Original manual for MegaDrive/Genesis version. Probably copyrighted. Used under fair use - for future generations as the actual manual has been out of print for a long time now.
TODO: Format tables properly.
King’s Bounty - The Conqueror’s Quest
New World Computing
Flip the power switch on your Sega™ Mega Drive™ to OFF.
Never insert or remove a game cartridge when the power is on.
Make sure a Controller is plugged into the port labeled Control 1 on the console.
Insert the game cartridge into the slot on the Mega Drive. Press it firmly to lock the cartridge in place.
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.
The King’s Bounty Character Selection screen appears.
While King Maximus ruled the land, life was good in the four continents. The Sceptre of Order rested safely in his hands, keeping at bay the forces of darkness that infested the world. Children were happy. Merchants prospered. Honest folks made honest livings. And nobody complained much.
But far across the waters, Arech Dragonbreath, leader of the Dark Legions, looked enviously upon the wealth and splendor of the four continents. With the aid of great magic, Arech stole into the chambers of King Maximus and wrested the Sceptre from the grip of the sleeping King. He then released his evil forces, ordering his minions and lieutenants to seize the land in whatever manner they pleased (as long as it involved considerable amounts of pain and terror).
Arech retired to his new lair on the four continents and waited for King Maximus’s certain resistance. The King and his forces, however, offered none. Fearing some kind of trickery, Arech peered into his prophetic crystal to see what Maximus was up to. The crystal showed the King lying in bed, his face pale and gaunt like death itself. Over the King stood a noble young knight with the strength and resolve of great leader.
The King was speaking. "Come here" he gasped, "I am weak and breath is a luxury. Please." He extended his hand and the great leader drew close. "You must restore my kingdom.
I, too, must be restored. I am tied to this land and as it dies, so do I. My days here are numbered. You must recover the Sceptre if I and my land are to live."
Arech watched this exchange and quickly buried the Sceptre somewhere on the four continents. He draw a map of its location, then shredded it into 25 pieces. He gave one to each of his 16 villainous nobles, kept one for himself, and the other eight he hid with powerful artifacts around the four continents.
Your time grows short, leader. You have your quest and King Maximus’s last hope. May you be guarded in your journey by the Spirits of Order. Good luck!
At the Character Selection screen, you can wait for a demo (don’t press any buttons), or choose to play as the Knight, Paladin, Sorceress, or Barbarian.
Press any button to see character names in the option bar.
D-Pad RIGHT or LEFT to scroll through the character names and the Continue Game in Progress option (for more information about continuing a saved game, see Get Password in Field Menu under GAMEPLAY).
When the character’s name you want to play appears in the option bar, press START to select it.
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.
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.
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 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.
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.
Name Leadership Max Spell Capacity Spell Power Commission per Week KNIGHT Sir Crimsaun 100 2 1 1000 PALADIN Lord Palmer 80 3 1 1000 SORCERESS Tynnestra 60 5 2 3000 BARBARIAN Mad Moham 100 2 0 2000
Pick a skill level to play. Each level requires a different number of days to recover the sceptre of order for King Maximus.
D-Pad UP or DOWN to move the selection arrow
Press START to select the level and bring up the playscreen
Name / Days Left
Current Contract
Seige Weapon Availability
Spell-casting Ability
Miniature Puzzle Map
Gold on Hand
This panel shows which villain you currently hold a contract for. If you have no contract, the square shows an empty shadow. Get a new contract or exchange a current one in any town. You can only carry a contract for one villain at a time. There are five contracts to choose from. Contracts are always free.
To get a contract:
For more information about the town menu, see Towns under DWELLINGS
Go to a town
Select GET NEW CONTRACT from the town menu and press A or C.
A villain’s character description appears.
Press A or C twice to view the next villain’s contract
When you find a contract you want to keep, press A or C once to get back to the town scene with your new contract
Press B to leave town.
TO CARRY OUT YOUR CONTRACT:
Find the villain in a castle somewhere on the continent
Conquer their troops in that castle
When you have conquered their troops and caught the villain you’ll be asked if you want to garrison the castle. For more information, see Castle Siege under Combat in GAMEPLAY
This indicates your siege weapon availability. When you have siege weapons, the catapult moves. When you don't, it appears as a shadow. They are necessary to attack a castle. If a siege attempt is unsuccessful, your siege weapon is destroyed. Siege weapons are always 3000 gold.
To get siege weapons:
Go to a town
Select BUY SIEGE WEAPON and press A or C
Press B to leave the town
When you begin play, this panel is not active (changing colours) unless you are playing as the sorceress Tynnestra. Visit
Archmage Aurange for magic capability in Continentia at coordinates 11,19. Lessons from Aurange cost 5000 gold.
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.
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.
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.
Read signposts you see along your journey to get information.
Artifacts have been hidden in various spots over the four continents.
Amplify the spell power of any class with this amulet. A boon to spell casters, especially barbarians, it is often fiercly guarded.
When acquiring a boat, the rental price drops from 500 gold to 100 gold for the bearer of this artifact.
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.
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...
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.
A potent bauble, the Ring of Heroism increases leadership. It improves your luck by helping you beat impossible odds.
The shield protects your entire army. Only the surest of blows can harm while the shield is in your possession.
The bearer of the Sword of Prowess can inflict more damage per blow during battle.
D-Pad the direction you want to ride, sail, or fly.
To get in a boat, just walk into it
You can only fly when your army consists of one or more flying creature troops: Dragons, Demons, Vampires and Archmages (Sprites are not included because of their inability to keep up with the larger creatures)
Press B to fly
Press B over a grassy spot to land
To enter a dwelling, walk into it.
To sail to a different continent,
Find the map of the continent you want to sail to.
Sail away from your current continent. Keep sailing away until the continent menu appears.
Select the continent you want to sail to (only continents to which you have maps appear).
Press A or C to sail to the new continent.
For information about movement during combat, see the Movement section under COMBAT.
There are two types of combat:
Field Combat
Field combat starts when you walk into a wandering troop, but wandering troops do not always want to fight.
Occasionally they want to join your army, and sometimes they flee in terror at the sight of a large army. You don’t need siege weapons to engage in field combat.
If you are victorious in field combat, King Maximus congratulates you and gives you a reward. Rewards are based on your smarts and strength on the battlefield.
Castle Siege
This starts when you lay siege to a castle. You must have siege weapons to engage in a castle siege. Get siege weapons at any town.
If you conduct a successful castle siege, you have the option to garrison the castle. If you garrison,
D-Pad UP or DOWN to choose a troop to garrison the castle
Press A or C to assign the troop
Press B to leave the castle
The troops you leave behind get paid once more before you leave, then live off the castle thereafter. For every castle you garrison, King Maximus increases your income.
Combat movement is based on strategy – like a game of checkers or chess. Each troop takes turns moving or attacking. Your army’s troops move first, then the opposing army moves a troop at a time. This pattern continues until an entire army is wiped out.
Your army faces right. The opposing army faces left.
Active Troop is the troop whose turn it is to move or attack. A blue selection ring and yellow Active Troop Target appear around the troop.
Active Troop Target (Yellow Ring)
Active Troop (Blue Ring)
Active Troop Target is a yellow targeting ring you control with the D-Pad. Place it on an empty space you want to move to, or on an enemy you want to attack.
Arrow Target is a red ring that appears when a troop using bows and arrows (Archers, Elves, and Orcs) is preparing to shoot at an opposing troop.
To use the Arrow Target:
Press A or C to activate it
D-Pad the Arrow Target onto the enemy troop you want to shoot.
Press A or C to shoot
Different troops move different. For example, most troops can only move one space at a time. But Sprites fly on their first move, so their Active Troop Target can skip to any grassy space – not just one adjacent to their current position. For a troop statistics chart that includes individual troop’s movement capability, see APPENDIX B.
To move your troop:
Position the Active Troop Target on any grassy area next to the Active Troop. You cannot move to a spot occupied by water, a dirt mound, trees, or another troop.
Press A or C to move your troop to the targeted area
To attack:
Move the active troop target onto an opposing troop.
Press A or C to attack. The opposing troop always retaliates, so it’s best to attack a troop of same or weaker hit strength to minimalise losses.
To select an option:
D-Pad UP or DOWN to move the selection arrow to an option
Press A or C to select it
View your army
This shows the status of each troop in your army. For more information about this option, see View Your Army under Field Menu in GAMEPLAY.
This option details all aspects of your character. For more information about this option, see View Your Character under Field Menu in GAMEPLAY.
This option can only be used if you have magic powers. It lists the different spells and how many you have of each. To learn more about individual spells, see the Spells section.
To use a spell:
Move the selection arrow to the spell you want to cast
Press A or C to select it
An Adventure spell takes effect when you select it. With combat spells, you see a light blue ring on your troop that is about to use your spell.
If the combat spell is for an attack:
D-Pad the selection ring onto the enemy troop you want to attack
Press A or C to attack
If the combat spell is to boost your troop:
D-Pad the selection ring onto the enemy troop you want to boost
Press A or C to weave the spell
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.
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.
Press B during your turn in combat to view the Game Control Menu of the following options:
Turn music on and off
Turn sound on and off
Adjust combat delay from zero to 9
The Combat Delay option controls the amount of time it takes to exchange turns during combat. Set the combat delay at zero to have the opposing army move in an instant. Set it at 9 to see opposing troops attack more slowly one by one.
To select an option:
D-Pad UP or DOWN to move the selection arrow to the option you want to change.
Press A or C to change it.
The limit for the amount of troops you can recruit is based on your leadership points. You can recruit as many troops as you can control. For example, if you have 212 leadership points and you want to recruit Trolls at 50 hit points each, you would only be able to recruit four. Five trolls would equal 250 hit points, more than your leadership points.
You start the game in front of King Maximus’s castle. Castle-type troops can only be recruited here. In the castle you can recruit castle soldiers or have an audience with the King.
For more information about the AUDIENCE WITH THE KING option see At King Maximus’s Castle under Castles in the DWELLINGS section
To recruit soldiers
The selection arrow appears at RECRUIT SOLDIERS. Press A or C to view the list of troops available.
troop name, cost, gold available (left to right)
At first CAVALRY and KNIGHTS won’t be available because of your low rank. After your first promotion, you can recruit Cavalry. After your second promotion, you can recruit Knights.
D-Pad UP or DOWN to move the yellow selection arrow to the name of the troop you want to recruit.
Press A or C to find out how many members of that troop are available
D-Pad RIGHT or LEFT to enter the amount you want to recruit.
Press A or C to recruit them into your army
Move the selection arrow to the next troop you want to recruit from
Repeat steps two through six until you are finished recruiting.
When you are through recruiting, press B to exit any menu
At the Castle of King Maximus screen, press B again to exit the castle
Hill, Covered Wagon, Dungeon, Tree House
Recruiting in troop dwellings is similar to recruiting at King Maximus’s castle:
Walk to dwelling
Once you’re inside, D-Pad RIGHT or LEFT to enter the number of troops you want and press A or C to recruit them
When you are through, press B to leave the dwelling
If you can’t recruit troops, check to make sure you have enough gold, and have room for the new troop in your army (remember, you can only have 5 troops maximum in your army).
Usually field combat starts when you walk into a wandering troop, but sometimes they want to join your army instead of fight. When you meet up with a friendly troop, you have the option to accept or decline their service.
BE WARNED! Accepting a wandering troop of the same race as one you currently have in your army could put that troop out of control (make their hit points stronger than your leadership points). Their numbers are described with six phrases from "a few" to a "multitude". For amounts corresponding to these phrases, see the table in Towns under Dwellings.
Refer to APPENDIX B for information about a troop’s hit points, cost, skill level, movement capability, damage capability, and morale.
To accept or decline a troop:
D-Pad UP or DOWN to select ACCEPT or DECLINE
Press A or C to activate the selection
During gameplay, press A or C to see the Field Menu. Press A or C to exit the menus.
D-Pad UP or DOWN to move the selection arrow to an option
Press A or C to select it
Choose from:
(from top left to bottom right) Troop Count, Skill Level, Movement Rate, Morale, Total Hit Points, Total Damage Possible, Weekly Cost
This shows the status of each troop in your army. You can only have five different troops in your army. Troops may not be split up. When you recruit creatures of a race already in your forces, the new recruits are added to the current troop, even if it places them out of control.
Troop count is the amount and name of the troop
Total hit points defines the amount of damage the entire troop can take before it is wiped out. Individual creatures in the troop die off as the total hit point level lowers. Your leadership ability must surpass this number to control the troop.
Skill level is the efficiency at which the troop fights. A troop with a high skill level can easily defeat a lower skill level troop. For example, a troop with a skill level of six would easily defeat a group with a skill level of two. Two troops with equal skill levels have an equal chance to score a hit on each other.
Movement rate is the total number of actions, walking, flying and attacking, that a troop can make in one turn.
Total damage possible defines the damage that the troop can inflict upon an enemy.
Morale effects the damage a troop can do. High morale increases the potency of an attack, low morale decreases it. A troop’s morale is effected by other troops in your army. For a chart showing morale caused by different troop combinations, see the Troops chart and Morale chart in APPENDIX B.
Weekly cost for each troop is the amount you must pay to keep them in your service. Pay troops after you receive your commission. If you do not have enough to pay a troop, it leaves your army. In order to garrison a castle you must pay the weekly cost initially to set up the troops in the castle.
This option details all aspects of your character.
Name displays the name and rank of your character.
Leadership represents your ability to control any individual troop. You must have a leadership ability greater than the total hit points of a single troop. If you don’t, the out of control troop attacks the troop closest to it – usually one in your army. If after combat is finished the surviving troop is out of your control, the troop turns into wandering renegades never to rejoin civilized ranks again. For more information about out-of-control troops, see Wandering Troops under Recruiting Troops in GAMEPLAY.
Commission per Week is the amount of money you receive from King Maximus at the beginning of each week. This income raised by finding new sources of wealth for the kingdom or by gaining a level of rank.
Gold is the amount of money you have to operate with. You pay for your army and other miscellaneous items with these funds.
Spell Power is the skill level at which your character casts spells. The higher the skill level, the more effective the spell. Spell power can be increased by gaining a level in rank of finding the Amulet of Augmentation (see Artifacts under Objects in WHAT YOU SEE)
Max # of Spells dictates how many spells you can have in your possesion at any one time. The maximum number can be increased by a rise in rank or various encounters with shamans in your quest that increase your spell power
Villains Caught is the number of villains that you have captured under contract. Villains defeated for whom you held no contract are not included in this category. A caught villain increases your score. There are 17 villains to be captured, but you do not have to capture them all to rescue the Sceptre of Order. Capturing a villain under contract removes recovers that villain’s piece of the puzzle map.
Artifacts Found counts how many of the eight artifacts of power you have found on the four continents. Each artifact increases your current score. You do not need any of the artifacts to find the sceptre. For more information about the artifacts, see The Eight Artifacts of Power section in this manual.
Castles Garrisoned counts how many castles you have garrisoned. After every successful siege you have the option of garrisoning a castle. A garrisoned castle increases your commission per week and your score. It also assures that the castle in question won’t be repopulated by enemy creatures.
Followers Killed tallies all members of your army that died in battle. For every creature killed, your score is decreased. Dead peasants count just as much as dead dragons, so lead carefully.
Current Score records your progress throughout the game. It is not final until you find the sceptre or run out of time.
A small pulsing point on this map represents your current location. As you travel across each of the four continents, you draw a map of the terrain. You may only view the map you have draw for the continent you are currently on. Look for magic orbs hidden around the continents that let you see the entire map.
Colours on the map represent different areas of the continent:
Red dots can be signposts, wandering troops, treasure chests, towns, or troop dwellings
White squares are castles
Light Green paths are places you can walk
Dark Green sections are hedges
Brown sections are banks of rock
Blue sections are water
Yellow patches are desert
This option can only be used if you have magic powers. It lists the different spells and how many you have of each. To learn more about individual spells, see the Spells section.
To use a spell:
Move the selection arrow to the spell you want to cast
Press A or C to select it
Adventure spells happen automatically. With combat spells, you see a light blue ring on your troop that is about to use your spell.
If the combat spell is for an attack:
D-Pad the light blue ring onto the enemy troop you want to attack
Press A or C to attack
If the combat spell is to boost your troop:
D-Pad the light blue ring onto the troop you want to boost
Press A or C to weave the spell
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.
This option allows you to stop all actions and wait for the current week to pass. A week lasts five days. Every week is a regeneration week for a different creature. If a creature’s week arrives, that creature’s dwellings are replenished. Press A, B, or C to view your budget. This calculates:
Your cash on hand before paying charges
Pay you just received from King Maximus
Boat rental charges, if any
Money paid out to troops
Your resulting gold left after paying charges
Next to this information is a breakdown of your current armies and how much each costs. Press A, B, or C to leave the menu.
This replaces the adventure window with the Puzzle Map. For each villain you catch under contract and each artifact you find, you get a piece of the Puzzle Map. It shows the portions of the map you have recovered by capturing villains and retrieving artifacts, and which remaining villain or artifact has which piece of the map.
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.
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.
Select this option to:
Turn music on and off
Turn sound on and off
Adjust combat delay from zero to 9.
The Combat Delay option controls the amount of time it takes to exchange turns during combat. Set the combat delay at zero to have the opposing army move in an instant. Set it at 9 to watch the opposing troops attack more slowly.
To select an option:
D-Pad UP or DOWN to move the selection arrow to the option you want to change
Press A or C to change it
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.
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.
You must find the Sceptre of Order to restore King Maximus’s land before he dies.
To find the Sceptre of Order:
You can conquer villains and find artifacts to uncover pieces of the puzzle map. You do not have to uncover the puzzle map at all to search for the sceptre, but each time you guess at an area and search, it costs 10 days (If you have defeated Arech Dragonbreath, the search only lasts one day, even if your search is unsuccessful).
View the area exposed on the Puzzle Map and match it to an area on one of the four continents. THE AREA DEPICTED IN THE PUZZLE MAP MUST EXACTLY FIT IN THE SCREEN FOR A SUCCESSFUL SEARCH. For example, if you are near the correct area depicted in the puzzle map, but the view is slightly off centre, your search will be unsuccessful.
Once you think you are on the right spot, choose SEARCH THE AREA from the Field Menu. The game then tells you how many days it will take to conduct a search, and asks if you still want to search.
Select YES with the D-Pad and press A or C. Cross your fingers for luck!
To save a game:
Choose GET PASSWORD from the Field Menu. The game then gives you a 56-character password. Write it down. Use it later at the Character Selection screen.
Press START to continue.
Note: Passwords do not save:
Your game control settings
Any wandering troops killed
Orbs found
Some treasure chests reappear in which the Orbs can be refound.
To use the password at the Character Selection screen:
Press any button to see the option bar
D-Pad RIGHT or LEFT to scroll to the CONTINUE GAME IN PROGRESS option
When it appears, press START to get to the Password screen
D-Pad RIGHT, LEFT, UP, or DOWN to move the selection arrow to a letter or number
NOTE: The number zero and the letter "O" are interchangeable.
Press A, B, or C to enter it. If you make a mistake, select a directional arrow to go back and enter the correct letter or number. Watch letter "B" and number "8". They tend to look alike.
When you’re through, press START to begin the saved game
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 is wanted for conspiracy against the crown and grave-robbing.
Princess Aimola is wanted for joining a conspiracy against King Maximus.
Baron Johnno Makahl is wanted for leading Arech’s army into the King’s castle.
Dread Pirate Rob is wanted for piracy in the Pond of Peril and releasing traitors from Maximus’s royal Dungeons.
Caneghor the Mystic is wanted for assisting in the downfall of the four continents by spell-casting for the dark legions.
Sir Moradon is a traitor known for chopping small rodents with an axe to keep his temper under control.
Prince Barrowpine is wanted for trafficking stolen artifacts.
A lumbering cyclops, Bargash is as stupid as he is strong. He’s regarded as a permanent enemy of the crown.
Rinaldus Drybone is king of the undead.
Ragface is wanted for conspiring to steal the sceptre with Auric Whiteskin, Arech Dragonbreath, and Rinaldus Drybone.
Since Arech took rule of the four continents away, Mahk has been pillaging and attacking innocent townsfolk.
Wanted for conspiring with Arech to steal the Sceptre of Order, Auric helped plan the attack on the King’s castle.
Czar Nickolai is wanted for summoning the demon king Urthrax Killspite to help keep the chaotic four continents under Arech’s rule.
Magus Deathspell is wanted for deciphering the prophecy that foretold of the downfall of order on the four continents.
Urthrax Killspite is the demon King. He was summoned to help attack and rule the four continents by Czar Nickolai.
Arech Dragonbreath is the leader of the Dark Legion and destroyer of order.
For information about each troop’s skill level, hit points, movement capability, damage ability, morale, and cost, see APPENDIX B.
Members of the private guard are the most highly trained and skillful. They fight well when allied with Plains creatures.
These dependable fighters are a strong match for opposing troops.
Archers wait in a lonesome corner of the battlefield and shoot down unfortunate targets. They can shoot 12 times in any battle.
Pikemen inflict heavy damage with their pikes and are well worth their expensive wage.
Cavalry is used for swift and hard-hitting attacks. They are available for recruit at the King’s castle after your first promotion.
These fledgling lords are professional soldiers. Though slow and headstrong, they are powerful fighters. They are available for recruit after your second promotion.
Only the strongest creatures survive on the plains. Recruit Plains troop for their brute strength.
Easily influenced and guided, these hapless denizens of the plains are strongest in vast numbers.
Since they only bite for a minor amount of damage, wolves are most effective in large packs.
These crafty desert traders are savage and fierce. Good fighters, they are somewhat hard to control.
Barbarians can be devastating fighters, however, their independent nature makes them difficult to keep in rank and file.
Archmages can fly and attack at the same time. They can cast a fireball spell twice in any combat round.
Accustomed to close fighting in the woods, forest creatures are tricky and sly.
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.
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.
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 take a long time to die and are capable of inflicting great damage on their enemies. If not killed in combat, trolls regenerate to full hit points.
Druids 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.
Dungeon creatures are the undead class. Watch them carefully – they have nothing to lose by turning on you.
Age-old corpses rambling across the four continents in search of a final resting place, skeletons are the least powerful of the dungeon class.
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.
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.
The aristocracy of the night, vampires are formidable troops. A vampire can heal himself by striking an enemy.
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.
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.
Numerous and capable of strong attacks, it’s hard to go wrong with an orc legion. Orcs have six shots in any battle.
Kept in practice by defending their homes from Orc hordes, Dwarves are able warriors. Thought small, they deliver an outstanding blow.
Ogres live for destruction and destroy enemies easily. Ogres are slow, so position them for maximum effect with minimum movement.
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.
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.
For information about recruiting from dwellings, see Recruiting Troops under GAMEPLAY.
At King Maximus’s castle:
You can recruit
Militia Archers Pikemen Cavalry Knights
The supply of these troops is virtually unlimited, bet they are costly. As you gain rank, more powerful soldiers become available for hire. For trait descriptions of these different troops, see the castles section under TROOPS. For instructions about how to recruit troops see King Maximus’s Castle under RECRUITING TROOPS.
You can request an audience with the king
If you are worthy, rank is increased at an audience with the king. If you are not worthy, you are informed of your current rank and sent to capture more villains to gain worthiness.
At other castles:
If inhabited, a castle contains either one of the 17 villains or a rag-tag group of marauders who are based here. If you have siege weapons, battle begins. If uninhabited, you may assign a troop to garrison the castle, thereby increasing your score and weekly income. When you garrison a castle, you pay for the troops for one week. After that they live off the castle. If you return to a castle and remove the troops, you must begin paying them again.
If you win a battle, you may garrison the castle with some of your surviving legions. This increases your commission per week and your current score. If you hold a contract for the defeated lord of the castle, you receive a piece of the puzzle map. If you do not hold a contract for the defeated lord, the lord is set free and eventually relocates to a new castle. If you do not garrison a castle, it can repopulate.
In a town you can:
Get a new contract. You may only carry a contract for one villain at a time. Contracts may be exchanged at any time in any town. To carry out your contract:
Track down the villain
Conquer their troops
There are five villains‘ contracts to choose from.
Rent a boat or cancel boat rental. Rent a boat for 500 gold a week (when you find the Anchor of Admiralty, boat rental charges go down to 100 gold). After renting a boat, it appears in the water next to the town. Cancel boat rental in any town.
Gather Information about the local castle. Learn who rules it and what troops are in their army. Descriptions of those troops begin with phrases like "A few..." or "A multitude of...". These phrases correspond to the following amounts:
A Few = 1-9 creatures
Some = 10-19
Many = 20-49
A Lot = 50-99
A Horde 100-499
A Multitude = 500+
Buy a spell. Each town sells a different type of spell – whatever the local specialty is. Spells change towns from game to game. Buy as many spells as you can carry. Spells can only be used once.
Buy siege weapons for 3000 gold. Siege weapons are necessary to attack a castle. If a siege attempt is unsuccessful, your siege weapon is destroyed.
For information about troop dwellings (Hills, Dungeons, Covered Wagons, and Tree Houses), recruiting troops from them, and pictures of their dwellings, see Troop dwellings under RECRUITING TROOPS.
Spells can only be used once. For information about how to use spells, see Use Magic under FIELD MENU.
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
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.
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.
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.
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.
This allows you and your armies to move instantly to a previously visited town.
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.
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.
Use these in combat.
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.
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.
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.
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.
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.
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.
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.
Boats
If you dock your boat and walk far across the continent, save some time by finding a town close to you, canceling the boat rental, then re-renting a boat. Your new boat conveniently appears in the water close by. Be warned: it'll cost you another 500 gold, so you might want to rent at the end of a week (when you would have been charged for weekly boat rental anyway).
Recruiting troops
When you are recruiting from a troop dwelling or the King's castle, don't recruit all the members of a troop. If you empty a dwelling and take your army into a losing battle, you won't be able to recruit from the dwelling or castle again until that creature's week passes.
Combat with Ghosts
Only attack ghosts with troops of a stronger hit strength. Ghosts absorb fallen foes into their troop and get incredibly strong. Keep your peasants, Militia, and other weak troops out of their reach.
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
MONSTERS Skill Level Hit Points Movement Damage Attack, Shoot Recruitment Cost Morale Group
Castle
Militia 2 2 2 1-2 50 A
Archers 2 10 2 1-2/1-3 250 B
Pikemen 3 10 2 2-4 300 B
Cavalry 4 20 4 3-5 800 B
Knights 5 35 1 6-10 1000 B
Plains
Peasants 1 1 1 1 10 A
Wolves 2 3 3 1-3 40 D
Nomads 3 15 2 2-4 300 C
Barbarians 4 40 3 1-6 750 C
Archmages 5 25 Fly+1 2-3 1200 C
Forest
Sprites 1 1 Fly+1 1-2 15 C
Gnomes 2 5 1 1-3 60 C
Elves 3 10 3 1-2/2-4 200 C
Trolls 4 50 1 2-5 1000 D
Druids 5 25 2 2-3 700 C
Hills
Orcs 2 5 2 2-3/1-2 75 D
Dwarves 3 20 1 2-4 350 C
Ogres 4 40 1 3-5 750 D
Giants 5 60 3 10-20/5-10 2000 C
Dragons 6 200 Fly+1 25-50 5000 D
Dungeon
Skeletons 2 3 2 1-2 40 E
Zombies 2 5 1 2-2 50 E
Ghosts 4 10 3 3-4 400 E
Vampires 5 30 Fly+1 3-6 1500 E
Demons 6 50 Fly+1 5-7 3000 E
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).
*Character Advancement* *Villains caught* *Leadership* *Maximum # spells* *Spell Power* *Commission/week* Knight 0 10 2 1* 1000 General 2 +100 +3 +1 +1000 Marshal 8 +300 +4 +1 +2000 Lord 14 +500 +5 +2 +4000 Paladin 0 80 3 1* 1000 Crusader 2 +80 3 1* 1000 Avenger 7 +240 +5 +2 +2000 Champion 13 +400 +6 +2 +4000 Barbarian 0 10 2 0* 2000 Chieftain 1 +100 +2 +1 +2000 Warlord 5 +300 +3 +1 +2000 Overlord 10 +500 +3 +1 +2000 Sorceress 0 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
Make a copy of this chart for each new game:
Castles X Y Murray the Miser Hack the Rogue Princess Aimola Baron Johnno Makahl Dread Pirate Rob Caneghor the Mystic Sir Moradon the Cruel Prince Barrowpine Bargash Eyesore Rinaldus Drybone Ragface Mahk Bellowspeak Auric Whiteskin Czar Nickolai the Mad Magus Deathspell Urthrax Killspite Arech Dragonbreath
Continentia
Azram 30 27
Cancomar 36 49
Faxis 22 49
Irok 11 30
Kookamunga 57 58
Nilslag 22 24
Ophiraund 6 57
Portalis 58 23
Rythacon 54 6
Vutar 40 5
Wankelforte 40 41Forestria
Basefit 47 6
Duvock 30 18
Jhan 41 34
Mooseweigh 25 39
Quinderwitch 42 56
Yeneverre 19 19Archipelia
Endryx 11 46
Goobare 41 36
Hyppus 43 27
Lorshe 52 57
Tylitch 9 18 *
Xelox 45 6
Saharia *
Spockana 17 39
Uzare 41 12 *
Zyzzarzaz 46 43
Make a copy of this chart for each new game:
Adventure Spells Combat Spells
Towns X Y Bridge Castle Gate Find Villain Instant Army Raise Control Time Stop Town Gate Cone Fireball Freeze Lightning Resurrect Teleport Turn Undead
Continentia
Bayside 41 58
Fjord 46 35
Hunterville 12 3 *
Isla Vista 57 5
King's Haven 17 21
Lakeview 17 44
Nyre 50 13
Path's End 38 50
Quiln Point 14 27
Riverton 29 12
Xoctan 51 28Forestria
Anomaly 34 23
Dark corner 58 60
Elan's Landing 3 37
Midland 58 33
Underfoot 58 4
Wood's End 3 8
Archipelia
Centrapf 9 39
Japper 13 7
Overthere 57 57
Simpleton 13 60
Topshore 5 50
Yakonia 49 8
Saharia
Grimwold 9 60
Vengeance 7 3
Zaczoizu 58 48