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		<updated>2026-05-25T13:59:47Z</updated>
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	<entry>
		<id>https://kb.speeddemosarchive.com/StarCraft/Game_Mechanics_and_Glitches</id>
		<title>StarCraft/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/StarCraft/Game_Mechanics_and_Glitches"/>
				<updated>2016-10-07T01:46:34Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Glitches =&lt;br /&gt;
&lt;br /&gt;
== All Races ==&lt;br /&gt;
&lt;br /&gt;
=== Avoiding the Hub Placement Constraints (Ignore Mineral Proximity glitch) ===&lt;br /&gt;
If you cannot see minerals or vespene geysers, they do not constrict the location in which you can build your command centre/hatchery/nexus. Therefore, if you can manage to start construction of a hub next to minerals, before actually revealing the minerals through the fog of war, you can get the hub to be closer to the minerals than intended. This can be achieved through the use of optical flares, or the build anywhere terran and zerg glitches. Works on at least version 1.00, and possibly other versions.&lt;br /&gt;
&lt;br /&gt;
For some reason, this does not occur for all mineral patches, but it does for most.&lt;br /&gt;
&lt;br /&gt;
=== GUI/Game control split ===&lt;br /&gt;
If (on a slow game speed) you set a control group and quickly select the same control group, the game will update faster than the user interface, meaning that the game will select the control group you set it to, while the interface will select the control group that had previously been set. This allows you to appear to be controlling one unit but really be controlling another. This is a precursor to many other glitches, allowing you to issue orders to unintended receivers.&lt;br /&gt;
&lt;br /&gt;
=== Free resources in laggy conditions (controversial) ===&lt;br /&gt;
If the game is lagging, you can cancel units or structures multiple times, which results in free resources. Deliberately using third party programs to create lag should be disallowed, but if someone were to use a computer that meets the minimum system requirements for starcraft, without using third party programs, and it is possible to make the game lag during normal gameplay, the game may be considered to be running as intended, and the use of this glitch may be acceptable. The use of this glitch is highly controversial. As it requires old hardware or third-party software, this may require a different category to ordinary speedrunning. This got fixed in version 1.01, although a version of this relating to Guardians remained until version 1.02.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terran ==&lt;br /&gt;
&lt;br /&gt;
===CC slide===&lt;br /&gt;
Allows you to slide a Command Center to unbuildable locations, e.g. right next to resources. You can produce SCVs while the CC is moving and also build right on top of it after performing this glitch. To perform, lift off the CC and order it to land on a valid location, then hold shift and press S followed by a right-click on the location you want it to slide to. The CC stops sliding if colliding with any solid material. Works on version 1.04 and lower.&lt;br /&gt;
&lt;br /&gt;
===Produce units while lifting a building===&lt;br /&gt;
Press L then immediately the hotkey for the unit/upgrade you want to produce. The building will begin production already while lifting off. If you float or slide the building after performing this glitch, units will still spawn where the building first lifted off. Works for any unit/upgrade, but annoyingly hard to pull off. Used together with the CC slide to get the first SCV out earlier. Works on version 1.05 and lower.&lt;br /&gt;
&lt;br /&gt;
===Build anywhere===&lt;br /&gt;
By trapping an SCV near a cliff, you can force it to build basically anywhere on the map. The only exceptions are unexplored areas as well as areas unreachable by land (unless you have had units in that area already). Once trapped, be sure there is a little breathing space for the SCV and then order it to move diagonally, then simply place the building on a valid location. The construction of the building will start immediately and the SCV will fly to the set location. Works on version 1.07 and lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Zerg ==&lt;br /&gt;
&lt;br /&gt;
===Invincible Drone===&lt;br /&gt;
Simply mutate a Drone into a building while its HP is one, then cancel the mutation. The Drone will stay invincible until mutated into another building. Does not work with Extractors. Works on version 1.03 and lower.&lt;br /&gt;
&lt;br /&gt;
===Teleporting Drone===&lt;br /&gt;
Similar to the Terran build anywhere glitch, except you have to follow the standard building rules for Zerg. Unlike the SCV, the Drone can be trapped anywhere and will instantly mutate into the selected building. Works on version 1.07 and lower.&lt;br /&gt;
&lt;br /&gt;
Note that the drone teleports to the destination for one frame before turning into a building. Ordinarily, when a drone is holding a quest item and turns into a building, the quest item will be teleported to it's &amp;quot;home&amp;quot;. So when trying to move a quest item to it's destination with this method, we have to interrupt the process of turning into a building without stopping the order to build until after the drone has teleported. The easiest way to do this is to use up minerals between starting the teleport and the drone reaching it's destination, so that you no longer have enough minerals to build the structure.&lt;br /&gt;
&lt;br /&gt;
===Floating Drone #1===&lt;br /&gt;
Order a Drone to mutate into an Extractor, then shift-right-click where you want the Drone to float. When the Drone is about to mutate, use up minerals so that you do not have the required 50 for the Extractor. The Drone will float over any obstacles until the destination is reached or it is given another order. Works on version 1.09 and lower.&lt;br /&gt;
&lt;br /&gt;
This bug can also be triggered by telling a helper drone to mutate to an extractor before the flyer drone reaches the extractor. This makes it easier to execute this glitch if you already have a lot of minerals or you do not want to interrupt your economy too much. However, it does require the use of an extra drone.&lt;br /&gt;
&lt;br /&gt;
===Floating Drone #2===&lt;br /&gt;
Order a Drone to mutate into an Extractor, then shift-click the geyser a few times and shift-right-click where you want the Drone to float. When the Drone is about to mutate, spam the stop command as fast as you can until you see the Drone's shadow disappear. The Drone will float over any obstacles until the destination is reached or it is given another order. Hard to perform, recommended to lower the game speed two steps when ordering the stop command. Works on any version other than 1.10.&lt;br /&gt;
&lt;br /&gt;
You need to press stop exactly one frame before the drone's shadow disappears. You can buffer stop commands before this point, as they will have no effect. You cannot, however, buffer commands after or on the frame that the drone's shadow disappears, or you will cancel the move order and the drone will stop floating. So it is a one-frame trick that can be buffered in exactly one direction.&lt;br /&gt;
&lt;br /&gt;
Floating Drone #2 allows you to command the drone after it has started floating, although doing so will cause it to cease to float. It also avoids the landing procedure that happens if you use the other version of the floating drone trick. This means that Floating Drone #2 is generally better than Floating Drone #1, but it is much harder to execute.&lt;br /&gt;
&lt;br /&gt;
===Stacking units===&lt;br /&gt;
Burrow any unit and assign it to a control group (ctrl-1). Select the units you want stacked, then quickly press U, ctrl-1, 1, U. Order the units around, and if the glitch was successful, the units should now be able to stack with each other. Burrowing turns them normal again. Also, lowering the game speed helps out a lot, since the key combination needs to be done before they have finished burrowing. Works on version 1.14 and lower.&lt;br /&gt;
&lt;br /&gt;
===Mobile Nydus Canal exit===&lt;br /&gt;
When the exit of a Nydus Canal is mutating, morph an Overlord and assign it to a control group (ctr-1). Select the exit then quickly press ctrl-1, 1 and esc. Lowering the game speed helps. If done correctly, a Drone will pop out of the canceled exit which now acts as a mobile exit, even while burrowed or when inside an Overlord. Works on version 1.14 and lower.&lt;br /&gt;
&lt;br /&gt;
===Drone Heal===&lt;br /&gt;
Mutating a drone into a building will ordinarily mean that the drone turns into a building, using the drone's ID. However, turning a drone into an extractor will cause the geyser to turn into the extractor, and the drone to be deleted. When cancelling the extractor, it does not know what hp the drone that built it was at, and so it creates a completely new drone with full health. This is really only useful in RTA runs or marathon-safe strategies, so that if you fail the Invincible Drone glitch you can try again.&lt;br /&gt;
&lt;br /&gt;
===Extractor Trick===&lt;br /&gt;
This is a very well known trick, which relies on the fact that a drone is consumed when making a building, and refunded when it is cancelled. By mutating a drone into a cheap building (such as an extractor or creep colony), you will lose supply. You may then build units even if you were previously supply capped, and then cancel the building to get the drone back. This allows you to go over your supply cap at the cost of a small amount of minerals (as cancelling a building does not give a full refund). This is particularly useful in accelerating your economy during the earlygame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Protoss ==&lt;br /&gt;
&lt;br /&gt;
===Flying Templar===&lt;br /&gt;
If you give two high templar or dark templar the order to merge, shift-click some location and give them the stop command as they are about to merge, they will float over any terrain to travel to the location that was shift-clicked. Works on version 1.10 and lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Near-Useless but Interesting Glitches (in the interest of completeness) ==&lt;br /&gt;
&lt;br /&gt;
=== Mine from anywhere (at the cost of 150 energy) ===&lt;br /&gt;
Order a probe to mine from a patch of minerals. Place an arbiter on top of somewhere unwalkable, such as ocean or a cliff. Tell the arbiter to recall the probe, making sure to lead the shot so that the probe does not move out of the way. The probe will stop and begin mining minerals, even if it is nowhere near the mineral patch. This also works with probes returning minerals.&lt;br /&gt;
&lt;br /&gt;
This actually leads to a few more similar glitches, but not every ability can be used at long range in this way. Most disappointingly, long-range nuclear strikes cannot be initiated at long range (at least without additional, unknown steps)&lt;br /&gt;
&lt;br /&gt;
For example, building structures with SCVs at a long range will work (but building structures with probes at long range will not). This can be done normally with the SCV float glitch, however, so this is useless. If used on probes gathering gas, the probes will teleport to be inside the refinary. This is still practically useless, however.&lt;br /&gt;
&lt;br /&gt;
=== Permanently Invisible Zerg Units and Buildings (requiring the use of the Protoss Arbiter ) ===&lt;br /&gt;
If a zerg drone or other burrowing unit (obtainable via mind-control) is burrowed at the same time as it enters the cloaking field of an arbiter, then it will become permanently invisible. Buildings (other than extractors) created from this drone will also be permanently invisible.&lt;br /&gt;
&lt;br /&gt;
=== Fully Refund Mutalisks (excluding larva cost) ===&lt;br /&gt;
Tell a mutalisk to morph to a guardian. Tell the mutalisk to stop morphing to a guardian twice in rapid succession on a slow gamespeed. The mutalisk will first revert to the morphing state, used for morphing larvae to mutalisks. The mutalisk would then revert to its normal state, but it is instead given a cancel order. Because it is in a state used for morphing larvae to mutalisks, it knows what to do and refunds it's full cost. Unfortunately, a similar glitch does not work on sunken colonies (this would be more useful), because they do not come out of larva. In laggy situations, according to the starcraft patch notes, this can give multiple refunds. Fixed in version 1.02.&lt;br /&gt;
&lt;br /&gt;
=== Unlimited Range Glitch ===&lt;br /&gt;
If a unit is in it's pre-attack animation, attacking a non-combat unit through automatic target acquisition, then if an enemy unit attacks your unit or a unit nearby to your unit, your unit will acquire it as a target from an unlimited range. [http://www.teamliquid.net/forum/brood-war/96786-how-to-make-sunkens-have-infinite-range This is discussed here in Team Liquid]&lt;br /&gt;
&lt;br /&gt;
=== Untested Crazy Drone Bug from some Random You-Tube video (lol) ===&lt;br /&gt;
If you tell a (presumably mind-controlled) drone to become an extractor, use maelstrom on it, and get another drone to become an extractor on the same geyser, the drone will continuously attempt to build an extractor on the geyser, resulting in a lot of error messages. Recalling the drone after it has reached the geyser will cause the drone to fly back to the geyser and continue to attempt to become an extractor. May also work if minerals become insufficient to build the geyser (similarly to the floating drone trick).&lt;br /&gt;
&lt;br /&gt;
=== Plague Recall ===&lt;br /&gt;
&lt;br /&gt;
Untested, but according to multiple sources:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Plague can be &amp;quot;recalled&amp;quot; by enemy's Arbiter. This Plague + Recall replay is an example of Plague + Recall effect that was caused at about 39:10 when Recall from center to 3 o'clock natural was done and Plague was casted to center. The animation of Plague was shown at center but effect (units and building affected) was applied at 3 o'clock natural. (recalling Arbiter was affected too).&amp;quot; - Liquipedia&lt;br /&gt;
&lt;br /&gt;
Replay link was broken.&lt;br /&gt;
&lt;br /&gt;
= Tips =&lt;br /&gt;
&lt;br /&gt;
=== Balance changes ===&lt;br /&gt;
&lt;br /&gt;
Balance changes were made in patch [http://wiki.teamliquid.net/starcraft/Patches_1.01-1.07#Patch_1.02 1.02], [http://wiki.teamliquid.net/starcraft/Patches_1.01-1.07#Patch_1.04 1.04], [http://wiki.teamliquid.net/starcraft/Patches_1.01-1.07#Patch_1.05 1.05] and [http://wiki.teamliquid.net/starcraft/Patch_1.08 1.08]. Thus the game version makes a huge difference when attempting to speedrun a mission, especially for the Protoss campaign since it is not relying on any glitches.&lt;br /&gt;
&lt;br /&gt;
=== Visible in-game timer ===&lt;br /&gt;
&lt;br /&gt;
[http://winner.cspsx.de/Starcraft Chaoslauncher] is a third-party program that comes with a plugin called APMAlert, which features a visible in-game timer. Unfortunately it is only compatible with version 1.16.1.&lt;br /&gt;
&lt;br /&gt;
=== Unit orientations ===&lt;br /&gt;
&lt;br /&gt;
Units will take up to one second to respond to a movement order when idle depending on their orientation relative to the movement position. If facing the movement position, units will respond immediately. This is important in the beginning of some missions as the orientations of units are randomly chosen.&lt;br /&gt;
&lt;br /&gt;
=== Manipulating spawns ===&lt;br /&gt;
&lt;br /&gt;
For Terran and Protoss, you can manipulate units to spawn at a location different to the default one. Simply block the spawn location with a unit or building and the produced units will spawn at the next free location counterclockwise to the spawn location.&lt;br /&gt;
&lt;br /&gt;
=== Incorrect elapsed time ===&lt;br /&gt;
&lt;br /&gt;
Pre-1.03, a bug exists that incorrectly displays the elapsed time after finishing a mission. The time will be about two seconds slower on short missions (&amp;lt; 2 minutes), although the effect for longer missions is currently unknown.&lt;br /&gt;
&lt;br /&gt;
=== AI behavior ===&lt;br /&gt;
&lt;br /&gt;
The AI behavior was improved in patch 1.04. The changes are not completely known, although it has been noted that the enemy units have a larger awareness radius post-1.03 and will chase down attacking units from a greater distance.&lt;br /&gt;
&lt;br /&gt;
= Brood War =&lt;br /&gt;
The minimum version Brood War runs on is 1.04, thus many of the glitches in the base game are not available.&lt;br /&gt;
&lt;br /&gt;
=== Pause glitch ===&lt;br /&gt;
The in-game timer is paused while the game is in the menu. This can be abused during transmissions, which usually need to finish before the game can continue. There are three types of transmissions which require different pausing techniques:&lt;br /&gt;
&lt;br /&gt;
;Game goes on like normal:Just bring up the menu during the transmission. Go back to the game when the transmission is over.&lt;br /&gt;
;Game pauses:Click the menu button and keep holding left-click until the transmission starts. Go back to the game before the transmission is over, or the in-game timer will have proceeded like normal.&lt;br /&gt;
;Screen centers on a position followed by a pause:Press F10 right before the transmission starts. This is tricky as the timing window is just a few frames. Go back to the game before the transmission is over.&lt;br /&gt;
&lt;br /&gt;
Note: Pausing the game does actually increase the in-game time by a certain amount each time (amount varies, but at least half a second). This can easily be seen when running the visible in-game timer and comparing it to the actual completion time. This means that, while it does make hitting the timing window of the third transmission type easier, excessive pausing should be avoided.&lt;br /&gt;
&lt;br /&gt;
===Super mutas===&lt;br /&gt;
Be sure to have Lurker Aspect researched and at least 50/100 minerals/gas. Assign a Hydralisk to a control group (ctrl-1). Select any unit or building except another Hydralisk, then quickly press ctrl-1, 1, L. Lowering the game speed helps. The unit will turn into a cocoon which will hatch a Lurker. However, if you cancel the morphing of the cocoon, the unit will instead turn into a Mutalisk. The resources spent are returned, and the supply count will increase by 1. The Mutalisk will also gain certain upgrades that the unit had before being transformed. Thus this glitch is best performed on Zerglings; the Mutalisk will receive both the speed and attack rate upgrade once researched, at a cost of only 50 minerals and 3 supply for two Mutalisks. Works on version 1.04.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Notes on Types of Glitches (To keep in mind while glitch-hunting) =&lt;br /&gt;
Starcraft has had a lot of hackers and similar in it's history, as well as a lot of players, so it is likely to be very barren. However, there is always the possibility of new glitches, and they will probably fit into one of these categories.&lt;br /&gt;
=== Order queue glitches ===&lt;br /&gt;
Order queue glitches are caused when adding a command to the order queue, causing the command to be carried out at an unintended time, as the previous order has finished but the full consequences of that order have not yet been carried out. Order queue glitches include the CC slide glitch, the floating drone glitch and the floating templar glitch.&lt;br /&gt;
&lt;br /&gt;
=== Order to Unintended Receiver Glitches ===&lt;br /&gt;
These are caused when an order is given to an unintended receiver, through the GUI changing too slowly as the unit's state changes (as in the glitch that allows you to produce units in a floating building), or through the GUI/Game control split technique, which also relies on the GUI changing too slowly. The Stacking units glitch, mobile nydus exit glitch, super mutas glitch, and unit production in floating building glitch rely on this.&lt;br /&gt;
&lt;br /&gt;
=== Screwed-up Proximity Check Glitches ===&lt;br /&gt;
These are caused when, for whatever reason, starcraft's proximity algorithm screws up and it thinks that a unit is in the position that it is attempting to path to and so that it can begin whatever action it was going to do when it got there. This can occur when a unit is trapped and at the end of it's pathfinding, or when a arbiter attempts to recall a unit while hovering over unwalkable terrain. The teleporting drone glitch and floating scv glitch rely on this.&lt;br /&gt;
&lt;br /&gt;
=== Other glitches ===&lt;br /&gt;
Other glitches include the Ignore Mineral Proximity glitch and the invincible drone glitch. These do not belong to any large family of glitches.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/MX_vs_ATV_Unleashed/Game_Mechanics_and_Glitches</id>
		<title>MX vs ATV Unleashed/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/MX_vs_ATV_Unleashed/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-30T10:03:27Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Low speed quick turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Techniques =&lt;br /&gt;
&lt;br /&gt;
(all techniques are for mx, untested for atv)&lt;br /&gt;
&lt;br /&gt;
== Wheelies are faster ==&lt;br /&gt;
Hold the down button down when travelling in a straight line. This will allow you to go faster but turn slower. Probably because you push more weight down into the motor wheel or something. May also be able to gain additional speed by touching the ground as soon as possible, by leaning back as far as possible when touching the ground&lt;br /&gt;
&lt;br /&gt;
== Height boosts at top of ramps ==&lt;br /&gt;
If you press the up button when leaving a ramp, you will gain a height boost. This is illustrated by the meter in the bottom right. Essential for some courses.&lt;br /&gt;
&lt;br /&gt;
== Clutch control ==&lt;br /&gt;
At speeds lower than approximately 40 km/h, you can gain speed much more quickly by pressing the clutch in for a couple of milliseconds. This allows the engine to get up to speed, and then when it is re-engaged, you will go shooting off at an acceleration much faster than if you had not used the clutch. Essential for hill climb, and useful in supercross.&lt;br /&gt;
&lt;br /&gt;
== Low speed quick turns ==&lt;br /&gt;
Holding down the up button while turning at speeds below 30 km/h will allow you to turn much more quickly. Won't work if you use the clutch.&lt;br /&gt;
&lt;br /&gt;
== Opponent boosts ==&lt;br /&gt;
Being hit from behind by an opponent will decrease their speed by 10 km/h and increase your speed by 10 km/h.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/MX_vs_ATV_Unleashed/Game_Mechanics_and_Glitches</id>
		<title>MX vs ATV Unleashed/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/MX_vs_ATV_Unleashed/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-30T09:34:35Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: Created page with &amp;quot;= Techniques =  (all techniques are for mx, untested for atv)  == Wheelies are faster == Hold the down button down when travelling in a straight line. This will allow you to g...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Techniques =&lt;br /&gt;
&lt;br /&gt;
(all techniques are for mx, untested for atv)&lt;br /&gt;
&lt;br /&gt;
== Wheelies are faster ==&lt;br /&gt;
Hold the down button down when travelling in a straight line. This will allow you to go faster but turn slower. Probably because you push more weight down into the motor wheel or something. May also be able to gain additional speed by touching the ground as soon as possible, by leaning back as far as possible when touching the ground&lt;br /&gt;
&lt;br /&gt;
== Height boosts at top of ramps ==&lt;br /&gt;
If you press the up button when leaving a ramp, you will gain a height boost. This is illustrated by the meter in the bottom right. Essential for some courses.&lt;br /&gt;
&lt;br /&gt;
== Clutch control ==&lt;br /&gt;
At speeds lower than approximately 40 km/h, you can gain speed much more quickly by pressing the clutch in for a couple of milliseconds. This allows the engine to get up to speed, and then when it is re-engaged, you will go shooting off at an acceleration much faster than if you had not used the clutch. Essential for hill climb, and useful in supercross.&lt;br /&gt;
&lt;br /&gt;
== Low speed quick turns ==&lt;br /&gt;
Holding down the up button while turning at speeds below 30 km/h will allow you to turn much more quickly.&lt;br /&gt;
&lt;br /&gt;
== Opponent boosts ==&lt;br /&gt;
Being hit from behind by an opponent will decrease their speed by 10 km/h and increase your speed by 10 km/h.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/MX_vs_ATV_Unleashed</id>
		<title>MX vs ATV Unleashed</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/MX_vs_ATV_Unleashed"/>
				<updated>2016-07-30T09:16:39Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[MX_vs_ATV_Unleashed/Game Mechanics and Glitches|Game Mechanics and Glitches]] - Some explanations about how the game works, specific techniques, and glitches&amp;lt;br&amp;gt;&lt;br /&gt;
[[MX_vs_ATV_Unleashed/Additional Resources|Additional Resources]] - Links to other helpful resources&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/MX_vs_ATV_Unleashed</id>
		<title>MX vs ATV Unleashed</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/MX_vs_ATV_Unleashed"/>
				<updated>2016-07-30T09:16:29Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: Created page with &amp;quot;Category:PC Category:Games = Categories = IL  = Additional Information = Game Mechanics and Glitches - Some explana...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
IL&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[MX_vs_ATV_Unleashed/Game Mechanics and Glitches|Game Mechanics and Glitches]] - Some explanations about how the game works, specific techniques, and glitches&amp;lt;br&amp;gt;&lt;br /&gt;
[[MX_vs_ATV_Unleashed/Additional Resources|Additional Resources]] - Links to other helpful resources&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-08T04:46:37Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Fog Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Quicksave Glitch ==&lt;br /&gt;
Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, load, save, load, you can skip some trigger or something and have control during the cinematic, with the map unfogged and unblackmasked and often extra units. If you save and load one more time you will be able to completely skip the cinematic, but this probably breaks just about everything in the map in most cases. It is very easy to break stuff while using the quicksave glitch.&lt;br /&gt;
&lt;br /&gt;
This screws up IGT, because IGT starts after the cinematic (even if the cinematic is skipped, IGT is changed to be consistent). So that is a concern.&lt;br /&gt;
&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.&lt;br /&gt;
&lt;br /&gt;
If you get rid of fog and black mask using the quicksave glitch, you can build god power buildings (such as plenty vaults and healing springs) on top of enemy buildings and stuff. This works in a similar way to the above, because the fog and black mask isn't really being removed properly.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-08T04:45:30Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Fog Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Quicksave Glitch ==&lt;br /&gt;
Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, load, save, load, you can skip some trigger or something and have control during the cinematic, with the map unfogged and unblackmasked and often extra units. If you save and load one more time you will be able to completely skip the cinematic, but this probably breaks just about everything in the map in most cases. It is very easy to break stuff while using the quicksave glitch.&lt;br /&gt;
&lt;br /&gt;
This screws up IGT, because IGT starts after the cinematic (even if the cinematic is skipped, IGT is changed to be consistent). So that is a concern.&lt;br /&gt;
&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
If you get rid of fog and black mask using the quicksave glitch, you can build god power buildings (such as plenty vaults and healing springs) on top of enemy buildings and stuff. This works in a similar way to the above, because the fog and black mask isn't really being removed properly.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-08T04:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Fog Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Quicksave Glitch ==&lt;br /&gt;
Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, load, save, load, you can skip some trigger or something and have control during the cinematic, with the map unfogged and unblackmasked and often extra units. If you save and load one more time you will be able to completely skip the cinematic, but this probably breaks just about everything in the map in most cases. It is very easy to break stuff while using the quicksave glitch.&lt;br /&gt;
&lt;br /&gt;
This screws up IGT, because IGT starts after the cinematic (even if the cinematic is skipped, IGT is changed to be consistent). So that is a concern.&lt;br /&gt;
&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
If you get rid of fog and black mask using the quicksave glitch, you can build god power buildings (such as plenty vaults and healing springs) on top of enemy buildings and stuff. This works in a similar way to the above, because the fog and black mask isn't really being removed properly.&lt;br /&gt;
&lt;br /&gt;
Note: if you hack un-mask and un-fog, you can place plenty vaults and other god powers on top of buildings. This is, however, impossible to do normally, as you need line of sight.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-08T04:43:23Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Quicksave Glitch ==&lt;br /&gt;
Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, load, save, load, you can skip some trigger or something and have control during the cinematic, with the map unfogged and unblackmasked and often extra units. If you save and load one more time you will be able to completely skip the cinematic, but this probably breaks just about everything in the map in most cases. It is very easy to break stuff while using the quicksave glitch.&lt;br /&gt;
&lt;br /&gt;
This screws up IGT, because IGT starts after the cinematic (even if the cinematic is skipped, IGT is changed to be consistent). So that is a concern.&lt;br /&gt;
&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.&lt;br /&gt;
&lt;br /&gt;
Note: if you hack un-mask and un-fog, you can place plenty vaults and other god powers on top of buildings. This is, however, impossible to do normally, as you need line of sight.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-08T04:43:05Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Quicksave Glitch ==&lt;br /&gt;
Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, load, save, load, you can skip some trigger or something and have control during the cinematic, with the map unfogged and unblackmasked and often extra units. If you save and load one more time you will be able to completely skip the cinematic, but this probably breaks just about everything in the map in most cases. It is very easy to break stuff while using the quicksave glitch.&lt;br /&gt;
&lt;br /&gt;
This screws up IGT, because IGT starts after the cinematic (even if the cinematic is skipped, IGT is changed to be consistent). So that is a concern.&lt;br /&gt;
&lt;br /&gt;
This only seems to be useful on mission 1, ... I may be wrong about that however.&lt;br /&gt;
&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.&lt;br /&gt;
&lt;br /&gt;
Note: if you hack un-mask and un-fog, you can place plenty vaults and other god powers on top of buildings. This is, however, impossible to do normally, as you need line of sight.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-08T03:52:01Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* OMG I just found an epic new glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
==OMG I just found an epic new glitch ==&lt;br /&gt;
Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, twice or something like that, you can skip like some trigger or something and start the actual game with the cinematic units and unfogged and unblackmasked and stuff.&lt;br /&gt;
&lt;br /&gt;
This screws up IGT, because IGT starts after the cinematic (even if the cinematic is skipped, IGT is changed to be consistent). So that is a concern.&lt;br /&gt;
&lt;br /&gt;
This only seems to be useful on mission 1, ... I may be wrong about that however.&lt;br /&gt;
&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.&lt;br /&gt;
&lt;br /&gt;
Note: if you hack un-mask and un-fog, you can place plenty vaults and other god powers on top of buildings. This is, however, impossible to do normally, as you need line of sight.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-08T03:26:45Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
==OMG I just found an epic new glitch ==&lt;br /&gt;
Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, twice or something like that, you can skip like some trigger or something and start the actual game with the cinematic units and unfogged and unblackmasked and stuff.&lt;br /&gt;
&lt;br /&gt;
This screws up IGT, because IGT starts after the cinematic (even if the cinematic is skipped, IGT is changed to be consistent). So that is a concern.&lt;br /&gt;
&lt;br /&gt;
This only seems to be useful on mission 1, ...&lt;br /&gt;
&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.&lt;br /&gt;
&lt;br /&gt;
Note: if you hack un-mask and un-fog, you can place plenty vaults and other god powers on top of buildings. This is, however, impossible to do normally, as you need line of sight.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-08T02:14:37Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* OMG I just found an epic new glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
==OMG I just found an epic new glitch ==&lt;br /&gt;
Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, twice or something like that, you can skip like some trigger or something and start the actual game with the cinematic units and unfogged and unblackmasked and stuff.&lt;br /&gt;
&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.&lt;br /&gt;
&lt;br /&gt;
Note: if you hack un-mask and un-fog, you can place plenty vaults and other god powers on top of buildings. This is, however, impossible to do normally, as you need line of sight.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-08T02:07:09Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
==OMG I just found an epic new glitch ==&lt;br /&gt;
Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, twice or something like that, you can skip like some trigger or something and start the actual game with the cinematic units and stuff.&lt;br /&gt;
&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.&lt;br /&gt;
&lt;br /&gt;
Note: if you hack un-mask and un-fog, you can place plenty vaults and other god powers on top of buildings. This is, however, impossible to do normally, as you need line of sight.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-07T05:07:54Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Fog Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.&lt;br /&gt;
&lt;br /&gt;
Note: if you hack un-mask and un-fog, you can place plenty vaults and other god powers on top of buildings. This is, however, impossible to do normally, as you need line of sight.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-07T05:07:41Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Fog Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.&lt;br /&gt;
&lt;br /&gt;
Note: if you hack un-mask and un-fog, you can place plenty vaults and god powers on top of buildings. This is, however, impossible to do normally, as you need line of sight.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-07T04:56:29Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Seemingly Useless or Unpredictable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-07T04:48:38Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Fog Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-07T04:46:58Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Fog Glitches ==&lt;br /&gt;
&lt;br /&gt;
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, because they are not visible. This could potentially allow you to build over enemy buildings, and. Unfortunately, the line of sight of the villager seems to be too large. Also, might potentially be able to build walls close to gold mines or settlements.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-06T07:12:56Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Garrison Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
Works on ??? versions&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-06T07:12:21Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Allied Transport Control Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-06T07:10:13Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Seemingly Useless or Unpredictable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
if you order a unit to enter a transport that is . You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;br /&gt;
&lt;br /&gt;
== Pathing glitches ==&lt;br /&gt;
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.&lt;br /&gt;
&lt;br /&gt;
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-06T07:05:23Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Garrison Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
if you order a unit to enter a transport that is . You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-06T07:03:20Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
if you order a unit to enter a transport that is . You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;br /&gt;
&lt;br /&gt;
=Seemingly Useless or Unpredictable=&lt;br /&gt;
==Garrison Glitch==&lt;br /&gt;
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects.&lt;br /&gt;
&lt;br /&gt;
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T06:23:37Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 24 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls. (use a leviathan as the transport and ghost ships from the ancestors god power to restrict pathing)&lt;br /&gt;
&lt;br /&gt;
Mission ends when Amanra reaches the piece.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
Rush, rush, rush.&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
It is possible to glitch a builder through the wall, if you surround a production building  and use the spawn-glitchiness that sometimes happens (the units don't spawn on the other side of the wall, the units spawn partially inside the wall and walk straight through or something. It seems to help when the order they are given is attack rather than move, but that could just be me). Then you can build a tower on the other side and garrision units through. However, you get slightly stuck at the trees, and I'm not sure whether after skipping the first objective the final objective is even activated.&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T05:21:37Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls. (use a leviathan as the transport and ghost ships from the ancestors god power to restrict pathing)&lt;br /&gt;
&lt;br /&gt;
Mission ends when Amanra reaches the piece.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
Rush, rush, rush.&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T05:21:27Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
Rush, rush, rush.&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T05:21:19Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 19 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls. (use a leviathan as the transport and ghost ships from the ancestors god power to restrict pathing)&lt;br /&gt;
&lt;br /&gt;
Mission ends when Amanra reaches the piece.&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
Rush, rush, rush.&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T05:21:01Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 16 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls. (use a leviathan as the transport and ghost ships from the ancestors god power to restrict pathing)&lt;br /&gt;
&lt;br /&gt;
Mission ends when Amanra reaches the piece.&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T05:20:44Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls. (use a leviathan as the transport and ghost ships from the ancestors god power to restrict pathing)&lt;br /&gt;
&lt;br /&gt;
Mission ends when Amanra reaches the piece.&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T05:02:40Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls. (use a leviathan as the transport and ghost ships from the ancestors god power to restrict pathing)&lt;br /&gt;
&lt;br /&gt;
Mission ends when Amanra reaches the piece.&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T05:01:40Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
Most of these routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls. (use a leviathan as the transport and ghost ships from the ancestors god power to restrict pathing)&lt;br /&gt;
&lt;br /&gt;
Mission ends when Amanra reaches the piece.&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T05:01:02Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls. (use a leviathan as the transport and ghost ships from the ancestors god power to restrict pathing)&lt;br /&gt;
&lt;br /&gt;
Mission ends when Amanra reaches the piece.&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T05:00:08Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls. (use a leviathan as the transport and ghost ships from the ancestors god power to restrict pathing)&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T04:59:02Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls. (use a leviathan, wood is lacking.)&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T04:57:09Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
Use the transport glitch, and then use Amanra to jump over the enemy walls.&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T04:46:37Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objective has to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T04:46:24Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore. This is one of the scenarios where the mid-way objectives have to be completed in order to finish the final objective.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-06T04:34:52Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Unit Stacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
if you order a unit to enter a transport that is . You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches</id>
		<title>Age of Mythology/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/Game_Mechanics_and_Glitches"/>
				<updated>2016-07-06T04:34:04Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitches=&lt;br /&gt;
== Shades Glitch ==&lt;br /&gt;
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?&lt;br /&gt;
&lt;br /&gt;
== Transport Teleport Glitch ==&lt;br /&gt;
If a transport is surrounded, and it tries to unload, it can unload from any distance.&lt;br /&gt;
https://youtu.be/NKR42SXpv_k&lt;br /&gt;
&lt;br /&gt;
== Catapult Animation Cancel ==&lt;br /&gt;
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.&lt;br /&gt;
&lt;br /&gt;
== Allied Transport Control Glitch ==&lt;br /&gt;
if you order a unit to enter a transport that is . You can use this to manipulate transports that you would normally be unable to manipulate.&lt;br /&gt;
&lt;br /&gt;
== Gate Glitch ==&lt;br /&gt;
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.&lt;br /&gt;
&lt;br /&gt;
== Unit Stacking ==&lt;br /&gt;
If units are in formation, they can move through each other. You can use this to stack the units in your current selection on top of each other.&lt;br /&gt;
&lt;br /&gt;
== Flaming Weapons Hammership Glitch ==&lt;br /&gt;
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05&lt;br /&gt;
&lt;br /&gt;
== Resource Bug ==&lt;br /&gt;
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03&lt;br /&gt;
&lt;br /&gt;
== Market Rates Exploit ==&lt;br /&gt;
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.&lt;br /&gt;
&lt;br /&gt;
== Hidden Unit bonuses ==&lt;br /&gt;
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables&lt;br /&gt;
&lt;br /&gt;
== Some patch notes ==&lt;br /&gt;
1.02 notes&lt;br /&gt;
-Fixed a database exploit.&lt;br /&gt;
-Fixed an exploit that could allow illegal market trades.&lt;br /&gt;
-Fixed an exploit involving relics that could sometimes generate free resources.&lt;br /&gt;
-Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)&lt;br /&gt;
&lt;br /&gt;
1.05 notes&lt;br /&gt;
-Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)&lt;br /&gt;
&lt;br /&gt;
1.07 notes&lt;br /&gt;
-Fixed an exploit that allowed advancing ages in two separate Town Centers.&lt;br /&gt;
&lt;br /&gt;
== Reading the Scenario triggers ==&lt;br /&gt;
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.&lt;br /&gt;
&lt;br /&gt;
== Disabling fog of war ==&lt;br /&gt;
The cheat &amp;quot;LAY OF THE LAND&amp;quot; only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:&lt;br /&gt;
&lt;br /&gt;
map (&amp;quot;,&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;blackmap&amp;quot;)&lt;br /&gt;
map (&amp;quot;.&amp;quot;, &amp;quot;game&amp;quot;, &amp;quot;fog&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
You may then press , and . to completely reveal the map.&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T04:32:46Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
Stack your units so that as many can attack the rocks as possible.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T04:28:50Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
You can pick up the relic through the statue.&lt;br /&gt;
&lt;br /&gt;
In the second half, use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T04:25:44Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 16 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T04:25:13Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
Use the teleport glitch. The manticores can attack the wonder from the lake above. Everything else can just attack from the shore.&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T04:03:10Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 14 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemsyt respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T04:00:28Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 14 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
How exactly does Kemset respond to what Amanra says but then completely miss her immediately afterwards? Anyway, this is the one where you jump over things with Amanra.&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T03:59:22Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 14 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
Straightforward&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T02:48:34Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: /* Mission 6: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, underground passage strats probably faster.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-06T02:47:07Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward. Actually, nvm, considering doing something like using restoration to gain vision for underground passage.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25</id>
		<title>Age of Mythology/IL any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Age_of_Mythology/IL_any%25"/>
				<updated>2016-07-05T06:02:36Z</updated>
		
		<summary type="html">&lt;p&gt;Zergreenone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TwIsTeD_EnEmY did some pretty good runs of this game - however he used pause strats, effectively invalidating his run. I found mission 2 a particularly good watch. https://forum.speeddemosarchive.com/post/age_of_mythology_speedrun_26.html&lt;br /&gt;
&lt;br /&gt;
These routes are based on his routes. Edit this if new routes are discovered.&lt;br /&gt;
&lt;br /&gt;
==Mission 1:==&lt;br /&gt;
&lt;br /&gt;
Each wave will occur on a timer after the previous wave is destroyed. Note that centaurs have an attack bonus of 3x vs myth units, and towers have an attack bonus of 5x vs ships.&lt;br /&gt;
&lt;br /&gt;
All waves are kill-able from the outlying peninsula, unless specified below.&lt;br /&gt;
&lt;br /&gt;
Wave 1: 1 ship&lt;br /&gt;
&lt;br /&gt;
Wave 2: 2 ship, 1 kraken (lurable in TwIsTeD_EnEmY's run)&lt;br /&gt;
&lt;br /&gt;
Wave 3: 1 ship, 1 kraken headed for shore (not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 4: 2 ships (1 headed for shore, not killable from peninsula)&lt;br /&gt;
&lt;br /&gt;
Wave 5: 3 ship, 1 kraken&lt;br /&gt;
&lt;br /&gt;
Wave 6: 4 armies (krakens and ships don't need to be killed, but killing the ships will kill the armies.)&lt;br /&gt;
3 armies head for bottom of cove, 1 army heads for top of cove. No army is killable from peninsula.&lt;br /&gt;
&lt;br /&gt;
Somehow, in TwIsTeD_EnEmY's run of Mission 1, he seems to lure a kraken early - I haven't tried duplicating this.&lt;br /&gt;
&lt;br /&gt;
==Mission 2:==&lt;br /&gt;
Build a Temple and House. Start building a dock, just enough to give it collision. Use 1 trireme to scout the enemy base, and the other 2 to surround your transport (with help from the dock). Load your scout into the transport, teleport it to the enemy base. Use it to lure the enemy units out of the base. Go to Classical age, and build a cyclops. Teleport your army to the enemy base. Teleport peasants to the enemy base, and build a wall out of houses with help from the lure god power to trap Kamos (you cannot build an actual wall too close to a settlement). no need to finish the houses, just give them collision.&lt;br /&gt;
&lt;br /&gt;
This is what the surround should look like. It might work with only 1 trireme, but there is little reason to bother. There is also a shipwreck near the top of the map that gives you gold and lumber if discovered.&lt;br /&gt;
[[File:AOMSurroundTeleport.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'm trying to upload, but it doesn't seem to be working -_-&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission 3:==&lt;br /&gt;
&lt;br /&gt;
You can do the transport teleport glitch even if you don't have vision of the area you are teleporting. The following is not fully tested, but possibly the fastest strat is to send 1 unit down to the town centre to get the workers, send everyone else top with the transport to bypass the wall and take down the dock, use the workers building a dock along with the transports that spawn when you kill the enemy dock to trap your transport, and then use the teleportation glitch to teleport to the other dock.&lt;br /&gt;
&lt;br /&gt;
You can also use the allied transport control glitch to control Agamemnon's transport at the very start. I tried to use this to trap my starting transport, but failed. Maybe it is possible?&lt;br /&gt;
&lt;br /&gt;
==Mission 4:==&lt;br /&gt;
Rush underworld passage. Destroy the three mining camps to get enough gold, build an armory and shift click the goats. Age up to Apollo ASAP. When enough food is gathered, build a pegasus, and order your peasants to mine gold (required for the mission to end). Use the pegasus to get vision of the gate, use an underground passage, move your units into the underground passage to attack the gate, and use restoration to heal your units.&lt;br /&gt;
&lt;br /&gt;
==Mission 5:==&lt;br /&gt;
Comments from current run: There is something amusing about running straight past the army attacking Ajax. This mission is a somewhat simple case of destroying the fortress, town centre, archery range, stable, temple and academy. You want to avoid losing a unit in the fight outside the base, and then use the cavalry to take out units and the hoplites to kill the town centre. Odysseus is sacrificed to get rid of some guards. As per last mission, you need to send arkantos to Ajax's town centre or you will not win the mission.&lt;br /&gt;
&lt;br /&gt;
==Mission 6:==&lt;br /&gt;
Also pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
==Mission 7:==&lt;br /&gt;
In some ways, I feel like these are turning into pretty much the run comments. But this one is pretty simple too.&lt;br /&gt;
&lt;br /&gt;
==Mission 8:==&lt;br /&gt;
Same strategy as Mission 4, essentially. There is an area behind the fortresses that you can underworld passage to.&lt;br /&gt;
&lt;br /&gt;
==Mission 9:==&lt;br /&gt;
Make sure you get the Nemean Lion and the Medusae. Also, the invisible gates aren't that invisible -_-. And for some reason the boulders have 1 gold in them.&lt;br /&gt;
&lt;br /&gt;
==Mission 10:==&lt;br /&gt;
When are these missions going to get more interesting? The next one had better be a good one!&lt;br /&gt;
&lt;br /&gt;
==Mission 11:==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Mission 12:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 13==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 14==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 15==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 16==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 17==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 18==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 19==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 21==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 22==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 23==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 24==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 25==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 26==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 27==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 28==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 29==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 30==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 31==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission 32==&lt;/div&gt;</summary>
		<author><name>Zergreenone</name></author>	</entry>

	</feed>