A Lost People

The gods have abandoned us! We’d have been better off sinking with Atlantis than coming here. We must move.

Zeno imploring Krios to leave the Tundra

A Lost People is the first scenario of The New Atlantis campaign in Age of Mythology: The Titans. The main objective is to reach the Sky Passage that Krios has seen in his dreams.

Summary
The Atlanteans have settled in the Tundra since the collapse of Atlantis ten years prior, however they have concluded that this land is too harsh and must move on. Krios suggests that they seek out a “temple” that he has seen in his dreams that is said to be the key to their escape. Unfortunately, it is guarded by the nearby savages that plague the land so Kastor must lead an army to eradicate them order to reach it.

Objectives

 * 1) Build and army of at least five Murmillo.
 * 2) Find the Sky Passage.
 * 3) Defeat the barbarians that guard the Sky Passage.
 * 4) Garrison five Citizens into the Sky Passage.
 * 5) Ungarrison from the second Sky Passage and build a Town Center.

Players

 * Atlantis (Abandoned) - The players starts in the Heroic Age with Kastor, one Destroyer, one Arcus, one Fanatic, a few citizens and a base.

Enemies

 * Yellow Savages (TBA) - they have four Longhouses that guard gold mines near the center of map and continuously produce Ulfsark to harass the player. They also have a dock that supplies them with food.
 * Red Savages (TBA) - they have three Longhouses located in the North corner and produce Raiding Cavalry to harass the player alongside the Yellow Savages.
 * Purple Savages (TBA) - occupy a base two longhouses and two Hill Forts that guard the Sky Passage. They will produce armies of Throwing Axemen to assist the Yellow Savages if they’re under attack.

Allies

 * Royal Guard (Abandoned) - Krios’ base will regularly supply the player with Fire Siphons that will convert to their side.

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

It is not possible to build farms or docks but there is plenty of hunt available, including Aurochs and Elk. The first objective is to get the economy going by producing sufficient Citizens, preferably two on wood, five on food and three on gold. The forests of tundra trees are thin but there is one patch in a corner behind base next to Royal Guard where Citizens can gather wood and remain safe from raids. Meanwhile, the player should send Kastor to seek out and kill any Arctic Wolves nearby.

Manors and Towers should be constructed near the starting resources to slow down attacks and provide shelter for Citizens when necessary to ring the town bell. There will be raids of Ulfsarks and Raiding Cavalry to fend off so Kastor should remain near the Town Center, ready to take all attacks head on. He can deal heavy damage to infantry units by knocking them away as well as regenerate HP and revive if fallen.

The raids will originate from two separate forward bases constructed by the savages. Destroying these will stop the raids and relieve the player from the stress of looking after their Citizens. Some Murmillo must be trained to deal with the Raiding Cavalry but the first army should consist mainly of Arcus to deal with the Ulfsark. Arcus will be upgraded with the Burning Pitch technology so they can help tear down the Longhouses. Once a fire siphon is available, the player should push forward to take out the dock that supplies the yellow savages with food to slow down their unit production. Then the Arcus should focus their arrows on all enemy soldiers while the fire siphon destroys all their longhouses.

Once that is accomplished, the red savages must be dealt with. Arcus only deal 90% of their normal damage against Raiding Cavalry so Murmillo will be more important. Otherwise, the previous tactic can be repeated for the Raiding cavalry base. Whenever Citizens must move further from the main base to get more resources, they should always build towers for protection against surprise raids. Walling in this scenario is difficult due to the open terrain but can be attempted in order to concentrate attacks into a single location.

Once only the purple savages remain, the player should approach their gates to lure out the Huskarls that do bonus damage versus Arcus. Once lured away from their base, they can be killed by the combined efforts of Kastor and Murmillo. Once the Huskarls are killed, they cannot be retrained, so the player can mass produce Arcus to deal with the buildings and the Throwing Axemen of the purple base. Once Krios has supplied two fire siphons, the player should send their army to tear down the walls and all buildings guarding the Sky passage.

Once the Sky Passage is secured, five Citizens must be garrisoned into it. This will reveal a second sky passage on a different island at the South end of the map. The Citzens can ungarrison there to build a Town Center onto the Settlement. Once construction has begun, victory will be rewarded.

Trivia

 * This is the only scenario where the player worships no major god and is instead labeled as Abandoned.
 * Despite this, the Town Center depicts a statue of Oranos.
 * Although Kastor appears in this scenario, he is not formally introduced until Atlantis Reborn.