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Warlocked - Walkthrough
Darkstar Ripclaw Presents...

___ ___ _
\ / \ / ______ / \ __|__ ____ _ __ _____ _____
\ \ / //\ \ _ \ | | ,' _|_ `. ,' __/| |/ / | ___|| __ `.
\ \ /\ / // \ | |_) | | | / ,' | `. \ / ,' | | / | |____|_|_ `. \
\ \/ \/ // /\ \ | _ / | | --|-|--o--|-|-| | | \ | ________( | |
\ /\ // ____ \ | | \ \ | |___\ `._|_,' / \ `.__ | |\ \ | |___ | |__,' /
\/ \//_/ \_\/_| \ \|_____|`.__|__,' `.___\|_| \_\|_____||_____,'
\_| |

This ASCII logo was created credit of osrevad on the GameFAQs forums.

The most recent version of this FAQ may always be found at GameFAQs.com.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
T A B L E O F C O N T E N T S
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Walkthrough
1a. Humans
1aa. Harvest 1AAHV
1ab. Army Training 1ABAT
1ac. Tree of Evil 1ACTE
1ad. Snow Forest 1ADSF
1ae. Rescue Azarel 1AERA
1af. Home Run 1AFHR
1ag. Sleepwalking 1AGSL
1ah. Frozen Sea 1AHFS
1ai. Spider's Lair 1AISL
1aj. Desert Thieves 1AJDT
1ak. Dragons' Horde 1AKDH
1al. Mines of Gordo 1ALMG
1am. Zog's Fortress 1AMZF
1b. Beasts
1ba. Flesh Farms 1BAFF
1bb. First Blood 1BBFB
1bc. Search and Destroy 1BCSD
1bd. Sand Canyons 1BDSC
1be. Burning Bridges 1BEBB
1bf. Hidden Temple 1BFHD
1bg. Plague 1BGPL
1bh. Caverns of Jinzu 1BHCJ
1bi. Elven Forest 1BIEF
1bj. Dark Tides 1BJDT
1bk. Dragon Tree Siege 1BKDS
1bl. Snowbound 1BLSN
1bm. Azarel's Castle 1BMAC
2. How to Play
2a. Controls CTRLS
2b. Buildings And Warfare BLDWF
2c. Wizards WZRDS
3. General Tips

++++++++++++
Introduction
++++++++++++
'lo.

It's been two months since I wrote my FAQ for Chaos World. I'd have
thought then that FAQ writing was a one-time thing for me, but it would appear
that I would turn out to be wrong.

To be honest, it was really quite my fault. While working on Chaos


World, I had decided to draw upon other FAQs to make mine look more
professional-looking. I had looked at Mmeeva's FAQ briefly as one of them, and
in the meantime, I had also noted that it was the only complete FAQ around.
While that got shoved mercilessly to the back of my mind, it lingered.

Forward three months, after I finished writing Chaos World and some
downtime in between. My friend, who also played Warlocked (alas, using my copy,
as he doesn't have one; no multiplayer for me, unfortunately).As I had not used
a computer except for a few five-minute bursts in the last year, had just picked
a new one up and toyed around with it, eventually downloading Chaos World again,
playing it again, and writing for it, I did not have Microsoft Word with my
package. Thus, I left it to bring my file by floppy to my friend's on every
occasion before I submitted a new version, and spellcheck it (which, of course,
was).

That way, my friend knew that I had wrote an FAQ, and he, having been a
member on GameFAQs for a small amount of time already, knew what it entailed.
While playing, he suggested I write an FAQ for this game. Needless to say, that
brought unwanted thoughts to the front of my mind.

I tried to escape for a time. Writing Chaos World had completely


destroyed a full day of my life, and I had gone through eight cups of coffee by
the end of it all, not to mention the week after where I went on at a slow droll
almost-there but still never-ending pace. But in the end, there had been a
prevalent feeling of fun in writing Chaos World, so I finally took to going for
what I felt my destiny.

Nevertheless....

STEPHEN, I HATE YOU!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1aa. H A R V E S T 1AAHV
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Briefing

Queen Azarel assigns you to build three FARMS to provide food for the
army. You will mine GOLD and gather FUEL for the war effort.

A team of GRUNTS has been placed at your command to carry out all manual
labor.

Objectives

Mine 500 Gold


Gather 100 Fuel
Build 3 Farms

Strategy

You'll start off with four Grunts at your disposal. Take two of them
northwest of the Main Hall, until you find a mountain with a hole carved into it
- the Mine. Put your two Grunts to work on said Mine, then scroll back down and
put a third Grunt on cutting down trees for fuel.

Now, take your fourth Grunt and explore around the map. You should find
the five different scrolls easily, and three chests of gold to build up your
coffers as well. Once you've got all those things in hand, take him and set him
on working with the other forester cutting down lumber.

Once you get to 160 fuel, take one of your foresters and set him on
finishing off the Mine's supply of gold. Next, take the other tree cutter and
move your cursor so that you get a flashing white box, then select B. Select the
orange building and your Grunt will build it. Once it's done, you'll have one
of your required three Farms.

From here on in, maximize your profits by finishing off the mine, and
build two more Farms. When you do that, you'll finally finish the mission and
advance.

Scrolls: "Area's marked...", "You need GOLD and FUEL...", "Your workers can
chop....", "To make selected workers build...", "Hold down the A
button..."
Other: 200 Gold Chests x3

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1ab. A R M Y T R A I N I N G 1ABAT
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Briefing

Pleased with your work, Queen Azarel assigns you to build a BARRACKs.

Once completed, you will train a detachment of foot soldiers and clear
the surrounding area of beast soldiers.

Use your FUEL wisely. Building materials are scarce in this region!

Objectives

Wipe out the Beasts

Strategy

Start off by taking three of your Grunts by directing them to the Mine
to the north and west of the Main Hall, and put your fourth Grunt on the job of
clearing the forest. Once you have 40 Fuel, take your lumberjack off his job,
but keep your miners on their current duty.

Now, with your fourth idle Grunt, go ahead and create a Barracks (the
symbol of a Shield). Once the Grunt's done building, put him forth onto the
mine, and then start training Knights at the Barracks by pressing A while your
cursor is over the Barracks.

Once you have four, select all your knights, and take them northeast.
Now head off to the northeast spoke of the map, and you'll find your first
wizard. If he cannot directly do any harm to your enemies, send him back to the
Temple. Otherwise, let your Knights start fighting their way back to the Temple.

Anywho, take your Knights/Wizard down the spoke, and continue west along
the northern segment. Take out the three Warriors between here and the temple in
the northwest corner, and then you've won the mission.

Supplement Wizards

Smithwiz (Beef up your Knights' Defense)


Poxwix (Give pox unto the Warriors, who are mainly all in close
proximity of each other)

Scrolls: "To make selected soldiers attack...", "To train a new KNIGHT...", "To
select more than one...", "Return a WIZARD to the..."
Other: 200 Gold Chests x2

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1ac. T R E E O F E V I L 1ACTE
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Briefing

The Wizard of Jade Temple has been absent for too long! Scouts have
returned from the northeast woods and report Beast GUARD TOWERS around a huge
dead tree - signs of a Beast Lair!

Queen Azarel orders you to mount a search for the missing WIZARD and
destroy the Beast's Tree Lair.

Objectives

Destroy Guard Towers


Destroy Tree Lair
Return Wizard to Temple

Strategy

You should have four Grunts at the start, two on either side of the Main
Hall, along with three Elven Archers to your south. Direct three of your four
Grunts to a Mine lurking in the northwest, then take the fourth one and head up
between the two forests to your right. You should attract the attention of a
Warrior that is hiding there; once you do, run back to the Main Hall and go in
between the Main Hall and the three Archers; their arrows and the Hall's
defenses should be more than enough to take the Warrior as he chases the Grunt
around. Alternatively, if workable, you could just take the Wizard you had from
last mission out of the Temple to the east of the Main Hall and kill the Warrior
using your Wizard.

Once that Warrior is out of the way, get your Elven Archers to defend
the Main Hall from the front instead of the rear, then assign your fourth Grunt
onto cutting down the forest and reassign one of your Miners. Once you get 60
Fuel, break away one of the foresters and construct a third Farm, and finally a
Barracks. After, reassign the Grunt to mining. Once the latter is completed,
start training a Knight. Once complete, grab two of your Elven Archers to
accompany him, and head northwest through another path between forests near the
northwest corner. You'll encounter a lone Warrior; take care of him with your
superior might.

Now, continue on into the northwest corner, and you'll finally rescue
the [random] Wizard of Jade. From here, continue east for a moment, and take out
the one Warrior here, whether you use Wizard or Knight + Archers to do it. After
that, head on back down to your Barracks to regroup, and start training until
you have at least six Knights and four Archers. Divide the group up into two
groups of three Knights and two Archers apiece. Send the first group up from
whence you came after defeating the last Warrior, and send the second group to
where you lured the Warrior from into your Main Hall + Elven Archer trap.

With all your units in place, keep any extra Knights or Elven Archers in
between the two groups. After, send one group after one Guard Tower + Warrior
guards and the other group after the other Guard Tower. Once you've decimated
the two Guard Towers, retreat and take care of any Warriors who follow you to
try and impede your path. Regroup once more, and attack from the less heavily-
guarded part of the Beast Lair, and attack the giant tree.

Once you've destroyed the dead tree lair, remember to send your Wizard
back to the Temple, and then you'll have officially won the mission.

Supplement Wizards

Smithwiz (Beef up your Knights' Defense)


Elvenwiz (Transform all the annoying out-of-place Warriors into ready
for battle Elven Archers)
Quakewiz (Damage and kill/destroy the Warriors and Guard Towers around
the tree with his earthquake area attack)

Scrolls: "Scouts report a Wizard...", "To reselect the last selected....",


"Place the cursor over a...", "To train a new worker...."
Other: 200 Gold Chests x2

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1ad. S N O W F O R E S T 1ADSF
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Briefing

The Beasts have advanced north, building an Ice Lair behind the old
fortress walls in the southeast snow forest. Scouts report a strong garrison of
SKELETON ARCHERS.

Queen Azarel orders you to utilize local resources and launch an attack
to smash the Ice Lair before it becomes fully operational.

Objectives

Destroy the Ice Lair

Strategy

The way to deal with this mission is actually a bit tricky. The most
important part is that you MERELY need to destroy the Ice Lair. The way the map
for this mission is placed actually makes it quite remarkably easy to dodge most
of the fighting except for the necessary disarming of the guards at the Ice
Lair.

First and foremost, send two Grunts to excavate Gold from the northwest
mine and the other two to cut down wood. While that's going on, take a gander at
how things are set out; you have an army of Skeleton Archers to your south with
a Tower and Brawling Pit ready to pump out new Skeleton Archers.

Instead of fighting them first, wait until you have 100 Gold and 20
Fuel, then assign one of your Fuel Grunts to building a Home, then mining at the
Mine. Now, train two Knights, and take your wieldy force of four straight east.
You should come upon a tower, two housing quarters, and a lone Warrior guarding
some stairs near the east-most point of the map. Kill the Warrior and destroy
the Tower, then destroy the housing quarters; this ensures the Brawling Pit back
home will be unable to pump out any new men for a while. Now that that is done,
go up the battlement here and kill the lone Skeleton Archer, then head right to
get the Wizard for this mission.

Now, take just one of your Knights, head a bit back west until you get
to a path between two forests (not the one directly south of your headquarters),
and go straight down in a beeline, grabbing 200 Gold. Once this is done, head to
the left side, and loop around down to your left, shaking the Skeleton Archer
off of you.

Here, you should see the temple. If you have anybody important as of yet
such as of yet, deploy them to do your dirty work for the next little bit
(meaning, read ahead and see what you need to do first). If otherwise, take the
rest of your Knights down one-by-one. Head off west from the temple. Now, for
this next part, it is neither a head-on attack nor is it a suicide attack to
weaken defenses. Instead, take two Knights, go up until you see two housing
quarters with one block of space between them, and destroy them both. One
Skeleton Archer will try to kill you; kill him in return. After you've done
that, destroy both of the housing quarters, then go back down and join the rest
of your comrades-in-arms. Now head back to the Temple, and regroup. Start
sending down more men from the main HQ by route of the bypass in the center of
the map.

Once you have a good force (around 10 Knights and 5 Elven Archers should
be overkill enough), head straight west from the temple, and you'll come to a
defense line of Warriors, Skeleton Archers, and Guard Towers. Take out the
bottom left part of the formation, and attack through the hole. The Ice Lair
will fall in no time at all, and you'll be given the mission as a result.

Supplement Wizards

Poxwiz (Poison all the units lined up around the Ice Lair)
Stealthwiz (Used fully, you can sneak all your units through the
defense line around the Ice Lair and take on the Ice Lair
with all your units intact and not being delayed by it's
defenses)
Bombwiz (Much like Poxwiz, but this time around, instead of using
poison, Bombwiz's bombs will damage the towers as well, in
sacrifice for not making short work of the units).

Scrolls: "To train a new ARCHER...", "To make selected soldiers guard...",
"Tap the A Button over...", "A farm provides enough food...",
"Units on the battlement...", SLIDER mini-game

Other: SLIDER Scroll, 200 Gold Chests x2

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1ae. R E S C U E A Z A R E L 1AERA
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Briefing

Konja Castle has been captured by the Beasts in a surprise attack.

Queen Azarel was visiting the castle en route to The Royal Fortress and
has been taken prisoner by the Beast invaders! Now, an enemy DRAGON has been
sighted above the castle walls...beware!

You must find a way to rescue the Queen from the castle and escort her
to the safety of a nearby temple.

Objectives

Rescue Queen Azarel

Strategy

This mission is just a lot like the previous one, in that your main
objective is not to totally wipe out the Beasts, but rather attain a more narrow
goal. And just like the last one, you can ignore a whole platoon of men. But
unlike last one, you'll have a bit more to put up with, no safe paths, and a
Dragon. Better hope you fit the bill.

When you start, put three Grunts on the mine to the southwest, and one
Grunt to cutting down trees in the forest to your right. Now take your two
Knights and one Elven Archer, head right until you hit the forest, and then go
straight south from there. At the south peak of the forest, head east a bit more
so you're not exposed to the battlements, then head south a bit more until you
come to the battlement stairs.

Instead of going up the stairs, however, eliminate the Warrior guarding


the stairs, then destroy the Tower a bit to the west. Take care of the next
Warrior just a bit northwest of that, the lone housing quarters, and then head
west along the southern edge of the map. Once you run into some coastline, press
on a bit more, and you should discover the Temple. Now destroy the housing
quarters just to the left of the Temple that's left unguarded.

Now, this next bit is just a guerilla warfare attack. Head straight
north from the temple (not from the right of the temple), and when you get to
the battlement stairs, head right to run into a Brawling Pit. Destroy it, and
you'll have stopped the only replenishment of Beast footmen for this level. That
much has been done now, so you can press on the attack now.

Bring one of your Gold-mining Grunts down from the Main Hall now to the
Temple. Build a Barracks in around the Temple, making sure it's not within the
Warriors' sight. Now deploy a small garrison of Knights, and make sure to
eliminate the Warriors around the battlement. Head up the battlement now, but
instead of going down again, head left and up to kill two Skeleton Archers and a
single Warrior. Head up a bit farther to take out another Warrior.

Now, make sure you have at least three healthy Knights, preferably four.
Since you don't want to waste time or money in getting the objectives of the
mission fulfilled, we're going to go in through a suicide attack. Take all
three/four of your knights up, where you'll find a Dragon, and grab one of your
knights to go up to the top of the battlement and left. Here, you'll discover
Queen Azarel. Now all you have to do is guide her through the cleared path while
the Knights take the dragon's onslaught back to the Temple, and you'll win the
mission. Hurrah!

(Or you could just train a dozen Archers and pit them at the Dragon,
getting that satisfying feeling of taking down a tough opponent, but hey, it
WOULD waste resources.)

Supplement Wizards

Smithwiz (Toughen your Knights up so that they can survive the entire
attack on the battlement and STILL come through with guarding
Queen Azarel against the dragon)
Elvenwiz (You could just turn all those guards at the larger battlement
into Elven Archers to take on the Dragon, instead)

Scrolls: POKER, "Planning a large assault?...", "Towers are tall enough...",


"Dragons are invulnerable to most...", "To make selected soldiers..."
MULTIPLAYER MAP

Other: POKER mini-game, 200 Gold Chests x3, MULTIPLAYER MAP

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1af. H O M E R U N 1AFHR
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Briefing

The Beast Army has broken through our defense wall in the Kula ice
fields, wiping out the garrison and setting up camp nearby.

A small group of survivors has escaped unnoticed - help return them to


the Main Hall and mobilize an attack force to crush the enemy occupation.

Take care to protect your workers - the safest route home is impassable
without repair!

Objectives

Return to Main Hall


Destroy the Ice Lair

Strategy

Just like the briefing says, you'll want to protect your Grunts.

From the start of the mission, head north and repair the burning
battlement. Now take the rest of your small army up and along the battlement,
and go left and down again at the end. Slowly escort your men one by one up
along the forest line and left to a battlement as to dodge the attention of a
nearby Warrior. Save one of your Archers to stay here. Once you get to the left
battlement, go up, left a bit, then head down.

You'll come to a second burning battlement. Use your Grunt to repair it,
then take your remaining forces south and west using the footprints in the snow
until you come to the Main Hall. Now assign your Grunts to the Mine, and then
train Knights when possible until you have four. Once you've got such a number,
head west of the mine and destroy the Beast housing quarters there, then
continue west where you'll find a Guard Tower with four Warriors. Take care of
them, then destroy the housing quarters to the southwest. Lastly, rescue the
wizard on the battlement near where the Guard Tower was. Now return your
remaining Knights to guard the Main Hall with your new wizard, and start
training some more men for an assault on the Ice Lair.

Now, remember the lone Elven Archer you kept behind a while back? Follow
back to him, and loop around the forest in the center of the north-west corner
of the map. You'll find a Dragon's nest. Hatch the baby dragon by walking around
it, then guard it as you take it back to the Main Hall en route the same way you
took earlier. Eventually, once taken to the Main Hall, it'll turn into an adult
Dragon, adding substantial force to your attack.

Now, continue gathering forces until you have a substantial force


(twelve Knights and eight Elven Archers), group them up together, and head
north. You'll quickly come into conflict with some Skeleton Archers and
Warriors; take them out but ignore the Brawling Pits and Homes for now, as
they're small time once you've decided to commence your final attack. Instead of
that, continue on while pillaging everything that you can in your way,
destroying every Warrior, Skeleton Archer, and Guard Tower in your way.
Eventually, when you come to the Ice Lair, ignore the Guard Towers; instead,
focus all your might on the Ice Lair, and keep on it until the Ice Lair finally
falls. As a result, you will win the mission, having completed the objectives of
getting back home and destroying the Ice Lair.

Supplement Wizards

Quakewiz (With so many structure + unit combinations for enemies in


this mission, Quakewiz can put an end to things with his
earthquakes)
2x Stormwiz (With two of Stormwiz's direct attacks, you can put an end
to a Guard Tower and any unit, the Ice Lair being the
only thing not able to fall to it. Area attacks can still
destroy Towers in two attacks, with Skeleton Archers and
Warriors in three)
Poxwiz (You can poison the guard of six near the Ice Lair and have an
easy shot at the Ice Lair)
Bombwiz (Alternatively, you could turn the guards near the Ice Lair
into bombs, until they're all dead from either being turned
into bombs or the explosions from their fellow comrades - and
the Guard Towers + Ice Lair will have suffered for it as well)
Smithwiz (In this mission, it is really helpful, as you have a lot of
enemy units concentrated in small areas, such as the wizard
wizard guard, and the area before the Ice Lair)

Scrolls: "The gangway is on fire!", "Yuk, it's dragon dung!",


"Baby dragons should be kept...", "These tracks were made by..."
"You've found a Dragon's nest..."

Other: 200 Gold Chests x1

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1ag. S L E E P W A L K I N G 1AGSL
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Briefing

A GRUNT scout team has been captured accompanying a very sleepy WIZARD
through Beast territory.

The Beasts have taken them to Tork Prison, where they are to be
executed!

Help the captives to escape and return the Wizard to a safe haven.

Objectives

Find the Wizard
Return to Temple

Strategy

This mission is a lot different from previous ones in the very sense
that you don't do much RTSing at all this time around. Instead, you have to
escort two Grunts around, make the best of your surroundings, and rescue a
Wizard and bring it back to the temple. Fun.

Anywho, from where you start off, take one of your Grunts down and
distract the Warrior, then move the cursor over the trap to pick at it - thus
activating it on the Warrior, killing it. Now, go left from where you are now,
then go down and right again. Pick at the trap, killing the Warrior that will
probably have walked into the trap by then. Continue on right through the pick-
trap, and go up the battlement stairs when you spot them.

Up top, head right a bit, and take the center path up until you come to
a split. Take the left path, then at the next split, take the path going up,
until you come to yet another split. Go up again from here, and at the end of
the battlement, head an extreme left until you hit the battlement stairs, going
down, and find the Wizard Sleepwiz (making sure, of course, that you dodge the
guard, or otherwise activate the pickaxe trap if you cannot dodge him.).

Now, carve your way back to the Warrior encampment where there's a fire
going on. Using Sleepwiz's ability to put enemies to sleep, send the Warriors
into a slumber, then head south. You'll find a Temple. Send Sleepwiz into the
temple, and you'll finish off this mission.

Supplement Wizards

None

Scrolls: "Mind the Traps - Just tap..."

Other:

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1ah. F R O Z E N S E A 1AHFS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Briefing

The retreating Beast army is camped on the frozen sea southwest of


Tundra Hall.

Their BRAWLING PITS are operational and an attack on the hall is


imminent!

Queen Azarel orders you to eliminate the Beasts and end their grip on
the northern territories.

Objectives

Defend the Main Hall


Destroy Beast Buildings

Strategy

Start off the mission by sending three of your Grunts to the mine
northwest of the Main Hall, and taking your fourth Grunt to build a Barracks
near the Temple. Next, gather 10 Fuel and build a Home, then set him on
gathering more fuel (if you're repeating this mission, you should use Stealthwiz
on this Grunt). Now produce two more Knights, gather up your full party, and
head south a panel and the west of the Temple. You'll come upon a Skeleton
Archer - take care of him, then destroy the housing quarters that are found
nearby, but DO NOT ATTRACT ANY MORE BEAST ATTENTION.

Once that's done, head south of where you currently are with your
troops, and you'll fall upon a Brawling Pit guarded by a Skeleton Archer and a
nearby Warrior. Take them both out, then destroy the Brawling Pit. From here
now, take your fuel-gathering Grunt and build two more Homes, then put him back
on gathering more fuel. Now round out your military with a few Elven Archers,
but mainly some more Knights.

From the Temple, head northwest until you come upon a Guard Tower
accompanied by a small platoon of Beasts. Take the soldiers and the Tower out,
then head east and eliminate another Brawling Pit (for the record, there are
five of these on the level - a real pain in the butt to deal with, that's for
sure). Head west some more, wiping out a single Skeleton Archer, and destroy the
housing quarters west a bit more.

By about this time, the enemy should be training some men from their
remaining Brawling Pits and sending them to your Main Hall. Send about half of
your army to defend the Main Hall from attacks incoming from the south, and take
the rest of them and head north from where the last Brawling Pit that you
destroyed was. You should find some more housing quarters - destroy it to
eliminate supplies to the enemy. Head up a bit more, and you'll find a Warrior
with Guard Tower. This is your last obstruction in the northern segment of the
map, so take them out, and then claim your reward - a dragon egg lying just a
bit to the west of the Guard Tower.

Now take your units back to the Main Hall, and deposit the Dragon into
the Main Hall. By about this time, your Grunts in the forest should have met
*unexpected* resistance in the form of three Skeleton Archers trapped in the
wood, so if they're still there, either pull out your Grunts or cut them down
with your army.
Now, something to note about this level is that there are three dragon
eggs - however, one of them is guarded by an adult dragon, and is in an obscure
place of the map. If you want to fight him, you can do it now as the enemy's
crippled from making any advances. The dragon in question is in the southwest
corner of the map, and you would be advised to go there by taking the midwest
part of the map, then heading down.

Otherwise, after/ignoring that, take your army to the Temple, and head
south. At the bottom when hitting the forest, turn west, and you should run into
another small gathering of two Skeleton Archers and a Warrior. Once they've been
eliminated, take out the Beast Farm, and then bring in a Grunt - go east and
down a bit, and you should find some icicles. Break 'em down with your Grunt,
and you'll be able to rescue the Wizard for this level.

They say that hitting from behind is fun, and that'll certainly be the
case here. Take your small army, and head eastways for about 12-15 seconds until
you fall upon a Farm - eliminate it, along with the Skeleton Archer and Warrior
nearby, and walk up to find another Dragon Egg. After you've hatched it, head
northwest to take out the last two Brawling Pits around here, then head east to
take on the strongest link - a number of gathered Warriors and Skeleton Archers,
and two Guard Towers. Once the Guard Towers are destroyed, however, it's Game
Over for the Beasts, landing you the win.

Supplement Wizards

Smithwiz (You'll be doing a lot of direct combat fighting in this


mission, so having Smithwiz on hand to temper all the armor
of all the Knight's would be advisable)
Stealthwiz (Those three Skeleton Archers in the forest are a real pain
thanks to their need to kill everything that moves. By
using Stealthwiz on your Grunts, you can ensure they can
cut trees down in peace)
Elvenwiz (There's a lot of Skeleton Archers and Warriors in this
mission, so being able to make them your own Elven Archers
would also help. It'd also be an irony in the most extreme
sense to transform Warriors and Skeleton Archers fresh from
the Brawling Pit and aimed at your Main Hall into Elven
Archers)

Scrolls: "Beware tree cutters!", "Hold down the B Button to move...",


"A dragon is guarding her nest!", "If you already own an adult...",
"Brrrr....so cold the icicles..."

Other: NOTHING!

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1ai. S P I D E R ' S L A I R 1AISL
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Briefing

Our outpost near the Gondar desert is being raided by Beast soldiers.
The Beasts are using human prisoners to feed a GIANT SPIDER in return for
resources.

Queen Azarel orders you to defend the outpost and mobilize an attack
force to destroy the GIANT SPIDER.

Objectives

Defend the Main Hall


Destroy Giant Spider

Strategy

This level is actually somewhat unusual in that the enemy lair isn't
guarded by ten layers of defense, but rather just a couple of Guard Towers and a
Skeleton Archer army. As such, if you pump out a strong attack fast enough, you
can complete the mission objectives before your enemies have even had a chance
to make their own strong attack; and you can also get a Dragon to boot. The
mission strategy here is based off of doing exactly that.

Start the mission off by sending two Grunts to do forestry, and two
Grunts to do mining. Grab the chance to train two more Grunts, one for mining,
and then take the second one to build three Farms and a Barracks. Once he's
done, fortify your defense with two more Towers around the existing one, then
train at least two more Knights to complement your current three.

Once you have at least five Knights, take your small handful of soldiers
to the cliff to your southeast, and take care of the Skeleton Warrior that's
bandying about there. Head down, and go past the next cliff, then head left once
you get back to open ground again. You'll find a Dragon Egg, with a Warrior and
Guard Tower somewhat more to your right. Hold off the attack long enough to
extract the Dragon, then head back to the Main Hall, killing any who follow.
Now, train at least fourteen Knights; you'll need such a large army for the
attack that lies ahead. Once done, you've got sufficient enough power to take on
the Beasts.

However, we first have one other task to do. Go south of your current
position with a Grunt and your Dragon, making sure to hug the forest line. South
of the forest, you'll find a lone Warrior guarding some spikes. Sic the Dragon
on the Warrior, while you put your Grunt on digging up the spikes. Go and rescue
the Wizard for this level, and then bring him back up to the Temple; we've got
an attack ready.

Now group together all your Knights and the Dragon, and start marching
east. You'll meet up with three Warriors laid out before a Farm, but they'll
fall easily enough; after all, it's really a matter of an unstoppable force
meeting a movable object. Continue on east and south, and take out the Guard
Tower that is around. Once you reach a crevice in between the two large cliffs,
go up through it into the northeast corner - where the Beast's Spider Lair is.
It'll be guarded by four Warriors, two Skeleton Archers, and two Guard Towers.
Throw your army at them, and eventually, they'll fall along with the bastion
which they are there to defend.

Supplement Wizards

CrowWiz (A lot of the area that you'll have to cover in this mission
will be a lot easier plowed through if you have the lay of
the land known beforehand and Fog of War distinguished)
Queen Azarel (You're going to need to train at least eleven Knights,
and you need to train 'em quickly. The faster you can
pump them out, the better)
Smithwiz (Seeing as your offense in this mission will be an almost
completely pure-Knights offense sans your dragon, Smithwiz
being out on the field will help you out vastly)

Scrolls: "This trail of footprints was...", "Workers can repair damaged...",


"Destroy Farms! The loss of...", "Help me! Somebody dig up...",
"Workers can demolish enemy...", "Return a Wizard to the..."

Other: None

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1aj. D E S E R T T H I E V E S 1AJDT
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Briefing

Dust storms have ruined the crops and our soldiers face starvation in
the arid southern lands!

Scouts have located a Beast plantation - QUEEN AZAREL orders you to


steal FUEL from this guarded enclosure and build ten FARMS to avert the famine!

Legends of this region tell of a WIZARD with the power of stealth. If


found, he would be a great ally.

Objectives

Defend the Main Hall


Build Ten Farms

Strategy

This mission differs from the norm in that instead of trying to thrash
the Beasts and cause them to retreat, you are instead forced to (both by
objectives and by necessity) defend instead of going on the attack.

Once you start the initial game, send your four Grunts to the mine
southeast of the Main Hall, and assign the three Knights to all defend the Main
Hall from the north. Once the gold starts pumping in from the Grunts, start
training two more Knights, and have them defend the tower to the northeast of
the Main Hall.

Now, train five more knights after those two and send them southeast,
where you'll encounter a Beast cell with three Skeleton Archers, a Guard Tower,
three Warriors, and a Brawling Pit. Take care of the Guard Tower for sure, and
then work your way out with the Warriors, and finally the Skeleton Archers. In
the likely possibility you lose all your men before you take the Beasts out,
train three more Knights back at home base, and throw them at the Beasts again -
especially if you didn't destroy the Brawling Pit by then, in which case it'll
start spitting out new Skeleton Archers and Warriors.

After the Beasts have been dispatched, make sure you've seen the spikes
down at the bottom. Now, take all your remaining Knights back to the Main Hall
and assign them to defending from the north, and make sure that you have at
least seven at any given time.

Now, take one of your Grunts, and go to the spikes, and start digging
them up. Once you're done, you'll have rescued Stealthwiz. Stealthwiz will be
pretty unique in that he can cast a stealth spell on your units, so that while
you can see them (albeit not able to distinguish between which of your three
basic units), your enemies cannot.

So, take Stealthwiz back to base, and have at least six Grunts. Stealth
four of them, and keep the other two going for Gold. With your four Grunts, go
west and take the footprints going up, until you come north to a giant forest
guarded by Beasts. Even when you cut down lumber, the stealth still stays in
effect, so start cutting wood.

By the time you get this going underway, your Tower and Main Hall may
have fallen into a state of damage due to constant enemy barrages, so make sure
that you can keep them in good shape.

Anyways, you'll need 140 Fuel, so when you've got a good amount, start
building with one of your mining Grunts. After a while, the seven necessary
Farms (you should have three already built at the start of this mission) will be
built and you'll be done.

Supplement Wizards

Stealthwiz (Duh)
Fuelwiz (If you want to get some more Farms constructed earlier (and
also be able to have more than 12-15 troops on at any time),
you'll have to use Fuelwiz's ability to turn a couple of enemy
into Fuel. Besides which, with all the enemies that will
constantly come at you throughout the mission, you'll probably
want at least one Wizard that can turn an enemy unit into
something else, and Fuelwiz is just the most logical choice)

Scrolls: "This trail of footprints was...", "These tracks were made by..."

Other:

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1ak. D R A G O N S ' H O R D E 1AKDH
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Briefing

We have advanced into Beast territories and set up a base on the Lava
Plains.

Without Archers to defend it, the base is being terrorized by DRAGONS


and the gold mine has fallen under their watchful gaze!

Queen Azarel orders you to gather enough resources to build a BARRACKS


and train a squad of ARCHERS.

Only then can the DRAGONS and their Beast masters be defeated!

Objectives

Destroy the Dragons


Destroy the Beasts

Strategy

From the start of the mission, bring out your Windwiz/other, and you'll
see the first Dragon to the mine just south of you. Go and lean to the right of
the Temple, then area cast NEAR the dragon, then run back up to the temple, and
repeat (if you repeatedly area cast without moving back, you'll move closer each
time, until you're in the dragon's range). Eventually, the dragon should fall.

Now, set all eight of your Grunts on the mine, then take Windwiz and go
to the left coast, and head down to the lower-left corner of the map. Head right
a bit, grab 200 gold, and you should see a Beast Farm. Destroy the Farm using
Windwiz while staying out of the way of all the beasts, then circle back around
to the temple.

Now, with Windwiz again, head east from the Temple slowly, until you
wander upon a group of Warriors and Skeleton Archers. Repeat the technique of
area spelling between and a wee bit to the left of Warriors, until after three
whirlwinds/whatever, they're dead. Continue to do it to the Skeleton Warriors,
until they too fall in turn. Now go and blast the Farm with some spells, and
afterwards, the Beasts will no longer be able to train any units in their
Brawling Pit down south. Now go and approach the wizard to the right of the
former Farm, and you'll have rescued this mission's Wizard.

Now start pulling out all the stops. Take Windwiz and the new wizard
back to the Temple, and take Windwiz out again. Now take Elvenwiz from the
Temple, and go to transform the Warrior just southeast of the mine into an Elven
Archer. Do the same to the Warrior south from there, and then change the two to
the right and southeast as well, and let them fight the Guard Towers, adding on
a bit of damage to both. Retreat back with Elvenwiz and the two remaining Elven
Archers.

Now take Windwiz, and go straight up to each of the Guard Towers and
cast a direct spell on them. A single spell on each should be enough to destroy
both of them, especially with the previous damage inflicted on them by the Elven
Archers. Take Elvenwiz, and Elvenize the lone Warrior left, making sure he's out
of the range of the Dragon.

Now that you have three Elven Archers and the Dragon remaining as your
only enemy, your mine should have been exhausted by now. Take all eight of your
Grunts south to Elvenwiz, and turn every last one of them into Elven Archers.
With your Elven Archer force complete, head east and converge on the Dragon.
Shoot him down, and you'll win the mission.

Supplement Wizards

Windwiz/Other non-Quakewiz target area Wizard (There are a total of two


dragons in this stage, and each of them can be a pain in the
ass. However, since dragons are vulnerable to area spells
(except for Quakewiz), you can use somebody like Stormwiz or
Windwiz to go back and forth casting area spells near dragons
until the Dragons die.)
Elvenwiz (There are a small army of Warrior units, and a couple of
Skeleton Archers around. Combine them with the two Dragons,
and the obvious hesitation to go and mine fuel with all the
enemies around, and you WILL want to use Elvenwiz to kill
three birds with one stone)
Poisonwiz (The more firepower you have on your Elven Archers, the more
effective they'll be at the killing job)

Scrolls: "Dragons are invulnerable to...", "Scouts report a wizard is being...",


"Your workers can break rock...",

Other: 200 Gold Chest x1

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1al. M I N E S O F G O R D O 1ALMG
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Briefing

We have set up a mining camp in the caverns of Gordo. This subterranean


realm is occupied by Beast forces and our base is vulnerable to attack.

Queen Azarel orders you to clear the caverns of Beast units, then find
and destroy their underground lair!

Objectives

Destroy Beast Lair


Destroy All Beasts

Strategy

Start off by taking all three of your Grunts, and head east from your
current position to find an underground gold mine. Send them into it to start
mining, then send one of your Knights north a short bit to find the Temple. Take
both of your Knights now, and then head to the gold mine. Go right from here,
and then kill the Skeleton Archer near the wall, making sure to keep out of the
range of sight of the Warrior and Guard Tower. Continue on until you have a wall
to your right and a path going north, and head up, making sure you stay out of
sight.

Past the open path, stay close to the wall again, heading right while
staying out of sight of the Guard Tower and Warrior to the north. You'll run
into a lone Warrior guarding a Farm; dispose of him quickly. After the battle,
destroy the Farm, then head north a short bit to find a Brawling Pit. Destroy
that, and the enemies will only have one remaining Brawling Pit to train
soldiers in; unfortunately, that Brawling Pit is in the lair of the Beasts,
guarded by a Dragon. Instead, head south from here a bit more, and you'll find
another Warrior guarding a Farm. Take out the Warrior (probably losing one of
your Knights in the process, then collect the 200 Gold Chest and destroy the
Farm, effectively cutting off supplies from your enemies for awhile.

Now, keep your Knights there for a bit, as going back will take too much
time for now to keep yourself from getting killed. Instead, go to the Wizard
Temple and summon Windwiz. With Windwiz, head east from your current location
until you're near the Warrior and the Guard Tower. Area target the Warrior
thrice until he dies, then direct attack the Guard Tower to take it out in one
shot. With the northern segment of this map cleared out, send your Grunts north
to mine the mushrooms, as they should've finished off the mine by now, and the
mushroom forest in the center is hazardous with the enemies around.

Once you have forty fuel, take one of your Grunts and build a Barracks
out near where the former mine was. With that done, start training about six
Knights after having built another Farm. Now, take out Elvenwiz from the Temple
and go to the central area, where there should be a single Skeleton Archer,
three Warriors, and two Guard Towers. Elvenize the Skeleton Archer and at least
one Warrior, then leave them to cause some chaos as you take Elvenwiz back to
the temple. Now, make sure you have four Grunts (train a fourth one), and then
take them all down to just before the Knights.

With the Knight force in tow, go and rip asunder the Beast force in the
central part of the map, destroying all two Guard Towers and remaining Beast
Warriors. Right behind them, take care of the Skeleton Archer and Brawling Pit,
and once you've taken care of that Beast and building, link up with your other
(two) Knights. Now, take your four Grunts south to where the Knights are. What
do I have planned in mind for you? Near the Knights is an entrance to the Lair,
and inside the Lair is a Barracks. Instead of trying to storm the area for now,
instead just block the exit out with your four Grunts; anyone trying to leave
will never harm your Grunts, but instead will just stumble around endlessly.

Now, take your Knights back north, and train one more Grunt for the
running. Take out Elvenwiz from the Temple, and take both south of the Main
Hall. You should find a gate. Pick open one half with your Grunt and then go
down to block anyone from coming through, then use Elvenwiz to Elvenize anybody
close enough while Elvenwiz still hides behind the Grunt. After you run out of
enemies trailing around, take the remainder of your Knights, pick open the other
half of the gate, and go through.

With Elvenwiz, go ahead and Elvenize the lone Skeleton Archer in the
path, then the two Warriors each next to a Guard Tower. Now retreat with
Elvenwiz, and bring your Knights down south to take out the two Guard Towers.
Once they're both out, rescue the wizard in the southwest corner, and then head
east to fight a Skeleton Warrior and destroy a Brawling Pit. Continue on, and
take out the last few enemies in here, which are a Guard Tower and two Warriors.

Now, regroup all your forces, and make sure they are at least six
Knights and six Elven Archers strong. Take Elvenwiz to just behind your wall of
Grunts, and Elvenize everyone who gets too close; pit them on the tower to the
left, and then wearing down the dragon (in the case of the dragon, don't let the
Dragon go forward, or else the Grunts will fall within his line of sight).

After you've done enough wearing down, Elvenize everyone else you can,
then Elvenize your four Grunts. Send these Elven Archers after the Dragon if he
remains, then bring in your other twelve men, the Knights to attack the Lair,
the Archers to attack the Dragon (the lair if the Dragon is dead). Once you
destroy the Lair and any remaining Beast foes in this area, you'll win the
mission.

Supplement Wizards

Elvenwiz (Basically used to turn a whole bunch of enemies into Elven


Archers, wreak chaos on other enemies as a result, and
completely neutralize the threat of all the Brawling Pits in
this mission)
Windwiz (In destroying a number of the towers in this mission, along
with ensuring the north is safe for you to harvest fuel from)
Poisonwiz (For when you infiltrate the lair area and have to fight the
Dragon)
Smithwiz (You'll have some Knight-intensive forces that you'll have to
wield in this mission)

Scrolls: "These giant mushrooms look...", "This gate is locked, but..."

Other: 200 Gold Chest x1

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1am. Z O G ' S F O R T R E S S 1AMZF
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Briefing

Our soldiers are camped within sight of Zog's Fortress, final stronghold
of the Beast army!

Victory is at hand, though it is certain the enemy will fight to the


last.

In the name of Queen Azarel, prepare your forces and let battle
commence.

Objectives

Destroy All Beasts

Strategy

Start off by assigning the two Grunts to the left to harvest the rocks
for Fuel, and the two right Grunts should go right a bit to start on a mine.
Next, assign the three knights to defend your Main Hall from the right, and then
bring out Elvenwiz. With Elvenwiz, go north a bit until you see two Skeleton
Archers on the ramparts. Elvenize both of them one at a time, then go up a bit
more, Elvenize the Skeleton Archer to your left, then a bit more north and
Elvenize the last Skeleton Archer on the battlement to your right.

Now take Elvenwiz (who's now depleted majorly of health) back to the
Temple, and take the left Elven Archer onto the ground up onto the battlement;
as such, now that you have four Elven Archers into place, any enemy who makes it
through from the north will be severely injured before he even makes it to your
Main Hall.

Now, train six Knights at your Barracks after you've built a couple of
Farms (summon Queen Azarel if you need to quicken up training times), and
then set them all to defend the Main Hall. Now, summon Elvenwiz once more, and
from the mine, head southeast, then east once you hit rock bottom (bad pun),
until you come to a Skeleton Archer on a battlement. Elvenize him, then go north
and turn a Warrior in between two Brawling Pits into another Elven Archer. Now
go and Elvenize the two Skeleton Archers on the battlements (one to the right of
the bottom Brawling Pit, the other to the left of the top), and start getting
all of your Archers onto the Brawling Pits.

Once both Brawling Pits are destroyed, our mission here is accomplished;
the Beast forces in this mission have been symbolically castrated. Send Elvenwiz
back to his much-needed temple, and bring the Elven Archers with you to stand to
the right of the mine, and make sure you have a good amount of Knights still
defending the castle (although it shouldn't need much defending, if the Elven
Archers to the north are doing their job).

Once Elvenwiz has healed up in terms of health, bring him out of the
Temple again and to the right of the mine, as he still has a few hurrahs left in
him. Go to the right of the mine, and then head up just a bit north. You should
see a Warrior guarding a Dragon egg. Now, Elvenize him CAREFULLY (perhaps even
distract him down to you), as you want to move him away down south after you
Elvenize him, but not hatch the dragon. After that new recruit to your forces
(make sure you have at least four Elven Archers on you), head a bit left and
Elvenize the Warrior guarding the Guard Tower, while siccing the Archers on the
tower. After you destroy that tower, turn around, go right to destroy the other
tower, and then hatch the dragon egg.

With him in tow, send him home to your Hall, while keeping your Archers
right where they are. Take Elvenwiz around the right side of the battlement
you're near, then go a bit north to another battlement with a Skeleton Archer on
it. Distract the Archer, Elvenize it to add another sentry guard to incoming
Beasts going south, then send Elvenwiz back home to the Temple.

Now take your new Elven Archer and sic him on the Barracks to your left
by going up and left to the path going down the rampart, then take your dragon
that should have grown up by now and go northwest from here to the large right
rampart. Circle around the battlement clockwise until you get to the northeast
segment, then destroy the Brawling Pit and Farm and another Brawling Pit outside
there to further antagonize the Beast war effort. Destroy the Farm in the
northeast corner of the area inside the wall, and kill the Skeleton Archer a bit
south from the corner on the wall still. Continue clockwise until you get to the
middle of the area, where there are two sets of stairs, and stay right there
after having chased off the Warrior and killed it.

Now take all your Knights back at the Hall, and go past the entrance to
the fortress. Once past the outside walls, turn left, and converge upon the
Skeleton Archer and the Guard Tower, taking them out. After that's done, head
left some more to kill another Skeleton Archer and a Warrior, along with
pillaging a Farm. Now that that is done, link up with your Dragon, and head
north past the stairs to slay a lone Warrior and destroy a Guard Tower. Take
your force back outside and into the main hallway of the fortress, and grab your
Elven Archers from wherever they are to make reconnaissance with them.
Send your Dragon as a scout north next, harming the two Warriors and
single Skeleton Archer (plus another Skeleton Archer on the right rampart) as
best you can while dodging the attacks of the Guard Tower, then send him back to
your main force. With all your men united, go north and smash the Guard Tower to
pieces along with slaying the remaining survivors of dragon fire. Afterwards,
continue north until you get to a bridge, and export a Grunt north to fix the
broken bridge. Go past the bridge, and you'll rescue this mission's wizard.

It's almost done, folks. Take your remnants of your great army east, and
you'll run smack-dam into a Warrior with a Guard Tower and two Farms. Take care
of the Warrior first, then send all your men on a rush at the Guard Tower. Once
it's taken out, feel free to destroy the Farms as you will, but don't move an
inch further east after it all. You see, we're about to deliver the final blow
of the Humans to the Beasts, but you want a strong army before you do that. Make
sure you have at least nine Knights, seven Archers, your Dragon, and
Smithwiz/Poisonwiz out on the field if you have them.

Now, take your force and head east into a large open plain, with two
Warriors guarding the bridge. Take them out quickly, but don't go down just yet;
instead, regroup north of the bridge to avoid the A.I. causing your troops to go
somewhere OTHER than straight down. Now, head straight down the bridge, and
you'll run smack into a force of two Guard Towers, three Warriors, two Skeleton
Archers, AND a Dragon all guarding the Beast Lair. Press on, however, and get
your Knights on the infantry and archers, your Archers and Dragon on the enemy
dragon, and once you've completed that, turn your attention to the Lair; once it
falls, so long as the Dragon and infantry are dead, you'll finally win the
mission, and complete the campaign.

Supplement Wizards

Smithwiz (Keep the defense of your Knights up, making them a hard force
to crack)
Poisonwiz (Improve the offense of your Elven Archers. Especially will
be useful for the few buildings that you'll have to destroy
with archers, eliminating the enemies that go down the main
route of the Fortress, and killing the Dragon guarding the
Lair)
Elvenwiz (Turn the Skeleton Archers guarding the entrance into your
own, virtually castrating the Beasts in the east, and useful
for dispatching of the guards of the Dragon egg. Did I
mention how he'll be intensively useful in this mission?)

Scrolls: "If you already own an...", "If you want to take a break...",
"To recall an assigned TEAM...",

Other: 200 Gold Chest x1

So you've finally defeated the Human Campaign! From here on in, you'll
also have the chance to play the Beast Campaign at any time you choose to.
What's the difference between the Human and Beast Campaign? The Beast Campaign
presents about the same level of difficulty as the Human Campaign in the earlier
levels, but in the later levels, it gets progressively harder and is much more
difficult than it's counterpart letters in the Human Campaign.

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1ba. F L E S H F A R M S 1BAFF
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Briefing

Chief Zog commands you to build three carrion tents - FARMS to putrefy
meat for the troops. GOLD and FUEL must also be stockpiled for the war effort.

You have been assigned a Goblin work gang to carry out all manual labor.

Objectives

Mine 500 Gold


Gather 100 Fuel
Build 3 Farms

Strategy

When you start the mission off, take two of your Goblins and set them on
the mountains right below your Main Hall to gather fuel. Next, select the other
two Goblins and take them northeast of the Main Hall (far more northeast than
your mines normally are) and set them to mine the gold from the mine.

After a while, (once you have 120 Fuel), take one of your Goblins and
set him to go to an unoccupied space so that you have room to build your Farm.
Build two Farms, and if by then you have 120 Fuel, assign the other tree cutter
to go and mine gold (or else wait until you have 120 fuel if you don't). From
now on in, if you want to maximize money profits for the Army mode, send your
last Goblin to mine until you've exhausted the mine of gold. Otherwise, finish
the mission right now by building your third Farm, and thus having all
conditions achieved should you have the required 100 Fuel and 500 Gold.

Scrolls: "You need GOLD and FUEL...", "Areas marked '?' are unexplored...",
"Your workers can break rocks...", "To make selected workers build...",

Other: 200 Gold Chest x2

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1bb. F I R S T B L O O D 1BBFB
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Briefing

Pleased with your efforts, Chief Zog orders you to build a BRAWLING PIT.

Once complete, you will train soldier units and clear the surrounding
area of Human invaders.

Use your FUEL wisely. Building materials are scarce in this region!

Objectives

Wipe out the Humans

Strategy

You will start the mission off with three Grunts. Send two of them
southwest to a Gold mine, and take the third to mine the rocks to the south,
keeping a careful eye on this one so that he does not run into Human units. Once
you get 40 Fuel, take him off his job and assign him to building a Brawling Pit
just shortly southeast of the Lair, then put him to work in the Mine.

Now, with your new Brawling Pit ready to roll, train six battle-ready
Warriors. Take them to the left of where the Mine is, and you should see a
volcano. Do a counterclockwise loop around the volcano, and you should run into
two Knights doing some guard duty. Take care of them both, then go and rescue
the Wizard whom is in the southwest corner of the map.

Now take the Warriors back straight up to the Mine, and go to your
Barracks. From there, go to the right of where the rocks were formerly, then go
down south a bit. You'll run into a 200 Gold Chest. From here, head straight
left and run straight into three Knights, of which each should attack you one
after another, the second and third only noticing you after you gang up on the
former. Once they're all dead, go and bust the chops out of the remaining Knight
to the left of the Temple, and you'll win the mission.

Scrolls: "To train a new WARRIOR, tap...", "To select more than one unit...",
"To make selected soldiers attack...", "Return a wizard to the..."

Other: 200 Gold Chest x1

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Briefing

Our spies have found a Human outpost to the northwest of the Lava Lakes!
Nearby, peasants are sheltering a WIZARD in their homestead.

Chief Zog orders you to send in soldiers to capture the WIZARD and
destroy the Human outpost.

Objectives

Train Soldier Units


Capture the Wizard
Destroy the Human Main Hall
Build Brawling Pit

Strategy

Start off by sending your Goblins to work in the mine to the southwest,
then grab one of your Skeleton Archers and go a bit west to find the Temple for
this level. Summon from the temple Windwiz. Once he's out, take him to the top
of the Temple, going around the left side so as to dodge the sight of the Elven
Archer around (if you attract his attention, just run back into the Temple).

Heading north, wait until you see a lava coast to your right along with
a volcano, and when you do, go and circle around it and head up to the northeast
corner of the map to find a Human Barracks. Sic it with a couple of whirlwinds
until it's destroyed, then head left from here. You should see a Farm, and to
the left of it will be five Grunts guarding a Wizard, along with another Farm.
Drop a whirlwind on the peasants, and once you've broken them up, go and destroy
the Farms before capturing the Wizard (if you've captured him already, take him
out of harm's way, or else he'll get hurt by friendly fire). Once the farms are
done, your work here is finished, so take your new Wizard back to the Temple,
and leave Windwiz behind.

Take heed of your low supply of fuel, and go south and direct one of
your Goblins to temporarily switch to mining fuel. Now, with Windwiz, head west
of your current position SLOWLY, until you run into two Guard Towers, an Elven
Warrior and two Knights defending the Main Hall. With Windwiz, go south until
you hit the coast, then try to whirlwind the lower Tower to blow it up. After,
run away if the Elven Archer approaches you until it goes back, then area target
near the Elven Archer and Knights until they're all dead. With that avenue, we
can land an attack directly on the Main Hall.

With Windwiz back snug in the Temple, make sure you have at least 40
Fuel, then drag the Goblin on fuel duty to go north and to the east of the Main
Hall, and build a Brawling Pit there. Now go and grab your three Skeletons,
bring them to the east of the Temple temporarily to kill an Elven Archer and
grab a 200 Gold Chest, then head north to the Brawling Pit. Train at least five
Warriors now that you have a Brawling Pit, then take your detachment of eight
units plus west, and strike the Main Hall directly. Once the Hall's down, you'll
have won the mission.

Supplement Wizards

Windwiz (Destroy a Barracks, take out a giant Grunt force, and smash
a reasonable number of Human soldiers and a Guard Tower)

Scrolls: "To train a new worker...", "To reselect the last selected...",
"We must be careful...",

Other: 200 Gold Chest x1

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1bd. S A N D C A N Y O N S 1BDSC
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Briefing

Our forces have made an alliance with the Giant Spiders, offering
protection in return for their resource processing abilities.

The Humans have an outpost in the sand canyons, where they are preparing
their soldiers to attack the spiders.

Chief Zog assigns you to defend a Giant Spider, while seeking out and
destroying the Human outpost!

Objectives

Destroy Human Units


Destroy Human Main Hall

Strategy

Start off by sending one Goblin south to start cutting down the fuel,
then put the other three on mining duty, making sure you spot the Temple to the
southwest of the spider. Now, summon Firewiz from the Temple, and head up to the
mine. You'll see an Elven Archer on the cliff overhead to your left. Turn him
into fire, then go down and left and head up the stairs. Burn the other Elven
Archer here, then go up a bit to rescue the wizard for the mission. Take both
wizards back to the Temple, then summon Firewiz again.

Now, this is the first time that you'll really have to multitask. Take
out Firewiz again, and keep him near the Temple. Enemies will come in from
either the south (make sure you've gone far enough south so you can't be stopped
by Fog of War), or to the west of the temple (if they're coming in from the
west, it'll take a lot longer; a hiccup in AI will make them go up the plateau
before coming to face you). Thwart any Human attempts by turning them into
flame, and keep this up until you have at least 1500 gold on hand.

Afterwards, build a Brawling Pit just under the mine, and another Farm
to go along with the other two Farms. Now, send one of your Goblins up the
northernmost route and go left, grabbing 200 Gold. Sacrifice your Goblin to
explore more Fog of War area; by the time he dies, he should've at least
discovered two Knights guarding a Guard Tower.

Back at the ranch, train eight Warriors while keeping an eye on any
enemies coming in from the south and the west. Now, take the Warriors and strike
a path out west between the cliffs, and head northwest from here and slaughter
the two Knights and destroy the Tower. Once they're done for, head up a bit more
and you'll find a Barracks and a Farm. Destroy both of the buildings, then head
back home. Because the enemy has only lost four soldiers but have lost a Farm,
they cannot send any more men for now.

Now, for some guerilla warfare. Take another of your Goblins and go
beneath the giant forest (or what is left of it). You'll eventually run upon a
Knight beside a Farm. Linger long enough to make sure that you've distracted the
Knight, then run back up all the way to the Main Hall, and circle around it long
enough so that the Knight dies of arrow wounds inflicted by the Main Hall. Now
take your Goblin back down and destroy the Farm. While if you had killed one
more man, the Humans might have been able to train more men from their Barracks,
with this Farm destroyed, you can slay five more Knights or Archers before they
can send another man.

Metal Gear Goblin time! With your Goblin still in battle action, head to
the lowest panel on the map, then head slowly left until you see a Barracks.
There should be a Knight to the left and north of the Barracks; however, if you
get the angle right (and make sure to save beforehand), you can chip away at the
Barracks from the southeast corner and destroy it without being spotted. After,
send the Goblin in one last suicide run to discover some more of the area.

Now, summon Windwiz from the Temple, and go down southwest. Target the
lone Elven Archer on the corner of the cliff face, and take him down with a
Tornado. Next, head a bit more south and take out the Guard Tower, then target
the last Elven Archer on that cliff after that. Once your temporary intrusion
into Human territory is done, pull Windwiz out, and take him to the Temple, then
take him back after he's recovered to where the Guard Tower originally was.

From here, go north up to the cliff face, then head west slowly, until
you find some Knights. Go up to the north of them, then come down on them
casting area target spells. Take the first two out one at a time, casting three
area hurricanes for each one. When you get to the third Knight, you'll notice
there's a Barracks next to him. Take care of the Knight, then successively cast
two tornados straight on the Barracks. Head down to the second Guard Tower, cast
it out of existence with a tornado, then take out the Elven Archer on the cliff
wall just to be on the safe side.

Once all your Wizards (sans Smithwiz if you have him) are back in the
Temple, make sure that you have at least nine Warriors. Go to the area where
Windwiz was just causing havoc, and you should see a route going west still
right above the cliff. That's right; it's a back route! Go down the back route,
and you should come on the back (unprotected) side of the Human Main Hall; sic
all your men on the Hall, and it should soon fall to your Warriors. Once the
Main Hall is done for, head east a bit more, mopping up the remaining Knights
(and any Elven Archers still on the walls), and you'll win the mission
afterwards.

Supplement Wizards

Firewiz (Burns up every single enemy that marches up to your Lair walls
to try and knock you out of the running)
Windwiz (Wipes out a bunch of the front guard to the Main Hall, which
will allow your Warriors to take the back path to attack the
Main Hall from the rear without being bothered by Elven
Archers or Guard Towers)
Smithwiz (Allows your Warriors to last a much greater time when you go
on both of your major offensives.

Scrolls: "Tap the A Button over a TEMPLE..","A FARM provides enough food for..",
"Hold down the A button to deselect." "To train a new SKELETON
ARCHER.", "Units on the rocky outcrops...",

Other: 200 Gold Chest x2

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Briefing

Chief Zog has been captured while leading our troops into battle!

The cowardly Humans have smashed the bridges across the lava chasm to
prevent our soldiers from reaching their stronghold in the north.

You must organize bridge repairs and mobilize the troops to destroy the
Human stronghold and rescue Chief Zog!

Objectives

Return Chief Zog to the Temple


Destroy Human Main Hall
Repair Bridges

Strategy

Start off by sending three of your Goblins into the (visible) mine
southeast from your Lair, and send the other Goblin down south to mine the
rocks. Next, send your Warriors out west to explore the area, and make sure to
grab the 200 Gold Chest to the left of the volcano in the southwest corner.
Lastly, make sure that you don't run into any of the Humans, who are north of
you from the Lair and then eastwards from there.

Now, go back, and wait until you have 60 Fuel. When you do, take your
lone Goblin on Fuel duty and build a Brawling Pit and Farm with him. After
sending him back to the mountains, train five more Warriors to match up with
your current set of two, then send them north of the Lair. You'll encounter
minimal resistance in two Knights and an Elven Archer, so knock them off for the
count, grab the 200 Gold Chest they were practically guarding, and then head
north.

When headed up here, you'll meet a few incoming Human soldiers headed
the opposite direction. Take the time to stop them, and when you get to the top,
put three Warriors on the Guard Tower, and try to put some men on one of the
Barracks at the same time. After the Guard Tower is destroyed, destroy both
Barracks, and you'll have crippled the ability of the Humans to wage active war
against you; from now on, they can only be sitting ducks for you to wipe out (if
any Knights or Elven Archers pop out from the Barracks while you're fighting,
ignore them; the Main Hall is more than able to withstand the damage from two
units).

Now, take your Warriors back down south, and summon Windwiz. Take him up
to the central land bridge going up north (where your Warriors just came from),
but don't go any further. Instead, head east very slowly from here, and you'll
run into a guard of a Knight and an Elven Archer. Lace them with area-effect
tornados, and once they fall in battle, bring one of your Goblins up north to
Windwiz, and use him to repair the two halves of the bridge.

Assuming control over Windwiz once more, head up onto the bridge, and
you'll find two Elven Archers guarding the bridge on the other side. Take them
both out in a one-two attack, then continue on. You'll come up to the Main Hall
being guarded by a Tower on each side and a force of four Knights, with three
Elven Archers behind them. Sentence the seven Humans to death by casting three
successive tornadoes in between the two center Knights and right below them; the
Elven Archers will fall after the second tornado, and the Knights will fall in
turn after the third. Hold onto Windwiz for just a bit longer; go and get close
to both Towers (making sure to stay out of the line of fire of the other Tower
and the Main Hall), and cast a direct attack on both, then take Windwiz back to
the Temple. However, if you think you have enough health to last another direct
attack, this time against the Main Hall, then you may do so, but make sure to
save first.

Anyways, after the fact, take all of your remaining Warriors (try to get
the number to at least four if you don't have that many), and then head up the
right road up to the Main Hall, and strike the heart of the Human base. The Main
Hall should fall without any problem, even if you didn't already damage it or if
you don't have Smithwiz around to help you. Once that's done, there's only one
thing left to do; rescue Chief Zog.

Pretty much exactly north of the Temple is another bridge that's out.
Grab one of your Goblins (the one who worked on the other bridge, if he's still
idle and MIA status among his cohorts), and take him west to repair the bridge.
Now, drag out Windwiz from the temple for yet another round of dueling with
dragons, and head north. Once you hit the bridge, go across VERY SLOWLY. You'll
come across a Dragon, and when you do, back away goddamnit. Now start blasting
him with dozens, scores, grosses of area-effect tornadoes until he falls to your
wind magic. Take care of the Elven Archer just above where the Dragon formerly
was, then head up a bit more to take care of another Archer.

Continuing with Windwiz, go up onto the wall. Ignore the Knight to your
left, and instead look to the north, where you will see a Knight on the ground.
Haze him with a trio of tornadoes, then pursue your path north a bit further,
until you find an Elven Archer on the stairs. Take him out, then go onto the
second set of stairs back onto the battlement. Go left, and you will finally
rescue Chief Zog on the northwest corner. Take Chief Zog and Windwiz back with
you through the path that you have just cleared, and go to the Temple. Once Zog
has made his way safely back to the Temple, the mission will have been won.

Supplement Wizards

Windwiz (He will disable the soldiers guarding the central route for
your Warriors to go up the land bridge and take out the Tower
and two Barracks, he will wipe out the entire battalion and
the two Towers guarding the Main Hall, and lastly, he will
take out a Dragon while clearing out a route to the captured
Chief Zog.)

Scrolls: "Dragons are invulnerable to...", "To make selected soldiers guard...",
"The bridge has been smashed!...", "This scroll has a deck of...",
"Planning a large assault?...",

Other: POKER scroll, 200 Gold Chest x2

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Briefing

While searching for the Temple of the Spider Queen, a Goblin scout team
has become lost in the Sand Canyons.

The Humans have a base nearby where they are holding a WIZARD prisoner.

Chief Zog orders you to locate the Temple and rescue the WIZARD from the
Human base.

Objectives

Find the Temple of the Spider Queen


Return the Wizard to the Temple

Strategy

Start off by heading up and brushing the left edge of the map. Once you
see footprints, follow them until you see a Guard Tower to the northwest. Once
you get here, take great precaution in your steps, and instead of gathering your
whole force at once, take two men at a time, making sure to save each time so
you can intervene if you get sighted.

With each pair, head right from the Guard Tower, and stick to the top to
dodge sight of the Tower and Knight who'll shortly be below you. Once you get
past them, go down to the cliff right below that, as there'll be a Knight and a
Tower above you. Once you get past both sets of Knight and Tower, continue
following the tracks until you come to one of your own Brawling Pits. Now, head
north from here, past a small forest, then go north through the small path
through the mountains to find the Spider Queen. The Temple is to the left and
north of the Spider Queen, and there is a 200 Gold Chest to the right of the
Barracks, and another one to the southeast of the forest.

Now, train two extra Warriors at your Brawling Pit, and bring your other
two Warriors to meet them. Now head south from here, and you'll run into a small
force of two Knights and an Archer; dispose of their token force (where you'll
likely use a Warrior in), and then take the dragon egg and hatch it. Once done,
take the dragon back to the Spider Temple, then regroup your Warriors just west
of the forest, and replenish your ranks to four.

Now, once the Dragon is grown up, it's time to make a frontal attack.
Sacrifice one of your Goblins by sending him west from the forest, and you
should find a defense line of two Guard Towers and four Knights. Now, send your
four Warriors to start fighting the Knights, and use the Dragon to take care of
the Towers. Although you'll likely lose most or all of your Warriors in the
fight, that doesn't matter at the moment, so long as you've achieved the
objective of clearing this defense line. With your dragon, continue west from
here, shooting flames at the Knights, but DON'T GO NORTH; a Human Main Hall lies
north, and you don't want to go destroy it at all this mission.

Eventually, the west side of the map will come up, and you'll discover
the wizard for this map. However, he's trapped behind some spikes, so bring in a
Goblin to help dig up the spikes and rescue the Wizard. With that accomplished,
there is no need to destroy the Main Hall; instead, all you merely need to do
now is take your Wizard back to your temple to win the mission.

Scrolls: "These tracks were made by our...", "Are you scared of spiders?...",
"You'll need more than a few...", "You've found a Dragon's nest!...",
"Hey! I've been locked up for...",

Other: 200 Gold Chest x2

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1bg. P L A G U E 1BGPL
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Briefing

There has been an outbreak of Blobby Pox - a fatally contagious


condition spread by contact with the infected.

Only one person is immune to the virus - a Wizard held in quarantine at


the Human stronghold of Elbo in the north woods.

With a handful of Plague survivors you must rescue the Wizard and use
his powers to spread pox among the Humans. None must escape the infected fort!

Objectives

Rescue the Wizard


Wipe out the Humans

Strategy

First and foremost of all, this mission is in no way a mainstream


mission of trading back and forth military blows. Instead, you are going for
stealth and infiltration on this mission; as such, start Plague off by grabbing
one of your Goblins and going left of the Tree Lair to get a 200 Gold Chest,
then head north from that location to attract the attention of a Knight. Once he
begins to follow you, head back down to the Tree, and the Knight should break
off to attack the Tree. Once he's dead, do the same strategy with the Knight
guarding the stairs to the upper-right.

After the two Knights are dead, the Tree will more or less likely have
been damaged a great amount. To take some caution, repair it as much as you can
with your current resources, then grab a hold of your four Goblins. What are we
going to do with them? We are going to employ a strategy that keeps any incoming
troops from getting to the Tree. Put one Goblin in the MIDDLE (not the right
side or the left, but the bloody MIDDLE - don't leave a full square of space
that a Knight or Archer can walk through) of each staircase, then put two in the
central path to block up any more enemies.

With this accomplished, take your left central Goblin northwards very
precariously, making sure not to attract attention from the Knight above the
picktrap. Instead, walk left and hit the trap using your axe - if done
correctly, the Knight to the left of the trap will run into the trap just as it
clamps shut, killing him. Now walk the Goblin back to the center to clog that
area up, then turn your attention to the Goblin on the left staircase. Escort
him up the stairs and along the small wall to the staircase at the end, then
head a bit more north, and you'll meet up with Poxwiz.

Since the Goblin's mission is accomplished, send him back to the first
staircase, then take over with Poxwiz. Head up and right from here, and infect
the Knight from the side - doing so will infect him with the Pox, and when he
sneezes, he'll die and affect anyone else, friend OR foe, whom happens to be in
the vicinity. And if the soldiers are close enough together, it'll just turn
into a chain reaction. However, in the first Knight's case, he isn't close
enough to his pals to cause the reaction, so continue on and infect the Elven
Archer right above the picktrap, and the Knight straight right of the battlement
tower.

Once both are dead and they've sparked a long chain reaction, head up
the upper stairs. Loop around the Barracks and head east to find a Knight
guarding a second center Barracks. Infect him, and then continue on to find a
Temple. Quicken the infection rate with one of the Knights near the Temple, then
keep back until further notice. Once all those whom were formerly guarding the
Barracks and Temple are dead from Pox, summon Windwiz from the Temple. Use
Windwiz to haze the three Barracks and fast, as doing so will cut off the flow
of reinforcements from the Humans. Once all three structures have fallen to the
ground, take out the Farm to the left of the Barracks and the three Farms south
of the Temple, and then go and send Windwiz back to the Temple, then take Poxwiz
south of the Temple.

Down here, send Poxwiz down the far east battlement. Loop around
clockwise, and when you get to the end, go and infect the last remaining Elven
Archer down here. If their is still a large force of Humans trying to get their
way through your Goblin barrier, then go and infect them now; you'll lose two
Goblins, but once they're dead, you'll have ensured your victory. Sure enough,
once all the Humans get the Pox and die as a result, the mission is yours.

Supplement Wizards

Poxwiz (Poxwiz will infect a number of Human soldiers within their


fortress walls, thus causing a chain reaction of infection that
will ultimately bring death to nigh upon every Human in the
mission.)
Windwiz (Poxwiz cannot attack buildings, and it is dangerous to take up
your Goblins to the north to try and pickaxe them into
destruction. As thus, you need a Wizard who is naturally
engineered for destruction, and Windwiz fits the bill
perfectly for this mission.)

Scrolls: "Workers can demolish enemy buildings...", "Mind the traps - just...",

Other: 200 Gold Chest x1

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Briefing

The Humans have found our secret refuge, deep under the Ash Mountains. A
WIZARD has been captured and the Temple has fallen into the hands of the
looters.

Chief Zog orders you to wipe out the invaders and return the Wizard to
the Temple.

Objectives

Return the Wizard to the Temple


Wipe out the Humans

Strategy

Start the war off by taking both of your Goblins north. One of your
Goblins should go into the underground gold mine to the northwest of the Main
Hall, and the other should go straight north until you run into a gate. Here,
break open the gate, and ignore the Elven Archer that will probably come
through. Instead, continue heading up, grab the two chests of 200 Gold, and then
use your Goblin to damage the Barracks until it falls.

Take your Goblin down now and head left and north of the gold mine. Grab
the 200 Gold Chest that appears without any difficulty to spot, then continue
slugging your route north until you approach some mushrooms. Set your Goblin on
cutting these mushrooms down, then train another Goblin back at the volcano
lair. Once he's done, set him on cutting mushrooms as well, along with the
mining Goblin who's likely by now exhausted all the gold there is.

Once you have 40 Fuel, take one of your Goblins and build a Brawling Pit
north of the Lair. Train four Warriors here, then take them through the route
where you downed the gate. Head up and then right, and you'll run into a Guard
Tower; take it out quickly. Once it's been destroyed, head up a bit and take out
a Human Farm, then go south from here to take a lone Knight out guarding the
second entrance to the North.

With this newly accessible area open, grab all three of your Goblins,
and send two of them to the gold mine in the north. Take the third one, head
east of the mine while keeping him up towards the top wall, and use your pickaxe
on the gate in the northeast corner to rescue the Wizard for this mission. Now,
using your Warriors, go south from the Wizard and clear out the two Elven
Archers, while picking up another 200 Gold Chest to help your funds. Now head
straight south from here, going through another large room and into another
crevasse, and you'll finally come to the Temple for this stage with a fifth 200
Gold Chest for your worries.

Take your Warriors, and retreat back one room. Head a very long way
west, past all the empty room and the Lair, until you finally hit the far west
side of the room. Head south from here, and you'll wander upon two Knights
taking watch o'er a Farm. Take both of the Knights out, and then destroy the
Farm with your remaining one or two Warriors. Grab the 200 Gold Chest to the
left, and the head southeast of your current position for another 200 Gold
Chest. Go to your Brawling Pit, and train four or five Warriors to reinforce
your men.

On the eastern front, summon Icewiz from the temple. Go west, and turn a
Knight into a snowman. Continue on a bit, and you'll find another Knight. Once
he encounters a case of frostbite, move over a bit more to the left to spot a
Tower, then grab the 200 Gold Chest and head back into the Temple. This time,
replace Icewiz with Windwiz, and go and attack the Human Guard Tower with a
direct tornado attack.

Once the Tower is done for, inch your way the slightest bit more west,
and you'll spot a Dragon flying over top a Barracks. Retreat, and start a
barrage of area-effect tornadoes at the Dragon, until he finally falls. Sic
Windwiz on the Barracks now, and at the same time, grab your five to seven
Warriors in the west and move them east to take out a Knight and a Guard Tower
successively. Once the triumvirate of enemies are dead and destroyed, you should
win the mission (unless the rescued Wizard is not yet back at the Temple, in
which case you need to bring him down in order to win).

Supplement Wizards

Icewiz (Icewiz will be able to eliminate two Knights on the bottom


right-hand side of the map that will allow Windwiz to go on
his path to the Tower and Dragon unharmed.)
Windwiz (In conjunction with Icewiz, Windwiz will take out a Guard
Tower
from the east on the bottom part of the map, then his area
effect attack will come in handy in taking out the dragon.
Lastly, he'll finish off by destroying the Human Barracks that
the Dragon was guarding.)

Scrolls: "These giant mushrooms look...", "Destroy FARMS! The loss of food...",
"Hold down the B Button to...", "This gate is locked, but a..."

Other: 200 Gold Chest x9

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1bi. E L V E N F O R E S T 1BIEF
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Briefing

Our scouts have advanced into Elven territory setting up a secret base
deep in the Forest of Lorin.

Elvin trackers have noticed our presence and the base is now surrounded
and in great danger.

Chief Zog orders you to oversee the defenses and prepare your troops to
strike at the Elven heartland.
Objectives

Wipe out Enemy Units

Strategy

Although there are two mines instead of one in Elven Forest (an oddity
in itself), send your three Goblins to the visible northwest one first, as the
southeast one is guarded by some Knights. Once you've sent the Goblins on their
merry way, gather up your three Warriors, and go to the Temple. Head on a
beeline straight north of the Temple, making sure to dodge the eyes from the
East, and you'll see a Human Farm to your right. Make sure to attack the Farm
from the west and the west ONLY, so as to dodge the possibility of being
sighted, then head back down the Tree Lair.

Now, take one of your Goblins and sic him on cutting down six pieces of
wood, and direct your Warriors to eliminate the Elven Archer to the left of the
bottom left forest from the Tree so that you don't get bothered for the moment.
After your 60 Fuel has been collected, build a Brawling Pit and a Farm, and
train two extra Warriors for the moment. With your entourage of five, go through
the right path between the two large forests, then head down to the bottom of
the second mine and kill the Knight.

Now get near the Farm, and you'll attract the three Knights around you,
so send two Warriors each (and one on the last one) to take them out. Once
they're done for, eliminate the Farm, and then head south to take care of one
last Knight that is guarding a Dragon's egg. Once you've hatched the Dragon,
send him up to the Tree by going north to the second mine, and then going left
to the Tree, and then pit your Warriors on the two Barracks that are in the
surrounding area; one to the south of the dragon hatchery, another to the far
east of the hatchery bordering the map corner.

Now, take your Warrior army up to just south of the mine, and take your
Goblins (who are likely done with the first mine by now) on a brief lumber-
cutting mission, build a third Farm, and then send them off to the second mine.
Back to your Warriors, train another four Warriors along with replacing the lost
members of the five you sent out on the last offensive, and bring the Dragon in
to help you. Strike a beeline straight north from the second mine, and you'll
run into a Knight guarding the Human Main Hall. Take care of both of these
pests, then mop up with the force of four Knights west of you. Leave one Warrior
behind, and take everyone else and pitch out a path going west.

Keep to the top forest, and you'll be rewarded with a Farm to destroy.
Head south and left a bit more, and you'll come across a Tower. Destroy it with
your still capable army of Warriors and a Dragon, then continue west to come
across another Farm. Take care of the two Knights that are guarding the Farm to
the left and south, then go up and smash the second remaining Guard Tower. With
any defensive forces in the area wiped out, destroy the Barracks and the Farm.

Back at the Warrior you left near the Main Hall, examine the half-way
point between where the Main Hall formerly stood, and the Temple. Roughly at
this half-way point is an Elven Archer, so go and dispatch of him. Now head back
to the position of the wrecked Hall, and head east to find a Barracks. Destroy
it, then head right to the end of the map, and head up to find a chest of 200
Gold next to the wall. Head left now to the staircase entrance to the wall, go
up, and head right to rescue the wizard for this mission.

Back to the Dragon and Warriors, head south with your remaining forces,
and eliminate a Knight and Elven Archer that will be in your way until you can
relink back up with home base by merely going right. Instead of going there,
however, instead reinforce your decimated troops with enough new Warriors to
bring the number up to six. Also send a Warrior left, and you'll spot a
multiplayer map scroll, so grab it right now.

Start your final march south now. Ease off the dramatic effect long
enough to grab a 200 Gold Chest, then continue on. Your first trio of opponents
will be three Knights standing around the bottom side of a lone tree, guarding a
Farm. Take care of them one at a time if you can, then destroy the Farm; in
doing so, you will attract the attention of the other two Knights around. Once
the five Knights in the southwest corner have been slain in battle, you have one
more trio of opponents to face; three Elven Archers, direct west from here.
Follow lead west, and you will run into the archers. Take care of them while
trying to grab the 200 Gold Chest at the same time, and if you followed
directions right, they will be the last enemies; thus, with them, the entire
Human Army on this map has fallen, and you win.

Supplement Wizards

Smithwiz (In this mission, Smithwiz will be especially helpful; you'll


have three heavy-duty strikes with a pure Warrior force, in
the strike against the guards of the Dragon's egg, at the
Human Main Hall, and clearing the northwest corner of Human
oppression. Additionally, after that, you'll be doing some
more mop-up work south, thus the need for Smithwiz.)

Scrolls: "Workers can repair damaged...", "Baby dragons should be kept safe...",
"Scouts report a wizard is being...", "To complete an unfinished...",

Other: Multiplayer Map Scroll, 200 Gold Chest x2

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1bj. D A R K T I D E S 1BJDT
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Briefing

Under the cover of night we have massed a huge army on the borders of
the Human Lands. If we can strike swiftly to crush their main line of defense
the tide of the war will be turned forever.

Chief Zog assigns you to oversee this momentous attack from the depths
of a Giant JubJub tree. On no account must this command center be allowed to
fall to enemy attack.

Objectives

Wipe out the Humans


Destroy the Human Main Hall
Defend the Tree Base

Strategy

Summon any one of the wizards Brickwiz, Smithwiz, and Poisonwiz right
after the mission starts (preferably Smithwiz), as well as Sweatwiz then bring
the back three squadrons of Warriors and Skeleton Archers forward to help aid
the front fighters, along with the Dragon.

The next major two moves are to take a small amount of your front forces
down and east, and take your Goblin directly east of your northern Guard Tower;
in both cases, you will wander upon Human Farms. Eliminate them both to stop
some of the Human reinforcements. You WILL overshoot the southeast farm, so look
for it, then restart the mission so you know where to look next time. With the
Goblin, after you're done destroying the Farm, head right some more, where
you'll find some Barracks - three of them, in fact. Destroy all three relatively
quickly using the Sweatwiz effect, and the enemy will have been damaged pretty
big time.

After, take a gamble (and a save), and walk the Goblin south. You'll
find a group of three more Barracks. Take care of the top two Barracks, while
still evading enemy attack, and then take the detachment down south east a bit
more; you'll wander upon a Farm and another Barracks. Destroy the Farm quickly,
then turn your efforts to the Barracks. After, grab the set of 200 Gold Chests
to the south and north of the former Barracks, then head back west and go north
to destroy the remaining Barracks the Goblin couldn't get thanks to the tower
northwest. After the Barracks is destroyed, turn your attention to the Guard
Tower nearby, and go and destroy it. Head a bit more north, and destroy the
second Guard Tower.

Now, there should be a very small stream of enemies still coming at you.
Go up to the northern wall, and head around to the top of it using a crevasse at
the northwestern end. Follow it through with your Goblin, and you'll find a
Barracks. Destroy it, then look a bit more at the eastern edge of the map to
find one more Human Farm. Destroy it, then take your Goblin back to the Lair.

From the north BEAST Guard Tower, go right and then up, and you'll find
a path headed north. Head up to the top, and you'll run into a split. At this
crossroads, go left to the end to find a dragon's egg. Hatch it once you spot
it. Although you likely won't need another dragon for the rest of the mission at
all (unless your current dragon really sucked), it'll still be tallied on at the
end of the mission and put into your Army Stocks. Now, head all back to the
crossroads, and this time around go all the way to the right. Near the end, you
should see a Wizard standing just a bit above you, so go up to him and you'll
get the Wizard for this stage.

Back at the ranch, gather up all your main forces in the area where the
two Human Guard Towers formerly stood as sentinels. Once you can get them all
within your cursor's selection grip, start moving forward to the right, and to
the Main Hall. With the amount of firepower you should still have left, then it
is very likely that you'll take out the Main Hall with ease. Once it's been
destroyed, do a minor mop-up in the area by slaying all the Elven Archers on the
battlement arches above and below you, and after that, that should be the last
of the enemies on this stage; and thus, you win.

Supplement Wizards

Sweatwiz (He will speed up your Goblin to an insane amount of movement,


and with this great extra burst of speed, your Goblin can go
and tear down enemy buildings faster than a Warrior or
Skeleton Archer could, and he can run away a lot faster when
he needs to, especially being able to dodge arrows because
where the arrow hits, he isn't there anymore.)
Smithwiz (At the initial barrage of Humans at the start and for the
duration of the mission, the Warriors will be your main line
of offense while the Skeleton Archers stay behind and shoot
from afar, so having Smithwiz out to keep your defense up can
and will be a real help.)
Poisonwiz (In case of a lack of Smithwiz, Poisonwiz is your next best
wizard to summon out at the beginning of the mission. With
Poisonwiz around, enemies won't last quite as long, as they
receive more lethal doses of damage from any arrows that
they get in the way of.)

Scrolls: "This firewood is primed to ignite...", "You can assign selected...",


"To recall an assigned team...", "Destroy FARMS! The loss of food...",

Other: 200 Gold Chest x2

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1bk. D R A G O N T R E E S I E G E 1BKDS
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Briefing

The Humans have besieged our Tree Base in the north woods. Only a line
of towers and a Lone Dragon remain to defend it from attack!
Use the Dragon's advantage of flight to wipe out the Human forces before
they break through to the tree.

Objectives

Wipe out the Humans


Defend the Tree Base

Strategy

It's needless to say that, at the start of the mission, you should
DEFINITELY summon Brickwiz if you have him, and Smithwiz as well. If not, you'll
have to settle for some miscellaneous wizards that can still delay the Humans
once they break through.

Once you've started summoning your first Wizard, take your Dragon to the
Temple, and head straight south past the water. On the other side, you should
see an Elven Archer standing guard. Strike diagonally from him while still
staying above the water, and he should be unable to shoot you. Once he's
finished for, go and destroy the Barracks that was right underneath him, then
take care of the other two Elven Archers that are around this area. Once they
are both dead as well, destroy the Farm they were taking care of.

Now, with your dragon, go down to the bottom of the map, then head west.
You'll come up to another Human Farm. Destroy it, and then approach an Elven
Archer guarding the Farm from the west, and slaughter him. Don't go up just yet;
instead, head all the way to the bottom left corner of the map, where you'll
spot your wizard, then head up the left edge of the map. Take the time that you
have to destroy another human Farm, go up a bit to slaughter an Elven Archer
that's too close to you, then strike from the bottom-right corner at the
Barracks until it's been destroyed.

Take care of the two Elven Archers that were next to the Barracks. Once
they've been killed off, head up and around the bottom two remaining Archers,
and near the line of your Guard Towers, you'll find another set of a Barracks
guarded by two Elven Archers. Take care of these people and structure as well,
and you'll be almost done the mission.

Unfortunately, your Dragon cannot rescue the Wizard. Instead, take the
Dragon back home, and guide your three Warriors out of the Tower line (if all
three are standing, there's a crack at either end you can move through). Strike
your path southwest, stay as far West as you can, and ignore the Elven Archers
when they try to shoot you; instead, continue on to rescue the Wizard, and THEN
turn around and slaughter the two Elven Archers. With that, they are dead.

Supplement Wizards

Smithwiz (Allows your Warriors at the beginning of the mission to hold


off against a much greater influx of Human troops, and then
throughout the mission)
Brickwiz (Strengthens your two Guard Towers so as to allow you to deal
with more Humans)
Poisonwiz (Especially grants more power to your Skeleton Archers, which
can be imperative to winning; with more strength, you can
fell many more Humans in a lesser timeframe, resulting in
less casualties on the whole)

Scrolls: None

Other: None

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1bl. S N O W B O U N D 1BLSN
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Briefing

Our forces at Gamzak Fort are under heavy attack. Scouts report that
enemy supply FARMS are located in the southeast.

Destroying the FARMS would prevent our defeat and allow time to build a
strike force to crush the Humans!

Objectives

Wipe out the Humans


Destroy the Human Main Hall

Strategy

As quickly as you can, go and start summoning Sweatwiz from the Temple.
Once the procedure has started, set two of your Goblins on mining, one of your
Goblins on cutting the forest to the southeast, and bring a Warrior and Skeleton
Archer to defend the Lair from the west. Now, grab your last remaining Goblin,
and go south from the Temple. When you hit a coast wall, go down to the right,
and when you're at a small opening between the water and the forest, go around
the top side of the forest, and you'll find a Farm.

Now, very, very, VERY carefully attack it from the northwest corner.
Why? There's a Dragon and Elven Archer to the east, and if you move an inch more
over, then you'll be within their sight, and goodbye Goblin; as such, save
before you attack the Farm. Once you pull it off, head back to the coastline and
go around to the left. When you see a Knight along with a Tower just above you,
go straight left until you come near a Farm. Destroy it as quickly as you can,
and get the hell out of there if you HAVEN'T been spotted; if you have, just
sacrifice yourself for the time being discovering as much area as you can.
With the Humans down two Farms, they won't be able to train any new
soldiers for the time being until you dwindle their numbers now. While you
rebuild from their temporary offense, go on your own offense again. Take one of
your Sweatwiz-powered Goblins, and head directly east of the Lair until you come
to the coastline. Go up, sticking to the coastline, until you're blocked off by
a tree near the top. When this happens, look a bit more to the West, and you
should see a Human Barracks unguarded from your side. Go and tear it down, then
take the same path going back to the Lair.

Now, summon out Windwiz from the Temple, and head north. Go up a bit to
the footprints, but instead of heading right along with the footprints, instead
head left. You will soon come across a Guard Tower being guarded by three
Knights. Area effect the first Knight, then go underneath and area effect the
second Knight. In this case, it'll be a lot more difficult, since you need to
try and stay out of the Guard Tower sight, but you can do it. Once the second
Knight is dead, blow up the Guard Tower with a direct tornado attack, then
eliminate the third Knight.

Look a bit more west, and you'll see another Elven Archer. Take him out,
and then head north to find a Human Farm. Destroy it with a Direct Attack
Tornado to set the Humans back one more Farm, and then turn your attentions to
the Barracks just south of you. Now, save your game, and move ever so slightly
left. When you see a Dragon's wing, retreat. That's right, it's a Dragon. As
always, you'll want to repeatedly hit the Dragon with area effect tornadoes
until he finally goes down. Once he does, continue on left and go up the stairs
that the Dragon was guarding to rescue the Wizard for this stage. Take them both
back to the Temple.

By this point in time, you should have more than enough resources to
start a major strike against the Humans. Build a Brawling Pit just somewhat west
of your Ice Lair, bring over your current soldiers, and build an extra two Farms
to accommodate your new men. Now train until you have nine Warriors and seven
Skeletons, gather their ranks into a single group, summon Smithwiz and Poisonwiz
if you have them, then head west. You'll find a pair of Elven Archers with a
Tower, guarding a Farm. Take out the Tower first, and then turn your attention
to the Archers, and swat them away much like you would a fly, and then end it
off by destroying the Farm.

Reorganize your group once more, then head directly south. You'll run
into a group of three Knights and an Archer surrounding a single Barracks. Take
care of them as quickly as you can, making sure not to draw any attention from
elsewhere, then head south to find a Main Hall and a Dragon; split your Warriors
and Skeleton Archers up, and send the former to destroy the Main Hall while the
latter slays the Dragon. After you're done, your forces should likely have been
eradicated greatly, but you probably still have enough firepower left to make
one last great strike east.

First, ring yourself around the south side of the remaining Barracks,
and attract the Knight to the right of it and gangbang him. Once he is dead for
the record, go and attack the Barracks, and you'll attract another Knight right
underneath one of the Guard Towers. Gangbang him as well, then go and attack the
Guard Tower he was next to. Once that's done, there's a Knight and a Guard Tower
left; destroy them both, then smash the Barracks.

Now, take all your forces back to the Brawling Pit, and make a count.
Have at least five Warriors and six Skeleton Archers, as we need to do some mop-
up work. Take your Archers to the southeast forest where we destroyed the first
Human Farm of the mission, and you'll run into a Dragon and an Elven Archer.
Focus on the Dragon first, and once he's down for the running, kill the Archer.
With them both out of the way, destroy the Barracks to the right of the former
foes' position, then send an Archer going up along the east edge of the map
until you come to a 200 Gold Chest.

With the Warriors, head to the northern point of your base, where the
footprints start and you have a Guard Tower. Go along this path, and you'll come
to a token resistance of two Knights, a Guard Tower, and an Elven Archer. Focus
on killing one enemy at a time, and once they've all fallen, that's the last of
them, and that's the mission.

Supplement Wizards

Sweatwiz (By summoning Sweatwiz, you can use your Goblin to great
advantage and take out two Human Farms before they barely
have the chance to strike, thus cutting off more newly
trained reinforcements from the Barracks, and giving you the
time required to make a comeback.)
Windwiz (Windwiz will eliminate most of the northwestern segment of
enemies, along with slaughtering a Dragon and bringing down a
Guard Tower, Farm, and Barracks, as well as rescuing the
wizard for this mission.)
Smithwiz (When making your large strike against the Main Hall later on
in the game as well as the northeast outpost, your Warriors
will have a lot of abuse to endure; thus, with Smithwiz out,
the Warriors will last a lot longer on the battlefield.)
Poisonwiz (You have not one but TWO Dragons to eliminate, a third one
if you decide to kill the one in the northwest with Archers.
Having Poisonwiz on hand will allow you to deal more damage
per arrow from the Skeleton Archers, taking care of the
Dragons much quicker and minimizing the total damage that
is done to you.)

Scrolls: "To speed up building and...", "This trail of footprints was...",


"Scouts report a wizard is...",

Other: 200 Gold Chest x1

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1bm. A Z A R E L ' S C A S T L E 1BMAC
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Briefing

At last, our scouts have sighted the walls of Azarel's castle - the last
refuge of Humanity. All that remains is to prepare for the final assault.

Victory is now within our grasp, but let us not underestimate the
Humans. Their loyalty to Queen Azarel will ensure they resist until the bitter
end...

Objectives

Wipe out the Humans


Destroy the Human Main Hall

Strategy

Start your last mission of the game off by sending two Goblins to cut
down wood, and the other two to start mining, and summon Sweatwiz to give them a
boost in speed. With the foundation for your to-be army laid, grab your four
soldiers, and pitch a beeline west without going a centimeter south or north.
When you see coastline, you're getting close, but keep your sabbath in a
straight line. Eventually, you'll spot a Dragon's egg; go and hatch it, then
send the Dragon back to the base.

With your Warriors and Skeleton Archer again, head north now, grabbing
the 200 Gold Chest that you'll spot next to a tree, and continue on until you
spot a wall to the north. Go a bit to the right now, and look for the center in
between the two battlement arches. Send two of your Warriors through (your only
opposition will be an Elven Archer on each side that can't even shoot you from
this distance), and destroy the two Barracks that block your progress. Once
you've broken through, rescue the Wizard for this mission.

After that's been done, go up the battlement, and head to the left side
to kill the one Elven Archer. Go to the right side as well, but this time, DON'T
go along the wall that leads right; ignore it for later, as you don't want to
head into that area. Instead, had back to the wizard, regroup with your other
Warrior and Skeleton Archer, then hatch the second Dragon. By this time, Humans
will be attacking your base, so hurry back by going southeast from the second
hatchery, as your lone Dragon won't be able to eliminate enemies that quickly.

Once you get back, take Poxwiz out of the Temple. Go left and stay to
the left side of the Beast Farm you have, and go down and left. You should
wander upon a Knight soon. Infect him with the pox, then run off; if he stays
right where he is, then go back to the Temple, but if he follows you, circle him
around the nearby lone tree so that when he sneezes, he infects his fellow
soldiers in the proximity. After, put Poxwiz back in the Temple.

Now, wait for about a minute or so, then grab your Dragon and the three
Warriors, and head down to the camp that Poxwiz just infected. Right away, you
should notice a Guard Tower above the Human Farm, so take that out, then head
left and down to take out a second Human Guard Tower. With the pesty defense out
of the way, destroy the Farm, thus cutting off Human supplies, then head left
and destroy the Human Barracks. Send a Warrior a bit more left to the forest
borderlines, and grab a 200 Gold Chest for your troubles.

Summon Windwiz from the Temple once you've sent the Warrior-Dragon force
back to the Lair, and go straight North from the Temple. Eventually, you'll spot
a Guard Tower and a Knight next to a staircase. Back off a bit, go to the left,
and approach the Guard Tower from the left side so you cannot distract the
Knight's attention. Thrust a tornado straight at the Tower, and once it's down
for the count, head back to the temple. DO NOT, I repeat, DO NOT attempt to try
and destroy the Tower to the east. Why? Because the Tower will have blocked off
a number of Knights and Elven Archers that tried to come from a Barracks through
that path, and if you destroy it, they'll be able to break through, and the
barrage of Barracks-men will restart.

Instead, grab the Goblins that are on Fuel duty right now, and train a
third Goblin to join them. With their Sweatwiz-enhanced powers, march through
the front entrance straight north of the Lair, and dodge the Knights until you
get to a Farm. When you do, destroy it as quickly as you can, and then head
straight west from here to another Farm. Destroy it as well, and that'll be ten
men that the Human Army won't be able to supply; thus, you kill about eight
enemies or so before they will be able to train any more new people.

With that in mind, summon Icewiz (or a similar wizard) from the temple,
and head left of the Ice Lair, and straight north to where a Guard Tower
formerly was. Give the Knight that was guarding it a case of Frostbite, then
head upstairs and turn the two Elven Archers into snowmen. Head left, and then
go up to another two Elven Archers. Take them out as well (don't be afraid to
exchange wizards if you have to; key rule of Warlocked is to NEVER lose a wizard
in battle), and in the process, you'll have gained some sight into the castle
stronghold.

Now, take Icewiz back to the Temple and summon Stealthwiz. By this time,
the mine should've been exhausted, so take one of Goblins on that duty, and
stealth him. Send the Goblin up the causeway that Icewiz has just cleared for
you, and go around until you get to the last corner that Icewiz had iced out.
Head a bit more to the left, then go down the staircase. Since you're stealthed,
you're free to explore the castle grounds, so do so and you'll know where to
strike once you've gathered up your forces. After you're done, go to the Farm at
the east end of the castle grounds, and strike it from the east side so as to
not attract any attention. Once the Farm is done, go and 'cide the Goblin on a
Barracks.

Now, with your remaining Goblin, build a third and fourth Farms, then
build a Brawling Pit. With your available resources, build a great army of ten
Warriors and eight Skeleton Archers. Bring out Smithwiz and Poisonwiz if you
have them, and keep them in the right position. HOWEVER, before you start
striking, take out Windwiz and go to the right of the Ice Lair, and then head
North to eliminate a Knight with area-effect tornadoes, then destroy the Tower
with a Direct tornado. Once you've done it, the Barracks-trained men who were
blocked off by the tower will run to your Ice Lair, only to get bitch-smacked by
your own army.
Now, head north, and eliminate the lone Knight that's in the middle of
the entrance area. Once he's done, head west and kill two more Knights in the
corner, while ignoring the Elven Archer fire on the battlements until you can
get your Dragon to kill them after taking care of the Knights. With them cleared
out, do a temporary regrouping, then head north and destroy the Tower; in the
process, you'll encounter the attention of the Knights and the Dragon, so rush
your Warriors forward. They'll automatically fight the Knights, so take the
Skeleton Archers with your own Dragon and kill the opposing Dragon.

Once the bloodbath is drawing to a close, quickly grab three groups of


your own men and assign them to destroying each Barracks, without drawing
attention from the west. If you leave the Barracks alone too long, then new
Knights will come out of the Barracks, so eliminate them quickly, while making
sure that your own army does NOT fall into a mess. Before you begin to organize,
take your Dragon east and kill the lone Knight on the battlement, for good
reasons.

Now, grab your Skeleton Archers and Dragon and put them slightly behind
the Warriors, and get the Warriors into one group. Once this has been
accomplished, grab the Archer/Dragon group and throw it at the enemy Dragon
guarding the Main Hall, and take your Warriors and fight the Knights. If you
time it right, the two parties should reach their enemies at the same time. Once
the last battle rings out, ignore the two Guard Towers; once you've eliminated
all the remaining Knights, the Dragon, and destroyed the Main Hall with your
remaining Beast forces, you'll have won the mission and the game due to
fulfilling all objectives.

Supplement Wizards

Sweatwiz (Using Sweatwiz will not only allow you to harvest your
resources much faster to prepare for the inevitable final
clash with the Humans, you can also use him to send in some
guerilla warfare Goblins that will destroy enemy buildings.)
Poxwiz (Poxwiz will infect a single Knight in the camp southwest of
your main Base, and, in doing so, the pox will spread
throughout the entire outpost, allowing you to descend on the
camp and eliminate it.)
Windwiz (He'll aid you by destroying the Guard Tower on either side of
the entrance to the Human fortress, albeit it being at
somewhat different times for the two sides.)
Stealthwiz (He'll give your Goblins the temporary stealth that they
will require to sneak into the Human Base, separate the
Fog of War away, and then take out a few vital Farms in
the base so that the Humans can't throw new men at you.)
Icewiz (Using Icewiz will allow you to clear out a path that leads to
the Human Main Hall, and takes away possible Elven Archers that
may have had the chance to attack your army while you invade
the castle.)
Poisonwiz (For your final breach against Azarel's forces, you'll face
off against TWO Dragons; as such, you'll want the power of
Poisonwiz to increase your offensive damage against the
Dragons before they eliminate everyone who can damage them.)
Smithwiz (The final strike against the Humans will involve a lot of
your Warriors, so bringing out Smithwiz shall ensure that
you get a lot more bang for your buck in finally taking out
the Humans.)

Scrolls: "Yuk! It's dragon's dung! If...", "If you already own an adult...",

Other: 200 Gold Chest x2

Congratulations! You've won the game! I hope using the information presented in
this FAQ has given you helpful insight into how to play Warlocked with advanced
strategies and using your Wizards, so if you want, you can go and play the
campaigns on your own strategies.

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2a. C O N T R O L S CTRLS
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The Main Menu

When coming up onto your screen, you will have five options available.

Play
----
This will open up your regular campaign file. From here, you can choose
to play the next scenario in line, load a saved game in the middle of the
battlefield, replay a mission, or change sides.

Play
----
Choosing this option will give you the mission briefing on the first
undefeated available mission of the side you're fighting for. For example, if I
had already defeated Harvest on the Human side, then the mission briefing would
be for Army Training. You will also be given your mission objectives that you
need to accomplish to win here. It would do you well to pay attention a bit
here; if it's rescuing a wizard that is the only thing you need to do here, then
there's no need to go for an all-out attack if you can save time and simply use
a bit of stealth.

Load
----
During any single-player mission, you can choose to press select and
save your game on the menu there. When you load the game, every single thing
remains intact; the same amount of seconds are on the clock, all your units are
where they are supposed to be, and even your cursor is where it was when you
originally saved the game.

Replay
------
Replay gives you the option to completely restart any one mission that
has already been completed. This only applies if you've not reset your Campaign
or Game Pak data; elsewise, you'll start back at square one and have to rebuild
your way back up.

Swap
----
This is a really simple feature; if you're currently doing the Humans
side, then this will take you over the Beasts side. However, it is
relatively useless due to the fact that you can press left and right on your D-
Pad to change sides instead.

Option
------
Here, you are able to turn the music and sound effects on and off. You
can also listen to the various music, sound effects, and digitized voices that
are all available. Lastly, once you collect the scrolls required in their
specific missions, you can play Poker and Slider, the former for money, the
latter just for entertainment.

SFX
---
This part allows you to toggle the sound effects in the game on (musical
note symbol) and off (X symbol). The Sound Effects include all the digitized
voices, the clash of weapons, and most everything else.

Music
-----
This part allows you to toggle the background music in the game on
(musical note symbol) and off (X symbol). The background music is the single
track that constantly repeats over and over in the game.

SFX Test
--------
This feature will allow you to access and listen to very single sound
effect and musical tune that is recorded in the game for your use.

Cheats
------
From cheats, you can either go into Arcade Mode, which has a Poker and a
Slider mini-game, or you can access cheats that you activate in the Check Code
menu in the Armies screen.

Poker
-----
This game is pretty much a faithful rendition of the basic real thing.
You start off by drawing 5 cards from a deck of 52 (13 cards from Ace through
King, with four different faces), and you can hold 0 to all five of the cards.
The cards that you don't hold are dealt back into the deck, and you pick up
cards to bring back your hand to five again. You must pay 10$ from your coffer
to play; any money you win back (10$ included) will be added to your funds for
Armies.

The following awards are available;

(Pair) Jacks or Better: 20$


Two Pairs: 40$
Three of a Kind: 60$
Straight (5 numbers in a row, Ace only counts as high): 80$
Flush (All cards of the same suit): 100$
Full House (Three of one number, two of another): 150$
Four of a Kind: 300$
Straight Flush: 500$
Royal Flush (Straight Flush with 10 through Ace): 1000$

Slider
------
In Slider, you take a portrait of a random wizard or unit, cut it into
sixteen squares of four by four, take the bottom right corner out, and mix up
all the puzzle pieces. From there, you must try to rearrange the puzzle to it's
original form sans bottom-right corner by pressing A on a tile next to an empty
space to move it into said empty space. Once you get everything where it
belongs, the bottom right corner will come back down to complete the puzzle.

Reset
-----
This feature allows you to rest specific amounts of data from your
cartridge, allowing you to restart from scratch. Look at the next three entries
to see how much each option resets.

Set Name
--------
Using this will merely reset the name that you inputted onto your game
cartridge, and will allow you to re-enter another name.

Campaign
--------
You will no longer be able to access all the missions that you've beaten
from the Replay Menu, your Load Game save will have been erased, and you'll
start back at ground zero and mission one again. However, your wizard data,
wizard placements on the missions, Armies Data, and miscellaneous stuff such as
the tips and Poker/Slider will remain in place.

Game Pak
--------
Resetting your Game Pak means everything. This means that you will reset
all your Campaign and Armies Data, all your Cheats and all your Scroll Tips, and
all your Wizards. HOWEVER, on the plus side, the wizard placements throughout
all the missions will have been reset; thus, you can get new wizards that you
could not get before, and old wizards will no longer be there.

VS.
---
If you and your friend have a copy of Warlocked, two GBC/GBA/GBM
systems, and either a GBC cable, GB link cable with an extension to connect to a
GBC, or a GBA link cable with an optional GBC-GBA switch, then you can connect
your copies and fight against each other. The maps that are available must all
be found in blue-and-white scrolls in the regular campaign, and are not of the
regular campaign battlefields.

Armies
------
The other multiplayer battle, Armies does not involve the RTS playing
system at all, but rather consists of a rock-paper-scissors system using troops
that you have left at the end of scenarios.

Extras
------
In Extras, you can access tips from all the red and white scrolls you
got throughout the regular campaign, access information on your Wizards, and
trade Wizards through the Infra-red Communications Port.

Battle

Units
-----
The next little bit specifically details units. Here is how to use them
in general.

GROUPING THEM UP; to click on a unit, put the cursor over them and press
A. Of course, you will probably want to unite them in a team, so first off, put
the cursor on ground where there is no unit or building. Next, press and hold
the A button, and then scroll the cursor up and down, left and right. When it
passes over units, it will automatically select them and bring them into the
group.

The normal range that you can bring your cursor over is five by five, or
twenty-five squares, and twenty-five units. However, remember that the cursor
also has the ability to select either half a square. If you put your direction
in right, you can group together a full five by five units, plus the full inside
section of another layer of 11 units on the outside of the original 25.

To deselect your group, you can either press and hold the A button or
simply press SELECT. To reselect you group, you can either press SELECT again or
hold down SELECT and press A, or double-tap the A button on just one of the
units in the group.

DIRECTING: This part is pretty simple. Once you have a unit or group of
units selected, drag your cursor over to where you want your units to go, and
then press either A or B. Of course, this isn't quite so easy as it may seem,
because the units are programmed with poor A.I.; if you try to go through narrow
paths, too often they'll try to go around the other way, walking into a dead
end, looping around in an endless path without getting where you want them to
go, or walking into the midst of an enemy camp. So exercise caution whenever you
go, and possibly scout things out first.

ATTACKING; once you have a single unit or a group selected with your
cursor, you first need to find an enemy unit, dragon, or building. Once located,
put your cursor over the building, and the icon will change into that of a
sword. Press A, and all your units will go and attack that building/unit. If you
try to attack a dragon, it should be noted that only archers can attack it,
along with a few dragons. Wizards also have a somewhat different form of
attacking; for more information, check the Wizards section of Buildings &
Warfare.

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2a. B U I L D I N G S A N D W A R F A R E BLDWF
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Grunts/Goblins
--------------
These guys are your peons, your drones, your SUV's of Warlocked. They
are produced by pressing A on your main base of operations, and cost 50 Gold to
deploy. The various things that they can do are; mine gold from mines or
underground gold mines, cut down trees or harvest mountains, build and repair
structural damage, cut down spikes and activate spike traps, damage and destroy
enemy buildings, and lastly, (though not effectively) harm and kill enemy units.

Wizards that directly influence them are Sweatwiz, which makes the
Grunts/Goblins work at a much faster pace.

Knights/Warriors
----------------
These guys are likely to be your main offensive force by and throughout
the game. They aren't lacking for health at all, and a half dozen of them can
create an effective guerilla force in many missions. As a head-on force, they're
devastating, and the only thing that could possibly be able to stop them short
in their tracks once you gather enough units is a Dragon (which they cannot
attack).

They cost 100 Gold to train and deploy by pressing A on a


Barracks/Brawling Pit, and if you have Smithwiz out on the field, their armor
will take a lot more damage before they finally fall in battle.

Elven Archers/Skeleton Archers


------------------------------
Elven/Skeleton Archers are your support units for Knights and Warriors,
with their long-range attacking and the ability to fire at Dragons, making them
the only units in the games besides other Dragons and a few Wizard area attacks
that can harm a Dragon. Although usually not too useful when going for a brute
force attack, their arrows mean they don't need to take time circling around
units and buildings to get right next to the enemy they're fighting, so they can
shoot right from where they stand.

Elven and Skeleton Archers cost 50 Gold and 10 Fuel to train by pressing
B on a Barracks/Brawling Pit, and if you have Poisonwiz out on the field, the
amount of damage that their arrows can cause is increased considerably.

Dragons
-------
By far one of the most effective units in Warlocked, Dragons cannot be
bought and trained. Instead, you need to find a Dragon egg that appears only in
some levels, and move around it to cause it to hatch. Once the baby dragon
hatches, you must guide it back to the Main Hall, where it will grow up into a
Dragon.

Dragons are useful for both guerilla attacks and open attacks. On the
guerilla warfare side of things, dragons can fly over mountains and forests,
hills and lakes, and can be attacked only by Towers, Archers, and other Dragons.
This means that you could destroy housing quarters and Barracks/Brawling Pits,
thus reducing the enemy's ability to fight, and slay Knights and Warriors along
with Grunts or Goblins in multiplayer.

On the head-on side of things, dragons can take the same amount of
damage as a large handful of Archers, and when sent out with an army of assorted
other units, can cause large amounts of damage while never being attacked.

There is only one downside to having a Dragon - when you have a fully-
grown Dragon out on the field, any additional Dragons that you bring to the Main
Hall will not be battle-capable until the current Dragon dies in battle.

Wizards
-------
Wizards are in a class of their own, due to each of them having a
different effect. What's important to note is that Wizards can be split up into
four different effects; the first is direct attack OR area attack and harming of
an opponent (ie. Stormwiz can press A to throw a thunderbolt at an opponent, or
B to generate electricity around the general area), the second is a status
effect to your opponent (ie. Goldwiz can turn an opponent into 50 Gold), the
third is a status effect to your regular units (ie. Smithwiz can increase the
defense of your Knights and Warriors just by being out on the field, and Queen
Azarel along with Chief Zog speed up training rates by being on the field), and
the last is a status effect to your own units that the Wizard must cast on (ie.
Stealthwiz can make you invisible to the enemy until you attack an enemy unit or
building).

Additionally, those Wizards who fall into the first category that DO
have a general area effect (Stormwiz, Windwiz), can cast it and harm a dragon.
However, they cannot attack it directly because dragons are immune to direct
magic, and ground-based attacks cannot harm the dragon (Quakewiz). For more
information on Wizards in general, you can check the Wizards section right below
here.

Guard Towers
------------
Guard Towers cost 100 Gold and 40 Fuel to create, and they have a
relative shooting range of two squares (the width and length of a single unit)
in any direction, including diagonally. They are also pretty damn tough to take
out, proving to be resilient buildings, so forces of at least three Knights or
Warriors at a time are recommended - and if you want to eliminate it faster,
Archers are recommended as well, as too often the Towers are placed in
inconvenient enough spots that a fourth Knight or Warrior will stumble around
the place before getting into a position he is able to strike the Guard Tower
from.

Farms
-----
Setting you back a mere 20 Fuel and 100 Gold, Farms will be REQUIRED to
create an army. You cannot exceed more than five units (including Wizards that
are out on the field at the time, but they can be brought out after the limit is
exceeded) per one Farm that you have on the field, so if you want to create a
grand army, you need, NEED to set up Farms. Nevertheless, make sure that you
don't set your own Farms up where the enemy can in multiplayer smash them to
pieces - they have no self-defense properties and fall rather too easily.

Barracks/Brawling Pits
----------------------
Also costing 100 Gold and 40 Fuel, the Barracks/Brawling Pit allows you
to train Knights/Warriors and Elven/Skeleton Archers. To train a K/W, press A
while over the B/BP and the soldier will train for a couple of seconds before
emerging out of the building, costing you 100 Gold. Press B, and the same thing
will happen for the S/E Archer, except that it will instead cost 50 Gold and 10
Fuel.

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2c. W I Z A R D S WZRDS
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BOMBWIZ
Aff: None
Descr: An expert in high explosives, BOMBWIZ is a dangerous and highly volatile
character!

His magical power changes enemy units into flash-bombs which explode,
damaging any nearby units or building.

To cast his spell, target an enemy unit and tap the A button.
Abi: Bombwiz will turn a foe or friend into a bomb, and when the bomb detonates,
it will damage any building or unit in it's surroundings, whether it
belongs to you or the other side.

BRICKWIZ
Aff: None
Descr: Tired of unskilled workers and poor quality materials? Need a low-cost
way to improve your defenses? This wizard could be the answer!

His magic mortar will strengthen the foundations of your Guard Towers!

Just summon him to double your Towers defensive strength!

Abi: Bringing Brickwiz out onto the field will automatically toughen the
durability of all your Guard Towers, allowing them to take more damage
before they finally fall.

CHICKENWIZ
Aff: Humans
Descr: Deeply traumatized after being plucked and greased by a gang of hungry
Goblins, this Wizard is now under the protection of Queen Azarel and has
become an ally of the Humans, using his magical power to change enemy
units into chickens.

To cast his spell, target an enemy unit and tap the A button.

Abi: Targeting an enemy will turn it into a chicken. While the enemy can still
harm you, it will die in one hit. Also, hitting the chicken a second time
with Firewiz will produce an effect from the roast chicken similar to
Mysticwiz and Sage's attack.

CHIEF ZOG
Aff: Beasts
Descr: Fearless and cruel, he commands the Beast Forces in the war against the
Humans!

His presence on the battlefield fills the new recruits with bloodlust.

Just summon him to speed up training of all new units.

Abi: When Chief Zog is out on the field, any soldiers or Goblins that you train
will complete their training much faster than usual, allowing you to build
a capable force in a relatively short time.

CROWWIZ
Aff: None
Descr: This Wizard is adept in the arts of transformation and possession.

His magical power changes any friendly unit into a crow, which he can
possess and use as a winged spy!

To cast his spell, target a unit and tap the A button.

Abi: Crowwiz will turn one of your friendly units into a crow, which can then
navigate around the map to eliminate the Fog of War. However, he isn't a
very useful wizard, as the crow is not reversible, and a Stealthwiz +
Sweatwiz + worker combination can do things a lot faster.

ELVENWIZ
Aff: Humans
Descr: This master of Elven magic is from the Grey Forest of Dern and is a
powerful ally of the Humans.

His magical power changes any unit into a battle-ready Elven Archer.

To cast his spell, target a unit and tap the A button.

Abi: Elvenwiz, for lack of better words, will be one of your most useful wizards
if you can get a hold of him. Having the ability to take a unit away from
the enemy is already dangerous enough, but being able to turn them to your
side is even mores useful, especially when they can harm the enemy allot
more.

FIREWIZ
Aff: None
Descr: Ideal for barbecues, FIREWIZ can turn up the heat until your opponents
sizzle!

His magic causes enemy units to burst into flames and vanish in a puff of
smoke.

To cast his spell, target an enemy unit and tap the A button.

Abi: When you send Firewiz to attack an enemy, he will cause the enemy to turn
into fire before eventually extinguishing away. Additionally, if you light
up a pig (Pigwiz) or chicken (Chickenwiz), the roast pig/chicken will heal
all friendly units within the vicinity.

FUELWIZ
Aff: None
Descr: As old as the Earth and as green as the hills, this Wizard is one with
Mother Nature.

His magic recycles any unit into environmentally kind energy packets,
adding 10 FUEL to your resources.
To cast his spell, target an enemy unit and tap the A button.

Abi: By targeting ANY regular unit, friend or foe, Fuelwiz will turn them into
a bag of Fuel for you, adding 10 to the count.

GOLDWIZ
Aff: None
Descr: Greedy for riches, this Wizard has spent years learning the art of
alchemy.

His magical power transmutes any unit into a sack of gold, adding $50 to
your count.

To cast his spell, target an enemy unit and tap the A button.

Abi: Somewhat like Fuelwiz, Goldwiz will transform any regular soldier or worker
into a bag of 50$. Goldwiz is also a lot more useful, for a very good
reason; if your worker or Archer is low on health, you can turn them into
Gold and retrain them for the same amount of Gold.

ICEWIZ
Aff: None
Descr: How cool am I? When the action gets too hot to handle, this Wizard will
help you to chill out!

His magical power changes enemy units into snowmen, who quickly melt into
a puddle of slush.

To cast his spell, target an enemy unit and tap the A button.

Abi: Icewiz will basically turn the target into a snowman, rendering him unable
to fight, and the snowman will soon itself melt.

MUDWIZ
Aff: None
Descr: Yuuuuuuuukkkk! Master of all that oozes, MUDWIZ is from the fetid bogs of
Nid!

His magical power changes enemy units into mudmen, who quickly sink into
a pool of slime.

To cast his spell, target an enemy unit and tap the A button.

Abi: Mudwiz will turn the enemy into a mudman not unlike Icewiz's snowman. The
mudman will remain there for a moment, unable to move or fight, and then it
will sink into the mud.

MYSTICWIZ
Aff: Beasts
Descr: A master of herbal remedies, he is a wise and powerful ally of the
Beasts.

His magical power changes Human units into life-hearts, which restore the
health of nearby Beast units.

To cast his spell, target an enemy unit and tap the A button.

Abi: Targeting an enemy will cause them to turn into a heart, and recovers both
Beast-allied soldiers AND Wizards AND DRAGONS to boot. Powerful when you
have it.

NECROMANCER
Aff: Beasts
Descr: This deathly mage inhabits the realm of lost souls and summons his
servants to aid the Beast forces.

His magical power changes any unit into a battle-ready Skeleton Archer.

To cast his spell, target a unit and tap the A button.

Abi: Necromancer, for lack of words, will be one of your most useful wizards
if you can get a hold of him. Having the ability to take a unit away from
the enemy is already dangerous enough, but being able to turn them to your
side is even mores useful, especially when they can harm the enemy allot
more.

PIGWIZ
Aff: Beasts
Descr: This sow's offspring escaped being spit-roasted on Azarel's feast day and
is now an ally of the Beasts, who prefer the taste of rotten man-flesh to
burnt pork.

His magical power changes Human units into squealing pigs.

To cast his spell, target an enemy unit and tap the A button.

Abi: Targeting an enemy will turn it into a piglet. While the enemy can still
harm you, it will die in one hit. Also, hitting the piglet a second time
with Firewiz will produce an effect from the roast piglet similar to
Mysticwiz and Sage's attack.

POISONWIZ
Aff: None
Descr: Once the apprentice of TOXICWIZ, this young and studious Wizard has
applied his talents to the research of deadly poisons!

His magic venom will add a lethal sting to the tips of your arrows!
Just summon him to double your Archers' attack power against enemy units!

Abi: By summoning Poisonwiz out onto the field, the offensive power of all your
archers is multiplied by two, which can be pretty useful, especially when
facing against enemy Dragons.

POXWIZ
Aff: None
Descr: Aaaaaaaachooo! This Wizard is not to be sneezed at!

His contagious magic infects both friendly and enemy units with fatal
Blobby Pox!

Victims swell up and pop, spreading the pox to nearby units!

To cast his spell, target an enemy unit and tap the A button.

Abi: Poxwiz is in a special class of Wizards, as when you infect a unit, the
unit is still living and can still move around and fight. However, when
the unit sneezes shortly afterwards, he dies from the Pox, and everyone
who is within a good enough distance of him will be infected in turn with
the Pox, thus causing a chain reaction; good for eliminating close-knit
groups of enemy with one blow.

QUAKEWIZ
Aff: None
Descr: This might Wizard flattens buildings with a shout and makes the earth
tremble at the tap of his foot.

His magic shakes the foundations of buildings, causing them to collapse.


He also causes moderate damage to units.

Tap the A Button to cast his spell on an enemy unit or building. Tap the
B Button to attack an area of ground.

Abi: Quakewiz is a pretty useful wizard, as he causes a good amount of damage,


along with being one of the, if not the only Wizard who can cause damage to
buildings with his B attack. However, his attacks only hit the GROUND,
meaning that they cannot attack a Dragon.

QUEEN AZAREL
Aff: Humans
Descr: Brave and beautiful, she commands the Human forces in the war against the
Beasts!

Her presence on the battlefield gives encouragement to the new recruits.

Just summon her to speed up training for all new units.

Aff: When Queen Azarel is out on the field, any soldiers or Goblins that you
train will complete their training much faster than usual, allowing you to
build a capable force in a relatively short time.

SAGE
Aff: Humans
Descr: Learned in the art of healing, she is a powerful and benevolent ally of
the Humans.

Her magical power changes Beast units into life-hearts, which restore the
health of nearby Human units.

To cast his spell, target an enemy unit and tap the A button.

Abi: Targeting an enemy will cause them to turn into a heart, and recovers both
Human-allied soldiers AND Wizards AND DRAGONS to boot. Powerful when you
have it.

SMITHWIZ
Aff: None
Descr: Unlike his brother Quakewiz, Smithwiz is a gentle Giant, preferring
to work in his forge rather than demolish buildings.

His magic toughens armor and will make Knights or Warriors more resistant
to damage.

Just summon him to increase your defence against opponents!

Abi: Smithwiz is damned useful. Most of your attacking will be done not with
Archers, but with Warriors and Knights, and against enemies later on, you
will need a lot of them, so getting some bang for your buck with much more
resilient armor is really helpful.

SLEEPWIZ
Aff: None
Descr: Zzzzzzzzzzzz...Do not disturb!

This wizard likes nothing better than snoozing all day.

His magic sends enemy units into a deep slumber, leaving them open to
attack.

To cast his spell, target an enemy unit and tap the A button.

Abi: When you attack an enemy, Sleepwiz will put the unit to sleep. The unit
will not wake up when he is being attacked, but only wakes up after the
elapsed amount of time that is required.
STEALTHWIZ
Aff: None
Descr: Rarely seen, this deceptive wizard can help your units evade detection!

His magic cloak confers you invisibility upon your units, which lasts
until they engage the enemy in combat.

To cast his spell, target a unit and tap the A button.

Abi: When you bring Stealthwiz out, cast his spell on one of your units. The
unit will be dressed up in a black cloak, and will stay this way UNTIL you
either fight an enemy or try to damage an enemy building. Unfortunately,
however, while cloaked, you cannot distinguish between a worker, offensive
unit, or Archer.

STORMWIZ
Aff: None
Descr: A master of the elemental forces, this Wizard is proof that lightning can
strike the same place twice!

His magic invokes an electrical storm which kills ground units instantly.

Tap the A Button to cast his spell on an enemy unit or building. Tap the
B Button to attack an area of ground.

Abi: While Stormwiz is a good direct attacker, his B indirect isn't quite as
good; however, the force his lightning dishes can still take out enemies
in two or three shots, and a dragon only a few more.

SWEATWIZ
Aff: None
Descr: Workers taking it too easy? Resources too far away? Send for SWEATWIZ to
whip lazy minions into a frenzy of activity!

His magic power makes worker units super fit, speeding up transport of
FUEL and GOLD.

Just summon him to give your workers an advantage.

Abi: Sweatwiz is a VERY, VERY, VERY useful Wizard for the missions where you
want to have a quick first strike, or else when the enemies are coming at
you with no stop in sight. Then, you can gather a huge army fast (in
combination with Queen Azarel/Chief Zog), thus putting a stop to your
nemesis.

TELEWIZ
Aff: None
Descr: An adept at telekinesis, this Wizard can move objects solely by the
power of mind!

His magical power teleports any unit to a random area - useful for
opening unexplored territory and confusing enemy units.

To cast his spell, target a unit and tap the A Button.

Abi: To be honest, Telewiz is actually pretty much worthless. A Sweatwiz +


Stealthwiz + Worker combination can do the same thing as Telewiz can do
(transporting a unit to a random location), plus it does it a lot faster
and makes sure the worker is returned safe and sound. You COULD use Telewiz
to teleport away enemy units that come to attack your Hall or Lair, but
Icewiz/Firewiz/etc., or better yet, Goldwiz/Fuelwiz service as a much
better and more permanent solution. The only real good use for Telewiz
is getting rid of units that are guarding a certain area temporarily,
without giving the enemy the option to suddenly train more units from
their Barracks or Brawling Pit.

TOXICWIZ
Aff: None
Descr: Anyone smell gas? This maker of noxious fumes will bring tears to the
eyes of your enemies!

His toxic gas cloud kills any nearby units while it lingers in the air.

Tap the A button to cast his spell on an enemy unit. Tap the B Button to
attack an area of ground.

Abi: Toxicwiz is an enigma. He can't attack buildings at all, but he is pretty


good at killing enemies with his toxic gas, even with an indirect attack.
Recommendation for areas with enemy-concentrated camps, but not for places
with Guard Towers.

WINDWIZ
Aff: None
Descr: This native of the windswept plains can invoke a tornado to blow your
enemies into oblivion!

His magic power summons a whirlwind which wipes out nearby units and
damages buildings.

Tap the A Button to cast his spell on an enemy unit or building. Tap the
B Button to attack an area of ground.

Abi: Windwiz has a pretty good decent direct attack, being able to destroy a
Guard Tower in one attack, but his B indirect is somewhat meh, taking two
to kill Archers and three to kill Warriors and Knights. However, he CAN
slay a Dragon, so he is still quite useful.
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3. G E N E R A L T I P S 1AAHV
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These tips are not necessarily always meant to reflect just campaign
missions, but may also be used to help fight in multiplayer maps. Use at your
discretion; while the tips below can help, player style should be molded around
you, the player, and your personality.

Destroy as many enemy farms from the get-go. In doing so, your
opponents will have lost their unit leeway, meaning that they cannot
train another unit until they send part of their army to fight you. In
doing so, you may also manage to cut off their worker supply line, and
for each farm you destroy, you can slowly advance, slaying a few
foes with the assault.

A general balance must be kept between close-combat units and their


archer counterparts. Around a 2:1 mix of CCU-Archer is recommended,
and throwing in something that can aid in your defense (such as a
Dragon or a worker that builds towers).

Scouts are useful. If you can, scout as much as you can at the
beginning of the mission, even if it costs you a few men. Because of
the lack of a Fog of War that regenerates when you leave out of sight,
if you can explore the whole map quickly at the start of the mission,
you'll have the advantage.

Your task forces should always reflect the mission that they are set
out to accomplish. For example, if you're trying to bring down a
Dragon, then don't bring along any close-combat units or useless
wizards; instead, bring a multitude of Archers and wizards capable of
casting area-effect spells.

On missions where you have plenty of fuel, set up a Tower next to enemy
camps that are not heavily guarded by actual units. Be sure to keep a
worker on standby to repair the tower if it comes under enemy fire,
regardless.

Need help with something that's not in this FAQ? Got a comment to make? Find
something wrong in this FAQ, or else just want to contribute something extra?
Email me at darkstar.ripclaw AT gmail DOT com if you need any of these things.
Just a warning note; if I recognize a question as something being asked in this
FAQ, it's not getting answered.
________________________________________________________________________________
CREDITS:
The first person I think should be given a thanks is to osrevad, for the ASCII
logo at the top of this FAQ. While I managed to craft most of an original logo
myself, the spiked O and the arrow extending from the E into the D made me give
up. osrevad, with his seemingly godlike abilities to turn a standard text file
into a work of art, was able to cough up the infinitely superior logo up there.

The second person I would like to thank and mention, off the GameFAQs forums, is
Neeyahaha. It was thanks mainly to his contributions (Tips #1, #2, and #5 in the
General Tips section) that I even bothered creating that section, and I managed
to be able to expand out from there on my own, so really, it was his push that
started it all.

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A Darkstar Ripclaw Production

________________________________________________________________________________
2006-2007 Darkstar Ripclaw
Submitted by DarkstarRipclaw - Published on 01/21/08See all Warlocked

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