![]() ![]() It is not advised to completely wall off every single approach, but to instead wall all but one approach to both the Settlement across the river and the Temple of Kronos, as fully walling every approach will prompt the enemy to attack the walls rather than trying to detour around them. Build a Manor (as the player begins with almost occupied population), then a Military Barracks, then a Docks.Īfter these structures are build, task one or two Citizens to wall some or all passages from enemies, in order to wall up the Temple of Kronos, and send the rest to the Settlement across the river. ![]() It is, of course, also applicable for the other grades of difficulty.įirst, set up some essential structures. This guide is applied to hard difficulty. Patrolling Phoenixes - Four Phoenixes that guard the outskirts of Avaris, and the second reason to avoid Avaris at early-to-mid game.Their walls are Citadel Walls, one of the reasons for which early-to-mid game attacks are ill-advised. They boast the most well-developped city in this scenario, including two Town Centers, a Migdol, an Armory and three Barrackses. Avaris (Ra) - The most distant enemy, found to the southeast, and usually the last to be encountered.They have less structures that the other two cities, but boast two Migdol Strongholds, as well as some starting forces, composed of Scorpion Men, Slingers and Animals of Set. Saqqara (Set) - The second weakest player, they occupy the namesake city of Saqqara, to the west.Once the Relic is picked up, they will also spawn large numbers of Animals of Set. ![]() Desert ( Set) - The weakest enemy, they consist of forces that guard a Relic to the south, that include three Avengers and a large band of Spearmen.They have average numbers of buildings, including a Market, two Temples and three Barrackses. The first to advance to the Classical Age, they may often attack early in the game with Barracks units and Sphinxes. Marmashu ( Ra) - The most immediate threat in this scenario, Marmashu is located to the northeast.Note: all enemies begin in the Archaic Age. They also begin with the Temple of Kronos, that must not being destroyed, yet no Town Center or god powers, which will be granted by garrisoning Relics. Kastor's forces (Kronos) - The player begins in the Heroic Age (to which they are restricted), with four Citizens, five Murmillos, six Arci (two of them being Heroes), an Oracle Hero and a Transport Ship.Avaris guards a Relic that provides Ancestors once captured.Desert guards a Relic that provides Tornado once captured.Saqqara guards a Relic that provides Earthquake once captured.Marmashu guards a Relic that provides Bronze once captured.If the Kronos Temple is destroyed, you are defeated. Garrison the four sacred relics into the Kronos Temple.After she and her guards bow to Arkantos, he immediately warns her that she is about to be attacked by the Atlanteans, in her own homeland, where she is undefended.Īs the Egyptians prepare to muster troops to defend their lands, the Atlantean expendition lands close to an abandoned Temple, devoted to Kronos. While Kastor sailed to Scandinavia with the intention to destroy the Tower of Odin (which he did, by using Kronos' Deconstruction Wonder power), a separate expedition was sent to Egypt, in order to steal some relics to force the Egyptians to leave the city of Sikyos.Īs Amanra receives information regarding the siege of Sikyos, she is suddenly visited by the now immortal Arkantos. ![]()
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