King Arthur's World Walkthrough by Mike Jenista mjenista@math.duke.edu Version 1.10 July, 2007 Version History 1.00 - sweet guide 1.10 - added info about building platforms over light bridges Table of Contents ----------------- I. Introduction II. Controls III. Units IV. Enemies V. Strategies VI. Level Walkthroughs VII. Passwords VIII. Acknowledgements IX. Legal Mumbo-Jumbo I. Introduction --------------- "Medieval legend recalls a noble King Arthur A mighty warrior and leader of countless brave crusades This is the story of one such crusade Arthur assembled a mighty army to do battle with the forces of evil" King Arthur's World is an amazingly sweet game for the SNES, one in a host of games by Jaleco that I think are greatly underestimated. In any case, it is a cross between Lemmings and a real-time strategy game. The graphics and sound are absolutely wonderful, but the game play is also very satisfying. This is on my top ten list for SNES games. II. Controls ------------ D-pad: Moves units, climbs ladders, uses teleporters and doors A: Hold down A and use the D-pad to select a new function B: Use selected function of selected unit X: This brings up the unit selection screen; either pick a unit with B or press X again to exit. Y: Hold down Y and use the D-pad to switch between units in play. L, R: Scroll across the screen. If you hold both, the screen will stop and you can then use the D-pad to move the screen up and down. This is an excellent way to scout the level. Simply release both buttons to go back to the selected unit. Start: Pause game. Select: nothing, as far as I know... III. Units ---------- As a note, all units have the ability to pause the game and return to the tent. The icons are the little paws (get it?) and the tent with an arrow pointing into the door. King Arthur: The King is a strong old guy. He has what appears to be a sweet axe, and can take a lot of damage. Arthur also has the strength ability, which you can use to give him little bursts of strength when he fights. However, since you lose if Arthur dies, I would recommend not putting him in harm's way. Also, instead of the return to tent function, Arthur has the surrender option (represented by a little flag) which you can use to exit a level at any time. Just double-tap B to surrender (this is a safeguard against accidentally surrendering). Also, Arthur is the only unit who can pick up and use keys, as well as piles of gold (any unit can pick up the gold that large enemies drop). Knights: Their only use is killing. Although they are strong and have a lot of life, in general you don't want to go wading through the level with knights, as you might lose them all (especially in later levels) and it's safer to clear out the level with other units. I usually use knights as bodyguards for weak units. Archers: These are the real backbone of your army. With their three angles of shooting, you can reach many enemies with a group of archers. Always use them first to try and clear out large groups of enemies stuck behind obstacles. The big drawback is their weak health and lack of armor. They usually die with the first hit. Shieldmen: When you use their shield function, shieldmen hunker down and refuse to let enemies pass. They can take a lot of damage and nothing can pass them, not even the very large enemies like magic knights and witch engines. Use them to defend archers or keep fireballs and magic bolts away from your men. Shieldmen also have the added bonus of being impervious to the teleporting demons in the Goblin Underworld and zombies in Cloud World. This is a huge advantage and a great way to keep these dangerous enemies busy while you get archers into place for the kill. Barrelmen: Their demolition function places an explosive barrel where ever they are standing. After a few seconds, it will explode and burn whatever wooden objects are nearby. These can damage your men, so watch out! Also, placing a barrel under the giant crushers will instantly destroy the crushers. Fun, but almost useless outside the Real World unless you need to blow up your own barrels and platforms. Engineers: These guys make the game. They have many functions and all of them are really cool. They are of course weak, but their uses are priceless: Barrels: Fill in pits. You can also create little staircases over cliffs, but this is difficult and unnecessary. Platforms: This is a little tower that your men can climb. It is three blocks high and its primary use is to get up ledges, but it also has the use of a little safety platform for King Arthur. These will block death rays and cogs. Enemies can not climb platforms. A caution is that there are some scenery pieces that will prevent you from building platforms over them. It's pretty much impossible to tell if a new piece of scenery will block you, so just try it out if you want to build a platform over one. Battering Rams: You need a minimum of two guys to use this, but the more you use the faster this goes. They will bash down any door, and in the Goblin Underworld, this is the only way to open doors. Tent: When you see a flagpole, you can raise a tent there with a minimum of four engineers. Each tent pole can only be used once, and there are some that are uselessly out of the way, so think before you change your tent location. Catapult: The gem of the game. You need at least three engineers to build one of these, and one will stay behind to operate it. He will automatically fire it at regular intervals, but you control the altitude. Also, the screen tracks the fireball so that you can see where it is hitting. The accuracy is not perfect, so give each setting a few shots before switching. If you don't have the engineer selected, you won't track the fireball, and that fireball is deadly to your men. Simply send the guy back to the tent to deactivate the catapult. Also be careful about those extra guys who don't build the catapult and don't man it; select them and then send them back to the tent. Wizards: You have two types, black and white. Black=offense, white=defense. They are very weak, but once you use their spell, they teleport back to the tent, so don't sweat. A very convenient aspect of spells is that most of them can be used in conjunction with the screen-scroll function. Scroll the screen wherever you want and then use the spell. It will take effect on the screen instead of where the wizard is. Some of the black wizard spells must be used on the same screen as the wizard, though, so be mindful of which spell you're using. White Wizard Spells ------------------- Health: This will restore any men on the screen to full health. Note that some units can have their heart increased past their initial level of health. This is also the best way to get more out of your knights. Strength: Any men on the screen will get a temporary boost in attack strength but I don't think this extends to arrows. Basically, use this spell to beef up your knights for a little while when sending them into a nest of enemies. Invincibility: Any men on the screen become invincible for a short while. This does NOT make them immune to the pits (filled with water, spikes, lava, etc) but it DOES make you immune to falling. This is a great way to get Arthur past some of the obstacles in later levels. The spell also is great for getting engineers safely to a tent pole or simply to safeguard knights while they take on dangerous or numerous enemies. Unfortunately, zombies can kill invincible units. Black Wizard Spells ------------------- Fireball: (same screen) The black wizard shoots a fireball straight forward. This is a quick way to take out wooden doors, and it can also do a lot of damage to clustered enemies and the large enemies. Paralyze: Any enemies on the screen will stop moving (and firing any weapons) for a short period of time. Unfortunately, you don't have this spell outside the Real World, so you can't use it where you REALLY want to. Firestorm: (same screen) This spell is GREAT. Whatever screen the wizard is on will be bombarded by fireballs from the sky. They will pass through floors and ceilings, so don't worry about that; just make sure that you get your wizard as far into a group of enemies as you can before using the spell so that the widespread storm will hit as many enemies as possible. Wait for it to dissipate before passing through. Lightning: (same screen) Similar to the firestorm, this spell shoots several bolts of lightning down from the sky. I think it has the same power as the firestorm, but the difference is that the bolts always generate from the same spot, so there is a much narrower area of damage. You should use this spell when a group of enemies is clustered into a small spot since the bolts will all hit and you won't waste a lot of shots like the widespread firestorm will do. Apocalypse: Whoever is on the screen (your men excluded) will die. This is perhaps the best spell to use with the scroll function, but there are two things to note: You only get one usually, if any, so use it wisely, AND many of the large groups will have more in reserve that won't be affected by the spell. It also does not kill the enemy king (that would be too easy, eh?). IV. Enemies ----------- Real World ---------- Soldiers: Pretty wussy. Arrows or swords will take them out pretty quick. Slingshotters: Also wussy, but often in high places, try to take them out with archers before approaching. Crushers: These will kill anything under them, except for a barrel of TNT, which will destroy them. Put a barrel down and watch it go. Magic Knights: These guys are not only big and strong, they shoot magic bolts of death at you. ALWAYS try to get them with arrows or spells before approaching. Knights can usually take them out, but they won't stand up to the magic bolts so make sure you get enough of them to the Magic Knight to attack. Don't forget that shieldmen can block the magic bolt. Enemy King: Bring King Arthur to the enemy's throne and he will submit to you. Goblin Underworld ----------------- Thugs: They carry big maces and are more of a match for your knights. It is best to try arrows on the big groups, but knights won't have trouble taking out small groups or lone thugs. Flamethrowers: Although they are weaker than the thugs, they shoot fireballs. The fireballs are pretty weak (archers can usually take a couple hits from them) but they DO burn stuff. Use shieldmen to protect platforms that you have built from getting burned down. Killer Cogs: The little tracks that the lifts run on also carry Killer Cogs, which will damage and often kill any of your units that get touched. You can not kill them, but you should be able to time your way past them or just block them with platforms. Arthur will not take damage from them when he is riding along a track. Witch Engines: These machines roll slowly forward and spew fireballs. Use a black wizard's fireball spell or archers to take them out. Knights can do it, but they usually get run over or burned to death. Furnaces: These giant metal statues spew fireballs all around in a timed pattern so learn the pattern and then time your way past them. Random Goblins: See those railways that the goblins are having fun riding all over the level? The reason they're having fun is because they are secretly falling into places that you thought you had cleared out already! This only happens in a few places, but be aware of where they are so that you don't lose a bunch of engineers to a single goblin. Teleporting Demons: These are the MOST HORRIBLE enemies you will face. They teleport to any flat surface (except for platforms that you build) and will bob up and down until they shoot out their tongues and try to eat your men. Since Arthur is not immune to this, build a platform and get him on top of it first thing in each Cavern. Knights can usually take them out before getting eaten. Also, Shieldmen are immune to getting eaten, so you don't have to worry about them getting eaten if you're using them to block fireballs or whatever. There are four of these per Cavern, so if you kill them all, hooray! Goblin Demon: Bring King Arthur to his throne and the Demon will submit and you win the level! Cloud World ----------- Zombies: These guys are odd; you either kill them in one hit or they kill you in one hit (and turn you into another zombie). They move slowly though, so run them down in the back with knights for the best chances of killing them. Also, zombies are immune to the lightning spell for some reason and can kill units that have the invincibility spell on. Mutants: Green uglies with hammer-heads. They are VERY strong and spew deadly acid, so DON'T go wading in with knights. Use black wizards and archers before trying knights. Cannon Snail: These giant worms have wizard faces and giant cannons on their backs that spew huge bombs. The bad news: they are hard to approach from either side due to their strength in the front and their bombs from the back. The good news: Whenever they are in a small place, their bombs end up killing themselves. Be careful when you go after them. Death rays: Vertical orange rays that kill anything (including enemies!) that touch them. Observe their timing, then go past, or if there is room, build a platform; this will stop the death ray from activating ever again! Evil Wizard: Bring King Arthur to the Wizard's throne and you will win the level! Bosses ------ Each boss level plays the Ride of the Valkyries, which is pretty sweet. Also, each boss has a variety of damage zones that must be destroyed. Once they are all gone, you defeat the boss and comlete the conquest of that world. MacOgre of the Highlands, Real World Boss ----------------------------------------- This big ogre-looking guy moves very slowly across a flat terrain towards your location, eating sheep and looking mean. Build three catapults right away and adjust them as MacOgre moves. He's so slow that they will make short work of him. You can also use archers and black wizard spells, but the engineers can do this so much faster. His damage zones are his arm, feet, and head. Goblin Steamhammer, Goblin Underworld Boss ------------------------------------------ This machine of war has the distinct annoyance of goblins running around. First set up a shieldman and either knights or archers. You now have the choice of either sending in archers and black wizards or building a catapult to harass the Steamhammer from afar. There are many damage zones, but the most important ones to destroy are the wheels. Once they are down, the Steamhammer stops moving and you can move in with anything you want. Watch out for the extra goblins that it spawns! Demon Overlord, Cloud World Boss, Final Boss -------------------------------------------- Apparently, this is King Arthur's arch-nemesis or something. Anyway, he has four damage zones: three little faces that pop in and out near his belly and his head (should remind you of Satan from Dante's Inferno). There are only two units that have any hope of damaging him; archers and catapults. What I usually do is make a group of archers and a group of engineers invincible, teleport them over to the Demon's cloud, then move the engineers to the far left of the cloud and build a catapult (make sure it faces the Demon!) and leave it on the medium setting, then switch back to the archers and use their highest setting to start plugging away at the Demon Overlord. The catapult should get in a good number of hits on the three faces, while your archers will get in whatever shots they can while the Demon flies by. Sometimes the Demon causes the archers to stop moving which is probably a result of him clawing them so many times, but I'm not sure, it could be a bug too. In any case, once the invincibility wears off, the archers will die pretty quick from the Demon's fire breath and then you simply wait for your engineer to either die or kill the Demon. If the three middle faces are all gone, adjust the catapult up one set so that the shots can hit the Demon's head (the damage zone is right near his eyes). If everyone dies, load up another group of archers and engineers, use another invincible spell, and keep on plugging. He should die by the second run through, but you may run out of invincibility spells and simply have to send in the troops with no protection. V. Strategies ------------- Here are some general tips on how to wage war with the best possible effeciency. *Always use archers, catapults, and black wizards to take out large groups of enemies that you can reach. This will greatly conserve your knights for times when you will need them. *In the Goblin Underworld, build a platform for King Arthur to use to avoid getting eaten by teleporting demons. *Escort engineers with knights in the Goblin Underworld; this will keep them from getting killed by random goblins and teleporting demons. *Don't forget to check out the level and plan your attacks using the scroll function. *Always err on the side of caution when crossing traps. It is better to waste forty seconds waiting for a death ray to appear and then turn right back off then charge through and get ZAPPED to death for your impatience. *The spawn points for enemies are not always where the enemies begin. Make sure to have someone near the spawn point to kill the new enemies as you clear out others. *ALWAYS send someone else through a door before Arthur, even though he must open them. There are enemies, traps, and surprise exits through many doors. *Whenever you think that a unit is going to die, select and activate the return to tent function and then scroll away. Once the unit is no longer on the screen, they will automatically warp to the tent. This is also useful for sending a unit back quickly so you can get another one out. *You usually have double-digit shieldmen, so a good idea is to use archers with a shieldman in front for everything. Once the shieldman dies, return the achers to the tent and scroll away to save their lives. Repeat as necessary! VI. Level Walkthroughs ---------------------- Two notes about the walkthroughs are that the maps will most likely not line up exactly with the actual levels in the game, and I will not include small details about filling in pits or building platforms unless there is some special condition that warrants noting. Basically, the info below is just a quick sketch of how to beat a level. Also, I never include information about how to get piles of gold, because it is mostly obvious and very tedious. Here is a key for the level maps: S = start area F = tent pole # = an area of interest (corresponds to that number in the notes below map) $ = enemy goblin or wizard (enemy kings are always in the castle) H H = ladder H XXXX X X = large building area (real world) XXXX _____ | | = large building area (goblin caverns) |_____| -X-X-X X | = killer cog track / transport rail -X-X-X rk, wk, yk, gk = keys (denoted by their color, red, white, yellow, or green) R, W, Y, G = doors, denoted by the color that opens them and usually a number to differentiate between same-color doors ___ ___ MMMwwMMM = lava (in the cavern levels) ___ ___ @@@ww@@@ = acid pit (in cloud levels) Real World ---------- The Real World maps are highly schematical; nearly all details are left out. All I have marked are the paths you can walk on, ladders between them, and where the large buildings are. These are NOT to scale, but they should contain enough information for you to find your way through the level. Also, the walkthroughs for this world are short, mostly because these levels are so easy. The keys are never necessary to beat the level; they usually just lead to gold. High Castle ----------- "King Arthur was pleased with his Army. Now they were ready for their first battle." XXXXXXXXX X X XXX 2 ______________F______1______________S__ X 3 X X X _/ H H XXXXXXXXX____X X__F__/ H H H X X H H H X X H H H X X H H H_________XXX_______________H_______________H S. Kill the oncoming enemies, but ignore those going underground. 1. Protect your engineers with knights as you set up a tent. 2. Take out the slingshotters with archers, tent up and head for the castle. 3. Use the scroll function to get as many enemies on screen as possible (aim for ones that block the path to the enemy king), and apocalypse them. Then stroll up to the king's throne. Windsor Towers -------------- "King Arthur led his Army into battle once more. This time to claim the gold of the villainous Lord BrownJohn of Windsor Towers." XXXXXXXXX XXX X X XXX X X 1 X 4 X X X 3 X X___ XXXXXXXXX____F_______X X X 2 X X \________S__ X X__X________F__XXX X X ______XXX X_______ S. Slay the enemies spawning from the initial house. 1. Destroy the slingshotters on top of the first tower, then use the top of it as a platform to kill everything in area 2. 2. Tent up, then build a catapult to bombard the next flag area. 3. Clear out the large tower (don't worry about the basement too much), and go up to the next flag. Make sure to kill that soldier dropping lava. The lava will not spill once he is dead. 4. Set up a shieldman in front of the castle door. Then open the door and start shooting arrows at the magic knight. You can send in knights too, but you should be able to kill him with arrows alone. Get a black wizard to the ladder beneath the next two magic knights (after engineering your way up), and trigger the lightning spell when they are both heading towards the ladder. You should catch them with a bolt or two, killing them. Use knights to finish them off otherwise, and then engineer your way to the throne. Conquest of the Butlers ----------------------- "It was time for Arthur to face the biggest evil in the Real World-the infamous Butler Family." XXXX X X XXXXXXXXX X X 4 X XXXX XXXX X XXXXXXX X X X X XXXXXX____ 3 X X 2 X X 1 ________S__ H \_ X _X X_ _X X_ X _/ H \__F__X__/ XXXX \__F__/ XXXX \_X__/ H______ S. No immediate concerns. Note that you have no wizards for this level and also smaller numbers of knights. Make sure to use shieldmen to protect your guys and use archers more often than not. 1. Rain arrows on all these enemies. A catapult will most likely miss the magic knight in area 2, so use a shieldman to block the way for archers and knights. 2. You might take some casualties getting a tent up, but once you do, arrow all enemies possible. Set up a catapult directly under the tent (you might hit the flagtop, but shots will get through), and set it so that the magic knight in the castle gets hit. It may take a while, but it is the safest method for killing him. You can also kill the slingshotter high up on the castle so that he doesn't kill archers and engineers later. 3. From the safety of the hill behind the mini-tower, arrow the magic knight patrolling the hill up to the castle. When he and his cronies are dead, set up a tent. 4. With the magic knight already dead, you should be able to sweep through with your own knights and take out the enemies. Bring King Arthur to the roof to dominate the enemy king. MacOgre of the Highlands ------------------------ "King Arthur once again ruled the Real World, but reports from the north told of an Evil Ogre rampaging through the Highlands who eats the peasants cattle." See the Bosses section in part IV. Goblin Underworld ----------------- The ground is now obviously denoted by M's, but keep your eyes peeled for H's denoting ladders. Cavern 1 -------- "And so King Arthur led his Army into a world under the ground." ________________________________________________________________________ | | | MMMMMMMMMM | | | 4 | 3 MMMMMMMMMM X-X-X-X-X-X-X-X-X-X-X-X-X | | |________| _________ \MMMMMMMMM | __rk_____________ | | |_R_ MMMMMMMM | |\ X MMMMMMMMMMMMMMMMM X | | \ \MM M | 3 | \ 2 X-X-X| MMMMMMMMMMMMMMMMM | | |____\_ \M__$_M |_________| _\__F____| X MMMMMMMMMMMMMMMMM X | | H| MMMMMM | 3 | MMMMMMMMHM | MMMMMMMMMM | | | 3 H| \MMMMM |_________| \MMMMMMMH/ X MMMMMMMMMM X | |_____H| \MMM/ H \MMMMMMH | | | | H \M/ H _H_____X__ X-X-X-X- X | | H H MMHMMMMMMM\ -X-X-X-X | | | H H \MHMMMMMM/ \______ 1________S_X__| | H H \HMMMMM/ MMMMMMMwwwMMMMMMMMMMMMM| | MMMMM\ 3 H ____ H MMMMMMMMMMMMMMMMMMMMMMM| |__MMMMMM\_________F___H MMMM H MMMMMMMMMMMMMMMMMMMMMMM| |MMMMMMMMMMMMMMMMMMMMMMMwwMMMM___________H________MMMMMMMMMMMMMMMMMMMMMMM| |MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM| S. You have two apocalypse spells and three thunder spells. Use them on whatever you want, but keep in mind that you want to try and get as many as possible in each apocalypse spell. Also make sure to set up a shieldman right away to kill the couple of thugs coming for you. 1. Use archers to kill further goblins and block the killer cog with a platform before proceeding past that pit. Clear out all goblins up to the tent at area 2 and bring engineers to tent up. 2. Once the tent is up and a platform for Arthur is built, bring Arthur to the new tent via the transport rail from the start area. You will pick up the red key automatically. Jump off when you get safely over the ground near area 2. 3. There are witch engines and goblines all over. Use shieldmen and archers all over, knights only when necessary, and tent up at the next flag. Take out the last witch engine, and use the door marked R. 4. Below is a diagram of the key puzzle. _______________________________________ | | | | |G5 y1 |g3 R2 r3| w1 Y2| |______yk________|________| ____wk___| | | | | | | g2 R4|r4 G1 R1 r2|g5 G4 y2|R5 w2| | ______|____________|________|______| | | | | |W1 S r1|g4 G3 r5|g1 R3| |G2__________|_______Y1______|___gk___| The little letters followed by a 'k' denote a key. The little letters followed by a number is a door to go in, while the matching large letter and number is the exit for that same door. Here is the path to take (starting from S): r1, r2, r3, get gk, g1, r2, g3, g4, g5, get yk, g4, y2, get wk, g5, y1, r5, w2. w2 goes to the enemy king's room. Cavern 2 -------- "The Goblin Caverns were deep & confusing. King Arthur was soon to discover that the next Goblin Demon would be a greater challenge." ________________________________________________________________________ | MMMMMMMMMMMMMMMM X-X-X_1__S_| | ___________ MMMMMMMMMMMMMMMM | HMMMMMM| | ____________\MMHMMMMMH/ \MM_____________ X-X-X H___ | | H | |\MHMMM/_H___ \MHMMMMMMHMMMMM | _H_2_| | H | | \HMM/ \MMH/ 6 ___HMMMMMMHMMMM/ -X-X-X ____HMMMM| | H | 7 | H H___ H \MMMMMMHMMM/ X MHMMM/\MM| | H | |__H___ H \ H \MMMMMH 5 | \HMM/ \M| | H |______|MMMHM/__F__H_ \__H____\MMMMH____ X ____H_ | | H MMMMMMM/ H \MMMMM/ \MMMMMM/ \____| \HMMM/ | | H MMMMMMM H MMMMM MMMHM 3 H_______ | | H MMMMMMM H MMMMM \MMH/ \MMMMHM/ | | H MMMMMM/ H MMMMM H \MMMH/ | | H MMMMM/ H MMMMM H H | | H MMMM/ H MMMMM _____ H H | |_H_$_ MMMM __H_ MMMMM /MMMMM\ H H | |MMMMM MMMM_k_/MMMM\_| |__/MMMMMMM\____ _____H_ ____ ____H_4_F_| |MMMMMwwMMMMMMMM|___|MMMMMMMMMMMMMMMMMMMMMwwwwwMMMMMMMwwwMMMMwwMMMMMMMMMM| S. You only have a pair of thunder spells, so you will have to use lots of skill with archers and knights to fight through this level. Note that the bottom of the cavern is mostly useless. Once you take the second ladder up, don't bother going back down. 1. You should be able to catch the teleporting demon with a fireball spell or a group of archers, so act quickly. 2. Use archers to kill all these guys. It takes a while, but it's worth it. 3. Place a shieldman here to prevent the goblin flamethrowers from burning your engineers that will come this way. 4. Clear the area out, then tent up. 5. As you take your engineers through the long road to area 6, make sure to watch out for falling goblins and surprise teleporting demons. A squad of protective knights should do the job. 6. Watch the pattern of the furnace, time your way past and tent up at the flag. 7. Bash open the doors to this building and make sure there are no enemies blocking the path to the Goblin Demon. Zip Arthur through to claim your enemy's throne. Cavern 3 -------- "Arthur led his Army deeper and deeper underground. After many long days they found the most devious Goblin Demon so far." ________________________________________________________________________ | MMMMMMMMMMMMMMMMMMMMMMMMM/ | | MMMMMMMMMMMMMMMMMMMMMMMM/ | |____F_____ \MMMMMMMMMMMMMMMMMMMMMM/ | | \___ \MMMMMMMMMMMMMMMMMMMM/ |X-X-X- | | HM/ X-X-X-X-X-X X | | _H__-X-X ___|______ |_1___|__S_| | \MHM/ | ____k_ MMMMMMMHM/\__HMMMMMMMMMM| | ___H__ X___X-X-X-X-X- 3 \MHMM/ MMMMMMMHM MMMMMMMMMM| | 5 \MHMM/ \MHM/ X_____F___ \HM/ \MMMMMMH/ MMMMMMMMMM| |___________H__ \H/ \MHMMMM/ \__H____ \MMMMMH MMMMMMMMMM| |MHMMM/ \____H___ \HMMM/ \MMMHM/ \MMMMH MMMMMMMMMM| |MHMM/ 6 MMMMMMHM H \MMH/ \MMMH MMMMMMMMMM| | H \MMMMMH/ H H H MMMMMMMMMM| | H X-X-X-X-X \MMM/H H H___ H MM |___$_| |_H_| |X-X MMM H 4 X- H MMMM\ H 2 \M | | |MMMM |k_MMM_H______-X__H_ __ __ ___7_M\____H_____ M__|_____| |MMMMwwwwwwwwwwMMMMMMMMMMMMMMMMMMMMwwMMwwMMwwMMMMMMMMMMMMMMMMMwwMMMMMMMMM| S. You have no firestorm or apocalypse spells. That's not really too big a deal because your white wizards have the spells you will need for this level. 1. Use archers to clear out the next platform, but keep some knights around because the goblins can ride that cog track right to this area. 2. I usually kill this witch engine with a black wizard's fireball because the ladder is so long that a group of archers is hard to time right. Once the witch engine is gone, use knights to clean out the couple of goblins. 3. This is another good place to use fireballs. They will take out a few goblins and damage several more. This can greatly weaken them for a squad of knights to come in and clean house. Tent up when it's safe. 4. This little cog track is very difficult to block with a platform (in fact, I've never done it, the platforms always explode but I can not tell if this is due to the cogs always being in the way or if they are SUPER cogs). Use the invincibility spell on a black wizard and bring him to area 5 (you can force some knights past the cogs to protect him, but they will be weak and you may lose a few). 5. IGNORE THE LAST FLAG. It's not a good area to put a tent, because you need to come back past the cogs with engineers at the end of the level. This would mean passing the cogs TWICE with engineers, which is just dumb. Take the wizard down to the witch engine, and start a lightning barrage. The engine should get killed, but if not, take down a shieldman and some knights to finish it off. 6. Bring Arthur to area 6 by going over all the mess with the cog tracks. This avoids the killer cog mesh at area 4. Cross over the lava pit to the key, then backtrack to area 3 (again taking the cogtracks for safety). 7. After filling in the pits leading to area 7, bring Arthur and a few groups of engineers through the door there. You will be transported to the goblin demon's little castle in the rocks. Bash open the doors, build some platforms, and be careful of those traps! Make it to the top to defeat your foe. Cavern 4 -------- "Arthur congratulated his Army on their brave fight. But on their way home they discovered another Cavern ruled by the leader of the goblins." ________________________________________________________________________ | | | | | _____ ____ ______ | | 1 | |___/\HMM/ /\MH/ \HMMH/ ___|______|S_k_| |\HM/_H_k_ _____/ H ___H_ H H | |%H_ \MMH/ \HMM/ 3 _H___ \HMM/_H___ H | |HM/ __H__ H X-X- \MHM/ __H__ \MHM/ _____________ H | |H/ \HMM/ __H_ H \MMH/___H_ 2 \HMMMMMMMMMH/ _____ H | |H 4 F_H__ \HM/ _H___ H \MHM/ __F__HMMMMMMMMMH \HMM/ H | |H___\MMH/ __H__ \MHM/___H_ _H____ \HMMM/\MMMMMMM/H H H | |MHM/ H \HMM/ H \HMM/ \MMMH/ H H H __H_| | H _H___H _H___H _H____H _H____H_______HMMM| | H \MMMM/ \MMMM/ \MMMMM/ \MMMMMMM/\MMMMM/ | | H \MMMMM/ | |_H _ _ | |MMwMw/ 5 | |MMMMM %_______ ____________ ______________ ____________ ________$__| |MMMMMwwMMMMMMMMwwMMMMMMMMMMMMwwMMMMMMMMMMMMMMwwMMMMMMMMMMMMwwMMMMMMMMMMM| S. Unfortunately, this map is quite crowded and probably inaccurate. However, the basic sense of the level is there. There are a few things to note. One, the four keys are located (1) at the beginning, (2) and (3) at the location marked by 3, and (4) near the top left corner of the map. You will need them all, so don't miss any. You will probably want to go to the menu screen to increase your engineer groups to 6 so that you can fill in the numerous barrel pits faster. Also, there are a zillion doors, but the only one you should pay any attention to is marked by % (left edge of map). That said, you only have one firestorm spell and one apocalypse spell. Also, the low platforms are great areas where you can rain arrows onto the enemies walking along the cavern floor. NOTE: I know that it LOOKS possible to get down to the Goblin Demon by using invincibility and falling, but (1) you can not fall off the close side, and (2) if you fall off the left side, you CAN NOT get over without the key. The pit will swallow up any barrels you try to put down. So don't even try this or you will be starting over. 1. IMMEDIATELY get out a black wizard and use apocalypse on the four teleporting demons which start right near you. If you don't kill them all, start over. It should not take more than two or three tries to get them all. This will make the level MUCH easier. Use archers and knights to proceed to the flag in area 2. 2. Tent up, then start the long process of filling in holes along your route to the next flag. Along the way, don't forget to put a platform under the cog track that leads to area 3, or Arthur won't be able to reach it. 3. As you bring Arthur past, climb up the platform you built and get the two keys on this little island. 4. Tent up here (before or after getting the keys, doesn't matter without those teleporting demons around), and kill all the goblins you can before heading towards the % door. 5. Make sure to have knights or archers to kill any left over enemies down here as you fill in yet MORE pits. You can also use the keys, but I like to have the pits filled in anyway. When you get to the door leading to the second to last section of the floor (the one with the giant furnace on it), make Arthur invincible and run him right past the furnace to the door. Open it, then jog through to the Goblin Demon. Goblin Steamhammer ------------------ "The Goblin Leader said: You may have defeated us, but now you face our War Machine. Your crusade for good ends here." See Bosses section of part IV. Cloud World ----------- The ground (clouds) is denoted by @'s, and the snake tunnels are denoted by series of X's. The key/door scheme is the same, except now there are also teleporters. They are denoted by a capital letter for "in" and the same lower case letter for "out," or two capital letters if it's a two-way teleporter. For these levels, the clouds may be out of alignment, but please, forgive my lack of cartographic skills. UPDATE: I have just discovered that you can build platforms over light bridges, so this will come in very handy when you are trying to get across the ones that only turn on long enough for a few guys to get over. You should be able to build an entire platform bridge over the whole thing if you do it right. Cloud 1 ------- "King Arthur led his Army into battle once more, but this world was filled with hideous mutations created by the Evil Wizard who ruled this Cloud." ____________________________________________________________________________ |XXX__ _________XXXXXXXXXXXXXXX________F__3_____XXXXXXXXX | |X @@@ww@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@ XXXX_______2______XX| |X @@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@X| |XXX_ ___ XX________XX @@@@@@@@@@@@@ XXX____Ca @@@@_rk__G_@@@ X| | @@ww@@@ 4 X@@@@@@@@@@X X @@@@@@@ @@@@@@@@@@ X| | @@@@@__ ___ X @@@@@@@@ X X @@@@@ X| | / ______\ XX X _____________ XXXXXXXXXXX_______XXX X| | | | X XXX XXXXXXXXXXXX @@@@@@@@@ X X| |XXXX__|________|__X |____ 7 __G_| X @@@@@@@ X X| |X \ || / XXXXXXX___|_____________|___XX X X X| |X \ || / X @@@@@@@@@@@@@@@@@@@@@@@X XXXXXXXXXXXXXXXX X| |X \__||__/ X @@@@@@@@@@@@@@@@@@@@@ X X| |X / \ X @@@@@@@@@@@@@@@@@ X X| |X |___6 _gk| X ______ X XXXXXXXXXXXXXXXXXX| |XXX___|________|Bc_XX / \ X X ____ | | @@@@@@@@@@@@@@@@@@ 5 | ___XXXXX X / \ | | @@@@@@@@@@@@@@@@ __F___|______|___ XXX__|_1__|___S_ | | @@@@@@@@@@@@ bA_____XXX @@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@ | | @@@@@@@@ XXXXXXXX_____R__@@@@ @@@@_R_$__@@ | |____________________@@@@@@________@@@@@@@@@@@@________________@@@@@@@@@@____| S. You have a large arsenal of spells for this level: two firestorm, two lightning, and one apocalypse. Go hog wild, because this level is pretty easy. 1. Wait for BOTH zombies to appear, then fry them with a fireball spell. 2. Use a firestorm here, which will also kill the snail below, but you won't go to that cloud anyway. Mop up the survivors with knights. 3. Tent up, then kill the zombie on the next cloud to clear the way for engineers. 4. Make sure that when you bring your engineers here, you have EXACTLY four. The easiest way is to get a new group of five, then build a platform to get rid of one. Then order them to drop barrels at this spot, and they will stack them exactly high enough to get down to the area below. 5. At any time, you can get out a black wizard, scroll over to this area and fry all the mutants with apocalypse. You will not go to this area, but the mutants still pose a threat if they spit acid at the little cloud below. 6. Kill the zombie, then build a platform up to the green key. 7. Build a series of platforms up to the green door. Bring Arthur here with the green key, go through to get the red key, and come back out. Go back to area 6, but take the transporter to the cloud below. Head right through the snake tunnel to the red door under the cloud, and proceed through to vanquish the evil wizard. Cloud 2 ------- "The next Cloud was ruled a very weird Wizard whose Cloud was in turmoil and who presented the deadliest challenge yet." ____________________________________________________________________________ | 5 yk _______________ | | Ab_ 3 __XX XXXXXXX_______ / \ | | @@@ @@@X X @@@@@@@@ | 7 | | | @@ @@ X XX___________XX__ __XXXX D__|____ ____|__$ | | _wk__B__ X X@@@@@@_rk__@@@@@ww@@@ X @@@@@@@@ @@@@@@@@ | | @@@@@@@@ X X @@@@@@@@@@@@@@@@@@@ XX @@@@@@@ @@@@@@@ | | @@@@@@ X XXXXXXXXXXXXX | | X X XXXXX__________F________XXX 1 | | XXXXXXXXX_____XX X @@@@@@@@@@@@@@@@@@@@@ X ___S__XXX| | / \ X @@@@@@@@@@@@@@@@@@@ X @@@@@@@ X| | XXXX____ ______XXXXXXX__C_D__XXXXXX X @@@@@ X| | X @@@@@ww@@@@@@@ | 4 | X X| | X @@@@@@@@@@@@ __|_C__W__|__XX X X| | X @@@@@@@@@@@@@@X XXXX_________XXXXX X| | X _______ @@@@@@@@@@@@ XX_____XXXX @@@@@@@@@@@ X| | X / \ / \ @@@@@@@@@ X| | X | 6 | | | 2 X| | XXXX_______|__Y____|_______A______|__G____|_____________________________XXX| | @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@__gk__@@@@@@@@@@@@ | |______@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@____| S. This level is also very easy. You again have a full arsenal of spells, but DO NOT waste your apocalypse spell; save it for the end. Also, there are many snails in this level, but they will kill themselves before you get to them. If not, wait for them to commit suicide or just kill them yourself. 1. Immediately get out knights to kill the zombie that appears here. 2. Use shieldmen, archers, and even black wizard spells to kill the various monsters that guard this entire bottom cloud. Make sure to leave one firestorm spell. 3. Go through teleporter A with a black wizard and use firestorm to burn these two zombies. 4. You need to use engineers to set up the path for Arthur. Use platforms to get from here to area 5. 5. Now you get to run through the whole level. Take Arthur to teleporter A, cast invincibility on him, and bring him through. Drop down to the white key and teleport back up to A, but instead wait for the light bridge and head over it to the snake tunnel to area 4. Go past and up to get the yellow key at area 5. Then go back to teleporter C, go through it, and use the white door to get the red key. When you use the red key to exit this little room, you will be deposited at area 6. 6. Go through the yellow door to obtain the green key. When you exit this little room, you will be deposited at the green door. Go through it, and Arthur will appear at the end of the level. STOP! 7. Get out a black wizard and use apocalypse on the zombie that should have appeared by now. If he is not there, don't worry about it. Now get out a white wizard and make Arthur invincible. When the light bridge appears, open the white door, and go through. You now have to open the doors and go through before the light bridge disappears, but the invincible spell will protect Arthur if you fall. You have a good amount of time, so just do this calmly. When you make it out to the other side, take the wizard's throne! Cloud 3 ------- "King Arthur and his Army trudge on - wearily but tenaciously. Will it never end?" ____________________________________________________________________________ | | | 4 XXX________________XXXXXXX | |____ ___ ____XX_@@@@@@@@@@@@@@@@@@ XXXX__________XXXXXXXXX_____A | |@@@@ @@@www@@@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@ @@@@@@@ | | @@@@@@@@@@@@ @@@@@@@@@@@ @@@@@@@@@@_____ @@@@@ | | XXXXX________F_______________/____ \ | | _ _ ___ _XXXXXXX @@@@@@@@@@@@@@@@@@@@@@@@@| ___| | | / \ / \ @@@@@@@@@@@@@@@@@@@ ___|_____|___A_ | | | | /_________\ @@@@@@@@@@@@@@@ T_k__XX| |XXX_____| | 3 | XXX______@@@@@@@ @@@@@@X| |X |_________|___ __XXXXX X @@@@@@@@@@ ___ X| |X ____ \ /@@@wwwww@@@ X X / \ X| |X / \ \_______/ @@@@@@@@@ X XXX____________|___|_ _XX| |XXX__$_| / \ XXX______ @@@@@@@@@@@@@@@@@@@ww@@@| | @@@@@@ /_________\ / ______ \ @@@@@ @@@@@@@@@@@@@@@ | | @@@@ | | | ______ | 2 1 | | __|_________|______________|________|__________________ ____S__| | @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@wwww@@@@@@@| | @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ | | T___k_ @@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@ | |_@@@@@@_____________________________________________________________________| S. For the third level in a row, you have more spells than you need. Even better, you only need them in the beginning, so feel free to use any spells you want EXCEPT for your invincible spell. You will want it for the end. 1. I would use archers to kill the first bunch here, since the acid pit keeps the enemies at a distance, but black wizards will do a good job as well. It is worthwhile to note that the acid pit above you will not stop the acid that the mutants on the cloud above will spray. Move Arthur to the left when it is safe so that he doesn't get hit by acid. 2. Use your black wizards here to fry as many of the mutants as you can. I sometimes use three groups of knights to do this since they can box the mutants in as they spawn, but whatever. This area is ALL the fighting you have to do! When the mutants stop coming (make sure there are none to the left either, or they will spawn more mutants when they eventually die by falling in acid or walking into the death ray), engineer your way to area 3. 3. Ignore the key, and engineer up to the flag on the cloud above and to the right. Get out some more engineers and walk them with Arthur through teleporter A (be careful, because the other end of this teleporter is a drop off! I recommend walking to the other side of teleporter A and then walking left to enter it, so that you come out walking left on the other end). Fill in the acid pit before area 4. 4. Use your invincible spell on Arthur, then drop him down past these light bridges to the bottom. Take the snake tunnel to defeat the evil wizard. Cloud 4 ------- "A young and powerful Wizard ruled the next Cloud. He had many new surprises planned to stop Arthur's army." ____________________________________________________________________________ | 5 | | XXXX__yk___ ____________XXX ____________ | | X @@@@@@@@ww@@@@@@@@@@@@@ XXXX_______ ___\ | | X @@@@@@@@@@__Y__R_@@@@ |__ ________| XXXXXX | | X @@@@@@@@@@@@@@@@@ XXXXXX____________XXX X | | X XXXXXXXXXXXXXXXXXXXXX @@@@@@@@@@@@@@ X | | X X 3 @@@@@@@@@@@@ XXXX_________________XXXX| | X XXX________F________C_ @@@@@@ @@@@@@@@@@@@@@@@@@@ X| | X @@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@ X| | XXX @@@@@@@@@@@@@@@@@@ XXXXXXXX__________XXX @@@@@@@@@@@ X| | XXXX @@@@@@@@@@@@ X @@@@@@@@@@@@ X X| | XXXXXXXXXXXXXXXXXXXXXXXXXXX @@@@@@@@@@ X ______ X| | ____ ________ XXXXXX__D____\ X| | / \ / \ _____ | 4 | X| | XXXX__gk__ ____|________|_____________ \ |D___rk__ __F_XXX| | X @@@@@@ @@@@@@@@@@@@@@@@@@@@@ | 2___| __||__ @@@@@ | | X @@@@ @@@@_wk_G__Y_@@@@@ |______|___________________B\ | | X @@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@ |A_____B| 1 | | XXXXXXX__ _XXX @@@@@_W__G_@@@@@ |A___R___________S_| | @@@ww@@ XXX____ ______C_ @@@@@@@@@@ @@@@@@@@@@@@@@@@@@@| |________@@@@@____@@@@@ @@@@@@@@__________________________@@@_W___$_@@@@@__| S. Young and powerful and stupid is the wizard who rules this cloud. The only fighting you have to do is early on and the rest is very easy. Don't bother to set up new tents in this level, it just wastes time. Also, there are many doors in this level that lead to death and/or nowhere. I have marked on the map only the good doors. 1. Get out a black wizard right away and zap all the mutants but make sure to get the snail towards the top left corner (it may not be there, so scroll a tiny bit over to it). 2. Proceed through teleporters A and B with two black wizards. Cast lightning directly under the group of mutants. The first spell will kill many but not all, so when it stops, move in the second wizard and use lightning again to finish the job. Use archers to kill the zombie. Bring engineers to get up to the next cloud, and bring some more through the snake tunnel to fill in the acid pit. Once that pit is filled in, it's smooth sailing. 3. Cast invincibility on Arthur right before using transporter C. When you approach this area, if the snail is not already dead from its own bombs, Arthur will pummel it with his invincibility. Then take the snake tunnel to the next dome, walk right past through the next snake tunnel to the cloud with the conveyors. Go past this cloud and take the snake tunnel down to area 4. 4. Grab the red key (you already have the green one) and use transporter D to get up to the snake tunnel. Take it and then the next one to the upper left of the map, area 5. 5. Get the yellow key, then proceed back to area 4. Cast invincibility on Arthur again, and drop down when the light bridge disappears to the start. Take the red door in the first dome. You will go through a series of rooms that end with a white door (the white key is one of these rooms) that leads to the "young and powerful" wizard and victory. Cloud 5 ------- "King Arthur knew he must be getting close to the Evil Overlord. The next Cloud was ruled by one of the most powerful Wizards in Cloud World. This would be a mighty battle." ____________________________________________________________________________ | E____rk _____ _____ T___yk _______ | | /\ /\ @@@@@@@ / \ / \ @@@@@@ / \ | | /|||||\ |__G__| | _R_ | 3 | _W1_ | | | \ | / C___ _________ ____ _____________________F___XXX |A______wk_XX| | \|/ @@@@ @@@@@@@@@w@@@@w@@@@@|@@@@@@@@@@@@@@@@@@@ X @@@@@@@@@@@@X| | ___|___ @@@ @@@@@@@@@@@@@@@@@@@@|@@@ X @@||@@@@@ X| | / \ ____ __|__ XX_ _B XXXXXXXXXX __||__ X| | |__Y_ 5 | / \ / \ X@@ww@@ X / \ X| | |________ ____ ___W2_____ ________D| X @@@@ XX__ __B |__W1_ | X| | @@@@@@@@@ @@@@ww@@@@@@@@@@ @@@@@@|@@@ X @@@ @@@ XXX_______ _XX| | @@@@@@@ 4 __|__ X __ @@ @@ X @@@@@@@@ww@@ | | XX_gk_F_XX / \ X / \ X @@||@@@@@ | | _____ XX______XX_@@@@@@_XX_________C_| XXX__XX X __||__ | | / \ X@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @@@@X X / \ | | | | XXX X 2 X | | | | |Y__$_| XXXXXXXXXXXXX_ ___D_ XX_ __XX_ _A XXX________1_S_| |_@@@@@@@_______________@@ww@@@@@________________@@__@@__@w@@___@@@@@@@@@@@@@| UPDATE: Remember, you can build platforms over light bridges to make your life easier when crossing the shorter duration bridges. S. This level is more difficult than the last four, but still pretty simple. You start with two firestorms, two lightnings, one apocalypse, and two invincibility spells. You may want to set your engineer group size to four on the menu before you start. 1. Kill the few enemies here with knights, then proceed up to teleporter A. You will want to get Arthur up there right away so you can use the white key to open the first two white doors (W1) which will make the trip a little shorter for the next groups. 2. At this area, DO NOT try to cross over with more than four engineers. You have to stop your group with half their bodies sticking out over the edge, wait for the light bridge, then immediately cross. If you're not fast enough the last one will fall (a fifth one will NEVER make it). There is a pit you must fill in, so you'll need to bring several engineers groups across. To reduce the number of engineers in a group, just build a platform. 3. You should be able to tent up without seeing too many enemies, but if the snail is still there, you might need a wizard or a group of archers. In any event, tent up when it's safe and then CAREFULLY clear out the mutants to the left. There are also pits and zombies, but these are much easier to get rid of. Also remember to build platforms up to the green and red doors. 4. Use the apocalypse spell on the group of mutants on the other end of teleporter C. Take out any survivors with knights, and bring another group of FOUR engineers past the light bridge in front of teleporter C (use the same procedure as in 2) and tent up. Send engineers through the snake tunnels to fill in the pit below this cloud, then send knights and engineers through teleporter D to fill in the last pit past the unmarked door and build a platform up to the yellow door. 5. Bring Arthur to the tent, grab the green key. Proceed to the unmarked door and use the white key to open it. It takes you to teleporter E, where you must also send an engineer to build a platform so you can reach the red key. Once you have it, use invincibility to jump down to the cloud below. Go to the green door which sends you to teleporter T, then grab the yellow key. Use invincibility again to jump down from the cloud and then use the red key to go through the red door, which brings you to teleporter D (in the dome, not at the bottom of the map). Cross over to the last dome, use the yellow key and conquer the wizard. Cloud 6 ------- "King Arthur briefed his army to be very careful on the next part of their crusade for they would be up against a grand Wizard known for his mastery of trickery and evil." ____________________________________________________________________________ |/ wk \ 8 /____\ / rk \| ||D_2_XXXXX E_______ __XXXXX__F__XX XX_ _XXXX| __|XXXX__F___H XX_4__B|| |@@@@@@ X @@@@@@@@www@@@ @@@@@@@X X@@w@@ @@ @@@@@@@@ X@@@@@@@| | X XXXXXXXX 5 X XXX__H X | | XX__G_X XX______XX XX___XX X @@@@ XXXXXX | | X@@@@@X X@@@@@@@@ X@@@@@ X X | | XXXXXXX XXXX____F_XX X XXXXX______________XXX | | _G____XX @@@@@@@@X X F_______XX @@@@@@@@@@@@@@@@ | | J___XXX @@@@@@@XXX X X @@@@@@@@@X_____XX | | @@@@@ X XXXX X X @@@@@@@X E___XXXXXXXX___XX | | XXXXXXX XX_ __X X XXXXXXXXXXXXXXXXXX X @@@@@ @@@@@X | | X X@@w@@@ XXXXXX XXXXXXXX 6 X X X | | XXX___X X X ______X __$_ XX____XX X XX_ __XXXXXXXXX | | _____ X @@@@@ X J___XX XX__ IW_X @@@@ @@@@@@ XXX X@@w@@@ _____ | |/ yk\X XXXX @@@@@ X| 1 | XXXXXXXX___ X 7 / gk \| ||C_3__|X X___XXXXXXXXXXXX|DC__BA__S_ X______/___\I XXX__XXXXX____A|| |@@@@@@XX______@@@@@___________@@@@@@@@@@@_____@@@@@@@@@@@@@___@@@@___@@@@@@@| S. This is by far the hardest level in the entire game. It is huge, confusing, and enemies killed in one area spawn enemies in a totally different area. It is difficult, but this sequence should take you through without too much trouble. Your spell arsenal is limited, so take my advice on when to use spells. Your white wizard spells you can use whenever you like, and you should use them frequently to buff up any units heading into battle. 1. Build a platform under the light bridge; you will need to drop down several times, and you don't want to accidentally fall through since you sometimes get dropped right over the light bridge. 2. Take transporter D to area 2. There are no enemies around, so build a platform up to the key, then engineer your way through a series of clouds and transporters until you take the snake tunnel back to area 1. Bring Arthur through, grab the key, and proceed back to area 1. 3. Send knights through to slay the mutant and then bring in engineers. Build a platform to the yellow key, then bring the knights up to transporter J. Go up to the area with transporter F and kill the mutant there. Bring the engineers through to transport F. Now get out a black wizard and scroll over to area 6. Make sure that the zombie on the cloud above (he is stuck on the conveyor belt right in front of the snake tunnel) is on the screen, then fire apocalypse. Now move your two groups through teleporter F, through the series of snake tunnels and down to the dome in front of teleporter I. Use the engineers to build the necessary platforms and the knights to kill any mutants hanging around, although I don't think there will be any at this point. Now zip Arthur through teleporter C, grab the yellow key, and bring him through the same path, taking teleporter I to area 1 again. 4. Bring engineers and a black wizard through teleporter B. Build the platforms you need, then fry the zombie with a fireball. Send the engineers over the conveyor belt to transporter H, go through, and build more platforms in the dome past the flag. If you have any left, throw down barrels in the acid pit. 5. Bring another group of engineers and a group of archers. Fill in the last of the pit and send them back to the tent, but LEAVE THE ARCHERS HERE! Those mutants on the cloud to the left will be in Arthur's way, but you don't want to kill them just yet. Bring Arthur through teleporter B, grab the key, and proceed through to area 6. 6. Hey, we killed these guys already! Yay! Take the snake tunnel back to area 1. 7. Bring knights and engineers through teleporter A. Build a platform, send up the knights to kill the zombie. Build another platform up to the key, and kill the mutant if there is one. There could be just one, or more may spawn. It's hard to tell exactly what will happen since enemies sometimes kill themselves and change the spawn sequence on you. In any case, once they stop spawning, bring in Arthur, grab the key, and use the engineers to fill in the pit. Kill the mutant before transporter E, and bring more engineers. They need to fill in the pit after transporter E. 8. Once you kill the zombie (I recommend a fireball), get Arthur and some knights poised to go through the snake tunnel to area 8 (with the flag). Use the archers you left behind a long time ago to shoot up at the mutants. It will take a while, but you will kill them. Mutants may appear from the spawn point next to transporter E, but your knights should take them down, and you can always stop your archers to take time for a white wizard's healing spell. When the mutants are dead, bring the knights and Arthur through to area 8. Continue down to transporter F, take it and continue along your old path to the dome before transporter I. There will probably be mutants here now, so use your knights to take them out and then zip Arthur through. He will now be right in front of the white door at area 1, but be careful not to fall down, or Arthur will have to take a transporter and come back to the top of the dome. Take the white door, then the series of doors that leads to the cunning wizard's throne. Cloud 7 ------- "King Arthur knew that the end of his conquest was near. If he could defeat the last Cloud Wizard, then the final battle of good against evil could be fought." ____________________________________________________________________________ | _______ | | 3 | 6 || | XXX_______XXXXX__ _B|| |XXX____rk___A ____ ______ X @@@@@@@@@ | || |X @@@@@@@@@@@ / \ 2 / \ XXXXXXXXXX \___R___/| |X @@@@@@@@@ | | | ____ | XX______X \ / | |X XXX_____ __F_____|__| X@@@@@@@ /_____\ | |X X @@@@@@ @@@@ /____\ X / \| |X X /______\ XXXXXXXXX |__G__ || |XX_ _XXXX_ _XX |b_____XXXXXX_______4______wk__A X |______B|| | @@ @@ @@w@@ XXXXXX|______| @@@@| |@@@@@@@ X | || | @@@ XXXXXXX |______| |______| X |_______|| | X \______/ \ / aB___XX \ /| | XX_ _XX \____/ \____/ @@@@@@ \__W_B/ | | @@ @@X /____\ /____\ / \ | | ____ X /______\ /______\ / \| | / \ 1 X |______| |______| 5 | || |_S______|____|_______XX |______|______ _|______|_F__gk__A |_Y___$_|| |@@@@@@@@@@@@@@@@@@@@@@_____@@@@@@@@@@@@@@ww@@@@@@@@@@@@@@@@@@______@@@@@@@@@| UPDATE: Remember, you can build platforms over light bridges to make your life easier when crossing the shorter duration bridges. S. You won't need to conserve your spells at all, so use them as you see fit. 1. Use apocalypse on this group (make sure to the get the ones in the top of the dome!) and then move in a black wizard to use firestorm. This should kill all of the mutants, but further spells and knights will take care of any survivors. After taking the snake tunnel, don't worry too much about the light bridge; you may not always get all five across, but you only need four anyway to get up to area 2. 2. After building many platforms, tent up here, then send engineers over to build more platforms and fill in that pit on the way to area 3. Here is some good news: that's IT! 3. Bring up Arthur, carefully work past the death rays, grab the red key, and take teleporter A to the little 'a' towards the right side of the map. Now take B to the little 'b' in the first superdome. Take the snake tunnel to area 4. 4. Proceed over the series of light bridges to the white key, then go back and drop down through this dome to the bottom to area 5. 5. Grab the green key and take teleporter A. Then take the snake tunnel instead of teleporter B, and you will eventually get up to area 6. 6. You don't have the yellow key, but you won't need it. Don't go in the teleporters; they are only there if you mess up. Take the series of doors down until you are deposited directly in front of the last evil wizard. Get ready for the final battle! The Demon Overlord ------------------ "The King's Army had fought long and hard. This would be the battle of all battles. The final confrontation between good and evil. King Arthur prepared to meet, at last, the Demon Overlord." See Bosses section of Part IV. "Victory! The Demon Overlord was vanquished. King Arthur's conquest was complete. Peace and happiness reigned in King Arthur's world. King Arthur returned home to the joyous celebration of his people, free at last from the clutches of evil." The ending is nice, and also slightly humorous. It should feel rather good to have beaten the game, but if you want a small challenge that may or may not feel satisfying to you, use an emulator to save state between levels (unless you REALLY like to play the levels one after another) and see how much gold you can amass. VII. Passwords -------------- On the password screen, put red squares where you see X's in the following diagrams. Real World 1 2 3 MacOgre XXOO XOOX OXOO OXXO OXOX OXOO OXOO OXXO OOOO OOOO OOXX OOXO OOOX OXXO OOXO OOOO Goblin Underworld 1 2 3 4 Steamhammer XOOO XOOO XOOX OXOO OOXO OXOO OOOO OOXO OOOO OOXO XOOX XOOO OOOX OXXX OXOX OOOO OOXO OOOO OXOO OXOO Cloud World 1 2 3 4 5 6 7 Overlord OOXO XOOO OOOO OXOO OOOX XOOO OOOO OXOO OXOX XOOX OOOX OXOO OOOX OOOO XOOO XOXO OXOO OXOO OXOX XOOX OOXO XXOO OOOO OOOO XOOO OXOO XXOO OOOX XOOO OXOX XOXO XXOO VIII. Acknowledgements ---------------------- Really no one to thank except the game makers for their excellent efforts. If anyone has any comments or extra hints about the game, I will of course give you credit for it here if you just e-mail me at michael.jenista@duke.edu. IX. Legal Mumbo-Jumbo --------------------- Copyright 2005, Mike Jenista This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.