
Version 1.21
Written by phenylalaine
Index
Version
History | Battle
Walkthrough | General
Game play | Damage Chart |
Item Values |
Lost Item | Character Ranks
| Species Notes
| Enemy Notes |
General Tactics
| Hints and
Tips | Links
| Future Plans |
Game Bugs Ask Surikia (FAQ)
Overview
- Items - Healing Potions, Armour, Weapons, and the Lost Item.
All of these can be picked up and used by your troops.
- Mountains - These are just impassible squares. They can be
obstacles or assets
- Villages - Six of these are placed on each map. They, like
mountains, cannot be crossed. If an enemy soldier steps onto one of
these squares, the village will be destroyed. It is your duty to defend
them.
Losing 4 villages is an instant game
over!
Also on this map, you will find:
Your army You have some plucky neopets at your
disposal, each a different species, but fighting to protect their homes!
Beware, once a soldier is defeated, it turns into an enemy trooper.
Losing all your soldiers, obviously, means
the game is lost!
Enemy Soldiers
Ferocious
Draconians want to destroy your villages, and you! But if you can defeat
one, they will be transformed back into a loyal neopet, ready to help in
the cause.
There are 10 missions in this game, each with a
different type and more difficult enemy. Each mission is composed of 3
separate battles. Your progress is saved at the end of each mission, so
if you lose a battle, you will restart at the beginning of a mission.
[However, if you've retrieved the Lost Item, it will be safe even
when you're set back]
Your army is composed of 5 troops. The
enemy will undoubtedly have more troops at their disposal. The enemy can
make up to one move for each soldier it has. You are limited to five
moves per turn.
There are 5 species of soldiers in this
game, each species has different pros and cons - please see the
Characters section for more information on this. Different
species have different numbers of moves. The enemy's troops may only
move once per turn, no matter the species.
The battle is won only when all of the enemy troops have
been converted back into friendly neopets.
As stated
above, the game is lost if all your troops have been
transformed into Draconians, or 4 out of the 6 villages have been
destroyed.
Make sense? Then let's move on
Back to
Index
Items
These items
are placed randomly on the battlefield, between rows 4 and 8. Items can
be divided into 4 categories: Attack, Defense, Healing, and the Lost
Item. Items are activated when a trooper steps on the square.
One Attack item, and one Defense item can be held by each
soldier. If a soldier already is holding an item, and steps onto a
square containing another item of the same category, he will drop the
old item in the square he came from, and use the new item. If an enemy
steps on a square containing an item, it will be gone forever.
If a trooper equipped with items is converted into a Draconian,
those items are gone for good, even if he is converted back.
Some items have special powers if worn by a specific creature.
Please see the Character section for more information.
Attack Items: First Wave
- Broadsword = +1 Attack, for a Techo +3
- Mace = + 1 Attack
- Warhammer = +2 Attack
- Longbow = +2 Attack, For a Scorchio +4, special powers for a
Scorchio
- Bezerker Battleaxe = +3 Attack, Special Powers for Skeith.
- Magic Spell of Force = +3 Attack, For a Grundo +5, special powers
for a Grundo.
Attack Items: Second Wave
- Double Sword = +4 Attack, For a Techo +6
- Halbred = +4 Attack, Also grants the character unlimited moves!
- Magic Lightning Spell = +2 Attack, For a Grundo +4, special powers
for a Grundo
- Double Axe = +5 Attack
Defense Items: First
Wave
- Magic Staff of Thunder = +1 Defense, for a Grundo +3.
- Amulet of Teleportation = +2 Defense, special powers for a Skeith.
- Magic Cloak of invisibility = +4 Defense, for a Grundo +7.
- Helmet = +3 Defense, For a Moehog +5
- Shield = +5 Defense, For a Techo +7
Defense
Items: Second Wave
- Leather Armour = +5 Defense, can not be worn by a Grundo or
Skeith
- Chainmail = +6 Defense, only for Moehogs and Techos
- Plate Armour = +7 Defense, only for a Moehog
A
special note about Wave 2 defense items: I have this listed in the bug
section, but since not everyone reads that.. The chainmail and plate
armour can be worn by other species, even though it says on their info
that they can not - this is a bug, and it will probably change soon, so
don't rely on this little 'secret' ;)
Healing Potions can also be
found, and heal a good amount the amount is higher as the level
increases. They disappear as soon as their square is stepped on, either
healing, or doing nothing if the soldier is already healthy.
There is one Lost Item per mission.
It is always located in the middle of the first row on the map, deep in
enemy territory. If recovered, it adds a +1 Defense and +1 Attack to all
your troops, and an NP bonus. If it is not recovered in any of the three
battles, it will disappear, and the next mission will have a different
Lost Item.
Lost Items can only be recovered if there
are 2 or more enemies on the board. If there's only one left, the guards
will spirit it away to safety, or something ;)
It is not mandatory
to recover any of these items, but Surikia highly suggest getting as many
as you can, and, whenever possible, give the right weapon to the right
species
Back to
Index
Characters
Each
character has some basic statistics
- Hit points - The amount of life the soldier has. (Maximum
of 21)
- Attack - How strongly the individual can
attack. (Maximum of 19)
- Defense - This determines how much damage is neutralized when
the trooper is attacked. (Maximum of 14)
- Moves Each species has a different number of available
moves allotted. A move can be just moving to another square, attacking,
teleporting, or healing.
Characters can also equip one
Defense item, and one Attack item please see the Items section
for a list.
Enemy troops cannot carry items, however, their stats
may exceed those of your own troops. All enemy troops have only one
available move per turn. If an enemy trooper is converted, his stats will
not exceed the maximum, even if they did while he was still in draco-form.
Characters in this game have ranks,
which are determined by the number of saves, or conversions, they make.
Every time a character gains a rank, they also gain a valuable point of
attack and defense. They start out as a Villager, and a few saves
brings them up to Defender, to Soldier, to Captain,
Lieutenant, and Corporal. If a character is converted, he
will lose his rank, and start out as a Villager again if he is converted
back.
Species: These are the basics for
each species in the game, along with Surikia's thoughts -
Skeith 1 move per turn. Using a Teleportation
Amulet gives a Skeith the chance to move anywhere on the map except
the top 3 rows. Using a Bezerker Battleaxe gives a Skeith an extra
move to attack ONLY, and only after teleportation.
These are very
sturdy, but very slow troops. Without the amulet, it's very hard to get
them where they're needed in time. However, they're a real powerhouse with
their items. Surikia uses them to delay the enemy troops at the start of a
battle or defend places that would otherwise be out of reach.
Moehog 3 moves per turn. Using a Helmet, Moehogs
are pretty hard to hit, as they get extra defense points... but you may
want to upgrade to plate armour, eventually.
Surikia likes the
moehogs least. In the official neopets guide for this game, they suggest
using moehogs to break through the lines and capture the lost item. If you
were to use all 3 moves of the moehog per turn, you might come up short
somewhere else, and miss a chance to attack, heal, or even get into a good
position. She's found their attacks, even with a weapon, to be quite weak.
When she has a moehog, she uses it only to distract the enemy, or in an
emergency, as a blocker.
Grundo 2 moves per turn. Using a
Magic Spell of Force, Grundos can attack up close with tremendous
power, or heal their friends wherever they stand. The new Magic
Lightning Spell lets a Grundo heal multiple allies, or attack from two
spaces away, [yay, finally another ranged weapon!]. Grundos also get bonus
defense from the Magic Cloak of Invisibility, and a smaller
increase from the Magic Staff of Thunder. Contrary to popular
thought, the Cloak of Invisibility does not make your Grundo
invisible. Because the defense becomes much higher, the enemy may seek out
a weaker soldier, but your Grundo can still be seen and hit, and
converted, while wearing the cloak.
Their healing ability makes
Grundos one of Surikia's favorites. She might keep one just on the edge
of the front lines, so it's less likely to be injured, but can still lend
a hand in smiting the Draconians, and healing every turn it's needed. If
you've got a Grundo, keep them safe at all costs!
Techo 2
moves per turn. Using a Broadsword or a Double Sword gives a
Techo extra damage in his swing. Techos also get a large defense boost
from a Shield; they are knights after all :)
Surikia hasn't
quite made up her mind about Techos. They're effective fighters with the
sword, and the shield makes them very hard to hit, so she often places
them right on the front lines. But if they are hit, it's usually for
massive damage, and an enemy Techo is a handful
Scorchio
2 moves per turn. Give a Scorchio a Longbow for extra attack
power, and the ability to attack from two spaces away after he
increases in rank to a Soldier!
Scorchios are Surikia's favorites
to work with. They're strong to start with, and with the bows,
can attack enemies without ever getting hurt, if positioned correctly.
Boosting a scorchio's defense can make it practically unstoppable
Draconians Boooo! Hisss! Draconians come in the same
forms as your own soldiers, such as Draco Skeith. In Mission 1 you are
fighting Draco Moehogs, Mission 2 Draco Techos, Mission 3, Draco Skeith,
Mission 4 Draco Scorchio, and finally the Draco Grundos in Mission 5.
Since the game update, on 11/08/02, 5 new levels have been added. on level
6 you're facing the moehogs again, but this time a couple of Draco Buzz
are included. They make the game much trickier! And on level 8, you
encounter Draco-Grarrl, which are even tougher... ugg... Each set of
Draconians are progressively harder to beat, having more attack and defense, and having larger numbers of troops. They are also smarter, and
by the end of the game they will be actively seeking out your weakest
soldiers and will look for ways around your defenses. Draco Buzz are
professional escape artists!
A special note about Draco Buzz
and Draco Grarrl - Unlike the other Draconians, when defeated, they do
not turn in to useable soldiers. Instead, they sort of turn into a pile of
smoking ash 0.o Their final resting square then becomes impassable to your
troops.
If one of your troops is converted into a Draconian, they
will not change species, just get the draco form and appropriate stats
beware having your Grundo converted on an early level!
Back to
Index
Game Mechanics
On the
game page, there are two important sections the Playing Grid, and
the Status Grid. The Playing Grid is the more important of the two,
so we'll get the Status Grid out of the way quickly. The Status Grid,
located to the right of the Playing Grid, shows some of your soldiers'
stats, and those of the enemy. If you wish to learn more about your enemy
or your own soldiers and items, you may click on the pictures that appear
in this grid. If you wish to view all the stats, you may click the Show
Layer, which hides the Playing Grid and replaces it with the full
Status Grid. Or, alternatively, you may click Show Full, which
shows all stats and does not disrupt the Playing Grid. Surikia strongly recommends
using the show full feature.
The Playing Grid measures
10 by 10 squares. Some of the squares will be taken by items, some by
players, and some by non-passable objects. To move your troops, first
select one by clicking on it once, then click on the square you wish to
move to. Remember, you can move in any direction, but only one space at
a time (unless you are a skeith using a teleport amulet), so if you
click on a square that is out of range, nothing will happen. You cannot
pass mountains, or villages, so clicking on those will not get you very
far :) If you move on a square with an item, the item will automatically
be used by your soldier. Clicking on a square with an enemy present, (if
you are in range 1 space away) will make your soldier attack the enemy.
If you have a Grundo equipped with a Magic Spell of Force you may click on
any of your own soldiers to heal them, but only if the soldier has an
available move
Remember, you only get 5 moves per turn, and
there is no way to back out of a move once it's made!
As stated on
the overview, this game is turn-based. This means you have time to
plot out your moves. The enemy will not move until you click on Invader's Turn, after you have finished with your 5
allotted moves, or click on the End Turn Now, at the bottom of the page. End
turn now forfeits the remainder of your moves for the turn.
Below
the Playing Grid lies the message area, where important game events are
shown. Basically it tells you, move per move what is going on example =
Soldier 01 attacks Draco-Techo for 9 points of damage! If you have
the status on Fixed Full, a little chart pops up after you've attacked, to
show you how the damage was calculated. This brings us to
The Damage Chart. This chart shows you
just exactly how the points were added up in an attack. This is how it
works It adds any of the attacking character's bonus strength (if any)
to the weapon bonus strength. That total is then added to a random
number between one and twenty. If the resulting total is less
than the defense of the enemy, your attack will miss. If the number is
greater than the enemy's defense, then the difference is
subtracted, point for point, from the enemy's hit points.
The
battle is won when all of the enemies have been saved. The battle is lost
if 4 out of 6 villages are destroyed, or all of your soldiers have been
converted. If a village has been destroyed, all that will be left will be
an empty square when the invader moves.
Back to
Index
Game Strategy: Hints and
Tips
This is where Surikia really shows off her
stuff. These are just some things she used to get through the game, and
hopes they will help you too.
Understanding the Enemy
This could be one
of the most important, and under looked aspects of the entire game. Let's
take a look at it for a moment. The Draconian's main goal is the
destruction of villages. If a Draconian is in a square that is next to a
village, no matter how many troops are around him won't stop him from
destroying it on the next turn. This includes squares that are diagonal to
the village. Therefore, each and every square that surrounds a
village must also be protected!
The enemy will stop moving towards
a village if it encounters one of your soldiers. Just as with the village,
encountering means being in any space that touches your soldier. If a
soldier is much closer than a village, the Draconians may make them the
prime target.
However, there is now an exception to the above
rules. Draco Buzz, and Draco Grarrl will attempt to move around your
troops, instead of stopping, to get next to the villages. They can only be
halted by a Line Block, which is explained below.
In the
latter levels of this game, the Draconians may try and find a path around
you, or may even stop moving if they don't see any opportunity for success
What this can do for you -
Knowing just how the Draconians move allows you for several tactics. One
Surikia often uses is Buffering. A buffer is just a space that no
Draconian will ever enter so long as you are in position. This is a good
way to secure an item, such as a healing potion, for later use. To do this
you need 2 soldiers. Place one on either side of the space you wish to
protect, left or right, and one on the square beneath the square.
Buffering by using only 1 soldier can be accomplished, but it is not
recommended. A 1 soldier buffer is done by simply placing one soldier in
front of a square you wish to protect. Reasons this is not recommended -
it is easy for a soldier to get cut off from any aide if they are alone.
In this game, a surrounded soldier means a dead soldier.. Also, this
method is not 100% effective, especially on the last level, or if a
village is close. Draconians may chose just to ignore the single soldier,
and move on. Remember, this tactic has limited success on the Draco
Buzz and Grarrl
Another tactic is Blocking. Blocking is
very similar to buffering, but instead of trying to protect a specific
area, the goal is to prevent as many Draconians as possible from
advancing. Just place one soldier directly in front of any line of troops.
It will instantly stop 1 to 3 troops from advancing further, as all of
their squares will be touching your soldier. However, this is not
considered a safe tactic when the chosen soldier's defense is low. Surikia
loves to teleport a skeith first thing in the level right in front of the
lead enemy. Sometimes, if lucky, the draconian can be converted in the
first hit. Even if he's not converted, he will be held up for at least 2
turns, buying that critical time in the beginning to get your soldiers
into prime positions.
The only sure method for stopping the new
Draco Buzz, or the Draco Grarrl, is Line Blocking This means you
have to form a solid wall with your troops in the direction the
Buzz/Grarrl is headed. It takes a minimum of 3 soldiers to
accomplish this - one directly in front, and another on each side. The
reason all three are needed, is that Draco Buzz will ignore your soldiers
if they can reach a village in 2 moves, unlike the rest of the Draconians,
which have to be only 1 move away. This means that they will happily go
diagonally forward, right next to your soldier, and one space away from
the village. And as we know, having an enemy 1 square away from a village
is a bad thing.
Since we know a single normal
Draconian will not go around you, but will instead constantly attack, we
can easily use a Minimum Defense tactic for outlying villages.
Placing one soldier, preferably the one with the highest defense, in any
of the three squares above a village, guarantees its' safety, for as long
as the soldier remains healthy. Just keeping the soldier there, without
ever moving, buys time, and available moves for the rest of the army. This
way your other soldiers can be concentrating on the main battle, then,
after they've finished, come and pick off the last enemy or two still
trying to get to that one village. Surikia likes to use moehogs for this,
as their attacks are low, and defense, especially with the helmet or plate
armour, is admirable.
Block Attacking requires 3 soldiers,
and one of them must be a Scorchio archer. Set up an ordinary 2 soldier
buffer, then place an archer in between the 2 soldiers (in the lower
square, not the buffer square). He will then be completely safe from
attack as long as both of the other soldiers remain healthy, and will be
free to attack any Draconians that approach the block zone.
Speaking of understanding our enemies, have you taken a close look
at their stats? This is more important than it seems, and is why Surikia
always keeps the Status Grid on Full. Ohhh all the enemies are approaching
at once, which one do I want to attack first?! Don't just guess, or pick whatever's
closest, use the stats! Of all the enemies you can attack from
your position, always take the one with the lowest defense first. Why?
It's very simple. The ones with a low defense are easily converted into
friendly troops. It is much better, and safer, if you have less enemies
attacking you at once, so converting the weaker ones makes perfect sense.
If you went for the stronger one first, you'd have one or two extra
Draconians attacking you for the duration of a longer battle, and those
odds are not favorable. If all your potential targets have the same
defense, attack the one with the strongest attack strength. Again, this is
to lessen your own soldier's risk by taking out an extra
threat.
This approach does not work as well on the second wave,
because for some reason, *coughs*lazy programmers*cough*, all Draconians
have the same stats each mission - Moehogs have 13HP,13Defense,13Attack;
Techos have 14HP, 14Defense, 14Attack; and so on, up through the levels..
But in a way, you can still take out the lowest first, because the special
draconians, the Buzz, the Grarrl, have significantly higher stats. Try to
take out all the 'normal' Draconians first, then concentrate on those
last, tough invaders.
At all times, try to minimize your
Contact Points with the enemy. A contact point is anywhere a
separate enemy touches you. Just remember, each time there is an enemy
square near one soldier, there is one chance he will be injured. A solid
line of your best defenders is not a good idea unless you're dealing with
a single Draco Buzz. More than two contact points on any soldier is enough
to be deadly. All it takes is one lucky roll. So, what can you do
to absorb this threat? Use the buffering technique above if at all
possible. Stagger your troops diagonally around the sides of a protected
area. You can also minimize the contact points by adding more
soldiers. Yep, that's right. Surikia suggests minimizing my adding more
Basically, how this works.. the more soldiers that are touching the enemy,
the more choices he has to attack, and the less likely you are to have
every enemy you have a contact point with, hit that one important soldier.
This is the best use for recent converts, as they won't have weapons or
much natural attack. They can just stand and take the blows while your
hero attacks. It may seem like meat for the grinder, but even if some are
reconverted, your main soldiers will still be safe, and will have at least
weakened some of the other enemy troops.
The Lay of the Land
Understanding the
landscape is almost as important as the enemies. When you first start a
battle, spend a minute or two just looking at the grid, before rushing in
to move pieces. Note where the villages are, and if they are close to any
mountains. Take into account where each of your soldiers are in relation
to all of this. Pick out any items that you might need to grab. And, don't
forget about the enemies. If there is something you need to do that is
near one of the closest enemies, spare no expense in getting there first.
Remember, the Draco Buzz and Grarrl don't mind going around you, and
wherever they fall will be non-passable.
If your villages are
all together in the middle Lucky, this is very easy to defend, just
form a semi-circle on the edge of the villages, alternating strong and
weak soldiers. Have each pair (or trio) work on one enemy at a time.
If your villages are split into two groups three Still,
very lucky. Pick your strongest soldier, and your third strongest soldier
and position them by one group of villages, and take the rest to the
second group. If possible, teleport a skeith to delay the enemy troops.
Don't be afraid to switch soldiers on these groups if the formations
aren't working.
If your villages are split into two groups, one
smaller than the other This can be a bit tough. Surikia suggests
using your strongest soldiers to defend the main group of villages, and
sending only a blocker or two to the outlying villages. If you wish to
play this game merely to win, then do not be afraid of losing a village or
two. With your strong soldiers fighting the main battle, probably no one
will bother the guards at the other villages. If they do, the blockers
should be strong enough to wait for help. If that fails, abandon the
villages, and retreat to the main army.
If your villages are
everywhere on the map It's a tough call. Surikia recommends choosing
only 3 of the villages to defend, and completely forget about the rest of
them. If they're scattered, you can't put one soldier to each village; the
Draconians will outnumber and destroy the outposts one by one. Purposely
sacrificing villages is only bad if you want to get on the high score list
;)
If at all possible, use mountains as roadblocks. They can be a
good way to minimize contact points, and can also serve as a shield for
Scorchio archers, or even your magic Grundos.
Using Characters to Your Advantage
Sadly,
Surikia's ultimate combo involves 6 soldiers. It would have 2 Moehogs with
plate armour on the front lines, behind which two skilled Scorchio archers
would stand. And in reserve would be a Grundo healer, and a Skeith that
could teleport and attack whenever he was needed but, since she can't
have that, here are the best uses she's discovered for her fighters.
Having a healing Grundo can mean the difference between life and
death. Keep them back from the front lines unless they're absolutely
needed, because they can't heal themselves. Even if the enemy is attacking
on multiple fronts and causing injury everywhere, the grundo can heal
twice each turn, and that's enough to hold together the most disorganized
mess. Heal your most injured fighters first, even if they're lowly
converts. You're trying to keep the level of attackers down, so having
them turn back won't help.. Even if seriously injured, your main fighters
should be strong enough to hold their own until the next round of healing.
Skeiths that can teleport and attack are brilliant. If you're
lucky, you can have an extra soldier your very first turn of the mission!
Just teleport him in front of the closest Draconian, and hack away. Even
if he doesn't hit, the Draconian will be stopped in his tracks for at
least one turn, possibly longer. Teleporting skeiths can also be a
lifesaver if your main army is stable but the fight is desperate
elsewhere. Just one turn, and he's there fighting already. Their strength
means they will usually score a hit too, which is just the icing on the
cake.
Scorchio archers can be used in so many ways it's hard to
even list. You can keep them safe away from battle and still have them
fight. You can snipe over mountains. You can advance them in the beginning
of a level to try and convert an unlucky Draconian before the main enemy
host catches up. Surikia's main soldiers are always Scorchio archers.
Some Things to Avoid
Do NOT
try to train your troops; letting the enemy constantly transform a
soldier to a Draconian and attacking to convert it back, thus increasing
your soldier's ranks. This is not recommended because of the random roll.
One lucky roll of 20 on the wrong soldier may make an extra draconian in
the wrong spot, forcing you to lose your position, and possibly the
battle. If this happens, all of the training you just did is now
worthless.
Do NOT avoid picking up items. They may seem worthless,
by only boosting a point or two, but you will regret not taking them later
in the game.
Do NOT outright attack the enemy your 5 troops will
not stand against almost twice their number of grundos, obviously, so
always fight defensively. Remember, keeping the villages safe is just as
important as converting Draconians.
Back to
Index
Battle
Walkthrough
Surikia: Helloooo! This is Surikia, the
master behind this game guide. Uhhh..Phen decided to let me do the entire
Battle Walkthrough myself, because errrshe and I disagree on the
tactics, and we didn't want to waste time umm.. arguing.. yeah, that's it!
I hope you find this section to be.. umm uh insightful!
Funberoo: Phen doesn't know you put this in, does
she
*THUD*
Funberoo: Owww!
Surikia: Shhh you! You're no fun!
Anyhow, on with the walkthrough!
This is my roster for the upcoming mission. Although he
does not have many saves, Murrik has been with my army since the first
level, and has yet to be converted. I use him mainly as a blocker, and he
rarely takes a swing at anyone. Jondo is obviously my main fighter. With
that bow and his stats, he's deadly from even two paces away. Amuna is in
the running for MVP ;) She packs a powerful punch with her magic spell of
force, but her main focus is to heal the troops. I use her as a secondary
on the front lines. Stalwere receives a lot of knocks, as he's always
being teleported around to delay enemy troops. And if he's not on the
move, he's right in the middle of the front lines. Napsolare is another
blocker. His slot in my roster has changed a couple times. He was my
techo, but was defeated on the fourth mission; the scorchio I chose had
much higher stats than the techo, but because she lacked species weapons,
and armour, she was converted on the next mission. Her grundo replacement,
Napsolare, was lucky enough to get a shield and survive. On the first
battle of mission six, Napsolare finally got a weapon, a double sword :)

This is my opening scenario for Mission 7, Battle 1.
Yours may look different, but the same elements will be in place.

Here's what I've done on my first turn I teleported my
Skeith (Stalwere) into a blocking position. I used two moves on my Moehog
(Murrik) to get him into the chainmail, and close to the halbred. I moved
my Scorchio (Jondo) up one position, as he will eventually be protecting
the villages under the mountain. One of my Grundos, (Napsolare) was also
moved up one square to be in position on the other side of the mountain.
My other Grundo (Amuna), did nothing this round, as all 5 moves had been
taken.
Why are those two villages X'ed out? I feel that
concentrating on the 4 closest to the mountains gives me the best tactical
advantage for this battle The X'ed one of the left could not be saved
unless all my troops were there, because of the Draco-Buzz presence. That
would leave everything on the right undefended, and the enemy would swoop
around from behind while I would still be beating Buzz. Likewise, if I
protected the outermost right village, I would be leaving too few soldiers
to deal with the Buzz elsewhere.

Ohhh.. the Draconians are close! Stalwere could reach out and
touch them! But he's not going to move at all this round. He's stopping
the enemy cold, and that's what counts.. just buying time for the rest of
the army. I moved Murrik another two squares, to get him a halbred. I'm
hoping that comes in useful soon. I'm spending the remainder of my moves
on Amuna and Napsolare, because the Draconians are getting pretty close to
the village on the right of the mountain and I want them ready.

~~ Invader Techo05 attacks Stalwere, but
misses! Invader Techo06 attacks Stalwere, but
misses! ~~
Whew, that was lucky! Stalwere sustained no damage,
so he's going to sit there for another turn, delaying the Draconians
further!
~~ Napsolare consumes the Potion of Fortitude, but it
has no effect on the already healthy Napsolare! ~~
Oops, well,
there was no way around this. The village has to be protected, and because
there is a Draco-Buzz in the area, both Napsolare and Amuna will have to
be in front of the village. I'm planning on putting Napsolare one space to
the left, soon, to prevent the Buzz from sneaking in. Amuna will take his
place directly in front of the village.
Speaking of Amuna, I moved
her forward one more space. I also moved Murrik closer to the villages by
one, and moved Jondo into his final position.

~~ Invader Techo05 has struck Stalwere for 7
points! Invader Techo06 attacks Stalwere, but misses! Invader
Techo07 attacks Napsolare, but misses! ~~
Ouch! Well, it looks
like it's time for Stalwere to move; he has three contact points, and he's
been hit hard! But not to worry.. I'll just move him back a little,
and
~~ Stalwere consumes the Potion of Fortitude. The health
of Stalwere is now 21 health point(s)! ~~
I moved Napsolare one
left as planned, and used two moves on Amuna to get her in front of the
village. I also moved Murrik he's almost in position.

~~ Invader Techo07 attacks Amuna, but
misses! ~~
Lucky me, no one was hurt this round. I moved
Stalwere into his final position, then decided against moving Murrik,
because I want to use the moves elsewhere like so
~~ Amuna has struck Invader Techo07 for 12
points.
Amuna has struck Invader Techo07
for 2 points. Amuna has saved an Invader!
Napsolare has struck Invader Techo06 for 10
points.
Napsolare attacks and misses Invader
Techo06. ~~
Do'h, I was hoping to get two saves, but one isn't
bad..

~~ Invader Techo06 attacks Napsolare, but
misses! Invader Techo03 has struck Soldier 1 for 8
points! ~~
Oww.. good thing my converted techo has a lot
of health! I can't spare a move to heal her this round.
~~ Napsolare has struck Invader Techo06 for 7
points. Napsolare has saved an Invader! ~~
YES!
Another one down. It's a good thing too, all the Buzz are grouping up, and
I need distractions!
~~ Amuna has struck
Invader Techo03 for 5 points.
Amuna has
struck Invader Techo03 for 6 points.
Stalwere attacks and
misses Invader Techo05.
Jondo attacks and misses Invader
Techo05. ~~
Aww.. no more converts this round.. This is looking
dangerous.. Stalwere has a lot of contact points.. but I'm pretty certain
the Buzz in front of him will take out that village instead of
attacking..

~~ Invader Techo03 attacks Soldier 1, but
misses! A village has been sacked!! If they sack 3 more, it's game
over! Invader Buzz01 has struck Stalwere for 7
points! Invader Buzz02 has struck Soldier 2 for
7 points! ~~
Well, the Techo got to the village before
the Buzz, but it doesn't matter.. now, to do something about those
wounds..
~~ Amuna bestows 7 points on
Stalwere. ~~
Well, that was handy!.. Now, back to the
fight!
~~ Amuna has struck Invader Techo03 for
1 points.
Stalwere attacks and misses Invader
Techo05.
Jondo has struck Invader Techo05 for 11
points.
Jondo has struck Invader Techo05
for 13 points. Jondo has saved an
Invader! ~~
Another Draconian down! This is great news - now
I can begin to concentrate on the Draco-Buzz, and think about rescuing
that Lost Item that's been sitting there for the whole battle.
Amuna still has one Techo on her flank, and one closing in on that far
right village, but she can easily handle them both by herself.
I'm not exactly sure what happened, but the graphic seems to be
missing for this move O.O! I am terribly sorry for this, and I'll try to
fix it asap!
~~ Invader Techo03 attacks Soldier 1, but
misses! Invader Buzz01 attacks Stalwere, but misses! Invader Buzz02
attacks Soldier 2, but misses! A village has been
sacked!! If they sack 2 more, it's game
over! ~~
Wow, that was a lucky round. Nothing happened that I
hadn't planned on, and no one was hurt! Now it's time for Amuna to make
her moves. She has one more chance to hit that Techo, then she has to
position herself to stop the other one.
~~ Amuna has struck Invader Techo03 for 9
points. Amuna has saved and
Invader! ~~
Perfect.. after that hit, I moved her back one
space, to block that last Draco-Techo. I also moved a converted Techo back
by Murrik, and moved Jondo forward to take some of the pressure off of
Stalwere.
~~ Stalwere attacks and misses Invader
Buzz01. ~~
Oh well, I'll have to hope for a better roll next
round.

~~ Invader Buzz01 attacks Stalwere, but
misses! Invader Buzz02 has struck Soldier 2 for 8
points! Invader Buzz00 has struck Soldier 3 for
16 points! Invader Techo04 attacks Amuna, but
misses! ~~
Those Buzz did a lot of damage this round..
I've continued to move soldier 3 around Murrik, just one more space to get
him to safety. Soldier 2 is looking pretty shabby, so I'll get Amuna to
help.
~~ Amuna bestows 7 points on Soldier 2.
Amuna
bestows 5 points on Soldier 2. ~~
There, much better! Now I've
moved one of the converts up one square, closer to the Lost Item..
and I'm giving Stalwere another crack at that
Draco-Buzz.
~~ Stalwere has struck Invader
Buzz01 for 1 points. ~~
That's all? Those critters are
tough!

~~ Invader Buzz01 has struck Stalwere
for 1 points! Invader Buzz02 attacks Soldier 2, but
misses! Invader Techo04 attacks Amuna, but misses! ~~
Since
one of the Draco-Buzz has a contact point with the badly injured soldier
3, I've decided to use Amuna's powers again. I could just keep moving him
back, but that would create a diagonal gap in the line, and the Buzz would
surely try to wiggle in, which would be bad!
~~ Amuna
bestows 9 points on Soldier 3.
Amuna bestows 5 points on Soldier
3. ~~
That should keep him safe enough. I moved a techo one step
closer to the Lost Item, and spent the rest of my turn in
battle.
~~ Stalwere attacks and misses Invader
Buzz01.
Jondo attacks and misses Invader Buzz01. ~~
Those
low random rolls are starting to hurt me I haven't done much damage at
all lately!

~~ Invader Buzz01 attacks Stalwere, but
misses! Invader Buzz02 has struck Soldier 2 for 10
points! Invader Buzz00 attacks Jondo, but misses! Invader Techo04 has struck Amuna for 3
points! ~~
Soldier 2 is back on the badly injured list,
but Amuna was hurt too! She's vital, so I think it's time I did something
about that last Draco-Techo But, first is first, soldier 2 is in critical
condition!
~~ Amuna bestows 6 points on Soldier
2. ~~
Well, he's not out of danger, one lucky roll and the Buzz
could convert him.. but I'm taking the chance that it won't go that way,
so I can do something about this Draco-Techo!
~~ Amuna has struck Invader Techo04 for 12
points. ~~
Nice! Another good roll, and Amuna will be
able to fully concentrate on healing soon. Also, my techo is now only one
step away from the Lost Item.. this is going
well!
~~ Stalwere has struck Invader Buzz01
for 6 points.
Jondo has struck Invader
Buzz01 for 8 points. ~~
More great news this turn, that
first Buzz is in poor condition.. it won't be long for him!

~~ Invader Buzz01 has struck Stalwere
for 4 points! Invader Buzz02 has struck Soldier
2 for 11 points! Invader Buzz00 attacks Jondo, but
misses! Invader Techo04 attacks Amuna, but misses! ~~
Ach!
Soldier 2 is in trouble for the third time! But before I let Amuna heal
him, let me move that techo one square
~~ You found the
Royal Tapestry! Hooray! The returned lost item boosts everyone's
attack and defense strength by 1 point! It also earns you 350
neopoints! ~~
Not only is my army stronger, but Phen can buy me
a good breakfast! Ahem, anyway..
~~ Amuna bestows 8 points on
Soldier 2.
Amuna bestows 9 points on Soldier 2. ~~
That's
some powerful magic.. I wish she could heal that much every time. Ah well,
back to combat..
~~ Stalwere has struck
Invader Buzz01 for 6 points. Stalwere has banished a Dark
Lord into oblivion!
Jondo attacks and misses Invader
Buzz00. ~~
Finally, I've destroyed a Draco-Buzz! I can almost
taste victory.. but I won't start to party yet anything could happen!

~~ Invader Buzz02 has struck Soldier 2
for 5 points! Invader Buzz00 attacks Jondo, but
misses! Invader Techo04 attacks Amuna, but misses! ~~
That
soldier 2 always seems to be getting hurt, but, it's not a problem this
time
~~ Amuna bestows 5 points on Soldier 2.
Amuna has struck Invader Techo04 for 13
points. Amuna has saved an Invader! ~~
At last,
all the Techos have been saved! Now it's time to get serious about the
Draco-Buzz
~~ Stalwere attacks and misses Invader
Buzz02.
Napsolare attacks and misses Invader Buzz02.
Napsolare has struck Invader Buzz02 for 8
points. ~~
Woah, go Napsolare! I wasn't expecting him to
do that much damage, this is great!

~~ Invader Buzz02 has struck Soldier 2
for 16 points! Invader Buzz00 has struck Jondo
for 8 points! ~~
Ouchies! That soldier 2 seems to be very
accident prone Amuna to the rescue!
~~ Amuna bestows 9 points
on Soldier 2.
Amuna bestows 6 points on Jondo. ~~
Soldier
2 still wasn't healed enough, so I've moved him away from the front line
for now.. anyway, back to the battle!
~~ Stalwere has struck Invader Buzz02 for 9
points.
Napsolare attacks and misses Invader
Buzz02. ~~
So close! That Draco-Buzz is an inch away from
oblivion!

~~ Invader Buzz02 has struck Stalwere
for 4 points! Invader Buzz00 attacks Jondo, but
misses. ~~
Just a tiny wound.. No problem this
time!
~~ Amuna bestows 8 points on Stalwere ~~
Now all
I have to do is attack!
~~ Stalwere attacks and misses Invader
Buzz02.
Napsolare has struck Invader Buzz02 for 6
points. Napsolare has banished a Dark Lord into
oblivion!
Jondo attacks and misses Invader
Buzz00!
Murrik attacks and misses Invader Buzz00! ~~
I
thought I should try Murrik for a change, but nothing seemed to come of
that.. we're down to the last Draconian, yay!

~~ Invader Buzz00 has struck Jondo for
11 points! ~~
Ooohhhh.. I don't like to see that much
damage in one hit as I said before, those Buzz are
dangerous!
~~ Amuna bestows 9 points on Jondo.
Amuna
bestows 4 points on Jondo. ~~
Now that everyone on the front
line is in tip-top shape again, I've teleported Stalwere to join them, and
used his extra attack capability with the axe
~~ Stalwere
attacks and misses Invader Buzz00!
Jondo attacks and misses Invader
Buzz00! ~~
Darn, nothing this round! At least I'm completely in
position for my next turn.

~~ Invader Buzz00 attacks Murrik, but
misses! ~~
No injuries this time, which means I have all 5 moves
to attack with..
~~ Stalwere has struck
Invader Buzz00 for 8 points.
Jondo has
struck Invader Buzz00 for 8 points.
Jondo
has struck Invader Buzz00 for 4 points. Jondo has banished a
Dark Lord into oblivion! ~~

You defeated an Invader army! Well done!
All
right! I did it!
I hope that by seeing a level played out successfully,
you've learned a thing or two. Be sure to read the rest of my guide for more
information and tips Form your own army, and beat some Draconians today!
Back to
Index
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Future Plans and Ideas for this Guide
Will finish adding info on the new levels!
- More gameplay strategy
A move for move Level Walkthrough
- More specific estimates on AI movements
- Diagrams for all aspects
- And more of Surikia :)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
IOM Related Links
Derangel's IOM
Guide Derangel and his owner have created a splendid guide for IOM,
and have been featured in the Neopian Times (Issue #65) for an article on
the subject. Please give them a visit :)
Galangas' IoM
Page Galangas and his owner were the first to complete the Second
Wave with all 180 villages intact! He outlines his unique strategy on this
page, go and have a look ;) Update: Galangas' owner has been
unfrozen, and Galangas was returned! Horaaayyy! And a pox on you,
scammer, whoever you are... that was cruel :(
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ask Surikia
This
section is dedicated to answering the questions that so many of you have asked
Surikia, or myself. The questions are not in any order, just randomly picked
topics. Most of these questions were neomailed to me, and a few were posted on
the PPT Forums. If you have a question that is not answered here, or if
you need further explanation, don't hesitate to neomail me. Enjoy!
Q: One, (or more), of my good soldiers was just
converted on level x, should I keep going, or restart the mission?
A: Past Mission 2, it is highly recommended that you restart a
mission if you lose a key soldier, such as a Scorchio archer, teleporting Skeith,
or a magic Grundo. While the soldiers may not be that hard to replace, The
weapons and/or experience required, is. These specialized troops are extremely
important in the latter levels, so even losing them early can make a huge
impact.
Q: When should I get the
Lost Item? A: There is no solid answer to this question.
If you retrieve the Lost Item on the first battle, you run the risk of losing on
a later battle, before the save, and, although you get to keep the item, the
bonus strength and defense will be lost. Likewise with the second battle.
Mostly, it is safe to say, that you shouldn't need
the Lost Item's power to complete a mission, so don't feel guilty if you don't
pick it up immediately. I recommend the end of the second battle, but it's
really up to you, and your own scenario's opportunity.
Q: Help! Help! My villages are everywhere and I'm losing
soldiers and I need help, how do I beat it?!?! A: This is
the question I get asked the most often -.- I really have no clue
how to help you, and it's impossible to say if you even can be helped,
especially if you send me no other information, heh. My only suggestion is to
seek advice before you're in trouble, and to remember, I have zero clue
as to what's going on in your game, and because of the random factors, there are no set solutions for any battle.
Also, some battles just cannot be won if you've already lost
soldiers/villages... so think before you act please ^.~
Q:
How come when I look at your game standings, you haven't finished IoM,
yet you wrote this guide? A: Cheek! ^.~ I finished the
first wave, when that was all there was to do, then wrote the first version of
this guide. The bulk of it has remained the same over time, because the
mechanics have not changed. Infact, I have beaten the first wave more times than
I'd like to count, each time I was testing new ideas and tactics, for the sole
reason of making this guide the most comprehensive there is. I simply added as
much information about the second wave as was needed... I, personally,
don't want to try for a 'perfect score'.. the mere thought of it disagrees with
my tactics, which say I'm allowed to sacrifice villages... I've played war
strategy games for years.. so it doesn't bother me a bit ^.^ Also, the fact that
I'm only on a 56k modem, at home, sort of puts a damper on how much time I'm
going to spend playing.. a battle can take over an hour in loading time alone
-.-
Q: When do I get a Trophy? A: With the
first wave, trophies were awarded on a level basis - completing certain levels
meant certain prizes. Now, with the second wave, you need to be on the high
score table to get any sort of trophy. So that's why you may see people, like
me, who have a gold trophy, who haven't even completed the second wave. Keep in
mind though, anyone with the gold, did complete the entire game, at some
point. ^.~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Game Bugs and Problems
This is a collection
of all bugs, errors, and problems I have come across in this game. If you
have something to add to this category, please Neomail Phenylalanine, and
if possible, take a screenshot :)
- With the addition of the Second Wave, your troops are now allowed up
to 19 Strength, and 21 Hit points. The game board still
reads that there is a maximum of 18 for each of those stats.
- Chainmail states in its description that it is to be used by Moehogs
and Techos, but Grundos also seem able to wear it. Plate Armour also has
this problem.
- Sometimes, dropping an item when a new item is to be equipped, makes
both vanish, or the one being dropped will not appear.
- Slow loading/bad connection, can sometimes make a move be doubled,
even if nothing is touched - this most often leads to the 'You can only
move your pieces' message, but sometimes it can make an extra attack.
- Skeiths with halbreds do not get multiple moves if they use Teleport
- I'm not sure if this is a bug, or an intended feature..
- Dead Buzz sometimes become.. uhh.. Undead O.O I was attacked by a
pile of smoking ash still titled InvaderBuzz03, after it said
dark lord into oblivion and such.. however there was no option to attack
it on my turn, and it did not rise again... this has only happened once
to me... 0.o
- Draco-Buzz can move on spaces with dead draco-buzz... methinks
that's a mistake, not a feature..
- ~RANT~ O.O either those Draco-Buzz are ultimate magically powered
soldiers, or they're.. bugs.. The board does not wrap around,
meaning if you go to the edge, you do not get put on the other side next
move.. the game doesn't doooo that!!.. but.. now it does.. only for the
Buzz - I had all my villages walled off by my troops, and then the Buzz
starts going in the opposite direction.. he's on the complete other side
of the map, then it's the invaders turn.. and he's destroyed one of the
villages my side, behind a solid wall of my troops. -.- if
that's a feature.. well.. you might as well just make the whole
Draconian army invincible.. ARRGGrrGGRRRRR those cheating... CHEATING..
low down... was two away from winning 7/3 ..reset to 7/1 *sobs* ~RANT~
- O.O again! A Draco-Grarrl made the lost item vanish! 0.o please tell
me this was a bug..
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Surikia's Guide to Invasion of Meridell Version
History:
1.21: [11/27/02] Yes, I'm a major
slacker.. I've been caught up in the war, and haven't updated this page as
much as I wanted to.. Now, this is a strange sight.. anyone trying to play
IoM today got this message - ****** ERROR : IofM is being
taken down for maintenance (slightly ahead of schedule). Sorry for the inconvenience. You should be fighting the war anyway. The Darigan's
need you! Prosperity from theft isn't prosperity, it's gangsterism! Down
with Meridell (but not Turdle Racing, I need the np). ****** lol,
well.. someone on the neostaff has a sense of humour.. that or they should
be drug tested with whoever it is that made the Draco-Buzz/Grarrl able to
leap to the other side of the game board -.- I changed a bunch of things,
but they're all too trivial to be mentioned, except that the version
number will be at the top of the page from now on ;) 1.17:
[11/22/02] The FAQ is done for now, if you have a question
you'd like ask about IoM, feel free to Neomail
me and it may be answered soon :) Also fixed a few missing tags..
sorry if the page was messed up 0.o 1.16: [11/22/02] The lack
of updates would again be due to my laziness, but today I've added more
credits, where due, crossed some things off the future plans list, and am
in the middle of creating the FAQ section... Spiffy! On a side note, one
of the IOM crowd, tskaaron is being honoured with the site
spotlight for Derangel's Guide! I'm so pleased for ya matey, although,
rightly jealous ;) 1.10: [11/16/02] Err.. I have been
updating.. except.. not this section.. oops.. sorry.. Corrected a few
typos, expect better things later.. say.. tactics diagrams! woohoo! Maybe
even more tactics.. ;) Hope the background's agreeable to everyone.. I
tried to make it simple. 1.07: [11/12/02] People, enough is
enough! After telling y'all to please not flame me for a spelling mistake,
I get flamed more for something that's not even a mistake! Defense can also be spelled Defense, both are correct... please don't burn me over
it.. Oh, and this update, added a lil more info here and there, and added
the Double Axe to items ^.^ 1.06: [11/12/02] Added another
link, corrected that spelling mistake...-.- 1.05: [11/12/02]
Fixed a mistake in that last update, and divided items into first and
second wave. Reminder: Yes, you may neomail me with comments,
problems or questions, however do not flame
me over one spelling error you found in this entire
guide. Just plain, don't do that! Aargg! 1.04: [11/12/02] Added
two new items, and some more info on Draco-Buzz, and Draco-Grarrl.. and a
new bug.. *sobs* These new invaders are driving me insane. They
were designed to make people like me go nuts, or perhaps they're just full
of bugs.. either way, I think the game programmers/designers should have a
drug test.. -.- 1.03: [11/11/02] Added more bugs to the bug
report.........I hate Draco-Buzz... also added links back to the Index,
for people too lazy to scroll, heh. 1.02: [11/10/02] Added a
bug report... took out the UBB tags, (they were supposed to be HTML, but I
have been on and off message boards too much today.. and I think my brain
slipped) ...still no luck on diagram #7 I probably mislabeled and saved
over it when I was making them.. I'm going to have to doctor an image :(
1.01: [11/10/02] Just added a Links section... and re-ordered
the pictures in the new walkthrough - you know how if you're buttoning a
shirt and you miss one somewhere and then the rest of the buttons go
through the wrong holes? Well, something like that happened with the pics,
and I'm still missing one 0.o.. I'll try to fix that.. 1.00:
[11/10/02] YAY!!!! At last, we have
reached v1.00!! To celebrate, I treated Surkia and all her friends to
dinner at the Golden Dubloon. It was a blast!.. err *ahem*.. This update
was huge, the guide now includes a complete BATTLE WALKTHROUGH!
*oooohhh... ahhhh* Also, I plan on adding a links section later... stay
tuned! 0.99: [11/09/02] Added the Items for Mission 7, the
Halbred |2oXx0rZ!! hehe.. Fast approaching the first *full* version of
this guide, I think I'll go plug it on a few message boards to celebrate..
:) 0.98: [11/08/02] I added a LOT about the new Draco Buzz, and
2 new items. I have to go play more o.0 0.97: [11/08/02] Okay,
so, I've been really shabby on the updates, but guess what was in the news
today! - ****** INVASION OF MERIDELL - SECOND WAVE!!! Yes, you
saved Meridell once, but can you do it again? The bad guys are back, and
this time there are more of them and they are much stronger! Good luck!
****** Upon investigation they've changed a few things.. quite a
few things -.- So, I'll be updating this a LOT... 0.94:
[10/26/02] Added small note for Grundos and Invisibility Cloak, and
added a Future Plans section. 0.93: [10/25/02] Added a partial
index, and improved layout slightly. Wow, it's.. almost organized! heh..
0.92: [10/25/02] Uploaded a title graphic, (displayed), and
index graphics (not displayed). 0.91: [10/24/02] Fixed ALL
weapon values.. I hope.. 0.90: [10/24/02] Added enough tags so
the document was readable, yay :) 0.83: [10/23/02] Finished the
block of text and uploaded it, and corrected a mistake on Broadsword
attack value... not many weapons have a negative attack o.o
Back to
Index
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