Populous™: The Beginning

Populous™: The Beginning

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Populous: The Beginning Walkthrough [ENG]
By MoonlightDeity
THIS GUIDE CONTAINS SPOILERS FOR IN-GAME EVENTS AND IS ONLY HERE FOR PEOPLE WHO ARE STUCK AT CERTAIN LEVELS. DON'T READ THIS ON YOUR FIRST ATTEMPT.

This walkthrough will mostly be based on the strategies I came up with when I played this game as a child. It is not a step-by-step guide to speedrunning. There are most likely faster, better or just different ways of completing the game, but that's the beauty of it. Everyone plays it differently and the journey is what makes Populous such a fun game to play again and again. I will try not to spoil anything major, and only include the general ideas of how to finish each level. More detailed information on followers, buildings and spells can be found in the in-game encyclopedia (the question mark icon). If you have any questions, feel free to drop a comment and I will do my best to help you.
With that out of the way, let the journey begin!
   
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Level 1-7
Level 1:
Pretty straightforward. You worship the stone heads and vault of knowledge, then send in your troops or shaman to make sure there are no enemies left standing. The Dakini (red tribe) are passive and won't do anything to you.


Level 2:
Again, not much happening. Build up a decent army of warriors and send them in to demolish the enemy buildings. The Matak (green tribe) will sometimes send a few warriors to attack you but they should be easy to defeat.


Level 3:
You will have to use your new swarm spell to distract enemy preachers, or they might convert your army to their side! Once you have preachers of your own, however, things will be a lot easier as they can't be converted. The Chumara (yellow tribe) are mostly defensive and won't attack you as far as I know.

Alternative strategy: rush in with your shaman and blast any preachers you see, while training all your braves into warriors. If you are quick, you should be victorious in 2-3 minutes.


Level 4:
Finally there is some resistance from the enemy tribes. The Matak will have access to the new lightning spell, which you'll have to steal from their vault of knowledge. You should have no problems accessing it as there are few guards. Bring a few warriors with your shaman if you are worried. After that it is just a simple matter of building a large tribe and attacking when you are ready. The enemy will attack you with their shaman, preachers and warriors so make sure you have a defense force ready. I usually set up a couple of guard towers with preachers on the narrow part right before the vault of knowledge. It gives you plenty of space to build.

Alternative strategy: get the lightning spell immediately and start charging it. Send a brave to worship the stone head and use the spell it gives you to convert clusters of wildmen to your side. Build a temple and train about half of your tribe to become preachers. Then you should be able to rush in and defeat the enemy before they have finished building their base.


Level 5:
This is the first difficult level you'll encounter, as there is a time limit ticking down to your doom. Immediately send your warriors to worship the stone head and totem, and send your shaman into the tower. Convert the wildmen on the island and have them worshipping too. Send the braves ahead to the prebuilt base and bring your warriors and shaman over when you can. You have to be quick and start building lots of huts to grow your tribe and train your army. I usually go for 50/50 with preachers and warriors. There are several ways of completing the level but the goal is to get to the gargoyle at the far end of the Dakini base and worship it with your shaman before the timer reachers zero. I usually send a boat full of preachers to where the enemy warrior hut is and start distracting them around the 5 minute mark, then send in the rest of my army via landbridges to escort my shaman. Try killing the enemy shaman with a lightning strike when you walk past her tower, or she can make short work of your army. You MUST reach the gargoyle before the timer runs out, or it's an instant fail even if your tribe is still alive.

If you act quickly, you can cover the whole northern island with your huts before you begin your attack.


Level 6:
This is one of my favorite levels, because there are so many ways of building and completing it. The general idea is to fortify your borders with preacher towers and amass a huge army. You will be attacked by the Chumara tribe from the north and after a while the Matak tribe will connect their island to yours and start attacking you as well. There are a few vaults and stone heads to be worshipped, and they will help you out a lot. The most important one to get early is on the Matak island close to your base. Try reaching it by converting wildmen, then use the spell you get on the lone Chumara warrior on a nearby island. The rest is up to you. A classic tower defense world.

Fun idea: I usually send the braves on the Matak island to build a small settlement on the southern part of the island once they've finished praying. They won't be attacked and can help you deal with the Matak before they even start attacking you.

Alternative strategy: build a temple and train your starter braves to preachers. Meanwhile get the convert spell with your shaman and convert every wildman you see. There are lots of them by the lake to the north and by the coast between you and the Chumara. Rush in once you have a few preachers and kill the Chumara before they can start training their army. When they are gone, you can use their base location to build on too, and deal with the Matak from a much stronger position.


Level 7:
A tricky level. There is very little wood for you to build with and after a while the Chumara will send invisible preachers and warriors to attack you. Abandon your reincarnation site and build a settlement in the middle of the island, mirroring the Chumara settlement. Build a few preacher towers on either side of the island where the Chumara will soon use a landbridge spell. Make sure you have preachers stationed around your settlement as well, ready to defend when the enemy preachers reveal themselves. Defense is key. When you can fend on enemy attacks, start training a large army and attack the Chumara through either side of the island, or use a landbridge of your own to connect to the small stone head in the middle.

Fun idea: just like in the last level, you can convert wildmen on the enemy island and build a small settlement on the edge where they won't be attacked. Start training a small force of preachers and warriors to take out the enemy tower defenses before you attack with your main army.
Level 8-10
Level 8:
Another one of my favorite levels with many different strategies. I recommend taking your shaman over to the enemy base and worshipping the vault of knowledge at the start, before the enemy defenses are in place. This will give you access to my favorite unit; the firewarrior (or FW). Now you can start expanding your settlement to cover the large area given to you, and build your tower defenses in the gap between the mountains north of your reincarnation site. A mix of preachers and FWs is recommended, with warriors patrolling below. However, there is another way for the Dakini to reach your base, close to a stone head. Be ready for them attacking from both directions. Also, send out a few braves to explore the wilderness. You never know what you might find.

Fun idea: if you cast landbridge between two mountains, you can raise the land and build large walls to block off both ways into your base. This is very useful in all levels after this, but be aware that the enemy can use their own landbridge to lower the land again or even create a ramp to get to the high ground.

Alternative strategy: start training warriors and rush in with your shaman to disrupt enemy training while converting wildmen to your side and killing any preacher you see. You can easily defeat the enemy in the first 5 minutes


Level 9:
This level introduces the fog of war mechanic and can be pretty hard if you don't know what's going on, so try scouting out the land when you can. You start out on your own island close to the Chumara village, but of course you can't see that yet. Pretty soon they will connect your islands together though, and start harassing you with boats filled with all kinds of troops AND their shaman. You can't see them coming either, and they will come from all directions. My best strategy is to build lots of FW towers around your settlement and blast the enemy into the water when they arrive. Try stealing their boats if you can. Make sure you have a very good defense, because the enemy shaman will cast a volcano spell on your settlement around the 15 minute mark. This will destroy everyone in its path and seriously cripple you. It's not game over yet, though. You can rebuild and the enemy only gets one volcano. Just make sure you select all your followers and have them evacuate if you see the volcano spell being cast. It takes a few seconds for it to activate. Once the volcano threat is dealt with one way or another, it is time to start building a huge army and prepare your attack. There are several ways of going about this, so I will write down a few things I've tried over the years.

• Use a stolen boat to reach the small island with a stone head north-east of your tribe. It contains a single shot of the volcano spell, for your revenge against the Chumara.
• Use a stolen boat to send your shaman and an escort to worship the vault of knowledge on the south of the Chumara island and get your own boat house.
• Station boats filled with FWs in the sea surrounding your settlement as a mobile defense force.
• Use the landbridge spell to flatten the land or create new land on the coast, to help grow your settlement.
• It is possible to create a "dummy settlement" somewhere to the south on your island and have the Chumara waste their volcano on that instead. It is rare but I have seen it happen.

Alternative strategy: this is one of the last levels where you can get away with the old rush and convert strategy. The same procedure as the earlier levels. Convert any wildmen you see and bring all your followers except one with you as you take your shaman to the very south of your island. By the time you reach it, the Chumara will most likely already have connected to it, and you can rush in and overwhelm them before they have their defense ready. Don't bother with any fancy spells and just use blast. In the worst case scenario, you will fail and be late in starting to build your settlement, but you will at least be able to see what's going on in the enemy lands.


Level 10:
You need to be quick! Immediately send your shaman and trained followers into the boat and have your braves build more boats. The enemy shaman will start sinking your land and you don't have many seconds to spare. If you are lucky you can save most of your followers, but the shaman and preachers are the most important. Send them to worship the totem on the island north of you, and watch what happens. Repair your settlement and rebuild your forces. Your time is limited before your land starts to sink again. You need to use the time wisely and reach the totem in the Matak lands. The easiest way is to send a boat of invisible preachers to start praying, and then you have a little more time to train your main force and send in another attacking party to finish off the Matak.
Level 11-13
Level 11:
I was stuck on this level for YEARS and it was only through dumb luck that I managed to figure it out in the end (by building the Great Wall of Populous between me and the Matak, haha). It's not that hard to complete, though. There are 3 things you need to be wary of.

•The Matak in the north. They will attack you often and their shaman can cast she swamp spell, meaning instant death for 10 of your followers. Deal with them by building guard towers in the wilderness, casting landbridge to limit the ways they can attack you, or by rushing over to their vault of knowledge early on and putting down a few swamps of your own on the paths they are most likely to take.
• The Chumara on their own little island. They will send boats to attack you, and their shaman will hypnotise your followers to join the enemy for a brief time. This will make short work of your defenses, but having a mobile FW navy will help taking out the shaman before she can reach you. Unfortunately they will also try to reach you by land after a while, and then they will send larger forces to attack you. Be prepared to defend against this.
• Limited building space and wood. This is actually the thing that ends up killing you in many levels. You need to create more land to build on, but that takes time. Try to find a good balance and build on the large mountain close to your reincarnation site while you prepare for the upcoming battles.

Fun ideas: it is possible to exploit the boathouse by placing one on the southern part of your island, facing the island where the Chumara will use their landbridge to connect to you. Because a boathouse requires water in front of it, it will actually sink the land if it isn't already completely submerged. This only works on a completed boathouse though. If it is damaged, the landbridge will still be able to connect to it.
Another fun idea takes time, but it can be worth it. Use landbridge to connect the Chumara and Matak settlements together. If you are lucky, the Chumara will walk through Matak lands when attacking you, and the Matak won't be happy about it. If you are feeling extra cheeky, you can try to create two landbridges on either side of their boathouse, effectively creating a lake so their boats won't be able to reach you.

Alternative strategy: Have your braves start construction of your settlement while you bring your shaman to worship the Matak vault of knowledge. Convert any wildmen along the way. You know the drill by now. With the swamp spell on your side, it is possible for you to wipe out the Matak tribe early on, and have plenty of space to build a second settlement on. The Chumara will most likely only attack your first settlement, so you should be free to build as you please.


Level 12:
My favorite level! This is also the first time you will be facing all three enemy tribes. It shouldn't be too much trouble though, as both the Matak and Dakini will be busy destroying the Chumara in the first 30 minutes of the game. When the Chumara tribe has been defeated, both tribes will focus mostly on defense, and occasionally send a few boats to attack you. You can take your time and build a large settlement. I will only mention a few tips and scripted events, and let you figure things out from there.

• Sometime in the first half of this level, the Chumara will try to create a landbridge between your islands. You can easily prevent this by placing a swamp on the part of their island that is closest to you. If this attack fails, they won't have time to attack you again but they might send a few spies to set your buildings on fire. No real threat.
• The Matak will send their shaman in a boat sometime around the 15 minute mark, to cast erode on your island. This will only happen once and can easily be stopped, or repaired with a landbridge.
• Most, if not all attacks on this level will come by boat to the western part of your island. Some guard towers and patrolling FWs should take care of this.
• While the Dakini and Matak will attack each other, you can try helping them by creating a landbridge between their settlements.
• Send in your shaman and a few preachers by boat to worship the enemy vaults of knowledge. The erode and tornado spells can decimate any village if used correctly.
• Don't be afraid of creating more land with your spells. Or you can claim the old Chumara lands, but be prepared for the Dakini and Matak to walk through that area when they attack each other.


Level 13:
This can be a challenging level in the beginning. The Chumara will attack you with balloons from the south, so defend yourself with FWs. The Matak will come from the north, so make sure you either block that passage with a landbridge, or have your troops defend it. Wood and land is limited, so it might be worth expanding your settlement onto the flat area to the east of where you start. I would recommend having your shaman worship the Matak vault of knowledge early on, and get the powerful earthquake spell. You should be able to chip away at the Matak land little by little until your troops can finish them off. There are several stone heads in this world, and the one closest to you contains the volcano spell. Save it for the Chumara tribe and prepare your troops for the assault. Don't bother with their vault of knowledge. It is far easier to just steal the balloons they use to attack you. Send in your shaman to cast the volcano spell in the center of their settlement, but beware of enemy FWs shooting you down. Then send in your ground troops to finish the work.


Level 14-15
Level 14:
One of the more difficult levels, and I can't say I enjoy it much. All three enemy tribes are allied with each other, and they will come for you fast. The Dakini from the west, with spies, warriors and their shaman. The Chumara from the north with preachers protected by the new magical shield spell (FW fireballs and all spells except swamp and hypnotise bounce off them). The Matak will be more passive, but their shaman will come steal your land with the flatten spell, so there is no point staying where you are. Time management is important here, so I start out by converting the wildmen I can see (there are more south of the Dakini lands) and building as many huts as I can before I get attacked. Don't forget about your training huts, but make sure you don't build them close to the Matak plateau. Start training your troops. Send a few preachers to defend the north from the Chumara, but gather the rest by the reincarnation site. Build a boathouse on the southern coast and start ferrying your troops and a few braves to the small area with a stone head south of the Matak lands. Bring your shaman over last, and start praying to the stone head. Keep your gathered troops close to the mountain, because the stone head will raise the land and also give you a pretty useful spell for when you attack the Matak. But save that for later. Now you have to build a new settlement on the southern half of the Matak plateau. When you feel that you are ready, attack them and claim their land for yourself. Now you have the perfect location to build a large settlement and prepare yourself for the next fight. You can also use your new flatten spell to raise your old lands, including your reincarnation site. The Dakini and Chumara tribes might build balloon huts, but I have personally never seen them use balloons on this level. Build a few FW guard towers just in case. When you feel like you are ready, you can go on the offensive. I recommend destroying the Dakini first since they are the closest. How you go about this is your decision. I have sent in my shaman with her destructive spells, sent in my large army in balloons or just created a landbridge to their settlement. With them destroyed, the Chumara won't be a threat. Your new firestorm spell will see to that.


Level 15:
Can a level be more boring? Sorry, but that is the truth. You start out with a lot of braves in a prebuilt settlement on an island. Your shaman is imprisoned on the Chumara island and it is up to your loyal followers to set her free... But there is a timer, and once the time is up, you lose. You will also lose if your shaman is killed after you set her free, so make sure she is protected. I would recommend a force of about 10 preachers and the rest warriors and FWs. Take care of the enemy preachers and FW towers surrounding your shaman, then have a few of your warriors destroy the prison. Immediately worship the obelisk with your shaman and cast the volcano spell on the Chumara settlement. That's all there is to it. There shouldn't be any enemies left to destroy, but you can send in a balloon with FWs just in case someone escaped the lava.

SIDE NOTE: LEVELS 16-19 CAN BE PLAYED IN ANY ORDER, SO DON'T BE AFRAID OF SKIPPING ONE IF IT'S TOO HARD RIGHT NOW. LEVEL 16-17 WILL UNLOCK LEVEL 20, AND 18-19 WILL UNLOCK LEVEL 21.

Level 16-17
Level 16:
This is one of the more fun levels because of how unpredictable it can be, which also makes it quite hard if you don't know what you are doing. You start out in a flat area with very few trees growing. Make sure your braves don't cut down the trees completely, or you will almost certainly be wiped out early on. You need to construct a temple, FW training hut and a bunch of normal huts to start growing your population. Start charging your swamp or hypnotise spells, and either landbridge or flatten. The Matak is to the east of you, separated by a small mountain range. Very soon they will use erode to send their attacking party into your lands, so be prepared with a swamp spell to kill their shaman before she can cast the spell. After this they will try sending balloons filled with shielded FWs. The only way to counter this is to hypnotise them or forcing them to jump out with a swarm. Steal their balloons and start building up your own mobile FW defense.

While all this is happening, the Dakini and Chumara will attack you from the west, with large groups of trained followers. Keep an eye out and use swamp to kill them (especially their shamans!). Eventually you want to block off all access to your area by casting flatten and landbridge to connect the western mountains. Be very careful that you don't accidentally connect "your" mountain to the one closest to the Dakini, as they can climb it and get the high ground. If you manage to block land access correctly, you won't have to worry about the Dakini anymore. The Chumara will send in their armies via balloon though, so keep an eye on them just like you to with the Matak. Don't bother with any of the stone heads and just keep focusing on defense and growing your settlement. You can expand into the ocean to the north with landbridge if you need more space.

The stone head in the middle of the lake contains a shot of Angel of Death. This spell is not very useful against well-defended tribes, but you might want it for when you attack a weakened tribe later on. The other two stone heads contain the new bloodlust spell. It basically gives your followers super powers. Thankfully none of the enemy tribes ever use this spell against you, but they will still keep fighting each other for control over one of the stone heads. Let them.

There isn't a correct order to do things, but I would still recommend saving the Dakini tribe for last if you managed to block off land access to your settlement. The tactic to elimitate enemy tribes is to soften them up by sending in your shaman in a balloon for some hit and run tactics. Cast devastating spells on the enemy settlement and keep harassing them until you feel like you can take them. Then send in your FW balloon force with magical shield cast on them to pick off any remaining enemies. Keep in mind that you still have to defend against attacks from the Chumara and Matak tribes.

• The Matak tribe has nice lands that you can expand into when they have been defeated, so this is probably the easiest option. If you can't defeat them in one attack, try using erode near the lakes surrounding their land to sever it from the rest of the continent. This should stop them from expanding into the desert.
• The Dakini won't be able to attack you, but they still have a lot of troops. Probably more troops than the Chumara and Matak combined. However, their troops tend to gather around the shaman's tower near the ocean, so a couple of erode spells and swamps could kill them off and then you should have no problem sending in your main force via boats or balloons to finish the job. I would still save them for last, though.
• The Chumara tribe is the most dangerous tribe if they are left alone. Their settlement on this world is the largest settlement in the game, and they will keep expanding into the desert when you destroy their huts, so you have to kill them in one attack before they can rebuild again. You can't use the erode tactic like you did with the Matak, but you could try surrounding them with preachers to help slow down braves trying to construct new huts. For the main attack, try casting earthquake and tornado on the edges of their settlement, combined with shielded FW balloons. It will be a long battle, but you should be able to wear them down eventually. If you are able to take control over one of the bloodlust stone heads, try sending in a group of bloodlusted warriors and FWs to tear down damaged huts while your shaman focuses on killing enemy troops. The Dakini might even send a raiding party to help you, if they are still in the game.

SIDE NOTE: IF YOU ARE STRUGGLING WITH THIS LEVEL, TRY COMPLETING LEVEL 18, 19 AND 21 FIRST

Level 17:
This is a classic tower defense level, with all tribes having equal land to build on and the same spells to use. There is a stone head containing the new armageddon spell in the middle of the map, and all enemy tribes will fight over it. None of them will ever get to worship it before the other tribes attack, so don't bother going for it. Focus on your defense with FW and preacher towers, until you can erode the land connecting you to the other tribes. The Chumara will sometimes send balloons to attack you from the front, and the Matak will use boats to attack you from the sea. Neither are a real threat if you've got towers and balloons defending you. Focus on building up a large army of warriors and FWs (at least 150), while harassing the enemy settlements with your shaman. When you feel like you are ready to fight, send in a small balloon force to kill any enemy at the stone head, and send 6 invisible and shielded braves to worship it. If you want you can use flatten to make it harder for enemies to reach the stone head, but make sure you defend them from enemy shamans and balloons. As soon as you get the armageddon spell, cast it anywhere in the world and victory should be yours.

SIDE NOTE: IF YOU ARE STRUGGLING WITH THIS LEVEL, TRY COMPLETING LEVEL 18, 19 AND 21 FIRST
Level 18-19
Level 18:

This level is a nightmare. I have over 25 years of experience in this game and I still struggle with it. I have only found one somewhat reliable strategy to win, and you have to be quick about it. You start on in a very small area with few trees and enemies surrounding you. Lots of enemies. The Dakini will send large raiding parties from the south (and north if you connect to that area with a landbridge). The Matak will landbridge over from the west, but that can be stopped by casting a swamp on the visible part of their island. Yes, there is fog of war on this world. You won't be able to see what's going on. Start building up a medium sized force of preachers, FWs and warriors. Keep them alive, and watch out for enemy boats trying to raid you from the north. Eventually, the Chumara will cast landbridge to connect their island to the land between you and the Dakini. This is your cue. Bring your force to the Chumara settlement and destroy it. You want to build your own settlement here. If you think that you can defeat them before they connent to your island, feel free to send over your troops in boats. Though, personally I think this is a waste of your already limited wood. If you manage to claim the Chumara lands, you're halfway there. If not, you probably want to restart the level. You can technically try the same strategy against the Matak instead, but they are usually better at defending and their island isn't very big.

When you have defeated the enemy tribe and started building on their island, it becomes a race against time. There is a stone head with the armageddon spell on this level too, and it's in the Dakini settlement! They will get the spell 99% of the time, and by then it is usually game over. Their settlement is huge and there are too many troops defending to take them out with an attack. Instead, what you should do is prepare for the inevitable armageddon by conserving your strength. Both the Matak and Chumara islands have stone heads with the volcano spell, which you could try using on the Dakini settlement right after they get the armageddon spell. You have less than a minute to get this right, before the enemy shaman casts her spell.
(In the example shown above, I had just enough time to defeat the Chumara before the Dakini got the spell and ended the game around the 35 minute mark.)

Alternative strategy: distract the enemy worshippers with your spells until you have a large enough army to win in the armageddon. I'm talking about 199 trained followers here. Very hard to achieve in the time you are given. You could also try and be sneaky by sending in invisible and shielded preachers or spies to worship the stone head when it is almost complete, but be ready to defend them against the whole Dakini army! If you get the armageddon spell, you have all the time in the world to train your followers and make sure the enemy are weakened by the time you cast it.

Exploit: This is cheating, but I will include it in this guide just because it probably hasn't been patched in the Steam version. If you cast erode on the Dakini reincarnation site until it is completely submerged, you can let them have the armageddon spell. This is because when armageddon is cast, every follower of a tribe will be instantly teleported to their reincarnation site before spawning in the arena. So all the Dakini followers will drown and you will only have to worry about the Chumara/Matak tribe, which shouldn't be a problem.
SIDE NOTE: IF YOU ARE STRUGGLING WITH THIS LEVEL, TRY COMPLETING LEVEL 16, 17 AND 20 FIRST

Level 19:
A very strange level, but not too difficult. You are allied with the weak Chumara tribe against the strong Dakini. The Dakini will send small raiding forces to attack you and focus their main army on the Chumara tribe. You HAVE TO defend the Chumara tribe, because if they die the level is lost. And believe me, they will die unless you can do something. I usually build a tower for my shaman next to my reincarnation site, and cast a landbridge to the Chumara. You can build some towers to help them defend, but you want to also use flatten to block land access to the Dakini. If the Dakini come by boat, they are easier to deal with. Don't neglect building your own settlement and defending it, though. You both have to survive to win this level.

When you have saved the Chumara and started building up your own army, you can start focusing on the three stone heads on this level. The one on your level will give you a few shots of the new teleport spell. This allows your shaman to teleport to any spot of your choosing, ready to surprise the enemy. Combine this with the volcano spell you get from the stone head in the Dakini lands, and you're gonna have a really good time. Worshipping the volcano stone head will also trigger a volcano in the southern part of the Dakini settlement. The third stone head is located on a small island and will give you a firestorm spell. It is covered by one of your swamps, to right-click to remove it.

SIDE NOTE: IF YOU ARE STRUGGLING WITH THIS LEVEL, TRY COMPLETING LEVEL 16, 17 AND 20 FIRST
Level 20-22
Level 20:
A tricky level, but not as hard as it might seem. You start out on a small island with the Dakini to the west. They will send boats to attack you, so build up your defense force and huts, while expanding to the nearby island using landbridge. You can usually kill the enemy raiders with swarms if they are sailing, or by blasting them into the water. Train about 50% of your tribe into FWs. Eventually the Dakini shaman will summon angels of death, so have split your FWs into two groups and have them guarding the western part of your island. Don't bother with towers on this level. Your FWs should be able to fend off the AOD since it can only kill them one at a time. You can also sneak into the enemy lands and get your own AOD from their vault of knowledge. Two AODs will cancel each other out, but it costs a lot of mana to cast so a mobile FW force is cheaper. Also, no balloons on this level so that sucks.

There are several stone heads located on various islands The first is to the south of you. You can send a single brave to start worshipping it, which will trigger the Dakini to send a larger force to steal it. Let them have it. When they get the spell, a new stone head is triggered to the north. Repeat the process but let them have it if they send a large force. You don't need this spell. When the third stone head is triggered you might want to get it though, as it is a powerful offensive spell. But it is a trap, so only worship it with followers you are ready to lose. The fourth and final stone head will be triggered on a large island in the north and this is the one you actually want. The Dakini should be easy to deal with if you send in an AOD ahead of your attacking force.

Fun idea: you could try to lock the Dakini boat house into a lake, as descibed in level 11. With a few landbridges to nearby islands, you should be able to prevent the Dakini from sending more raiders. This only leaves the AODs for you to worry about.

SIDE NOTE: WHEN YOU COMPLETE THIS LEVEL, YOU UNLOCK THE AOD SPELL TO BE USED IN LEVEL 18, 19 AND 21.


Level 21:
A very interesting and fun level. You start out on a nice, flat plateu will plenty of space to build and only two ways for the enemy to reach you. But beware, for this land is filled with natural volcanoes which will trigger periodically. The first is located to the south, and can be stopped with a totem. The rest will reveal themselves as time passes, but you can spot them by the gas clouds they produce. You need to use your land spells to stop them from opening, or alternatively use your spells to trigger the volcano if you feel like it benefits you. Either way, build a large settlement and prepare for a battle against the Dakini, who will send raiders both over land and in balloons from the west. A line of FW guard towers should help here. Make sure the enemy shaman doesn't reach your settlement, because she can also cast volcano and destroy everything you've built. Go steal the volcano spell from them when you can. If you completed level 20 before this, you will have the AOD spell to help you too.

SIDE NOTE: WHEN YOU COMPLETE THIS LEVEL, YOU WILL UNLOCK THE VOLCANO SPELL TO BE USED I LEVEL 16, 17 AND 20.


Level 22:
A very unique level, and very easy to fail. You start out with only your shaman, and no reincarnation site. One life, everything or nothing. You have to find a clever way to take out the three enemy tribes using only your spells, but you don't have any mana. The trick is to make use of the obelisks scattered throughout the world. The first one will fill all your spell slots, so use them sparingly to defeat the Dakini. I suggest an AOD combined with a few blasts and swarms, to make sure you reach the boat that is next to their boathouse. Use the boat to go to the Chumara island, where a balloon is waiting to be stolen. Steal it and escape before they can kill you. I always cast a volcano on their settlement, and a few other spells to make sure there are no survivors. Don't be afraid to waste spells on them, but keep your land spells for later. By now, the AOD should have finished the Dakini off. If not, go back and kill them with your shaman, then worship the second obelisk on the small island. This will give you a mana boost, so charge the spells you think you'll need to take on the Matak. Usually the AOD or earthquake/erode will do the trick. Be careful that there are no FWs hiding in huts to kill your shaman as you approach. There is a third obelisk containing a mana boost on the Matak island, but you shouldn't need it and it is too dangerous to worship anyway. If you fail, restart and try a different set of spells until you figure out how to defeat the enemy while conserving mana.

Level 23-25
Level 23:
This level is your last chance to breathe before the final confrontation. It's similar to the early levels, and you have plenty of time and land to build on. The Matak are to the north-east and they are purely defensive on this world. The Dakini are to the north and will occasionally send out small raiding forces with their shaman, so keep an eye out. There are plenty of hills and chokepoints for you to block off with towers or landbridges. The may sometimes send a boat to your southern coast, so keep a few FW towers and preachers there just in case. The Chumara are on their own island to the east and they will mostly send boats with spies to annoy you. Put a couple of towers filled with your own spies on the coast to unmask the enemies. If you want to, you could also block off their access to the sea with flatten or a landbridge. They won't send balloons, so you will be safe. You can now focus on building a large settlement and train your army. It's your decision who to attack first. I tend to go for the Dakini since they are the only tribe who can attack you, but if you blocked their land access they are no real threat, so feel free to go for any tribe. A volcano and AOD in their bases will do wonders, and then you can send in your troops to finish the job. Back to basics, really.

Fun idea: erode the mountains between the Dakini and Matak settlements and they will sometimes attack each other.


Level 24:
The final confrontation is here! And this level will be challenging. You start out on a very small island with limited trees, surrounded by all three enemy tribes. The Matak will landbridge over to you from the north, so put down a swamp or two to delay their shaman. They will also summon AODs so you want to have plenty of FWs defending the northern coast. The Chumara and Dakini will attack you with large forces from the east and west, so make sure you erode the land connecting you. Then you can focus on expanding your island with landbridge, or try and eliminate the Matak to claim their island. If there is no land connecting you, the Dakini will try and send boats from the south, and the Chumara will send in their balloons. Both shamans will frequently cast volcano in your settlement, so don't give them the opportunity! You can try and block off the Dakini access to the sea, as described in level 11 and 20, but the Chumara balloons will still be a threat. Large groups of FWs patrolling your borders is the best way to make sure the enemy shamans won't be able to cast any spells. Eventually, you want to send in your own shaman in a balloon to harass the enemy settlements with your destructive spells. The Chumara forces tend to gather in the center of their settlement, so a volcano there can usually kill most of them. Beware of any FWs shooting down your shaman. The Dakini won't have many troops defending, so and AOD can be useful here. It's up to you who you want to attack first, but I usually go for the Matak to stop their AODs attacking me. The Chumara and Dakini will also cast AODs, but they are usually attacking each other so don't worry about it.

Beware of balloon attacks! I got careless and the Chumara managed to cast 3 volcanoes in my settlement.

Fun idea: you might want to keep the strip of land connecting you to the Chumara on the eastern side of your island. This leaves you vulnerable to attack, but if you are lucky the Dakini will walk right through the Chumara settlement on their way to you. Just keep an eye out for large troops movements.

SURPRISE! BONUS LEVEL!!

Level 25:
You are now a god, and have unlimited range for your spells. While this is very amusing, you've still got to keep your followers alive to produce mana. I like to erode the land connecting me to the other tribes and make sure my spells destroy their balloon huts if they build any. Start with the one to the north, as the Dakini settlement is very close. Then do the one connecting you to the Chumara, who will send large groups to attack you. The Chumara will also cast AOD, so keep a FW defense on that side of your settlement. The land connecting you to the Matak will soon be filled with their buildings, so keep a force of preachers ready to delay their expansion into your lands. When this connection is taken care of, get rid of the remaining three connections, or keep them if you want to send in your troops later. I always try to erode them close to the enemy settlements, to give myself more space to build and more trees. You are now free to defeat the enemy tribes and finish the game. I hope you have enjoyed Populous 3: The Beginning!


BUT, THERE IS MORE!
IN THE GAME FILES, LOOK FOR THE D3DPopTBUW FILE. IT WILL LAUNCH THE OFFICIAL EXPANSION CALLED "UNDISCOVERED WORLDS".

I was originally going to write a guide for the UW expansion too, but unfortunately I'm having some issues running it on my PC. It is not a difficult expansion, so you'll be able to finish it quickly with the basic strategies outlined on the PopRe wiki[wiki.popre.net].
4 Comments
loonatic_vic 23 Jun @ 1:54pm 
@MoonlightDeity Amazing! Thank you, I will use the wiki whenever I get stuck!
MoonlightDeity  [author] 30 Mar @ 12:52pm 
Hello everyone!
For those of you interested, I've added a link to the Undiscovered Worlds wiki page. I wasn't able to run the expansion for long enough periods to complete my own walkthrough, but these strategies should help you out.
Sorry for the inconvenience! :Asa:
loonatic_vic 20 Mar @ 5:02am 
I'm also interested in the other guide
Hagger 8 Sep, 2024 @ 5:39pm 
I am interested in the other guide !