Populous: The Beginning
Spells FAQ
Written by Lord Veovis ([email protected])
v 1.1
5-18-03

Version History
1.0- Created and submitted FAQ (2-22-03)
1.1- I have a new e-mail address ([email protected]), so send all
your questions and comments to it instead of the old address (5-18-03)

Table of Contents
I. Introduction
II. Spells
III. Legal Information

I. Introduction
Populous: The Beginning is one of my favorite god-games. I decided to write this
FAQ because there weren't any FAQs on the spells, which in my opinion are the
best feature of the game. There are 20 spells in the entire game. 16 of the spells
are normal spells, and the other four are super spells and can ONLY be used in
a few certain levels (even if you cheat to get all spells).

II. Spells
There are 20 spells in the game. Each has a specified range and mana use. Both
are measured on a scale from 0 to 100, with 100 being the maximum range/mana
required.

Blast
Range: 10
Mana required: 5
A simple spell, blast is more useful early in the game because of its low mana
cost. It will send nearby followers (including your own) flying into the air.
A good tactic would be to use this on an enemy follower near the water. If aimed
right, the enemy follower will be blown into the sky and fall into the water.
Also, when enemy followers surround your Shaman, casting Blast on your Shaman
will get the enemy followers off your tail (temporarily).

Convert
Range: 100
Mana required: 5
Convert is not an offensive spell. Cast it around wildmen and any wildmen caught
in the radius of the spell will be converted into a Brave of your own. Cast it
in the center of multiple wildmen for maximum effectiveness.

Swarm
Range: 30
Mana required: 50


Swarm isn't a spell used to kill enemy followers, but it is a very effective
distraction spell. Cast it around any enemy followers and they will stop whatever
they're doing and run around frantically trying to get away from the swarm of
insects. There are many good ways to use this. If an enemy Preacher is converting
your followers and you don't want to cast blast or lightning on him (you might
kill your own followers), cast swarm on him and he'll stop preaching and run away.
Cast swarm on enemy followers in a boat and they'll jump out and drown, or on
a balloon over water and they'll fall out into the water. It also can be used
to kill enemy followers who are near death.

Invisibility
Range: 30
Mana required: 25
Invisibility will make the followers you cast it on invisible (obviously). Cast
invisibility on your followers and send them into an enemy base for a quick and
effective raid. Once an invisible follower begins to fight he will become visible
again. Combine invisibility with magical shield for an even better raid.

Magical Shield
Range: 30
Mana required: 30
This spell casts a shield on your followers to protect them during battle. It
also gives them nearly complete immunity from enemy spells. When I say nearly
complete that means that an enemy Shaman can't cast any spells directly onto the
shielded follower (blast, lightning, etc.); it will just bounce off the shield
in a random direction. However, the shielded follower isn't protected from
offensive spells if the spell is cast near him. An example would be lightning
or blast cast near (not on) a shielded follower and the area of effect causes
some damage to him. The shielded follower dies upon walking through a swamp. Angels
of death will still eat him. An effective use would be to cast it on your warriors
to make them even better fighters and your  preachers to prevent them from being
attacked while converting enemy followers.

Land Bridge
Range: 50
Mana required: 30
When you cast this spell, a land bridge will rise to connect the spot where the
Shaman is standing and where it was cast. It can make bridges to cross water and
create ramps to travel up and down cliffs.

Lightning
Range: 60
Mana required: 30
Similar to the blast spell, but much more powerful. It will kill any enemy follower
(except shielded followers) if it hits them perfectly. It also sends nearby
followers (including your own) flying into the air, but not as far as with the
blast spell. If you cast it on buildings they will catch on fire and send any
occupants running out. Cast it on large groups of enemy followers, enemy Shamans,
and guard towers with preachers or firewarriors in them.

Hypnotize
Range:  30
Mana required: 35
Hypnotize can turn the tables in any fight. Cast it on a large group of enemy
followers and they'll convert to your side. However, it only lasts for around
15 seconds. A very good tactic is to cast it on enemy preachers. He will start
preaching to other enemy followers and convert them, but the converted followers
won't be hypnotized, they will be your own followers.



Tornado
Range: 30
Mana required: 35
When you cast tornado it will stay in the spot it was cast for awhile, then it
will move in a random direction for awhile and eventually wear off. Any followers
(enemy or your own) who get near it will be sucked up and thrown far in a random
direction. The fall from that height won't kill most followers at full health,
but they may be thrown into the water. If you cast it on a building it will suck
up the entire building and throw the wood around randomly. It is a good disruptive
spell against enemy Shamans or large groups of enemy followers heading to your
base.

Swamp
Range: 30
Mana required: 50
Swamp is a great defensive spell. Any followers (enemy or your own) that walk
into a swamp will immediately die. After a swamp has killed 10 followers it will
disappear. An effective strategy is to cast it near your base to prevent the enemy
from attacking your base, and to cast it on large groups of enemy followers.

Flatten
Range: 30
Mana required: 60
When you cast flatten, all land around the point where the spell was cast will
rise or lower to the exact height of where the spell was cast. A good strategy
is to create a tall cliff that surrounds your base with one opening for the enemy
to enter, which would be very easy to defend.

Earthquake
Range: 30
Mana required: 60
When you cast earthquake, the screen will shake and you will hear a deep rumbling.
After a few seconds, the area where the spell was cast will suddenly split and
emit a small amount of lava. If you cast it on very low land near the water, the
land will go underwater for a short period, sinking any buildings and people on
the land. The best places to cast earthquake are on enemy buildings on the shore
or on high cliffs.

Erode
Range: 30
Mana required: 80
Upon casting erode, the land will sink quickly. It is most effective when used
on enemy bases on high land. Also, if you cast it on low land near water, the
land will sink underwater, and so will any buildings or people on the land.

Firestorm
Range: 30
Mana required: 85


Firestorm is a very powerful spell. When you cast it, flaming meteors will fall
from the sky, igniting anyone, including your own followers (but not your Shaman),
and any buildings in the radius. It will do major damage to buildings and usually
kills anyone in the area. It is best used in large settlements with a lot of enemy
buildings and/or followers. Don't cast it when your followers are around the Shaman
because the radius of firestorm is large enough to hit your followers.

Angel of Death
Range: 15
Mana required: 90
When you cast angel of death, a giant flying creature will emerge from the ground.
It will quickly fly to enemy settlements. There it will lock onto an enemy follower
and rush at it, grabbing it in its jaws, igniting the follower, and spitting him
out to fall a great height. This will kill any enemy follower regardless of heath
or even having a magical shield. There are three ways to destroy an angel of death:
create another angel of death to fight it, send lots of firewarriors to shoot
at it, or wait until it dies of old age (around 5 minutes).

Volcano
Range: 15
Mana required: 100
When you cast volcano, the land will rise in a circular pattern from the ground
(or water) where you cast it. Lava will pour out of it and set fire to any building
or follower, whether enemy or your own (your Shaman won't be hurt, however). The
lava will also create more land if it reaches water. Any land the lava touches
will become damaged, and buildings cannot be built there until it becomes fertile
again.

The following are super spells. They require no mana, but you can only get one-shot
versions of the spells from worshipping Stone Heads in a few certain levels.

Armageddon
Range: 100
Mana required: N/A
Armageddon is the ultimate spell. When you cast it a giant arena rises from the
ground (or water) where it was cast. All followers in the entire world are teleported
to that arena where they all engage in a massive fight. The Shamans stand on the
high parts of the arena with a permanent shield and cannot be hurt. Once all of
a Shaman's followers a die in the fight the Shaman's shield disappears, and another
Shaman will cast lightning on her, killing her and eliminating that tribe. The
last tribe standing wins the level. You can only find the Armageddon spell in
the Middle Ground and Head Hunter levels.

Teleport
Range: Infinite
Mana required: N/A
Teleport is only available in the Unlikely Allies level. Cast it anywhere on the
entire map and the Shaman will instantly teleport there. You can use this for
a quick escape or a quick assault on the enemy.

Bloodlust
Range: 30
Mana required: N/A


Bloodlust can turn the tides of any fight, no matter how uneven the numbers may
be. Cast it on your followers and they will take and deal much more damage than
they normally would. In fact, one bloodlusted Brave can take out a group of five
Warriors. Use this spell for effective raids or when your followers are losing
in a big fight.

III. Legal Information
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distributed publicly without advance written permission. Use of this guide on
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