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FAQ/Walkthrough by Edge107

Version: 1.00 | Updated: 06/30/05

Written by: Mike McGuire
Copyright Cavedog Entertainment 1999
Version 0.25
E-mail: Lithuish@aol.com

I would just like to thank my friend, Chuck, for telling me about Total
Annihilation Kingdoms thus introducing me to its awesomeness. I would also like
to thank my bro, Rob, for finding and buying this game for me. With that said,
lets jump into the FAQ.

---------------------------------Table of Contents-----------------------------

I. Introduction
II. Version Updates
III. Basic TA: K Knowledge
IV. Unit Description
V. Basic Battle Strategies
VI. Walkthrough
VII. Credits
VIII. Legal Stuff

-------------------------------I. Introduction---------------------------------

Total Annihilation Kingdoms, TA: K for short, will introduce you to the land of
Darien, where 4 immortal monarch siblings clash for power. There is Elsin, the
ruler of the human kingdom of Aramon. Thirsha, ruler of Zhon, the jungle
continent. Lokken, king of barren land of Taros. And Kirrena, queen of the
seafaring Veruna. Each sibling has the power to conjure their own unique
armies, whether it be human, undead, or animal. Each army has its own strengths
and weaknesses that you must utilize and exploit in order to conquer your
enemies. You will lead your armies in massive battles.  You will decide who
rules the land of Darien and the people who live there. You will read and enjoy
this FAQ. (Just kidding, but really, you will)

---------------------------II. Version Updates---------------------------------

Version 0.25

-Basic TA: K Knowledge
-Unit Descriptions
-Battle Strategies
-Walkthrough Missions 1-12

--------------------------III. Basic TA: K Knowledge---------------------------

-The world of Darien is run by one main power source, mana. Mana is a magical
force that the monarchs and other building units can use to create soldiers and
other things.

-Mana is abundant in sacred stones. Sacred stones are always surrounded by some
Stonehenge type rocks and looks like a circular plate in the ground.

-Build lodestones on top of sacred stones in order to harvest mana from it.

-Some Sacred stones are bigger than others. Naturally, if you place a lodestone
on a big sacred stone, it will collect more mana than if it were placed on a
little sacred stone.

-Some units have their own "mana bar" that they use to do magical attacks and
other things of the sort. All the monarchs have mana bars. When you do a
magical attack, some of the mana is used. The stronger the attack, the more
mana is used, naturally.

-If you run out of mana, which you can see in the bottom right of the screen,
you will not be able to build anything. Technically you can start building
something, but it will build incredibly slow and will take you forever to
finish it.

-You want to build lodestones on as many sacred stones as possible so that you
can build many things at once. So explore the land around you and try to find
as many sacred stones as possible. Note: If you have it so you can see
unexplored terrain, you can see sacred stones. Use this to your advantage.

-When you build a lodestone on a sacred stone, you also increase the maximum
amount of mana you can hold. Some units do this too, such as the Aramon's

-Different units have a different range of vision. By range of vision I mean
how close an enemy unit has to be in order for it to appear on your mini map.

-In this guide I will be using the terms strength, defense, and speed. Strength
is how much a unit takes out per attack, defense is how many hits it takes to
kill a unit, and speed is, of course, how fast a unit moves.

-Only units like archers, magical units like monarchs, and other flying units
can attack flying units. Some defense units like the stronghold can hit flying
units, but they are typically not good at it.

-If a unit gets a certain number of kills, or destroys an enemy builder (such
as a Barracks, Cabal, etc) it will get promoted. When a unit gets promoted it
gets new armor, thus allowing it to take more hits, and it gets stronger. There
are three levels a unit can be promoted to. Black Badge, Silver Badge, and Gold
Badge. You can see if a unit has a badge by looking at their picture when
selected. Also, if a unit that uses magic gets a badge, the amount of magic
each move costs will be reduced.

-Always be active, whether you are attacking your enemy or building units,
never sit around doing nothing, for your opponent will take advantage of that
and make it so you have no chance in winning.

-Don't build all of one unit. No matter how powerful that unit is, there will
always be another unit that can take it down in a second. Always have an army
full of diverse units.

-Remember to build lots of defensive structures around your base. Defensive
structures (strongholds, death totems, etc) are the best at killing units, and
will help keep enemies out of your base.

-If you press the tab button, a large map pops up showing you the entire level.
This is good for seeing how large an oncoming enemy group is, if a unit on the
mini map is a defensive or building unit, etc. Note: Defensive units on the TAB
map look like little towers, stationary builder units look like crowns, and
soldier units look like little dots.

-All units such as Mage Builders, Dark Masons, etc can assist in building. But
what units they can assist building depends. The rule is if the builder unit
can build it, then he can assist in building it. I.E a Mage Builder can help
build a Stronghold, but can't help build a Gold Dragon. Monarchs can assist in
building anything.

-To move to a different part of the map quicker, just right click the area you
want to see on the mini map.

-If you have allies, help them out when they are in need. If you notice that
there is a large fight going on that your ally is losing, send some units to
help them out. Your allies help you out in the long run, as they are constantly
pumping out units and attacking an enemy.

-If you are building a long string of walls, hold down the shift key and drag
to form a line of walls. When you release the left mouse button, the unit
building the wall will build the exact amount of walls you created while
holding shift. Very helpful since it takes a long time if you build walls one
at a time.

-When an enemy appears on your mini map at the top right corner of the screen,
you can have your units attack that unit if you click one of your units, than
move the cursor on the enemy units. Two swords will appear, and click again to
send your selected units off to attack the enemy.

-Most units, when not getting attacked, while regain health over time. Remember
this because it will come in handy at many points in the game.

-I'm pretty sure you cannot get a badge with a monarch. I once killed like, 200
units with Elsin and he still didn't receive a badge.

-Press F1 to bring up a menu that allows you to save and do other stuff. Saving
will be crucial, as many missions will take numerous tries and some of them
will be too long to finish in one sitting.

-Always protect your monarch. They are very good fighters, but they won't be
able to take down a whole army of enemies. If your monarch dies, you lose.

That's about it. That is the basic knowledge you need to know in order to build
an army in TAK. Pretty simple, huh? But you probably won't win without some
good battle strategies, so I'll get more in-depth later on in the FAQ.

-----------------------------IV. Unit Descriptions----------------------------

One of the great things about TA:K is the vast and diverse units each race has.
Here you will learn general information about units, what they specialize in,
and how frequently you should use them. I will split this section into 4
groups, 1 for each race. I'll start with the Aramon.


Cost to build: None
Created by: None

The king of Aramon, he can build basic structures, and he is the only one who
can build gates. His meteor skill is especially deadly, so use it often. His
other attacks are lightning and the very effective earthen wave. He will regain
mana overtime, and can take a lot of hits. Elsin can also bring dead units back
to life. But remember, if he dies, you lose.

Cost to build: 280 mana
Created by: Elsin, Mage builders

As mentioned above, build lodestones on sacred stones in order to harvest mana.
This lodestone typically collects around 10-20 mana per second.

Cost to build: 75 mana
Created by: Elsin, Mage Builders

Your basic wall. It will keep your enemies out, and can take quite a bit of
damage before crumbling. You can make many of them very quickly.

Cost to build: 200 mana
Created by: Elsin

Lets units come in and out. You can manually open and close it, thus allowing
allies in while keeping enemies out. The gate can take some hits, but not as
much as a wall can.

Watch Tower
Cost to build: 2751 mana
Created by: Elsin, Mage Builders

Two archers sit upon a small tower shooting arrows at enemies in range. Very
useful at the beginning of a battle, but becomes obsolete once you become
eligible to build a Stronghold. Can take a fair amount of damage, but takes a
long time to build. Can hit flying units.

Cost to build: 1995 mana
Created by: Elsin, Mage Builders

The barracks is your Level 1 soldier builder. It can train Swordsman, Archers,
Horseman, Catapults, and Mage Builders. Like the watch tower, its units are
very effective at the beginning of the game, but become weak compared to units
you can build later.

Spy Hawk
Cost to build: 266 mana
Created by: Barracks

A Spy Hawk moves very fast and has a gigantic range of view, meaning it can
show units on the mini map from very far away. Great for finding additional
sacred stones to build lode stones onto.

Cost to build: 285 mana
Created by: Barracks

Your general soldier. Moves fairly quickly, and is of mediocre power. Can take
only a couple of hits before dieing.

Cost to build: 325 mana
Created by: Barracks

A very useful unit; can hit enemies from a fairly good distance. Can hit flying
units, thus making it a must have for any army. Usually dies with only one hit,
some time 2 if it is hit by another arrow.

Cost to build: 665 mana
Created by: Barracks

One of the fastest units for the Aramon. He carries a mace that can kill most
enemies fairly quickly. Like the Swordsman, he cannot hit flying units. The
horseman can take a few more hits than the swordsman can before dieing.

Cost to build: 751 mana
Created by: Barracks

The catapult launches medium sized rocks a good distance. It is okay at hitting
units, but its specialty is destroying buildings. Also good at destroying

Mage Builder
Cost to build: 443 mana
Created by: Barracks, Keep

The Level 1 builder for the Aramon. He can create walls, lodestones, War
Galleries, Watch Towers, Strongholds, Trebuchet, Barracks, and Keeps. The mage
builder attack is very weak; he throws little hammers at enemies. Can hit
flying enemies.

War Gallery
Cost to build: 2319 mana
Created by: Mage Builder

The only boat the Aramon can build. It has 3 guns on each side, and 1 in the
front. The War Gallery can also carry 10-20 units across the sea it is in. The
bigger the unit is, the less the War Gallery can carry. I.E a War Gallery
filled with archers will be able to carry more units than one filled with

Cost to build: 7528 mana
Created by: Mage Builder

A step up from the watch tower, the stronghold is a giant tower with a large
gun sticking out. A single soldier at the top swivels the gun around 360
degrees to fire at enemies. Sometimes the enemy gets away before the gun can
swivel around, but when the stronghold hits an enemy, it usually dies in 1-2
hits. The stronghold has a very large range. It can also hit flying units,
although they usually get away before the gun can get a shot off.

Cost to build: 11194 mana
Created by: Mage Builder

One of the Aramon's best units, the trebuchet is a gigantic, stationary
catapult. It has huge range of fire, and is meant to destroy buildings. The
trebuchet is must have for storming a large enemy base, and you will use it
often. The trebuchet can swivel 360 degrees like the stronghold.

Cost to build: 9204 mana
Created by: Mage Builder

The Level 2 soldier creator, the Keep takes a long time to build, but is well
worth the wait. It can train Barbarians, Mage Archers, Knights, Titans,
Cannoneers, Assassins, Mage Builders, and Acolytes.

Cost to build: 695 mana
Created by: Keep

The barbarian is considerably stronger than its counterpart, the swordsman, and
get take quite a few hits. The only problem is that barbarians are very slow,
and can lag behind your archers if you're not careful.

Mage Archer
Cost to build: 977 mana
Created by: Keep

A little bit stronger than the archer, and take maybe 1 more hit. The best
thing about the mage archer is its special abilities. The mage archer has 2
special arrows. The tracking arrow and the paralyze arrow. The tracking arrow,
of course, homes in one the designated enemy. The paralyze arrow freezes the
target for a little while.

Cost to build: 1142
Created by: Keep

My favorite Aramon soldier unit, this guy is a big step above from the
horseman. Although they are the same speed, the knight is more powerful and can
take more hits than the horseman can. The knight also looks just plain cool.

Cost to build: 1334 mana
Created by: Keep

The titan is a giant, double hammer bearing soldier that is the most powerful
of all the Aramon units. The only problem is he is deathly slow, thus I don't
use him very often.

Cost to build: 2009 mana
Created by: Keep

The cannoneer is the catapult's counterpart. It moves about the same speed as a
catapult, nut is much more powerful. If you don't have a trebuchet handy to
take out buildings, than the cannoneer is your next best choice.

Cost to build: 2509
Created by: Keep

These units are cool, but sometimes hard to use. They can cloak for long
periods of time, as long as their mana bar still has some juice in it. But if
they touch or attack an enemy soldier, the cloak wears off and they are open to
attack. Then good part is they kill almost all soldier units in one hit, the
bad part is they themselves only take 1 hit to get killed. Again, assassins are
very hard to use, and if you are not proficient at using them, don't waste your
time on them.

Cost to build: 5917 mana
Created by: Keep

The acolyte is the Aramon's high priest. He can build the very useful Divine
Lodestone, and the ever so cool Gold Dragon. The acolyte also has a few neat
attacks. He has earthquake (don't mix this up with Elsin's earthen wave), the
very useful Hail Shower which can wipe out many units at once, and finally
Turn-to-stone. This move, obviously, turns enemies to stone. I often find that
it screws up and doesn't work, so save your mana power up for hail storm.

Divine Lodestone
Cost to build: 8564 mana
Created by: Acolyte

The Level 2 version of the lodestone, the Divine Lodestone collects around 30-
40 mana per second. Once you get an Acolyte, it would be wise to destroy your
other regular lodestones and replace them with Divine Lodestones.

Gold Dragon
Cost to build: 43944 mana
Created by: Acolyte

Each race has its own dragon, and the Gold Dragon belongs to the Aramon. The
Gold Dragon has very cool attacks, such as Fire Breath, Fire Ball, and
Earthquake. Earthquake often takes a long time for the Gold Dragon to perform,
so only use it when there are large numbers of enemy soldiers in a small space.
The Gold Dragon can take a huge number of hits. The only problem is that it
takes a long time, and I mean a long time, to make the Gold Dragon. If you have
a single Acolyte making it, it will take around 20-30 minutes before the dragon
is complete. Thus you should have Elsin, and a number of other Acolytes helping
build it. Note: The Gold Dragon's Earthquake is not like the Acolytes
Earthquake. The Gold Dragon's Earthquake is more like Elsin's Earthen Wave.

Here is the Building Chart for the Aramon

                      /      \
                     /        \
                 Buildings    Barracks
                             /       \
                            /         \
                      Mage Builder    Units
                      /         \
                     /           \
                 Buildings      Keep
                                /   \
                               /     \
                          Acolyte    Units
                    Divine Lodestone
                    Gold Dragon


Cost to build: None
Created by: None

Thirsha is the monarch for the Zhon. She has an ability no other monarch has,
and that is she can fly. This can come in very handy. She can build sacred
fires, lodestones, death totems, and beast handlers. Her 3 magical moves are
Lightning, Lightning Ball, and Wind Wave.

Sacred Fire
Cost to build: 214 mana
Created by: Thirsha, Beast Handler

An interesting object, the sacred fire will slowly heal any nearby Zhon units
that are hurt. You can build a lot of these quickly.

Cost to build: 492
Created by: Thirsha, Beast Handler

Build the lodestone on a sacred stone in order to harvest mana. This lodestone
typically collects around 10-20 mana per second.

Death Totem
Cost to build: 5582 mana
Created by: Thirsha

This is undoubtedly the Zhon's best unit. The death totem kills enemies very
quickly and with precise accuracy. These are the Zhon's only defensive

Beast Handler
Cost to build: 1685 mana
Created by: Thirsha

The Level 1 builder for the Zhon, the Beast Handler creates basic Zhon units.
He can create Goblins, Sacred Fires, Bats, Hunters, Trolls, Lodestones, and
Beast Tamers.

Cost to build: 173 mana
Created by: Beast Handler

A very weak unit, the Goblin attacks with a tiny little axe. They are really
more of a scout unit than an attack unit, as they die in a couple of hits from
even the weakest enemies.

Cost to build: 292
Created by: Beast Handler

Zhon spy unit. Moves very fast, and has a large range of sight.

Cost to build: 311
Created by: Beast Handler

The hunter is the equivalent to an archer. He can hit air units, but is also
very effective against ground units. The hunter has good strength, good speed,
and good rate of fire.

Cost to build: 354
Created by: Beast Handler

Trolls are very powerful units and can still be useful even when your opponent
is pumping out Level 2 units. They can kill most level 1 units in a few hits,
they have good defense, and are deadly when there is a bunch of them.

Beast Tamer
Cost to build: 3540 mana
Created by: Beast Handler

The beats tamer is the Level 2 builder for the Zhon. He can create Krakens,
Griffons, Basilisks, Harpies, and Beast Lords.

Cost to build: 768 mana
Created by: Beast Tamer

The Zhon's only water unit, the Kraken is very quick and powerful. The kraken
can destroy most ships in 4-6 hits, but they can get killed by 2-4 hits. But
since the kraken is faster than the typical ship, he can swim in, hit the ship,
and runaway before the ship can turn and fire.

Cost to build: 859 mana
Created by: Beast Tamer

The Griffon is one of the Zhon's flying units. A rifer sits on top of the
griffon and fires arrow at enemies. The griffon is not to powerful, but it
rarely misses. Plus there is always a quick escape route since it can fly.

Cost to build: 1789 mana
Created by: Beast Tamer

The basilisk is a massive lizard than can turn enemies in to stone. This is
very fun to do, and is very effective. The basilisk usually doesn't miss, and
it only takes one shot to take down an enemy.

Cost to build: 2562 mana
Created by: Beast Tamer

The Harpy is another flying unit. But the harpy does not attack conventionally.
The harpy attacks by shooting a ball of energy at an enemy. If the ball
connects, the enemy immediately turns traitor, and joins your team.

Beast Lord
Cost to build: 5887 mana
Created by: Beast Tamer

The Beast Lord is the Zhon's Level 3 builder. He can build Rocs, Wisps, Jungle
Orcs, Stone Giants, Drakes, and Shamans. Not only can the Beast Lord build, but
he is not to shabby attacking and can take a fair number of hits.

Cost to build: 819 mana
Created by: Beast Lord

This is the Zhon's transportation unit, and it is the best in the game. The Roc
is a massive bird that can carry quite a few units. The best aspects of the Roc
are it can fly, and it is quick.

Cost to build: 1300 mana
Created by: Beast Lord

This little bugger is like the Kraken in that it is quick, it is somewhat
powerful, but can die after a few hits. It is a flying unit, so only archer can
kill it. I find that he sometimes spazs out when trying to attack, so watch for

Jungle Orc
Cost to build: 1397 mana
Created by: Beast Lord

These big brutes are one, if not the, strongest units the Zhon have. He can
kill enemies in 1-3 punches, and can take a beating. It is common sense though,
that the Jungle Orc is pretty slow.

Stone Golem
Cost to build: 2951 mana
Created by: Beast Lord

These guys are like catapults on steroids. They are very powerful, have great
range, awesome accuracy, and since they are made of rock, they can take tons of
hits. These are one of the Zhon's best units.

Cost to build: 3004 mana
Created by: Beast Lord

This is the best flying unit besides Thirsha and the dragons. The drake is
fast, powerful, and has mediocre defense. These guys will be very useful to you
while playing as the Zhon.

Cost to build: 6899 mana
Created by: Beast Lord

The Level 4 builder for the Zhon, the Shaman is like the acolyte. He doesn't
have any magical moves, but he builds Divine Lodestones and Ancient Dragons.
They also look pretty neat =).

Divine Lodestone
Cost to build: 6556 mana
Created by: Shaman

The Level 2 version of the lodestone, the Divine Lodestone collects around 30-
40 mana per second. Once you get a Shaman, it would be wise to destroy your
other regular lodestones and replace them with Divine Lodestones.

Ancient Dragon
Cost to build: 47144 mana
Created by: Shaman

The Zhon's dragon, the Ancient Dragon is huge. He is not too shabby with the
magic either. He has Fire Breath, Lighting Ball, and Shock Ring. Like the Gold
Dragon have multiple Shamans and Thirsha assisting in building him for it will
take too long if you have just one shaman.

Here is the building chart for the Zhon.

                       /      \
                      /        \
                 Buildings    Beast Handler
                               /        \
                              /          \
                          Units      Beast Tamer
                                      /        \
                                     /          \
   Beast Lord    Units
                                   /     \
                                  /       \
                               Shaman    Units
                            Divine Lodestone
                            Ancient Dragon


Cost to build: None
Created by: None

The Veruna's monarch, Kirenna can build Walls, Lodestones, Gates, Guard Towers,
Enclaves, and Sea Forts. She has 3 magical moves, Water Ball, Water Burst, and
Water Blast. She is the only monarch that can swim.

Cost to build: 89 mana
Created by: Kirenna, Priestess

Basic wall structure, remember to hold shift when building a wall to make a
long string of walls.

Cost to build: 304 mana
Created by: Kirenna, Priestess, Flagship

Place on sacred stones to collect mana. Collects around 10-20 mana per second.

Cost to build: 399 mana
Created by: Kirenna

Only Kirenna can build gates. You have to open and close them manually. A must
have to let troops out when you build a perimeter of walls.

Guard Tower
Cost to build: 2598 mana
Created by: Kirenna

Much like the Aramon's watch tower, the Guard tower is a short tower with 2
archers on top. Very accurate.

Cost to build: 2116 mana
Created by: Kirenna, Priestess, Flagship

The Veruna's Level 1 soldier builder, the enclave can train Parrots, Warriors,
Crossbowmen, Catapults, and Priestesses.

Cost to build: 251 mana
Created by: Enclave

The Veruna's spy unit. Just like the Aramon's Spy Hawk and the Zhon's bat.

Cost to build: 265 mana
Created by: Enclave

The warrior is your basic fighter. He isn't very powerful and dies pretty
quickly, but will help you out at the beginning of a battle.

Cost to build: 300 mana
Created by: Enclave

The crossbowman is an okay unit. He is the only soldier than can hit flying
targets early in the battle, but it takes him a long time to reload and fire

Cost to build: 667 mana
Created by: Enclave

A must have to destroy buildings; the catapult is exactly like the Aramon's
catapult. Don't use these guys for defense as they are not the best at hitting

Cost to build: 505 mana
Created by: Enclave

The Builder unit for the Veruna, the Priestess can build walls, lodestones,
guard towers, mortar, bastion, enclave, sea fort, and citadel.

Cost to build: 5546 mana
Created by: Priestess

The mortar is a long range attack unit. It does not have as great a range of
fire as the Aramon's trebuchet, and it takes an ungodly amount of time to
reload and fire again. Still, it is good for taking out buildings.

Cost to build: 7255 mana
Created by: Priestess

The bastion is the Veruna's equivalent of the Aramon's stronghold. It can
revolve 360 degrees, and can pack a punch. This will be your main defensive

Cost to build: 8192 mana
Created by: Priestess

The Citadel is the Veruna's level 2 soldier builder. It can train Berserkers,
Musketeers, Crusaders, Amazon Knights, Dirigible, Priestess, and Priest of

Cost to build: 682 mana
Created by: Citadel

The berserker is my favorite Verunan unit. He is very fast, and wields dual
axes or swords. They have good strength, but die quickly. Very good for little
battles with enemy units, not so good when defensive structures come in to

Cost to build: 745 mana
Created by: Citadel

The musketeer is the Level 2 unit that can hit flying units. They have good
strength, but like the mortar and crossbowman take a long time to reload and
fire again.

Cost to build: 1069 mana
Created by: Citadel

The crusader is a very good unit. They have good speed, good defense, and good
strength. If you want a strong, solid army, these guys will be your main units.

Amazon Knight
Cost to build: 1136 mana
Created by: Citadel

The Amazon Knight is a good choice if you want to kill some flying units. They
ride horses, so they are very fast, and they have a strong attack. They attack
by throwing spears at their enemies.

Cost to build: 1611 mana
Created by: Citadel

The dirigible is a neat unit. It is a big, slow blimp. But what makes it neat
is that it can attack buildings by dropping rocks on top of them, and can
attack units by shooting arrows at them.

Priest of Lihr
Cost to build: 5292 mana
Created by: Citadel

The Priest of Lihr can build 3 different things. The Pillar of Light, Divine
Lodestone, and the Sea Dragon. The Priest of Lihr can also walk on top of
water, and has a fairly good attack.

Sea Fort
Cost to build: 2340 mana
Created by: Kirenna, Priestess, Flagship

The Sea Fort builds the awesome Verunan ships. It can create Skiffs, Harpoon
Ships, Transport Ships, Man of Wars, Trebuchet Ships, and Flagships.

Cost to build: 384 mana
Created by: Sea Fort

The skiff is a scouting unit. It is quick, has bad defense, and a weak attack.
Can carry around 3-4 units

Harpoon Ship
Cost to build: 1711 mana
Created by: Sea Fort

The Harpoon ship fires, what else, but harpoons. It is good at hitting all
units, whether they fly, walk, or swim. Use these to protect your ships from
flying units. Can carry around 10-14 units

Transport Ship
Cost to build: 2333 mana
Created by: Sea Fort

The transport ship can carry around 25-30 units. It can take a fair amount of
hits and can also attack enemies.

Man of War
Cost to build: 2656 mana
Created by: Sea Fort

The Man of War has a crap load of guns on it, and can take down ships within a
few seconds. Also good at destroying enemy units and buildings near the
shoreline. Can carry around 18-20 units.

Trebuchet Ship
Cost to build: 5843 mana
Created by: Sea Fort

The Trebuchet ship is a ship with a trebuchet on it. Who'd a guessed it? It
does not have as long a range as the Aramon's ground trebuchet, but is still

Cost to build: 1237 mana
Created by: Sea Fort

The flagship can build a few things such as lodestones, floating towers,
enclaves, and sea forts.

Floating Tower
Cost to build: 3608 mana
Created by: Sea Fort

A floating tower is a very useful defensive unit. It is a small tower with a
large harpoon launcher on top of it. Good at killing ships and flying units.

Pillar of Light
Cost to build: 3008 mana
Created by: Priest of Lihr

The Pillar of Light is a stronger version of the Zhon's sacred fire. If any
Verunan units stand near the pillar of light they will slowly get healed.

Divine Lodestone
Cost to build: 7655 mana
Created by: Priest of Lihr

The Level 2 version of the lodestone, the Divine Lodestone collects around 30-
40 mana per second. Once you get a Priest if Lihr, it would be wise to destroy
your other regular lodestones and replace them with Divine Lodestones.

Sea Dragon
Cost to build: 49287 mana
Created by: Priest of Lihr

Veruna's dragon is very cool. His repertoire of moves is Fire Breath, Water
Ball, and Tsunami. Like the other dragons, have multiple people assist in
building him to speed things up.

Here is the Veruna's building chart

                     /         \
                    /           \
               Enclave           Sea Fort
                /     \            /     \
               /       \          /       \
        Priestess    Units      Ships    Flagship
        /       \                            \
       /         \                            \
 Buildings      Citadel                     Buildings
                /      \
               /        \
            Units      Priest of Lihr
                            Sea Dragon
                            Divine Lodestone
                            Pillar of Light


Cost to build: None
Created by: None

The Taros' monarch, Lokken has great magical attributes. He gets mana back very
fast and has very good fire attacks. His attacks are Fire Ball, Guided Fire
Ball, and Fire Wave. Lokken can create many units at the very beginning of the
game. He can build walls, lodestones, gates, caged demons, cabals, abysses, and

Cost to build: 109 mana
Created by: Lokken, Dark Mason

Basic wall structure. The Taros' wall is the strongest of the 3 races that have
walls. Use them for good protection.

Cost to build: 299 mana
Created by: Lokken, Dark Mason

One of the cooler looking Lodestones, it collects around 10-20 mana per second
like all the others.

Cost to build: 421 mana
Created by: Lokken

Gate unit. You have to open and close it manually.

Caged Demon
Cost to build: 2695 mana
Created by: Lokken, Dark Mason

The caged demon is the basic defense unit. It shoots fire a good range that
takes out medium damage. Be warned, the caged demon can be killed pretty easy,
so don't rely solely on these guys.

Cost to build: 1688 mana
Created by: Lokken, Dark Mason

This unit builder is the most inexpensive, thus it builds the simplest Taros
units. The Cabal trains zombies, gargoyles, executioners, black knights, ghost
ships, and dark masons.

Cost to build: 156 mana
Created by: Cabal

The zombie has a weak attack, bad defense, and bad speed. An army of these
won't be very effective, so don't use them too much. They to build about 1 per
6 seconds so it wouldn't be o hard to build an entire army out of them.

Cost to build: 185 mana
Created by: Cabal

The Gargoyle is the Taros' spying unit. Like all the others, moves fast, has
good range.

Cost to build: 296 mana
Created by: Cabal

These guys, despite being very inexpensive, are very well rounded units. They
have good defense and strength. Not to shabby for a Level 1 unit.

Black Knight
Cost to build: 722 mana
Created by: Cabal

The black knight is a mounted archer. It can take a fair amount of hits and has
an okay attack. Since they are on a horse they move pretty fast too.

Ghost Ship
Cost to build: 804 mana
Created by: Cabal

The Ghost ship is one of the Taros' water crossing ground units. It shoots blue
balls of fire at enemies, which is of medium strength. Only archers can hit
them, so that is a bonus too.

Dark Mason
Cost to build: 615 mana
Created by: Cabal, Abyss, Temple

The Dark Mason is the Taros' only building unit besides Lokken. The Dark Mason
cannot attack, but can build walls, lodestones, caged demons, mage towers,
cabals, abysses, and temples.

Cost to build: 5687 mana
Created by: Lokken, Dark Mason

The Abyss builds Level 2 Taros units. The Abyss can build skeleton archers,
iron beaks, fire demons, weather witches, and dark masons.

Skeleton Archer
Cost to build: 677 mana
Created by: Abyss

The skeleton archer is another arrow shooting unit. It has worse defense and
speed than the Black Knight, but has better strength. Builds very quickly.

Iron Beak
Cost to build: 1863 mana
Created by: Abyss

The Iron Beak is a flying unit. It has a pretty powerful attack, it drops big
stones. This is good for both units and buildings. It also has pretty good

Fire Demon
Cost to build: 1189 mana
Created by: Abyss

The Fire Demon is a great unit. It is like a catapult, but can shoot farther,
more rapidly, has better speed, and better defense. You should use this unit

Weather Witch
Cost to build: 1403 mana
Created by: Abyss

You love to have the Weather Witch on your side. They can wipe out whole armies
with one single magic move, the Ice Storm. The also have Tornado and Lightning
for their other two moves, but Ice Storm is the best by far.

Mage Tower
Cost to build: 7951 mana
Created by: Dark Mason

The mage tower is the most powerful Taros defensive unit. Much stronger and
more resilient than the caged demon, you should have these be the grunt of your

Cost to build: 8251 mana
Created by: Lokken, Dark Mason

The temple creates the most powerful Tarosian units. They can create lich, fire
spouts, blade demons, fire mages, mind mages, sky knights, dark masons, and
dark priests.

Cost to build: 744 mana
Created by: Temple

The lich is a unique unit. It has an attack that shoots out a wave of fire that
can hit any unit that is near him. Another nice feature to the Lich is that it
can cross water.

Fire Spout
Cost to build: 944 mana
Created by: Temple

The fire spout is a big bug that shoots out fire, sounds somewhat generic, but
the fire spout has the very useful ability to cloak itself. Good for sneak

Blade Demon
Cost to build: 1644 mana
Created by: Temple

Blade Demons are awesome. They are fast, very strong, and can take a ton of
hits. These guys should probably be the majority of your army. They look pretty
neat too :)

Fire Mage
Cost to build: 2308 mana
Created by: Temple

The Fire Mage is a lot like the weather witch. He has three attacks, Death
Breath, Fire Swirl, and Fire Storm. Why is the fire mage like the weather
witch? Because Fire Storm can wipe out an entire army, much like Ice Storm can.

Mind Mage
Cost to build: 2947 mana
Created by: Temple

The mind mage is the Taros' unit that can convert enemy units. Much like the
Zhon's harpy, the mind mage can make either a single soldier switch sides, or a
big group by using his Area Mind Control. Can be very useful, but can sometimes
get killed before he can get his attack off.

Sky Knight
Cost to build: 3221 mana
Created by: Temple

The sky knight is one of my favorite units in the whole game. He is very
strong, pretty fast, and only archers and other units of the sort can hit him.
Extremely good when it gets a gold badge.

Dark Priest
Cost to build: 6552 mana
Created by: Temple

The Dark Priest can build only two things, divine lodestones and the black
dragon, so its equivalent is the Acolyte, Priest of Lihr, and the Zhon's
Shaman. He has three magical attacks, Lightning, Ball Lightning, and Fire Bomb.

Divine Lodestone
Cost to build: 7399 mana
Created by: Dark Priest

The Divine Lodestone is like all the other Divine Lodestones, it collects about
30-40 mana per second.

Black Dragon
Cost to build: 44587 mana
Created by: Dark Priest

My favorite dragon, the black dragon looks really neat, is by far the fastest
unit in the game, and has great magical moves. His moves are Fire Breath, Fire
Ball, and Ring of Fire. Ring of Fire is especially good, as it has can hit tons
of units at once. Like all the other dragons, have other Dark Priests and
Lokken help build it to speed things up.

Here is the Taros' Building Chart

                     /  \     \
                    /    \     Temple
                   /      \      /   \
              Cabal        \   Units  \
              /    \        \          \
             /      \        \        Dark Masons
    Dark Mason     Units    Abyss              \
          /                 /    \            Dark Priest
      Dark Priest       Units    Dark Masons
                                 Dark Priest

---------------------------V. Basic Battle Strategies-------------------------

This is where you can find out the basic strategies necessary for you to be
successful at TA:K. Like Unit Descriptions, I will be dividing I will be
dividing the basic battle strategies into 4 different parts, 1 for each
monarch. Let's start with the Aramon.


-The Aramon in my opinion is the most well rounded race. Elsin is the most
powerful of all the monarchs, so put him to good use. His meteor skill is
awesome. If you are having trouble with enemies attacking you, put him at the
front lines and he will take care of things.

-Elsin can also bring dead enemies back to life. You can bring your own dead
soldiers back to life, or you can revive an enemy's soldiers too. When you
revive the enemy soldier, he will be on your side. By doing this you can get
all the units your opponents have. This is extremely useful.

-At the beginning of each battle, have Elsin create a barracks. Then have the
barracks build a spy hawk. Use the spy hawk to scope out any nearby lodestones,
and where your enemies and allies are.

-Horsemen are very good units, but they move too fast for your archers to keep
up with them so you should have a group of 3-5 horsemen that attack any ground
enemy they find. Once you see an enemy that the horsemen can't attack, have
them retreat to your base.

-Always build some defensive units or leave some units behind to protect your
lodestones. Don't just leave them all alone, for eventually an enemy will come
by and destroy it.

-Strongholds are very good defensive units. Build these were enemies come most
often, and they will single-handedly stop any enemy from getting through. They
are deadly in groups of about 3.

-If you build walls all around your base, make sure you have multiple gates so
when you want units to leave they won't get cramped up.

-At the very beginning of battles, 3-4 swordsmen and 5-6 archers is a deadly
party. Have this group scour the countryside killing any enemy they find. Once
you get better units they can become obsolete, but again, this group is
invaluable at the beginning.

-Make sure to have catapults/cannoneers in your army if you are planning to
storm a base. Catapults have along range of attack and can kill defensive units
easily. Once the catapults destroy enemy defense units, and then have your
soldiers storm the base.

-If there is any water in the level, have a mage builder build a couple of war
galleries in the body of water. With just a few ships you can control the body
of water. You can also use them to carry large numbers of units across the

-Trebuchet's are one of the Aramon's best units. Use them to destroy enemy
soldiers, defensive units, and building units. With their long range of attack
a few trebuchets can wipe out an entire enemy base.

-Knights, as I mentioned, are my favorite units of the Aramon. They are fast,
strong, and you should use them like I told you to use horsemen previously.
Accept this time; you should move a group of mage archers into the general area
that your knights will be attacking. If a unit appears that the knights can't
hit, have them retreat to the group of archers. The enemy unit will usually
follow, thus allowing your archers to kill it.

-Assassins are very useful to take out enemy soldiers. Have him stand in an
area that enemy units typically pass through. Cloak him, and then when some
units walk by, uncloak and kill one of them and retreat. Cloak again, and
repeat. A single assassin can wipe out large groups of soldiers. Just make sure
you uncloak him before he attacks, because if you don't he will automatically
become uncloaked when he attacks, and you won't be able to cloak him again for
a little while.

-If you start to get hit by an enemy long range unit, such as a fire demon,
look for an enemy unit on your mini map that is standing still, then use a
trebuchet to kill him.

-If things get heated at a battlefront and you soldiers are probably all going
to die, send Elsin in and have him use Earthen Wave. This will wipe out almost
all of the enemy units if used properly, and will allow you to rebuild your
defenses again.

-The acolyte has a very useful move called hailstorm. This too can wipe out a
large number of units at once.

-Try to build a keep soon after you build a barracks. The keep has much better
units, and if built early enough will give you the upper hand on your enemy.

-If you have a group of strongholds that are key to your defense, make sure to
build a Watch Tower nearby so that if a flying unit comes by, the strongholds
will have some back up. The Watch Tower has much better accuracy than the
stronghold when it comes to hitting air units.

-Try to build a Gold Dragon as early as possible. This, like the keep, will
give you a huge advantage over your opponents. Most computer opponents take
about 30-60 minutes before they have a dragon.

-The Gold Dragon has a huge range of view. A great strategy is to build a
trebuchet and have the Gold Dragon rest near the trebuchet. Use your TAB button
map to see which units are unit builders and which units are defensive units.
The select your trebuchet and destroy all of the defensive units and builder
units. This will severely cripple your enemy's defense and soldier production.

-You of course don't want your Gold Dragon to ever die, so when it gets weak,
fly it back to a nearby acolyte. This will greatly speed up the dragon's
recovery rate, but drains a significant amount of mana.


-The great thing about the Zhon is you can have access to all of their units in
a short amount of time. Have Thirsha build beast handlers, and when the first
one is done have him start a beast tamer. Same thing goes for building a beast

-For Thirsha's magical moves, do not waste mana on the Level 2 move, Lightning
Ball. It is not very good and you want to conserve your mana for Wind Wave.

-At your base build plenty of sacred fires so if your units get injured they
can return to base and get healed very quickly.

-The Death Totem is the ultimate defensive structure. If you have these
surrounding your entire base, it will be nearly impenetrable. Also have Death
Totems built in areas where lots of enemies go by. A few of these babies can
permanently stop enemies coming along that path.

-The Zhon are not mean to be stationary. If there is no hope of saving your
main base, fly Thirsha away and start a new one.

-Another good strategy, although it is not always applicable, is to have
multiple large Zhon bases. If you have, lets say, three bases, it will allow
you to build many units, spread your enemies line since there is not just one
base to attack, and it will have them guessing as to which base Thirsha is
located at.

-The Zhon Level 1 units, trolls, hunters, etc are very effective. Just because
you get better units does not mean you should stop making them.

-The Zhon units are meant for mass swarming. Almost all the Zhon units can be
built quickly, thus making the best strategy to make a huge army, and then
destroy your opponent in one swoop. Small groups aren't as effective as it is
for the other races.

-Harpies can be used to injure an entire group of soldiers. Have 2-4 harpies
fly in and have each convert an enemy unit to your side. Then have the harpies
fly away, leaving your newly converted soldiers attacking the enemies. This
will usually not kill the entire group of enemies, but it will weaken them so
your other soldiers or Death Totems can take the rest out easily.

-The Stone Golem is one of the more effective mobile catapults. It can deal
massive damage, while being able to take massive damage. Use Stone Golems to
destroy enemy bases and protect your own.

-Use basilisks often, especially in base protection. They can kill units in one
hit, making them invaluable.

-An effective group of soldiers are jungle orcs with griffons. The jungle orcs
will be able to wipe out any ground unit while the Griffons take out flying
units and ground units. Very effective.

-Try to build an Ancient Dragon as quickly as possible. This will pretty much
ensure your bases defense, while giving your stone golems the range of view
needed to get the preemptive on enemy soldiers.

-You really shouldn't waste your time building krakens. They won't stand much
of a chance against many boats, so it is not really worth it.

-Drakes are a great unit. 15-20 of these guys can literally take out an entire
base, especially if you have a large group of them and they have a badge. Just
kill any archer/defensive unit that can hit them and they will be unstoppable.
If you think they are going to die, have them retreat and build up for another
attack. If you want to have some stone golems assist the Drakes in taking out
defensive units, feel free to place them outside of the enemy's base. They
usually won't attack the stone golems because they will be too occupied with
the drakes.

-Use Rocs to transport a large amount of units. A good strategy is to have an
army attack the front of an enemy's base, while the Roc swoops around to the
back of the base and drops the units it is carrying. Then have the units attack
the back of the base. You will then have the enemy defending two fronts.


-Kirenna is the weakest attack wise of the 4 monarchs. Don't rely on her for
too much back-up. She can undoubtedly hold some enemy units off, but she won't
be able to hold off many units.

-The Veruna's usefulness depends on the level. If there is a ton of water, the
Veruna will be a great race to play as or have as an ally. If there is little
or no water, there usefulness will be reduced significantly. The Veruna can
still be effective on land if you use the right strategies.

-If you want to win as the Veruna, you need to set up defenses fast. Build an
enclave, and then build some priestesses. Have the priestesses build Bastions
and Guard Towers to set up a perimeter around your base. Build some mortars a
little behind the Bastions and the Watch Towers. This should set up your basic
defense, and should hold up against large amounts of enemies.

-Bastions are just as good as strongholds are. Build them along enemy routes to
slow them down. Like setting up a perimeter, build some mortars behind the
bastions to assist in attacking units.

-Warriors and crossbowman together is a pretty good tandem, just like the
Aramon's swordsman and archer duo. Use this group to hunt down enemies at the
beginning of the game.

-Like the Aramon, build a parrot and find nearby lodestones and where your
enemies are located. Have Kirenna go build the lodestones and have her build
some guard towers around it to secure them.

-Once you build a citadel, start creating some berserkers. Use these guys to do
fast, short attacks on the enemy's base. Have about 10-20 of them charge into
the base, destroy some units, and sprint back out. Get them recovered and

-Use Amazon Soldiers as your primary flying unit's killer. They attack quicker
and much more efficiently than a musketeer can. The Amazon soldiers can also
effectively kill ground units, the musketeer can't. Make sue to have these guys
in every army to protect them from flying enemies.

-Dirigibles can also be used effectively, the build quickly, so create 10-15 of
them and have them raid an enemies base. Destroying defensive structures should
be their primary target. Keep them in their until they are all wiped out, and
then send in your army to clean up what's left.

-If there is lots of water, build plenty of sea forts and start pumping out
boats. Build harpoon ships, Man of Wars, and Trebuchet ships. Have the
trebuchet ships pummel any enemy units they can reach, while the Man of War
protects the trebuchet ships from other boats and the harpoon unit protects
them from flying units.

-Another effective strategy is to create a large fleet of ships and load them
up with soldiers. Make sure you include a few priestesses in your fleet, and
remember what ship they are in. Then sail over to wherever your enemy's base is
and unload your units. The ships and units will protect the priestesses while
they build enclaves, citadels, and bastions. Once you've done this you can
constantly pump out units and have them attack the nearby enemy base.
Eventually you will wear them down and defeat them.

-With the Veruna you can also use the strategy the Aramon have of building
trebuchets and a gold dragon, and then use the dragon's large site range to
allow the trebuchet to attack. You can do this to with the Sea Dragon and
mortar. It is not as effective as the Aramon's strategy, but can still be

-Like the Zhon, if you want to storm an enemy's base and kill them in one swoop
you will need a ton of units, as the Veruna's ground units are typically on the
weak side.


-Lokken has some of the best magical moves and units in the game. Lokken can
also build every stationary unit builder the Taros has at the beginning, thus
you can create Level 2 and 3 units very early. Have Lokken build a Cabal, then
an Abyss. While he is building the Abyss have the cabal start pumping out units
and Dark Masons. Once the Abyss, repeat the same process with the Temple.

-The only reason you need Dark Masons is so they can build Mage Towers. Have
them build Mage Towers wherever you deem necessary. They can hold off most
enemies. If you want to build caged demons, go ahead, but I typically don't
since the mage towers are stronger.

-Make lots of executioners. They are much stronger than your any opponent's
level 1 soldier, and can hold them off very well.

-Don't waste your time building skeleton archers. Black Knights are faster,
have better defense, and seem to be stronger. Although skeleton archers build
extremely fast, they die in usually 1 hit so it is not worth it.

-Use Iron Beaks to kill enemy group. Have a few of them fly in and kill any
archers, and then they will be free to pick off the rest of the soldiers. Iron
Beaks can slow be used to kill defensive units that are alone and not near nay
other defensive units.

-Fire Demons will be your best friend. They are the equivalent of the Zhon's
stone giants. What you should do is always have a few Fire Demons in any army.
They can kill enemy soldiers before your army even sees them. You can also use
a large group of fire demons to attack an enemy's base. This is effective sine
the enemy will be forced to send soldiers to go kill the fire demons, since
they can attack from a great distance.

-Weather Witches will be your other best friend. The best way to use them is to
somewhat kamikaze them. Send them into the enemy's base and then have them do
ice storm. The weather witch will probably be killed soon after, but ice storm
will have wiped out a ton of units.

-Ghost Ships can also be useful. Again, like the Iron beaks, have them attack a
group of enemy soldiers, kill the archers off, than kill the rest of the

-If you are going to use Lichs, do not put them in your main army, as their
wave attack will hurt your soldiers too. They work best on solo suicide
missions, hurting any unit that comes in their path. Remember, they can cross
water, so you can use them for sneak attacks.

-You will be using Sky Knights a lot. Like the ghost ship and the iron beak,
just kill the archers of an enemy's group then kill the rest of the soldiers.
Once you get a group of 10-20 sky knights WITH gold badges (it typically takes
about 20 kills to get a gold badge) have them attack an enemy base. They can do
a significant amount of damage. If you use them right, you may even be able to
take out the entire base.

-Use Fire Mages like you use weather witches. Send them on a suicide mission to
destroy a chunk of an enemy base. Send them into the base and perform the spell
Fire Storm. This should do just as much damage as ice storm can. You can also
use this spell to wipe out large groups of units.

-A great strategy is to build a mind mage and a bunch of zombies. Have the
zombies walk in front of the mind mage and stroll around until you find a large
group of enemies. The zombies will take the hits while the Mind Mage performs
area mind control. If you place the spell right, you may be able to convert
more than half of the group of soldiers.

-Fire Spouts can be used for sneak attacks too. Like the Zhon's Roc sneak
attack strategy, have some units attack the front of an enemy base. Then cloak
a group of fire spouts and come around from the back and attack. Thus causing
the enemy to once again fight on two sides.

-Use the Black Dragon to kill many enemy units. Don't worry about sending him
into the heart of a base. He flies so fast that he can get out of the base and
into safety in just a few seconds. A good strategy is to fly in, do Ring of
Fire, and fly back out.

-Use Dark Priests to find and destroy enemy lodestones. Enemies often don't
guard lodestones, thus making it easy to send the fast Dark Priest over, have
him destroy the lodestone, and then move on to the next lodestone. Once you
destroy a lodestone, you could also use the dark priest to build a divine
lodestone on the newly open sacred stone. Your opponent often eventually finds
the Lodestone and destroys it, but it will contribute mana for quite a while.

--------------------------------VI. Walkthrough--------------------------------

Here I will give you tips on how to beat every mission in TA: K. Each mission
has a little cut scene describing the missions. I will not say these for there
are some spoilers in them and they can be long sometimes. Anyways, let's jump
into the walkthrough.

Chapter 1- All Hell Broke Loose
Difficulty- Very Easy
Race- Aramon
Objectives- 1. Go north and find the town of Abiad. 2. Get Emen to the well on
the east side of town. 3. Protect Emen at all costs.

You start of with some around 3 swordsman and 5 archers. Go north straight up
the path, eventually the path will broaden into a stone path. You will
encounter some zombies along the way. Just have all your units attack at once
and the zombie will die in a few hits. Note: Emen is much faster than the
swordsman and archers, so make sure he doesn't go too far ahead. When you get
into the town you will notice some zombies and serfs in blue suits. Kill the
zombies, but the serfs won't attack you so don't waste your time on them. Go
directly east in the town until you find a group of soldiers fighting some
zombies. The well you are looking for will be right around there.
Congratulations, you've completed your first mission.

Chapter 2- Victims, not Victors
Difficulty- Very Easy
Race- Aramon
Objectives- 1. Find and enter the garrison to the north. 2. Keep Emen safe.

This mission is exactly like the 1st mission. You start off with 7 archers, 6
swordsmen, and 2 barbarians. If you look on your map you can clearly see the
garrison and the path leading to it. Follow that northeast. Along the way you
will encounter around 8 zombies and 1 executioner. Executioners are much
stronger than zombies, so take these guys out first when you see them. Keep
following the path northeast until you come to a fork in the path. Go north
from here. You will find a few more zombies and another executioner. Once you
get past them, it is an open path to the garrison.

Chapter 3- Order Overturned
Difficulty- Easy
Race- Aramon
Objectives- 1. Exit the garrison with Joreth and his entourage. 2. Head north
and find the small sand spit with an archer tower. 3. After seeing Joreth, the
ships will approach the shore. 4. Lode Joreth and his band onto the transport
ship. 5. Sail to the northeast

In this mission, you start of with 7 swordsmen, 5 archers, and 4 horsemen. If
you look at your mini map the sand spit will look like a small, white patch
with a yellow dot on it. Select all your troops and lead them out of the
garrison. You will probably notice on your mini map a bunch of red enemy dots
all around the garrison. Don't worry about them; they won't attack you unless
you move towards them. Anyway, find the path leading north and follow it. You
may find some zombies and executioners along the way. Eventually you will reach
a part where the path splits. One path goes west while the other goes north.
You will encounter a large battle here. There will be about 2 executioners and
6-8 zombies. Make sure Joreth doesn't get surrounded, or he might get killed.
Once you defeat them continue going north up the path. If you look at the mini
map you will notice that the path going north will overshoot the sand spit, and
then make a kind of u-turn and lead back to the sand spit. Rather than follow
the path just cut across to the sand spit. By doing this you will save time and
avoid some enemies. When you arrive at the sand spit, you will notice a
transport ship resting at the south side of the beach. Load all your units onto
the ship and sail away to the northeast corner of the map.

Chapter 4- The Wedge
Race- Zhon
Difficulty- Very Easy
Objectives- 1. To the West is a Verunan port. 2. Destroy the ships, town and

Please e-mail me if you find out a way to lose this mission. You start off with
10 drakes. Highlight them all and fly south and destroy a transport ship
carrying 5 soldiers. Then fly to the west and destroy everything in sight. Your
first priority is to kill crossbowman and ships. After that, kill the warriors
and peasants. Look on your mini map to see where some enemies are to attack.
After a while the Victory message will pop up on your screen.

Chapter 5- Black Peace
Race- Taros
Difficulty- Easy
Objectives- 1. Summon a Dark Mason and use it to conjure a lodestone on the
sacred site. 2. Use the Cabal to amass a small attack force. 3. Destroy all
resistance in a nearby town. 4. Feel free to wreak havoc on towns people and

This is your first mission where you can build units. Your first thing to do is
to build a Dark Mason and have him build a lodestone on the sacred site on the
southwest corner of the land you are on. There is also another sacred site just
northeast of your Cabal. Once you have built the lodestones, have your Cabal
build 5-8 Black Knights and 5-8 Executioners. While you are waiting for you
should build some Caged Demons. If you look on your mini map, you should notice
a white strip of sand that connects the land your base is on, to the land where
the Aramon's town is located. Build the Caged Demons here. This will protect
your base since this is the only place soldiers can cross. Once your soldiers
are all ready, send them across the sand strip to the Aramon's town. Have them
kill the swordsmen along the way, and then the Watch Tower that is at the
corner of the town. Look out for a mage builder around the northwest corner of
the town. He will be building guard towers, thus making him a necessity to
kill. Once you killed him just run rampant through the town killing everything
you can find. You will encounter some swordsmen, archers, and horsemen, but
they shouldn't cause too much trouble. In the off chance that your army should
get wiped out, just start a new one back at your base. After killing most of
the enemy units, the Victory sign will pop up, thus ending Chapter 5.

Chapter 6- Jungle Screams
Race- Veruna
Difficulty- Easy
Objectives- 1. Sail down the river and around the bend. 2. On the north shore
is a sandy open beach. 3. Unload your ground forces and have them protect the
landing zone. 4. Use your priestess to build for guard towers. 5. Keep the
flagship and priestess safe.

Okay, you start off with a flagship, 2 skiffs, and a transport ship. Each ship,
except the flagship, is carrying soldiers. Your two priestesses are on your two
skiffs. Sail southeast down the river until you see a big beach. A drake will
probably fly in and try to attack your ships. Just ignore him, he will probably
just make one pass and then you won't see him again. Once you get to the beach,
unload all of your troops. A line of goblins will start to attack you. They
aren't hard to kill, just make sure your two priestesses don't get surrounded.
Have one priestess go directly north and build a lodestone on the sacred stone.
Have the other priestess and all of your soldiers go northeast up the beach
until you come to a sacred stone with a Zhon lodestone on it. Here you will
probably get attacked by a ton more goblins. Once you are done with the
goblins, have the priestess build a lodestone on the newly open sacred stone.
Your other priestess should be done with the lodestone, so have her start
building some guard towers. Do the same thing with priestess number 2 once she
is done building the lodestone. You will have 4 guard towers in no time.

Chapter 7- Cleansing
Race- Zhon
Difficulty- Easy
Objectives- Have your Beast Handler build more troops. 2. March south into the
Verunan camp. 3. Destroy all of their Guard Towers.

Well, your about to destroy everything you created in the previous missions, so
have fun. You start off with a bunch of hunters, about six trolls, and two
drakes. Have your beast handler build anywhere from 4-9 of both hunters and
trolls.  If you want to beat this mission quickly, build about 4-6 of both
hunters and trolls. If you want to make sure you win build 8-9 of each. You
shouldn't get attacked by any Verunans until late in the game. Once you are
done building your soldiers, have them march onto the Verunan camp to the
south. Note: Keep your beast handler back at your base just in case something
goes wrong. When you arrive at the Verunan camp and go down the hill, you will
find 4 swordsmen, 2 crossbowmen, and 2 guard towers. Destroy all of them. Then
move to the west and you should find another guard tower. Destroy that and the
soldiers around it. Almost directly south of the guard tower is an Enclave, so
destroy that if you want. The last guard tower is on the southwest side of the
beach. There is a catapult around here, so look out for that. Once you destroy
that last guard tower, you will have accomplished this mission.

Chapter 8- Without Mercy
Race- Taros
Difficulty- Easy
Objectives- 1. Use Lokken to conjure Lodestones, buildings and fortifications.
2. Fend off early attacks from Aramon. 3. Summon a sizeable army. 4. Descend on
the base to the south. 5. Destroy all enemy soldiers and buildings within the
walls of the base. 6. Lokken must survive.

Lokken makes his first appearance in this mission. He is also the only unit you
start with so be prepared to start from scratch. First, build a Cabal. After
that, have Lokken build lodestones on all of the sacred sites on the plateau
you are on. There is one big sacred stone that is far off to the west. There
are also a couple of soldiers here, so have Lokken take them out. While doing
this have your Cabal builds 15 executioners and 15 black knights. When Lokken
gets back from his lodestone trip, have him build an Abyss, then have the Abyss
create 15 skeleton archers. In no time you should have a sizeable army. Note: I
didn't have any problems with Aramon units attacking, so it is up to you if you
want to build defenses. If you do, there is only 2 ways to your base, one
easily discernible slope to the south, and one to the west. Once your army is
ready, lead them down the south hill. Keep Lokken at your base. After you get
to the bottom of the hill you will encounter small groups of Aramon horsemen,
archers, and swordsmen. Defeat them and head on towards the base in the
southwest corner of the map. You will probably encounter some more enemies on
the way. I prefer to go into the enemies base through the east entrance, but
you can go through the south or north entrance too. Each entrance is guarded by
two watch towers and they all have a small group of soldiers near them. When
you penetrate the base, your first order of business is to destroy the Keep and
the Barracks that are located right next to each other in the center of the
base. When you do this, just destroy the remaining watch towers located around
the western wall, and then you should be done. If the Victory icon doesn't pop
up, head to the south entrance and see if there is a group of soldiers
somewhere near there. Sometimes they don't attack you and will leave you
looking for them for a long time. Note: Make sure you kill the mage builder
wandering around the base.

Chapter 9- Unseen Hands
Race- Taros
Objectives- 1. Use cloaking to enter the city directly to the North. 2. Watch
your personal mana supply. When it runs out- you're visible. 3. Sneak around
find the head alchemist and eliminate him. 4. Exit the city using the road to
the northeast.

You start off as Mirazi Heket, the Taros assassin. Immediately west is a stone
path. Put your cloak on and head up it. Shortly you will arrive at the gate to
the city. 2 swordsmen will be guarding the entrance. Just don't get too close
to them and you will be fine. If you do get to close, you will be uncloaked and
forced to kill them. Once you enter the city, go north until you find a large
building. Go a short way northwest of the building to a small, open plaza.
There will be 2 houses with hay for roofs to the south of the plaza, and 2
houses with shingles for roofs to the north. Go between these 2 shingled houses
and you will find the alchemist there. If you aren't sure about if you find the
right guy, move the cursor on him and look at the bottom of the screen to see
if it says alchemist. He is wearing a black robe, and will probably be guarded
by 2 swordsmen. Kill him in one hit (Mirazi attacks with throwing daggers, so
you don't have to be too close to kill him) and then kill the 2 swordsmen if
they come after you. They may or may not. Retreat to the south once you kill
the alchemist because there is a watch tower to the north and may start
attacking you. You will no be uncloaked, so move as fast as you can directly
east. When you reach the city walls, head north a little ways until you find a
gate. Go through the gate and kill the 2 swordsmen guarding it. Then head
Northeast up the stone path and the mission will be complete.

Chapter 10- Nightmare Legions
Race- Taros
Difficulty- Very Easy
Objectives- 1. Use Lokken to build a well fortified base. 2. Send your newly
summoned troops to the South. 3. Wipe out all Aramon presence. 4. Expect heavy
resistance. 5. Keep Lokken alive.

From the objectives this mission sounds pretty hard, and it is if you follow
what the objectives say to do. But I found a trick that makes this mission
ridiculously easy. From the very start highlight all of your troops, all 7 of
them and Lokken. Then head south. You will encounter some soldiers on the way.
Lokken will easily kill them. If you find a big group have your other soldiers
hand back will Lokken casts fire wave and wipes them all out. Keep heading
south and you will eventually find a path with an Aramon wall not to far to the
east. Follow the wall south and around the corner to the east. You will find a
gate guarded buy 2 swordsmen. Take the guards out then destroy the gate. Head
into the base and kill the Mage Builder, the Barracks, and the lodestone. If
you followed the objectives and created a big army, the mage builder would have
build defenses and a keep, making this mission a million times harder. Once you
have destroyed the 3 things inside the base, have Lokken create a Cabal and
about 10-15 black knights. Once they are built select them all and scour the
countryside killing any Aramon you encounter. When you have killed all of the
Aramon you have won. Note: There is a second gate on the north wall of the
base. This trick makes this mission infinitely easier.

Chapter 11- Unholy Quest
Race- Taros
Difficulty- Easy
Objectives- 1. Your scouting part atop the plateau may come under attack. 2.
Save them if you can. 3. Fortify the country side near Lokken. 4. Build an army
to take and hold the plateau. 5. Once there, use your Dark Priest to build the
temple. 6. Protect the Dark Priest and Lokken.

I have a similar trick to make this otherwise tough mission easy. Lokken, the
Darkest Priest, and a few soldiers start out at the northwest corner of the
screen. Your scouting party is on top of the plateau in the center of the
screen. Immediately select them all and send them back to your base. While they
are walking there, have Lokken build a lodestone one the nearby sacred stone,
and once he is done with that, have him build a Cabal. Have the Cabal build 10-
15 dark knights and 5-10 executioners. The scouting party should have arrived
by now. Highlight every one of your soldiers, except for Lokken, and advance
them to southeast a little bit. Soon a small party of Aramon soldiers will
arrive. You should be able to kill the ground soldiers easily, but they have
two catapults. Use the Dark Priest to kill these. One you have done this,
retreat the Dark Priest to the Northwest corner of the map where he will be
safe. Leave your soldiers and the soldiers being built at the Cabal to guard
the base. Here is where the trick comes in. Take Lokken and send him straight
south, on the west side of the plateau. Have him kill any Aramon he finds, and
build lodestones on all the sacred stones he finds. When you reach the bottom
of the map, head directly east past the south side of the plateau. Here is
where the Aramon base is. You will find a barracks, a mage builder, and a
lodestone. Destroy them all. To the north a slope up to the plateau. DON'T send
Lokken up there. There are usually 10-12 archers up there, and there is a
chance Lokken may be killed before he can take them all out. Instead, leave him
at the now ruined Aramon base. Now select your newly created army, (they should
be finished building by now) leaving the Dark Priest at your base, and send
your army up the path on the north side of the plateau. They should easily wipe
out all the archers/swordsmen/horsemen/barbarians that are up there. When your
army has secured the plateau, send the Darkest Priest and Lokken up there. Have
the Darkest Priest start building the Temple of Belial while having Lokken
assist him. Once it is finished, this mission is accomplished.

Chapter 12- The Ether's Fury
Race- Aramon
Difficulty- Very Easy
Objectives- 1. Tarosian troops are headed into the pass from the East.
2. Destroy the all with your new cannons. 3. Watch out for small flanking

This is a very easy, and fun, mission. You start off on a small out post with 4
cannoneers and around 20 soldiers. The cannoneers will annihilate any Taros
unit that comes down the pass, and trust me; there will be a lot of units
coming down the path. The only way troops can even get near your base is by the
two paths out of the garrison you are in, one goes north and the other goes
south. I prefer to split my 20 soldiers up equally and send one group a little
ways up the north path and the other a little ways down the south path. They
will have no trouble taking care of the groups of 3-5 executioners that come
strolling down the path every so often. After you kill around 170 enemy units,
this mission is complete.

Chapter 13- Madness and Disease
Race- Aramon
Objectives- 1. To the Northwest is the city of Lothol. 2. A battle is underway.
Avoid the conflict at all costs. 3. Get Joreth into the city and head to the
docks. 4. Joreth must survive.

This mission can be hard if you don't follow the right path. First of, the city
is the gray spot in the northwest, not the one directly west of where you start
from. When you start off, head directly east. You shouldn't encounter any
battles. You will pass a large rock eventually. Here start going northwest. You
will probably encounter some blade demons and maybe some zombies here. Once you
reach a part where to paths meet to make a sideways T, head north straight up
the path into the city. There are many other routes to take, but this is the
one I found that has the least enemies on it. Whatever you do, don't follow the
path that is a little north of where you start of from. It heads west. Don't
follow this because if you do, you will be in the firing range of a few death
totems, and those are deadly. Once you get Joreth through the gates and a
little ways into the city, you will be victorious.

Chapter 14- Unwelcome Guests
Race- Veruna
Difficulty- Easy
Objectives- 1. Have Kirenna build some lodestones. 2. Create a shipyard, more
forces and clear the other islands. 3. Take over the smaller islands first. 4.
Once your army is large enough, tackle the larger islands. 5. Crush the
invaders. 6. Kirenna and Solon Rixx's ship must survive.

You start off on a tiny island with two small sacred stones on it. Your
starting group is Kirenna, 4 warriors and crossbowmen, a flagship, and Solon
Rixx's ship. Have Kirenna build lodestones on the sacred stones, and have the
flagship build a sea fort. Have the sea fort build one transport ship, and 2-4
harpoon ships. The island you are on is too small to fit an enclave on, so load
your soldiers and Kirenna onto the transport ship and send them along with the
harpoon ships to the smallest and closest of islands. When you arrive have your
boats fire at the black dots that appear on the mini map, and have the
transport ship unload its cargo. There are only a few goblins, trolls, and one
beast handler on this island, along with a lodestone. Once you dispatch them,
have Kirenna place a lodestone on the newly vacant sacred stone, and once she
is done with that build an enclave on the small beach. Build 10-15 of warriors
and crossbowmen, a few priestesses, and a few catapults. You may want to build
another transport ship, and a few more harpoon ships. Also, you may want to
have your flagship build some floating towers to guard your original sea fort
from griffons that will come eventually. Once your new army is complete, load
them onto your two transport ships. Leave Kirenna and Solon Rixx's ship at the
island with the enclave on it, just to be careful. Send your fleet up to
largest island dead north of where the smallest island is. Have your harpoon
ships kill any enemies that are near the shore. When the area is secure, unload
all of your soldiers. Send them north and you will soon encounter a fairly
decent size of enemies, most of them coming down from a hill. Kill them all,
and charge up the hill. There may be some beast lords and tamers, along with
some lodestones. Dispatch all of them, and have your priestesses build new
lodestones on the sacred stones. Load all of your soldiers back onto your
transport ship Have your enclave build 5 or so more of both warriors and
crossbowmen. When they are finished, pick them up with your already loaded
transport ships, and attack the island to the east. Unload your ships and have
them kill all of the enemies there. Mission complete.

Mission 15- Roiling Oceans
Race- Veruna
Difficulty- Moderate
Obejectives-1. Invaders are coming from the north. 2. Build up your defenses
with floating towers and guard towers. 3. Protect your Lodestones, you will
need them for defenses. 4. Hold them off for 30 minutes.

This is the only mission that involves time in the whole game. It is of
moderate difficulty, and you will need to move fast in order to beat it. You
start off with 3 lodestones, and a flagship. Immediately have the flagship
build an enclave. Once this is done, have the enclave build a priestess, then
around 5-8 of both warriors and crossbowmen. Have the flag ship build a sea
fort, and have the sea fort build a transport ship. Note: When the priestess is
built have her build a lodestone on the nearby sacred stone. When you soldiers
are completed, load them onto the transport ship. Make sure to unload them on
the nearby tiny island that has a large sacred stone on it and have the
priestess build another lodestone.  Load them back up again, and head for the
big island in the northwest. While they are doing this, have the enclave build
the same amount of troops you created for your first party. Make sure you
create a priestess. Have your sea fort build another transport ship and around
4 harpoon ships. By the time you have issued these orders your transport ship
should have arrived at the island. Unload your troops and have them secure the
beach head they landed on, while your priestess builds guard towers. Don't go
any farther than this beach head. I prefer to make my base at the east side of
the beach, near a rock with a Verunan symbol on it.  You should soon be hit by
a wave of around 5 trolls, around 3 hunters, and a beast handler. Wipe them all
out. Have your priestess build around 5 guard towers, creating a secure
perimeter around your troops. You shouldn't have any more problems with this
island. By now your other soldiers should have finished. Load them up into the
transport ship, and send them to the island in the northeast. Unload them and
do the same thing here. Have the priestess build some guard towers making a
secure perimeter. When you arrive here there shouldn't be any enemies. They
probably won't come for a while. Make sure you can see the north side of the
island, as this is where the enemies will land. You may want to build an
enclave here and have it start creating soldiers just in case. You can do it
for the other island too, but it probably won't be necessary. While you are
having your priestess on the NE island building guard towers, have the harpoon
ships you created guard the front side of your first base. Have the sea fort
build some more harpoon ships, until you have an impenetrable force of harpoon
ships to guard you first base. Don't waste time building floating towers, they
are expensive and take a long time to build. Your first base will get hit
fairly hard by mostly drakes, with some krakens and griffons mixed in. If you
have a good harpoon ship guard they shouldn't be a problem. Getting started is
the hardest part of this mission, but once you get your bases set up there
shouldn't be much of a problem. Just sit and relax and wait for the 30 minute
time period to end and you will be all set. Note: You may want to build a
transport ship and load 10-15 soldiers in it and have it wait at your first
base. These will be your reinforcements that you can send to one of your
islands just incase something happens that you need more soldiers. This is just
a precautionary measure though, so it is not necessary.

Mission 16- A New Fleet
Race- Veruna
Difficulty- Easy
Objectives- 1. Build some defenses for your Lodestone. 2. Move Kirenna and her
new ships to the West. 3. Build a small base. 4. Move forces North and
eradicate all Zhon creatures.

The hardest part of this mission is, like the previous mission, the beginning.
Immediately you will be hit by 2-4 krakens and 2-5 drakes. So, at the very
beginning have your flagship start building a sea fort on the west side of your
base. While it is doing this, move your ships to the north side of your base.
You may want to move your crossbowmen to the north side of your base too. When
they are fighting, have Kirenna build a couple of Watch Towers near your
Lodestone, and have the Flagship build some floating towers on the north and
east sides of your base. You shouldn't have too much trouble killing them all,
but you may lose a ship or two. Once this is done, load all of your soldiers
onto your ships and send them directly west to the mainland. Unload them there,
but have your ships destroy any enemies that are near the shore. When you
unload them have the soldiers destroy the nearby Zhon Lodestone and have
Kirenna replace it with a Verunan one. Then have Kirenna build an Enclave and
have that start building 5-10 of both crossbowmen and warriors. Have Kirenna
lead soldiers you started with up the will to the west and defeat all of the
forces there. Destroy the lodestone and build a new one. Send you soldiers back
to your base, but leave Kirenna on the hill. Send her north on the hill until
you see a bunch of black Zhon dots on the mini map. Select Kirenna's Water
Blast and aim it at a dot near the center of the group. She will walk down and
wipe out a large group of trolls. By now your soldiers should probably be
finished. Send Kirenna back to the base, and highlight the new troops and send
them north, killing anything in their path. Leave Kirenna at the base. You
should probably send your ships up with them, so they can help them wipe out
enemies. When they are all done you should have victory. Note: If you don't
have victory and there is no one left on the mainland, send your ships to the
tiny middle island just north of your base. There will be a troll walking
around there. When you kill him you should be done.

Chapter 17- Walking Towers
Race- Zhon
Difficulty- Easy
Objectives- 1. Take the Hunter and find the canyon where the Stone Giants live.
2. Use them to wipe out the Verunan base to the Norhtwest.

This mission can take a while if you don't know where the Stone Giants live,
but I'll tell you to make things quicker. The stone giants live to the south of
the south western most "forest island". By forest island I mean the land that
is shaded deep green. The forest island is right near the beach. Once you find
them take the long, cumbersome trip due north to the Verunan base. It is grey
on the mini map. There are four guard towers in the base, one at each corner of
the base. Destroy these first, then destroy the Enclave that is directly in the
middle of the base. Once you have done this you can kill all the other units
scattered around the base.

Chapter 18- War
Race- Zhon
Difficulty- Hard
Objectives- 1. Use the Stone Giants to defend your base. 2. You will need to
build more lodestones to increase your building capacity. 3. Summon a large
force as quickly as you can. 4. Make some aerial scouts. Information is key. 5.
Destroy the invaders across the river to the West.

NOTE: You can build many units consecutively by selecting a unit, and holding
shift. Drag the mouse and many units appear in a line. When you have the amount
you want, release the mouse. This is very important for the next few missions.

This mission can be very, very hard and annoying if you don't know what to do.
Once again, the very beginning is the hardest part. Your Beast Handler will
start off making a Beast Tamer right away. Don't stop him! You will need this
Beast Tamer. Once he is done, have him build 4 krakens on the north side of the
shallows directly west of your base. Have your Beast Handler build a lodestone
on the vacant sacred stone that is right next to him. When he has finished
that, build another Beast Tamer. When the krakens are done, send them north up
the river. Have your new beast tamer start building 5-7 krakens to the south of
the shallows. The krakens can't cross the shallows, so you need some on each
side. Have the Beast Handler start building hunters and trolls. Go back to your
4 krakens heading upstream. You will encounter 2 skiffs which you can destroy
easily. Go tot eh very north and you should notice a bay. There are 5 transport
ships in here. Have your krakens kill them all. Make sure there is no more
transport ships left. Send your krakens back to the shallows. They should have
gold badges by now. Your other krakens on the south shallows should be near
done. Take the finished ones and send them south down the stream. A transport
ship may have already landed on your shore and released its soldiers. Don't
worry about it if they did, the forces your beast handler built up should be
able to take care of them. There is a big bay to the south. Go in here and
there should be 4-5 transport ships, depending if one has already left. Destroy
them all, and send the krakens back to the shallows. Some soldiers will
probably already be crossing, but the original krakens in the north shallows
should be present to wipe them out with ease. After that, it is a matter of
sitting back, and watching as your krakens massacre everything that crosses the
shallows. If you want to be safe, have your beast handler and tamers start
building soldier units, but you probably won't need them. After a little while
of the krakens mowing down soldiers, victory will be yours.

Chapter 19- One Sword
Race- Zhon
Difficulty- Moderate
Objectives- 1. The Verunans have fortified an island to the Southwest. 2.
Beware! They also have other encampments throughout the area. 3. Thirsha must
summon additional forces. 4. A swift assault will keep the enemy from
spreading. 5. Destroy the island fortress and surrounding naval units. 6. Keep
Thirsha alive.

This mission is a lot like the previous one. You start off on a small hill with
quite a few forces. Immediately have Thirsha build a Beast Handler, and have
the Beast Lord build a Beast Tamer. When Thirsha is done have here build some
Lodestones on the numerous sacred stones around the area. Highlight all of your
units except for Thirsha and the Beast Lord and send them south to the very tip
of the mainland where a thin path connects both main lands. By now your beast
tamer should be done, so have him build 4-6 krakens along the coast. Have
Thirsha continue building Lodestones, and have the Beast Lord start building a
bunch of Drakes. When the Krakens are done, send them to the east side of the
island in the middle. There will be a transport ship in a bay to north of the
eastern side. When they have killed this ship, go south and there should be
another transport ship in another bay. Follow the river around to the west side
of the island and find another transport ship that is on the western mainland
in another small bay. Finally, go to the north where the river continues off
the map. On the western side of the mainland is another small bay, which
contains the final transport ship. While your krakens are going on their trip,
have the beast tamer build a bunch of griffons. By now some soldiers may be
crossing the small path that connects the two main lands, so send Thirsha there
for extra support. Have your krakens kill nay ships floating around the river,
and wait for your Drakes and Griffons to finish. When they do finish, highlight
both the drakes and the griffons, you should have 15-20 of each, and send them
around the island to the western mainland. It is very important not to cross
the middle island, for there are many watch towers. When they reach the western
mainland head to the southwest tip of the mainland. There will be a small
Verunan base, with 4 watch towers, an Enclave and a Citadel. Destroy them all.
Now head to the middle island. Have your flying soldiers destroy all the watch
towers around the walls of the base. Then destroy the Enclave and the Citadel.
Finally kill all the rest of units wandering around the island and victory will
be yours.

Chapter 20- Landfall
Race- Veruna
Difficulty- Easy
Objectives- 1. Build a shore encampment to the South. 2. Use your ships to
protect it while you summon additional forces. 3. Move South into the jungle
with your ground troops. 4. Build four guard towers in each of the two Zhon
towns. 5. Solan Rixx's ship must survive.

A fairly straight forward mission, start off by selecting all of you ships and
send them southeast until you find an island with a sacred stone on it and a
few drakes. Kill the drakes and head south. When you land at a beach head
unload your soldiers and have them kill any nearby enemies. Use your Harpoon
Ship as artillery. Have the flagship build an enclave. When that is done have
it build a priestess, and have that priestess build lodestone on the nearby
sacred stones. Have the enclave start building warriors and crossbowmen, the
majority should be crossbowmen. Load the priestess onto Solan Rixx's ship and
bring them to the island with your original lodestone. Have her build a new
lodestone on the sacred stone next to it. Then load them up again and have her
build another lodestone on the one which had the two drakes on it at the
beginning. When that is done bring her back to the base and have her build a
perimeter of watch towers. You may get hit by a few drakes and hunters, but
that is about as serious as it will get. You can build another enclave if you
want to speed up the building process. When you have 20-25 of both warriors and
crossbowmen send them a short ways south and wipe out the small base there, and
have your priestess build 4 watch towers. Then send your army directly east and
a tiny bit south to find another base that is guarded by mainly Jungle Orcs
with gold badges. Once you kill them invade the base and have the priestess
build 4 more watch towers in there. Mission complete.

Chapter 21- Ships of Doom
Race- Veruna
Difficulty- Easy
Objectives- 1. Kirenna arrives with the new warships. 2. Use them to weaken the
enemy's defenses. 3. Establish a beachhead and build up your forces. 4. Push
the Zhon back into the jungle. 5. There is an old Kandran road in the jungle-
Get Kirenna to it. 6. Kirenna and Solan Rixx's ship must survive.

Another straightforward mission, have unload Kirenna on the island directly
east and have her build a lodestone on the other sacred stone. Load her back up
and send them directly south until you find a beach. Unload Kirenna and have
her build an enclave. Once that is built, have it build a priestess and some
soldiers. Send Kirenna to the east and have her build a few more lodestones.
You can send her west too. There aren't many soldiers here so she can kill
them. There is a stone giant to the north on a plateau that you may want to
kill as he can sometimes start attacking your base. There are a few lodestones
on the western part of the mainland too. When you have the priestess ready have
her build a Citadel, and have the Citadel build around 10 berserkers, crusaders
and amazon knights. Have the sea fort build a transport ship, and send your
ships to the east. You will find a river opening with drakes on some sand
spits. Kill the drakes and send the ships down the river until they are right
near your base, as the river runs right by it. When your soldiers at the
citadel are finished, load them all, including Kirenna, into your ships and
unload them on the other side. You will be hit by a wave of enemies, but it is
nothing you can't handle. When all the enemies have been killed select all of
you troops and send them to the southeast corner of the map. You will cross a
large sand road and then find a patch of grass. Here there will be quite a few
enemies, but you shouldn't have trouble here either. When Kirenna gets on the
patch of grass you win (the Kandran road runs right by there).

Chapter 22- Target Practice
Race- Veruna
Difficulty- Moderate
Objectives- 1. Scouts indicate a prison located on the island. 2. Land on the
South end of the large island. 3. Use Kirenna to summon a ground force. 4. Get
Kirenna to the prisoners. 5. Load the prisoners on the ship. G. Bring them to
the West side of the small island. 7. Keep Kirenna and Solan Rixx's ship alive.
8. At least 20 prisoners must survive to claim victory.

This chapter's title is misleading, as there is nothing pertaining to target
practice in this stage. To gte us started off I while describe the layout of
the level. To the east is a big island surrounded by big cliffs that enemy
soldiers stand on and shoot at you. In the middle of the big island is the
prison. The prison has around 35-40 prisoners. You start off with a dirigible,
a man of war, a flagship, and Solan Rixx's ship with Kirenna in it. Have the
dirigible destroy the two lodestones on the island directly east of where you
start from. Then head south. Don't hug the wall to the east because enemies
will shoot at you. When you reach a bend and see a small beach, have the flag
ship build a sea fort, and unload Kirenna on the beach. Don't destroy the
lodestones on the far left and right sides of the island, as you will be shot
at by Mage Towers. Just destroy the middle lodestone and build a new one there.
Build an enclave right next to the lodestone. The sea fort should be near done
by now. Have it build one trebuchet ship. Have Kirenna just wait by the
enclave, don't have it build anything. When the trebuchet ship is done, select
it and press the tab button to bring up the big map. Look for any nearby
"tower" shaped icons. Destroy all of them on the map. When that is done,
Kirenna can now take the two other lodestones. The one on the far right may get
hit by skeleton archers, so just have the trebuchet ship destroy them. Start
building up forces. 20 of both crossbowmen and warriors should be good. When
they are done send them north, with Kirenna, through the gap and destroy any
mage towers and caged demons you find. There will also be a Cabal, so destroy
that. You will have some losses, but that is okay. Once the area is secure,
build another enclave and a priestess. Have that priestess build about 4-5
Bastions, as you will soon get hit by parties of Blade Demons. Have both
enclaves start pumping out soldiers, maybe 15 of each at each enclave and make
sure to include some catapults. When they are all done, send them north. Have
Kirenna go with them for you need her to get the prisoners. Keep them to the
left of the prison. Go past the prison and continue up north till you find a
temple. Destroy this and it will stop the flow of blade demons. You may want to
check out the area directly east of there for there is sometimes another temple
there. Anyways, now search for any enemies remaining and kill them if you find
them. Stay away from the edges of the island where the raised rocks are since
your soldiers have trouble hitting enemies on top of them. When you have
secured the area, make sure to save the game as you don't want anything screwy
to happen, and bust through the prison walls. Kill any guards in there (there
aren't that many), and send a large group of crossbowmen into the section where
the prisoners are held. You must send crossbowmen into the prisoner section
because a bunch of iron beaks will soon fly out of nowhere and start killing
the prisoners, and we don't want that to happen. Once the crossbowmen have
killed all of the iron beaks, send all of your soldiers back to the original
beach head. While waiting for them to arrive, have your sea fort build a
transport ship. When they arrive have all of your soldiers and prisoners loaded
onto your ships. When they are all loaded, send all of the ships back to the
island where those two lodestones where at the very beginning that your
dirigible destroyed. When they are all on the west side of the island the
mission will be complete.

Chapter 23- The Butcher of Zakum
Race- Veruna
Difficulty- Very Easy
Objectives-1. The rescued prisoners tell of a stronghold t the north. 2. Use
them in the raid. Kill the defending Tarosians. 3. Put an end to the cruel
Baron Leimar. 4. At least one of the freed prisoners must survive to claim

This mission is very fun and is a break from the longer missions that we have
been faced with most recently. Immediately unload your transport ship and view
your odd army of musketeers and prisoners. The prisoners are actually pretty
strong and have very good defense. When all of your soldiers are unloaded send
the east until you find a gap leading north. Go through the gap then west
around another "rock" island then north again. You may encounter a few zombies,
maybe a few blade demons. You should soon find a temple. Destroy it and
continue north. On your map you will notice a big rock with a slope leading up
it. This is where the base is. Go up the hill and destroy the Cabal, then move
a little east until you start getting hit by mage towers. Destroy them and then
the gate. Send your troops in. Destroy the Cabal and kill the two blade demons.
The Baron is I the Northwest corner of the base. Kill him, and the mission is

Chapter 24- Terrible Discovery
Race- Aramon
Difficulty- Moderate
Objectives- 1. Find a catapult. 2. Use it to destroy the walls that surround
the Heart of Thesh. 3. Joreth must enter the center compound. 4. Beware of
trolls. 5. Keep Joreth alive.

This is a fun mission, but it has the possibility to get annoying. Start of by
selecting all of your soldiers and send them northeast. You should find a wide
staircase. Go up it to the upper path and follow that north. A little ways up
you will find a catapult. No head back to the wide staircase you went up and go
down the opposite, east facing side. Head directly east and you should
encounter a wall. You will probably encounter a couple of trolls. Make sure you
protect the catapult and Joreth from the trolls. When you have reached the
small wall, have the catapult attack a piece of it. Some more trolls will
probably appear, but don't discontinue the catapults attack. Have your soldiers
attack the enemies. Your only enemies will probably be trolls, but I
encountered a jungle orc one so look out for him. When the catapult has
destroyed the wall head inside and up the center platform. When Joreth has
reach the top this mission is done. Note: If your catapult gets destroyed, head
back to that upper path that you got to via the wide staircase. There are a few
more catapults along there.

Chapter 25- Betrayal
Race- Taros
Difficulty- Easy
Objectives- 1. Wait for the Taros troops to disembark. 2. Join up with Aramon
soldiers loyal to the traitor Buriash. 3. Follow the path Eastward. 4. All
troops loyal to Elsin must be destroyed. 5. Feel free to use civilians as
target practice.

This mission allows you to build both Taros and Aramon units, a rare occurrence
in story mode. Don't wait for the Tarosian troops to arrive, have you barracks
start building soldiers, about 6-10 of horsemen, swordsmen, and archers. Have
the mage builder build some lodestones on the surrounding sacred stones. Note:
Don't send the mage builder too far south, as he will be attacked and killed by
wolves. When the Tarosian troops arrive send them to your other soldiers and
have the dark mason build a cabal. Have the cabal create 6-10 of both
executioners and black knights. Don't worry about defenses, the Aramon soldiers
rarely attack. When your army is done split them into 3 fairly equal groups,
and send one group to each of the pale spots around the map. The pale spots are
where Aramon villages are, thus where the soldiers are. You may want to have
more soldiers heading towards the bigger, middle village since there are more
enemies here. You shouldn't have too much trouble. The middle village has 4
watch towers, one on each corner. The north village has two watch towers and
the south village as two strongholds. Each village has a fairly small amount of
ground troops. When you have killed all of the enemies you will have victory.
If you kill them all but you don't have victory, wander around each village
until you find someone you missed.

Chapter 26- We Are the Future
Race- Taros
Difficulty- Easy
Objectives- 1. Use the combined forces of Aramon and Taros to enter the city of
Narmer. 2. Destroy the temple of Anu located in the eastern part of the city.
3. Use the Dark Priest to build a temple to Belial in its place. 4. If the
Priest is lost, so is the crusade so be sure he's protected. 5. Be prepared to
assemble a force large enough to breach the city walls.

Start of by sending the dark mason south to build a lodestone on the sacred
stone, and the mage builder to the north to build a sacred stone there too.
When they are done, have the dark mason build a cabal, and the mage builder
build a barracks. Have the barracks build 10 swordsmen, 10 archers, and 10
horsemen, and have the cabal build 10 executioners and 15 black knights. While
waiting for the soldiers to finish, you should send either the dark mason or
the mage builder down the hill and have them build a lodestone on the sacred
stones to the north and south. When all of the soldiers are finished, make sure
the dark priest is a safe distance away; send them down the hill and by the
north side of the port city. You should see an opening with two towers on
either side of it. Send your soldiers through it that opening. There will be
three cannoneers shooting at you. So kill them quickly. You will be attacked by
various other soldiers, but they will be dispatched easily. Send the soldiers
directly south of the opening you went through to find a barracks. Destroy that
and the surrounding enemies. Now head due east and destroy the stronghold. When
you reach the corner of the map head north. You will find the Temple of Anu,
which is surrounded by 4 watch towers. Destroy the Temple of Anu. But don't
send the dark priest over just yet. Head due north of the now destroyed Temple
of Anu to find another 3 cannoneers. Dispatch them and search for any remaining
enemies. Now send your dark priest over and have him build a Temple of Belial
somewhere close to the destroyed Temple of Anu. When it is finished, your
mission is complete.

Chapter 27- A Land Not Fit for Humans
Race- Aramon
Difficulty- Moderate
Objectives- 1. Build a sizeable force. 2. Destroy all Taros outposts and
patrols. 3. There are two encampments to contend with. 4. Keep Lordling
Dernhest alive.

This mission is not my best. I don't know why, but it seems like whatever could
go wrong, does. First start by having your mage builder build another
stronghold at the northwest corner of your encampment. Have the barracks build
another mage builder, and a around 7-8 archers. When the mage builder is built,
send him south and have him build lodestones on the two sacred stones near the
water. When the other mage builder currently building the stronghold is
finished send him north and build 2 more lodestones there. Place the archers
you built in between the two strongholds on the west side of your base. Enemies
will soon start attacking, but your archers and strongholds will take them out
easily. You may want to have the two mage builders build a few strongholds near
your lodestones in order to keep them safe. Now you should start making
soldiers. Note: If you see a large group of enemies heading for either your
northern or southern base, select some soldiers and send them down there to
help. You don't want to lose those lodestones. Make 15-25 mage archers and
knights at the keep. Don't have the barracks build anything. While your armies
are building, have the mage builder to the north of your base build a trebuchet
a little bit to the west of the lodestone that is farther north than the other.
Now have your barracks build a few spy hawks. Send them northwest. Have them
search around until they come across a little encampment with 4 mage towers and
an abyss. They have walls on three sides of them. Quickly select your trebuchet
and have it attack the abyss. It should soon be destroyed, crippling the Taros.
Now have your mage builder to the south build another trebuchet, and have the
barracks build another 3 spy hawks. Send the spy hawks directly west of your
southern base until it comes across another encampment that has 3 mage towers
and a cabal. Quickly select your trebuchet and have it attack the cabal. When
that is destroyed, the Taros will be nearly defeated. Note: There will be mage
builders walking around, so they can build some more builder units. Now your
army should be near completed. Send them west, leaving Lordling Dernhest
behind. Have them scour all of the lands, killing any enemy they find. Remember
to send them to the 2 encampments to destroy the mage towers. When everything
Taros is killed, you will have victory.

Chapter 28- Bury the Dead
Race- Aramon
Difficulty- Easy
Objectives- 1. Take Lord Dernhest and his large party to the North. 2. Destroy
all Tarosians that stand in your way. 3. Get Lord Dernhest through the valley
to the North. 4. Lord Dernhest must survive.

This mission has the possibilities to become annoying. You have a pretty large
party that you will need to get to the north. Start off by destroying the
Divine Lodestone a little way to the northwest, and the lodestone to the
northeast. You will probably encounter a small group of zombies. When you kill
them, head north through a valley. Go quickly! Caged demons that are impossible
to hit will fire at you, so hurry through the valley. When you get out go a
safe distance away and go northeast. You will probably be encountered by more
parties of zombies, some very large. Make sure Lord Dernhest is safe.
Eventually you will reach the creator of all these zombies, a cabal. Destroy it
and head a little more ways north. When you get to the very northern edge of
the level, you will have victory. The hardest part of this mission is making
sure Lord Dernhest doesn't get surrounded by zombies and killed.

Chapter 29- Empty Streets
Race- Aramon
Difficulty- Very Easy
Objectives- 1. Enter the city of Shekelesh. 2. Maneuver Lord Dernhest and his
party to the center of town. 3. Dernhest must be kept alive.

A rather dull mission, start off by selecting all of your soldiers and moving
due north through the opening that leads into the city. When you reach a T
intersection head east. You may face a few zombies here and there eon this
journey When you see a corner round and head north, till you find an opening
facing west. Go through it and head south following the path as it curves west.
Look out for Devourers, big, preying mantis like creatures that are very
strong. Make sure that devourers don't get to Lord Dernhest, as it could kill
him before you can kill it. Eventually you will see an opening in the northern
wall. Head through it, kill another devourer, and head to the center of the
area. When Lord Dernhest arrives in the center of the city you will have
accomplished this mission.

Chapter 30- Death Squads
Race- Taros
Difficulty- Easy
Objectives- 1. Elsin's troops have stationed themselves with Shekelesh. 2.
Patrols have been set up around the walls of the city. 3. Kill the guards
patrolling the perimeter. 4. Be careful not to alert the celebrants within the
city confines.

A unique mission, you start off with a gargoyle and 2 blade demons. Immediately
select your gargoyle and send him away to the southeast corner of the map. If
you don't, he will be hit by an arrow and killed. Select your blade demons and
kill the mage archer and the archer. Now select the gargoyle, and seta patrol
route along the very southern edge of the map. Don't send him too close to the
city walls, or the enemies soldiers will pour out and kill you. The gargoyle
will reveal all of the Aramon patrols, so all you have to do now is send your
blade demons from patrol to patrol, wiping them out as they come. When you have
killed all of the patrols, you will win. Make sure not to send the blade demons
too close to the city walls or you will be demolished by titans and horsemen.

Chapter 31- Slaughter of Shekelesh
Race- Taros
Difficulty- Very Easy
Objectives- 1. Descend upon the city and wipe out the forces of Aramon. 2.
Reinforcements will arrive to help you periodically.

This is one of my favorite missions in the game. You get to wreak havoc on
everything, and it is nearly impossible to lose. You start off with a large
hoard of soldiers. Take one of your skeleton archers and remove him from the
group. This is so if you get wiped out before then next reinforcements arrive
you won't lose. Flood towards the city opening and you will encounter a large
group of swordsmen. Kill them all and move forward some more. You will
encounter some barbarians and mage archers, along with a few other enemies. By
now the next reinforcements should have arrived, so end them to help you out.
Reinforcements will come around every 1-2 minutes, and will be signaled by a
gong noise. Keep destroying all of the soldiers you encounter, making your way
into the center of the city. Follow the same route you took in Chapter 29, or
you can smash through a wall creating a shortcut. I prefer the latter method.
Keep destroying the enemies and sending the reinforcements to help you. When
you reach the center there will be 6 watch towers and 4 strongholds. Kill them
and everyone inside. When you do, you should have achieved victory. If not,
look to the east for some barbarians or to the west for some archers. The Sky
Knights make good scouts.

Chapter 32- Bait
Race- Zhon
Difficulty- Easy
Objectives- 1. Get the attention of the Verunans. 2. Lure them to the shrine of
Death Totems. 3. The Death Totems are located in the Eastern pass in the
northern mountains.

A simple mission, you just need to lead a bunch of Verunan warriors to the
shrine of the Death Totems. Head south till you see a patch of flowers. This is
where you will encounter your first group of warriors. Just run past them. You
may get hit once or twice, but the hunter is faster than the warriors so you
shouldn't have too much trouble. There will be three groups in total. They are
all near flower patches. The second is in the middle of the bend that goes
around the elevated forest. The third is in the middle in the path leading up
to the shrine. Just follow the path south, around the bend and north till you
reach the Death Totem shrine. Don't worry about the hunter losing the warriors,
the will follow him all the way to the shrine. The Death Totems will easily
wipe out the warriors that stupidly flow into the shrine.

Chapter 33- One Quiet Man
Race- Zhon
Difficulty- Easy
Objectives- 1. Find all six Verunan outposts. 2. Do not engage the enemy-Just
scout the six locations. 3. Use high ground to expand your sight distance. 4.
Stay hidden from Verunans.

A boring mission, but unique. Start by clicking the "Passive" option in the key
bar, making it so he won't attack enemies. Send your hunter up the elevated
area just south of where you start from. You will quickly notice some blue dots
appear on the mini map, and a citadel appear on the screen. Get close enough
until you here the hunter make a moaning noise. This means he has saw it, and
have registered with the game. He will do this with every outpost you find. Now
go down the west side of the elevated area and head west to the large plateau.
You should be able to go up the very northern tip of the plateau. On the west
facing side of this northern tip you will notice the second encampment, an
enclave with some warriors around it. Now head down the east facing ridge of
the plateau. You will eventually reach the third encampment, which will be
another enclave with warriors around it. Southeast of the third encampment is
the fourth one. Right next to a large ramp leading back to ground level is the
outpost. Now follow the ridge until you notice another Enclave in a little gap.
Finally, follow the ridge back up north till you see some crusaders and
eventually a citadel. Wait for the ceremonious moan and this mission is

Chapter 34- Vengeance
Race- Zhon
Difficulty- Moderate
Objectives- 1. Build a sizable force and storm the Verunan outpost. 2. Do not
alert the Verunans of your presence until you are ready for battle. 3. Once you
are discovered, the Verunans will come for you in full force.

I often use different methods for this mission, but the one that seems to work
best is this. Have your beast handler go around the woods building lodestones
on every sacred stone. There is around 7-9 in the forest. While he is doing
this have the beast tamer build a beast lord. If you run out of mana, your
beast handler building lodestones will be your first priority. So tell the
beast tamer to stop building the beast lord long enough for the handler to
finish the lodestone. Keep doing this till they are all done. No move all of
your soldiers to the middle of the forest, right near 3-4 lodestones in the
middle of the forest. Like in Chapter 27, A Land Not Fit for Humans, use your
hunters for defense, and have the beast tamer build some death totems. 5-6
should be more than enough, with hunters backing them up. You may want to have
your handler build some extra hunters. In about 5 minutes the Verunans will be
aware of your presence, whether you alerted them or not. Some berserkers and
crossbowmen will try to kill you beats lord, but your defenses should kill them
all. Now have you beast lord start a queue of drakes. You may want to build
another in order to have 2 queues of drakes going. You are going to need 25-40
of them. Maybe more depending on how fast you move. I like to use drakes mainly
because not all units can hit them. This makes the Verunans bastions and man o
wars virtually useless. The Verunans will keep up a steady flow of attacks.
Eventually they will start testing new waters. They will try attacking your
left and right flanks, so make sure your defenses are impenetrable. Note: Every
once in a while some crossbowmen will start attacking your death totems, but
your death totems will not attack them. Simply click on the death totem being
attacked and aim it to the blue Verunan dot on the mini map. The death totem
will always be able to hit him, as its range is longer than the death totems.
If things get out of hand, just send your drakes to wipe them all out. If any
of your lodestones gets destroyed, rebuild one immediately, for if you have two
beats lords going, they will need all the lodestones going in order to keep
your mana supply from going dry. When all of your drakes are done, send the
huge army up to the elevated land to the north and have them destroy everything
there. It shouldn't be too hard. Note: Press the control button and "y" to
select all flying units.

Chapter 35- Emens' Message
Race- Aramon
Difficulty- Easy
Objectives- 1. Lord Buriash has set up base camp in the farmlands to the
southeast. 2. Enter the enemy camp and assassinate Lord Buriash. 3. Emen must
swiftly escape back to the safety of the city walls. 4. Keep Emen alive

This mission is where Elsin makes his first appearance of many. The hardest
part of this mission is escaping alive from Lord Buriash's camp. Go southeast
to the pale spot on the map. This is the camp. Go in the west facing side. Go
in between the executioners and head to the center of the camp till you find a
large ring of swordsmen. Note: Be careful not to touch anyone of the enemies
because they will attack you. Lord Buriash will be easily noticeable, as he
looks like no one else, he will be near a house or something, I forgot to write
it down on my note sheet =). Head to the right side of him, and attack him. It
will only take one stab to subdue him. No quickly head northwest and fit
yourself in between the now advancing swordsmen and executioners. You may get
hit once or twice, but Emen is much faster than the enemies so he should outrun
them. Your biggest issue will be a pair of blade demons that can sometimes
catch up to Emen. Other than them it should be an easy run back to the safe
confines of the Aramon capital.

Chapter 36- Common Folk
Race- Aramon
Difficulty- Easy
Objectives- 1. Using Ayla, collect as many commoners as you can. 2. Attack any
enemy soldiers who cross your path. 3. At least 5 followers must accompany Ayla
to the trebuchet. 4. Take control of the trebuchet and use it to destroy Lord
Buriash's base and patrols. 5. Target the enemy using the mini map.

Note: You have to keep Ayla alive; I don't know why they didn't include this in
the objectives. Start by going due north in the little town you are in and
recruit 3 commoners. Head south to the next village and pick up 4 more. Head
farther south till you get to the next village. There are 5 commoners here. Now
head southwest to the tiniest village and recruit 3 more villagers. No head
northeast to the largest town and recruit 15 villagers here. Now head east
towards the small fortress that has things sticking out on 3 sides. Here is
where the trebuchet is. Head towards there. You will fight 2-3 swordsmen on the
way. The best way to kill them is to surround them. Now head up the hill and
south to the little fortress. There will be another swordsman here, and a watch
tower. When Ayla reaches the watch towers he will recruit it, thus making it
much easier to conquer this. The trebuchet will be easily recruited too. Now
that you have the trebuchet have it attack the barracks, which is the one
farther south, and then the keep. Expect the barracks to build some soldiers
while being attacked, same goes for the keep. Then destroy the 2 watch towers
that are at the entrance to the castle, and 2 more watchtowers that are at the
southern facing entrance. Soon those soldiers that the destroyed barracks and
keep made will arrive. They will most likely be 3 swordsmen and a barbarian.
Let the watch tower weaken the soldiers before attacking them. Watch out for
the barbarian, as he can kill a peasant in one hit. They each have a swordsman
in front of it. Look just north of the castle for a sacred stone. Since you
don't have anyone up there, nothing will show up on the screen. But have the
trebuchet attack the sacred stone nonetheless for there is a divine lodestone
here. Use your judgment as to when it is destroyed. Now send the commoners to
the castle, leaving Ayla behind, to see if there is anyone left in there. There
may be a few swordsmen lurking around. When the castle is clear, head out of
the south entrance and follow the path that goes south than turns west. There
will be 2 more swordsmen on this path. When you kill them, you should be done.
Note: If you here your trebuchet fire, quickly move your troops away from the
enemy for an explosive rock will arrive soon.

Chapter 37- The Heart of Thesh
Race- Aramon
Difficulty- Very Easy
Objectives- 1. Joreth and his band must negotiate the Taros patrols. 2. When
possible, avoid confronting the Tarosians directly. 3. Staying close to the
walls, sneak in the south entrance to the temple compound. 4. Once inside,
reach the inner sanctum located in the northeast corner of the temple. 5.
Retrieve the Heart of Thesh.

This mission can be very hard, but I have a little trick to make it a piece of
cake. Select all of your troops and follow the wall east. Your only enemy will
be one zombie. Eventually you will reach a point in the wall where it starts to
go north. Here, have all of your troops destroy two pieces of wall. When you
have done this, send your soldiers into the newly opened area and directly in
front of you should be the Heart of Thesh. When Joreth gets somewhat near it
you will have victory. If you want a very tough challenge, follow what the
objectives say and go in through the south entrance.

Chapter 38- A Weaving of Forces
Race- Aramon
Difficulty- Easy
Objectives- 1. The acolytes of Anu must find three deer. 2. Bring them to the
ancient Kandran sacrificial circle. 3. Once all three are inside this circle
sacrifice them. 4. The Dragon of Anu shall be summoned. 5. Use the Dragon to
eliminate the enemy camp to the north.

One of the coolest missions in the game, this will turn the tides of the war.
You start off with 4 acolytes and a swordsman. Send one of the acolytes
southwest to some nearby woods. Look at your mini map. When you see some yellow
dots appear on the map, head towards them. These yellow dots will be deer. Send
the acolyte over to the deer and when he gets close enough you will be able to
control the deer. Send the deer back to the Kandran circle where the other
acolytes are. Keep looking for yellow dots and sending the deer back to the
Kandran sacrificial circle till you have 3 of them. When you have 3 of them
send the acolyte back to the circle. Make sure the deer are very close to the
Heart of Thesh. When they get close enough you will lose control of them, and
they will just stand there. When you have 3 acolytes and 3 deer in the circle,
have the swordsman kill each deer. When all three are killed, a great rumbling
will occur and a Dragon of Anu will pop out of the sand. Now the fun begins.
Send him to the Tarosian base to the north. The base is mainly located in a
weird, stone shell shaped thing. Send the dragon here and have him destroy the
Cabal .When he destroys this, he will probably be weak so send him back to the
acolytes where he will get healed. When he is of sufficient health, send him
back to where the Cabal was and have him destroy anything near it. You should
notice a bunch of red dots in the stone shell shaped thing. Select the Dragon's
move Earthquake and aim it at a soldier near the center of the shell thing. The
Dragon will fly in and do the move, killing most of the soldiers. Kill the rest
that are alive. When everything in the area is dead you will be victorious.

Chapter 39- Splendorous Wings
Race- Aramon
Difficulty- Easy
Objectives- 1. With the Dragon of Anu, destroy all Taros invaders. 2. The
ground troops are added protection for the dragon's safety.

Another fun mission, leave the ground troops where they are for now and send
the dragon south where you should quickly notice a large amount of Taros
troops. Have the dragon earthquake them and then kill the rest. Keep doing this
till all of the large groups of soldiers to the south of where you started are
dead. Now send your ground troops to accompany your dragon. Head around the
countryside killing anything and everything. Have the ground troops kill fire
spouts, as your dragon has trouble killing them. There are fire spouts are
usually found alone around the countryside. Use your dragon's far line of sight
in order to spot Taros' troops. There will be two blade demons running up and
down near the shoreline to the west, so remember to kill them. When you have
killed everything in the area, you should be victorious. If you don't get
victory, send the dragon around the countryside looking for enemies. Since he
is so fast and has a long line of sight, you should find the wandering enemies
quickly. Note: If your dragon gets injured and is close to death, send him to
some place safe to wait and get his health up. Don't wait for his health bar to
get full for it will take a long time and is not necessary.

Chapter 40- Burning into History
Race- Aramon
Difficulty- Very Easy
Objectives- 1. Unload your troops from their ships onto the shore to the East.
2. Assist the Veruna in its assault on Zhon. 3. The Dragon of Anu should have
no difficulty with this task.

Easily the most fun mission in the game, this one will be something you
remember. Your Dragon of Anu has a gold badge. Those 8 words should be the best
things you have heard yet in this guide. Since he has a gold badge, he can do
Earthquake as many times as he wants, and not run out of mana in his personal
mana supply. Your dragon can also receive an amazing amount of hits, making him
the closest thing to invincible. Don't even bother unloading your soldiers as
you won't need them, plus they get in the way too. Send your Dragon of Anu
south and assist the losing Verunans. You should soon see a huge group of Zhon
coming from the south. Just send a few Earthquakes into them and they should
soon be wiped out. Don't worry about killing Verunans; some are sure to get
into the range of earthquake. Once you kill the large horde of Zhon troops the
last thing to do is kill the flying enemies around the area. This can be tough,
as your dragon sometimes spazs out will trying to hit them, but soon they
should all be dead. When everyone Zhon soldier is dead, this mission will come
to an end. Note: Look out for krakens attacking your ships. You may want to
kill them in order to save your soldiers lives. If you don't care, just let the
krakens destroy the boats and deal with them later.

Chapter 41- Collapse
Race- Zhon
Difficulty- Easy
Objectives- 1. Thirsha is injured and must be defended. 2. Her party is small
and can't fight off the hordes closing in from behind. 3. Quickly retreat to
the East.

Your first observation will probably be that Thirsha is injured, and can no
longer fly. She has to walk like the rest of us. Your second observation will
probably be that your group is not too small. Immediately select all of your
soldiers and send them east. Have them keep going east until you see blue dots
start appearing on your mini map from behind you. When this happens have all of
your soldiers, except Thirsha, stop where they are and wait for the Verunans to
arrive. While your soldiers are fighting off the enemies, Thirsha should easily
make it to the far east side of the map. Note: If you have trouble finding
Thirsha in the midst of your large group, press and hold the control button and
press the m button. This will located Thirsha. Your soldiers probably will not
be able to take out all of the Verunans, but your group of soldiers should be
large enough to hold them off long enough for Thirsha to escape. When Thirsha
arrives at the very east side of the map, this mission will be over.

Chapter 42- Escape
Race- Zhon
Difficulty- Easy
Objectives- 1. Veruna's troops are still fast on your heels. 2. Some additional
forces will help, but don't delay too much. 3. Lead Thirsha safely through
Zhon's dense forests. 4. Avoid the Veruna's waiting in ambush. 5. In the far
Northeast is a mountain pass. 6. Look for totems-They mark the entrance to the

At the very beginning have Thirsha build a beast handler (I forget if there is
already one there. If so, use him). When the beast handler is finished, have
Thirsha build some lodestones on the surrounding sacred stones. Have the beast
handler build 15-20 hunters. When all of the hunters are finished, send them
northeast around the elevated land. When they get to the northern most point of
the elevated land, head directly east up the other elevated land. You will
probably encounter some Verunans along the way, but your large group of hunters
should kill them easily. Get up to the elevated land in the northeast corner of
the map. Make sure that the hunters are in the lead, for there may be some
heavy resistance up here. When all the Verunans are dead in the area, send your
group towards the six death totems that mark the way. Have your hunters wait at
the opening of the mountain pass, for berserkers sometimes come running up.
Send Thirsha to the very northeast corner of the mountain pass to finish this

Chapter 43- Precious Cargo
Race- Taros
Difficulty- Moderate
Objectives- 1. Lokken's precious cargo has been placed on a wagon. 2. It must
be escorted out of Elam's city gates and down the road to the south. 3.
Soldiers of Veruna and Aramon are breaching the city walls and will try to sop
you. 4. Protect the wagon

One of the more tedious missions in the game, this one can get annoying since
that cart is so weak and dies in a few hits. First, select all of your weather
witches and select their level 2 move, thunderbolt. Next send your soldiers
into the "alley" that leads up to the two gates. Wait for all of the attacking
troops to be killed. Open up the gates and let the white Taros soldiers pass
through. They will take the hits while you slip away. Immediately when you get
through the gates head west. You should soon see a group of enemies appear on
your mini map. Have your sky knights stay behind and send one of your fire
mages towards the group. Select his move firestorm and aim it at one of the
front dots. He will perform the move and wipe most of the dots out. Then send
the rest of your army and wipe out the rest of the enemies. Now send your group
south through the small opening in the stone wall. Watch out for knights coming
from behind. Since the bottle wagon is slowest, that will be hit first by the
knights. When you get through the narrow group, again send a fire mage west a
little bit till you spot some more enemy dots on the mini map. Again, click
firestorm and aim it at an enemy near the center of the group. This should wipe
all of the enemies out. Head as far south as you can go, then head east till
you hit the road heading south. Look out for a few dirigibles; make sure they
don't hit the bottle wagon.

Chapter 44- The Noose Draws Tighter
Race- Aramon/Veruna
Difficulty- Hard
Objectives- 1.The Battle for Elam has begun! Elsin and Kirenna have united. 2.
Breach the 2 layers of earthen defenses. 3. Move 20 cannon into the inner court
yard. 4. You must keep both Elsin and Kirenna alive.

This is a tough mission to write a guide for, since the enemy follows no set
pattern. Start off by building a keep, with Elsin and Kirenna assisting the
mage builder. When that is finished send Elsin west and finds 4-5 sacred
stones. Build some lodestones on them. Leave Elsin here to protect them, as
they will be constantly attacked, usually by iron beaks. Have him easily kill
the iron beaks with his meteor spell. Have your new keep build 2 acolytes. Have
the acolytes build a gold dragon, having Kirenna assist them. While waiting, if
you have spare mana, have the keep start pumping out knights and mage archers.
Sit tight till the gold dragon is finished. Note: Don't attack the gates or
mage towers just a little to the left. There will be 2 layers of walls in the
little area the gates are guarding, thus making it a waste of time to destroy
them. Once the gold dragon is done, keep on pumping out soldiers till you have
a very large army. Now, build a trebuchet and have it destroy the mage tower
just north of your base. When that is destroyed, send your army north and
destroy a large hole in the wall, big enough so your army doesn't get bottle
necked. You will probably be attacked by quite a few soldiers. Have the gold
dragon kill any enemies around, but make sure he doesn't get killed. Once your
entire army has breached the first layer of walls, you will be in a large
courtyard. Have them set up a perimeter. Your gold dragon has a very large
range of sight, allowing enemies to pop up on your mini map even if they are
far away. When you see a group of enemies coming, send the gold dragon and have
him cast earthquake on them. This should wipe out most of the enemies. When all
is safe send Kirenna and Elsin up to your new base. Have the mage builder build
another keep and a trebuchet. When this is done, have the keep build some more
mage archers and knights. Send your gold dragon out and have him search for a
large mass of Tarosian building units. Where the Tarosian's base is not
definite, it changes form game to game. When you find it, have the trebuchet
start destroying the building units. If they are too far away, move your entire
base closer to your targets and build another trebuchet. Have the trebuchet
destroy all of the builder units, crippling the Tarosians. Have the trebuchet
then destroy the defensive units, such as mage towers and caged demons. When
most of those are destroyed, send your army in and have them wipe out any
Tarosians left. When you secure this inner courtyard area, send your gold
dragon north past a solid rock wall (this is an earthen defense) and look for
another large Tarosian base. Move your entire base within trebuchet range of
this new Tarosian base and repeat what you did before. If you run out of
soldiers have the keep you built in the courtyard pump out some more soldiers.
Have your soldiers wipe out any enemies within this earthen defense area. There
may be another base to the south inside the wall; it is random if the enemy
built a base here. Your final movement is to set up another base inside the
first earthen defense and build another trebuchet. You will notice another
soldier rock wall. Inside here will be another base, but probably smaller than
the previous one. Have the trebuchet destroy the builder units, send your
soldiers in, and wipe everything out. When the area is secure, send the mage
builder into the final inner courtyard located inside the second wall of
earthen defense and have him build a keep. Have Kirenna and Elsin speed things
up. When the keep is done, have it build 20 cannoneers, when these are done
this mission will be complete.

Chapter 45- Beset with Danger
Race- Taros
Difficulty- Moderate
Objectives- 1. The Bottle Wagon has been safely led out of Elam. 2. Watch for
incoming artillery from the enemy ships off the coast. 3. Negotiate your way
around the forces of Aramon and Veruna. 4. Continue moving south, along the
coast. 5. If the wagon is lost, the mission has failed.

You have basically the same party as the last Bottle Wagon mission, so switch
all of your Weather Witches over to Thunderbolt rather than Tornado. Wait for a
little bit and some warriors will arrive followed by some mage archers and
barbarians. You should take them down easily enough. When the enemies are gone,
select all of your troops except the BW (Bottle Wagon). Send them southwest
through the pass between the elevated land in the middle of the level and the
elevated land in the NW side of the level. You will see some musketeers but
they are easy enough to kill. Once you get through the pass send your troops to
the northern tip of the SW elevated land. Separate your Fire Mages from the
group, switch them to the move Firestorm, and line them up a few feet away from
the northern edge of the elevated land. Have your other soldiers back up a bit.
Now, select the BW and send it the same route your other soldiers took, through
the pass. When it reaches that pass, a large group of Aramon troops will appear
out of nowhere right were you put your Fire Mages. The FM's will easily kill
all of the enemies. Now get your group back together and head east. Go around
the SW elevated land and hug the eastern facing side of it. Don't go to close
to the shore or you will get hit. Now just head a little ways south to the edge
of the level and you win. Note: One time enemies appeared out of nowhere at the
very bottom of the screen where the mission ends and they killed my BW. The
next time, I had my Fire Mages ready for them but this time they didn't come,
so you make the choice on what to do.

Chapter 46- The Heart of Elam
Race- Aramon/Veruna
Difficulty- Easy
Objectives- 1. If used correctly the waterways may prove to be useful. 2. Kill
all Tarosians. 3. Keep Elsin and Kirenna alive.

The only remotely hard part of this mission is the very beginning. Almost right
away you will be attacked by a fairly good sized wave of zombies, skeleton
archers, and other things. Most of them have gold badges. When you have
survived the first few waves, send Kirenna north and west till she finds a tiny
opening that leads away to the west. There is a sacred stone near it. Build a
wall blocking off this small passage a fairly good distance away from the
sacred stone. Make sure that the wall extends right up to the shore so nothing
can get by. While she is doing this send Elsin south and a little west till he
finds a bridge near another sacred stone. Block off the southern tip of the
bridge with walls. After Elsin does that, have him build a lodestone on the
sacred stone, and send his southeast through and opening between the shore and
a wall. There will be another sacred stone in the corner of this wall. Have him
build another wall going from the shore to the wall a good ways in front of the
sacred stone making sure nothing can get through. Now, you have completely shut
yourself off from Tarosian ground attacks. Build lodestones on all of the
sacred stones (there should be three) and have the Priestess build a Citadel.
When the Citadel is done, have it build some Amazon Knights or Musketeers, and
a Priest of Lihr. When the Priest is done, have Elsin destroy all of the old
lodestones using his Earthen Wave move, and have the Priest of Lihr build
Divine Lodestones where the old ones used to be. When you have Divine
Lodestones built on all three sacred stones, have the Citadel pump out 100-120
Dirigibles. It shouldn't take too long to make all of them since they build
very fast. When they are all complete, send them off to destroy every Tarosian
with ease. They move unbelievably slowly, but they get the job done. Try to
keep them in one large group in order to be most effective. Note: This strategy
can also work with Sky Knights if you manage to get a Tarosian Mage builder on
your team. The Sky Knights move much more slowly than Sky Knights do, so I
prefer to use SK's. Another strategy if you like ships and ground troops is to
build a Sea Fort and have it build some transport ships. Then build a large
ground force, load them onto the ships, and methodically destroy the Tarosians.
This usually takes longer than the Dirigible method, so I tend not to use it.

Chapter 47- Sea Shadow
Race- Taros
Difficulty- Moderate
Objectives- 1.The smuggler's ship is near. 2. It is cloaked and anchored in a
small harbor to the south. 3. When you are near, it will uncloak.4. Load the
wagon on the ship and sail north. 5. Use the ships cloaking abilities to
maneuver through the enemy blockade. 6. The Wagon must survive.

This mission will require some patience, but is fairly easy when you get the
hang of it. First, make sure your Weather Witches are going to do the move
Thunderbolt. You will initially get attacked by small group of berserkers, mage
archers, and warriors. Make sure MH (Mirazi Heket) survives. Once the enemies
are gone, select MH, cloak him, and send him south. Eventually you will see two
yellow enemy dots appear on the mini-map. These are archers. Have MH go behind
them and kill them both. It only takes one hit each to kill them. Now, select
two Weather Witches and send them down to where MH is. When they arrive, have
MH cloak and go farther south. Leave the witches behind. Eventually you will
see a bunch of yellow enemy dots appear on the mini map again. This time, leave
MH where the yellow enemy dots appear on the mini-map, but the enemies are not
actually on the screen. Select one of the witches, put their move to Ice Storm,
and send them to where MH is. Have the witch cast the spell on the nearest
yellow dot on the mini-map. She will probably kill 3-5 soldiers. Keep repeating
this, cloaking MH, having him find the next set of enemies, and having one of
your witches cast Ice Storm one the group. There is one huge group to the
south, and a smaller one with Amazon Knights to the west. When all the enemies
are dead, send your other soldiers up including the BW to where MH and the
witches are. Note: If one of the witches gets killed because she gets too close
to the enemy, it is O.K, you can just send another witch of fire mage down from
your group. Just make sure MH doesn't die. When your whole group is together,
send them all down to the dark spot at the bottom of the map. This is a little
abandoned town. When you get close to the shore the ship will appear. Quickly
load the BW onto the ship and nothing else since it can't hold anything else. A
fairly large group of enemies will start pouring in through the gate. Re-cloak
the ship and send it North, avoiding all other enemy ships. When you reach the
northern most part of the ocean, you will have completed the mission.

Chapter 48- The Heavens Will Quake
Race- Aramon/Veruna
Difficulty- Hard
Objectives- 1. Lokken is now cornered. 2. Build a base and all of the troops
you can muster. 3. Keep Elsin and Kirenna alive. 4. Destroy Lokken.

Here it is, the last mission. You can do this mission in two different ways. I
will explain them both. Whichever way you choose, they both begin the same.
First, I will tell you two important things to completing this mission. 1. Save
often. You don't know what could go wrong so save as often as you think
necessary, for there is nothing more annoying then having to start all over
again. 2. I have beaten this mission twice. Once, there was a Black Dragon with
a Gold Badge flying around. If he is in the mission, use something fast as bait
and lead the BD to a big group of archers. Now just pray for the archers to
kill him right away. If he is not in the game, you are lucky. Anyway, when the
mission starts, have Elsin resurrect a few of the many bodies to the right.
Have Kirenna go to the North side of your army. Have Elsin go to the southern
tip of your army when he is done resurrecting. Soon enemies will start pouring
in from every direction. Elsin and Kirenna will be able to take care of the
enemies to the north and south, and the rest of your army will take on the
troops from the east. They will try to kill your mage builders and priestesses,
so make sure they are safe. When this wave of enemies is done, build few
lodestones on the ones nearby, have a mage builder build a Keep, and send Elsin
south. Now, sometimes there will be a small enemy base to the south, sometimes
there won't be. If there is, Elsin should be able to destroy it single
handedly. Anyways, find a wall to the east. Follow along it (don't get too
close to the Gold Badge Mage Tower) and soon you will find a hole in the wall
leading east. Plug it up with a wall. Send Kirenna North and have her do the
same to another hole in the wall. By now the Keep should be finished, so have
it build an acolyte. Have Elsin help to speed things up. When the acolyte is
finished, have it and Elsin go south and put Divine Lodestones on the 3 sacred
stones. Have Elsin assist. When they are done, send them North to do the same.
Meanwhile, have a Mage Builder create a trebuchet. Use that to destroy the
surrounding Gold Badge Mage Towers. There are 4 in all. If you want to speed
things up, have Elsin use his Meteor spell on the Mage Towers. When all of the
MT's are destroyed, send Elsin south and he should find 2 indestructible walls.
A good map of this looks like this
             !    !
             !    !                                                  !     !
             !    !                                                  !     !
                         Have Elsin plug up the gap in the           !-----!
     Base                walls to the North and the South so
             !    !      that it then looks like this--?      Base
             !    !                                                  !-----!
             !    !                                                  !     !
                                                                     !     !
Note: Do not plug up the gap facing east for then you will trap your self in.
Here is where the two ways to complete this mission split. I will give them
each different sections.

Strategy One: Leave the gap facing east open and place your whole army a little
to the west of the gap. Then build some strongholds there. Soon medium sized
groups of enemies will start to appear, but you should take them out easily.
Now start building a huge army. When you reach the unit max, send them all out
and destroy anything in your path. When you get to a big piece of elevated
land, send your army north and around the elevated land. There is usually a
small base that will get bigger at the north side of the EL (elevated land).
When that is destroyed, go back to the west facing side of the EL. Build
another Keep their and rebuild your army. You should also build some
strongholds so you can protect yourself from the enemies that will come down
from the EL. Build some Trebuchets too. Back at your first base, have Kirenna
and Elsin build a Gold Dragon with your acolyte. At your second base at the EL,
send your Gold Dragon there so you can see enemies up the EL on your mini map.
Have the trebuchets destroy as many mage towers, caged demons, and builder
units as you can. When you think you have weakened them enough, send your army
up the slope onto the EL and destroy everything there. Leave some troops behind
to guard your base in case the first attack doesn't work. When you have cleared
out the entire hill, build another base at the top of it. To the south of the
EL is a narrow gulley that leads to the section of the level Lokken is at.
Enemies will pour up from the gulley, but they typically get stuck and no one
can move. When this happens, leave them alone, for you don't want them
attacking you. Repeat as you did at the base of the EL and build some
trebuchets and use the Gold Dragons long range of sight to target enemies on
the mini map. When you think you have weakened the southern enemy base enough,
clear out the gulley and send your soldiers through it, killing anything you
encounter. When you get out of the gulley, you can do two things. If you think
you are strong enough, head farther south and destroy the rest of the base and
Lokken. If you need to rebuild, create some strongholds and build a new Keep.
When you have a big enough army, head south and destroy everything. Mission

Strategy Two: Do the same thing in Strategy One, move your army up to the east
gap and build some strongholds. Now, send Elsin out east and have him kill and
resurrect a Dark Mason. When he does this, come back to the base with the DM
(Dark Mason) and have it build a Temple. Have the Temple build first a Dark
Priest, and then 40-60 Sky Knights. When they are done have the Dark Priest
build a Black Dragon and have the Acolyte build a Gold Dragon. You can also
build a Citadel and a Priest of Lihr and then have him build a Sea Dragon if
you want to have 3 dragons. When everything is done send your flying army out
east and destroy everything. You can usually destroy the base on top of the EL
too if you think you are strong enough. Have your flying army wait atop of the
EL. Send the Dark Mason out to the EL and have him build another Temple. Have
that produce as many Sky Knights as the unit limit allows. When you have
reached the unit limit send your flying army south and destroy Lokken's final
base. Note: Watch out for Weather Witches, Mind Mages, and Fire Mages. Weather
Witches and Fire Mages can destroy a ton of units with their Level 3 Spell. If
you see one have every unit attack it. You should be able to destroy the base
in one swoop. Note: If you repeatedly get defeated, send a mage builder over
and have him build a trebuchet. Have the trebuchet destroy all of the defensive
and builder units it can. When the base is weak enough send the army down again
and destroy Lokken and the base.

When you have killed Lokken the mission is over as is the game. Now sit back
and watch your well deserved ending video.


Got to thank CJayC of course, since he did start GameFAQs. I also got to thank
Thornsword and bossdog311 for they were the ones who recommended the second
strategy in the last mission. I would also like to thank everyone else at the
TA:K board at GameFAQs for waiting while I took 2 months to finish the last
mission. Also got to thank my keyboard for not breaking while I typed up 26,953

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