SeaDragon will now present his 6th FAQ:
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+---------------------+ | TACTICS | +---------------------+ | O F | +---------------------+ | WAR | +---------------------+
*Ver. 0.5*
Written and published by SeaDragon. Copywright 2003-2004. All rights reserved.
I. Intro
Hola! Welcome to my sixth faq, and largest. My tactics of war FAQ will make sure you don't screw up when you're at war with you most dreaded tribe, and also guide you through some of the tough ones. So tighten up your loincloth and light your fists on fire, cause you're in for a big ride.
II. Legal turdcrappings
Well, I'd better be clear about this: YOU MAY ONLY POST MY FAQ WITH MY PERMISSION! You have no idea how many people have distributed my faq without permission. I wont reveal their names untill i'm really pissed off. You may take information from my faq without permission, just as long as the source is properly credited.
III. Contact Info
> My email is zane_tw msn com. > I'm getting sick of junkmail. > Cmon! Don't be shy! Just mail me about my faq. > Eevr tryd to red speleng uv a to yeer uld? I'm REALLY getting sick of that unreadable jargon! From now and on, I will delete this kind of mail, regardless of how important it is. Consider yourself warned. > Go ahead and rant or flame. I won't reply, but go ahead, I don't even care one bit, I promise:).
IV. Version History
0.0: If you want to see a title art, forget it! I can't find anyone generous enough to give me one, and I can't make one myself. If you can make a title art for me, you'll be BIG in the credits section.
0.1: First version, largest release.
0.5: Second version, got a title art from elrond half-elf, and fixed some typos. Also, the secrets section was a little off, so I fixed it! Sorry about that! Oh, I added a secret, too so go ahead and scroll down and FEAST YOU EYES! OOOOOOOOOOOOOOOOOOOOOOOOOOOOHH, THE GLORY!!!
V. Buildings
Now, it's the fun part of the FAQ, time to get into the game.
THE HUT: It increases your population while providing you with mana, also, the more the followers inside, the faster braves and mana are produced. They are upgraded twice to hold more people and produce people and mana faster. It's a good idea to keep these protected, as these are always your enemy's primary target.
WARRIOR TRAINING HUT: Where great and formiddable warriors are born. However, training warriors costs mana, but it's well worth it. As with every training hut, protecting these are critical.
FIREWARRIOR TRAINING HUT: Send followers in here to make them mighty firewarriors. These buildings are cumbersome, so take care when placing them.
PREACHER TRAINING HUT: Sacred and not to mention annoying preachers are born here. Besides the ballon hut, this is oddly shaped and takes alot of wood.
SPY TRAINING HUT: Where mischevous and stealthy spies are born. These are small and require very little wood, so you could make millions of these.
GUARD TOWER: These have quite a number of functions, for one, they will most likely form the buff of your defensive line. If they have a preacher, they will preach farther. If you have a firewarrior, their power is increased and can shoot farther. If there are braves, they just simply ring the ball like everyone else. If it has a warrior, they will call for backup. And if there is a spy, the enemy spies will be unmasked. The bell it rings is quite useful, you can press space and it will take you to the danger, then you can call for security.
BOAT HUT: Send braves in here to make boats, vehicles that hold five people and can travel anywhere on water. This must be constructed next to a coast, and building boats takes time and wood.
BALLOON HUT: Huts that can make ballons, vehicles with a capacity of two and can go anywhere you want it to go.
TREES: Provide you four wood untis per tree and grow back gradually.
GUARD POST: Send followers here to make them guard the area.
VI. Followers
Various kind of people will be at your command, and they are all listed in this section.
THE SHAMAN: The leader of your tribe, she can cast spells, and not to mention can take a huge beating due to her high health capacity. She is unskilled in hand to hand combat, but can still take on a couple of braves, and occasionally, the enemy shaman. However, if she has all spells charged, she can take on an army. They can be annoying and devastating to you though is easily killed by your own shaman. Truly a formiddable part of an army!
BRAVES: You start out with several of these. The have basic knowledge of hand to hand combat, but it isn't a good idea to send them into battle with more powerful people. They are the only ones who can build things, so it's a good idea to keep a few around.
WARRIORS: Strong, formiddable warriors will form a great part of your army. They are the most skilled in hand to hand combat, but one can still be overpowered by lots of braves. They are critical to keep in your army, and not to mention almost has the strength of one.
FIREWARRIORS: They can cast the spell blast with great force, and are great for fending off armies, and for providing coverfire for their comrades. They are greatly unskilled in hand to hand combat, however, and can be killed by even a single brave.
PREACHERS: Able to preach to enemy followers to put them on your side. They are unable to preach to other preachers, however, and if they see one, they'll pick a fight. If someone manages to approach them without hearing their words, they will try and kill them. They have as much hand to hand skill as the shaman, however, but are easily killed. Also, when they are preaching, keep a look out for firewarriors.
SPIES: They can disquise themselves as they enemy and enter the enemy settlement without fear of being attacked. They are easily unmasked though. If they pass an enemy spy, they will be unmasked and killed. Also have caution for spies in guard towers. Enemy spies appear as braves, so when they are disquised they can be tricky little brats. They are the most unskilled in hand to hand combat, and have the lowest health capacity, so when unmasked, they will most likely get killed.
WILDMEN: Reminants of previously banished tribes, they can be put on your side with the convert spell. They have low health capacity and die fast. They are found around areas with lots of water and trees. They will not attack anyone, and the enemy shaman will probably be after them first.
VII. Spells
The shaman can cast a wide array of spells, and i'll list all of them.
A. Basic
These are the spells that will stay with you forever.
BLAST: The most basic spell. The radius is small, but a direct hit will send someone flying. Not too powerful, though.
CONVERT: The spell used to convert wildmen. Try to cast it on a bunch of them, a good way to get LOTS of followers, as the radius is somewhat large.
SWARM: Casts a swarm of locusts useful for fending off an army. Any body who it comes in contact with(exept followers at the command of the shaman who casted it) will slowly lose health and run around uncontrollably. Good against preachers.
MAGICAL SHIELD: Casting this on a follower won't make them invisible, nut it will give them protection from spells such as blast and lightening(including from firewarriors.
LANDBRIDGE: Cast this from one place to another to create a causeway. Specifically, cast it from one coast to another coast to walk across water.
LIGHTENING: Sorta like blast, but with a deadlier effect. A direct hit will kill the person and anybody close to him. And anyone within the large blast radius will get sent flying. Quite deadly.
HYPNOTISE: Allows you to take control of an enemy follower for a limited time. Dispite the little halo they get, enemy followers will mistake them for one of yours.
TORNADO: Any building it passes will be damaged or destroyed, depending on the speed of the tornado, and any follower it picks up(including yours) will be tossed about, most likely to be killed.
SWAMP: Casts an area of land that will kill anyone who steps into it. It can only kill a limit of ten.
FLATTEN: Levels the area of land in the vicinity of the radius. Good for creating precious building land.
INVISIBILITY: Followers will be unable to spot invisible followers, so this spell is good for getting spies safely into another settlement.
EARTHQUAKE: Have you ever seen a 10 pointer? Probably not. But now you can make one! Any buildings near the radius will be destroyed. And the land will suddenly crack and emit lava. How's that for an earthquake?
ERODE: Lowers the land in the radius maybe even to sea level. Cast this on the enemy's coastline to sink buildings. Quite useful on boathouses.
FIRESTORM: Fireballs will rain from the sky and ignite anything and anyone in the radius. Usually destroys groups of buildings.
ANGEL OF DEATH: Cast this and the serpent that comes out will seek out and destroy enemy followers. It's life is not unlimited, and can still be destroyed. Blast radius is unlimited.
VOLCANO: Great balls of fire! The most powerful spell in your arsenal. When it erupts, it will launch fireballs in all directions. A few seconds later, it will spew lava all over the place. Truly devastating to an enemy settlement.
B. Guest spells
These spells are unchargeable, and when you're out, you're out.
ARMAGEDDON: This will teleport all followers on the word to an arena where the final battle will commence.
TELEPORT: Cast this anywhere on the planet and you will be teleported there!
BLOODLUST: This will make all followers in the radius extremely powerful. A single brave could kill 10 warriors.
GHOST ARMY: This can be used only in multiplayer and will create illusions of your shaman.
VIII. Levels
There are a total of twenty five levels in populous, and here they all are!
Level 1: The journey Begins. The first level. Pretty straightforward. --------------------------------------------------------------------------------
Level 2: Night falls.
The second level. Not too hard, but still straightforward.
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