King’s Bounty
While King
Maximus ruled the land, life was good in the four continents. The
Sceptre of Order rested safely in his hands, keeping at bay the
forces of darkness that infested the world. Children were happy.
Merchants prospered. Honest folks made honest livings. And nobody
complained much.
But far across
the waters, Arech Dragonbreath, leader of the Dark Legions, looked
enviously upon the wealth and splendor of the four continents. With
the aid of great magic, Arech stole into the chambers of King Maximus
and wrested the Sceptre from the grip of the sleeping King. He then
released his evil forces, ordering his minions and lieutenants to
seize the land in whatever manner they pleased (as long as it
involved considerable amounts of pain and terror).
Arech retired
to his new lair on the four continents and waited for King Maximus’s
certain resistance. The King and his forces, however, offered none.
Fearing some kind of trickery, Arech peered into his prophetic
crystal to see what Maximus was up to. The crystal showed the King
lying in bed, his face pale and gaunt like death itself. Over the
King stood a noble young knight with the strength and resolve of
great leader.
The King was
speaking. "Come here" he gasped, "I am weak and breath
is a luxury. Please." He extended his hand and the great leader
drew close. "You must restore my kingdom. I, too, must be
restored. I am tied to this land and as it dies, so do I. My days
here are numbered. You must recover the Sceptre if I and my land are
to live."
Arech watched
this exchange and quickly buried the Sceptre somewhere on the four
continents. He draw a map of its location, then shredded it into 25
pieces. He gave one to each of his 16 villainous nobles, kept one for
himself, and the other eight he hid with powerful artifacts around
the four continents.
Your time grows
short, leader. You have your quest and King Maximus’s last hope.
May you be guarded in your journey by the Spirits of Order. Good
luck!
What You See
IN THE
BEGINNING
Character
Selection
At the
Character Selection screen, you can wait for a demo (don’t press
any buttons), or choose to play as the Knight, Paladin, Sorceress, or
Barbarian.
Press any
button to see character names in the option bar.
D-Pad RIGHT or
LEFT to scroll through the character names and the Continue Game in
Progress option (for more information about continuing a saved game,
see Get Password in Field Menu under GAMEPLAY).
When the
character’s name you want to play appears in the option bar, press
START to select it.
Character
Classes:
See the
information boxes in each character’s section to see their starting
vitals. To learn more about each character’s advancement, see the
Character Advancement Chart in APPENDIX C.
SIR CRIMSAUN
THE KNIGHT
The Knight
starts his quest with the best troops of any of the four classes. His
leadership ability is paralleled only by the Barbarian, and his
starting gold and commission per week are among the highest.
LORD PALMER THE
PALADIN
A Paladin’s
leadership ability and initial troops are strong. A Paladin’s Spell
power is second only to a Sorceress’s, as is his spell retention
capability.
THE SORCERESS
TYNNESTRA
The Sorceress
is the only leader who starts the game knowing how to use magic. Her
spell retention is the highest, but she has a difficult path to
success because of her weak leadership ability. Her starting troops
are among the most feeble.
MAD MOHAM THE
BARBARIAN
A Barbarian’s
leadership skills are equal to a Knight’s, and his starting troops
are strong. He advances in rank more rapidly than any other class,
but has weak magic skills. He must be taught the basics of
spell-casting and even then he has trouble reading a rune. The
Barbarian is the most successful of the four classes in battle.
KNIGHT
PALADIN
SORCERESS
BARBARIAN
Name Sir
Crimsaun
Lord Palmer
Tynnestra
Mad Moham
Leadership 100
80
60
100
Maximum Spell
Capacity 2
3
5
2
Spell Power 1
1
2
0
Commission per
Week 1000
1000
3000
2000
Difficulty Menu
Pick a skill
level to play. Each level requires a different number of days to
recover the sceptre of order for King Maximus.
D-Pad UP or
DOWN to move the selection arrow
Press START to
select the level and bring up the playscreen
THE PLAYSCREEN
Name / Days
Left
Current
Contract
Seige Weapon
Availability
Spell-casting
Ability
Miniature
Puzzle Map
Gold on Hand
THE FIVE STATUS
PANELS
Current
Contract
This panel
shows which villain you currently hold a contract for. If you have no
contract, the square shows an empty shadow. Get a new contract or
exchange a current one in any town. You can only carry a contract for
one villain at a time. There are five contracts to choose from.
Contracts are always free.
To get a
contract:
For more
information about the town menu, see Towns under DWELLINGS
Go to a town
Select GET NEW
CONTRACT from the town menu and press A or C.
A villain’s
character description appears.
Press A or C
twice to view the next villain’s contract
When you find a
contract you want to keep, press A or C once to get back to the town
scene with your new contract
Press B to
leave town.
TO CARRY OUT
YOUR CONTRACT:
Find the
villain in a castle somewhere on the continent
Conquer their
troops in that castle
When you have
conquered their troops and caught the villain you’ll be asked if
you want to garrison the castle. For more information, see Castle
Siege under Combat in GAMEPLAY.
Siege Weapon
Availability
This indicates
your siege weapon availability. When you have siege weapons, the
catapult moves. When you don't, it appears as a shadow. They are
necessary to attack a castle. If a siege attempt is unsuccessful,
your siege weapon is destroyed. Siege weapons are always 3000 gold.
To get siege
weapons:
Go to a town
Select BUY
SIEGE WEAPON and press A or C
Press B to
leave the town
Spell-casting
Ability
When you begin
play, this panel is not active (changing colours) unless you are
playing as the sorceress Tynnestra. Visit
Archmage
Aurange for magic capability in Continentia at coordinates 11,19.
Lessons from Aurange cost 5000 gold.
Miniature
Puzzle Map
This is a
miniature representation of the Puzzle Map. When you find a piece of
the map, a square is removed. For more information about the Puzzle
Map, see Look At Puzzle Pieces under Field Menu in the MENUS section.
Gold on Hand
This panel
depicts how much money you are carrying. The three stacks of coins
from left to right are gold, silver, and copper. Use this to keep a
general idea of how much gold you have on hand. For an exact total,
press A or C when you’re roaming the continent and choose VIEW YOUR
CHARACTER from the Field Menu.
OBJECTS
Treasure chests
Chests are
randomly placed over the continent. To open a chest, walk on it. They
contain:
Gold which you
can put in your personal cache or distribute to your peasants to
raise your leadership.
Rich Mineral
Deposits for which the King rewards you with a raise in your weekly
salary.
Spell Capacity
Increases from troop shamans you meet.
Maps of other
continents. You must have maps to be able to travel to other
continents.
Signposts
Read signposts
you see along your journey to get information.
Artifacts
Artifacts have
been hidden in various spots over the four continents.
Amulet of
Augmentation
Amplify the
spell power of any class with this amulet. A boon to spell casters,
especially barbarians, it is often fiercly guarded.
Anchor of
Admiralty
When acquiring
a boat, the rental price drops from 500 gold to 100 gold for the
bearer of this artifact.
Articles of
Nobility
The articles
increase the commission per week a character receives. Handed out by
King Maximus himself, the articles of nobility are a reward
signifying extraordinary service to the kingdom through heroic
action.
Book of Necros
A tome of
legend, this book increases your spell memory. The exact whereabouts
of the book are unknown, but a report of a minor wizard’s rapid
rise to power has fingers pointing...
Crown of
Command
Originally
crafted for a vanquished line of kings, the crown was lost long ago
by the royal family’s last son. When worn, it doubles the
leadership ability of any character class.
Ring of Heroism
A potent
bauble, the Ring of Heroism increases leadership. It improves your
luck by helping you beat impossible odds.
Shield of
Protection
The shield
protects your entire army. Only the surest of blows can harm while
the shield is in your possession.
Sword of
Prowess
The bearer of
the Sword of Prowess can inflict more damage per blow during battle.
Gameplay
BASIC MOVEMENT
D-Pad the
direction you want to ride, sail, or fly.
To get in a
boat, just walk into it
You can only
fly when your army consists of one or more flying creature troops:
Dragons, Demons, Vampires and Archmages (Sprites are not included
because of their inability to keep up with the larger creatures)
Press B to fly
Press B over a
grassy spot to land
To enter a
dwelling, walk into it.
To sail to a
different continent,
Find the map of
the continent you want to sail to.
Sail away from
your current continent. Keep sailing away until the continent menu
appears.
Select the
continent you want to sail to (only continents to which you have maps
appear).
Press A or C to
sail to the new continent.
COMBAT
For information
about movement during combat, see the Movement section under COMBAT.
There are two
types of combat:
Field Combat
Field combat
starts when you walk into a wandering troop, but wandering troops do
not always want to fight.
Occasionally
they want to join your army, and sometimes they flee in terror at the
sight of a large army. You don’t need siege weapons to engage in
field combat.
If you are
victorious in field combat, King Maximus congratulates you and gives
you a reward. Rewards are based on your smarts and strength on the
battlefield.
Castle Siege
This starts
when you lay siege to a castle. You must have siege weapons to engage
in a castle siege. Get siege weapons at any town.
If you conduct
a successful castle siege, you have the option to garrison the
castle. If you garrison,
D-Pad UP or
DOWN to choose a troop to garrison the castle
Press A or C to
assign the troop
Press B to
leave the castle
The troops you
leave behind get paid once more before you leave, then live off the
castle thereafter. For every castle you garrison, King Maximus
increases your income.
Movement
Combat movement
is based on strategy – like a game of checkers or chess. Each troop
takes turns moving or attacking. Your army’s troops move first,
then the opposing army moves a troop at a time. This pattern
continues until an entire army is wiped out.
Your army faces
right. The opposing army faces left.
Active Troop is
the troop whose turn it is to move or attack. A blue selection ring
and yellow Active Troop Target appear around the troop.
Active Troop
Target (Yellow Ring)
Active Troop
(Blue Ring)
Active Troop
Target is a yellow targeting ring you control with the D-Pad. Place
it on an empty space you want to move to, or on an enemy you want to
attack.
Arrow Target is
a red ring that appears when a troop using bows and arrows (Archers,
Elves, and Orcs) is preparing to shoot at an opposing troop.
To use the
Arrow Target:
Press A or C to
activate it
D-Pad the Arrow
Target onto the enemy troop you want to shoot.
Press A or C to
shoot
Different
troops move different. For example, most troops can only move one
space at a time. But Sprites fly on their first move, so their Active
Troop Target can skip to any grassy space – not just one adjacent
to their current position. For a troop statistics chart that includes
individual troop’s movement capability, see APPENDIX B.
To move your
troop:
Position the
Active Troop Target on any grassy area next to the Active Troop. You
cannot move to a spot occupied by water, a dirt mound, trees, or
another troop.
Press A or C to
move your troop to the targeted area
To attack:
Move the active
troop target onto an opposing troop.
Press A or C to
attack. The opposing troop always retaliates, so it’s best to
attack a troop of same or weaker hit strength to minimalise losses.
Combat Menu
To select an
option:
D-Pad UP or
DOWN to move the selection arrow to an option
Press A or C to
select it
View your army
This shows the
status of each troop in your army. For more information about this
option, see View Your Army under Field Menu in GAMEPLAY.
View your
character
This option
details all aspects of your character. For more information about
this option, see View Your Character under Field Menu in GAMEPLAY.
Use magic
This option can
only be used if you have magic powers. It lists the different spells
and how many you have of each. To learn more about individual spells,
see the Spells section.
To use a spell:
Move the
selection arrow to the spell you want to cast
Press A or C to
select it
An Adventure
spell takes effect when you select it. With combat spells, you see a
light blue ring on your troop that is about to use your spell.
If the combat
spell is for an attack:
D-Pad the
selection ring onto the enemy troop you want to attack
Press A or C to
attack
If the combat
spell is to boost your troop:
D-Pad the
selection ring onto the enemy troop you want to boost
Press A or C to
weave the spell
Pass
This option
lets a troop in your army pass on their turn at moving or attacking.
When a troop in your army is selected to take their turn and their
movement is completely blocked by an obstacle, choose this to skip
their turn.
Wait
When you would
prefer to have a troop take their turn at the end of your army’s
turns, choose this. For example if a troop in your army is designated
to move first, choosing WAIT lets the other troops in your army move,
then lets you move the waiting troop last. Pressing A or C while the
Active Troop Target is on the Active Troop, has the same effect as
choosing WAIT for that troop.
Game Controls
Press B during
your turn in combat to view the Game Control Menu of the following
options:
Turn music on
and off
Turn sound on
and off
Adjust combat
delay from zero to 9
The Combat
Delay option controls the amount of time it takes to exchange turns
during combat. Set the combat delay at zero to have the opposing army
move in an instant. Set it at 9 to see opposing troops attack more
slowly one by one.
To select an
option:
D-Pad UP or
DOWN to move the selection arrow to the option you want to change.
Press A or C to
change it.
RECRUITING
TROOPS
The limit for
the amount of troops you can recruit is based on your leadership
points. You can recruit as many troops as you can control. For
example, if you have 212 leadership points and you want to recruit
Trolls at 50 hit points each, you would only be able to recruit four.
Five trolls would equal 250 hit points, more than your leadership
points.
King Maximus’s
Castle
You start the
game in front of King Maximus’s castle. Castle-type troops can only
be recruited here. In the castle you can recruit castle soldiers or
have an audience with the King.
For more
information about the AUDIENCE WITH THE KING option see At King
Maximus’s Castle under Castles in the DWELLINGS section
To recruit
soldiers
The selection
arrow appears at RECRUIT SOLDIERS. Press A or C to view the list of
troops available.
troop name,
cost, gold available (left to right)
At first
CAVALRY and KNIGHTS won’t be available because of your low rank.
After your first promotion, you can recruit Cavalry. After your
second promotion, you can recruit Knights.
D-Pad UP or
DOWN to move the yellow selection arrow to the name of the troop you
want to recruit.
Press A or C to
find out how many members of that troop are available
D-Pad RIGHT or
LEFT to enter the amount you want to recruit.
Press A or C to
recruit them into your army
Move the
selection arrow to the next troop you want to recruit from
Repeat steps
two through six until you are finished recruiting.
When you are
through recruiting, press B to exit any menu
At the Castle
of King Maximus screen, press B again to exit the castle
Troop dwellings
Hill Covered
Wagon Dungeon Tree House
Recruiting in
troop dwellings is similar to recruiting at King Maximus’s castle:
Walk to
dwelling
Once you’re
inside, D-Pad RIGHT or LEFT to enter the number of troops you want
and press A or C to recruit them
When you are
through, press B to leave the dwelling
If you can’t
recruit troops, check to make sure you have enough gold, and have
room for the new troop in your army (remember, you can only have 5
troops maximum in your army).
Wandering
Troops
Usually field
combat starts when you walk into a wandering troop, but sometimes
they want to join your army instead of fight. When you meet up with a
friendly troop, you have the option to accept or decline their
service.
BE WARNED!
Accepting a wandering troop of the same race as one you currently
have in your army could put that troop out of control (make their hit
points stronger than your leadership points). Their numbers are
described with six phrases from "a few" to a "multitude".
For amounts corresponding to these phrases, see the table in Towns
under Dwellings.
Refer to
APPENDIX B for information about a troop’s hit points, cost, skill
level, movement capability, damage capability, and morale.
To accept or
decline a troop:
D-Pad UP or
DOWN to select ACCEPT or DECLINE
Press A or C to
activate the selection
FIELD MENU
During
gameplay, press A or C to see the Field Menu. Press A or C to exit
the menus.
D-Pad UP or
DOWN to move the selection arrow to an option
Press A or C to
select it
Choose from:
View your Army
(from top left
to bottom right) Troop Count, Skill Level, Movement Rate, Morale,
Total Hit Points, Total Damage Possible, Weekly Cost
This shows the
status of each troop in your army. You can only have five different
troops in your army. Troops may not be split up. When you recruit
creatures of a race already in your forces, the new recruits are
added to the current troop, even if it places them out of control.
Troop count is
the amount and name of the troop
Total hit
points defines the amount of damage the entire troop can take before
it is wiped out. Individual creatures in the troop die off as the
total hit point level lowers. Your leadership ability must surpass
this number to control the troop.
Skill level is
the efficiency at which the troop fights. A troop with a high skill
level can easily defeat a lower skill level troop. For example, a
troop with a skill level of six would easily defeat a group with a
skill level of two. Two troops with equal skill levels have an equal
chance to score a hit on each other.
Movement rate
is the total number of actions, walking, flying and attacking, that a
troop can make in one turn.
Total damage
possible defines the damage that the troop can inflict upon an enemy.
Morale effects
the damage a troop can do. High morale increases the potency of an
attack, low morale decreases it. A troop’s morale is effected by
other troops in your army. For a chart showing morale caused by
different troop combinations, see the Troops chart and Morale chart
in APPENDIX B.
Weekly cost for
each troop is the amount you must pay to keep them in your service.
Pay troops after you receive your commission. If you do not have
enough to pay a troop, it leaves your army. In order to garrison a
castle you must pay the weekly cost initially to set up the troops in
the castle.
View your
Character
This option
details all aspects of your character.
Name displays
the name and rank of your character.
Leadership
represents your ability to control any individual troop. You must
have a leadership ability greater than the total hit points of a
single troop. If you don’t, the out of control troop attacks the
troop closest to it – usually one in your army. If after combat is
finished the surviving troop is out of your control, the troop turns
into wandering renegades never to rejoin civilized ranks again. For
more information about out-of-control troops, see Wandering Troops
under Recruiting Troops in GAMEPLAY.
Commission per
Week is the amount of money you receive from King Maximus at the
beginning of each week. This income raised by finding new sources of
wealth for the kingdom or by gaining a level of rank.
Gold is the
amount of money you have to operate with. You pay for your army and
other miscellaneous items with these funds.
Spell Power is
the skill level at which your character casts spells. The higher the
skill level, the more effective the spell. Spell power can be
increased by gaining a level in rank of finding the Amulet of
Augmentation (see Artifacts under Objects in WHAT YOU SEE)
Max # of Spells
dictates how many spells you can have in your possesion at any one
time. The maximum number can be increased by a rise in rank or
various encounters with shamans in your quest that increase your
spell power
Villains Caught
is the number of villains that you have captured under contract.
Villains defeated for whom you held no contract are not included in
this category. A caught villain increases your score. There are 17
villains to be captured, but you do not have to capture them all to
rescue the Sceptre of Order. Capturing a villain under contract
removes recovers that villain’s piece of the puzzle map.
Artifacts Found
counts how many of the eight artifacts of power you have found on the
four continents. Each artifact increases your current score. You do
not need any of the artifacts to find the sceptre. For more
information about the artifacts, see The Eight Artifacts of Power
section in this manual.
Castles
Garrisoned counts how many castles you have garrisoned. After every
successful siege you have the option of garrisoning a castle. A
garrisoned castle increases your commission per week and your score.
It also assures that the castle in question won’t be repopulated by
enemy creatures.
Followers
Killed tallies all members of your army that died in battle. For
every creature killed, your score is decreased. Dead peasants count
just as much as dead dragons, so lead carefully.
Current Score
records your progress throughout the game. It is not final until you
find the sceptre or run out of time.
Look at
Continent Map
A small pulsing
point on this map represents your current location. As you travel
across each of the four continents, you draw a map of the terrain.
You may only view the map you have draw for the continent you are
currently on. Look for magic orbs hidden around the continents that
let you see the entire map.
Colours on the
map represent different areas of the continent:
Red dots can be
signposts, wandering troops, treasure chests, towns, or troop
dwellings
White squares
are castles
Light Green
paths are places you can walk
Dark Green
sections are hedges
Brown sections
are banks of rock
Blue sections
are water
Yellow patches
are desert
Use Magic
This option can
only be used if you have magic powers. It lists the different spells
and how many you have of each. To learn more about individual spells,
see the Spells section.
To use a spell:
Move the
selection arrow to the spell you want to cast
Press A or C to
select it
Adventure
spells happen automatically. With combat spells, you see a light blue
ring on your troop that is about to use your spell.
If the combat
spell is for an attack:
D-Pad the light
blue ring onto the enemy troop you want to attack
Press A or C to
attack
If the combat
spell is to boost your troop:
D-Pad the light
blue ring onto the troop you want to boost
Press A or C to
weave the spell
Contract
Information
This option
displays a picture of the villain you currently have a contract for.
The villain’s name, distinguishing features, and crimes are also
shown as well as his location, if you know it, and bounty offered for
his capture.
Wait to end of
week
This option
allows you to stop all actions and wait for the current week to pass.
A week lasts five days. Every week is a
regeneration
week for a different creature. If a creature’s week arrives, that
creature’s dwellings are replenished. Press A, B, or C to view your
budget. This calculates:
Your cash on
hand before paying charges
Pay you just
received from King Maximus
Boat rental
charges, if any
Money paid out
to troops
Your resulting
gold left after paying charges
Next to this
information is a breakdown of your current armies and how much each
costs. Press A, B, or C to leave the menu.
Look at puzzle
pieces
This replaces
the adventure window with the Puzzle Map. For each villain you catch
under contract and each artifact you find, you get a piece of the
Puzzle Map. It shows the portions of the map you have recovered by
capturing villains and retrieving artifacts, and which remaining
villain or artifact has which piece of the map.
Search the area
The sceptre is
hidden under grass on one of the four continents. You must search to
find it, using clues from the Puzzle Map to deduce its location. If
you find the sceptre before time runs out, you save King’s
Maximus’s life and restore order to the chaotic land. If you search
for the sceptre without Arech Dragonbreath’s centre piece of the
map, the search lasts for ten days. If you have captured Arech, the
search lasts one day.
Dismiss Army
This command
dismisses an entire troop from your service. The dismissed troop
disappears from the Four Continents forever. You may recruit from the
troop race again.
Game Controls
Select this
option to:
Turn music on
and off
Turn sound on
and off
Adjust combat
delay from zero to 9.
The Combat
Delay option controls the amount of time it takes to exchange turns
during combat. Set the combat delay at zero to have the opposing army
move in an instant. Set it at 9 to watch the opposing troops attack
more slowly.
To select an
option:
D-Pad UP or
DOWN to move the selection arrow to the option you want to change
Press A or C to
change it
Get Password
This option
gives you a password for the current game. Write it down.
You have the
option to use it the next time you start the game at the Character
Selection screen.
Note: When you
use your password, it makes no difference if you enter the number
zero or the Letter "O"; the game sees them as the same
character. For more information about saving your game, see the
Saving the Game section under GAMEPLAY.
GETTING MONEY
There are
several ways to get rich quick.
Find gold and
wage increases from King Maximus in treasure chests.
When you’re
on the continent, select WAIT TO END OF WEEK from the Field Menu to
receive a week’s wages.
Win field
battles and castle sieges for a reward from King Maximus.
WINNING THE
GAME
You must find
the Sceptre of Order to restore King Maximus’s land before he dies.
To find the
Sceptre of Order:
You can conquer
villains and find artifacts to uncover pieces of the puzzle map. You
do not have to uncover the puzzle map at all to search for the
sceptre, but each time you guess at an area and search, it costs 10
days (If you have defeated Arech Dragonbreath, the search only lasts
one day, even if your search is unsuccessful).
View the area
exposed on the Puzzle Map and match it to an area on one of the four
continents. THE AREA DEPICTED IN THE PUZZLE MAP MUST EXACTLY FIT IN
THE SCREEN FOR A SUCCESSFUL SEARCH. For example, if you are near the
correct area depicted in the puzzle map, but the view is slightly off
centre, your search will be unsuccessful.
Once you think
you are on the right spot, choose SEARCH THE AREA from the Field
Menu. The game then tells you how many days it will take to conduct a
search, and asks if you still want to search.
Select YES with
the D-Pad and press A or C. Cross your fingers for luck!
SAVING THE GAME
To save a game:
Choose GET
PASSWORD from the Field Menu. The game then gives you a 56-character
password. Write it down. Use it later at the Character Selection
screen.
Press START to
continue.
Note: Passwords
do not save:
Your game
control settings
Any wandering
troops killed
Orbs found
Some treasure
chests reappear in which the Orbs can be refound.
To use the
password at the Character Selection screen:
Press any
button to see the option bar
D-Pad RIGHT or
LEFT to scroll to the CONTINUE GAME IN PROGRESS option
When it
appears, press START to get to the Password screen
D-Pad RIGHT,
LEFT, UP, or DOWN to move the selection arrow to a letter or number
NOTE: The
number zero and the letter "O" are interchangeable.
Press A, B, or
C to enter it. If you make a mistake, select a directional arrow to
go back and enter the correct letter or number. Watch letter "B"
and number "8". They tend to look alike.
When you’re
through, press START to begin the saved game
Nobles of the
Dark Legion
Murray the
Miser
Murray is a
villainous traitor who helped Arech and his army of rogues for a
small reward and a castle to call his own.
Hack the Rogue
Hack the Rogue
is wanted for conspiracy against the crown and grave-robbing.
Princess Aimola
Princess Aimola
is wanted for joining a conspiracy against King Maximus.
Baron Johnno
Makahl
Baron Johnno
Makahl is wanted for leading Arech’s army into the King’s castle.
Dread Pirate
Rob
Dread Pirate
Rob is wanted for piracy in the Pond of Peril and releasing traitors
from Maximus’s royal Dungeons.
Caneghor the
Mystic
Caneghor the
Mystic is wanted for assisting in the downfall of the four continents
by spell-casting for the dark legions.
Sir Moradon the
Cruel
Sir Moradon is
a traitor known for chopping small rodents with an axe to keep his
temper under control.
Prince
Barrowpine
Prince
Barrowpine is wanted for trafficking stolen artifacts.
Bargash Eyesore
A lumbering
cyclops, Bargash is as stupid as he is strong. He’s regarded as a
permanent enemy of the crown.
Rinaldus
Drybone
Rinaldus
Drybone is king of the undead.
Ragface
Ragface is
wanted for conspiring to steal the sceptre with Auric Whiteskin,
Arech Dragonbreath, and Rinaldus Drybone.
Mahk
Bellowspeak
Since Arech
took rule of the four continents away, Mahk has been pillaging and
attacking innocent townsfolk.
Auric Whiteskin
Wanted for
conspiring with Arech to steal the Sceptre of Order, Auric helped
plan the attack on the King’s castle.
Czar Nickolai
Czar Nickolai
is wanted for summoning the demon king Urthrax Killspite to help keep
the chaotic four continents under Arech’s rule.
Magus
Deathspell
Magus
Deathspell is wanted for deciphering the prophecy that foretold of
the downfall of order on the four continents.
Urthrax
Killspite
Urthrax
Killspite is the demon King. He was summoned to help attack and rule
the four continents by Czar Nickolai.
Arech
Dragonbreath
Arech
Dragonbreath is the leader of the Dark Legion and destroyer of order.
Troops
For information
about each troop’s skill level, hit points, movement capability,
damage ability, morale, and cost, see APPENDIX B.
THE KING’S
PRIVATE GUARD
Members of the
private guard are the most highly trained and skillful. They fight
well when allied with Plains creatures.
Militia
These
dependable fighters are a strong match for opposing troops.
Archers
Archers wait in
a lonesome corner of the battlefield and shoot down unfortunate
targets. They can shoot 12 times in any battle.
Pikemen
Pikemen inflict
heavy damage with their pikes and are well worth their expensive
wage.
Cavalry
Cavalry is used
for swift and hard-hitting attacks. They are available for recruit at
the King’s castle after your first promotion.
Knights
These fledgling
lords are professional soldiers. Though slow and headstrong, they are
powerful fighters. They are available for recruit after your second
promotion.
PLAINS
Only the
strongest creatures survive on the plains. Recruit Plains troop for
their brute strength.
Peasants
Easily
influenced and guided, these hapless denizens of the plains are
strongest in vast numbers.
Wolves
Since they only
bite for a minor amount of damage, wolves are most effective in large
packs.
Nomads
These crafty
desert traders are savage and fierce. Good fighters, they are
somewhat hard to control.
Barbarians
Barbarians can
be devastating fighters, however, their independent nature makes them
difficult to keep in rank and file.
Archmages
Archmages can
fly and attack at the same time. They can cast a fireball spell twice
in any combat round.
FORESTS
Accustomed to
close fighting in the woods, forest creatures are tricky and sly.
Sprites
These flying
woodland creatures fly fast and follow orders well, but they die
easily and have difficult landing a strong blow due to their small
size.
Gnomes
Dwelling in
caves below the tree trunks, these underground dwellers make a stolid
fighting force. Like Sprites, Gnomes have problems fighting larger
opponents, who can crush large numbers of them in a single round.
Elves
Armed with bow
and arrow, Elves are an effective fighting force. They can decimate
opponents of equal force with a distance strike. They can shoot
arrows 24 times per battle.
Trolls
Trolls take a
long time to die and are capable of inflicting great damage on their
enemies. If not killed in combat, trolls regenerate to full hit
points.
Druids
Druids have the
best qualities of all the forest creatures. Cunning, yet easy to
control, they can throw a lightning bolt three times in any battle.
DUNGEONS
Dungeon
creatures are the undead class. Watch them carefully – they have
nothing to lose by turning on you.
Skeletons
Age-old corpses
rambling across the four continents in search of a final resting
place, skeletons are the least powerful of the dungeon class.
Zombies
Stronger and
more durable than skeletons, zombies are slow and pack a substantial
punch. Lead them in packs of seven to 12 for an effective attack.
Ghosts
Skillful
combatants and highly mobile, ghosts are excellent fighters. Defeated
enemies join the ghost troop. Beware, ghosts can easily get out of
control. If the Week of the Peasant falls while Ghosts are serving
you, they transform into peasants.
Vampires
The aristocracy
of the night, vampires are formidable troops. A vampire can heal
himself by striking an enemy.
Demons
The lords of
the dungeons, demons can cut an enemy troop in half with one blow.
They are skillful warriors that can defeat anything but a dragon.
HILLS
Creatures bred
in the hills are tough, and make strong fighters. You’ll need luck
on your side to defeat them. Count yourself honoured if they ask to
join your legions.
Orcs
Numerous and
capable of strong attacks, it’s hard to go wrong with an orc
legion. Orcs have six shots in any battle.
Dwarves
Kept in
practice by defending their homes from Orc hordes, Dwarves are able
warriors. Thought small, they deliver an outstanding blow.
Ogres
Ogres live for
destruction and destroy enemies easily. Ogres are slow, so position
them for maximum effect with minimum movement.
Giants
Their fearsome
boulder attacks and crushing hand-to-hand blows allow giants to
rampage across their lessers. Giants can throw boulders six times in
any battle.
Dragons
A dragon can
endure and inflict more damage than any other creature. They can fly
during battle and are completely immune to magic. Only the mighty can
control a flock of dragons in an army.
Dwellings
For information
about recruiting from dwellings, see Recruiting Troops under
GAMEPLAY.
CASTLES
At King
Maximus’s castle:
You can recruit
Militia
Archers
Pikemen
Cavalry
Knights
The supply of
these troops is virtually unlimited, bet they are costly. As you gain
rank, more powerful soldiers become available for hire. For trait
descriptions of these different troops, see the castles section under
TROOPS. For instructions about how to recruit troops see King
Maximus’s Castle under RECRUITING TROOPS.
You can request
an audience with the king
If you are
worthy, rank is increased at an audience with the king. If you are
not worthy, you are informed of your current rank and sent to capture
more villains to gain worthiness.
At other
castles:
If inhabited, a
castle contains either one of the 17 villains or a rag-tag group of
marauders who are based here. If you have siege weapons, battle
begins. If uninhabited, you may assign a troop to garrison the
castle, thereby increasing your score and weekly income. When you
garrison a castle, you pay for the troops for one week. After that
they live off the castle. If you return to a castle and remove the
troops, you must begin paying them again.
If you win a
battle, you may garrison the castle with some of your surviving
legions. This increases your commission per week and your current
score. If you hold a contract for the defeated lord of the castle,
you receive a piece of the puzzle map. If you do not hold a contract
for the defeated lord, the lord is set free and eventually relocates
to a new castle. If you do not garrison a castle, it can repopulate.
TOWNS
In a town you
can:
Get a new
contract. You may only carry a contract for one villain at a time.
Contracts may be exchanged at any time in any town. To carry out your
contract:
Track down the
villain
Conquer their
troops
There are five
villains‘ contracts to choose from.
Rent a boat or
cancel boat rental. Rent a boat for 500 gold a week (when you find
the Anchor of Admiralty, boat rental charges go down to 100 gold).
After renting a boat, it appears in the water next to the town.
Cancel boat rental in any town.
Gather
Information about the local castle. Learn who rules it and what
troops are in their army. Descriptions of those troops begin with
phrases like "A few..." or "A multitude of...".
These phrases correspond to the following amounts:
A Few = 1-9
creatures
Some = 10-19
Many = 20-49
A Lot = 50-99
A Horde 100-499
A Multitude =
500+
Buy a spell.
Each town sells a different type of spell – whatever the local
specialty is. Spells change towns from game to game. Buy as many
spells as you can carry. Spells can only be used once.
Buy siege
weapons for 3000 gold. Siege weapons are necessary to attack a
castle. If a siege attempt is unsuccessful, your siege weapon is
destroyed.
For information
about troop dwellings (Hills, Dungeons, Covered Wagons, and Tree
Houses), recruiting troops from them, and pictures of their
dwellings, see Troop dwellings under RECRUITING TROOPS.
Spells
Spells can only
be used once. For information about how to use spells, see Use Magic
under FIELD MENU.
ADVENTURE
SPELLS
These spells
can be cast whenever you are able to move. They cannot be cast:
While searching
an area
While in a town
or castle
During combat
Bridge
This spell
allows you to build a bridge going north, east, south, or west. Use a
bridge spell to cross a stream or river. Multiple bridges may be
attached to one. Anther. Bridges created are permanent.
Time Stop
use Time Stop
when you have a high Spell Power to give you more time to find the
sceptre. You still get paid at the end of a week, but your amount of
days to find the sceptre stays the same.
Find Villain
This reveals
the location of the villain whose contract you are currently holding.
Only the villain's location is revealed, not his troop type and size.
Castle Gate
This spell
allows you and your army to teleport to any castle previously
visited. Go to a castle you have garrisoned and recruit the troops
back into your army to replenish your fighting power with this spell.
Town Gate
This allows you
and your armies to move instantly to a previously visited town.
Instant Army
Instant Army
adds another troop to your ranks. The size of the troop depends on
your spell power and the type of creature recruited is based on your
class and level ranking.
Raise Control
This spell
raises your leadership ability. Use it before combat with a powerful
villain for strength, or just before you recruit troops for higher
recruitment numbers. This spell lasts one week.
COMBAT SPELLS
Use these in
combat.
Clone
This allows you
to add creatures to troop in your army through cloning. The actual
number of creatures cloned is proportional to your spell power.
Teleport
This allows you
to teleport a troop, friend or foe, to any unoccupied grass on the
combat screen. You can manipulate troops to destroy enemy archers,
displace strong enemy troops, and insert your own forces in key
locations.
Fireball
This arms you
with a fireball which you can hurl at any single enemy troop. The
damage you do depends on your spell power - the higher your spell
power, the stronger the damage.
Lightning Bolt
Weakest of the
three offensive-weapon spells, the lightning bolt allows you to throw
a bolt at any single enemy troop. The higher your spell power, the
more destructive the spell.
Freeze
This spell
restricts an enemy troop's movement, holding it in place for one
combat round. The enemy troop can, however, attack adjacent troops
and can retaliate if attacked.
Resurrect
This spell
restores creatures destroyed in combat, one per unit of your spell
power. Creatures may only be restored if some of the original troop
remains.
Turn Undead
Strongest of
the three offensive-weapon spells, Turn Undead targets an enemy troop
of undead creatures and unleashes a torrent of destruction on
skeletons, zombies, ghosts, and vampires.
HINTS AND
STRATEGY
Boats
If you dock
your boat and walk far across the continent, save some time by
finding a town close to you, canceling the boat rental, then
re-renting a boat. Your new boat conveniently appears in the water
close by. Be warned: it'll cost you another 500 gold, so you might
want to rent at the end of a week (when you would have been charged
for weekly boat rental anyway).
Recruiting
troops
When you are
recruiting from a troop dwelling or the King's castle, don't recruit
all the members of a troop. If you empty a dwelling and take your
army into a losing battle, you won't be able to recruit from the
dwelling or castle again until that creature's week passes.
Combat with
Ghosts
Only attack
ghosts with troops of a stronger hit strength. Ghosts absorb fallen
foes into their troop and get incredibly strong. Keep your peasants,
Militia, and other weak troops out of their reach.
APPENDIX A
CASTLE AND TOWN
LOCATIONS
Continentia
Castles Towns
Azram 30,27
Bayside 41,58
Cancomar 36,49
Fjord 46,35
Faxis 22,49
Hunterville 12,3
Irok 11,30 Isla
Vista 57,5
Kookamunga
57,58 King's Haven 17,21
Nilslag 22,24
Lakeview 17,44
Ophiraund 6,57
Nyre 50,13
Portalis 58,23
Path's End 38,50
Rythacon 54,6
Quiln Point 14,27
Vutar 40,5
Riverton 29,12
Wankelforte
40,41 Xoctan 51,28
Forestria
Castles Towns
Basefit 47,6
Anomaly 34,23
Duvock 30,18
Dark corner 58,60
Jahn 41,34
Elan's Landing 3,37
Mooseweigh
25,39 Midland 58,33
Quinderwitch
42,56 Underfoot 58,4
Yeneverre 19,19
Wood's End 3,8
Archipelia
Castles Towns
Endryx 11,46
Centrapf 9,39
Goobare 41,36
Japper 13,7
Hyppus 43,27
Overthere 57,57
Lorshe 52,57
Simpleton 13,60
Tylitch 9,18
Topshore 5,50
Xelox 45,6
Yakonia 49,8
Saharia
Castles Towns
Spockana 17,39
Grimwold 9,60
Uzare 41,12
Vengeance 7,3
Zyzzarzaz 46,43
Zazoizu 58,48
APPENDIX B
TROOP STRENGTHS
CHART
MONSTERS Skill
Level Hit Points Movement Damage Attack, Shoot Recruitment Cost
Morale Group
Castle
Militia 2
2
2
1-2
50
A
Archers 2
10
2
1-2/1-3
250
B
Pikemen 3
10
2
2-4
300
B
Cavalry 4
20
4
3-5
800
B
Knights 5
35
1
6-10
1000
B
Plains
Peasants 1
1
1
1
10
A
Wolves 2
3
3
1-3
40
D
Nomads 3
15
2
2-4
300
C
Barbarians 4
40
3
1-6
750
C
Archmages 5
25
Fly+1
2-3
1200
C
Forest
Sprites 1
1
Fly+1
1-2
15
C
Gnomes 2
5
1
1-3
60
C
Elves 3
10
3
1-2/2-4
200
C
Trolls 4
50
1
2-5
1000
D
Druids 5
25
2
2-3
700
C
Hills
Orcs 2
5
2
2-3/1-2
75
D
Dwarves 3
20
1
2-4
350
C
Ogres 4
40
1
3-5
750
D
Giants 5
60
3
10-20/5-10
2000
C
Dragons 6
200
Fly+1
25-50
5000
D
Dungeon
Skeletons 2
3
2
1-2
40
E
Zombies 2
5
1
2-2
50
E
Ghosts 4
10
3
3-4
400
E
Vampires 5
30
Fly+1
3-6
1500
E
Demons 6
50
Fly+1
5-7
3000
E
MORALE CHART
FOR ALL TROOPS
Units Morale
Group:
A B C D E
Other A N N N
N N
Units B N N N N
N
In Army: C N N
H N N
D L N L H N
E L L L N N
L = Low morale
(if any low in army).
N = Normal
morale.
H = High morale
(only if all units are H).
APPENDIX C
CHARACTER
ADVANCEMENT CHART
Character
Advancement
Villains
caught
Leadership
Maximum
# spells
Spell Power
Commission
/week
Knight -
10
2
1*
1000
General 2
+100
+3
+1
+1000
Marshal 8
+300
+4
+1
+2000
Lord 14
+500
+5
+2
+4000
Paladin -
80
3
1*
1000
Crusader 2
+80
3
1*
1000
Avenger 7
+240
+5
+2
+2000
Champion 13
+400
+6
+2
+4000
Barbarian -
10
2
0*
2000
Chieftain 1
+100
+2
+1
+2000
Warlord 5
+300
+3
+1
+2000
Overlord 10
+500
+3
+1
+2000
Sorceress -
60
5
2
3000
Magician 3
+60
+8
+3
+1000
Mage 6
+180
+10
+5
+1000
Archmage 12
+300
+12
+5
+1000
Must learn
magic to cast spells
APPENDIX D
VILLAINS TO
CASTLES CHART
Make a copy of
this chart for each new game:
Castles X Y
Murray the Miser Hack the Rogue Princess Aimola Baron Johnno Makahl
Dread Pirate Rob Caneghor the Mystic Sir Moradon the Cruel Prince
Barrowpine Bargash Eyesore Rinaldus Drybone Ragface Mahk Bellowspeak
Auric Whiteskin Czar Nickolai the Mad Magus Deathspell Urthrax
Killspite Arech Dragonbreath
Continentia
Azram 30 27
Cancomar 36 49
Faxis 22 49
Irok 11 30
Kookamunga 57
58
Nilslag 22 24
Ophiraund 6 57
Portalis 58 23
Rythacon 54 6
Vutar 40 5
Wankelforte 40
41
Forestria
Basefit 47 6
Duvock 30 18
Jhan 41 34
Mooseweigh 25
39
Quinderwitch 42
56
Yeneverre 19 19
Archipelia
Endryx 11 46
Goobare 41 36
Hyppus 43 27
Lorshe 52 57
Tylitch 9 18
*
Xelox 45 6
Saharia *
Spockana 17 39
Uzare 41 12 *
Zyzzarzaz 46 43
APPENDIX E
SPELLS TO TOWNS
CHART
Make a copy of
this chart for each new game:
Adventure
Spells Combat Spells
Towns X Y
Bridge Castle Gate Find Villain Instant Army Raise Control Time Stop
Town Gate Cone Fireball Freeze Lightning Resurrect Teleport Turn
Undead
Continentia
Bayside 41 58
Fjord 46 35
Hunterville 12
3 *
Isla Vista 57 5
King's Haven 17
21
Lakeview 17 44
Nyre 50 13
Path's End 38
50
Quiln Point 14
27
Riverton 29 12
Xoctan 51 28
Forestria
Anomaly 34 23
Dark corner 58
60
Elan's Landing
3 37
Midland 58 33
Underfoot 58 4
Wood's End 3 8
Archipelia
Centrapf 9 39
Japper 13 7
Overthere 57 57
Simpleton 13 60
Topshore 5 50
Yakonia 49 8
Saharia
Grimwold 9 60
Vengeance 7 3
Zaczoizu 58 48