
Populous 
Krisalis (0709 372290)
29.99


As a divine being you have a group of followers from whom you derive your
power. The more followers you have and the greater their achievements, the
more power you wield. Unfortunately there is another group of people who
follow a different deity. Since there's barely enough room in the world for
your own magnifcent, two won't do. You must rid the world of the opposition.
To do this you will use your great power to move the earth and your devout
followers to crush the misguided...

The screen is divided into 5:

Book of Worlds - shows the entire world with the croshair showing your
current view. The red dots are evil walkers with dark grey dots their
settlements. The blue dots your walkers and the white dots their huts,
castles and so on.

Close-up map - this is the area you can direcly influence using the command
icons. But remember you can only affect land wwhen you can see a walker or
flag on it.

Manna Bar - holds your divine intervention icons. The arrow shows how much
manna you have and you can invoke any command left of that marker.

Shield Summary - information on population size and the status of the shield
bearer

Command Icons - SEE BELOW

WHO DOES WHAT IN YOUR LAND?

The Papal Magnet is your sacred symbol - an ankh. The evil symbol is a
skull. This is the focus of your people.

People can be Walkers who follow, fight and settle. A Leader who is the
first person who touches the ankh. He will then have a miniature ankh
attached to him so you can recognise him. This leaves the Knight. You can
make a leader into a knight if you have enough manna. He will then destroy
evil where he finds it. You can have as many knights as you have manna
although they may combine to make a mega-knight.

COMMAND ICONS

When a command is on the square is highlighted.

FX: turns the sound effects on/off

Musical Notes: turns the music on/off

ZZZZ: Pause

Globe: sets the gameplay options (not available in this version)

Scales: allows you to alter the game balance for both sides

Arrows: direction icons allow you to move the closeup map

?: turns you cursor into a shield to let you find more out about your people
and settlements. Point the top left corener of the shield at a person or a
flag and press the select button. You have now chosen a shield bearer. The
information shield fills with information.

Shield: to the left and right of the shield are scales showing the
population of good and evil. The shield itself is split into 4. The top left
quadrant lets you know whether this is a shield bearer for good or evil. The
top right shows how primitive the settlement is. A club and it is primitive,
a crossbow it is advanced. Bottom left shows the individual shield bearer.
If the shield bearer is a building a yellow bar shows the size and defensive
value as compared to a castle, and the green bar shows how soon a new walker
will emerge. If the shield bearer is a walker this quadrant shows three bars
for his strength. A walker with a full yellow and orange bar is VERY tough.
If your shield bearer is fighting you can see how strong he is when compared
to his opponent. NOTE if a shield bearer dies in combat the shield goes to
the winner.

BEHAVIOUR ICONS 

Arrow and Ankh: causes your walkers to go to your leader and goes to the
papal magnet. If you don't have a leader the first walker to read the Ankh
will become the leader.

Arrow and Flag: commands walker to look for unsettled land and build.

Arrow and Man: makes walkers look for others if not they will settle.

Arrow and Swords: attack enemies, if none then settle.               

ZOOM ICONS

<Ankh> zooms to leader, no leader and it goes to the Papal Magnet

<Sword and Helmet> select button takes you to knight, if you have more than
one knight, pressing select again will cycle you to the next one and so on.

<Swords> each press of the left mouse button cycles through each battle (if
there are any)

<Shield> shows the shield bearer

DIVINE INTERVENTION ICONS

These cost manna, so beware.

Arrows: the left mouse button raises the land, the right lowers it. A walker
or settlement must be in view to do this.

Ankh: Lets you place your Papal Magnet where you want. But you must have a
leader to relocate this. If your leader dies ir is knighted the Papal Magnet
moves to that spot.

(((()))): Earthquake

Man sinking: makes a swamp the only way to remove a swamp is to bury it by
raising the land or sink it. if you have selected the bottomless swamp
option.

Sword and Helmet: knighthood for your leader. But have a walker touch the
ankh to get a new leader.

Volcano: raises the height of the land.

Man drowning: Raises the sea level.

Skull and Crossbones: Armageddon where both Papal Magnets are moved to the
centre of the world. The two populations will build and move and once there
they will fight to the last.

Now off you go and good luck.

