The Legend of Prithviraj is the fifth and last scenario of the reworked Prithviraj campaign in Age of Empires II: Definitive Edition.

Intro[edit | edit source]

Prithviraj's victory over Muhammad Ghori proved to be a curse. Believing that the Turk would not return, my raja took to revelry and the company of Sanyogita, leaving the defenses to rot.

It is here that I, Chand Bardai, enter the story and make my mark on my king's legend. I warned my raja that nothing would stop the Turk. The warlord had come down from the barren Afghan mountains to gaze upon the wealth of India and would return with a larger army.

My raja was wise and he listened to me. He sent messengers to the other Rajput princes, calling them to war. But few listened.

Laughing, the princes told the messengers that surely the Turks would not return so soon after being bloodied by Rajput Kshatriya. The princes of Rajasthan sent only token forces to aid my raja's defense.

As my king marched once again to war, I feared that he would not return. I began to write this tale and shared it with the other poets. Even if my king did not survive the battle, his legend would live on throughout all of India.

I would make sure of it.

Scenario instructions[edit | edit source]

Starting conditions[edit | edit source]

Differences between difficulty levels[edit | edit source]

  • On Standard, there won't be any towers defending the base of Yadava and Chola. Pagan will also have its walls removed. Also, on successfully converting a Raja, the player will be given an additional 400 food, 400 wood, 400 gold, 200 stone tribute.

Objectives[edit | edit source]

  • (initial) Choose your starting kingdom by converting a raja.
  • (subsequent) Convert the remaining rajas.
  • Defeat the Yadava.
  • Defeat the Chola.
  • Defeat Pagan.

Hints[edit | edit source]

  1. Chand Bardai is a poet, not a warrior or logistician. His lack of skill at war means you are restricted to a population limit of 100 and cannot build a Town Center or Castle.
  2. Protect your Villagers since you will not be able to train more.
  3. Take care to not cause too much destruction when attacking the Indian Dynasties. Once you convert each raja, his buildings will become yours.
  4. Killing a raja instead of converting him will not bring defeat, but you will not receive his buildings.

Scouts[edit | edit source]

  • Poets have reached the courts of four dynasties—Hoysala, Kakatiya, Lambakanna, and Sena—to tell Prithviraj's tale and convince thse Hindu rulers to unite in his honor.
  • Other factions benefit from continued disorder, however and will try to stop Chand Bardai. The Yadava (3, Green) invade from the north with camels, Cavalry Archers, and Elephant Archers.
  • The Chola (4, Yellow), once rulers of South India, have been weakened by foreign wars. Nevertheless, their archers, Light Cavalry, and ships remain a threat.
  • Finally, Pagan (5, Cyan) encroaches on eastern India with Burmese infantry, elephants, Arambai, and Monks.

Players[edit | edit source]

  • Player (Indians): The player starts with four Poets, each one located in a different town belonging to the Indian Dynasties. They need to choose which town to use in the beginning by converting the Raja's Elephant. The remaining Poets will be removed once the player successfully converts the Elephant.

Ally → Neutral[edit | edit source]

  • Indian Dynasties (Indians): They have four towns located across India: two in the northeast near the Ganges river, one at the southern tip of the Indian peninsula, and one on the Sri Lanka island. Once the player picks a starter town, all the other Indian Dynasties town will turn Neutral, and will defend the town when the player is attempting to convert the remaining Rajas' Elephants. All the buildings and troops belonging to them will be converted to the player when the Raja's Elephant inside a particular town is converted.

Neutral[edit | edit source]

  • Rajas (Indians): They are the leader of the Indian Dynasties, represented by the Elephant located inside each town. Their Villagers will turn to the player after converting the Elephant.

Enemies[edit | edit source]

  • Yadava (Indians): Yadava is located on the north coast, near the northenmost Indian Dynasties' town and will train Camel Riders, Cavalry Archers, and Elephant Archers.
  • Chola (Indians): Chola is located in the middle of the map and will train Archers, Scout Cavalry, and warships. Their northern side is undefended by walls.
  • Pagan (Burmese): Pagan have a walled base thats located in the east and will mainly attack the northeastern town with infantry, Arambai, Battle Elephants, and Monks.

Strategy[edit | edit source]

Note: The Poet cannot carry Relics. The player cannot make more Villagers.

This intro is tight, but if the player is fast, once they have two Relics they should be in a strong position to win. Take the northern-most base. Train one Monk and send him with a small escort northwest/north of the base to find a Relic. Send the poet and a unit or two southeast and convert the nearest Raja from the safety of the cliff. Immediately send a few units from the new base north to stop the enemy from capturing the second Relic up there (they go for it immediately), and collect it with a Monk when possible - with an escort. Build a Palisade Gate to protect the bridge by the second base, then put a few archers in the Watch Towers. The far eastern enemy shouldn't attack. With the two fast Relics, the player will have a huge gold advantage over the enemy that can be exploited with the player's two fast bases.

Taking advantage of its weak northern defenses, build a small army, garrison the Battering Ram, and take the Chola base to the southwest. If the player sends a Monk or two, the player can soak shots from their navy with an elephant and convert a couple of ships while the player's units destroy their base - don't forget to convert their buildings too. After this, repair the battering ram if needed, then use either it or something else to soak the Castle's arrows while converting the Raja at the southwestern tip of the island, and build a Transport Ship to convert the final Raja (not that the player neesd the fourth base at this point).

With all four bases, one enemy down, and three Relics - victory is assured. Train a few Trebuchets at the new Castle, and walk it in.

Outro[edit | edit source]

Prithviraj's heroism could not overcome his delay. He was defeated and taken to the Turkish warlord's castle in the Afghan mountains. There, my king was cruelly blinded and imprisoned.

I followed my raja in his captivity. When I came to the Turkish court, I regaled the warlord with the same tales and feats that I have told you. Surely, I persuaded him, a generous warlord would treat such a heroic raja as a companion and vassal, not as a prisoner condemned to a sullen dungeon.

But Muhammad's heart was cruel and though he brought my raja from his prison, he mocked Prithviraj for his blindness. In ridicule, he threw a bow and a single arrow at my raja's feet and dared him to strike at him.

Prithviraj drew the bow. Though he could not see, the sound of the Turk's sneering laughter made his aim true. He released the arrow, striking Muhammad Ghori. The guards fell upon Prithviraj and slew him.

In Ajmer, Sanyogita was stricken with grief. So strong was her love that she could not bear to live another day without her Prithviraj. In honor of her husband, and defiant to the end, she took her life by throwing herself into a fire.

Thus, my story ends where it began - with a legend born of fire.

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