Armies of Gielinor: Bandos Battleground

The Bandos Battleground is a campaign that involves the formation of Bandos' empire during the early Third Age.

Test of Leadership
In-game description: ''Bandos has given me a chance to become a commander in his armies. I'll need to prove my worthiness, and show that I'm more fitting to lead than the other commanders.''


 * Reward: Goblin

At first you should focus your attack on the Idithuun, for some reason this faction is clearly weakened. Also since Goblin commanders won't walk away from their tower unless there is a enemy within their reach, use the goblin scouts to lure them out of their towers, since towers give a 40% defence boost as well as healing them, making them pretty much invincible. The Rekeshuun is the most though opponent, though they have a smaller army than the others and they will often divide their army between the Ekeleshuun and Idithuun. Once it's your turn again, many goblins likely have been weakened, use your goblins to finish them, so you can level your goblins. It's recommended to attack units with your commander as well, so he can get more HP so he can kill of other commanders with more ease.

Wildlife
In-game description: These lands are infested with local wildlife as well as an enemy fortress, which we could convert to a holy place to train our priests.


 * Reward: Goblin Priest

The paladins are the most strongest units here, since they are actually warrior class units, as well as higher leveled then your goblins. Kill the grenwalls first, but stay out of the dire wolves' reach! The Animals will then attack the Paladins and vice versa both weakening them. then prepare for a attack of the dire wolf. Let the paladins and animals fight eachother and kill the weakened units. If you get the chance, try to kill the leader paladin, and then focus on the weakened animals.

Crazy Little Things
In-game description: ''This small mountain is inhabited by Saradominist dwarves, skilled in metalwork. Perhaps we can take their precious armour, and use it to empower our army.''


 * Reward: Iron Plate Armour

This is the very first level where you can spawn units, focus on spawning goblin priests, or if unlocked barbarians. The dwarves and paladins get around 200 mana each turn, so they both summon two warriors each turn. You on the other hand only get 50 mana a turn. The black guard dwarf is actually the most dangerous unit you encounter, if you have any more powerful units, like a Jogre, you can kill it yourself, else you must let the paladins do it, who will have the monk to heal them. It is recommended to stall mana, and kill any unit who aims to take your portal. The black guard can take hits from 3 full hp paladins/monks, hitting 5 each, the black guard dwarf can hit 8 on full hp paladins/monks. Goblins at most can hit 2 on the black guard, thus are generaly useless. You can risk your own goblin commander to kill the black guard, yet if killed you will lose the battle. Once the paladins have weakened the dwarf to 15 or lower, try to stand on their portal (use multiple goblins since you get damaged 3 per turn from the portal, or one barbarian), this will likely end in the paladins killing the black guard and then the paladins are being killed due their portal is taken, making you the victor.

Barbarism
In-game description: ''Our armies have failed to establish dominance over the lands we've conquered. We could solve this by enslaving these barbarians, so they can raid villages for us.''


 * Reward: Barbarian

All your units start with a flag trinket, which mean you can capture buildings. Rush your way to the first portal, and kill the barbarian chieftain and the barbarians while rushing towards there. Capture the tower, and possibly a village to. The barbarians will capture all their villages very fast and will try to outnumber you, do not let any barbarian take your buildings especially when it is the first time you are playing this level. Kill the spearwomans before barbarians, since these can attack you on range. By the time you have reached the barbarians portal capture it if you have a barbarian or any units with flag trinket remaining, and then kill all surviving barbarians.

Dimming the Light
In-game description: ''These paladins are the servants of Saradomin, the so-called "god of shiny light". It's time to snuff that light out.''


 * Reward: +5% mana per turn

This level that is actually not super hard, the only problem you encounter is the white knight, however the goblin commander will deal with that quite easily, especially if you give him power ups, like armour. If you want to get a gold score, rush all your units to the white knight and perhaps summon a hobgoblin to help your commander (not a ogre since they are slow).

Attack from the Skies
In-game description: ''The winged creatures of Armadyl are attacking us from their flying fortress in the sky. Kill them all!''


 * Reward: Hobgoblin

This level is actually very hard in the beginning, hobgoblins really help you out here. Although the opponent rarely spawns aviansie, these are the big hinderance, in fact you should surround them with goblins and let hobgoblins finish them. take all the buildings and always kill the barbarians when you encounter them.If you managed to conquer the tower in the centre of the level, you actually have a nice location to place your goblin commander, with the 40% defence bonus, the healing of 1 each turn you can actually have a nice tank unit there. As soon as you can block the portal and place a barbarian on it, but watch out for aviansie.

March through the Marsh
In-game description: ''We should be able to reach a larger settlement through these marshes, which we shall claim in Bandos' name. Before we can do that, we'll have to actually cross this cursed marsh.''


 * Reward: Waders

This is a pretty hard level, since it involves a titan and 3 moss giants, who as Guthixian units are unhindered by forests, although luckily they are slow. The Rotten Ent can be considered unkillable unless you have unlocked stronger units, so don't bother killing it. You do not have to capture all portals or kill all enemies: you only have to send the goblin commander and the 3 goblin lieutenants to the exit. If any opponent gets within the reach of the your leader units, give your unit armour, which could save them. Use the goblin scouts to lure the Ent and perhaps even a moss giant away from the exit and your troops. Thanks to the waders they can walk over water, so remain close to water. Do not attack the second jade vine, since this will not hinder you (it actually hinders the opponent), and costs the swamp a lot of mana. Make sure you do not get any of your units killed (and if this happens send another unit to stand within the bones), since they will turn into skeletons controlled by the Cursed Swamp.

Army of the Dead
In-game description: ''This area is inhabited by dark wizards, who can raise the dead to do their bidding. A curious tactic, but it won't stop us from wiping them out, and turning their lands into a base for our ogres.''


 * Reward: Ogre

It is really important to stay out of any mage's reach during this level, else they will be able to instantly kill any unit. You can give a unit armour, but if it is not yet runite armour or higher, it will not protect you from the mages! The mages have a key building, the dark temple, which is within their cities walls, if you are able to send a barbarian in there you can win. Your portal is surounded by bones, send goblins, (or barbarians) on them during the first turn, since if they are left open they might turn into a skeleton by the raise soldier spell. The necromancer army will eventually bring forth a huge army of skeletons, which can kill any goblins and barbarians, therefore focus on hobgoblins or perhaps goblin priests. A great tactic is to use goblins to lure Pewarna out of the fortress, so you can send a barbarian to capture the temple. Spearwoman if unlocked can hit 6 at most mages but not at necromancers.

Armour of Steel
In-game description: ''Servants of Zamorak are attacking a dwarven fortress, who use metal from their rich mine to forge stronger armour than what we've looted before. Kill them all, and claim the armour for our disposal.''


 * Reward: Steel Plate Armour

In this level Zamorak will mostly try to commit a suicide attack, with their weaker units on the dwarves, most of their units will be killed by the cannons, however the hellhound will actually always be succesful in wounding one of the cannons (the cannon will have only 5 hp remaining). This will become the fortress' weak spot, on which you can send your hobgoblins to attack the dwarves. Do not use ogres, since they are too slow. First you should make sure that you can enter the dwarves' fortress by destroying at least one cannon. Then focus on Zamorak, since he is capable of summoning necromancers and even worse zamorak mages. Zamorak will also focus on the cannons so once you have a opening capture his portal. Then start summoning lots of goblins as meat shield for the other cannons and attempt to capture the dwarves' portal.

Forest of the Apes
In-game description: ''Gorillas are powerful creatures, but they serve a goddess who doesn't see their value in war. It's time to turn them into worthy soldiers by taking their precious forest from their useless goddess.''


 * Reward: Gorilla

This level is actually harder since you do not start with a portal, you will have to walk at least 3 turns while the gorillas have a portal already. Do not capture anything else but the portal, else you lose automaticly. The monkeys tend to go trough trees (even though it slowers them), so it will take a few turns before they will reach your goblin commander. As soon as you have the portal summon barbarians to capture any buildings, while you must summon at least 1 ogre to shield your portal from gorillas (watch out for gorillas who still have flag trinkets!), if you have unlocked them cyclopes will help a lot in this level. Note that the gorillas cannot summon barbarians, so if you capture something they cannot capture it back unless they got a flag trinket.

The Jungle
In-game description: ''This coastline is covered with a thick jungle. Perhaps these jungles can be used to unlock new potential for the ogres.''


 * Reward: Jogre

This level can be won by either killing all opponents, taking the portal or by having any ogre standing on the Forest Centre tile. The savages of the opponent can capture 1 house per turn and a tower within only in 2 turns. The bugs are a hinderance since they can poison your units! And take a close look to Moss Giants and the Lion, especially the moss giants are dangerous since they have a speed of 4 and can walk through wood tiles unhindered. You can kill the jade vine, but it's recommended to just make a path, since the jade vine costs the opponent a lot of mana and they will likely summon a savage before regrowing the Vine. Although they do have very powerul starting units, they will not spawn anything really strong out of the portal. A great tactic is to have 2 hobgoblins to take out any bugs with you and have the ogres with +5 melee attack ready to kill a moss giant. A empowered ogre will hit 15 at a moss giant, lowering his hp to 25 and the moss giant will hit 12 back if you attack them first, a goblin priest will also become handy here since this will block any defensive boost from tiles (such as wood) from any opponents. If unlocked Ogresses are handy since they are quick units, that can help with the long walk of this level. If you have unlocked mogres, you can actually send some to the portal and let them stand on it (be warry however for bugs, they poison your units).

Dark Woods
In-game description: ''These woods are being corrupted by dark wizards to form an army of living trees. We shall slaughter them before their mission is complete.''


 * Reward: Goblin units (including commanders, lieutenants and scouts) will now be able to walk through trees without losing speed.

During this level it is important not to kill any ranging unit from Saradomin, since they are able to kill mages better than your units. Try to lower Saradomin's mana income to 200, so that he likely will summon rangers. Zamorak however is the real opponent during this level, especially the moss giants and the ents, who can walk trough forests unhindered. The forest however is not only a bad thing, since any mage and ranged unit are unable to shoot through wood tiles. The Mage of Zaroth is an increadibly strong opponent, capable to instantly kill any Bandosian warrior unit in one hit. The first turn you should send your Goblin scout into a suicide mission, so you can poison this mage. The mage then will kill one of the Paladins, before Saradomin will strike him with both the Centaur and a paladin, causing the hp to drop to around 15. Zamorak will not simply die in 15 turns because the Mage of Zaroth will rest at the temple. Zamorak will likely send up to two of his ents to Saradomin, meaning that you will have to deal with one or two. Saradomin has a habit of blocking the ents with owls and then finish them off with rangers. It is recommended that you use a goblin to lure the ent to Saradomin's portal, since Saradomin can easily deal with it using that tactic. The Moss giants are yours to take, and can be dispatched with any of the stronger Bandosian units.

Skavid Mountain
In-game description: ''A race of weak creatures called Skavid has offered Bandos hundreds of chests full of gold in return of his armies banishing the other gods' armies who are ravaging their mountains. 'Bandos has commanded us to enslave the skavids, 'take their mountain and turn it into a place to train our shamans.


 * Reward: Ogre Shaman

Due to Zamorak's unreachable mages and rangers this level might be difficult, however you have a ogre shaman! Shamans can suround themselves and the area around it with smoke, making any magic or ranged attack unable to hit the target. Surround the shaman with the orks, and the ogres, while you use the goblins to defend against saradomin, and perhaps kill the chieftain coming to your way. Without the ogre shaman this level kinda feels like tower defence, where zamorak is the tower and you are being slaughtered before you even reach Ra'zul. Although Ra'zul seems invicible with his 60 HP, he is being assaulted by two of saradomins mages, and he will be damaged to arround 30 HP before these mages are being killed), Zamorak will likely attack Saradomin first and he gets more mana than Saradomin so Saradomin won't last really long. Once your reached Ra'zul, Saradomin is likely to near defeat, so make sure you have a barbarian for a smooth takeover (although if Zamorak does it it's fine, all you need to do is kill the Greater Demon, yet be wary for black knights!). Use the orks to kill Ra'zul (if not enough a ogre helps you too) and then you win.

If you have earthquake, you can speed this level up by destroying the mountains, meaning that you can kill Ra'zul quicker.

Drawiadir
In-game description: ''After we rejected a cowardly truce from the Elves, they decided to launch an attack against our army. We shall make sure that they'll come to regret their mistake!''


 * Reward: +5% mana per turn

This level has lots of mountains in the south, but lots of forest in the north. Even if you have unlocked the ability to walk faster trough the forest, elves are mostly fast as well as powerful soldiers so do not underestimate them. The elves mostly send out all their units exept for Drawiadir directly to your portal, while using barbarians to capture structures. So be prepared for a heavy fight in the first few turns. It is recommended to send your Goblin Commander back while you use the goblins to block this huge army. The Falcon should be killed with the hobgoblin before becoming too troublesome. Do not forget that you have four orks, these are valueable soldiers since they can instantly kill those annoying archers. Pikemen are the most dangerous enemy, so try to take these out first. This level becomes increasingly harder if you do not capture any buildings, so make sure you have enough! A handy tactic might be using goblins (and perhaps barbarians) for blocking while you send a ogre to the location. Earthquake or an Ourg can be used in this level to reach a extra tower, which you can capture.

Battle at Bloody Beach
In-game description: ''Saradominist knights have come from overseas to protect their soldiers, who are struggling against Zamorak's forces. This is a great opportunity to show our strength by crushing both armies.''


 * Reward: Commander Unit will now always start with iron plate armour (even on previous levels)

During this level Saradomin is the most powerful opponent and trying to rush to Sir Benson will be very hard, since he will always be protected by other knights and healed by monks. Zamorak will only spawn monks once many bones are lying on the map. It's recommended that you rush to Sir Julio since he can kill the Zamorak mages quite easily and Zamorak mages are helpful against the constant waves of White Knights. Focus your attack on Saradomin and take their settlements until they are greatly weakened, then you should take Zamoraks key building (Cursed Tower), to prevent Zamorak growing into a (too) powerful opponent before you kill Sir Benson (any stronger unit can be used). Note that you start with a goblin scout who can poison and has Sir Benson in his reach, but do not use him in the earlier turns, since Saradomin will simply summon a monk who then will heal him. Do this once Sir Benson is further away from his portal.

Priw Andra
In-game description: ''Our army has failed to conquer the mighty gnome city in the north so far. It's time to launch an unstoppable assault to destroy this city, and then replace this incompetant commander...''


 * Reward: Possibility to upgrade the Commander Unit to a Hobgoblin (the strenght of the unit will not change, but the speed will become 6 and they will be able to hit flying units) this will work even on previous levels. If you have unlocked any additional abilities for other races, these will not work.

This level has 5 portals, one in the very centre of the map, and one in each direction, one being occupied by you, one by the gnomes and one by Murknose. During the very beginning of this level you will see commander Murknoses army being slaughtered, although they do have 2 towers, 1 portal, 4 houses thus they get 300 mana each turn, the gnomes will outnumber them (which is funny considering that Bandos mostly outnumbers the opponent). You can try to safe Murknose, but you should use barbarians to capture buildings while you send your units to tactical possitions. Any unit with 17+ strenght can instantly kill a terrorbird so it is recommended to use those. Leveling your hobgoblins is an excelent idea. Once General Murknose is dead, the gnomes will focus their entire military on you, and especially the gnomecopters will be a hinderance! This level has a lot of trees so goblins (who aren't being slowered down) are recommended to kill of any weakened units. Druids should be killed as soon as you can, since if you do not kill them you will constantly have to worry about boosted units. Once you are near the walls you should kill the first Jade vine, this will allow the gnomes to summon even more units (since they are really mana intensive), however else you cannot enter the city. The Battle Tortoises are the most dangerous opponents in this level, however even though they are spawnable, the gnomes rarely will. The most hindering thing in this level is your units speed, if you have unlocked the +1 speed perk that will be really helpful, although when you have taken over all 4 portals, the speed will become less important. Barbarian spearwomen are recommended, since they are just as fast as normal barbarians, but while walking towards a structure they can damage one of the Gnomecopters. This level will become easier if you have unlocked additional units, such as cyclopes. Mogres shouldn't be used on this level at all, since not only they're slower and more expensive than Orks, they have the same combat stats and the level has no water for mogres.

Swamp Trekking
In-game description: A few goblins were sent here to investigate ''a large and deadly swamp claimed to make its victims crazy and have gone insane, deserting our army. We shall kill these traitors!''


 * Reward: Goblin units (including commanders, lieutenants and scouts) will now be able to walk trough the swamp losing less speed (from 1/3th of their speed to 2/3% of their speed).

In order to win you need to kill all three Goblin deserters, the Insane priest and the Zamorak Mage. This level is far harder, yet simulair to the cursed swamp you encountered earlier. The Ork executor however is a big help. It is recommended to send a few higher HP units close to bones (30HP+), the bones will turn into skeletons which will actually always attack the first enemy they see, so that would be a nice leveling for your unit. The Zamorak mage is the most deadly opponent in this level, do not let him kill your Ork Executor! It is recommended to distract and eventually surround him with goblins (lots and lots of goblins), and then let your ork executor execute him. Use the goblin scout to lure at least one ent away. Ogresses in this level will be a avantage, since they can walk 7 squares. Mogres can be useful as well. All three Jade Vines will block your path so you will either have to kill them completely, or kill them enough so you have a path. Keep a eye for the sea slugs since they can take over any goblin, or worse perhaps even your commander (if weakened, meaning that you will lose). Give one unit waders (not a suicide unit), so you can travel the swamps quicker. If you play this level again, play with a goblin commander, since they can rush trough the swamp now and that would be useful.

Legend of the Pontus
In-game description: ''Legendary female warriors called the Amazons inhabit a fortress in these lush forests. Although they lack in strength, they have the ability to take control over any settlement, a talent no doubt useful for our armies.''


 * Reward: Barbarian spear woman

This level has two sides, the Amazon fortress, which is actually solid, ground and the swamp, at which you start. In the swamp you can find a tower close to the portal, as well as 2 houses in the north and 2 in the south (total of 225 mana a turn). If you are able to reach the settlement, you should also take control over the second portal and the house to the north. At this time you can actually summon 2 hobgoblins each turn, or 1 ogress. Hobgoblins and the starter ogress are the key in this level, especially against the Elite Amazons and Hippolyta, since they have 6 speed and 4/6 range. If you have access to ogresses that would be really helpful! Do not worry about your caged goblin scout, he will be killed as soon as the first Amazon is summoned out of the portal. The Amazons will quickly (within 2 turns) take over their entire settlement, and then they will send waves to you. The Amazons will take control over 10 houses (250 mana), 1 portal (50 mana) and later they will also take control over 4 Towers (300 mana)! This means that they get 600 mana a turn (enough for 1,5 Amazon each turn), and they will send them all to you. 1 golden rule do not let any of the Amazons come close to any of your settlements, since they take them within 1 turn, no mather what kind it is. The amazons fortress is guarded by 4 "towers" of 4 caged Elite Amazons. A elite spearwoman can hit 15 each, so you will have to bring a fast unit to rush inside the fortress without damage. If you have Blessed Rune Armour its recommended to give it to your invading unit (only when the unit isn't nearly dead yet) This will lower the attack of any normal Amazon to 3. If it is your Ogress, you should send her to Hippolyta at once. Once you killed Hippolyta (she must be killed, to win), you win.

A alternative way to win (the Troyan Horse tactic) is to use a Ogre Shaman to win. Although they are slow, the can protect theirselves and the surroundings against any ranging unit, meaning that they will be invincible to the ranging amazons. Though this is not without danger, as the Amazons will simply go to your portal, hoping to take it over. You should surround the ogre Shaman with powerful units and barbarians like this:

The soldiers can be used to kill any Amazon while on the way, while you can send any barbarian to capture their buildings.

Beasts of the Pontus
In-game description: ''The Amazons were struggling to keep back the beasts of this region, before we conquered them. Bandos will reward us once we prove our strength by doing what the Amazons couldn't: by killing every last one of these beasts!''


 * Reward: Commander Unit will now always start with steel plate armour (even on previous levels)

Start this level with hobgoblin as commander, that is very useful against the endless army of falcons. This level is based on the Labours on Hercules, and is relativily hard: not only because you start with very few units, but also because you will not receive much mana. Beasts will receive a lot of mana, but most of it will be spent to keep the Hedera alive. First you should focus on the lion, since that is no doubt the most powerful opponent the enemy has, and the hellhounds are too far away to reach you for a while. The Hedera will grow very quickly in the beginning, but you should just ignore that, since this costs the opponent lots of mana every turn. It is recommended to wait until the lion is close to the portal, and then attack it with lots of ogres to kill it. (Ogres will hit 10 at the lion each, so you will need 4). Once the lion is dead, start summoning hobgoblins to deal with the annoying Falcons, while you prepare the ogres to kill the three hellhounds. The three hellhounds will always remain close to eachother, so it is useful to sacrifice one goblin and then kill them with stronger units. You should kill of the Jade Vine with Spearwomen, and then finish the Heart with a Jogre. At this point you will (nearly) stand on the falcons' portal. Send a Spearwoman to capture it, and you will win. Do not send barbarians, since the falcons will kill them.

Darkness in the Sky
In-game description: A servant of Zamorak has launched an assault with a flying army against one of Armadyl's citadels in the sky', not far from our borders.' This could become a profitable situation to expand our lands.


 * Reward: Hobgoblin units (including commanders) will now be able to hit flying units as it were super effective and will have a extra defence against flying units.

If you which you can switch your leader unit to Hobgoblin, but that is not really necessary since all goblins start with a grappling hook. Although as the reward of this level will be increased damage with Hobgoblins against flying units that could be a avantage when you try to get golden score.

During this level Zamorakian units and Armadylean units will be focusing on each other. They will rarely send anything at you, so you should prepare a hobgoblin, ogre shaman and goblin priest army. The goblin priests can remove tile defensive effects (which is handy), the ogre shaman will protect your units against Zamorak's ranged attacks (yet not close combat) and the hobgoblins are the only ones that can attack flyers (save from barbarian spearwomen, but they're not as strong). You should use spearwomen to capture structures, however. The red dragon should be killed by your units as soon as you get the chance, since it will kill too much aviansies, causing Zamorak to gain the upper hand and then focus entirely on you. If Armadyl gets the upper hand it will be less dangerous then Zamorak, since Zamorak has higher leveled units and they will attack you with range attacks (or close combat if there is a ogre shaman close to their target) so it is recommended to at least weaken Zamorak and take some of the structures before focusing on Armadyl. Once Gar'gor and Ra'tawk are defeated, you win.

The Slug Menance
In-game description:'' General Bigfist's army appears to have been taken over by mysterious sea slugs. We'll have to deal with those slugs, before they become a threat to our campaign.''


 * Reward: +5% mana

The Slug Queen is dangerous, because she is unattackable, but you can let her control a weak goblin, so she will be nearly harmless. Do take notice that even if the Slug Queen has a goblin host, she can do a suicide attack against any of the more powerful units to get rid of the host. However, she will not be able to move again that turn, so you should run away from her, or offer her another goblin. Any unit at or below 10 HP can be taken over by slugs, so take a eye to that!

First you should send all goblins to the Huge Slugs, to let them take control over them. If you really think you can safe your units against the sea slugs, you can't. Instead, you should let them take over goblins, since otherwise they might take over your Orks! You can try to send your orks to there, but they will fail, since you will be just out of reach due to the swamp. Once you end the turn the sea slugs will take over all 5 Paladins, 2 Chieftains, 1 Monk and 2 White Knights (with Huge Slugs), and they will try to kill Sir Berus (and thus defeating Saradomin). You should send support to Sir Berus, because you cannot win this on your own (unlike Port Port Phasmatys of the Zamorak Returns campaign). Once you made sure Berus is alive, begin focusing your way to General Bigfist. General Bigfist has a portal close to him, which will spawn Bandosian units, if you are able to kill General Bigfist the Sea slugs will lose the ability to summon any Bandosians. Once Bigfist is dead you should take the portal (which has died out by now), and then the settlements around it. Now you can try to (finally) kill Sir Berus, as you will not need him anymore. Once you have dealt with him, The Slug Queen is the only thing you will have to worry about. You should then send a barbarian surrounded by hobgoblins to the Slug Queen's portal. Mogres can be an advantage in this level, since then you can skip a part of the level.

Trapper
In-game description: ''Saradominists have built a thriving settlement at the foot of Gu'Tanoth, yet they've failed to realize that they're trapped between a mountain, a river and the sea. Let's show them the consequences of their mistake.''


 * Reward: Stone Armour

If you have earthquake use that immediately, to remove the mountains so you do not have to walk around them. If you do not, then you will have to walk a lot longer around the mountains. Send the Goblin scout to poison Theseus. het will be healed the next turn, but you will get lower damage this way, and force his priest to return, which can actually turn out beneficial later. Saradomin will start by sending a wave of five Centaurs, with White Knights in their wake. If you do have the mana try to counter this with a shaman, which is also handy for the rest of this level. The Orks are very valueable, do not just waste them especially if you do not have unlocked them yet. This level is a open battlefield, you really should bring a shaman if you do not want to much damage. The settlement is guarded by four Saradomin mages, they hit high on you but will be useless against the shaman. The Imcando Dwarves are the most slow units there are, just ignore them since they only walk 1 square each turn (2 when on track), and they can only use magic on units directly next to them, unless you break their Stone Armour, then they will become double as fast (3 speed), and they can become a hinderance! Once you brought a shaman and at least two orks inside the city, kill Theseus with the orks and the mission is completed!

Wild Fields
In-game description: ''Ogresses are faster, smarter and stronger than their male counterparts, but the two genders cannot live together without falling to infighting. This large field will be a great place for ogresses to live, but first we have to slaughter the beasts that live here.''


 * Reward: Ogress

In this level you actually start with three armies and three portals. If you split your mana enough between all three portals, you will not have trouble with this level. The goblin commander spawns with five goblins at the north side, the Ogresses start at the west side and the Spearwoman start at the east side. The spearwoman should kill the red dragon, since three of them can kill it. While going to the beast, make sure you let them capture structures. The Ogresses should rush to the lions. They will encounter the hellhounds while going there, but they can make short work of them. The goblins will have to fight with the wolves, then the Black bears, and later on the dire wolves. The Dire wolves are the hardest opponent, and will slaughter all goblins easily, so make sure you do have hobgoblins to counter them. You will need to support the ogresses with more ogresses, or hobgoblins as backup. If you can, summon a cyclops here, or even a ork, since they are strong and not to slow or expensive. When most starting units are dead, the Beasts will begin summoning a various amount of units, and send them in all directions. The Hellhounds at this point are the most dangerous units, however you can deal with them. Once you managed to get close to the centre portal, you should attempt to capture it.

Big High Hill
In-game description: ''A hobgoblin artisan wants to build a throne for Bandos on top of a mountain inhabited by dwarves trying to mine precious mithril ore, and lava creatures who try to defend their mountain, so he can overlook our victories in the south. Crush all the opponents, for the glory of Bandos!''


 * Reward: Favour of Bandos

You will actually have a ally in this level, but if you do more damage than him you get the "Bandos favours me" achievement, yet since the units your up against are no less than orks, Bandos 3rd strongest units in raw power and relatively fast as well, this is really hard to achieve, and you will need the maximum mana boost, favour of Bandos to begin the level with, lots of mana, and you actually should sabotage the orks by standing in front of them and take over their structures (they won't attack you if you do), but if the orks are completely defeated, this achievement will be won. The lava creatures actually posses three titans, which are considered dangerous, since they can walk quickly trough lava tiles. You should focus on the dwarves, since the orks can defeat the Tzhaar better than you do. By spawning ogresses, you will have the avantage of superiour speed. The dwarven cannons will walk all three next to eachother and will not chance until your units get close, so use your goblin scout to turn them in their cannon form as quickly as you can. If you do this the right way, you can actually walk arround the three deadly cannons. Focus on killing Commander Hardin, once he is dead you should help the orks with killing the lava creatures.

Cowards Must Die!
In-game description: ''As soon as the dwarves managed to empty the mithril deposits, those cowards fled from the mountain. Cowards must die! Slaughter them all and take their precious armour!''


 * Reward: Mithril Plate Armour

To win you need to kill all 3 captains before they leave through the exit. You will start with 5 Hunter Beast, you can send them against the Black guard dwarfs, but you should rather send them to the Dwarf captains. Note that they will be slowered down by trees and they are weak to all the opponents units. It is recommended to send a ogress with waders as backup, and use earthquake to get rid of the mountains at the beginning. From there you should create a few warrior units that can protect yourself against the Black guard dwarf spawns and barbarians to take their settlements to lower their mana. Yet the partial leaders should be your focus. The greatest danger in this level is the ability to use mithril armour on all units. A Cyclops can be an advantage, since they can paralyze all targets so they will lose the ability to walk, and then kill them with barbarian spearwomen so you can capture buildings with boosted barbarians. Use goblins (who are less slowered by swamp), to delay the captains so you have more time to execute them.

Your Sole Purpose
In-game description: ''Bandos has returned, and is pleased with his new throne. He has brought an army of one-eyed giants, who've made it their sole purpose to serve our lord. They shall prove their worth by helping us take over the huge plains constested by our armies and Saradomin's army.''


 * Reward: Cyclopes

Despite Saradomin only being using 4 different units, this level is harder than it looks. The battlefield is a large open terrain, and the units Saradomin sends are fast ground rushers, who will take you down before you realize it. Take a extra eye to the units who walk at the track. The Cyclopes, though on your side, will approach your units often and then paralyze them, giving Saradomin the opportuny to attack them. Odyssey is a stupid brute as he will rush towards the portal of Saradomin, and might even get killed! If you are on your own, Saradomin will become a true hinderance, though you might still be able to win if you use ogresses. However Saradomin will also send up to three of his Centaur commanders into a suicide attack. If you either take the portal or kill all the Centaurs you win.

While Distracted...
In-game description: ''Saradominists have built a tower for their sorcerors in this port. Their arrogance and weakness has come to bring them down. While distracted by the sea slug invasion, we shall bring death to them all, and take this port as our own!''


 * Reward: +5% mana

Despite this level looks easy with your large starting army, this level is harder than it looks. You will have to summon as many barbarians as you can during the first turn and send them all to the ports walls so you can capture some structures. During the first few turns Saradomin will by busy to destroy the sea slugs. The Sea slugs will take control over some of their units, but they will eventually being defeated, and then Saradomin will focus on you. At this time you should at least have taken a few settlements since you will have to face his entire army. Saradomin gets more mana than you so you need to strike quickly, else you will fail. Keep spawning barbarians, and perhaps you might win. Earthquake can be used to gain access to two towers which are a huge help, however one White Knight is trapped inside there, so you will need to deal with that unit before taking control over the towers. Once you forced your way inside the city, things become easier. This level might require a few tries, since it is also based on luck.

Guidance
In-game description: ''General Oorlog wants to send his army of orks to take over the city of Mithros, located south of this swamp. His forces are unable to cross the swamp on their own, due to their heavy weight, the roaming swamp beasts, and the dwarven defences. Help him through the swamps.''


 * Reward: Any unit will now lose less speed in the swamp, they will now traverse the swamp at 2/3 (from 1/3th of their speed) speed. Goblin units (including commanders, lieutenants and scouts) will now be able to walk at 80% of their speed.

This levels most important enemy is the swamp, who is so powerful that it hinders all the factions (including dwarves). Capturing their structures is recommended, but you will not be able to capture all of the structures. Unlike swamp levels before, they will not focus on letting their Jade Vine grow to huge sizes, instead they just use it to block the road. Also there won't be any undead, since it is not a "Cursed" Swamp. Since the opponent mainly uses amptious units, or units that aren't hindered by trees, this can still be quite the challenge. You win once General Oorlog reaches to the exit-tile. If General Oorlog dies, you lose. First you will need to make sure that the rotten ents (who can hit 27 on other titans, are either being executed by Oorlog or being shielded from him. If Oorlog strikes first, he won't be damaged. Oorlog has the habit of getting "distracted": any unit he can reach, he will kill. The Jade vines are quite a hinderance in this level, you will need to break trough all 3 of them. Ogresses in this level are recommended, since they are fast. Keep a eye to seaslugs, you do not want them to take over any unit. Oorlog will spawn a extra Ork every 3 turns, unless you capture his structures. If you take over his portal, Oorlog will not die, but he will lose the ability to spawn Orks. Once you go down further you will eventually encounter the dwarves, though they rarely go far away from their portal. The Dwarven cannons should be disambled before Oorlog gets close to them, becouse they actually can kill him before he reaches the exit.

As soon as you complete this level, you can try it again with units who can walk slightly faster through the swamps. The achievement Perfect Guide can be obtained by letting Oorlog exit, without him having received a single damage. He can kill other units, but only if they have less then 45 HP.

Army of Stone
In-game description: ''A Zamorakian demon has taken a few dwarves sculptors of Mithros as hostage and forced them to carve Gargoyles out of granite blocks. We shall smash them all, before they complete the army of flying terrors.''


 * Reward: Granite Armour

The first turn you should capture as much as possible, and level to 2 as cheap as possible (you can buy a goblin, or use shrine of Bandos, so you can summon a extra barbarian). Send all the goblins (except commander) to make a wall. Send the Hobgoblins directly behind the wall and the (J)ogres as defence against Dwarven attacks (just them being there will actually scare them away). When zamorak begins he will send his Rangers and Knights to nearly out of his walls, and he is not able to move any of the Gargoyles. He will move the circling at the Dwarven Crafters, like they are guarding them. He will not move the mages. The Dwarves will send all the crafters to dead, and will free the Gargoyles from their Granite, so they will be able to move. They will then send barbarians to gain mana,and will send the Black guard to block their entrance fortress. On your turn, try to kill one of the Gargoyles with you hobgoblins, while you keep the goblin wall. When they break trough the wall they will kill the hobgoblins, ignore the Hellhound they are less dangerous then the gargoyles. Zamorak will send all of his gargoyles towards the enemy and from there the real fight begins. He will use the necromancers at the location where the crafters died to summon skeletons, who he will use as a wall later on. He will first send barbarians and werewolves (the later towards the dwarves), while you will have to deal with the stronger units. You should now send the (J)ogres towards the fortress since you will need them, and kill as many Gargoyles as you can, and perhaps also a hellhound or two. Leave the dwarves alone, you can always kill Rocko later. Towards this point the dwarves will be under attack, but they will be able to safe themselves, so do not help them. Zamorak will begin spawning rangers and black knights, and perhaps even more barbarians. A cyclops can be avantagious, so perhaps you can spawn some. Ogresses are great too due to their speed. You can summon a Ogre Shaman, but they will not help to much due to the fact that they will need 5 turns to reach the fortress walls. At this point you will need to become Zamoraks most hindering faction, else he will start focussing on the dwarves, which will cause them to kill Rocko, take over their portal and then take over all buildings which makes them super powerful. Make sure that the necromancers aren't able to create a skeleton wall, since that delays you. At a certain point Zamorak will begin to spawn even more Gargoyles, although they do not have 32 strength like the previous ones, they are still dangerous. Zamorak will likely not summon Greater Demons however. When you and the dwarves advance, you should be able to take one of Zamorak's four portals and gain more influence at this area. Once you have one, you can finally bring that shaman. From here it will go downhill for Zamorak, but do not completely erase him yet, since you can still cause him to weaken the dwarves before you destroy them completey. Once both Zo'rak and Rocko are dead, you win!

Imbalance
In-game description: ''Both the Dwarves and Gnomes have a large city at the Southern Sea. They've joined forces and gathered their armies in hopes of stopping our advancement. Let them try: we shall smite them all.''


 * Reward: Any units will now be able to walk through trees at 75% of their speed, except for goblins who walk at 100% of their speed.

When you first see the level it looks like you are heavily outnumbered, however you do have access to a large ammount of soldiers yourself. Also the Defenders will have a lower mana-income than you already very early in this level. Send all your units, including even the Goblin Commander, to the south. This is a very open Battlefield, but the Defenders aren't able to spawn any mages or rangers to use that against you. This level does not have many trees, so that doesn't hinder your units any further. The Dwarf Cannons are the most dangerous unit, but you can still defeat them using Shamans or ogresses. The possitieve part is that you can get access to a lot of towers very early, so you do have a small bonus for mana. It is very important to capture the second portal, before the opponent does it. The Guthixians have 2 portals, but it are portals that are spawned by portal mages and they are limited to dwarves and gnomes respectively. If they can capture a portal they can also summon White Wolves, Druids and Void Knights. Guthix will first send White Wolves at you. You can easily kill them, so do this. As soon as they are dead, use the Ogresses to convert the dwarf cannons into their cannon form. If you do this too late, that can be a hinderance, or you can wait for them to become closer so you can use a Shaman with other units to take them out. You have 2 portals at one point, try to take control over the dwarven portal first since they can only summon black dwarf guards. Use any of the more powerful units, that are capable of instantly killing them, and perhaps even Cyclopes this is handy to paralyze them aswell. Once the dwarven portal is down, focus on the Gnomes, use hobgoblins to take out gnomecopters, and keep a eye for tortoises. The Terrorbirds mostly will just kill themselves, since they will only be able to hit 7 on any warrior class-unit. If you use units with 25+ health such as Jogres, the terrorbirds will only suicide attack themselves, if you use them on a offensive the terrorbirds will be killed. Take over their second portal and kill any remaining barbarians and you will win.

The Void from Oversea
In-game description: ''These lands were nearly taken over by our forces, until ships with hundreds of soldiers arrived, pushing our forcea away. We shall finish what we started, and make sure that none of the invaders will survive!''

Reward: +5% Mana

Do not summon any Ogre Shaman in this level, this is completely useless, and might in fact only hinder yourself. The Void Knights will capture structures really quickly, since they have 5 barbarians, and they use druids to boost them. The wolves will be the first opponents you will encounter, becouse they are the fastest unit. The Ents will arrive in 10 turns, so you do not worry about them. The Void Knights are the most dangerous unit, they will often be boosted by the druids aswell. Cyclopes can be used to paralyze any approaching unit, Ogres and stronger can instantly kill wolves, so Ogresses could be great wolf killers. Moss Giants should by Paralyzed by cyclopes and then possibly being attacked with spearwomen before you finish them off with your cyclops. A Ourg can be great against Ents, but only if the ourg attacks first, then he can instakill them, do note that Ents have 4 speed opposed to the ourgs 3 speed and if the Ents attack first, they will hit 40 on the ourg while getting damaged with a mere 13. Void Knights can best be killed by Orks or Jogres, or whatever higher leveled warrior unit you have at hand do note that any warrior-unit will hit 50% of their health rounded down. Once the earlier waves are defeated, you should outmana the opponent by taking all their settlement, before launching a grandscale finishing attack.