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The green tribe can't reach you, so they pose little threat, but their sporadic lightning attacks can be annoying. Use the angel of death on this lot, which keeps them occupied while you concentrate on more pressing matters. This third 'special' world sees our shaman bang to rights, spell-less and helpless. She must escape her prison before time runs out. Once your population is growing steadily, send three or four braves to build boats. Fill a boat with warriors and sail them to the three guard towers guarding the entrance to the enemy island.

Touch down near one of the side towers and send your warriors to attack. The enemy fire warrior inside blasts your men, but they can take it. Eventually, they dismantle the towers. Put your warriors back in the boat and repeat this tactic on the other two towers. Once completed, sail them into the little bay just inside enemy territory and wait. Meanwhile, back home, train up a variety of aggressive followers and place them in boats. Ferry them to the aforementioned bay and land away from the main enemy stronghold.

Pitch preacher against preacher, and warriors against guard towers. When the enemy is overwhelmed, select as many followers as possible and left-click on the prison to free the shaman. Now command her to pray at the obelisk for a volcano. Cast the volcano into the valley to decimate the enemy. Bloodlust is a 'guest' spell, available only on this world and found within two stone heads.

The first head is near the borders of your territory, the second is by the green settlement and is better because it contains infinite shots. The head on the island in the middle of a lake contains an angel of death spell. Set up guards quickly to protect against the red and yellow tribes.

Use high land to build more solid defences. Both yellow and green use balloons, so fire warriors should be used in abundance. Casting swamp in front of enemy settlements provides a cunning defence too. The armageddon spell is in the stone head in the centre of the island.

Unfortunately, three other tribes are vying for the same prize, and they've already built their settlements - tricky. But all is not lost. These tribes are intent on scrapping among themselves, and thus slow each other down. A cunning trick Is to cast swamp on the stone head to swallow any enemy followers who attempt to worship there. You can also use erode to estrange yourself from the enemy. Finally, only cast armageddon when you are sure of victory.

Train as many warriors as possible beforehand to give you the best chance in the arena. There are three stone heads on this world, each guarded by a different tribe. The nearest head is guarded by the red tribe and contains an armageddon spell.

The yellow and green tribes each guard a single volcano spell. Initially, the adjacent reds pose the biggest threat. The yellow and green tribes use boats to attack, and the green tribe even have the audacity to use landbridge to invade near your reincarnation site. They could do this at any time, so stay alert. Ultimately, armageddon is the way to victory. On this world, you are allied with the yellow tribe. The red tribe soon begin attacking your buddies and it's up to you to protect them.

If they are destroyed, you lose. Because of the lack of land, you must use landbridge to create more. Erect a guard tower by your reincarnation site, go inside, and cast landbridge to the yellow base.

The shaman can then wander over to help. Swamp can be a useful defence, giving both of you a fighting chance. There is also a spot at the other end of your island where the red tribe can landbridge over, so make sure you have patrols set up to watch this area. Two stone heads populate this world. The first is at the opposite end of your island and contains three teleport spells.

This spell is limitless and teleports the shaman absolutely anywhere she wants to go. The second is at the end of the red village and contains a volcano spell which, when cast, sets off the dormant volcano, damaging the red tribe's settlement. Yet again, use landbridge to exploit the islands and expand territory. The red tribe guards a VoK containing the angel of death spell.

This can be reached quite easily by heading past some fire warriors in guard towers. There is also a stone head on another island, which contains a landbridge spell. Set this off and another stone head appears elsewhere containing a flatten spell. Other stone heads in the chain grant you singleshot firestorm unfortunately, this also casts a firestorm around the head, killing nearby followers and volcano spells. At first, the red tribe attack by water. To avoid this, cast landbridge to their island, forcing them to attack you over land through a narrow corridor.

You can then guard this corridor with fire warriors and swamps. This world is very unstable, and volcanoes erupt frequently. Close unstable fissures by casting flatten spells over them.

The totem pole near your reincarnation site actually closes one of these fissures for you, which helps because the reds are volcano crazy and create them from the start. The volcano VoK is away from the reds' main settlement and therefore vulnerable, so go for it early. The stone head at the opposite end of the island contains two erode spells. The landscape is barren and hard to navigate. The red tribe prefer to attack by balloon and come in from the sea behind you.

Also watch out for raiding parties from the small settlement next to the VoK. The final 'special' world is a lone shaman suicide run.

It's a nightmare, so save often. The three obelisks are the keys - they grant you full mana and spells. The first is near the start, the second on an island near the first, and the green tribe guards the third. But remember: because you have no followers, you cannot charge mana.

You only have what you gain from the obelisks and killing other shamans, so use it wisely. When you defeat the red tribe, grab the boat by their boathouse and sail to the yellow settlement. Use the balloon to reach green territory.

An angel of death can be very effective on this level. It's a three-pronged attack again! At least you have plenty of space to build upon, and don't be shy about creating even more with landbridge.

Use small hills to create impassable walls and cut off the green tribe. The stone head contains three firestorm spells, but since you already have that spell you might as well cast swamp around it to trap the reds. The yellow tribe is lurking on an island, so they use boats and balloons to reach you.

All four tribes take to the stage for the ultimate battle. First order of the day is survival, so seal yourself in nice and tight by setting up some perimeter towers to block oft the entrances to your island, then get those huts producing. After that, use pretty much every tactic going.

Speed is the essence here, and if you can bring an angel of death into the fray, all the better. This is the final showdown B - there's nothing more VM to say. Populous: The Beginning is a complex affair with multiple solutions and strategies. But don't fret This two-part guide begins by providing a comprehensive walkthrough of the first 12 worlds, and expert advice on making the most of your spells and followers.

The road to immortality starts here. You start with eight followers. Send three into each hut to start breeding, and build another hut with the remaining two. Worship the stone head. Use the land bridge spell to reach the centre island. Worship the Vault of Knowledge to learn about warrior training, and then the other stone head to get lightning. Now build a warrior training hut; train about ten warriors. Use the land bridge again and storm the Dakini island.

Send your warriors straight towards their shaman while blasting their huts with lightning bolts. Extract your shaman to the totem pole and begin worshipping. Use your followers to build two extra huts and a warrior-training hut. Move a follower to the stone head to worship with your shaman once she's finished at the totem pole. Create approximately ten warriors and march past the guard tower into Matak territory.

While the shaman heads for the Vault of Knowledge, your warriors should make a start on the nearby hut. Cast tornadoes at the Matak huts and send in the warriors to clean up. Use the swarm spell to keep your toes from grouping together. Get your followers to start building two huts.

Send Shammy off to the totem pole. When she's finished there, move her over to the Vault of Knowledge to learn about temples. Now build a temple. Train ten preachers and send them into Matak territory. Have you tried Populous: The Beginning? Be the first to leave your opinion! Laws concerning the use of this software vary from country to country.

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For the first time in the series, gameplay moves entirely into three-dimensional space. The main gameplay takes place on planets. With the help of the special abilities of the shamaness, you can change the landscapes of the earth. After that, you need to ensure the well-being of the inhabitants of the tribe and get rid of enemies in the vicinity.

In order to assign an assignment to each unit, just click on the hero and give an order to construct a building or attack the enemy. The campaign includes 25 planets. The player will have to fight with other tribes, led by other magicians: dakinis, chumara and mataki. The shaman receives new abilities and knowledge if she finds totems that need to be prayed for.. There are several types of warriors in Populous: The Beginning: warriors - melee fighters; fire throwers - warriors at a long distance; preachers - can delay the enemy army or recruit opponents to their side; infiltrators - spies capable of infiltrating someone else's base and setting fire to.

There is only one resource in the game - mana, which comes from the inhabitants of the tribe.



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