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|||           AGE OF EMPIRES 3: THE WAR CHIEFS FAQ / WALKTHROUGH           |||
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Guide author: Orgulo
Guide version: 1.2
Game version: 1.0
System: PC

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1. INTRODUCTION
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       1.1 INTRODUCTION
       1.2 USING THIS GUIDE
       1.3 CONTACT ME

2. WALKTHROUGH
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       2.1 ACT I: FIRE
               2.1.1 WAR DANCE
               2.1.2 THE RESCUE
               2.1.3 BREED'S HILL
               2.1.4 CROSSING THE DELAWARE
               2.1.5 SARATOGA
               2.1.6 VALLEY FORGE
               2.1.7 THE BATTLE OF MORRISTOWN
               2.1.8 THE BATTLE OF YORKTOWN
       2.2 ACT II: SHADOW
               2.2.1 THE BOZEMAN TRAIL
               2.2.2 RED CLOUD'S WAR
               2.2.3 CLAIMS
               2.2.4 AMBUSHED!
               2.2.5 TURNING POINT
               2.2.6 TRUST
               2.2.7 BATTLE OF THE LITTLE BIGHORN

3. CONTRIBUTIONS
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4. VERSION HISTORY
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-------------------------------¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬------------------------------
                               1. INTRODUCTION
-------------------------------¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬------------------------------
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                               1.1 INTRODUCTION
-------------------------------¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬-----------------------------

Welcome to my guide to Age Of Empires 3: The War Chiefs. This game is, of
course, the expansion to AOE 3, and this guide can be treated as an add-on to
my guide for AOE 3. Please refer to my AOE 3 guide if there's anything you
can't find here: there's no point in rehashing it all again just to fill
space.

Apart from the fire pit, there are very few major changes or introductions to
the game since the original AOE 3, hence the absence of any Hints section in
this expansion guide. The fire pit is pretty self-explanatory - you just
target villagers on it and then select an upgrade from the ones available. New
upgrades and boosts become available as you advance through the Ages, so
choose the one which most suits the circumstances or your style of play; and
bear in mind that the more villagers you have dancing around the fire, the
greater the boost given will be.

I played the game on Moderate difficulty, since it's the one most people will
choose.

Throughout each level you will be given objectives, though you generally only
get one Primary Objective (PO), and possibly some Secondary Objectives (SO),
at the beginning of the level. I've listed each of the sub-objectives as they
occur, as well as what triggers them and what you have to do to complete them.
Primary Objectives must be completed in order to finish the level, but the
Secondary Objectives are just bonuses that you can skip if you want.

And, as usual, there are no stat tables or cheats in this guide.

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                           1.2 USING THIS GUIDE
---------------------------¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬-----------------------------

Please view this guide in a text viewer / editor with a set fixed-width
font, or else it might look a mess. I use Courier New, Size 10.

Use the Find command (CTRL + F) with the numbered contents menu at the start
of the guide, in order to quickly jump to the section you want.

I have put the main walkthrough section of the guide towards the end, after
all the other game information. This is not a design flaw - it's deliberate.

------------------------------¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬--------------------------------
                              1.3 CONTACT ME
------------------------------¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬--------------------------------

As the game is now quite old, and since I now consider this guide complete, I
have no intention of updating it in the future and will therefore no longer
respond to feedback.

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                               2. WALKTHROUGH
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This section will take you through each episode of the game's two Acts. I've
included the experience points I had gained by the end of each level, and the
cards I chose to put in the Home City. My choices are based on my playing
style, but you'll get different experience and therefore will choose different
cards.

Good luck.

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                               2.1 ACT I: FIRE
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2.1.1 WAR DANCE
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"At the dawn of the American Revolution, the Iroquois Confederacy faced its
greatest challenge."

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DESTROY ONE ENEMY TOWN CENTER

¬==¬

PRIMARY OBJECTIVES:

BRING NATHANIEL AND KANYENKE TO THE IROQUOIS VILLAGE

SECONDARY OBJECTIVES:

GATHER FIVE TREASURES (250 XP)

¬==¬

This introductory mission is very similar to one of the tutorial missions from
the original Age Of Empires 3. It's a very simple case of reconnaissance, base
development and protection, and eventual slaughter of your weak enemies.

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You can go for the village whenever you like, it's hardly a long walk. The
sooner you get it the sooner you can start building up your army. No point in
letting your enemies develop their base while you piss about. Anyway, approach
the turquoise village buildings when you're ready, and you will gain control
of the tiny settlement, as well as get a new objective.

¬==¬
PO: TASK NATIVE VILLAGERS ON THE FIRE PIT
¬==¬

Simple enough. Select the four villagers and right-click them on the fire pit.

¬==¬
PO: DESTROY ONE ENEMY TOWN CENTER
¬==¬

You also get control of Wind Feather, the Iroquois war chief, when you gain
the village, so add him to a group with the other two heroes. Ten extra
villagers will soon materialise out of nowhere, as villagers will; you also
get a few horsemen and tomahawks to help out your heroes; and at some point
Nathaniel will mumble something about deciding on what jobs to assign
villagers to.

It's not hard to begin getting resources together and build one or two extra
buildings to get your tiny base going properly. Some Home City shipments
wouldn't hurt either, and the simplest way to get those coming in is to get
some experience. So take your three "heroes" and whatever army units you can
muster north west to collect the first treasure item, guarded by a bunch of
bears. Your reward is... a bear. Don't yet go over the north west river
crossing nearby. Some pairs of enemy archers spawn among the trees around your
base when you gain control of the village, so keep your eyes open.

There are more treasures along the south and south east of the map, including
a couple of sheep and a trapped scout (useful for exploration). None of the
treasures are heavily guarded - just hang back and use Nathaniel and
Kanyenke's special shots to down the enemies fast. You can easily complete the
secondary objective just by wandering around in the south east.

There are two river crossings in the south east, so go over the eastern one
(the other one has more enemy units guarding it). The enemies at the far end
aren't tough - draw them out and drop them fast. North of the river crossings
are a few more treasures, as well as some noted copper mines. By the time
you've collected all of these accessible treasure items and explored the area
you should have four or five shipments queued up in the Home City, so bring in
the tomahawks and horsemen, then some resources.

The two town centres you'll be wanting to raze are pinged in the minimap, and
each is as easy as the other. You can either steam in and try to kill one or
the other off fast with your army as it is, or you can do things the long way
by building and developing your base, which is more fun.

Buy any upgrades you want to and get lots of peasants working on food, wood,
copper and the fire pit. The idea is to advance to the Fortress Age so you can
build falconets, which will make this level far easier. You have plenty of
time to hang around your base, getting units together, before either of your
enemies tries an attack. When the attacks come (from both sides), just ring
the town bell and then conduct repairs when the enemy units inevitably fall.
Get a siege workshop up as soon as you can, then fill out your army with
whatever else (I had four falconets, which was more than enough).

It might be worth leaving a handful of horsemen around your base just in case
your enemies get the jump on it while you're away. Otherwise just heave your
army up to either hostile town and begin destroying things. Keep your
falconets protected, and try not to approach the buildings while you can still
hit them from safety with your falconets. In fact, try getting rid of as many
enemy units and buildings as you can before killing off the town centres, just
for the sake of gaining experience.

Remember your fire pit can be an enormous help (get some healers out so you
don't have to keep rebuilding lost units), and between that and your multiple
falconets you should have no problems erasing your enemies. Destroy either
town centre and you win with consummate ease.

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

HOME CITY LEVEL: 4
XP: 14,808

CARDS
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GENERAL STORE - 4 VILLAGERS
TOWN HALL - 7 KANYA HORSEMEN; 4 MANTLETS

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2.1.2 THE RESCUE
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"Nonahkee has been kidnapped! Nathaniel and Kanyenke race to her rescue,
hoping to discover the identity of her captors."

¬==¬

RESCUE NONAHKEE

¬==¬

PRIMARY OBJECTIVES:

FIND AND DESTROY ONE PRISONER CAGE TO RESCUE NATIVE VILLAGERS

¬==¬

Another typical AOE 3 mission, only this time you have to find your own
villagers before you can get a base running properly. You should be OK as long
as you don't overestimate your enemies.

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Group your starting units into four groups (horsemen; heroes and ranged;
medicine man; falconet) and take them south and then east along the edge of
the map. You should find some treasures and then you will reach some water. Go
north from here and pick a fight with the goons guarding the gate. Knock down
the gate with your falconet and park your other units beside it, ready to
smack down any enemies who respond.

Now head inside the gate and take down the units with your own soldiers, while
your falconet smashes up the buildings and the first pen, freeing your first
bunch of settlers. With this done you get a new objective.

¬==¬
PO: DESTROY THE PRISONER CAGE HOLDING NONAHKEE
¬==¬

Send the villagers back to your town to beside the town centre, where they can
begin picking up those resources lying around. Use this money to build some
more tomahawks if your army has suffered heavy casualties, though by this
point I had only lost most of my Kanya horsemen and little else.

Take your army south east of the pen you just knocked down and they should
find another pen, guarded by some more soldiers and a boat. Get rid of all of
these and take down the pen for some more villagers. Send them home and take
your army north east to find a couple more treasures - a settler up a tree and
a coureur on a rock (remember Wind Feather can convert treasure guardians).
You should still have your medicine man and falconet safe - make these
priorities.

Your settlers have probably collected all those resources by now, so put them
to work on farming or coin mining (you won't need much wood in this level),
and bolster your army again. Don't send any new units you build to join up
with your army in the east, since they will be needed at your base. Pretty
soon your town will come under light attack from the north, so have some new
military units (I just went with more tomahawks) hanging around in
preparation. When the attack does come just ring the town bell, get rid of the
falconet, and bait any other enemy units to the town centre where they can be
killed off faster.

Once you're sure your town is safe, take your eastern army north towards the
trading post. This is important as it will give you a free villager every time
the caravan passes it (same goes for the other one in the north). Claiming
this southern one is also doubly important because it gives you its experience
points and stops the enemy getting them. You'll get a new secondary objective
at this point.

¬==¬
SO: BUILD A TRADING POST ON THE TRADE ROUTE (200 XP)
¬==¬

The fight around the trading post will be the toughest yet, so use your
heroes' abilities, keep your falconet and medicine man safe, and make sure all
the enemies nearby are deleted before getting Nathaniel to build the trading
post building. Once it's built send everyone back to your town while one of
the villagers you rescued builds a war hut to the south. Build tomahawks from
here whenever you have any spare resources, and park them just west of your
new trading post - they will come in very handy for stopping encroaching
enemies while your main army is away.

As for developing your base: you should have tons of Home City shipments lined
up by now, so bring in peasants, military units, and then resources. Any
peasants who come through the trading post can be asked to mine the nearby
coin or dance around the fire pit - you will soon have plenty of villagers to
play with, so make sure you divide them up between jobs pretty evenly. Work
your resources towards advancing to the Fortress Age, so that you can finally
build falconets and put an end to this mission.

Anyway, your main base is pretty much safe and so is your trading post, as
long as you keep between ten and twenty tomahawks beside it. Now you can get
on with clearing out the north west of the map, so send your main army north
out of your base until they find the green gates. Take down the guards while
you protect your falconet, then break down one of the gates and head in. You
will find another pen with a few guards dotted around; and farther east and
north are more treasures and more pens. You can rescue quite a few settlers up
here, but try to stick to the north edge of the map while you work your way
east.

Your army should be able to handle everyone up here without getting itself
completely killed, and you can easily replenish your forces by sending some
units up from your base (or get a rescued settler to plonk down a handy war
hut). You'll take heavy casualties around this area, but your army should
emerge victorious. Before you claim the second trading post just make sure you
destroy the pen to the south west of it, and get rid of yet more guards in the
process. There's also a dock and some superfluous boats on the water to the
south, but you can kill these off much later if you want the piddling
experience. Build on the trading post and then it's time to decide which
direction you want to attack from.

It's impossible to say which trading post is the easier to leave alone - I've
had both of them destroyed while trying to protect the other one. I prefer
attacking from the southern trading post, just because I feel like there's
more experience to be had this way (it's also the direction from which your
enemies are mostly likely to attack your base, so attacking this way means you
will catch those assaults before they can get near your town). Attack from the
north west if you can't be bothered sending your army all the way around
again, but I'll be approaching things from the south east. If one of your
trading posts does get taken down in your absence don't worry about it - you
probably have plenty of villagers by now, and you don't need more popping up
unwanted, taking up space.

Build a few falconets, produce a few more medicine men from the fire pit, and
reinforce your main army before sending everyone in. Get your villagers
dancing around the fire to bolster your attack; and with your army parked
beside your eastern trading post (four groups again), send them due east to
find yet another guarded pen. Take it down and send them north to find, yup,
yet another pen. Farther north is a hill with towers on either side of it -
hit the towers with your falconets while everyone else protects them. From
this point you're pretty much set to storm in and shatter the enemy buildings
one by one. There are lots of units milling around, but this is no problem
with so many tomahawks and falconets. Just avoid the war huts and get rid of
any siege weapons fast and you should have no trouble.

If your army is getting low on troops you may want to avoid going west of the
enemy base, because, depending on the level they've reached, they may have
erected a fort near the water. This is a very tough building and it can really
hurt you. Take it down with falconets if you can afford to, though you can
also just avoid it altogether.

Sooner or later you will reach Nonahkee's pen, the most heavily guarded in the
mission. Watch out for the falconet in the cave mouth, but otherwise it's just
a big brawl. Draw the enemies out if you can, and make sure that town centre
and those war huts are gone first to make things easier.

Knock down Nonahkee's pen to win the level.

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

HOME CITY LEVEL: 7
XP: 36,308

CARDS
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GENERAL STORE - CRATES OF 600 WOOD; CHESTS OF 300 COIN
TOWN HALL - 6 MANTLETS

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2.1.3 BREED'S HILL
¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬

"Nonahkee has been rescued, but her reunion with her son Nathaniel will be a
brief one..."

¬==¬

HOLD BREED'S HILL UNTIL REINFORCEMENTS ARRIVE

¬==¬

PRIMARY OBJECTIVES:

PROTECT THE REDOUBT ON BREED'S HILL

¬==¬

This one is just Asteroids with better graphics, and it's pish simple when you
realise how pathetic the enemy's strategy is.

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You have until the timer hits 16:00 to get your affairs in order, so find the
farm in the east of the island and get the nearby villagers working on it.
There are more villagers in the town in the west, so get them working on food
and wood too. You can do this level by just building tomahawks (and I suggest
you do), so concentrate on food and wood, and not much else.

Send a unit to the extreme western tip of the town (behind the fog of war) to
find a mounted gun, which you will capture by touching it. There is another
gun in the east, south of that farm. Get control of both and then take all the
military units you have to beside the redoubt.

Bring in more villagers until you have about fifteen on food and eight on
wood, then keep building more and more tomahawks (forget the Fortress Age
here). Send about eight of your tomahawks west to guard that gun (keep them
there and replace any who get killed), and set the dropoff point for your war
hut to the same spot, so that any you build from there will head to the gun
immediately.

The enemy will begin attacking soon, and there are three things to watch out
for. Firstly, don't bother retaking the eastern cannon if (when) it gets
captured by the enemy. The only thing it can destroy if they do take it is
that farm, and you already have a farm in the west. If the farm does get hit
just get those villagers back to your main base and build another farm - if
you're building only tomahawks you'll need about 75% of your villagers on food
and 25% on wood. You can't afford to be sending units back and forth to keep
recapturing the gun, and in fact it's a bit crap at taking out enemy ships
even when you do have it.

Secondly, protect the western cannon with some tomahawks at all times, and
always manually target it on enemy ships whenever you see them approaching
from the south west. Unlike its eastern brother, this cannon is very good at
destroying the ships, and it can often save your arse on its own. Don't let it
get taken or it can hit your town hard; keep your tomahawks very close by and
don't let them allow any enemies near the gun.

Thirdly, most of the action will take place between the redoubt and the
central southern coast, which is why the majority of your army should be
positioned over here (including your heroes). You have to hit any and every
unit you see around here fast, because if even one of them reaches the flag
it's over for you. It's therefore a very good idea to build new war huts
snugly in the two spaces in the walls around the redoubt. This blocks the
enemies from getting through, serves as a much faster reinforcement area, and
acts as a couple of defensive buildings which can attack the enemies in
conjunction with your troops. Plus the fact that if you position your troops
behind the war huts the enemies can be baited into attacking the buildings
first, thus allowing you to pepper them from safety and save money on units (a
few healers could help, assuming you have the time, as well as a fire pit).
Then just repair your war huts when all's clear. Lemon squeezy. In fact, build
as many war huts as your wood supplies will allow up here - the more the
merrier.

Don't take this to mean that you shouldn't constantly be producing more and
more tomahawks, however. And don't forget your Home City - there's nothing
like a bunch of free Kanya horsemen charging at your enemies to make them lose
morale. Your base will also come under attack from ships in the south west,
but you can safely ignore this, so long as you make sure you always have
enough houses to support the units you're trying to build. Just watch your
western gun and your many troops around the redoubt and you should be fine.

When the timer hits about 2:00 you'll probably be killing off the last ship in
the west, so you can move any troops you have over there up to the redoubt
just for that extra security. The last onslaught will be the biggest (and will
include musketeers) but by that time you should know what you're doing and
Nathaniel's Eagle Eye can help see off the last of these tits.

When the counter runs down Ward's men appear and you win.

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

HOME CITY LEVEL: 7
XP: 44,163

CARDS
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N/A

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬
2.1.4 CROSSING THE DELAWARE
¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬

"In the early days of the Revolution, the colonials were pushed back time and
time again - until Washington took command."

¬==¬

CROSS THE DELAWARE RIVER AND STRIKE TERROR INTO THE HEARTS OF THE BRITISH

¬==¬

PRIMARY OBJECTIVES:

CROSS THE DELAWARE RIVER AND DESTROY THE HESSIAN TENTS

¬==¬

This has a dash of Red Alert (the covert missions) in it, but in the end you
still get a base and you still have to work out how to destroy a portion of
your enemy's.

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Right. Take everyone south until they see the first outpost. Send Washington
alone to attack it and once he's drawn its fire finish it off with everyone at
once. Take Nathaniel and Washington farther south east and find the next
outpost, but this time just run them past it and get them to attack the five
Hessian guards at the entrance. You will get a secondary objective at this
point.

¬==¬
SO: CAPTURE THE CANNON AT THE HESSIAN GARRISON (500 XP)
¬==¬

With the outpost shooting at the two heroes you can bring your militia down to
work on destroying it while it's distracted; meanwhile you should use both of
Nathaniel's abilities to hasten the demise of the Hessian guards, since the
sooner you kill all five the sooner you get the falconet, which will help
bring down the outpost before it drops one of the two heroes.

Finish off the second outpost and the rest of the buildings, then take your
new falconet outside and along the coast to the east. At the very south
easternmost point it should be able to spot two ships to the east, and a new
secondary objective will appear.

¬==¬
SO: DESTROY THE BRITISH PRISON SHIPS (500 XP)
¬==¬

Bring one of your boats downriver (avoiding the enemy towers) and stick
everyone except the falconet on one of them. Get the falconet to destroy the
southern ship across the water and this will release four militia. Just before
the falconet destroys the ship send your boat over, and drop your units off
just as the militia are released from the ship. The combined strength of all
these units can see off the four red guards fast, and you can get three more
militia from the other ship. Bring your falconet over to join them.

Now you've got some exploring to do, slowly and carefully. There's actually
not much here to worry about, at least around this area. Head north east from
your landing site and find the trapped coureur beside the hut (at the edge of
the map). Free him and he can collect the nearby resources. There's also a
Huron settlement you can get Nathaniel to build on, though not until you have
enough wood. From here it's a case of working your way up the east of the map,
collecting more treasures and uncovering the mostly empty terrain.

In the north east is a neutral base, though it's guarded by some hostile
British units - more than your meagre troops can handle at this point. If you
find those buildings try to stay away from the area until later, though you
can sneak your falconet through carefully to uncover the whole base and mark
the positions of the enemies. Head to the north of the map to around the
twelve o'clock position and you should find another couple of batches of
resources. There are more at around eleven o'clock. By the time you've found
all of these you'll have uncovered most of the map, other than the central
area containing the pinged tents.

Now just take everyone to the perimeter of the base and start hitting the
nearest tents. The patrol is very easy to avoid, so just get rid of whatever
tents the green units are not currently at. The two towers in the south can go
too, and once all ten tents are gone you get another objective.

¬==¬
PO: LIGHT A SIGNAL FIRE AT THE TWO FLAGGED LOCATIONS
¬==¬

Nathaniel can now build signal fires, so get him started at both flags. You'll
get given some reinforcements while you're doing this, so bring them over on
the boats. Take everyone except Nathaniel away down to that Huron settlement
you found earlier, then finish off the second fire with Nathaniel. Once both
fires are up and burning you get a new objective.

¬==¬
PO: DESTROY CORNWALLIS' REAR GUARD STATIONED IN PRINCETON
¬==¬

Everyone should be out of harm's way while Cornwallis's guys come down from
the north, so sneak your troops up the east of the map and take out the
British units sitting among the north east buildings. When they're dead you
get handed the entire base and yet another objective.

¬==¬
PO: DESTROY CORNWALLIS' CAPITOL IN TRENTON
¬==¬

This is pretty simple, since by now you should have loads of Home City
shipments waiting (I had twelve). The only new units I actually built were
three more falconets, which I could easily afford after my Home City had sent
me resources and more villagers. I also had three medicine men I had built
from the Huron settlement earlier, so once you have all the military units
your Home City can send you, as well as a few more falconets, send them all
south to that hill just north of the two mills in the central base.

Start hitting the mills with falconets and your enemies will react. The only
difficulty you might have here is those siege weapons, but some horsed units
can run in quickly to take them down, or you can always shatter them with your
falconets. Avoid the tower near the capitol building in the middle, and once
the capitol is down you've won.

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

HOME CITY LEVEL: 9
XP: 59,290

CARDS
¬¬¬¬¬

GENERAL STORE - CRATES OF 600 FOOD; CHESTS OF 600 COIN

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬
2.1.5 SARATOGA
¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬

"The British army's summer push down the Hudson River Valley seemed
unstoppable - but their supply lines were thinly stretched."

¬==¬

STOP THE BRITISH ADVANCE TO ALBANY

¬==¬

PRIMARY OBJECTIVES:

DESTROY 3 BRITISH FORT WAGONS

¬==¬

This great little mission seems a lot tougher than it really is, and you can
make things much easier for yourself by building your base in precisely that
area where your enemies would rather you didn't. Do it right and there's no
race involved.

=¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬=

Try to keep the scouts you get given - they're excellent for exploration. Hit
the first fort wagon with your soldiers and your falconet, then pull them away
from the road to let the patrol pass. Destroy the next two wagons in the same
way and you get a new objective.

¬==¬
PO: RACE TO BUILD 3 FORTS BEFORE THE BRITISH BUILD 3 FORTS
¬==¬

You also get a wagon with which you can start a new town, plus some more
troops which you should join up with your starting ones. Bring your wagon and
peasants up to the road and then pick a fight with the soldiers hanging around
the trading post on the hill to the north. You can win this fight if you use
your falconets to hit the outposts and artillery while your infantry deal with
the enemy soldiers. There will be more green soldiers coming from the north
east, so head up there and destroy the green tower, then hit the bridge to
destroy it and cut the greens off.

Destroy the trading post and site your base up here (there is a copper mine
west of the trading post, north of the road). Make sure you put your town
centre on the very spot where that green outpost was earlier, as this will
keep it out of harm's way and also allow it to knock out any enemy fishing
ships which will later appear. This is a great place to build a base, since
you can catch pretty much every enemy unit who comes past and also stop the
British from building a fort on the nearby hill.

You do have to get moving with your base, so try to bring in wood which will
let you build on the trading post. Get peasants in quickly from the Home City
and build a farm to bring in much-needed food.

You should soon have wood, food and coin coming in, and your troops can stop
enemy forces if you build a war hut by the road and let it take the flak.
Upgrade the trading post when you can, as this will be an enormous help with
resources. When everything is quiet you can easily send your army down south
east to take the other trading post, and if you do you may find it hard to
lose this mission. If you're really struggling for resources you can always
send some villagers into the mines in the south, where there are loads of
different batches waiting to be collected for free.

Anyway, since you had the foresight to knock out that bridge earlier, Kuechler
is now delayed for far longer than he would have otherwise been, which gives
you a lot of breathing space. There is no need to go for the other two trading
posts, just be content to build your base around the first one you took. You
want to upgrade to the Fortress Age as soon as you can so that you can build
those fort wagons. For base defence you really don't need much, since all your
enemies will be coming through that bottleneck where the road goes uphill to
the west of the trading post. I just went with tomahawks and a few falconets
once the Fortress Age arrived, and with so many resources it's not difficult
to replace any lost troops. Some medicine men from the fire pit couldn't hurt
(so to speak) either; which reminds me, build your fire pit in the clear space
to the south west of the trading post, as your enemies will want to put their
third fort there, and they won't know how to deal with it if you've blocked
the space.

If you managed to destroy the bridge at the start then Kuechler won't throw
his hat into the ring until after both timers run down (destroying the bridge
becomes a secondary objective later if you don't take it down). When Kuechler
does finally attack he'll be coming from the north, though you are unable to
attack his base. Unfortunately for him he'll be sending his troops up the same
bottlenecked area of road as the British are coming through, which makes the
surrounding cliffs a very good place to put your forts. Keep any troops you
have (include at least four siege weapons) beside your fire pit and
concentrate all fire on any enemies who try to come up that little hill west
of the trading post, and I guarantee it will be a cinch.

All that's left is to get three forts up, which will be easy to do before the
British manage it, since you're preventing them from building their third. If
only they were smart enough to build their third somewhere else you'd have
problems (it doesn't matter where you put yours, but do try and put them in
places where they'll hit passing enemies), but they're not. So, build three
forts and win the level.

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

HOME CITY LEVEL: 11
XP: 76,527

CARDS
¬¬¬¬¬

GENERAL STORE - CRATES OF 200 FOOD; CRATES OF 200 WOOD; CHESTS OF 200 COIN
TOWN HALL - 6 COLONIAL MILITIA

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬
2.1.6 VALLEY FORGE
¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬

"A hard winter awaited the colonial army at Valley Forge...but Nathaniel's
militia was there to help."

¬==¬

SURVIVE THE WINTER AND STRIKE BACK AT THE BRITISH

¬==¬

PRIMARY OBJECTIVES:

BUILD 6 HUTS INSIDE THE CAMP

¬==¬

This one starts out a bit differently but it's just a thinly-disguised,
typical build-base-and-attack mission.

=¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬=

You can't move your units too far from the fires or they'll start taking
damage from the cold, so it's going to be difficult getting 600 wood together
and keeping an eye on everybody's health. There are two things you can do to
speed this section up. Take your heroes north over the river and find the
settler (who strangely doesn't take cold damage) trapped up the tree by three
bears at the edge of the map, then get her to collect the nearby batches of
resources (there are more resources south west of the base). You can also get
your heroes to collect as many of the other treasures as they can be bothered
with, but just make sure you return them to the fires when their health gets
low. By the way, those fires also regenerate health lost from coming under
attack, which is handy since some British skirmishers will soon be arriving in
pairs.

Your militia can chop wood and build huts, but they're better used
defensively: just let your settler do all the resource collecting since you
don't have to watch her health.

Once the six huts are up you get a new objective.

¬==¬
PO: GATHER 3,000 FOOD
¬==¬

Your units will no longer take damage from the cold, so no need to hang around
the fires any more. Hang around for a bit anyway until the baker is pinged in
the south east. You'll have to build carts from here and sneak them past the
British, which should be fun. There is also an outpost just east of where you
found that settler earlier.

¬==¬
SO: DESTROY THE OUTPOST TO OPEN UP THE PASS (300 XP)
¬==¬

Easy enough - just send your heroes in first to draw the fire, then send
everyone else in at once. With the outpost gone you get some more colonial
militia, though heavier versions than the ones you started with. There's an
Iroquois tomahawk trapped in a treasure item due east, but don't go south of
there unless you like getting wiped out by big, red bases.

Explore south of your own base to find more resources lying around on the
ground, and uncover some more of the fog of war down there. Along the edge of
the map, around the eight o'clock area, you should find an outpost wagon and
then a trading post, the latter giving you three coureurs and the ability to
build, among other things, medicine men. You probably have very little wood,
but this is OK since it's food you really want. Use your settler and coureurs
to hunt the nearby deer, and get heroes to pick up any food treasure items. At
this point you're very close to the westernmost baker anyway, so buy a food
cart and send it to the flag in your northern base (escort it because it can
get easily destroyed). Alternatively, you could search the centre of the map,
near the river, to find a very useful food wagon which only requires to be led
back to the flag in your north west camp.

When your food hits 3,000 you get a town centre wagon, some troops, and a new
objective.

¬==¬
PO: DESTROY THE BRITISH FORT ON BARREN HILL
¬==¬

I don't like building my base up at those tents, since it is the first place
the enemy squads go to and there's no coin to be had nearby. I prefer to take
my town centre wagon all the way down to the westernmost trading post and
build my base here. There are enough trees and copper mines around, and it
takes far longer for enemy troops to arrive, giving you more time to prepare.

The British have reached the Fortress Age and they have their fort built, but
there is no great rush here. Just build your typical base and keep your eyes
open for enemies and you should have no problems (though the bakers are out of
commission at this point). You can get a lot of units together here, thanks to
the high population limit, so just pack your army with whatever you want,
though six or seven falconets or culverins would be a good plan if you're
attacking a fort in a well-protected base.

You needn't worry about your base while you're gone - a handful of mantlets
and the town bell were enough to fend off any sneak attacks the British
launched while my main army was away. Take your army east to find the yellow
American base, then head north and start eliminating red buildings on the way
up. Eventually you'll arrive outside the main British base and you can start
hitting the towers in the way. Nothing the British can do should be able to
seriously hurt your massive army, so just protect your troops and keep taking
out outposts on the way to the fort itself. Kill off the fort to complete the
mission.

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

HOME CITY LEVEL: 13
XP: 92,291

CARDS
¬¬¬¬¬

OLD NORTH CHURCH - ADVANCED PLANTATION; ADVANCED FARM

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬
2.1.7 THE BATTLE OF MORRISTOWN
¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬

"Throughout the war, Colonel Kuechler eluded Nathaniel - until finally, they
would face off near Morristown."

¬==¬

DEFEAT KUECHLER'S HESSIANS

¬==¬

PRIMARY OBJECTIVES:

FIND AND DESTROY THE HESSIAN BASE

¬==¬

This is a nice mission which can be exploited and manipulated to make things
easier for yourself, and it's one where you can almost leave base development
alone, thanks to your allies' helpfulness and your enemies' stupidity.

=¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬=

You'll want to progress to the Fortress Age sooner rather than later, so take
all your starting villagers and get them mining; meanwhile bring in some more
villagers from the Home City to pick up the berries. Other than villagers,
don't bring in any units from your Home City; concentrate on resources and
upgrades. My strategy is based on using only artillery and cavalry in this
mission, and your allies hand you artillery units based on how many Hessian
buildings you destroy, even after your population limit has been reached. This
means that you want to build as many cavalry as you can before that pop limit
has been hit (unless you feel like putting villagers in the fire pit, which I
didn't).

Anyway, take all your starting combat units west and then north to find a
Kuechler mini-base. Pull it all down and release the Iroquois prisoner in the
cage. Killing off this base gets you experience, more artillery early and
also some valuable information as to Kuechler's whereabouts, provided by the
grateful Iroquois you just freed. Make sure you get every last green villager
and tent, otherwise the Iroquois will not speak to you about the next
objective and you won't be able to cross the river.

Advance to the Fortress Age as soon as you can (I chose The Messenger card in
order to keep my population as it was and also advance more quickly), and keep
the food and coin coming in as a priority, since this makes it easier to build
veteran dragoons from your corral - the dragoons combined with the free
artillery are all you need to be effective in this level.

Take your main army north east to find the river crossing.

¬==¬
PO: PURSUE AND DESTROY KUECHLER'S ARMY BEFORE IT DESTROYS THE MORRISTOWN
CAPITOL BUILDING

SO: DESTROY ALL OF THE HESSIAN TOWN CENTERS (100 XP)
¬==¬

There are two river crossings, and it's up to you which you use. Taking the
northern one is more dangerous but it does let you fend off the attack coming
for your base; the southern one gets you straight through to a town centre and
within range to bombard the outpost tower, but dare you let your enemies slip
past along the northern crossing?

Anyway, destroying the gate at the river will trigger Kuechler's first advance
towards Morristown, but it's no big deal. Hit the gate and the tower before
the small squadron of greens gets to you from the north. Fend off this lot and
start twatting the fort, and once it's gone you can wipe out the rest of the
green buildings in this first area (don't miss the town centre). There is a
barracks and another outpost tucked into the southern corner, which you should
remove if you don't want your base to get jumped later on. If you do destroy
the barracks your base will be left alone from then on and you won't have to
waste population slots on defence units.

Remember to keep bringing up your free artillery when they appear, and set
your corral rally point to wherever your army has so far reached. If you have
villagers in the fire pit you might want to put them on War Dance.

Over another river crossing to the north is another little base to get out of
the way; take out the falconet first and then delete everything else. Don't
hit the next gate yet, wait until your troops are fully replenished and all
your additional siege weapons are up with your main army.

Pull down the gate when you're ready and watch Kuechler advance a little
farther. Now start hitting the outposts and the town centre with your
artillery, while your soldiers protect the cannons from the villagers milling
around. Wipe out every other building around here when it's safe, then proceed
to the next gate in the west.

You should see another outpost tower beyond, plus three foundries. Hit the
tower and destroy all three foundries, and ready your army before destroying
the final gate. When your guys move through Kuechler will be pretty much at
Morristown, so pour everyone down into the swamp and regroup before charging
in; meanwhile put all your villagers in the fire pit and get them boogie-ing
to the War Dance.

You should hit Kuechler's siege weapons as a priority, which should be easy if
you've got all of your own cannons working together - target each enemy cannon
individually, since just letting your units fight automatically will lead to
heavy friendly casualties. Your friends in the east will also hand you some
very fast hussars, though you'll have to whisk them around to the scene of
action when you get them.

Kuechler's army is still not exactly very big or tough, so wipe them out quick
and wait for the final objective to appear.

¬==¬
PO: KILL COLONEL KUECHLER
¬==¬

Kuechler has appeared at the spot where those foundries were earlier and is
heading south, so you now have to pull your main army back north and finish
him off, or just wait for his guys to come down and engage your own. Again,
it's not difficult, and even if you fail to beat him down there you can just
build more dragoons and send them around to bring him down once and for all.

You'll know he's dead when you hear his final death rattle.

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

HOME CITY LEVEL: 14
XP: 104,439

CARDS
¬¬¬¬¬

GENERAL STORE: CRATES OF 300 FOOD, 300 WOOD, AND 300 COIN

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬
2.1.8 THE BATTLE OF YORKTOWN
¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬

"When the French entered the war on the American side, the colonists were
finally able to throw off Britain's yoke."

¬==¬

DEFEAT THE BRITISH

¬==¬

PRIMARY OBJECTIVES:

DESTROY THE BRITISH FRONTIER OUTPOSTS

¬==¬

This is one of the better missions in the game, though it does seem to have a
few problems. It shows how poor the enemy AI is if you do something even
slightly unexpected, and if you do exploit this it's difficult to lose this
one.

=¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬= =¬_¬=

Get rid of both the outpost towers and any troops who come to investigate,
then you get some villagers, a town centre wagon, and a new objective.

¬==¬
PO: BUILD A TOWN CENTER
¬==¬

Working on the principle that you should never build where the computer wants
you to build, I prefer to site my base in the south west of the map, among the
trees on the stretch of land where the two red towers were. This place is
tight but handy, since the British troops will completely miss it every time
and eventually just give up looking for you. With your town centre up you get
another objective.

¬==¬
PO: DESTROY THE BRITISH TOWN CENTER
¬==¬

You also get a message saying the French will help you, but you will have to
clear the river for them. The noobs.

¬==¬
SO: DESTROY THE BRITISH COASTAL OUTPOSTS
¬==¬

I suggest you ignore this objective totally, since there is no great
experience reward and no real benefit to be gained by completing it. I think
there's a bug involved in it, since I have tried it a couple of ways and
nothing happens when it's done. Anyway, if you do want to do it, here's how;
if you don't want to do it then just skip this whole section.

You get some tomahawks and petards, so take them north and destroy the first
outpost tower - the game says it needs three petards per outpost, but two
worked for me. You get more tomahawks and petards once your first ship
appears, so knock out the second tower with your new petards (take out the
guards with your tomahawks).

Keep following the coast around in the east with your tomahawks and petards
(you'll keep getting more, and every time you take out a tower you get another
ship). Eventually you'll find the last tower at the end of the long cliff, but
the objective will still not be completed because there is another tower to
the north west which you can't reach with these units. The objective says that
you get monitor ships when you destroy all the towers, but this didn't happen
for me. You might as well kill off any tomahawks and petards you still have on
this stretch of land, as they are now useless.

Now take your ships north west until they find the British ships and the
mounted guns on the beach. When you find the first gun (stay away from it) you
get another secondary objective.

¬==¬
SO: DESTROY THE FIXED GUNS
¬==¬

Take out the first gun with all of your ships at once, though you will lose a
few. Kill off any nearby frigates and go north along the beach to find the
next gun. You can manage to destroy it with your remaining ships, though it
might be a close thing. When both guns are gone that objective should be
completed, though you still have a tower to destroy. It is just west of the
two British docks, so sneak north and then head back down to hit it on the
cliff with your last ships. The objective failed to complete when I did this,
and no monitor ships came, so I don't know what's wrong. All that this naval
portion of the mission did for me was getting me a little extra experience, so
I don't see the point in trying, unless a future patch fixes it.

Another objective will appear after your French allies have launched their </pre><pre id="faqspan-2">
first fruitless attack on the nearest British redoubt.

¬==¬
SO: DESTROY THE BRITISH REDOUBT CANNONS
¬==¬

You can deal with this later. You've also been given a couple of outpost
wagons and some more units in the south east, so bring them up to your new
base and keep developing. Don't put the outpost towers at the river crossings
- they'll only be destroyed. Sit them near your town centre, hidden away from
danger.

Build everything at the western area between the two rivers, and if you run
out of space build south of the lower river, tucked in at the edge of the map.
If you keep your buildings away from the first couple of British patrols
they'll never send any more at you, since they can't find a base to attack.
This will make things on land very quiet, leaving you to develop in peace.

You want a mixture of falconets and culverins here, since you'll be attacking
pretty much every type of unit with your artillery. Build at least four of
each type, and add a lot of tomahawks for good measure. Some medicine men
would help too. There's a lot to take care of on the land, but you'll have to
do it slowly, bit by bit, because it's very dangerous.

First priority is getting over the river and up to the French base, since
there are two valuable trading posts nearby. When you have amassed a large
army take them to the northern river crossing and start hitting the towers.
Watch out for that first redoubt cannon - it can do insane damage, though it
takes a long time to reload. Get rid of it with all haste, then hit the
surrounding towers with your artillery while your soldiers delete the enemies
hanging around.

With the first redoubt cleared out the crossing is safe and you can take the
two western trading posts (though if you hung around for too long the French
may already have claimed the western one). Upgrade them and get in some more
resources or experience, and bring some villagers up to place some more unit
production buildings amongst the French buildings, to ensure they are safe
from attack. Replenish your army and get to work on every outpost, redoubt
cannon, barracks and everything else in the area. There's nothing here you
haven't done a thousand times before - just advance slowly and take care of
your artillery. Remember to scuttle your ships if you want to make space in
your population limit.

With the help of the French - who brilliantly build a fort - you will
eventually arrive at the town centre. Drop it to the deck and you'll have
completed the mission and the first campaign.

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

HOME CITY LEVEL: 17
XP: 127,945

CARDS
¬¬¬¬¬

GENERAL STORE - 3 VILLAGERS
TOWN HALL - 8 COLONIAL MILITIA
OLD NORTH CHURCH - ADVANCED MARKET

=+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+===+

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                             2.2 ACT II: SHADOW
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2.2.1 THE BOZEMAN TRAIL
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"In the nineteenth century, westward expansion slowed in the face of fierce
Native American resistance."

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SECURE THE BOZEMAN TRAIL

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PRIMARY OBJECTIVES:

FIND A TRADING POST SITE

SECONDARY OBJECTIVES:

OWN TWO TRADING POSTS WHEN THE SCENARIO ENDS (500 XP)

¬==¬

There are probably lots of ways this level can be done but I like my way, even
though it's pretty long-winded. It's all about gaining lots of experience,
taking advantage of your enemies and exploiting the scripted events to
maximise your own safety. I'm quite sure others will just steam through it
with no problems, but I find myself unable to give a toss.

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Get your guys to take out the assortment of tits blocking the road to the
north west, then find the scout trapped to the south west of the Fort. Free
him and then head north of the Fort to find the red base. Get Chayton to take
out every one of the bow and axe riders guarding the town centre with his Hawk
Eye shot (I know it takes a long time but it's worth it), and then explore to
the north west of the red base for more horsed units (avoid the buildings).

Once all the horses around the red base are dead you should begin exploring
the map. The first trading post is in the centre and the other is at the end
of the road in the north west. Once you find the central one you get a new
objective.

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PO: BUILD A TRADING POST
¬==¬

Don't do this yet: instead just explore the whole map and pick up all the
treasures. Make sure you also kill off any lurking enemies in the wilderness -
there are a few small groups lying in wait for later. Kill off all the horses
around the orange base in the north west with Chayton, then you can attack the
town centre pre-emptively. Before you do this (from the south west to avoid
the war hut) get Holme to buy as many renegados as you can afford after
picking up all those treasures. You can kill off the town centre and the
villagers and still have units to spare, and it will be a great help if you
can kill off one of the enemy bases early.

Take everyone except Chayton back to Fort Laramie, then get Chayton to build a
trading post at the northern site (take out the two lamers guarding it first).
This will trigger a new objective.

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PO: ESCORT THE COVERED WAGON FROM FORT LARAMIE TO THE TRADING POST
¬==¬

Add your new musketeers to your other troops and escort the wagon up the road
to the central trading post site, which you haven't yet built upon. This
should be no trouble if you took the time to kill off all those horsed units
around both bases earlier. The wagon will try to deploy north west of the
trading post site, so click on it just as it turns blue and then move it away
from the building site it will put down. At this point you will have gotten
another objective.

¬==¬
PO: BUILD A SECOND TRADING POST
¬==¬

Cancel the site and then take the wagon and its escorts north to the other
trading post. Build your town centre against the north west edge of the map,
near the trading post, and your only enemies - the reds - are now miles away
from your town. You should also have loads of shipments waiting (I had nearly
ten).

Start developing your town, and you might want to build the second trading
post in the centre when you're ready. When it's up another covered wagon
appears.

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PO: ESCORT THE COVERED WAGON FROM FORT LARAMIE TO THE TRADING POST
¬==¬

This one will try to deploy in the north, where you've already begun a base,
so stop it and keep it aside for later. You can now advance to the Colonial
Age and get on with erasing your enemies.

For some reason the war hut I had left standing in the orange base ended up
surrounded by packets of food - useful to know if you're ever running short.

The red Sioux might attack Fort Laramie but they probably won't bother to get
rid of it completely. I don't think this would matter anyway.

Your objective now is simple enough.

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PO: DESTROY BOTH SIOUX TOWN CENTERS
¬==¬

Even more simple if you've already gotten rid of one of them. The red Sioux
are easy to take down if you site a mini-base around the central trading site
and just park your troops near the berry bushes to catch all the foragers.
Just build up and advance and upgrade, then launch your attack on the base.

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HOME CITY LEVEL: 19
XP: 144,401

CARDS
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TOWN HALL - 6 DRAGOONS
OLD NORTH CHURCH - ECONOMIC THEORY

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2.2.2 RED CLOUD'S WAR
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"Chayton and Holme have secured the trail, but several groups of settlers are
still threatened by Sioux raiders."

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SAVE 20 RAILROAD WORKERS FROM THE SIOUX

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PRIMARY OBJECTIVES:

SAVE 20 RAILROAD WORKERS FROM THE SIOUX

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There are many different ways to do this level, but as the final objective is
quite easy to achieve if you've prepared properly beforehand, I just went with
the quickest approach. You could bring in villagers from the Home City and
build a fully-fledged base and tons of units but it's not necessary; besides,
sometimes it's nice to pare everything down and just blast through a mission
with ease.

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That first railroad worker will make it to your base, at which point he will
start picking up the resources lying around the market. More workers will be
running for your base from the north throughout this level - until you rescue
twenty, in fact - so keep running your two heroes around in the north,
uncovering fog of war for experience, and just let the workers solve their own
problems.

When you get a Home City shipment use it to bring in some villagers who can
then chop wood; meanwhile get the idle railroad workers mining the coin. Sell
all the food (except 200) the railroaders picked up, you won't be needing it.

Take your heroes back to base when the fog of war is more or less gone. You
should by now have enough coin to afford to buy any extra wood you need from
the market to build and upgrade on the trading post site in the south with
Chayton - this will be a great help with bringing in more wood, coin or
experience (you shouldn't need food). Once the trading post is up you should
set it to bring in gold.

Start buying mercs from the saloon with your coin. Go for the cheap and
cheerful ranged units (at first), since you can let incoming enemies be baited
by your outpost towers easily enough. Any railroad workers which make it to
your base should be targeted on the mine as soon as they come under your
control, but don't ignore their defensive capabilities if you're getting
overrun. All the coin will help you buy lots more soldiers (which you should
always be doing with any spare gold), and you should bring in all the Home
City units you can get to help out with base defence.

By the way, if you move up onto the cliffs in the central north of the area
you should get a secondary objective.

¬==¬
SO: TAKE OUT THE HOLE IN THE WALL GANG'S HIDEOUT
¬==¬

I advise you to ignore this objective for now, since all you get is freedom to
pick up the bunches of resources that are lying around among the buildings.
Wait until later, when you have the manpower to take down the main building
quickly (you can ignore the houses behind it). If you take a while to destroy
the hideout it will start spitting out more drunks whom you'll have to kill
off - this you don't really want. If you're going for the objective make sure
you can delete the building fast.

Once you get control of twenty railroad workers you get handed a big bunch of
free units in the south: stick a cannon at the western outpost tower, and the
other at the eastern one, and protect both cannons with equal numbers of
defensive units. This should help you hold off the attacks for a long time. As
for resources: when your army is clearly strong enough to hold off the attacks
on your base and you are sure you have 500 wood, you can switch the trading
post to experience and just allow your railroad workers to provide you with
the coin to buy more mercenaries.

You also get a new objective.

¬==¬
PO: BUILD THREE TRADING POSTS AND UPGRADE THE TRADING ROUTE
¬==¬

Well, you already have one upgraded trading post (don't you?), so now all you
need to do is build and upgrade on the other two sites, which should now be
pinged on the minimap. Send Chayton north to the middle trading post site,
escorted by just a few bodyguards. With your base protected you can get
Chayton to build and upgrade on both the remaining trading post sites quickly,
and once this is done you win the mission. Or you could hang around and take
lots of experience, though I never bothered.

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HOME CITY LEVEL: 20
XP: 154,746

CARDS
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OLD NORTH CHURCH - IMPROVED BUILDINGS

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2.2.3 CLAIMS
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"The Sioux, led by Red Cloud and Crazy Horse, fought the U.S. Army to a
standstill. The fragile truce would hold for almost a decade."

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DESTROY ALL ENEMY BARRACKS AND WAR HUTS

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PRIMARY OBJECTIVES:

DESTROY ALL ENEMY BARRACKS AND WAR HUTS. DO NOT LET 4 MINING CAMPS BE
DESTROYED

SECONDARY OBJECTIVES:

ALLOW NO MINING CAMPS TO BE DESTROYED (200 XP)
ALLOW NO TRADING POSTS TO BE DESTROYED (300 XP)

¬==¬

Although you're up against three enemy bases and although you have quite a lot
of different places to protect if you want to score the secondary objectives,
this level isn't hard at all if you move fast and hit your enemies before they
have a chance to properly hit you.

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The first thing to do is take care of your Home City shipments, so bring in
any horsed military units you can, then bring in a farm, then villagers. Get
the villagers working on the farm when it's up, and reconfigure all the
trading posts so that they're all evenly bringing in food or coin (put the
last one on wood).

As for building, you are only concerned with producing two types of units here
(other than Home City shipments): build dragoons constantly from the corral,
and build three or four extra falconets with which to hit the enemy buildings
when you find them. Success in this level relies on being able to get to the
action fast, so you'll need to fill out your army with more and more dragoons.

You also want to get off to a good start, so once the trading post sites are
set up and your shipments have been chosen, take all your horsed units and
your falconet north over the river to being working on the nearest enemy base.
Knock out the buildings with the falconet and get your cavalry to kill off any
enemy units who respond. It should be pish easy to erase this little base
right at the start, and it gives you much more breathing room. Once the enemy
units around here are taken care of you can pretty much leave your falconet to
it while you swing the cavalry away south west to react to the first attacks
on your trading posts or camps. Any new falconets you build can be sent to
join up with your first one, to help get rid of the enemy base quicker,
allowing your cavalry to be that bit more ready to respond to attacks
elsewhere.

Your cavalry have the speed to get anywhere before your buildings are in big
trouble, which definitely helps with those secondary objectives. Any time you
have a spare moment just keep pumping more and more horses out of the corral
at your base, and just keep any non-horsed units (except falconets) around
your main base - everything else is just too slow here and they're better on
defence than attack. Your base and the outposts will come under early attacks
but these aren't worth bothering your cavalry for - just ring the town bell
and get your base guards to finish the enemy troops off, including their hero
units.

Whenever your cavalry have nothing to do around the trading post sites, join
them up with your falconets again and go looking for the next base in the
north west. This one is pretty similar to the first Native base, and will be
far easier to take down now that you have more cavalry and falconets. You will
have lost some cavalry to the attacks or to the Natives defending their bases,
but with so many resources coming in you can be replacing any lost units with
more as soon as they fall. You have the money and you have the population
limit, and if you keep remembering to build more and send your new horses into
the action the enemies just can't live with you.

You should easily get rid of the second base in the north west, which just
leaves the Spanish in the south east, and now that you know where they are and
have such an enormous army, you can just roll everyone in and topple the tiny
base inside the enclosure.

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HOME CITY LEVEL: 21
XP: 165,536

CARDS
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GENERAL STORE - CRATES OF 500 FOOD; CRATES OF 500 WOOD; CHESTS OF 500 COIN

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2.2.4 AMBUSHED!
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"Chayton and Sheriff Holme have defended the coin mines - but what are the
Sioux really after?"

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MEET WITH CRAZY HORSE

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PRIMARY OBJECTIVES:

BRING CHAYTON TO CRAZY HORSE'S CAMP

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Maybe the simplest mission in this Act, though it can take an annoyingly long
time. Build a base, build an army, roam around, pick a lot of fights, blow
stuff up, win.

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Start developing while you explore to the east with Chayton. He will find a
weapons cache at the trees and you will get a new objective.

¬==¬
SO: RUN A BLACK POWDER WAGON INTO A WEAPONS CACHE TO OPEN A PATH (200 XP)
¬==¬

You get these special wagons by destroying enemy town centres (of which there
are plenty in this level), but you can't do this right now, so keep Chayton at
this chokepoint - the only way into your base at the moment - while you focus
on building a decent base. Advance to the Fortress Age when you can, and get a
villager to build your unit production buildings just south of the weapons
cache. Your enemies will send a small, sneaky foray into your base before
long, so catch them out with Chayton or the town bell. Pick up the scattered
resource bundles while you're building.

This is the first mission where you can realistically advance to the
Industrial Age, but I suggest building plenty of troops first. You'll want
ranged units, so go with musketeers, dragoons and a few falconets. Don't hang
around and wait too long here, as your base will be under attack pretty soon,
and the enemy squadron is quite big (though made of weak units). A couple of
falconets can drop them all while your war hut takes the damage.

When you have your army built, take them north and then west, to where the
cliffs inexorably lead you. You will come to a hill with buildings at the top,
and once you've cleared out this wide area you can go either west or east.
Head east slowly, knocking out all buildings and killing all units. Keep
watching your back throughout this level, especially your slow, vulnerable
falconets. When your army is on the move the enemy is more fond of attacking
them than your base.

To the east you will find two treasure items on a low cliff path; a settler up
a tree and a den of skunks, and beside them is another weapons cache - this
is one of only two caches worth destroying with the wagons. The others
actually provide your enemies with shortcuts into your base, rather than the
other way round.

Bring a cart up when you're sure the path is safe and destroy that cache (just
select the wagon and right-click on the cache). Place your unit production
buildings' rally points up here, or just bring some villagers up and build
some new buildings from which you can replenish your armies faster. Your main
base should still only have that same bottleneck leading into it, and any
units from your Home City can be placed here beside your war hut. With one or
two falconets nearby no enemies are getting into your base, and you're free to
continue moving your main army.

If this level is giving you too much trouble try pulling your army back home
and then advancing to the Industrial Age. It doesn't do much, but it does hand
you some nice upgrades for dragoons and musketeers. The fire pit can be a
great help too, but mainly what you want is a large, ranged force all piling
forwards at once.

Anyway, with that central-eastern cache destroyed, head through the gap and
follow this new cliff path west until it curls north and then east again. At
the end of this eastern route is another base - the last one you'll have to
kill off before reaching Crazy Horse. Erase everything you see and use the
last wagon to destroy the last cache at the top when you're ready to progress.
Move Chayton towards Cray Horse and watch the little cutscene (don't move your
camera away or you won't get to see it).

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HOME CITY LEVEL: 24
XP: 195,125

CARDS
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TOWN HALL - 5 DRAGOONS
OLD NORTH CHURCH - WARRIOR CULTURE,; ENGINEERING SCHOOL

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2.2.5 TURNING POINT
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"Holme's actions have dashed Chayton's hopes of a peace settlement. The Sioux
are sure to respond in force."

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LEARN WHO YOUR FRIENDS ARE

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PRIMARY OBJECTIVES:

PROTECT THE SETTLERS GATHERING WOOD FOR THE FORT

¬==¬

This is a clever little mission, though it's a bit ludicrous later on. You
finally get to play as the Sioux and are forced to defend yourself against
gigantic attacks if you hang around for too long. So don't. Shift your arse.

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Choose food from the eastern trading post and coin from the other two. Build
more and more veteran skirmishers and add them to the units you get given at
the start. The yellow villagers will idiotically keep heading west to that
particular bunch of trees, and it's here that the Sioux units will congregate,
constantly killing the villagers and keeping the build percentage from
climbing. You need to send your troops up here and cut them off, or preferably
go farther north of the forest and stop them before they even reach the trees
- the latter way is better if you can do it, because it stops your enemies
forming large groups and it gives the villagers much more freedom to chop
wood.

You can either send units up straight away at the start of the level or you
can wait awhile and get a decent number of skirmishers together (the latter
way being more likely to succeed, and do so faster), but the Sioux will keep
sending Wakina rifles and the Americans will keep sending villagers no matter
how long you take. Just keep building more and more skirmishers and set your
rally point somewhere north of the trees, and sooner or later you will gain
the upper hand. Try to keep Chayton alive as much as possible, because he
makes a big difference.

When the fort reaches about 80% try switching one or two of the trading posts
to wood - you should have enough soldiers to hold off the remaining Sioux
until the fort is built, and wood will help you quite a lot pretty soon.

When the fort reaches 100% you get a new objective. By the way, it's a good
plan to manually destroy your own war hut just after you build the last troops
from it.

¬==¬
PO: DESTROY THE SIOUX VILLAGE
¬==¬

This is made redundant in a minute, however. Chayton and Holme will have a
fatal conversation, the result of which will be that the yellow base in the
south becomes the enemy and the Sioux base is yours.

¬==¬
PO: DESTROY THE FORT'S COMMAND POST

SO: RECLAIM ALL THREE TRADING POSTS (500 XP)
¬==¬

Get Chayton to build a trading post on the now empty western trading site, and
when it's up you should move him through the middle of the map and get him to
build on the eastern one too. You'll be able to build on the central one if
you killed off the war hut earlier; if it's still there it will now be hostile
and you'll have to remove it before the game lets you build on the trading
post site. As for using your existing troops to level the command post early:
forget that too. Your new enemies immediately get handed a great many strong
troops and you have no hope of even damaging the fort much.

Start developing your new base. You have plenty of time to get your act
together up here, but when the first main attack does come it will be from the
south west and it will be BIG. You'd better have a lot of troops together,
including some falconets and a lot of cavalry. There is plenty of everything
around your base, but be aware that most of the map as yet unexplored is
virtually empty, except for a few treasures dotted around. It's worth
exploring it anyway, just to get your experience up faster. Upgrade the
trading route when you can - it helps a great deal. You'll know you're doing
well if you reach the Industrial Age before your enemies do.

As well as the heavy attacks from the south west, the enemy is also fond of
trying to sneak in a few from the east. These ones can often take out some
buildings before you clear them out, since they come with rockets. Hit them
fast unless you want half your base levelled.

All I did in this level was upgrade everything involving resources and then
just brought in any units from my Home City to add to the ones I had from
earlier. The only new units I actually built (other than villagers) were four
falconets and a culverin, and I was able to complete the level before the
Americans even launched their first proper attack on my base. But if you're
going to do it the long way I suggest filling your army with everything, since
the enemy certainly will. Cavalry are a good idea, but you will definitely
want some artillery to hit that fort with.

Once you've fended off the latest attack on your base just replenish your
forces fast and pile everyone down to sit somewhere north of the command post
(try to approach from the north east, since any enemy troops amassing to
attack your base will be waiting at the north west walls of the base). All you
need to do is move your falconets forward and hit the fort from over the wall
(bait the outposts into shooting at your infantry). The fire pit will help you
to be extra positive. The Americans will react, of course, but if you just
hold them off and make sure your falconets do their job you're laughing.

¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.!!.¬==¬.

HOME CITY LEVEL: 26
XP: 207,602

CARDS
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GENERAL STORE - CRATES OF 600 FOOD; CRATES OF 600 WOOD; CHESTS OF 600 COIN
TOWN HALL - CAVALRY DAMAGE

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2.2.6 TRUST
¬¬¬¬¬¬¬¬¬¬¬¬¬

"The Sioux and the settlers are at each other's throats. Holme has fled with
his bandits, leaving Chayton to pick up the pieces."

¬==¬

EARN THE TRUST OF THE SIOUX

¬==¬

PRIMARY OBJECTIVES:

EARN 15,000 EXPERIENCE POINTS

SECONDARY OBJECTIVES:

EARN 150 EXPERIENCE POINTS FOR EACH OUTLAW KILLED
EARN 1,000 EXPERIENCE POINTS FOR BUILDING A TRADING POST ON THE TRADE ROUTE
(1,000 XP)

¬==¬

Nothing new here at all. Just do all the usual.

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The experience will take care of itself in this level, so just make a start as
normal. Take your starting units north east and find the trading post; build
on it but don't engage any nearby enemy units. Upgrade the trading route and
you can start bringing in food and coin. Explore west of your base and start
taking out any outlaws you find (bring in more military units from the Home
City for now), then send your miners over to any batches of resources lying
around.

There are some treasures containing settlers dotted around the map; and the
Americans will also be sending carts from north to south, which can be
intercepted and destroyed to give your miners more resources to pick up.

Your base will come under attack soon, but it's nothing you can't hold off
with the town bell and some Home City units shipped in. You can also bring
settlers in from the Home City, so get them working around your base, though
this isn't a level where you have to bother much with upgrades. The only
upgrade I bought was for my bow riders. Concentrate instead on advancing to
the Industrial Age (choose the Chief for more settlers) and building some
falconets.

While exploring you will come across some stockades which are spread around
the map, not far from the walls of the American base.

¬==¬
SO: EARN 300 EXPERIENCE POINTS FOR EACH SIOUX WARRIOR PRISONER RETURNED TO THE
FLAGGED AREA IN THE SIOUX VILLAGE

SO: EARN 2,000 EXPERIENCE POINTS FOR RESCUING THE SIOUX WAR CHIEF AND
RETURNING HIM TO THE FLAGGED AREA IN THE SIOUX VILLAGE (50 XP)
¬==¬

You can rescue the cavalry inside and send them to the flags for experience
(add them to your army afterwards); but the most worthwhile one is in the far
north, at the twelve o'clock spot - it contains the Sioux chief. These
stockades are all guarded, but the more Sioux you rescue the larger your army
gets. Plus it will give you more and more experience, and once you reach
15,000 you'll get a lovely surprise in the form of a large group of horsemen
sitting in the Sioux base.

¬==¬
PO: FIND SHERIFF HOLME
¬==¬

This is now a good time to hit the American base, though the Sioux have also
shown you where Holme is hiding. The Americans are not tough to take down,
though they may have lots of units and a few outpost towers hanging around
inside their walls. Kill them all off for more experience points, then head
into the caves. Send everyone south towards Holme, and once you get past his
goons and approach him you can win the level and watch the unusually enjoyable
cutscene.

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HOME CITY LEVEL: 28
XP: 231,065

CARDS
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TOWN HALL - 2 HORSE ARTILLERY; 3 HORSE ARTILLERY

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2.2.7 BATTLE OF THE LITTLE BIGHORN
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"Holme is dead but Custer is on the move. Is it too late to stop a war?"

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KILL GENERAL CUSTER

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PRIMARY OBJECTIVES:

BRING THE THREE CHEYENNE WAR CHIEFS TO THE SIOUX TOWN CENTER

SECONDARY OBJECTIVES:

DESTROY BOTH ENEMY TOWN CENTERS

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This is the final level in the game but it's really pretty easy. There's
nothing more fun in AOE 3 than smashing up buildings with lines of falconets,
so it's nice that you get to do so much of it in this level.

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Get your villagers working and take your military west immediately. You should
be able to help the first Indian village fend off the attack from the outlaws,
after which you get control of Two Moon and his men. Take everyone home again
and get rid of the Americans attacking your base. Now start building more and
more villagers for food, wood, coin and the fire pit, while you take your guys
north west to get Bull Bear's help. Take Bull Bear back home before heading
north east over the river crossing (there will probably be more Americans
roaming around).

Up here is a guarded outpost which you should be able to get rid of with ease
(bring in Home City units if needed). Go south to the third and last village
and get the help of Brave Wolf, then take him back to base without delay. As
soon as you've returned all three chiefs to your base you get a new objective.

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PO: DEFEND THE SIOUX CAMP UNTIL GENERAL CUSTER ARRIVES

SO: DESTROY BOTH ENEMY TOWN CENTERS
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This is easy, just keep developing your base and get some artillery together.
Another objective appears sometime after the countdown ends.

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SO: DESTROY GENERAL CUSTER'S BUILDINGS
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Build up an army and then attack the first outpost towers to the north east.
You want a big army so you can roll through the enemy bases without having to
constantly replenish, so feel free to go overboard on falconets and villagers
in the fire pit.

You know what you're doing by now, so just batter through the base and take
down all the outposts as priorities. Deal with the pinged blue buildings
afterwards in order to reduce the strength of the imminent attack. This really
has a big effect, so get rid of all of them in the north east before you go
back south and then west. There's a treasure item in the east - the Cuirass of
El Pollo Guapo - which is worth equipping on one of the heroes. And when you
pull down the first town centre the Sioux send some horsed reinforcements to
the spot - more appear later in the same place.

The other town is pretty much the same, so pull it all down toot sweet. Look
out for the Boots of El Pollo Guapo beside the first of Custer's western
buildings. You should easily be able to take down everything up in the west
before Custer's army finally appears, and lots more Sioux horses appear when
you do. When you see Custer's tits pouring down the pass just pull everyone
back home and wipe them out. Custer will appear at the end with whatever
meagre units he could scrape together, and the more of those blue buildings
you tore down earlier the more Custer will complain about not having much of
an army.

Remember to bring down any extra cavalry the Sioux hand you in the north west
and north east to help out, and park your entire army at the middle river
crossing, which is now open.

Kill off Custer to win the mission and the game.

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                              3. CONTRIBUTIONS
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Version 1.0 -

30 March 2008 - Michael Sarich: Copyright Disclaimer

<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<>->->->->->->->->->->->->->->->->->->->

Version 1.1 -

N/A

------------------------------------------------------------------------------
                        THANK-YOU TO ALL CONTRIBUTORS
------------------------------------------------------------------------------

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                             4. VERSION HISTORY
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Version 1.0 completion - 30 March 2008

<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<>->->->->->->->->->->->->->->->->->->->

Version 1.1 completion - 14 July 2008

Section 1:

1.3 CONTACT ME - Revised contact information

Section 2:

Fixed all Secondary Objectives with no XP values stated

2.1.7 THE BATTLE OF MORRISTOWN - Revised and rewote
2.2.2 RED CLOUD'S WAR - Revised and rewote

<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<>->->->->->->->->->->->->->->->->->->->

Version 1.2 completion - April 2017

Guide is now considered complete

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Thank-you for using this walkthrough. I hope it helped you out, or at least
taught you how _not_ to play the game. At the very least, I hope you found it
entertaining.

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This guide was written and formatted with the excellent Metapad:

http://www.liquidninja.com/metapad/

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