------------------------------------ NAME : Populous I TYPE : Doc, Frequently Asked Questions VERSION : PRODUCER : Submitted by : DATE : 11:00 04-05-97 PLACE : http://www.cheat.dk E-MAIL : cheat@cheat.dk ------------------------------------- Populous is easy, and you don't even need the cheat at the end of this article. You should be able to win almost every world without doing anything but raising and lowering land. Spells can be used to speed up the winning process. ( But see 3d ). The key to winning is getting a Big Start, and avoiding excessive use of "Go To Leader". Let's handle the second point first. Walkers get stronger in buildings. ( Usually.... :-) Walkers get weaker by walking. Walkers who find places to settle increase your total power. Walkers who go to join the leader decrease your total power. The computer beats itself because it uses GoToLeader much too much. INDEX TO SECTIONS: 0. General Advice 1. Big Start 2. What to do about Spells 3. Offensive Tactics That Work 4. How The Computer Cheats; Bugs 5. How You can Cheat Right Back 0. General Advice It isn't cheating to slow the game down with shift-S. The game was designed to run full speed on a much slower computer than yours; don't create an unnecessary disadvantage for yourself. If you run it fast, the computer gets extra turns, but if you run it slow, you never get more than your fair share of turns. It isn't cheating to pause the game by hitting 'z'. If you shift focus without pausing, you lose a turn. The computer doesn't lose turns this way, why should you? Use the Pause key a lot. If you're left-handed, re-map it. Know the characteristics of the terrain. In the basic game, there isn't as much difference between the kinds of world, but in the Promised Lands, look for something very special about the Silly World ( It would be a spoiler to say what ), and since castles grow so incredibly fast in Bit Plains, you can often go for a blowout ( your first two castles give you enough energy to make earthquakes, and you can make sure the computer never gets even a single castle ). 1. Big Start If you read the manual, you will find that castles grow more quickly than anything else, though they take longer to produce a walker because their capacity is so large. Therefore, you must begin by making castles. Let's suppose you start with just one walker, your leader. He settles right away and you turn him into a castle. What next? Your Anchor is right in the center of the world. If you change to "Go to Leader", you know which direction your leader will go when he comes out of the castle. Smooth out some land in that direction, just outside his castle. Look at the castle's power bar. As soon as it's not completely empty, *and* you have enough energy to raise and lower some land ( I recommend at least 5 turns more than "empty"; so I added step 1a ), do the following: 1. Change to "go to leader"; 1a. Wait 5 turns. Watch your power gauge, it moves a bit every turn. 2. Raise a little bump near the castle to turn it into a smaller building. You may have to raise several. I call this "pushing out". 3. When your leader comes out, lower the bumps and turn the building back into a castle. 4. As soon as your leader steps off the castle grounds and onto the place you made for him, change to "settle". 5. Turn your leader's new building into a castle. 6. Clear some land where he will go. 7. Wait for your leader's castle to show some green in the powerbar. 8. Repeat from step 1. By the time you've made several castles, the oldest one is ready to have another walker pushed out. If the computer has earthquakes, it may *help* you make more walkers right around this time. If not, you have to smooth little places on all sides of the oldest castle, push out, and hope the walker finds one of the places you made. Do this while waiting for the leader's castle to grow ( step 7, above ). "Go to Leader" is no help in guiding the walker onto the good land in this situation because your castles are all in a straight line. Don't waste time smoothing big areas; with big areas, your walkers make one castle and are finished, but with small areas each walker may make two or three huts that you can turn into castles. By the time you reach the middle, you have enough energy to move your anchor. I recommend having your leader make a 45-degree turn, so that you can guide the walkers from earlier castles onto new ground. It's not at all bad if you also have a bunch of smaller buildings; you only have time (and magic energy) enough to do so much, you may not be able to turn them all into castles in any case -- and this combination of Big Start and Creeping Huts is well-nigh unbeatable. 2. What to do about Spells 2a. Computer Attacks With Leader Ignore him; help him, in fact! Go to the border between your peoples and raise bumps under the castles. These castles will turn into walkers and go to join the leader; just what the computer wants. The border will be empty, and your walkers can settle there. You might want to push a few walkers out near the border and hope they find these spots. Whenever the enemy leader conquers one of your castles, its neighbors turn small and push out walkers. Raise a bump under the enemy castle to erase it and turn your buildings back into castles. The enemy leader will go conquer another castle, and one of your walkers will make a new castle in the empty spot. 2b. Earthquake Check for drowners and save them. Fix up the land. Now you have as many castles as you used to, but you also have some walkers. The computer helped you! 2c. Swamp The computer swamps only your leader. Keep your info shield on your leader's castle and keep a finger poised over the 'z' key. The "Save Game cheat" works well here, but you don't really need it; by the time you lose your leader, you won't really need him anymore. 2d. Knights Swamp the sucker. Use the "Save Game cheat". After a while, you will get good at swamping, and you can do it without saving. You'll never get enough practice unless you start by saving. If you can't swamp, make sure the Knights don't conquer any of your castles. Push out a walker first, then just before the Knight reaches the castle, raise a bump underneath so there's no building there at all. By the time the Knight finishes fighting, you probably have a new building elsewhere. Once there are three Knights, you won't be able to do this anymore, so change to "creeping huts". Just keep building. Knights are not as strong as they seem. You have many castles growing, the enemy has only a few Knights destroying; even better, the Knights like to bump into each other and make a single strong one. You just have to grin and bear it until some of your castles mature, and start sending out strong walkers without being pushed. Soon after that happens, the Knights all get beaten. To deal with multiple Knights, build long, narrow ramps out into the sea in all directions. As your walkers settle on them, extend the ramps. The idea is to get settlements as far away from each other as possible. It's great when the enemy Knight beats up a hut in the far south corner of the world and then decides to attack a hut in the far north corner; the Knight will walk all the way across the world without attacking anything -- putting it out of action for that amount of time! If you have several huts on a ramp, and free space at the end, turn the building closest to your homeland into a castle; this will dispossess one or two of the huts, and the walkers may settle at the end of the ramp. Make sure you resettle the burned land as quickly as possible. 2e. Volcano If the computer can *only* do volcanos, just build at the top of the world and enjoy the useless noise. Building at the top takes more energy, and you'll be behind for a long while and the game will take longer; but it's fun to hear those volcanos doing nothing. The normal way is to treat them almost like earthquakes. You must clean them up because if you leave a bit of a hill another volcano in the same place will be as big as a double-volcano: Position your viewpoint with a building on the edge and the volcano in the middle. Click madly on "lower land". Make a small flat place in the middle of the volcano. Use the "computer helps build castle" key to turn the buildings around the edge back into castles, then turn the new building in the middle into a castle. Clean up the rest by hand. He only hurt you a little. Once you get close to the enemy, your problems with volcanos lessen. Sometimes the computer hits more of its own people than of yours. 2f. Flood Don't build at sea level. I love the world where water is fatal and the only thing the computer can do is flood. All you have to do is wait for suicide. 2g. Armageddon Only if the computer has no other spells do you have to worry about this. In the only world where this is so, you have only earthquakes. The earthquakes you do in that world force the computer to build a bit more land, using up some of its energy, and gives you just a bit longer to catch up. This is one of the few cases where you might *need* something besides building land to win. 3. Offensive Tactics That Work 3a. Border Harassment On the border, make sure *your* buildings are castles, and the computer's buildings are smaller ones: raise a few bumps. This has a big effect on the game. Raise twice if you really want to cause trouble; you'll never believe how much trouble you can cause with micro-volcanos until you try it. When your walkers start to surround the enemy, you're winning. Border harassment at this point of the game is really deadly. 3b. Fake Flood When water is fatal you can assassinate any enemy by lowering the land out from under his feet. When terrain is harsh, you can kill weak buildings or walkers this way. Earthquakes when water is fatal can be used to finish off the enemy. Fake floods can be used for border harassment when water is fatal. 3c. Fake volcano Raise raise raise raise raise raise raise raise! It's got no rocks, but it's as big as a double volcano. Make a whole line of them along the border, and keep them walking forward. Make real volcanos beyond them. Play "creeping huts" in the hills so that you can walk the line of fake volcanos forwards. If the computer "has fast reactions" it will fight by lowering as you raise, and this tactic fails; however, you can still do border harassment. In effect, the fake volcano is nothing but the ultimate in border harassment. 3d. Real volcano Never use just one. Save up your energy for a double. Or a triple. This is the only spell that can turn victory into a loss. ( The computer recovers too well from floods; it may take several floods to win, which is no fun ). Often the computer leaves enough garbage from an old volcano that you can get a free double by vulking once on top of the garbage. You can also get a free double by vulking on the side of a hill or an old volcano; put the edge of the old one at the middle of the screen. 3e. Swamp Don't swamp the leader, swamp the Knight. See section 4b. If you're way ahead, swamp the neutral country where all the walkers are going to follow the leader. In the Bit Plains worlds ( Populous: the promised lands ), you can get so far ahead that you can simply make *all* the enemy territory into one big swamp and keep it that way until you're ready to finish him off. 3f. Taking Advantage. The computer plays weakly because it uses Go To Leader too much. An earthquake way back in the rear can result in an empty section of land where there used to be enemy castles. Border harassment at this time is especially effective. 3g. Hands off! Let your walkers do their own thing. Let your castles grow quietly ( except when you have good reason to push out walkers ). Be patient. One time, before I was very good at the game, I was getting beaten badly. The computer could do Knights and Volcanos and nothing else. I couldn't even raise or lower land because of the way your energy goes down every time the Knights beat one of your people. My main power bar was almost empty, and the computer's was full. I left, but I left the game running. An hour or two later, I came back. I had enough energy to do a volcano; one-third of my power bar was blue; the computer had the whole center of the world, and all the edge was volcano remnants filled with my people and their little buildings; some of my people were coming down off the hills and mixing in. I helped them; we won. 3h. Don't stop building. The computer usually stops building when it fills up about one-quarter to a third of the world; if you can't find any other way to win, just keep building. 3i. Creeping Huts While it is true that castles grow more swiftly, it is also true that small buildings produce walkers more quickly ( except when you push walkers out of castles ). At some stage of a world, perhaps you don't have enough energy to flatten the land for a castle; or, perhaps you simply don't have enough time to deal with all the small buildings. Just a little bit of land improvement goes a long way when you have a lot of little huts creeping over land that existed at the start of the world. First priority, make new places to settle in an outward direction. Next, make little huts into slightly bigger huts. Just one or two raises or lowers in this situation can make a big difference. 3j. Finishers None of the other things you can do help when you're behind. Even the tactics in the manual work when you're way ahead. Armageddon is best, Knights are second-best. I love laying down a bottomless swamp just before calling for Armageddon. Or, when you can't do Armageddon or Knights, try doing continuous earthquakes on the last few pitiful remnants of the enemy. 4. How The Computer Cheats; Bugs 4a. The computer can raise five pieces of land while you raise one. You are smarter and more efficient; the computer has to cheat to keep up with you. It's fair for it to cheat this way. 4b. The computer ignores the rules. It can always raise or lower land near its leader or near a Knight. This is really unfair when you throw down a good swamp and the computer cheats to get out of it. See 5a: it isn't cheating when you do it to balance out the computer's cheating. 4c. The computer gets more energy than you. This is fair when it uses it to build land, but not when it does other things. 4d. The computer pushes out walkers from its castles without bothering to raise and lower land. 4e. Swamp monsters always go through your part of the world, not the computer's. Maybe it's because your part is always bigger. 4f. Bug: If you build up the whole world, your walkers never come out of their buildings. You have to destroy a few buildings to get things moving again. There's a limit to how many buildings and walkers there can be. 4g. The computer ignores your input. Sometimes you have to click two or three times. It's even worse with keyboard commands. This bug lets the computer get extra turns. 5. How You can Cheat Right Back 5a. Save Game As in so many games, you can save often, and if something happens that you don't like you can try again. If the computer cheats to get out of a swamping, it's only fair to use the Save Game cheat; and it's so convenient in Populous! If your swamp spell really missed, the Save Game cheat is really cheating, but you *have* to do it for a while just to get practice and build up your accuracy. 5b. Computer Help There is a bug in the "Computer Helps Build Land" key that gets rid of rocks quite easily. 5c. Espionage Save game, change sides, see how much energy computer has, find out where its leader is. Load game. Big deal. Not worth much. 5d. Spoiler Alert There is a bug in the "Computer Helps Build Land" key that lets you use it while the game is paused. Pause the game. Hit control-M to go into keyboard-only mode. Hit F7 to go to a small building. Hit the keypad '/' key to make a castle. Hit F7 again and repeat. This uses up a lot more energy than building by hand, but it saves lots of time. You get many extra turns this way. There is a bug in this; it won't work on buildings that are near the edge of the world. Unpause; move the mouse to the building; pause, control-M; keypad '/'; voila`!