Road to Margoth

**Road to Margoth** is the 2nd Mission in the Empire Campaign.

## Plot

You attempt to reach the village of Ansraade with the intention of relieving Margoth.

## Gameplay

To the north-east, there is a merchant that is threatened by three Warriors. If you kill these, he hands his Merchant Wagon over to you that gives a trickle of 5 gold and 5 wood every 5 seconds.

To the west of the settlement you can find a Ruined Tower that grants a wide vision range over the map.

After some time, two Elf Rangers come and tell you that Ansraade has been destroyed and that you have to raze the Beast camp there.

The hidden resources are quite useful. One cache is to the very west, one is in the middle of the map and one is to the north-east.

A small extra is hidden near the hidden resources by the river. If you cross it and explore the other bank, you can get three Healing Potions +100 and 1 Winter Amulet. (this appears to be false - *comment by later editor*)

*Bug*: There is a spot to the west by the river where the pathfinder fails. It can happen that units get stuck there.

### Hints

* At around 7-minute mark an Ogre will attack your base. Make sure you have a couple of Pikemen by then to defend.
* You need 9 Peasants on gold (3 per patch) to maximize income. With this you can fund as many as 3 Barracks constantly pumping units (don't forget to get Farms too).
* The treasures scattered on the map will give you terrific amounts of gold (1000 in total). A single treasure chest in the center will give you as much as 500 gold. It is guarded by 3 Berserkers. However, it can be worth to sacrifice a swordsman at the very start just to get the money from that cache.
* Once you kill the 2 Ogres guarding the enemy base, you will be joined by 10 allied Elven Rangers who will help you clear out the encampment.

## Quests

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## Mission data

* Starting units: 5 Swordsmen, 4 Peasants
* Starting resources: 250 Gold, 150 Wood
* Factions: Ramathor Tribe, Undrah Tribe
* Enemies: Warrior, Berserker, Goblin Hunter, Ogre
* NPCs: Dire Wolf (3)
* Neutral structures: Merchant Wagon, Ruined Tower
* Items:
	+ Healing Potion +100 (2)
	+ Lesser Ring of Health (2)
	+ Treasure (3)
	+ Woodpile (1)
* New tech
	+ New units: Pikeman, Elf Ranger
	+ New buildings: Blacksmith, Scout Tower, Town Hall
	+ New upgrades: Iron Sword, Scale Mail
	+ New abilities: Elixir of Strength (Pikeman)

Hints (in-game)

HINT: You can upgrade weapons and armor at the Blacksmith.

HINT: You can protect your units by garrisoning them inside your buildings. Some neutral buildings can also be garrisoned which allows you to use their special ability. Neutral buildings cannot be destroyed, but can be attacked if garrisoned by an enemy unit.

HINT: Elf Rangers can garrison into Scout Towers and shoot out from them.

## Trivia

* The 2 ogres guarding the Beast base will not use their AoE ability against you for some reason. Conversely, the ogre that attacks the player from the south-west will make use of it.
* The ending cutscene features a unit called "Elf Sentinel" that has a model different from other Elf Rangers (such as different bow and cloak). This unit does not seem to appear in the base mission, however, and is never seen in any of the later campaign missions.

## Dialogue

> *Some days later*
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> *On the road to Ansraade Town.*
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> Opening cutscene
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*Swordsman*: We are faced with a black choice, men. We must reach Ansraade-Town. We have a need for the raw materials it will provide us. But there are beastmen patrolling the surrounding woods. It may be better to remain here and defend this settlement.

> [Elven detachment arrives]
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*Elf Ranger*: We bring fell tidings, warrior. The Beast-kind have destroyed Ansraade and established a garrison on its site.
*Elf Ranger*: We are here to pledge bow and sword to Noran, warrior. We are here to keep the old alliance.

> [Merchant Wagon subquest]
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*Warrior*: Methinks likewise, brother. What say you, old bones? Have you wealth enough to buy what remaining time is left you?

*Merchant*: I beg of you... I am poor. I have nothing! Please...

*Merchant*: I thank you, most noble warriors! I wish I could reward you now, however, should you return I will have gold aplenty to grant you.

*Swordsman*: The battle was hard fought. We will need our phalanx - pikemen!

> [Ogre encounter]
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*Swordsman*: Ogre! We must have our pikemen! We cannot fell this beast with swords!

> [Hidden resources]
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*Swordsman*: The wood is ours. These beasts don't need it anymore.

*Swordsman*: Gold... these good men had to die because of the beasts' greed.

*Swordsman*: Everything is afire. Hurry!

*Swordsman*: Death and destruction all around - the beasts are near!

*Swordsman*: The stolen materials - return it to our base!

> [Weather change]
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*Swordsman*: The wind is getting stronger... a storm is coming.

> Closing cutscene
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*Swordsman*: Your help is a boon to us all. Thank you.

*Elf Sentinel*: We fight for all free peoples.

*Elf Sentinel*: The Beast Tribes are approaching with a horde the like we have not seen since the Rage. They march toward Margoth.

*Swordsman*: Margoth...

*Elf Sentinel*: It is so. But we stand with you. Alric do Rei and the Council can depend on our allegiance.