7by Marshal Law & Jesus/Ind 1 GALAGA ------ 6 Red, green and blue skulls will give you a very good weapon, full fire power and the best ship speed! 5 If you have all the markings for a new rank, and than buy more rank markings, you will instead buy a new rank! 6 When a smart bomb have exploded and the gems are falling down, you can collect them by holding down the joystick! 5 If you have one weapon type and catch the same weapon, you will get some more firepower! 6 If you have caught two aliens and the scope is active you can get a lot of points by bouncing the aliens of the screen! 5 If you have a multiply when entering the meteor-storm, you may get a lot of points. 6 Having a multiply active when completing the game, will give you a lot of points. 5 Catching a warp-icon in an alien stage with a bonus level, will give you a perfect bonus score! 6 Completing the meteor-storm will give you 100,000 points 5 If you have the rank of Admiral and you buy more rank markings you will get 1,000,000 points! 6 You can figure out what skull you have not taken by looking at the colour of the meteors in the meteor-storm. 5 By shooting the hurry-up ship you can collect the rank markings that you are missing! 6 When the hurry-up ship have appeared 8 times, a money ship will appear, shooting this ship can give you a lot of money! 5 Catching a skull will add to the chances that extra life and cash multiplyer bonuses appear! 1 THE SETTLERS ------------ It looks like Populous, plays like Sim City, and is reminiscent of Lemmings. In fact it's probably the best value for money game this side of Monkey Island and Speedball 2. Are you playing this game for hours and hours, losing sleep and friends? Well, here's the hints for you. Here's a rough guide to successful kingship. First of all the following is essential to be able to play Settlers. You must know what each building is, since we'll talk in these terms hereafter. By studying the pictures of the houses (in the game), while reading the following, you'll most certainly get the hang of it. I recommend you print it out or write this down on paper to refer to while playing. 5 THE BUILDINGS, SCREEN BY SCREEN 1 With the military buildings you expand your territory. The most buildings are self-explanatory and you'll understand more as you read on. Otherwise, please refer to the manual. 6 SCREEN 1: 1. Stonecutter 2. Guard Room (Military B.) 3. Woodcutter 4. Forester 5. Fisherman 6. Windmill 7. Boatyard SCREEN 2: 1. Butcher 2. Armourer 3. Steelworker 4. Saw Mill 5. Bakery 6. Goldsmith SCREEN 3: 1. Toolmaker 2. Farmer (Corn) 3. Stock/Warehouse 4. Farmer (Pigs) 5. Watch Tower (Military B.) 6. Garrison (Military B.) SCREEN 4: 1. Stone Mine 2. Coal Mine 3. Ore Mine 4. Gold Mine 5 HINTS 1 The placement of your castle is vital, it must be near a range of mountains. You can't hope to win without lots of mines. There are often only a few suitable mining areas. Later on a lot of the fighting will be over who controls the mountains. Now for your building program. The fighting doesn't usually start until most of the land is occupied. You can do this quickly with guardrooms but they don't offer much security and will quickly be over-run by your enemies. Protect important areas with Watch Towers or Garrisons if there's room. You'll need at least one of each building early on, except the boatyard and perhaps a pig farm and butcher, Start building military buildings on the edge of your territory straight away. Get your geologists out prospecting the and get those mines going as soon as they find anything. The mines need food, the easiest way to get it is to use fishermen, later on you can progress to farms. Next start a couple of woodcutters and and a stone cutters. For every wood- cutter build a forester, or you'll soon run out of trees. The stonecutter will exhaust surface stone after a while, so destroy the building and put up another one or the poor chap has to wander all over the land looking for suitable stone. The sawmill is next, place it near to your castle. You now have all the raw materials for building work. Now get the other manufacturing buildings going. The steel worker, goldsmith, armourer and tool-maker. You'll generally start the game with stocks of raw materials to get them into production without mining anything. Put the buildings as close as possible to your castle, along with a military building or two for protection. These are vital buildings, you need weapons and gold to win the fights. Get a corn farm going if your miners look like running out of food. Then either a pig farm and butcher, or a windmill and baker. One butcher can serve several pig farms and one baker and miller several corn farms, so you're unlikely to need two of these unless your territory is huge. When your power builds up a second goldsmith and armourer will help your army expand and get tougher. Attack enemy territories carefully, expand too quickly and you're left with large areas dotted with guard rooms and little else, your army will be stretched very thin. Keep the garrisons high and well stocked with gold. It's easy to build more guard rooms, watch towers and garrisons than you have knights to fill them. Leave the warehouse for last, you only really need it when you have a large kingdom and long supply routes. Once raw material production is in full swing, concentrate on gold and weapons and build up your army. To keep your army well trained keep rotating them with knights in the castle, where they train. Keep roads straight and build a few short cuts if you can. Avoid building "red" roads, keep them flat and level and your chaps will get about a lot quicker. If you see piles of raw materials building up at a junction then a bypass is in order. Try and build roads in a grid pattern rather than a star or you'll get traffic problems. Watch your enemy for a weak link, a single iron ore mine or a steel worker in an outlying territory and let loose with a knight or two. Have a look at the flag on the enemy dwelling and make sure your chaps are up to the job, you can lose a lot of low level knights in an attack on a well defended building. A neat and rather mean trick is to attack a building deep inside enemy territory. You'll probably lose it soon enough if your enemy is any good but it causes lots of destruction. And that's always a good thing. 5 SUMMARY 6 1. The Goldsmith, the more gold you have the better your chaps fight so get at least a couple of built as quickly as possible 7 2. Corn farmers wanders about sowing the seeds and harvesting the crop, it even goes in seasons. One miller and one baker can very easily handle the output of three or more of these corn farms. 6 3. The bigger the military building then the bigger the area it commands. Be very careful when knocking them down, or you'll lose precious buildings. 7 4. The warehouse, too close to the main castle to be much of use is bad. 6 5. Nearly surround your enemy castle with military buildings. Strong forts ensure he's not going to get the land back easily. 7 6. Eventually the supplies of mineable raw materials will be exhausted and it'll be time to fight with the neighbours over the remaining supplies. 6 7. Keep those roads in a neat grid pattern. As soon as you spot a blockage, build another road to go around it. It's frustration-city to see precious supplies getting stuck at the crossroads. 5 HINTS FOR SOME OTHER SCREENS 7 1. The info screen with a descending Zig-Zaging stair (kind of) with tools, food, weapons and supplies in small boxes: 1 You can tell your carriers which goods to carry first. When you need something in a hurry, put it at the top (of the stair) and they will carry it in preference to anything else. 6 2. The flowchart with arrows, diagrams and drawn lines to different workers: This flow chart tells you if your chaps are getting enough raw materials. You can quickly spot any shortages and take action. 7 3. The screen with the four castles, -/+ signs, Full, Good, Medium etc.: 1 You can release a lot of soldiers for combat by lowering occupation levels for a while, you'll have loads to play with. Beware of enemy attacks though. 6 4. The info screen showing the mines, sliders and food supply: You can adjust which mines get what proportion of food. If you see someone walking up and down outside the mine, he's on strike because he's hungry. 5 SOME GENERAL TIPS 6 1. Attack enemy wood supplies (Woodcutter, Sawmill) to effectively halt his or her expansion and then slowly eat away at their territory. 7 2. Have at least two weaponmakers and three iron foundries for a decent expansion of weapons. 6 3. As a rule of thumb, have one mine per building requiring mined supplies, so for the above example of military expansion have five coalmines and three ironmines. This should produce small surplus for those lean times. 7 4. On higher levels, combat can be tough, so it's probably best to attack with a ratio of between ten and fifteen to one. 6 5. If your settlement is under attack, attack an enemy settlement directly in line. This will lead to your forces clashing halfway between the two settlements; if you have good supplies of gold then you are certain to wipe out many of the enemy before they reach your settlement. As a bonus, you could even take the enemy settlement. 7 6. Try to surround the enemy main castle. This, coupled with the potential of wiping out any of his warehouses, will also halt his expansion. 6 7. As a norm, on the troop allocation table have: FULL/FULL - Front Line FULL/MEDIUM - Behind Front Line FULL/MEDIUM - Well behind enemy lines MINIMUM/MINIMUM - Well out of it. 1 This will prevent the enemy nipping in and attacking when your soldiers have set off to attack the enemy, since on higher levels the enemies await for you to attack someone, then attack your reduced castles. 7 8. Always have seven to ten in your initial castle to prevent surprise attack.