The final part of our guide provides a walkthrough for the last 13 planets. We also take a look at 'guest' spells, multiplayer strategies and some excellent cheats. Finally, there's some advice straight from the Bullfrog team. What more could you possibly want? CLOUDY WITH SUNNY SPELLS Last month, we gave you the first eight spells. Here are the rest, including 'guest' and multiplayer-only spells Tornado Tornadoes are powerful but unpredictable. To ensure you destroy at least one target, cast it on a specific building - there's a chance others will go as well. Good against armies, too.Shield Cover followers with shield when attacking enemy settlements - but remember it doesn't last long, and any spell fired on a shielded follower is bounced back to the enemy. Flatten Similar to the landbridge spell and can be used to the same land-flattening ends. Not only does it flatten land around the point where it's cast, it can also lower land into the sea. EARTHQUAKE This is most effective on high ground, where both the lava and the ruptured ground can cause problems. The pre-shocks can also destroy buildings in the immediate vicinity. Erode A very useful spell against high ground and coastal settlements. If cast on high slopes, the land sinks and tumbles into the valley. If cast on the coast, both land and buildings melt into the sea. Firestorm Casts a shower of meteors onto the target. If it is cast in a heavily populated area, it destroys any buildings and enemy followers who stray into its range. Angel of Death These scour the world looking for enemy followers. When they find one, they swoop down and eat the unfortunate individual. Angels are difficult to kill and have long lifespans. Volcano What can we say? Volcano is the most evil spell in the game. Cast this at the heart of an enemy settlement for maximum effect. If one is cast upon you, evacuate your followers sharpish. GUEST SPELLS Guest spells do not have permanent icons on the Spells panel. This is because they are hugely powerful and would upset the balance of the game. They are also more suited to multiplayer games Bloodlust Bloodlust turns your followers into murderous savages. It makes them stronger and faster, and generally a lot more dangerous. Armageddon Armageddon is a very traditional Populous spell. Each player's followers are transported to an arena where they fight for world domination. OI! GEROFF MY WORLD The multiplayer game contains a number of tricks to learn: maps are often symmetrical, so you can guess where the enemies are lurking if the world is fogged A useful trick is to build your spy-training hut early, train some spies and then dismantle it. Hopefully your opponents won't realise you have the ability to sabotage their settlements. Forge World This is an optional feature giving you the chance to alter the landscape before the level begins. First look at the land around the site and use the flatten spells to make room for your settlements. Then, around the perimeter, raise the land into small hills and construct guard towers at their summits. When the timer reaches about five, cast the wildmen spell on the reincarnation site. When the level begins, any wildmen caught inside the reincarnation site are automatically converted to your tribe. Ghost Army Ghost army is a multiplayer-only spell that creates six ghost followers. Use them to create a decoy army while your real army is attacking from the other direction. Ghost shamans are especially useful for confusing the enemy. The final part of our guide provides a walkthrough for the last 13 planets. We also take a look at 'guest' spells, multiplayer strategies and some excellent cheats. Finally, there's some advice straight from the Bullfrog team. What more could you possibly want? planet 13 Aerial Bombardment Your main opposition comes from yellow balloons. Warriors are useless against these high-altitude attacks, so place fire warriors in guard towers, then use the shaman to zap the balloon occupants with lightning. When they are empty, steal them and attack the other tribes. There are three stone heads on this world. Two are within easy reach of your followers. The first, and closest to your reincarnation site, has a single-shot volcano spell. The enemy shaman frazzles any of your followers who try to worship this stone, so proceed with extreme caution. The second head, near the green Vault of Knowledge (VoK), contains three shield spells. The last, on a separate island, contains a firestorm spell. planet 14 Attacked from all Sides You start this world with little land to build on and three tribes attacking. The yellow tribe, camped on an island away from the other tribes, launch ocean assaults. The red tribe, camped beyond the mountains, send spies and raiding parties. And the green tribe, on the plateau above, rain spells down upon you. Force their shaman away from the cliffs to stop this. The red tribe guard a VoK containing the firestorm spell. Also, near their settlement is a stone head with a single-shot earthquake spell. The green tribe's VoK hides the flatten spell, and a stone head on the beach near their settlement contains the angel of death. The yellow tribe guard a VoK containing the shield spell. You must assert yourself quickly in this world, or you won't last five minutes. Attack the reds first - their incessant raids are a nuisance but, more importantly, they guard the firestorm spell, a most desirable weapon. Hold back the yellow tribe with preachers and fire warriors in guard towers. The green tribe can't reach you, so they pose little threat, but their sporadic lightning attacks can be annoying. Use the angel of death on this lot, which keeps them occupied while you concentrate on more pressing matters. planet 15 Incarcerated This third 'special' world sees our shaman bang to rights, spell-less and helpless. She must escape her prison before time runs out. Once your population is growing steadily, send three or four braves to build boats. Fill a boat with warriors and sail them to the three guard towers guarding the entrance to the enemy island. Touch down near one of the side towers and send your warriors to attack. The enemy fire warrior inside blasts your men, but they can take it. Eventually, they dismantle the towers. Put your warriors back in the boat and repeat this tactic on the other two towers. Once completed, sail them into the little bay just inside enemy territory and wait. Meanwhile, back home, train up a variety of aggressive followers and place them in boats. Ferry them to the aforementioned bay and land away from the main enemy stronghold. Pitch preacher against preacher, and warriors against guard towers. When the enemy is overwhelmed, select as many followers as possible and left- click on the prison to free the shaman. Now command her to pray at the obelisk for a volcano. Cast the volcano into the valley to decimate the enemy. planet 16 Bloodlust Bloodlust is a 'guest' spell, available only on this world and found within two stone heads. The first head is near the borders of your territory, the second is by the green settlement and is better because it contains infinite shots. The head on the island in the middle of a lake contains an angel of death spell. Set up guards quickly to protect against the red and yellow tribes. Use high land to build more solid defences. Both yellow and green use balloons, so fire warriors should be used in abundance. Casting swamp in front of enemy settlements provides a cunning defence too. planet 17 Middle Ground The armageddon spell is in the stone head in the centre of the island. Unfortunately, three other tribes are vying for the same prize, and they've already built their settlements - tricky. But all is not lost. These tribes are intent on scrapping among themselves, and thus slow each other down. A cunning trick is to cast swamp on the stone head to swallow any enemy followers who attempt to worship there. You can also use erode to estrange yourself from the enemy. Finally, only cast armageddon when you are sure of victory. Train as many warriors as possible beforehand to give you the best chance in the arena. planet 18 Head Hunter There are three stone heads on this world, each guarded by a different tribe. The nearest head is guarded by the red tribe and contains an armageddon spell. The yellow and green tribes each guard a single volcano spell. Initially, the adjacent reds pose the biggest threat. The yellow and green tribes use boats to attack, and the green tribe even have the audacity to use landbridge to invade near your reincarnation site. They could do this at any time, so stay alert. Ultimately, armageddon is the way to victory. planet 19 Unlikely Allies On this world, you are allied with the yellow tribe. The red tribe soon begin attacking your buddies and it's up to you to protect them. If they are destroyed, you lose. Because of the lack of land, you must use landbridge to create more. Erect a guard tower by your reincarnation site, go inside, and cast landbridge to the yellow base. The shaman can then wander over to help. Swamp can be a useful defence, giving both of you a fighting chance. There is also a spot at the other end of your island where the red tribe can landbridge over, so make sure you have patrols set up to watch this area. Two stone heads populate this world. The first is at the opposite end of your island and contains three teleport spells. This spell is limitless and teleports the shaman absolutely anywhere she wants to go. The second is at the end of the red village and contains a volcano spell which, when cast, sets off the dormant volcano, damaging the red tribe's settlement. planet 20 Archipelago Yet again, use landbridge to exploit the islands and expand territory. The red tribe guards a VoK containing the angel of death spell. This can be reached quite easily by heading past some fire warriors in guard towers. There is also a stone head on another island, which contains a landbridge spell. Set this off and another stone head appears elsewhere containing a flatten spell. Other stone heads in the chain grant you single-shot firestorm (unfortunately, this also casts a firestorm around the head, killing nearby followers) and volcano spells. At first, the red tribe attack by water. To avoid this, cast landbridge to their island, forcing them to attack you over land through a narrow corridor. You can then guard this corridor with fire warriors and swamps. planet 21 Fractured Earth This world is very unstable, and volcanoes erupt frequently. Close unstable fissures by casting flatten spells over them. The totem pole near your reincarnation site actually closes one of these fissures for you, which helps because the reds are volcano crazy and create them from the start. The volcano VoK is away from the reds' main settlement and therefore vulnerable, so go for it early. The stone head at the opposite end of the island contains two erode spells. The landscape is barren and hard to navigate. The red tribe prefer to attack by balloon and come in from the sea behind you. Also watch out for raiding parties from the small settlement next to the VoK. planet 22 Solo The final 'special' world is a lone shaman suicide run. It's a nightmare, so save often. The three obelisks are the keys - they grant you full mana and spells. The first is near the start, the second on an island near the first, and the green tribe guards the third. But remember: because you have no followers, you cannot charge mana. You only have what you gain from the obelisks and killing other shamans, so use it wisely. When you defeat the red tribe, grab the boat by their boathouse and sail to the yellow settlement. Use the balloon to reach green territory. An angel of death can be very effective on this level. planet 23 Inferno It's a three-pronged attack again! At least you have plenty of space to build upon, and don't be shy about creating even more with landbridge. Use small hills to create impassable walls and cut off the green tribe. The stone head contains three firestorm spells, but since you already have that spell you might as well cast swamp around it to trap the reds. The yellow tribe is lurking on an island, so they use boats and balloons to reach you. planet 24 Journey's End All four tribes take to the stage for the ultimate battle. First order of the day is survival, so seal yourself in nice and tight by setting up some perimeter towers to block off the entrances to your island, then get those huts producing. After that, use pretty much every tactic going. Speed is the essence here, and if you can bring an angel of death into the fray, all the better. This is the final showdown - there's nothing more to say. planet 25 The Beginning Wow! A final secret world. Go and enjoy yourself IMMORTAL!