Odin's Tower

Odin's Tower is the third 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' defence, after the Atlanteans killed General Melagius.

Summary
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.

Objectives

 * 1) Replace all three Norse Temples with Atlantean Temples.
 * 2) Move Kastor close to Odin's Tower.
 * 3) Deconstruct Odin's Tower by using the Deconstruct Wonder god power.

Players

 * 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.

Enemies

 * 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 will also have sizeable early raiding parties, including a notable one that attacks after a Forest Fire, composed of Huskarls. They are the only enemy with which the player's base has direct contact. This player is also notable for controlling the three Temples on top of the hills, that must be replaced, as well as the Tower of Odin and the seven Towers that guard it.


 * 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.

Allies

 * 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.

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

Tips

 * Be careful with the forest to the east; after the East Guards reach the Classical Age, they will cast Forest Fire, in order to start their offensive. This might damage units and buildings that are too close to the trees.
 * The map is full of chokepoints, and inaccessible regions. This, combined with the player's weak start means that it is highly recommended 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.
 * Since the enemies are the Norse, it is recommended to focus mainly on training Arci (put them behind walls) and Murmillos, to stave off infantry and cavalrymen, respectively.
 * 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.

Trivia

 * 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.