Populous 3 [solve] ===================== ::Radon:: radon@myrealbox.com radon@gamebox.net ===================== POPULOUS III ============ WALKTHROUGH & STRATEGY GUIDE ---------------------------- REVIEWED PCZ #70 SCORE 92% Is your shaman a shambles? Is your mana meagre? If so, Keith Pullin has the remedy PART 1 ====== INTRO Populous: The Beginning is a complex affair with multiple solutions and strategies - but don't fret. This two-part guide begins by providing a comprehensive walkthrough of the first 12 worlds, and expert advice on making the most of your spells and followers. The road to immortality starts here. PLANET BY PLANET GUIDE 1 The journey begins You start with eight followers. Send three into each hut to start breeding and build another hut with the remaining two. Worship the stone head. Use the land bridge spell to reach the centre island. Worship the Vault of Knowledge to learn about warrior training and then the other stone head to get lightning. Now build a warrior training hut; train about ten warriors. Use the land bridge again and storm the Dakini island. Send your warriors straight towards their shaman while blasting their huts with lightning bolts. //level1-attack.jpg That's it, in you go - dead easy, this level. 2 Night falls Extract your shaman to the totem pole and begin worshipping. Use your followers to build two extra huts and a warrior training hut. Move a follower to the stone head to worship with your shaman once she's finished at the totem pole. Create approximately ten warriors and march past the guard tower into Matak territory. While the shaman heads for the Vault of Knowledge your warriors should make a start on the nearby hut. Cast tornadoes at the Matak huts and send in the warriors to clean up. Use the swarm spell to keep your foes from grouping together. 3 Crisis of faith Get your followers to start building two huts. Send Shammy off to the totem pole. When she's finished there, move her over to the Vault of Knowledge to learn about temples. Now build a temple. Train ten preachers and send them into Matak territory. Spread out and watch the poor impressionable fools sway to your plight. 4 Combined forces Take the shaman over to the Vault of Knowledge followed by the stone head. Set breeders going in three huts and build a warrior hut with the remaining few. Use the shaman to convert about 15 wild men, and then train up 20 warriors in total - they can be the shaman's bodyguards. Move towards the next Vault of Knowledge and use blast to remove any Matak preachers. Worship at the vault, keeping your warriors close by. Wait until you have amassed at least three lightning bolts. Attack the right flank of the village and use blast again to remove any lurking preachers. Use lightning primarily on the Matak temple and warrior hut and throw the remaining bolts at anything that deserves it. 5 Death from above Worship the stone head near the start to gain the convert spell, then head back right to the stretch of coast near the guard tower. Use the convert spell to reach across to the savages on the island. Use these new followers to worship the totem pole. A boat appears; use it to take your shaman and four warriors further right to the land mass where the Angel of Death statue lies. Divert the waiting warriors with a lightning spell, get your braves to guard our mighty shaman and try to squeeze her through to worship the Angel. Use the blast spell for protection. 6 Building bridges Okay, things start getting tricky now. Your shaman should worship the Vault of Knowledge, then start converting wild men pronto. Build up a strong base near the large pool above the reincarnation point and start producing preachers sharpish. Also build guard towers on the hills surrounding your base, and man them with fire warriors and preachers. Worship the stone head in the stone circle. The enemy soon attacks. Soak up these onslaughts and eventually a bridge appears to the stone head across the channel. Worship here. Now you can hypnotise the Chumara warrior by the totem pole on the island. Get those holy knees bending and another bridge forms further up the channel. The Matak and Chumara tribe can now throw bees at each other in a bizarre ritual apparently known as battle. Meanwhile, sneak about ten preachers into each camp and watch them fall like flies. Bring in a dozen or so warriors accompanied by lightning spells. If you're ultra cunning, you'll worship the stone head above the Matak base for the firestorm spell. 7 Unseen enemy The enemy tribe barely appears if you get through this level fast enough - which is in less than 20 minutes, ideally. Begin by converting about 20 savages. Merge them with the rest of your followers and build a temple on the coast opposite the island. Next, build a warrior hut and three normal huts. Create about ten preachers. Cast a land bridge spell to the island and lead five preachers to worship. Watch out for the enemy shaman's lightning spell - she tends to come along while you pray. Once you have the erode spell, cast another land bridge spell to the Chumara side. Infiltrate all your preachers into the right side of their camp and cast offensive spells. Concentrate mainly on destroying the Chumara preachers, temple and the guard tower in the middle. The battle should slowly swing in your favour. Add a few warriors to mix it up a bit... 8 Continental divide Your base should consist of five huts and a temple. Guide your shaman across the world converting simpletons as you go. Guide her towards the Vault of Knowledge, and if she's well protected you'll obtain the fire warrior knowledge. Now head over to a stone head on a ridge by a pool to get a shield spell. Back home create an army of ten fire warriors and ten preachers. With the shaman, march your army north into the Chumara camp covered by shield and invisibility spells. As before, destroy the tower in the middle and the fire warrior hut next to it. Have your shaman lend a hand with lightning. 9 Fire in the mist Usual tactics: convert wild men and raise a base consisting of four huts, a temple and a fire warrior training hut. Send the shaman walkabout to find two stone heads: one containing an earthquake spell, and the other a tornado one. Keep some followers and continue up the island. Before you reach the Chumara base cast invisibility on the braves and send them scurrying along the left coast until they find some boats; steal one and flee. Point your shaman towards the Vault of Knowledge at the end of the peninsula; cause havoc with spells as you try to reach it. Ultimately, worship here to learn about boat building. Send the shaman over to the island teeming with natives and convert a few to worship the head containing the volcano spell. Keep the Chumara shaman well away from your base until the volcano spell has been learnt. Sail the shaman and some protection over to Chumara territory and whop down a volcano. Let fly with lightning too. Don't despair if your shaman is killed - sail back over there with two boats packing invisible fire warriors and preachers. Start the finale with earthquake and tornado spells, then let the infantry clean up. 10 From the depths Don't worry about the frightening start - escape in the boat with your shaman and four preachers. Cruise to the small island with the totem pole; mumble at that for a while and 'Atlantis' rises out of the depths. Convert the wild men and repair the slightly wet base. Sneak some invisible preachers over to pray at the enemy totem pole and half the island sinks. Ha! Revenge... That'll teach them. Finish off their miserable hides with fire warriors. 11 Treacherous souls The main thing here is to keep expanding your base. Once you've disposed of the Matak tribe, a big army's required to stop the Chumara scum. Send your shaman with a boatload of invisible fire warriors around the back of the Chumara base and attack from there. Cause as much mayhem as possible before you're hopelessly slaughtered. Send another two boats in, while simultaneously attacking with a bigger invisible invasion force from the other side. Back this horde up with your shaman and head straight for the temple and fire warrior huts. Lightning these and head for the Vault of Knowledge during the ensuing chaos. Keep adding preachers and fire warriors as back-up. . 12 An easy target This is the first world where you are pitched against three enemy tribes. Luckily, you begin on a separate island while the other conquistadors fight each other on a bigger continent. You don't get much land to build on here so use land bridge to landfill the ocean. Also cast land bridge across the corner hills to wall yourself in and guard against any waterborne attacks. Each tribe guards a Vault of Knowledge; the Chumara - spy training hut; the Matak - erode spell; and the red tribe, the tornado spell. The red and green tribes will try to cripple the yellow tribe, leaving you to finish them off. Keep a look-out for any spies who might try to sabotage your settlement. ART: STARS OR NUMBERS, IT'S UP TO YOU! THEA BUILDING BLOCKS OF LIFE Establish a strong settlement using the following guidelines: 1. Disable all spells apart from convert. Send your shaman into the wilderness and convert as many wild men as you can; you can often found them near water (either small lakes or the ocean). 2. While the shaman is busy recruiting, begin building. Find a flat, spacious area of land near plenty of trees. If this land is away from the reincarnation site, build a guard tower first. 3. Build four or five huts at a time, keeping key huts like temples and fire warrior training huts away from the main settlement - invading forces always hone in on them first. 4. Try to build huts in rows; you can fit more huts into less space that way. To achieve a large population, construct 30 or more huts, but always keep a careful eye on wood supplies. 5. If you are running low on wood, try sending some invisible braves into the enemy settlement to steal some more. Destroying the enemy trees with spells or spies can actually be quite a useful tactic. FOLLOWERS They follow you about like lovesick puppy dogs, but they do other stuff too... Shaman She is the only member of the tribe who can fire spells. Seeing as how spells are the only way you're going to get through the game, your shaman must be well protected at all times. Braves Braves are the foundation of your tribe. They generate four times more mana than any other follower, but only when building or resting in huts. Keep huts populated to keep the mana flowing, man. Warriors Warriors are the toughest of your followers, but lack special abilities. Keep them away from preachers, and use them to back up your attacks. Warriors should be the last line of defence. Preachers Preachers, though weak, are surprisingly powerful if used in groups. A good thing to do is smuggle invisible, shielded preachers into a camp. The effect can be devastating. Unfortunately, the same works in reverse, so watch out! Fire Warriors These guys have quite a long range, so keep them at a distance from the enemy, preferably on higher ground. Once again, this type of follower is highly effective when invisible and shielded. And in a balloon, well... frightening. They can also be used in boats to strafe enemy coastlines. Spies Spies sneak into enemy bases and set fire to huts. They are best used during the early stages of a match when each player is still setting up their settlements. Spies delay the enemy's progress and lower his mana rate. Groups of invisible, shielded spies are fairly formidable foes. SPELLBOUND //Whoever lays this out might want to crop these screenshots - some of them have a lot of open space that's not needed. It's only the actual spell effects that are important here// These are the first eight spells - we'll give you more next month when you can handle them. Blast This is your simplest spell, as well as one of the most powerful in your arsenal. Although it has a short range, the blast spell is more useful for defending the shaman against ambush. Tactically it's brilliant near waterL if any enemy followers are running along the coast, cast the spell to the other side of them so they are blown into the drink. Convert This is only really useful at the start of the level when you have plenty of wild men to convert. Swarm Swarm is only a temporary solution. Often it will just scatter the enemy and, ultimately, cause more problems - although is a good way of stopping your followers from being converted by preachers. It's also worth casting on boats and balloons just to watch the occupants throw themselves over the side in terror. Invisibility Invisibility doesn't last long, so only cast it on your target followers at the very last moment. Preachers become visible again when they start preaching and fire warriors reappear when attacked or ordered to attack. Invisibility and shield make an excellent combination. Land bridge Not only is this good for joining two areas of land separated by water, but it can also level hills and valleys for building on. By placing the shaman on one side of a hill and casting the spell on the other side, you will level the land. You can also cast it next to the coast to give yourself more room. Swamp Swamp can be very useful when placed in the enemy's path, especially in front of your defences. There is little you can do against an enemy swamp except sacrifice ten of your followers to fill it or erode the land underneath so it falls into the water. Remember: your followers are vulnerable to your own swamps. Lightning Lightning is a more powerful version of the blast spell and kills anyone it is directly cast upon. It will also severely damage buildings. Hypnotism When you first attack a settlement, use the hypnotism spell to temporarily convert enemy followers so they begin attacking their own kind. Keep them away from your own followers so they don't start attacking them when the spell wears off. Enemy followers converted by hypnotised preachers will be permanent members of your tribe. PART TWO ======== The final part of our guide provides a walkthrough for the last 13 planets. We also take a look at 'guest' spells, multiplayer strategies and some excellent cheats. Finally, there's some advice straight from the Bullfrog team. What more could you possibly want? CLOUDY WITH SUNNY SPELLS Last month, we gave you the first eight spells. Here are the rest, including 'guest' and multiplayer-only spells Tornado Tornadoes are powerful but unpredictable. To ensure you destroy at least one target, cast it on a specific building - there's a chance others will go as well. Good against armies, too.Shield Cover followers with shield when attacking enemy settlements - but remember it doesn't last long, and any spell fired on a shielded follower is bounced back to the enemy. Flatten Similar to the landbridge spell and can be used to the same land-flattening ends. Not only does it flatten land around the point where it's cast, it can also lower land into the sea. EARTHQUAKE This is most effective on high ground, where both the lava and the ruptured ground can cause problems. The pre-shocks can also destroy buildings in the immediate vicinity. Erode A very useful spell against high ground and coastal settlements. If cast on high slopes, the land sinks and tumbles into the valley. If cast on the coast, both land and buildings melt into the sea. Firestorm Casts a shower of meteors onto the target. If it is cast in a heavily populated area, it destroys any buildings and enemy followers who stray into its range. Angel of Death These scour the world looking for enemy followers. When they find one, they swoop down and eat the unfortunate individual. Angels are difficult to kill and have long lifespans. Volcano What can we say? Volcano is the most evil spell in the game. Cast this at the heart of an enemy settlement for maximum effect. If one is cast upon you, evacuate your followers sharpish. GUEST SPELLS Guest spells do not have permanent icons on the Spells panel. This is because they are hugely powerful and would upset the balance of the game. They are also more suited to multiplayer games Bloodlust Bloodlust turns your followers into murderous savages. It makes them stronger and faster, and generally a lot more dangerous. Armageddon Armageddon is a very traditional Populous spell. Each player's followers are transported to an arena where they fight for world domination. OI! GEROFF MY WORLD The multiplayer game contains a number of tricks to learn: maps are often symmetrical, so you can guess where the enemies are lurking if the world is fogged A useful trick is to build your spy-training hut early, train some spies and then dismantle it. Hopefully your opponents won't realise you have the ability to sabotage their settlements. Forge World This is an optional feature giving you the chance to alter the landscape before the level begins. First look at the land around the site and use the flatten spells to make room for your settlements. Then, around the perimeter, raise the land into small hills and construct guard towers at their summits. When the timer reaches about five, cast the wildmen spell on the reincarnation site. When the level begins, any wildmen caught inside the reincarnation site are automatically converted to your tribe. Ghost Army Ghost army is a multiplayer-only spell that creates six ghost followers. Use them to create a decoy army while your real army is attacking from the other direction. Ghost shamans are especially useful for confusing the enemy. The final part of our guide provides a walkthrough for the last 13 planets. We also take a look at 'guest' spells, multiplayer strategies and some excellent cheats. Finally, there's some advice straight from the Bullfrog team. What more could you possibly want? planet 13 Aerial Bombardment Your main opposition comes from yellow balloons. Warriors are useless against these high-altitude attacks, so place fire warriors in guard towers, then use the shaman to zap the balloon occupants with lightning. When they are empty, steal them and attack the other tribes. There are three stone heads on this world. Two are within easy reach of your followers. The first, and closest to your reincarnation site, has a single-shot volcano spell. The enemy shaman frazzles any of your followers who try to worship this stone, so proceed with extreme caution. The second head, near the green Vault of Knowledge (VoK), contains three shield spells. The last, on a separate island, contains a firestorm spell. planet 14 Attacked from all Sides You start this world with little land to build on and three tribes attacking. The yellow tribe, camped on an island away from the other tribes, launch ocean assaults. The red tribe, camped beyond the mountains, send spies and raiding parties. And the green tribe, on the plateau above, rain spells down upon you. Force their shaman away from the cliffs to stop this. The red tribe guard a VoK containing the firestorm spell. Also, near their settlement is a stone head with a single-shot earthquake spell. The green tribe's VoK hides the flatten spell, and a stone head on the beach near their settlement contains the angel of death. The yellow tribe guard a VoK containing the shield spell. You must assert yourself quickly in this world, or you won't last five minutes. Attack the reds first - their incessant raids are a nuisance but, more importantly, they guard the firestorm spell, a most desirable weapon. Hold back the yellow tribe with preachers and fire warriors in guard towers. The green tribe can't reach you, so they pose little threat, but their sporadic lightning attacks can be annoying. Use the angel of death on this lot, which keeps them occupied while you concentrate on more pressing matters. planet 15 Incarcerated This third 'special' world sees our shaman bang to rights, spell-less and helpless. She must escape her prison before time runs out. Once your population is growing steadily, send three or four braves to build boats. Fill a boat with warriors and sail them to the three guard towers guarding the entrance to the enemy island. Touch down near one of the side towers and send your warriors to attack. The enemy fire warrior inside blasts your men, but they can take it. Eventually, they dismantle the towers. Put your warriors back in the boat and repeat this tactic on the other two towers. Once completed, sail them into the little bay just inside enemy territory and wait. Meanwhile, back home, train up a variety of aggressive followers and place them in boats. Ferry them to the aforementioned bay and land away from the main enemy stronghold. Pitch preacher against preacher, and warriors against guard towers. When the enemy is overwhelmed, select as many followers as possible and left- click on the prison to free the shaman. Now command her to pray at the obelisk for a volcano. Cast the volcano into the valley to decimate the enemy. planet 16 Bloodlust Bloodlust is a 'guest' spell, available only on this world and found within two stone heads. The first head is near the borders of your territory, the second is by the green settlement and is better because it contains infinite shots. The head on the island in the middle of a lake contains an angel of death spell. Set up guards quickly to protect against the red and yellow tribes. Use high land to build more solid defences. Both yellow and green use balloons, so fire warriors should be used in abundance. Casting swamp in front of enemy settlements provides a cunning defence too. planet 17 Middle Ground The armageddon spell is in the stone head in the centre of the island. Unfortunately, three other tribes are vying for the same prize, and they've already built their settlements - tricky. But all is not lost. These tribes are intent on scrapping among themselves, and thus slow each other down. A cunning trick is to cast swamp on the stone head to swallow any enemy followers who attempt to worship there. You can also use erode to estrange yourself from the enemy. Finally, only cast armageddon when you are sure of victory. Train as many warriors as possible beforehand to give you the best chance in the arena. planet 18 Head Hunter There are three stone heads on this world, each guarded by a different tribe. The nearest head is guarded by the red tribe and contains an armageddon spell. The yellow and green tribes each guard a single volcano spell. Initially, the adjacent reds pose the biggest threat. The yellow and green tribes use boats to attack, and the green tribe even have the audacity to use landbridge to invade near your reincarnation site. They could do this at any time, so stay alert. Ultimately, armageddon is the way to victory. planet 19 Unlikely Allies On this world, you are allied with the yellow tribe. The red tribe soon begin attacking your buddies and it's up to you to protect them. If they are destroyed, you lose. Because of the lack of land, you must use landbridge to create more. Erect a guard tower by your reincarnation site, go inside, and cast landbridge to the yellow base. The shaman can then wander over to help. Swamp can be a useful defence, giving both of you a fighting chance. There is also a spot at the other end of your island where the red tribe can landbridge over, so make sure you have patrols set up to watch this area. Two stone heads populate this world. The first is at the opposite end of your island and contains three teleport spells. This spell is limitless and teleports the shaman absolutely anywhere she wants to go. The second is at the end of the red village and contains a volcano spell which, when cast, sets off the dormant volcano, damaging the red tribe's settlement. planet 20 Archipelago Yet again, use landbridge to exploit the islands and expand territory. The red tribe guards a VoK containing the angel of death spell. This can be reached quite easily by heading past some fire warriors in guard towers. There is also a stone head on another island, which contains a landbridge spell. Set this off and another stone head appears elsewhere containing a flatten spell. Other stone heads in the chain grant you single-shot firestorm (unfortunately, this also casts a firestorm around the head, killing nearby followers) and volcano spells. At first, the red tribe attack by water. To avoid this, cast landbridge to their island, forcing them to attack you over land through a narrow corridor. You can then guard this corridor with fire warriors and swamps. planet 21 Fractured Earth This world is very unstable, and volcanoes erupt frequently. Close unstable fissures by casting flatten spells over them. The totem pole near your reincarnation site actually closes one of these fissures for you, which helps because the reds are volcano crazy and create them from the start. The volcano VoK is away from the reds' main settlement and therefore vulnerable, so go for it early. The stone head at the opposite end of the island contains two erode spells. The landscape is barren and hard to navigate. The red tribe prefer to attack by balloon and come in from the sea behind you. Also watch out for raiding parties >from the small settlement next to the VoK. planet 22 Solo The final 'special' world is a lone shaman suicide run. It's a nightmare, so save often. The three obelisks are the keys - they grant you full mana and spells. The first is near the start, the second on an island near the first, and the green tribe guards the third. But remember: because you have no followers, you cannot charge mana. You only have what you gain from the obelisks and killing other shamans, so use it wisely. When you defeat the red tribe, grab the boat by their boathouse and sail to the yellow settlement. Use the balloon to reach green territory. An angel of death can be very effective on this level. planet 23 Inferno It's a three-pronged attack again! At least you have plenty of space to build upon, and don't be shy about creating even more with landbridge. Use small hills to create impassable walls and cut off the green tribe. The stone head contains three firestorm spells, but since you already have that spell you might as well cast swamp around it to trap the reds. The yellow tribe is lurking on an island, so they use boats and balloons to reach you. planet 24 Journey's End All four tribes take to the stage for the ultimate battle. First order of the day is survival, so seal yourself in nice and tight by setting up some perimeter towers to block off the entrances to your island, then get those huts producing. After that, use pretty much every tactic going. Speed is the essence here, and if you can bring an angel of death into the fray, all the better. This is the final showdown - there's nothing more to say. planet 25 The Beginning Wow! A final secret world. Go and enjoy yourself IMMORTAL! TOP TIPS *Busy people are happy people, and happy people give you mana. *Use invisible warriors to sneak in and kill the enemy shaman. *Look out for any advancing armies, and cast swamp on them to reduce their numbers. *Put preachers in guard towers Ñ they are better-protected and gather up stray enemy followers. *Use high ground to your advantage. Spells have a much greater range when cast from hills. *Landbridge everywhere. *Steal enemy boats and balloons. *Hypnotise enemy followers and send them to your preachers. *Deceive the enemy and make them waste their spells on a ghost army. *Don't waste your mana, and keep your spells charging. *Cast swarm near swamps so the enemy panic and run into them. *Never cut down all your trees: you'll run out of wood. *Build huts, huts and more huts to increase your mana flow. *Cast lightning on enemy guard towers and use invisible shielded spies. *Shielded fire warriors in balloons can cause massive devastation. *Cast landbridge from high peak to high peak to create impassable walls. *Use invisible shielded preachers to infiltrate the enemy settlements. *Kill any enemy shaman you see to gain a quarter of their mana every time.