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Walkthrough Land 5 You and the Norse have swapped friendship bracelets, but it's going to take more than one ally to take down the Aztec. Japan is loaded with strong warriors and rather cool architectural designs, so we're going to head over there. (Hey, the game doesn't invent any reasons, so I gotta.) The Japanese are led by two brothers. You'll face one now, and he's more interested in your decorating ideas than war.
In other words, this is a different verse to the same song. The Japanese may have more troops, but the land is flatter and it's easier to get around. Good Walkthrough: If you're being good, things get just smidge harder here because you've got more cities you need to convert, and you'll need much more Impressiveness to convert the final city. Like before, you need to start by building some walls and gates to establish your defense. Also get a couple fields and a ton of houses up, plus the Altar and Creature Pen. Use either the Creature or a platoon of archers for defense, and keep putting up houses to keep that Impressiveness score as high possible.
You'll have more room to build here than in Land 4, but be sure to have varied buildings. For all intents and purposes though, there is no difference between this one and Land 4 aside from this one taking longer. Evil Walkthrough: Losing the undead legion is really the worst hit here, but this is still a pretty simple map to beat. (Simpler still because the land is so flat.) Place your houses and hovels, get your breeders going, and create an army as quickly as possible. If you're going for balance (good Creature), whip out some archers first to mount them on the walls. Otherwise, let the Creature deal with attackers whilst you build your army.
Once you have another large platoon, send the Creature out for a preemptive strike, and send in your army to clean up and take over towns. Silver Scrolls: Three Silver Scrolls are on this land. There's no Undead Legion-type scroll, so just clear the land before activating any of them. Monk Test: The scroll closest to your city requires a purchase before you activate it. You need to buy Hand Forcing from the Tribute Menu, which allows you bring your hand into the physical world.
Basically, by holding down the action button, your hand becomes a fist that can punch rocks and people. It doesn't have a lot of practical use, but it's a good buy just for the sake of completeness. All right, once you have it, click the scroll.
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A monk is being trained to punch rocks to destroy them, but he's not doing a very good job. Using Hand Forcing, repeatedly shake your hand through the rock the monk is working on. The only visual clue that you're doing it right is that a thin layer of gray smoke will rise from the rock. As long as you're constantly punching the rock, the monk will break it.
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(This is akin to you loosening the pickle jar so your girlfriend can open it. Because we all know they couldn't do it without us right? That's our story, and we're sticking to it.) After the monk breaks three rocks, he and his teacher are happy, and take all the credit. But you get Tribute, which is all that matters. Save the Lambs: A farmer is concerned, because his ewe is ill and eventually falls over.
But guess what? She's not sick, she's pregnant and ready to give birth! But the birthing process is a little different here instead of the ewe 'pushing,' she's more doing 'launching.' You're on a hill here, and the baby lambs will be fired from the ewe's body.
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You need to catch them, and place them down on the ground gently. Pretty straightforward there, and nothing bizarre happens until the rate of fire gets a little faster.
Don't worry though, it's a piece of cake, especially because you can let a couple fly and die without failing. Forest Ambush: Finally, a challenge that is a challenge. A spy is trying to get some documents, but several other spies are trying to hunt him down. He needs your help and direction to gather all the documents. All right, as you can see from the ground, there are crisscrossing roads.
Each intersection has a sign with an arrow that points a certain direction. Your spy and the ambushers will head down the road, and when they come to a sign, they will turn in the direction the sign is pointing. By tapping the sign, you change its direction. Your goal is to use the signs to direct the spy to get the papers while keeping the ambushers far away from him.
The catch stopping you from just leaving the ambushers in a never-ending trail is that, after the ambushers hit the signs enough times, one the ambushers will change the sign himself. That means you basically need to keep tabs on what the spy is doing while watching all the ambushers at once and keeping one step ahead of them. Okay, although you can do this Silver Scroll immediately, wait until you clear the land. That way, you can actually move the trees and rocks out of the way, which will greatly aid you in keeping an eye on everything. Second, although you can't keep them in the pattern, the best way to handle everything is to try to group the ambushers together. The spy will never change a sign, which is important.
If he's being followed, the best way to handle things is to let the spy head toward a piece of paper, but click the sign just as he passes it. This will ensure that the ambushers get 'deflected,' and should at least buy your spy some time. Once your spy grabs the final piece of paper, you will instantly clear the scroll; he does not have to find his way back like your conscience implies. Don't fret if this one takes you a couple attempts. It can be tough at first to figure out how to keep your eye on everything at once. Honestly, if you've played games where you have to keep your eye on multiple things (such as the Madden series or any action puzzle like the old Zoop or Lemmings), you'll probably have an easier time.