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โ€œKill them! Kill them all!โ€
—Eirik's soldier

Welcoming Committee is the twenty-fifth scenario of the Fall of the Trident campaign in Age of Mythology. The main objective is to defeat the leader from each of the three Norsemen clans.

Summary[]

The heroes arrive at a battlefield between three clans and have the Folstag Flag Bearer wave the banner from Skult's village. Initially, all the Norsemen stop fighting as planned. However, three soldiers quickly become enraged at the sight of Folstag's Flag and order their comrades to kill Arkantos and the others. While this is unexpected, Skult believes there may be a way to use this to their advantage.

Scenario instructions[]

Starting conditions[]

Differences between difficulty levels[]

Objectives[]

  1. Protect Skult and the Folstag Flag Bearer.
    (Use the Healing Spring God Power on top of the hill to heal your units during or after battle.)
  2. Create an ambush โ€“ build at least five towers.
    (The hill at the center of the frozen lake is a very good place to set up your ambush. Arrange your towers so that they cover each other with arrow fire for them to be most effective.)
  3. Use the Folstag Flag Bearer to lure the clan leaders into ambush. Defeat all three leaders.
    (The Folstag flag bearer can lure your enemies out of their bases. Try to isolate and kill their clan leaders, once gone their men will become yours to command. You cannot build any more units.)

Players[]

  • Arkantos (Loki): The player starts on a hill in the middle of a frozen lake in the center of the map, with Arkantos, Ajax, Amanra, Chiron, Skult, the Folstag Flag Bearer, and a mid-sized force of Throwing Axemen, Hoplites, and Toxotes, as well as one Raiding Cavalry. They have no base and cannot build any building apart from towers, so they must rely on conquering the local Norse clans to bolster their forces.

Enemies[]

  • Vibald's Clan (Thor): The west clan consists of Ulfsarks and Jarls. Defeating their leader, a Hersir named Vibald, will cause the clan's units to come under the player's control.
  • Eirik's Clan (Loki): The north clan consists mainly of Throwing Axemen, Huskarls and two Fenris Wolf Brood. Defeating their leader, a Hersir named Eirik, will cause the clan's units to come under the player's control.
  • Arngrim's Clan (Odin): The east clan consists of Raiding Cavalry, Ulfsarks and three Ballista. Defeating their leader, a Hersir named Arngrim, will cause the clan's units to come under the player's control. On Titan difficulty, they begin with the Champion Cavalry upgrade.

Strategy[]

This guide is applied to hard difficulty. It is, of course, also applicable for the other grades of difficulty.

Players begin atop a hill where the soldiers of all three clans immediately attack their army, which thankfully is strong enough to defeat them. Skult and the Folstag Flag Bearer should move to the rear for protection while the heroes face the soldiers head on and absorb most of the damage. All available archers should provide support. Once the army is defeated, five Watch Towers will need to be built to obtain the last objective. Rather than building them near the starting point, players should pick a location closer to one of the clans so that the Folstag Flag Bearer does not have to run as far when escaping. The ambush should also not be too close as to grab the clan's attention before construction is complete. Shaping the ambush in a U or circle shape is ideal to trap the enemy and researching the Crenellations technology will enable them to hit their targets easier. While building the ambush, the Healing Spring god power should be cast to heal the current army but at a distance from the ambush. Units heal slowly when fighting or moving and it is best not to risk the clans taking control of the spring.

Once the ambush is built, each clan leader's position will be revealed with the Spy God Power. When ready, the Folstag Flag Bearer can be sent to the gates of a clan of choice. It must move close enough to catch the attention of not only the soldiers but especially the leader, which will be tricky considering they are located at the center of their camp. The Folstag Flag Bearer may receive some damage from the defensive structures but he has a lot of armor, regenerates and can be revived like the campaign heroes, so there is little risk to his safety. Once a clan is in pursuit, the Flag Bearer should lure the soldiers in the trap where the Towers can be tasked into targeting Vibald, Eirik or Arngrim.

The clans' soldiers may lack upgrades but the leaders have more hit points and armor than regular Hersirs, so all tower and archer attacks should be concentrated on them to speed up their defeat. The first clan will be the hardest given the player's limited resources so they may cast Bronze to increase the durability of their soldiers. Once the clan leader is killed, whatever soldiers remains of their clan will join the player's cause. Players can repeat this strategy for the next two clans and will be rewarded with victory once all three clan leaders have been defeated. They should bear in mind that each time one clan is recruited, the remaining ones will gain upgrades, making them stronger.

Since the clans do not produce any additional units or research any upgrades after the scenario begins, it is easiest to go in order from weakest to strongest. That way, the player will have additional units to help deal with the stronger opponents. Vibald's Clan to the north is the weakest, as their forces are largely made up of Ulfsarks, which do not deal bonus damage to infantry or archers, the bulk of the player's starting units. Eirik's Clan can be dealt with next, which will gain Huskarls and Throwing Axemen for the player. The former, along with Vibald's Jarls, will be useful for taking out Angrim's Ballistae, while Vibald's Ulfsarks and Eirik's Throwing Axemen deal with Angrim's cavalry. Either way, the scenario is very straightforward, and will complete as soon as the last clan leader is killed.

Additional tips[]

  • Arngrim's clan is the best to target first as their Ballista will prove to be useful additions to the ambush once they're under the player's control.
  • The soldiers will madly pursue the Folstag Flag Bearer and ignore the Towers as long as none of the player's soldiers are within sight. Therefore, it's possible to have the Flag Bearer circle around the ambush until the clan leader is killed.
  • Walls can be built to funnel the clans into the ambush but there is no means to gather additional gold so they should be built correctly on the first attempt.

Trivia[]

  • Although the clan leaders have names, they will still generate random names like regular Hersirs.
  • Eirik's Fenris Wolf Brood will not pass to the player's control when their leader is defeated, but will not attack the player either.

Gallery[]

Campaigns in Age of Mythology
Learn to PlayHunt for a Killer ยท Pleasing the Gods ยท Uninvited Guests
Fall of the TridentOmens ยท Consequences ยท Scratching the Surface ยท A Fine Plan ยท Just Enough Rope ยท I Hope This Works ยท More Bandits ยท Bad News ยท Revelation ยท Strangers ยท The Lost Relic ยท Light Sleeper ยท Tug of War ยท Isis, Hear My Plea ยท Let's Go ยท Good Advice ยท The Jackal's Stronghold ยท A Long Way From Home ยท Watch That First Step ยท Where They Belong ยท Old Friends ยท North ยท The Dwarven Forge ยท Not From Around Here ยท Welcoming Committee ยท Union ยท The Well of Urd ยท Beneath the Surface ยท Unlikely Heroes ยท All Is Not Lost ยท Welcome Back ยท A Place in My Dreams
The Golden GiftBrokk's Journey ยท Eitri's Journey ยท Fight at the Forge ยท Loki's Temples
The New AtlantisA Lost People ยท Atlantis Reborn ยท Greetings from Greece ยท Odin's Tower ยท The Ancient Relics ยท Mount Olympus ยท Betrayal at Sikyos ยท Cerberus ยท Rampage ยท Making Amends ยท Atlantis Betrayed ยท War of the Titans
Tale of the DragonRising Waters ยท To the West ยท From Below ยท Trapped ยท Confrontation ยท The Realm of the Dead ยท The Water Palace ยท A Way Out ยท Yin and Yang
StandaloneClose to Home ยท E3 2001 Story Showcase (cut) ยท PAX East scenario
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