executor of Thor - 80% GP - allows a new Melee Fighting Unit to be built

3) Siege Engines - allows the building of siege engines
Teutonic Catapult - 80% GP - allows the building of a stone throwing 
Catapult

4) Abilities - adds abilities to your units
Battle High - 20% GP - allows your Fighting Units to fight better
Mead Bomb - 40% GP - allows your Fighting Units to use Mead Bombs when 
destroying buildings
Shield Protection - 60% GP - allows better protection for your Fighting 
Units
Hitting Power - 80% GP - allows your Fighting Units to do more damage

C) Building Enhancements
1) Place of Sacrifice - 50% GP - allows the Place of Sacrifice 
to be built
2a) Medium Residential House - 30% GP - allows Small Residential 
House to be upgraded to Medium
2b) Large Residential House - 60% GP - allows Medium Residential 
House to be upgraded to Large
3) Goldsmith - 60% GP - allows the Goldsmith to be built
4a) Medium Armory - 50% GP - allows Small Armory to be upgraded 
to Medium
4b) Large Armory - 80% GP - allows Medium Armory to be upgraded 
to Large
5a) Small Storage - 30% GP - allows the Small Storage to 
be built
5b) Medium Storage - 50% GP - allows the Small Storage to be 
upgraded to Medium
5c) Large Storage - 70% GP - allows the Medium Storge to be 
upgraded to Large
6) Palisade - 100% GP - allows Palisade to be built
7a) Medium Main House - 40% GP - allows Small Main House 
to be upgraded to Medium
7b) Large Main House - 60% GP - allows Medium Main House 
to be upgraded to Large

Buildings
---------

Small Main House - 20 Wood (adds 5 to max pop., all 
resources are collected here)
Medium Main House - 10 Wood 10 Stone upgrade Small to get Medium 
(allows more resources to be stored)
Large Main House - 10 Wood 10 Stone upgrade Medium to get Large 
(allows more resources to be stored)
The Main House also allows you to demolish other buildings, evacuate 
the settlement & give gifts (5 Gold each time) to the citizens 
(raise morale) or troops (raise morale).

Small Residential House - 10 Wood (adds 10 to max pop.)
Medium Residential House - 5 Wood (adds 10 to max pop.) 
upgrade Small to get Medium
Large Residential House - 5 Wood (adds 10 to max pop.) 
upgrade Medium to get Large
The Residential House allows you to produce either Male 
or Female citizen.

Carpenter - 10 Wood (produce Wood)

Mine - 10 Wood (produce Stone)

Butcher - 10 Wood (produce Food)

Stable - 10 Wood (produce Horse, uses 2 Food to produce 1 Horse) 

Farm - 30 Wood (produce Food)

Small Armory - 10 Wood 10 Stone (produce Equipment, uses 
1 Wood & 1 Stone to produce 1 Equipment)
Medium Armory - 5 Wood 5 Stone upgrade Small to get Medium
Large Armory - 5 Wood 5 Stone upgrade Medium to get Large

Goldsmith - 15 Wood 15 Stone (produce Gold, uses 2 Stone 
to produce 1 Gold)

Small Storage - 10 Wood (used for collecting of resources)
Medium Storage - 5 Wood (allows more resources to be stored) 
upgrade Small to get Medium
Large Storage - 5 Wood 5 Stone (allows more resources to be 
stored) upgrade Medium to get Large

Place of Sacrifice - 20 Wood 10 Stone (each Place of Sacrifice 
will give you 1 Spell - max of 4 spells available)
The Place of Sacrifice also have a magic point pool (100% max) 
which will get filled up when you order citizens to be sacrificed. 
This pool will aid in refilling the magic points of your spell 
caster unit.

Teutonic Catapult - 10 Wood 1 Stone 2 citizen to operate

Units
-----

Spear Wench - 1 Equipment, Ranged Unit, Female citizen required 
(no Battle High, Shield Protection & Hitting Power)
Sword Bearer - 2 Equipment, Melee Unit, Male citizen required 
(no Shield Protection)
Servant of Thor - 3 Equipment, Melee Unit, Male citizen required
Axe Brandisher - 4 Equipment, Ranged Unit, Male citizen required 
(no Hitting Power)
Horseman - 4 Equipment 1 Horse, Melee Unit, Male citizen required 
(no Hitting Power)
Slaughterer - 4 Equipment 4 Gold, Melee Unit, Male citizen 
required (no Shield Protection)
Executor of Thor - 5 Equipment 5 Gold, Melee Unit, Male citizen 
required (no Shield Protection)
Priestess of Odin - 10 Equipment 5 Gold, Spell Caster Unit, Female 
citizen required (no Battle Enhancement Abilities)
Civil unit with horse - 1 Horse up to max of 4, Resource holding 
Unit (no Battle Enhancement Abilities)

*Civil unit with horse builds the Main House & can build Teutonic 
Catapult out of settlement boundary. You can also use it to plunder 
resources from your Main House or enemy Main House. Will heal Units 
in it's commanding radius if it holds Food.

Spells
------

Wolf Scout - 25% Magic Points - 1 wolf appears & can be commanded 
(cannot attack)
Fog of War - 50% Magic Points - Fogs enemy building
Thunder & Lightning - 75% Magic Points - A storm cloud will form 
above area casted & rain down lightning to do damage
Wolf Pack - 100% Magic Points - 10 wolves appears & can be commanded 
like a Fighting Unit

Celts
=====

Uses a mix of Wood & Stone. Have the "weakest" units (almost no Battle 
Enhancements Abilities to Units). Mixture of quite useful spells. 
Each citizen is worth 5% when sacrificed to the Place of Sacrifice.

Leader Upgrades
---------------

A) Personal 
Same as Teutons

B) Battle Enhancements
1) Formations - Same as Teutons

2) Troop Types - allows new troop types to be formed at the Main House
Stone Thrower - 20% Glory Points - allows a new Ranged Fighting Unit 
to be built
Avenger of Boudica - 40% Glory Points - allows a new Melee Fighting 
Unit to be built
Iron Thrower - 60% Glory Points - allows a new Ranged Fighting Unit to 
be built
Nobleman - 80% Glory Points - allows a new Horse Melee Fighting Unit to 
be built

3) Siege Engines - allows the building of siege engines
Celtic Spear Catapult - 70% Glory Points - allows the building of a spear 
throwing catapult
Celtic Catapult - 90% Glory Points - allows the building of a stone 
throwing catapult

4) Abilities - adds abilities to your units
Stone Trap - 20% Glory Points - allows the building of Stone Trap 
* trigger to damage units
Flaming Projectiles - 40% Glory Points - allows your Ranged Units to 
shoot flaming projectiles
Barricade - 60% Glory Points - allows the building of obstructions
Shooting Skill - 80% Glory Points - allows your Ranged Units to 
shoot more accurately

C) Building Enhancements
1) Place of Sacrifice - 50% Glory Points - allows the Place of Sacrifice 
to be built
2a) Medium Residential House - 30% Glory Points - allows Small Residential 
House to be upgraded to Medium
2b) Large Residential House - 60% Glory Points - allows Medium Residential 
House to be upgraded to Large
3a) Small Goldsmith - 40% Glory Points - allows the Small Goldsmith 
to be built
3b) Large Goldsmith - 80% Glory Points - allows the Small Goldsmith 
to be upgraded to Large
4a) Medium Armory - 40% Glory Points - allows Small Armory to be 
upgraded to Medium
4b) Large Armory - 75% Glory Points - allows Medium Armory to be 
upgraded to Large
5a) Small Storage - 20% Glory Points - allows the Small Storage 
to be built
5b) Medium Storage - 40% Glory Points - allows the Small Storage to be 
upgraded to Medium
5c) Large Storage - 60% Glory Points - allows the Medium Storge to be 
upgraded to Large
6) Wall - 100% Glory Points - allows Wall to be built
7a) Medium Main House - 40% Glory Points - allows Small Main House 
to be upgraded to Medium
7b) Large Main House - 80% Glory Points - allows Medium Main House 
to be upgraded to Large

Buildings
---------

Small Main House - 15 Wood 15 Stone (adds 5 to max pop., all 
resources are collected here)
Medium Main House - 10 Wood 10 Stone upgrade Small to get Medium 
(allows more resources to be stored)
Large Main House - 10 Wood 10 Stone upgrade Medium to get Large 
(allows more resources to be stored)
The Main House also allows you to demolish other buildings, evacuate 
the settlement & give gifts (5 Gold each time) to the citizens 
(raise morale) or troops (raise morale).

Small Residential House - 5 Wood 5 Stone (adds 10 to max pop.)
Medium Residential House - 2 Wood 5 Stone (adds 10 to max pop.) 
upgrade Small to get Medium
Large Residential House - 2 Wood 5 Stone (adds 10 to max pop.) 
upgrade Medium to get Large
The Residential House allows you to produce either Male or 
Female citizen.

Carpenter - 5 Wood 5 Stone (produce Wood)

Mine - 5 Wood 5 Stone (produce Stone)

Butcher - 5 Wood 5 Stone (produce Food)

Stable - 5 Wood 10 Stone (produce Horse, uses 2 Food to 
produce 1 Horse) 

Farm - 15 Wood 15 Stone (produce Food)

Small Armory - 10 Wood 15 Stone (produce Equipment, uses 1 Wood 
& 1 Stone to produce 1 Equipment)
Medium Armory - 5 Wood 10 Stone upgrade Small to get Medium
Large Armory - 5 Wood 10 Stone upgrade Medium to get Large

Small Goldsmith - 10 Wood 10 Stone (produce Gold, uses 2 Stone 
to produce 1 Gold)
Large Goldsmith - 5 Wood 5 Stone upgrade Small to get Large

Small Storage - 5 Wood 10 Stone (used for collecting of resources)
Medium Storage - 5 Wood 5 Stone (allows more resources to be stored) 
upgrade Small to get Medium
Large Storage - 5 Wood 5 Stone (allows more resources to be stored) 
upgrade Medium to get Large

Place of Sacrifice - 5 Wood 15 Stone (each Place of Sacrifice will 
give you 1 Spell - max of 4 spells available)
The Place of Sacrifice also have a magic point pool (100% max) 
which will get filled up when you order citizens to be sacrificed. 
This pool will aid in refilling the magic points of your spell 
caster unit.

Celtic Spear Catapult - 5 Wood 2 citizen to operate

Celtic Catapult - 10 Wood 1 Stone 2 citizen to operate

Stone Trap - 5 Stone 1 citizen to operate

Barricade - 5 Wood

Units
-----

Female Hunter - 1 Equipment, Ranged Unit, Female citizen required
Swordman - 2 Equipment, Melee Unit, Male citizen required 
Lance Bearer - 3 Equipment, Melee Unit, Male citizen required
Stone Thrower - 4 Equipment 1 Gold, Ranged Unit, Male citizen required 
Avenger of Boudica - 5 Equipment 3 Gold, Melee Unit, Female 
citizen required 
Iron Thrower - 5 Equipment 5 Gold, Ranged Unit, Male citizen required 
Nobleman - 5 Equipment 2 Gold 1 Horse, Melee Unit, Male 
citizen required 
Druid - 10 Equipment 10 Gold, Spell Caster Unit, Male citizen required 
Civil unit with horse - 1 Horse up to max of 4, Resource holding Unit 

*Civil unit with horse builds the Main House & can build Stone Trap, 
Barricade & both catapults out of settlement boundary. You can also 
use it to plunder resources from your Main House or enemy Main House. 
Will heal Units in it's commanding radius if it holds Food.

Spells
------

Sow the seeds of discord - 25% Magic Points - lowers enemies' morale
Heal - 50% Magic Points - heal your units
Evil - 75% Magic Points - does damage to enemy units
Wake the Dead - 100% Magic Points - Resurrect dead units into 20 
Swordman troops or Female Hunter troops or a combination of both.

Huns
====

Used mainly wood. Fighting Units are mainly horse riders. Have the 
best spells in the game. Each citizen is worth 5% when sacrificed 
to the Place of Sacrifice.

Leader Upgrades
---------------

A) Personal 
Same as Teutons

B) Battle Enhancements
1) Formations - Same as Teutons

2) Troop Types - allows new troop types to be formed at the 
Main House
Amazon - 20% Glory Points - allows a new Ranged Fighting Unit 
to be built
Belly Slasher - 40% Glory Points - allows a new Melee Fighting 
Unit to be built
Roman Death - 60% Glory Points - allows a new Horse Melee Fighting 
Unit to be built

3) Abilities - adds abilities to your units
Berserk Rage - 20% Glory Points - allows Fighting Units to fight 
in Berserk Mode.
Storm of the Huns - 40% Glory Points - allows your Fighting Units 
to fight better.
Cannibals - 60% Glory Points - allows your Civil unit with horse 
to collect dead units as Food.
Poisonous Projectiles - 80% Glory Points - allows your Ranged 
Units to shoot Poisonous projectiles.

C) Building Enhancements
1) Place of Sacrifice - 40% Glory Points - allows the Place of 
Sacrifice to be built
2) Large Residential House - 50% Glory Points - allows Small 
Residential House to be upgraded to Large
3) Goldsmith - 60% Glory Points - allows the Goldsmith to be built
4) Large Armory - 70% Glory Points - allows Small Armory to be 
upgraded to Large
5a) Small Storage - 30% Glory Points - allows the Small Storage 
to be built
5b) Large Storage - 60% Glory Points - allows the Small Storge 
to be upgraded to Large
6) Large Main House - 70% Glory Points - allows Small Main House 
to be upgraded to Large

Buildings
---------

Small Main House - 10 Wood (adds 5 to max pop., all resources are 
collected here)
Large Main House - 10 Wood upgrade Small to get Large (allows more 
resources to be stored)
The Main House also allows you to demolish other buildings, evacuate 
the settlement & give gifts (5 Gold each time) to the citizens 
(raise morale) or troops (raise morale).

Small Residential House - 5 Wood (adds 10 to max pop.)
Large Residential House - 5 Wood (adds 10 to max pop.) upgrade 
Small to get Large
The Residential House allows you to produce either Male or 
Female citizen.

Carpenter - 5 Wood (produce Wood)

Mine - 5 Wood (produce Stone)

Butcher - 5 Wood (produce Food)

Stable - 5 Wood (produce Horse, uses 2 Food to produce 1 Horse) 

Small Armory - 5 Wood 5 Stone (produce Equipment, uses 1 Wood 
& 1 Stone to produce 1 Equipment)
Large Armory - 5 Wood 5 Stone upgrade Small to get Large

Goldsmith - 5 Wood (produce Gold, uses 2 Stone to produce 1 Gold)

Small Storage - 5 Wood (used for collecting of resources)
Large Storage - 5 Wood (allows more resources to be stored) 
upgrade Small to get Large

Place of Sacrifice - 5 Food 10 Wood 5 Stone (each Place of 
Sacrifice will give you 1 Spell - max of 4 spells available)
The Place of Sacrifice also have a magic point pool (100% max) 
which will get filled up when you order citizens to be sacrificed. 
This pool will aid in refilling the magic points of your spell 
caster unit.

Units
-----

Skull Breaker - 1 Equipment, Melee Unit, Male citizen required
Long Range Killer - 2 Equipment, Ranged Unit, Male citizen 
required
Man Splitter - 3 Equipment 1 Horse, Melee Unit, Male citizen 
required
Amazon - 4 Equipment 1 Horse, Ranged Unit, FeMale citizen required
Belly Slasher - 4 Equipment 1 Gold, Melee Unit, Male citizen 
required
Roman Death - 5 Equipment 3 Gold 1 Horse, Melee Unit, Male 
citizen required
Shaman - 10 Equipment 5 Gold, Spell Caster Unit, Female citizen 
required
Civil unit with horse - 1 Horse up to max of 4, Resource 
holding Unit

*Civil unit with horse builds the Main House. You can also use it 
to plunder resources from your Main House or enemy Main House. 
Will heal Units in it's commanding radius if it holds Food. 
Have the Cannibal Enhancement to convert dead units to Food.

Spells
------

Fire - 25% Magic Points - does damage to all in it's area of effect
Earthquake - 50% Magic Points - Damages buildings, must cast 
on the building
Posionous Cloud - 75% Magic Points - does damage to all in it's 
area of effect
Ghost Riders - 100% Magic Points - 10 Ghost Riders appears & can 
be commanded like a Fighting Unit

Campaign
********

1) One Opponent Too Many
------------------------

Tribe - Teuton
Objective - Assault village of Grey Wolves
Additional Objective - Kill Grunar, the leader of the Grey Wolves
Additional Objective - Flee to the milestone in the West

You start out at the Lower Left corner (Southwest). The village 
is at the center of the map. Grunar will flee to the Roman camp 
at the North once you hit his village. 

Use your leader to draw out the Fighting Units from the village 
& Roman camp. Move your Fighting Units into the village. Make sure 
your leader don't engage enemies. Lead the enemies far away before 
moving your Leader back into the village to take over it. 
This will satisfy the objective. 

Close the gates & start making Ranged Units. Get your leader to keep 
circulating the village, the enemies will stupidly follow your Leader 
around & get killed by your Ranged units (order them to attack when 
the enemies move near). If the enemies tries to get your Fighting 
Units inside the village, they've to burn down the gate first 
so if you've lots of Ranged units, they'll get decimated before 
they can burn down the gate. 

Once all enemies following your Leader have been killed, assemble as 
big a force as you can & go kill Grunar in the Roman camp. Kill all 
Romans & destroy all buildings in the Roman camp to get as many Glory 
Points as you can to upgrade your Leader. Once Grunar is killed, 
move your Leader to the Stone marking at the West (the stone will 
have a "light", if that portion of map is still under cover, it'll 
uncover by itself) to win the scenario.

2) On the Run
-------------

Tribe - Teuton
Objective - Capture the fishing village for your tribe
Additional objective - withstand attack by Romans

You start at the Southwest of the map. You'll be attacked immediately 
by axe brandishers. Kill them & move directly North until you hit the 
river. Move along the river until you can move east. Follow the river 
until you can cross (2X) to the center part of the map where the 
village is. Kill all resistance & then take over the village. Churn 
out as many Fighting Units as you can & withstand attack by 3 Roman 
Fighting Units. Once the 3 Roman units are dead, you win.

3) The Conquest of Britain
--------------------------

Tribe - Celts
Objective - Protect village from Roman Invaders
Additional Objective - Retreat to the West (milestone)

You start at the North east corner of the map. Get all your troops 
together at the entrance of your settlement, the attack will come 
from directly east. Once you defeat this wave of attack, the 
Additional Objective will appear. The milestone where you need to 
be will also uncover by itself. Just move your Leader there to win 
the scenario. Take note that there are Romans blocking the way. 
You can try moving your entire army to help clear the way or just 
dodge the enemies as your Leader can move faster then them.

At the end of these scenario, you get to choose to play either 4a 
or 4b & follow either the "a" path or "b" path to the end which
will trigger the first scenario for the Huns.

4a) Place of Refuge
-------------------

Tribe - Celts
Objective - Flee with your people behind the Bulwark of the Kings
Additional Objective - Offer the villages in the vincinity protection 
from the Romans

You start at the West of the Map. The place you need to be is the 
village at the East. The 2 villages you need to protect are to your 
North & South. 

Gather your Fighting Units into one bunch & sweep them from North to 
South until the whole map is uncovered. You'll kill all the Romans & 
satisfy the Additional Objective. If you want, you can plunder the 2 
villages with your civil units with horse. 

Once you've killed off all the Romans, move your Leader into the 
village at the East to take it over with all your troops. Some Celts 
& Romans will come to your village, you'll have no problem killing 
them. 

Milk the scenario for as much glory points as possible by attacking 
the 2 villages then either wait for them to build new units for you 
to kill or burn the buildings & then wait for them to repair before 
burning them again. Anyway, upgrade your Leader as much as you 
want. To win, search & kill all Roman Fighting Units as they'll 
appear again once you entered the Bulwark of the Kings 
(North & South of the map).

4b) Under the Yoke
------------------

Tribe - Celts
Objective Deliver your levies in the amount of 50 Food 50 Equipment 
& 50 Gold to the Roman Encampment
Additional Objective - Defeat the rebels

You start at the middle of the map. Rebels will come attack you as you 
gather your resources. Make sure to get the Goldsmith as soon as possible 
as there's a limit to the number of rebel attacks. You'll know that the 
rebel attacks are finished when you get a message to tell you that you've 
defeated the rebels & you won't be able to get any more glory points. 

Build a civil unit with horse with max horses (4). Get them to plunder 
the required levies from your Main House & then move the unit to the 
Roman camp at the South West corner of the map. There's a milestone to 
guide where your civil unit should go. You need to monitor the amount 
your civil unit plunder as there's no way to control how much they 
take except manually.

5a) Death to the Traitors
-------------------------

Tribe - Celts
Objective - Kill all enemy Celtic warriors
Additional Objective - Find the traitor Girard & kill him

You start at the East, the village where Girard is is at the center. 
Gather your Fighting Units into a bunch & follow the "path". You'll 
kill all enemy & Girard when you reach the village. If you've still 
not win, take over the village, then move your Fighting Units around 
the map to search & kill any which failed to move towards the village 
when it's attacked. 

5b) Against the Rebels
----------------------

Tribe - Celts
Objective - Kill all rebel warriors & destroy their settlements
Additional Objective - Find your brother & kill him

You start at the West, the village your brother is is at the East.
The 2 settlements you need to destroy are at your northeast & 
southeast.

Gather your army into a bunch & march to either of the settlement.
You'll have no problem killing any enemy fighting units you meet.
Takeover the settlement using your Leader & then evacute the 
settlement to destroy it completely. 

March over to the other settlement & use it as a base for you if you 
want or you can evacuate it as well since your army is really more 
then enough to conquer all 3 settlements. When you're ready, just 
march your army to the last settlement in the East & get them to 
kill every fighting units as well as the leader (your brother) there.
You'll win the scenario once you kill off every fighting unit as well
as your brother.


6a) War on the Empire
---------------------

Tribe - Celts
Objective - Kill Roman tribune & destroy the main house of the 
Roman Town
Additional Objective - Eliminate the Roman levy-collecting Units.

You start near the South west of the map. Slightly to the north east 
of you is a celtic settlement, directly north is another while to 
the extreme east of you is another. One more is at the center of the 
map, the Roman Town is at the North East. 

Gather your Fighting Units into a bunch & follow the path to take over 
the settlement slightly northeast of you. The Roman levy-collecting unit 
(civil unit with horse) will be at the settlement directly East of you. 
Just move your army there & use Ranged Units to kill the levy-collecting 
unit *melee units will make the levy-collecting unit run away. Demolish 
all buildings except the main house then evacute the settlement so that 
you can takeover the settlement where the levy-collecting unit is. 

Demolish all buildings again & then evacute, move your army to the West 
& takeover then evacute the settlement. Lastly takeover the settlement 
at the center. From here either you churn out more Fighting Units or 
demolish then evacute the settlement as your army should be big enough 
from the start to takeover the Roman Town. Anyway, just move your army 
into the Roman Town & kill every Roman Units then use your Leader to 
take over the Roman Town to win. * There are 3 levy-collecting units, 
always use Ranged Units to attack them so that they won't "run".

At the end of this scenario, you'll be asked to either stay with the
Celts or play the Teutons.

6b) One Last Service
--------------------

Tribe - Celts
Objective - Protect the levy-collecting units of the Romans
Additional Objective - Defeat all enemy rebels you encounter

You start near the Northeast of the map. The levy-collecting units will
go clockwise around the outer portion of the map & stop at 3 settlements
to collect levy before leaving the map North of the Roman town (North
east of map, North east of where you start). There are 3 levy-collecting
units so you've to make the rounds 3 times.

Gather your army & start your own circuit. After some time, you'll be 
informed that the levy-collecting unit is moving out, just ignore it.
You'll encounter rebel Celts along the way just clear them out. Make 
sure to end your journey at the Northeast of the map before returning to
your settlement for healing.

Once the first levy-collecting unit finishes it's round, another unit 
will move to the start position (east of your settlement). Gather your
army again & move off before it leaves. Do the circuit & kill off any
rebel Celts you met. Again end your journey at the Northeast of the map
then bring your army back home for healing. Do the same for one last
time to end & win the scenario.

7a) King of All Celts
---------------------

Tribe - Celts
Objective - Defeat all opposing tribe leaders

You start at the south of the map. There are 4 leaders in the map you 
need to kill. You can either stay at one corner or move to seek them 
out as all will move around & will fight each other. Anyway once 3 
are out of the way (anytime one leader is killed, it'll be announced), 
go seek out the last & kill him to win. This scenario could be tricky 
as the army you've will not be able to withstand too many full battles. 
You can use your leader to lure one group to another so that they kill 
each other.

7b) The New Home
----------------

Tribe - Teutons
Objective - Capture the Celtic Town up-country
Additional Objective - Secure the coastal village for yourself as a 
base

You start at the southwest of the map. The coastal village is immediate
northeast of you. The Town is at the center of the map.

Gather your army & march them into the village & kill all fighting 
units. Move your Leader in to capture the village & satisfy the 
additional objective. Immediately move your Melee units to block the 
crossing area of the river southeast of the village with your Ranged 
units as support. Some Celtic units from the Town will attack you & 
you'll get a message to attack the Town. Don't attack the town yet. 

Slowly amass an army of Melee & Ranged units & place them before the
crossing area. Send one single unit to the Town & it'll trigger an 
ambush. Once you felt you've enough fighting units (30-40 melee +
30-40 Ranged), send one unit to lure the ambushing Celtic units to
the crossing area so that you can hit them with your melee & ranged
units.

Repeat the above until the Town have no big fighting units (units with
more then 6 troops) guarding the entrance. March your army into the
Town & kill off all the fighting units. Evacuate the village then 
move your Leader to the Town & take it over to win the scenario.

8a) Future of Britain
---------------------

Tribe - Celts
Objective - Destroy the enemy army of Celts & Teutons

You start at the East of the map. Build up whatever buildings you need
& wait for the enemy Celts to attack. Get the Goldsmith as soon as 
possible so that you can start building Druids. Use the Evil Eye spell
to kill off any attackers coming at your settlement.

Start churning out Fighting Units as well so that you amass a big army.
Gather your army & march them directly West, you'll encounter Teutons,
kill every last one of them & you'll win the scenario.

8b) The Future of Britain
-------------------------

Tribe - Teutons
Objective - Destroy your opponent's Main House

You start at the west of the map. Your opponen's Main House (settlement)
is directly east of you. 

Gather your army & march them there, along the way you'll encounter 
enemy fighting units. Don't worry as your army is more then enough to 
do the job of winning this scenario. Once you reach the settlement & kill
all fighting units, move your Leader in to take over the settlement & win
the scenario.

9) Blood Feud
-------------

Tribe - Huns
Objective - Subjugate all Hunnish hordes on the map either by capturing
or by destroying their settlement.
Additional Objective - Kill your father, the chieftain of your former 
village in a duel

You start outside of your father's village (Southeast of map). One village 
is directly North of your position while another is to the North west.

Gather your army & your Leader & move them directly North towards the 
village in the North. Park your army somewhere in the middle of the way &
proceed with just your Leader. You'll get a message regarding the villages
being at war on one end of the river & the other end.

You can proceed to use your Leader to lure the enemy fighting units down the 
river to their feuding counterpart of you can charge in with your army & 
kill all fighting units. Once all fighting units in the village boundary 
have been killed, you'll get a message to subjugate the village. Ignore
this & takeover the village instead.

Start gathering an army & once you felt you've enough troops, march your army
West ward following the river until you hit the other village. Milk the
village for glory points by burning down the buildings & then allowing the
citizens to rebuild them again. Upgrade your Leader as much as you want but
make sure to get the Place of Sacrifice as soon as possible plus Goldsmith
to build Shamans & Place of Sacrifice for the spell "Fire".

Build 10-15 Shamans & group them in fives. When 5 of them cast "Fire" at the 
same time, they will kill any fighting units including leaders. Send your
Shaman towards the village you're milking for glory points, burn down all
the Residential Houses & then use the Shaman to cast "Fire" to kill off all
the citizens. This will destroy the village entirely.

Next use your groups of Shaman to systematically destroy your father's 
village. You don't have to use your Leader to fight the leader as in the
Additional Objective. Destroy your father's village & make sure to uncover 
the map entirely to kill off all enemy units to win the scenario.


10) Souls for Nerghal
---------------------

Tribe - Huns
Objective - Kill 20 enemies to honor your god Nerghal

You start at the Southeast. One Teuton village at the South of map. Roman
camp at West of Map. Roman Troops at Southwest of map.

Gather your army & move west ward towards the South end of the map, you'll 
receive a message about some tribe entering the map.

Once you reach South, you'll encounter some Teutons, kill them & continue 
to move west to find their village. Burn a hole through the palisade & 
bring your fighting units in to kill off all the enemy fighting units &
leader before moving in your Leader to take over the village. Use this village
as your base. It's advisable to build a stable & collect a dozen horses & 
30-40 Wood, Stone & Food. Evacuate the village & then build your own Main
House.

Build up your army or build Place of Sacrifice & make Shamans (10-15 then
group them in 5s). Hit the Roman troops at the Southwest of the map to chalk
up some souls for Nerghal. 

Directly West of you on the hill will be some Romans troops & 2 siege 
engines. West of the hill will be the Roman camp. Clear out the hill 
then either use fighting units or shamans to destroy the Roman camp. You
should have enough souls for Nerghal to win the scenario. If not head North
& kill Teutons.

At the end of this scenario, you get to choose to stay with the Huns or
play the Teutons.

11a) Manhunt
------------

Tribe - Huns
Objective - Kill the Teutonic chieftain Theodosius
Additional Objective - Kill 200 Teutons for the greater glory of Nerghal

You start at the Southwest of the map. The settlement where Theodosius is 
is at the Northeast corner of the map.

Gather your army & march northeast, along the way you'll encounter Teuton
fighting units. The size of your army means they won't be a match against 
you. Once you hit the settlement, kill the leader & you'll win the scenario.

You don't have to fulfill the Additional Objective to win.

11b) Invasion
-------------

Tribe - Teutons
Objective - Protect your village & destroy the assualting army of the Huns

You start at the North of the map. Just gather your army infront of the 
gate of your settlement. The Huns will come running to you thus they'll 
have very little health left when they reach you. The first to hit you 
will be their ground troops. Next will be their cavalry. If the cavalry
never arrive, just move your army in search of them. Once all of them
are dead, you win.

12a) Rich Spoils
----------------

Tribe - Huns
Objective - Destroy or occupy the 2 Gothic village north of the river
Additional Objective - Destroy all Roman settlement

You start at the northeast corner. One gothic village is directly west of 
you. The other is at the southeast corner of the map with a Roman 
settlement to the west of it separated by a river.

Gather your army & move into the village to the west of you. Take it over
& you can either use it as a base or evacuate it. Next swing your army 
to the southeast corner & hit the 2nd village either by burning a hole 
through the palisade or enter using the gate (in the night if you want
to avoid getting fired upon by the Roman siege engine across the river).

If you takeover this second village (evacuting the first), you win the 
scenario.

12b) Journey to the South
-------------------------

Tribe - Teutons
Objective - Destroy a Roman Town

You start at the east corner of map. The Roman town is at the west 
corner.

Gather your army & follow the path. You'll meet Huns along the way.
They're no match for you so don't worry. Once you hit a 3 way junction,
turn north & move by having the mountain always on your left. Once
you reached a point where you can see dead Romans & Huns on the ground,
move west & you should hit the gate of the Roman town. 

Kill off the puny resistance & burn down the Main House to win the 
scenario. Don't go wandering around the map as there're Huns, enemy
Teutons & Roman fighting Units all over the map.

The Teutons are at the Northwest corner, the Huns at the Southwest & 
the Romans surrounding the Roman town (outside the walls). Your force
is too weak to take on all of them & still win the fight in the town.

13a) Constantinople
-------------------

Tribe - Huns
Objective - Destroy Constantinople. No Roman soldier must survive

You start at the north corner of the map. Constantinople is at the 
south extending to the southeast (entrance). 2 Roman camps (one Blue
& one Green) are guarding the passage to Constantinople slightly 
southeast of the middle of the map.

Gather your army, use your Leader to scout out a path to the back of 
the Roman camp on the left (Blue colour). Bring your army there & then
burn a hole through the palisade to allow your army to go through. 
Kill all fighting units inside then bring your Leader in to take over
the camp. 

Build up your forces or to win easily, go for Place of Sacrifice &
shamans (10-15 shamans, group in fives). Use your shamans to cast 
Fire to destroy the Green Roman camp. Bring your Leader into 
Constantinople & you should get a message about a negiotator asking
for your retreat.

Retreat to win the scenario. You cannot win by destroying 
Constantinople & killing every Roman soldier. Roman fighting units
will keep spawning at certain interval even when the entire town have 
been destroyed. Although you may fulfill the objective when there're
times when not one single Roman soldier remains, you still cannot win.

13b) Fight for Rome
-------------------

Tribe - Teutons
Objective - Conquer Rome
Additional Objective - Conquer a Roman village first that you can use
as your base

You start somewhere north of the southeast corner. Directly west of 
you is the village for you to conquer. Another Teuton force (ally)
is near the northeast corner with another village just west of them.
Rome is at the entire portion of the western map. The entrance to 
Rome is at the west & northwest.

Gather your army & march them into the Roman village. Kill off all
fighting units & bring in your Leader to takeover the village. Once
you takeover the village, move your army to the northwest corner of 
the village boundary, you'll be attacked by Roman fighting units in
awhile.

You'll find that Romans have the biggest settlement boundary so just
build whatever you want. No point building Place of Sacrifice as 
the spells of the Teutons are very lousy. Go for the Teutonic Catapult
as soon as possible instead.

Build up your forces & make a few civil unit with horse with 2 horses
each (need 2 to build a catapult). Plunder wood & stone from your
Main House (10 wood & 1 stone to build a catapult).

Move your army to the west entrance, there're 2 gates, one facing south 
& one facing east. The gate facing east is protected by siege engines 
(catapult). Hit them in the cover of darkness to minimise their range.
Then move in & destroy the Green Main House (it won't be repaired).

Next move your army south & station it in the walled portion with 3 gates. 
Build a small army (20-30 troops, spread in 2 or 3 fighting units) & have
it sweep through the entire southern part of the town. 

Move in your civil unit with horse & build 2 catapults somewhere south 
of the walls separating this portion from the Main House (the portion you
want will have 3 storage houses & 6 residential houses close to each 
other). There are 2 Residential Houses where you can build your catapult 
just south of it such that the building will shield you from being hit by 
ranged units of the Romans.

If you build & move in the night, you'll see the Roman units across the
wall when it turns morning. Start shooting at the units using your 
catapults. The ranged units will try to hit you but won't as you'll be
shielded by the house. Anyway, once an unit had been hit a few times, the 
unit will come looking for your catapult but since you're blocking their 
way with your army, you can kill them off one by one.

Once all the units have been cleared or you feel you can take on the 
remaining units, move your army over & then burn down the Main House to
win the scenario.

Take note the Romans have 5-6 Ranged Units & 5-6 Melee Units guarding the 
Main House (ea with 20 troops) so unless you've a very big army, you'll 
get mauled very badly especially since your army will get holed up at the 
entrance by the Melee units & will get hit fully by the Ranged units. The
Main House will also keep building melee unit of 6 troops to send to the
southern portion of town.

You can also hammer a hole through the southeastern part of the wall using
a catapult & then bringing your army in. There are fighting units guarding
different portion of the town outside the walls.

14a) The Great Battle
---------------------

Tribe - Teutons
Objective - Destroy the army of the Huns
Additional Objective - Capture the hill in the center of the battle field

You start at the north corner of map. Allies are at the north across the 
river, somewhere near the northwest corner & somewhere near the northeast
corner.

Gather your army & sweep through the whole map bypassing the portion across
the river in the southwest corner. Kill all Huns units you meet & you'll
satisfy the Additional Objective. The Huns are in fighting units of 1-2 
with 10-20 troops so they won't be a problem for your big army.

Once the above is done, move your army to the eastern end of the river at
the southeast corner & cross at the crossing point there to be at the back
of the main Hun army. From there you can hit the army fighting unit by 
fighting unit without all of the entire army of Huns reacting to your 
attack. Another crossing point is at the western end of the river where
you'll meet the Hun army head to head. So depending on how you like your
battle to be, cross as you like. There're 5-6 fighting units with 20 troops 
each.


14b) The Final Battle
---------------------

Tribe - Huns
Objective - Kill Bruknar, the leader of the enemy Teutons
Additional Objective - Kill at least 100 enemy Teutons

You start at the west corner. Bruknar & his large army is near the north
corner. At the center, there are enemies, to the north across the river
there're more enemies.

Gather your army & move northeast towards the north corner of the map.
To maximise the winning possibility, attack only in the morning so that
your ranged units won't get pulled into melee combat. You'll have to 
fight some other fighting units first before meeting Bruknar's army. So
it's imperative that your ranged units must be using ranged attack.

You'll hit the 100 kills first & some luck to kill Bruknar. To win, once
you killed Bruknar, move your Leader to the west corner of the map. Bruknar
have a very big army so don't go around fighting. Another Hun army will 
be attacking the enemies at the center of the map (Attila's forces).

15) Attila's Death
------------------

Tribe - Huns
Objective - Kill the traitor Attila

You start at the north corner of map. There are 4 villages, one at the west 
corner, one at the east (a small way away from where you start), one at the
southwest & one at the east. Attila is on an island at the center of map.

Move your army south until you hit the river. Follow the river towards the 
west & don't engage any units you see, they won't attack if they see you.
Keep following the river until you can see the island (you'll see Attila
too if it's morning). Keep moving until you can cross over to the island.
Wait for morning & then attack Attila as all the units you've are Ranged
Amazons.

Another way to win is to hit the village at the west using one unit of 
Amazon for melee while the other for ranged. You should be able to kill off
all fighting units guarding the village & take it over with your Leader.
From there either build up a subtantial force (the enemy units will attack
you on sight now) or go for the Place of Sacrifice & shaman option to win
easily.

You win when Attila is dead.

16) Deliverance
---------------

Tribe - Huns
Objective - Eliminate all alien hordes from your home
Additional Objective - Sacrifice all your people to Nerghal except your
shamans

This map is the same as the one you start off the Hun side of the campaign
with. You start at the north corner of map. 

Gather your army & move into the village just east of you. Take it over &
use it as your base. Milk for glory points using the village along the river 
to the west. Once you've got the Place of Sacrifice & Goldsmith, churn out 
your shamans (10-15 then group them in fives). Use the groups to slowly 
uncover the whole map inorder to kill off all the enemy huns fighting units.

Destroy the last village in the southeast corner & you'll get the Additional
Objective to sacrifice all your people. Stop all your productions & sacrifice
all the citizens. After that your Leader will sacrifice himself & the scenario
will end.

Author's Note
*************

This guide will only cover the campaign part of the game. The Historical part
are just battles where you can play either the barbarian tribe or the Romans.
The Open-Ended play is nothing much really especially when you play the Huns.
You'll get all the upgrades very soon once you've got the Cannibal 
Enhancement for your civil unit with horse as you can just park your units at
the enemy main houses & wait for them to produce leaders & troops. Any damage
will be healed by your civil unit with horse & the dead will become food...

If you like to have anything else included in this guide, feel free to email 
me at [email protected].

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