Navigate the critical decisions and challenging paths in Age of Wonders 4's Part 2. Choose between the Northern Trade Route or Subterranean Path, conquer cities, and forge alliances.
Walkthrough
- 1Decisions: After freeing Halflings and saving Flowshire, choose between the subterranean path (harder) or the Trade Route to reach a designated city within 20 days. Prioritize units with high movement points.
- 2Northern Trade Route: Races include Orcs, Halflings, Goblins, Dwarves. Objectives are to reach Lunaris in 20 days or kill the Orc leader. Follow the road to Lunaris, or find and defeat the Orc leader. A hero will join you; recruit them.
- 3Subterranean Path: Races include Orcs, Dwarves, Goblins, Halflings. Objectives are to reach Lunaris in 20 days or kill the Orc leader. Head east to find the exit and watch for Orcs. Defeat the Orc leader if found.
- 4Between Game: Take your hero and strong units to save the United Cities.
- 5United Cities: Races include Halflings, Frostling, Elves, Orcs. Objectives are to reach the United Cities and then conquer the map. Head north, avoiding Orcs. Allied with the United Cities and an Elven leader, you can conquer the map.
- 6More Decisions: Choose between Dwarves (perfect fighters) or Lizards (walk over water) as allies. You also pick two more magic spheres. If you chose Dwarves, pick up the remains of the Dwarven Empire. If Lizards, prove their worth to the Keepers.
- 7Earthquake: Races include Orcs, Dwarves, Humans, Goblins. Objective is to conquer Location Delatar on the surface. This map is long and underground; beware of Orcs and Goblins.
- 8Southern Marsh: Races include Frostlings, Lizards, Orcs, Dwarves, Undead. Objective is to conquer the map. Ally with both good and bad races to convert them rather than fight.
- 9In Between Game (Dwarves/Lizards): If with Dwarves, head to a Mining Outpost to help them against Frostlings. If with Lizards, head to the Peninsula of Sobek.
- 10Mining Out Post: Races include Dwarves, Frostlings, Goblins. . Start without a city; Frostlings control half the map. Reach a level 4 city, build quick units, and conquer territory before focusing on Frostlings. Dwarves are on the eastern side.
- 11Peninsula of Sobek: Races include Humans, Lizards, Dwarves, Orcs, Undead, Halflings, Elves, Goblins. . Humans, Dwarves, and Orcs have strong holds. Make peace with some races before attacking.
- 12In Between Game / AWWWWW MAN: Bring your strongest units for a map filled with Goblins & Frostlings. Your efforts with the Lizards have caused you to leave the Keepers, but Lizards will prove good allies.
- 13Hall of Heroes: Races include Dwarves, Dark Elves, Goblins, Frostlings, Orcs. Objective is to find the Hall of Heroes. This map is very hard with outnumbered forces and filled neutral cities. Tunneling and exploring are key; Karag attacks indicate proximity.
- 14Serpent River: Races include Lizards, Undead, Orcs, Azracs, Halflings, Elves, Dwarves. (Objective not fully specified in source).
Tips
- Prioritize units with the most movement points for timed objectives.
- In the Hall of Heroes, consider using powerful, hasted units like Green Drakes to quickly target leaders and clear the map efficiently.
- When facing strong opponents, consider using defensive structures like towers and Bombardiers to control areas while exploring.
- In maps like Southern Marsh, allying with neutral races can be more beneficial than immediate combat.
- For maps like Mining Out Post, focus on rapid expansion and securing a city early.
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