|Game||Age of Mythology: The Titans|
|Campaign||The New Atlantis|
|Course of Campaign|
|Previous||Greetings from Greece|
|Next||The Ancient Relics|
Odin's Tower is the fourth scenario of The New Atlantis campaign in Age of Mythology: The Titans. The main objective is to destroy the Tower of Odin, in order to punish the Norse for coming to Sikyos' defense, after the Atlanteans killed General Melagius.
Right after the Atlanteans attacked Sikyos and killed Melagius, the Norse and the Egyptians quickly joined up forces and tried to assist their allies. Kastor and the rest of Atlanteans cannot fight them yet, but Kastor has a plan; he and a token force sailed to Scandinavia. Their goal is to fight through a rough highland with many cliffs, stave off the nearby Norsemen, reach the Tower of Odin (after neutralizing a Lightning Storm that protects it), and destroy it.
- Replace all three Norse Temples with Atlantean Temples.
- Move Kastor close to Odin's Tower.
- Deconstruct Odin's Tower by using the Deconstruct Wonder god power.
- Kastor (Kronos) - The player begins in the Heroic Age, with a single Town Center, four Citizens, two Fanatics, two Destroyers, an Oracle Hero and Kastor himself. They also have numerous Deconstruction and Vortex powers at their disposal.
- East Guards (Odin) - This player owns the Tower of Odin, as well as the three Temples which the player must replace. They have several Watch Towers guarding the Tower of Odin. This player will also attack the player early in the game with a few Huskarls who will invoke a Forest Fire, which opens an open path to the player's base for future attacks
- East Guards (Odin) - The main and predominant enemy in this scenario, they start in the Archaic Age, with numerous Towers, five Longhouses, two Hill Forts and a Temple. They are the only enemy with which the player's base has direct contact.
- Central Guards (Odin) - Found in the center of this region, they also start in the Archaic Age, with five Longhouses, and some Watch Towers, but a single Hill Fort.
- Northern Guards (Odin) - Found in the northwest, they start in the Archaic Age, similarly to the Central Guards, but have only three Longhouses instead. It is highly unlikely to face them, and it is recommended to ignore them completely.
- Placed Temples (Kronos) - Once the player Time Shifts their own Temples on top of the hills (after using Deconstruction to remove the Norse ones), they will shift to this player's control.
This guide is applied to hard difficulty. It is, of course, also applicable for the other grades of difficulty.
On the defensive Edit
The player starts in the south, with limited starting forces and four Citizens. Three Citizens should be immediately tasked to gather the nearby resources. On the meantime, task a unit to move to the south of the eastern forest, where four Cows can be herded. The goal is to deconstruct three Temples on top of hills, and replace them with the player's own Temples, in order to neutralize a Lightning Storm that smites any attackers that approach the Tower of Odin.
Build one or two Military Barracks, and train some Murmillos (don't train Arci yet). Don't build any Palaces, as the enemies will almost always choose Heimdall, whose Undermine god power can send the 300 wood and coin invested to a Palace (as well as some Favor) down the drain. After the East Guards player reaches the Classical Age prepare for an attack and be careful of the forest to the east; they will cast Forest Fire, in order to start their offensive. Their offensive will consist of a group of Huskarls, who are quite resistant to building fire and can easily chase and kill Arci.
After this attack, train immediately even more Murmillos, but first, send quickly 1-2 Citizens to wall the passage that leads to the East Guards' lands. Soon, another army, composed of mixed infantry and cavalry forces, and usually including one or two Einherjar will storm the player, and cast Undermine in order to break through any walls (otherwise, they will cast it to the first Palace or Tower encountered). After they are killed, wall back the passage quickly and prepare for further assaults, this time by training Arci, and placing them behind walls.
It is highly recommended to focus on wood on this scenario, as it will be needed much; there are less animals than in other maps on this scenario, and as such, relying on farms is imperative. Also, wood will be needed to mass train Arci, and to build a Market, that will allow for better handling of the player's limited resources. Of course, gold will also be highly needed, and food should be used for Citizens, and to research Levy Mainline Units.
But above all, wood will be needed in order to build Towers and research Signal Fires and Carrier Pigeons, which (along with Focus) are the most important technologies for this scenario, because of a simple fact; Deconstruction requires that a building is in line-of-sight of the player's forces.
On the offensive Edit
When the player decides to advance, start with placing Towers on top of the hills, and deconstructing the nearby Hill Fort (it might be better to do this before the green player reaches the Heroic Age, by having the Oracle spot it early in the game).
Should the player want to secure victory, they should slowly and carefully (by walling each new part of the map that is secured) advance up to the unclaimed Settlement to the north. Build a Town Center there, and wall the passages found close to the eastern Gold Mines. This will limit the map control of the green player and limit access to key resources. But, above all the player will have closer sight of ideal spots to Time Shift Towers. These can be used to creep through the hills (where only Throwing Axemen and base defenses can attack), in order to reach LOS of the Temples and deconstruct them.
Reaching the Tower of Odin Edit
Should the player want to save time, a decent alternative is to Time Shift a Military Barracks to the central plateau, and train a Contarius that should be converted into a Hero. Use this unit to scout around the red and purple players' bases, and find ideal spots to deconstuct Temples and/or Time Shift the Towers.
Either way, once all three Temples are replaced, simply cast Vortex to the northernmost hill, where the Tower of Odin is located, and attack it. Kastor will comment on the fact it is impervious to normal weapons, but the Oracle will respond that only the power of Kronos can damage it. Immediately, the player will be granted with Deconstruction Wonder, that will strip the Tower to nothing in seconds. Once done so, the player will be rewarded with victory.
Overall, this mission has a very tough start-up and disadvantages as far as combat options are concerned (as the player is stuck on the Heroic Age), but should the player manage to control effectively this map's features and use Kronos' powers pragmatically, it can completed quickly and painlessly.
- The map is full of chokepoints, and inaccessible regions. This, combined with the player's weak start means that it is imperative to favor a mixed turtle and boom strategy.
- Especially, because the Atlanteans and Kronos' bonuses are limited here; there are no siege weapons available, and the fact there is only one free Settlement means less Favor for the player. Instead, rely on the God Powers, on a defensive bulwark and the Time Shift ability.
- Be a pragmatist. The goal is not to destroy the Norse, but to simply reach line-of-sight with the Temples, deconstruct them one by one and then use Vortex to reach the Temple of Odin.
- A sound tactic is to endure Norse offensives long enough to accumulate enough resources to creep with Time Shifted towers in the cliffs, until they come into sight of the Temples.
- If possible, ignore the red and purple players completely, and simply find a way to reach line-of-sight of the Temples.
- There is a Bridle of Pegasus somewhere on the East Guards' (green player) base. Capturing it will further simplify this mission, since the Pegasus can be sent to the three Temples to gain permanent line of sight of them (in this campaign scenario, exploring those Temples will make them visible to the player for the rest of the game, without fog of war returning, once explored). Luckily, no enemy will claim this relic.
- This is the only instance in the game where the player must neutralize a God Power in order to proceed with the objective.
- It is also one of the three missions where the player is granted a unique God Power, the others being A Place in My Dreams and War of the Titans.
- When played on Titan difficulty, the three Norse enemies automatically get the Guard Tower upgrade at the start of the game. Since this upgrade is technically unavailable to the Norse, their Guard Towers will adapt the Egyptian architectural style.