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The Holy Man (Holy Man in the original) is the first campaign scenario featured in the Voices of Babylon in Age of Empires. This scenario features the Hammurabi reign, that expanded the city-state hegemony across a large portion of Mesopotamia against his neighbors.

An earlier version - called The Wreck of the Hyskos - is the fourth scenario of the Dawn of Civilization beta campaign (and the CGW demo) and differs strongly from the final released scenario despite using the same map. It also tells a different story than "Holy Man".

Scenario instructions[]

Description[]

NuRoR priest converting
Mesopotamia, 1760 BCE

The small city state of Babylon is growing under the energetic leadership of its new king, Hammurabi. You have been sent downriver to bring some enclaves of Sumerians and Akkadians into the fold. Use your powers of persuasion when you can, but do not hesitate to resort to war if they prove to be resistant.
—In-game section

Starting conditions[]

Objectives[]

  • Defeat the Akkadians.
  • Defeat the Sumerians.

Hints[]

  1. The Babylonians can support a population of 50 and are restricted to the Bronze Age.
  2. Use your Priest to convert enemy Villagers and military units. It is important that your Priest does not die until you have at least converted one or more Villagers and can build a base.
  3. The town to the east may be your best bet for establishing a quick foothold, as it is the weakest of the two.

Description[]

Mesopotamia, 1760 BCE

The small city state of Babylon is growing under the energetic leadership of its new king, Hammurabi. You have been sent down river to bring some enclaves of Sumerians and Akkadians into the fold. Use your powers of persuasion when you can, but do not hesitate to resort to war if they prove to be resistant.
—In-game section

Starting conditions[]

Objectives[]

  • Convert or destroy the Sumerians.
  • Convert or destroy the Akkadians.

Hints[]

  1. Use your Priest to convert enemy villagers and military units. It is important that your Priest does not die until you have at least converted one or more villagers and can build a base.
  2. The town to the east may be your best bet for establishing a quick foothold, as it is the weakest of the two.
  3. The Babylonians are restricted to the Bronze Age - you cannot advance to the Iron Age.

Description[]

1760 BC

The small kingdom of Babylon is growing under the energetic leadership of its new king, Hammurabi. You have been sent down river to bring some enclaves of Elamites and Akkadians into the fold. Use your powers of persuasion where you can, but don't hesitate to resort to war if they prove difficult.
—In-game section

Starting conditions[]

  • Starting Age: Stone Age Icon (DE) Stone Age
  • Starting resources: 200 wood
  • Population limit: 50
  • Starting units:

Objectives[]

  • Convert or destroy the Elamites and Akkadians.

Hints[]

  • Use your Priest to convert enemy villagers and military units.
  • The town to the east may be your best bet for establishing a quick foothold.

Description[]

3000 BC

The Hyksos continue to rule Lower Egypt but there are signs that their grip is weakening. Your group has a chance now to rebel against the rule of these outsiders and help restore Egypt to its former greatness. You control a few Villagers in the delta. Use these Villagers to establish a settlement in the wilderness. Once a settlement has been established and a military raised, seek out and eliminate the Hyksos and their Libyan allies.
—In-game section

Starting conditions[]

Objectives[]

  • Destroy the Hyksos and Libyans.

Hints[]

  • This is a straightforward build up and conquest scenario, except that your opponents have a head start. Locate a good town site (the far north part of the map, perhaps), build up, and go after one enemy quickly to cut down the odds and keep resources from being used up.

Players[]

Player[]

  • Player (Babylonian AOE DE ROR icon Babylonians): The player starts with only a Priest, in the southern corner of the map. The player begins in the Stone Age and can advance to the Bronze Age.

Enemies[]

  • Sumerians (Sumerian AOE DE ROR icon Sumerians): The Sumerians start on the western side of the river, with a Barracks and four Axemen or three or four Clubmen (depending on difficulty) protecting their economic base. They begin in the Stone Age, and can advance to the Bronze Age. They can train Villagers, Fishing Boats, Light Transports, Scout Ships/War Galleys, Club/Axemen, Bowmen, Chariots, and Chariot Archers.
  • Akkadians (Babylonian AOE DE ROR icon Babylonians): The Akkadians have an economic village located east of the river, beginning in the Stone Age and advancing to the Tool Age. They have no military (aside from, eventually, a Watch Tower), and can only train Villagers.

Player[]

  • Player (Babylonian AOE DE ROR icon Babylonians): The player starts with only a Priest, in the southern corner of the map. The player begins in the Stone Age and can advance to the Bronze Age.

Neutral → Enemies[]

  • Sumerians (Sumerian AOE DE ROR icon Sumerians): The Sumerians start on the west side of the river, with a Barracks and four Axemen protecting their economic base. They begin in the Stone Age, and can advance to the Bronze Age. They can train Villagers, Slingers, Scouts, Chariots, Chariot Archers, and Priests.
  • Akkadians (Babylonian AOE DE ROR icon Babylonians): The Akkadians are located east of the river, and start with an economic base, but no military units until they reach the Tool Age. They begin in the Stone Age, and can advance to the Bronze Age. They can train Villagers, Fishing Boats/Ships, Light Transports, Scout Ships, Club/Axemen, Bowmen, Improved Bowmen, Chariots, Chariot Archers, Cavalry, and eventually Stone Throwers.

Player[]

  • Player (Babylonian AOE DE ROR icon Babylonians): The player starts with only a Priest, in the south corner of the map. The player begins in the Stone Age and can advance to the Iron Age.

Enemies[]

  • Elam (Egyptian AOE DE ROR icon Egyptians): The Elamites start on the west side of the river, with four Axemen protecting their economic base, and can immediately start adding Clubmen from their Barracks. They begin in the Stone Age, and can advance to the Tool Age. They can train Villagers, Light Transports, Scout Ships, Club/Axemen, and Bowmen.
  • Akkad (Babylonian AOE DE ROR icon Babylonians): The Akkadians are located to the east of the river, and start with an economic base, but initially no military units. They begin in the Stone Age, and can advance to the Tool Age. They can train Villagers, and eventually Light Transports, Scout Ships, Club/Axemen, and Bowmen.

Player[]

  • Egypt (Egyptian AOE DE ROR icon Egyptians): The player starts with three Villagers and some resources on the eastern bank of the river, near the Hyskos player.

Enemies[]

  • Libyan (Egyptian AOE DE ROR icon Egyptians): The Libyans are located to the west of the river, and start with the most advanced town, including a Barracks, some Axemen, a Temple, and Mor Havoc.
  • Hyskos (Assyrian AOE DE ROR icon Assyrians): The Hyskos are located to the east side of the river, and start without any military units, but with a Town Center, some Villagers, and Houses.

Strategy[]

The map is divided by a river with a single shallow crossing, just south of the middle of the map. The dangerous Sumerians occupy the western landmass, and the slower-starting Akkadians have a base in the eastern corner.

The player is extremely vulnerable at the start of this scenario, with just a single Priest. There are enough resources to build a Town Center, but Villagers will need to be converted first. The Priest begins in the southern corner, but take care moving north, as there is a Lion nearby; if the Priest gets too close, his only defense is to keep moving and hope that the Lion breaks off the attack.

A short distance northeast is the river crossing. It is strongly advisable not to try converting the Sumerians in the west, as they begin with soldiers, and will react aggressively. Instead, move across the river towards the Akkadians in the eastern corner of the map. In Return of Rome, the Akkadians are extremely passive, and are unlikely to ever present any threat throughout the game (aside from Watch Towers). Convert their Villagers (perhaps leaving some unconverted so the Akkadians have enough of an economy to continue producing Villagers), build a Town Center, and then begin building the economy. The only fishing to be found is near the river crossing, and just to the south; all can be caught by Villagers.

The Sumerians will eventually send a raiding party, but may target the Akkadians first, as they are at war in this version of the scenario. They won't expand their military in the Stone Age, so are initially dependent on their starting Axemen/Clubmen, but will begin adding new troops when they reach the Tool Age, which should happen just before 6 minutes on the in-game clock. It is strongly advisable to train some Clubmen early on.

On reaching the Tool Age, barricades can be built. The most obvious location is across the shallows, but securing the southern end of the Sumerians' landmass can allow access to a large deposit of gold, which is quite scarce on the eastern landmass. Beware that the Sumerians can send troops across the water on Light Transports, so it may be worth adding walls and towers east of the river too.

The Sumerians can advance to the Bronze Age, and the mainstays of their later attacks will be Chariots, Chariot Archers, and War Galleys. Chariots are no match for Hoplites, if the gold can be spared. Chariot Archers are best countered by fast melee units, such as regular Chariots. War Galleys can be sunk with rows of Sentry Towers, supported by the player's own warships, which should also be patrolling the river looking for transport ships. Note that Chariots and ships all have high resistance to conversion, so don't depend on Priests by this stage of the scenario.

Both enemy players surrender shortly after their Town Center is destroyed.

On harder difficulties, this scenario is far tougher than in other versions of the game.

The other walkthroughs mostly still apply. Here are some key differences to the Return of Rome version:

  • There is no Lion anywhere near the Priest's starting point. There is still one in the northeast of the map, but it's nowhere near where the Priest needs to go.
  • The other factions begin the game with diplomacy set to neutral, but become enemies as soon as they attack or are attacked.
  • The Akkadians become a serious threat once they reach the Tool Age, so should be destroyed as quickly as possible. They still don't train any troops during the Stone Age, but will gang up to attack the Priest if he attempts to convert them from a close range.
  • The Sumerians don't build ships, so their only way across the river is at the shallow crossing. However, they can field far more troops, so the barricade will need to be particularly well-defended.
  • Both enemies spread their buildings much further across their landmasses, and all of their units must be destroyed before their resign.
  • Both enemies field a much broader selection of units. The Sumerians still mostly depend on Chariots, but can also add Priests, Slingers, and Scouts. The Akkadians can field warships, and eventually use Cavalry and Stone Throwers.

Note: This walkthrough was written for players playing on Normal difficulty with a population limit of 50 for the original Age of Empires. This is simply a rough guide on how to finish the scenario. Due to the vast variability of the game, not everything written here will apply to another situation.

Tips[]

  • Players will have to attack two tribes at once, or else one tribe will grow too strong. Players should not neglect attacking the Sumerians.
  • Convert regularly.
  • Keep all priests as safe as possible - they are expensive to replace.
  • During the Stone Age, convert Villagers rather than building them. Advance to the Tool Age as quickly as possible.
  • Once the player has advanced to the Tool Age, distribute the Villagers' roles equally.
  • If possible, use two Priests to convert an aggressive unit.
  • If players are experiencing difficulty, they are advised to read the whole guide first, rather than focusing on one part.
  • Not everything here will apply to another situation.
  • It is imperative that players do not allow Akkadians to build a Watch Tower, or build too many Clubman units.
  • Save regularly.

Walkthrough[]

Players begin with a slow Priest and 200 wood, with two enemies, to the north the Sumerians and to the east the Akkadians. Note that it is imperative that the lone priest should avoid the red camp whilst in the Stone Age - they start with several Clubmen and Axemen, and if players attempt to convert any of them, the red units will catch up to the slow walking priest, and kill him. Walk in a north easterly direction, following the river, until the priest meets a swamp that allows him to cross to the other side of the river.

Keep walking east until the priest arrives at yellow camp. So far, the Akkadians should consist of several Houses, Villagers, a Storage Pit, and a Town Center. Convert a Villager, preferably one mining stone. This should take roughly 10 seconds; if it takes any longer, try Converting another Villager. Once the player has performed a successful Conversion, get the Villager to build a Town Center anywhere near the vicinity of Yellow town, but not too close to it. Now, save. The reason players should convert a villager mining stone, is because the yellow tribe can advance to the Tool Age, and build a tower, at any time. It is absolutely imperative that Yellow Tribe not be able to build a Tower. If, by any chance, the Yellow Tribe builds a tower:

  1. If they are in the process of building it, swarm the construction with attacking units whilst converting the Villager building it.
  2. If the Tower has been built, players can either relocate their town and units, or get every single unit, with the exception of the Priest, to attack the tower.

By now, players should have a Town Center, a Villager, a Priest, and no supply of any materials. Get the converted Villager to chop trees, whilst keeping an eye on the Priest's Rejuvenation level. As soon as it reaches 100%, convert another yellow Villager. Get several villagers to cut trees, forage berry bushes. When the players have the right amount of wood, make a granary and barracks. Make approximately 5 or 6 Clubmen, and attack the yellow Barracks, to eliminate the threat. If a Clubman is made, kill it. Keep the priest nearby to heal - it is crucial that units do not die, however. Also, remember to keep converting villagers. After destroying the yellow Barracks, save.

If possible, build Houses relative to population level. However, the main goal whilst in the Stone Age is to advance to the Tool Age as quick as possible.

Once all Akkadians villagers are converted, the town is as good as dead, as the AI Akkad units just stand around doing nothing.

There is the threat of a pair of red Clubmen or Axemen wandering around every now and then. Use all the Clubmen, and swarm them, to lessen the chance of any unit dying. The new objective in the Tool Age is to accumulate as much food and gold as possible (whilst still obtaining wood and stone of course - sensible distribution of roles is crucial), and build Watch Towers on the outskirts of the player's own camps. Place the Watch Towers strategically, there's no use in having them bunched up, when the red camp can attack from anywhere.

This will be a long scenario - but it is possible to be in the Iron Age and to have Sumerians (Red) on Tool Age and Akkad (Yellow) all dead and unit-less on Stone Age at the same time.

The two buildings of choice for the Tool Age are the Market, and the Stable. The Market is important because it is required to build a Farm. Building a Stable is also important since it is the only structure that produces Scouts and Cavalry (Cavalry in the Bronze Age). Both of these units are quite strong, high in hit points and quite fast, so they can evade danger if necessary.

The gold is required for priests and bonuses, and to enter Iron Age from the Bronze Age, and it is better to start stockpiling early. Note that it is not necessary to reach the Iron Age in order to defeat the Elam. Upgrade the stat properties of the Scout and Axemen through the Storage Pit, and once the player has 800 food, advance to the Bronze Age. If one runs out of gold to mine from, there is more gold located in the original starting point of the campaign, and also near the southernmost point of the map, on the Akkadian side of the river.

When the Bronze Age is reached, it is time to attack - build a Temple and a Siege Workshop, which will produce Priests and Stone Throwers, respectively. Again, upgrade the stat properties, and make a few Cavalry, Stone Throwers, one Priest (two if the original Priest died) and one or two Hoplites (the player must have built an Academy for this). This will suffice for the scenario. Walk to the riverbank, with all infantry and cavalry units, and there will be a Sumerian Dock, accompanied with one or two Scout Ships. Players might want to bring at least one Villager also, in order for it to build a tower on the Akkadian side of the riverbank, close to the river, to take care of any Sumerian units that wander around. The Sumerians should be in the Tool Age.

Use two Priests to convert the Scout Ship. If there are two Scout Ships, use the two Priests to convert one, and that Scout Ship will attack the other one, leaving the player free to pass. Quickly bring all of the units over, and use all of those units to attack the Dock.

Move all units up - there will be several Watch Towers. Advance the Stone Throwers up - they will take care of the Towers. Keep all other units back, in front of the Stone Throwers. Unfortunately, attacking the towers provokes other units, and various Clubmen, Axemen, and Bowmen will try to attack the Stone Throwers. The players statistically-improved Axemen and Hoplite will overwhelm the Sumerian Axemen and Clubmen dramatically, and the Cavalry, with high hit points, can take care of the Bowmen. Once all of the Watch Towers are destroyed, it is safe to move into the enemy town.

The buildings to destroy first are the Archery Range and Barracks. Use both Stone Throwers to attack the Archery Range, and have all other units attack the Barracks. Afterwards, destroy the Town Center, so that further Villagers cannot be produced, then destroy the rest of the town at the player's choice to win.

The beta version is a different story: given a nomadic start, the hints suggest that the player should move north and establish a position there, as it has the necessary resources such as gold and wood to get going. If going the safe way, move the villages to the more secure north and get the economy rolling. While a confrontation with the Hyksos will be inevitable, the Hyksos' initial advantage over the player is small and it isn't too difficult to take the Hyksos out. It is best to take them out early as to acquire whatever unmined gold or stone in their base for yourself.

However, a more aggressive option is possible: instead of moving to the north, sit at the starting location as the yellow Hyksos does not start with any army.

With that said, one may be tempted to build a barrack and rush down the Hyksos with Axemen, but this is a trap, as the red Libyans to the west will receive the unique Mor Havoc priest hero to send at the player. The hero Priest has 180 hit points, too tough for a few Axemen to handle. Instead, wait and build a Market and a Stable or Archery Range and train Chariots, as Chariots are more resilient to enemy conversion and does not trigger the arrival of the aforementioned hero priest. If timed right, the chariot should arrive right as the Hyksos try to expand their base with military infrastructures (on Hard difficulty) and will make short work of the Hyksos villagers before they have a chance to build. Be sure to snipe any villagers building towers, as it takes a lot to take down even the humble Watch Tower. Likewise, prevent the construction of military production buildings as well and the Hyksos will crumble due to not having enough food to train more Villagers. With the Hyksos out of the way, the resources that the Hyksos would have otherwise taken can be claimed, while the untapped resources to the north can also be secured easily as well.

The Libyans possess a large army, but are largely passive to what happens to the east of the river. After the Hyksos are flushed out, clear out the mining camps at the north of the starting position and to the southern edge of the map and proceed to besiege the enemy. The Libyans have a large number of chariots and Composite Bowmen suppported by Priests, so a combination of both melee and ranged Chariots, supported by Stone Thrower is the best option.

History[]

Historical notes[]

Before the rise of the Babylonian Empire, Mesopatamia had been ruled by the ancient inhabitants of Sumer, downriver from Babylon. However, with the decline of this civilization, a new people to the north, called the Akkadians, rose the prominence. Their king, Sargon, conquered the entire region and united the Sumerians and Akkadians, creating the first great empire in Mesopotamia around 2350 BCE. This empire stretched from the Persian Gulf to Anatolia, but crumbled by 2250 BCE due to internal rebellions and the invasions of Gutian tribesmen from the Zagros Mountains to the east, and semi-nomadic Amorites from the northwest. To what extent Sargon's empire was an actual empire is still debated. Sources mention trade routes with India and the Arabian Peninsula, and expeditions to Syria and the Levant; but it seems that most cities in Mesopotamia enjoyed a large amount of autonomy, and that military expeditions were issued with the objective of securing trade and extending the Akkadian sphere of influence, rather than full-on conquest.

After the fall of Sargon's empire, Mesopotamia came under the influence of the Gutians and Amorites. Nevertheless, the city state of Ur managed to resist them, and its leaders became the kings of Sumer and Akkad, founding the dynasty of Ur. The Gutians disappeared as a power, but the AMmorites, on the other hand, were persistent and slowly displaced the local rulers. The dynsaty of Ur started to decline and was replaced by small Amorite and Akkadians states.

Hammurabi inherited the city-state of Babylon, one of these smaller Amorite states, in 1792 BCE. At that time, Babylon only consisted of the city and its farmlands, and was surrounded by similarly small kingdoms centered on other minor cities. Hammurabi's first act was to unite all the cities and city-states of southern Mesopotamia, forming one large kingdom, ruled from mighty Babylon.

Historical outcome[]

You managed to capture both Akkad and Sumer, reestablishing a great part of Sargon's old empire. With Babylonian rule extended to the other city states, you can bring Hammurabi's law code to them and ensure further peace and stability in the empire. However, there is no time to revel in your success. The people in the Zagros mountains are restless and threaten the peace, Hammurabi has called upon your services once again to deal with them.

Historical notes[]

Hammurabi inherited the throne of the small Amorite kingdom of Babylon in 1792 BC. The kingdom consisted of the city of Babylon on the Euphrates River and surrounding farmlands. The kingdom had been founded only 100 years earlier. It was surrounded by similar small kingdoms, centered on other small cities. To the northwest was the larger kingdom of Akkadia and to the southeast, down river, was the ancient kingdom of Sumer. The entire region had been controlled at one time by the Akkadian king Sargon, who had created the first great empire of history around 2350 BC. This empire stretched from the Persian Gulf to the Mediterranean. It had fallen apart by 2230 BC, however, because of internal rebellions and invasions by Gutian tribesmen from the Zagros Mountains to the east.
—In-game section

Historical outcome[]

Hammurabi ruled Babylon for 42 years and presided over the first great Babylonian Empire. He captured both Akkad and Sumer, reestablishing the eastern part of Sargon's old empire. He extended his influence into and over the Zagros Mountains, subjugating both the Gutian tribesmen of the hills and the Elamites on the plateau beyond. He is best remembered for his code of laws and penalties that standardized justice throughout his empire. A contemporary copy of the code survives today, carved in stone.
—In-game section

Historical notes[]

The Hyksos invaders held a shaky control of Lower Egypt. They were outnumbered by the local Egyptians and were not as sophisticated in many areas, including religion. The Kingdom of Upper Egypt rebelled against the Hyksos and began warring against them eventually. Inside Lower Egypt pockets of resistance grew. Ultimately, the Egyptians threw back the tyranny of occupation and reclaimed their ancestral land.
—In-game section

Historical outcome[]

The Second Intermediate Period of ancient Egypt ended with the driving out of the Hyksos in 1552 BC. The kings of Upper Egypt mastered the use of the horse and chariots and used this dominating weapon to reassert control over all of Egypt. The defeat of the Hyksos began the New Kingdom, the era of warrior Pharaohs who would lead Egypt to its greatest glory against the Canaanites, Mitanni, and the Hittites
—In-game section

Changes[]

The scenario has undergone some rework between the beta campaign and the final release, including starting conditions, history and campaign assignment, some resources and starting conditions of the ai players. The map design and most of the starting towns are identical, however

In the Definitive Edition, the enemy player Elam was changed to Sumerians, replacing also their Egyptian tech-tree for the civilization of the same name.

Gallery[]

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Names in brackets represent campaigns and scenarios renamed and/or reworked in the Definitive Edition.
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