View manual text
King’s Bounty
The Conqueror’s Quest
Compiled from www.shininglair.com by Underdogs for Home of the Underdogs, http://www.theunderdogs.org
New World Computing
Creators of the new world
New World Computing has been a distinguished innovator of interactive recreational software for over
five years. Based in Los Angeles, California, New World produces a wide variety of games ranging from
fantasy role-playing adventures to tongue-in-cheek war games.
"The best life is a fun life", says New World founder Jon Van Caneghem. After surrounding himself with
a group of designers who rollerblade, engage in paintball wars, and push race cars to the limit, he should
know.
--- 1 --Table of Contents
SETTING UP
4
SAVING THE GAME
THEFT OF THE SCEPTRE
5
NOBLES OF THE DARK LEGION
WHAT YOU SEE
8
TROOPS
63
IN THE BEGINNING
8
KING’S PRIVATE GUARD
64
Character Selection
8
PLAINS
65
Difficulty Menu
12
FOREST
66
THE PLAYSCREEN
13
DUNGEONS
68
OBJECTS
18
HILLS
70
Treasure Chests
18
DWELLINGS
71
Signposts
18
CASTLES
71
Artifacts
19
TOWNS
74
GAMEPLAY
21
SPELLS
77
BASIC MOVEMENT
21
ADVENTURE SPELLS
77
COMBAT
23
COMBAT SPELLS
79
Field Combat
23
HINTS AND STRATEGY
82
Castle Siege
24
APPENDIX A
I
Movement
25
Castle and town locations
Combat Menu
29
APPENDIX B
RECRUITING TROOPS
33
Troop chart
At King Maximus’s Castle
34
Morale chart
In Troop Dwellings
37
APPENDIX C
Wandering Troops
38
Character advancement chart
FIELD MENU
39
APPENDIX D
GETTING MONEY
55
Villains to castles chart
WINNING THE GAME
55
APPENDIX E
Spells to towns chart
57
II
IV
V
VII
--- 2 ---
--- 3 ---
Setting Up
1. Flip the power switch on your Sega™ Mega Drive™ to OFF.
Never insert or remove a game cartridge when the power is on.
2. Make sure a Controller is plugged into the port labeled Control 1 on the console.
--- 4 --3. Insert the game cartridge into the slot on the Mega Drive. Press it firmly to lock the cartridge in
place.
4. Flip the power switch to ON. The Electronic Arts® logo appears, the King’s Bounty title screen. If
you don’t see the screens, begin again with step 1.
5. The King’s Bounty Character Selection screen appears.
Theft of the Sceptre
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.
--- 5 --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
--- 6 --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!
--- 7 --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.
1. Press any button to see character names in the option bar.
--- 8 --2. 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).
3. 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.
--- 9 --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.
--- 10 --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
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
Name
--- 11 --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.
1. D-Pad UP or DOWN to move the selection arrow
2. Press START to select the level and bring up the playscreen
--- 12 --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.
--- 13 --To get a contract:
For more information about the town menu, see Towns under DWELLINGS
1. Go to a town
2. Select GET NEW CONTRACT from the town menu and press A or C.
A villain’s character description appears.
--- 14 --3. Press A or C twice to view the next villain’s contract
4. 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
5. Press B to leave town.
TO CARRY OUT YOUR CONTRACT:
1. Find the villain in a castle somewhere on the continent
2. Conquer their troops in that castle
3. 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
--- 15 --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:
1. Go to a town
2. Select BUY SIEGE WEAPON and press A or C
3. 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
--- 16 --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.
--- 17 --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.
--- 18 --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.
--- 19 --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.
--- 20 --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
--- 21 --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)
1. Press B to fly
2. Press B over a grassy spot to land
● To enter a dwelling, walk into it.
● To sail to a different continent,
1. Find the map of the continent you want to sail to.
●
--- 22 --2. Sail away from your current continent. Keep sailing away until the continent menu appears.
3. Select the continent you want to sail to (only continents to which you have maps appear).
4. 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.
--- 23 --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,
1. D-Pad UP or DOWN to choose a troop to garrison the castle
2. Press A or C to assign the troop
3. Press B to leave the castle
--- 24 --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.
--- 25 --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.
●
--- 26 --To use the Arrow Target:
Press A or C to activate it
1. D-Pad the Arrow Target onto the enemy troop you want to shoot.
2. 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.
--- 27 --To move your troop:
1. 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.
2. Press A or C to move your troop to the targeted area
To attack:
1. Move the active troop target onto an opposing troop.
2. 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.
--- 28 --Combat Menu
To select an option:
1. D-Pad UP or DOWN to move the selection arrow to an option
2. 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.
--- 29 --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:
1. Move the selection arrow to the spell you want to cast
2. 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.
--- 30 --If the combat spell is for an attack:
1. D-Pad the selection ring onto the enemy troop you want to attack
2. Press A or C to attack
If the combat spell is to boost your troop:
1. D-Pad the selection ring onto the enemy troop you want to boost
2. 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.
--- 31 --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
--- 32 --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:
1. D-Pad UP or DOWN to move the selection arrow to the option you want to change.
2. 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
--- 33 --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
--- 34 --To recruit soldiers
1. 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.
2. D-Pad UP or DOWN to move the yellow selection arrow to the name of the troop you want to
recruit.
--- 35 --3. Press A or C to find out how many members of that troop are available
4. D-Pad RIGHT or LEFT to enter the amount you want to recruit.
5. Press A or C to recruit them into your army
6. Move the selection arrow to the next troop you want to recruit from
Repeat steps two through six until you are finished recruiting.
7. When you are through recruiting, press B to exit any menu
8. At the Castle of King Maximus screen, press B again to exit the castle
--- 36 --Troop dwellings
Hill
Covered Wagon
Dungeon
Tree House
Recruiting in troop dwellings is similar to recruiting at King Maximus’s castle:
1. Walk to dwelling
2. 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
3. When you are through, press B to leave the dwelling
--- 37 --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.
--- 38 --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:
1. D-Pad UP or DOWN to select ACCEPT or DECLINE
2. Press A or C to activate the selection
FIELD MENU
--- 39 --During gameplay, press A or C to see the Field Menu. Press A or C to exit the menus.
1. D-Pad UP or DOWN to move the selection arrow to an option
2. 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
--- 40 --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.
--- 41 --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.
●
●
--- 42 --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.
--- 43 --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)
●
--- 44 --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.
●
--- 45 --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.
●
●
--- 46 --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
--- 47 --● 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.
--- 48 --To use a spell:
1. Move the selection arrow to the spell you want to cast
2. 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:
1. D-Pad the light blue ring onto the enemy troop you want to attack
2. Press A or C to attack
--- 49 --If the combat spell is to boost your troop:
1. D-Pad the light blue ring onto the troop you want to boost
2. 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
--- 50 --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
--- 51 --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.
--- 52 --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.
--- 53 --To select an option:
1. D-Pad UP or DOWN to move the selection arrow to the option you want to change
2. 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.
--- 54 --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:
--- 55 --1. 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).
2. 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.
3. 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.
--- 56 --4. Select YES with the D-Pad and press A or C. Cross your fingers for luck!
SAVING THE GAME
To save a game:
1. 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.
2. 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.
--- 57 --To use the password at the Character Selection screen:
1. Press any button to see the option bar
2. D-Pad RIGHT or LEFT to scroll to the CONTINUE GAME IN PROGRESS option
--- 58 --3. When it appears, press START to get to the Password screen
4. 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.
5. 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.
6. When you’re through, press START to begin the saved game
--- 59 --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.
--- 60 --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.
--- 61 --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.
--- 62 --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.
--- 63 --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.
--- 64 --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.
--- 65 --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.
--- 66 --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.
--- 67 --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.
--- 68 --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.
--- 69 --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.
--- 70 --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
--- 71 --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.
--- 72 --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.
--- 73 --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:
1. Track down the villain
2. 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.
--- 74 --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+
●
--- 75 --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.
--- 76 --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.
--- 77 --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.
--- 78 --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.
--- 79 --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.
--- 80 --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.
--- 81 --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.
--- 82 --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.
--- 83 --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
--- I --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
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
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
Plains
Forest
Druids
5
25
2
2-3
700
C
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
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
Hills
Dungeon
--- II --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).
--- III --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
--- IV --APPENDIX D
VILLAINS TO CASTLES CHART
Make a copy of this chart for each new game:
Murray Hack Princess Baron Dread Caneghor Sir
Prince
Bargash Rinaldus Ragface Mahk
Auric
Czar
Magus
Urthrax Arech
the
the
Aimola Johnno Pirate the
Moradon Barrowpine Eyesore Drybone
Bellowspeak Whiteskin Nickolai Deathspell Killspite Dragonbreath
Miser Rogue
Makahl Rob
Mystic
the
the Mad
Cruel
Castles
X
Y
Continentia
Azram
30 27
Cancomar
36 49
Faxis
22 49
Irok
11 30
Kookamunga 57 58
Nilslag
22 24
Ophiraund
6
Portalis
58 23
Rythacon
54 6
Vutar
40 5
Wankelforte
40 41
57
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
Xelox
45 6
18
*
Saharia
*
Spockana
17 39
Uzare
41 12
Zyzzarzaz
46 43
*
--- V / VI --APPENDIX E
SPELLS TO TOWNS CHART
Make a copy of this chart for each new game:
Adventure Spells
Combat Spells
Bridge Castle Find
Instant Raise
Time Town
Gate Villain Army Control Stop Gate
Towns
X
Y
Continentia
Bayside
41 58
Fjord
46 35
Hunterville 12 3
Isla Vista
57 5
King's
Haven
17 21
Lakeview
17 44
*
Cone Fireball Freeze Lightning Resurrect Teleport Turn
Undead
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
Midland
58 33
Underfoot
58 4
Wood's
End
3
8
Centrapf
9
39
Japper
13 7
Overthere
57 57
Simpleton
13 60
Topshore
5
Yakonia
49 8
37
Archipelia
50
Saharia
Grimwold
9
60
Vengeance
7
3
Zaczoizu
58 48
--- VII / VIII ---