Craft the world open the entire map. All about Craft The World (tips for beginners)

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As the developers themselves say about the game:
"Craft The World is a unique mix of a strategy with indirect control like Dungeon Keeper, a sandbox like Terraria with elements of crafting things like in Minecraft.
Explore a randomly generated world inhabited by dangerous creatures, build a reliable fortress, collect resources to make a variety of items, weapons and armor."

And that's all true!
the game takes place in a 2D world, where we control a group of gnomes (from 1 to 20 - depends on the level).
we must build a reliable shelter because... every night the undead will come to us from nearby cemeteries + from time to time goblin camps will appear with lovers of your supplies and portals will open with a bunch of gnomes wanting meat.
for protection we build a fortress/bunker+traps and of course we make cool equipment! the dwarves must survive!
and in the campaign you need to find 5 parts of the portal and, having assembled it, go to another world.

There are three worlds in the game - forest, winter and desert.
they differ in flora, fauna and weather.
How do you feel about rain flooding a house that is not covered by a roof? or a hurricane tearing out pieces of land?

Fact and tricks (what I dug up):

Spoiler(disclose information)

Numeric keys 1...9 - use the slot on the quick access panel. The keys can also be used while controlling the gnome;
Ctrl + 1...9 - use the slot for an additional quick access panel (for example, you can store spells there so you don’t have to go to the menu every time);
hotkeys
F1, F2, F3 - change the game speed from normal x1, to accelerated x1.5 (F2), x2 (F3);
F9 - switches between hardware and game cursor. Can help with driver problems on AMD devices;
Esc:
Opens the pause menu;
Exit from an open menu;
Unselect/control the gnome;
<, >, ^, v and W, A, S, D - scrolling the map or controlling the movement of the gnome in control mode;
E - equipment menu;
I - crafting menu;
P - pause;
T - task log;
H - moving the camera towards the house;
C - technology tree;
Space - selecting the next gnome;
Mouse wheel up/Mouse wheel down - change the scale;
Shift + RMB or LMB - allows you to dig/cut several blocks at once;
Alt + Enter - switch between full screen and windowed mode (doesn't work)
Ctrl+R - sends gnomes to sleep who have less than 70% life;
Ctrl+E - sends gnomes whose satiety is less than 70% to eat
When selecting a gnome:
F - send is;
R - send to bed;
E - put on;
O - control.

Tricks

Dwarves have life and satiety = 10 (for example, the guardian has 230 HP...)

Ghosts are afraid to come closer than 5 cells to the totem.

Totem and comfort.
The default radius of one totem is 10 blocks.
As comfort improves, the radius of the house increases for all totems located in it.
As the radius increases, the comfort indicator may change, but the radius of the house cannot decrease as long as all the walls of the house are intact.
If the walls of the house are damaged, the radius is reduced to its original state.

The comfort indicator is influenced by the following parameters:
Illumination.
Comfort of furniture.
Minimum living space for a gnome; the greater the number of beds, the larger the area of ​​the house should be.
Presence or absence of bushes.
Strong external walls of the house.

Only goblins can steal resources from your warehouse if you have a totem. So if a “wave of monsters” is approaching, and you suspect that your gnomes will not be able to cope with it, you can safely send all the gnomes to a safe place (underground or somewhere else) and return in the morning without losses.

Doors, hatches, walls, bridges and roofs can be changed by left-clicking on them when the same block is active in your quick access panel.

By taking control of the gnome, you can install any blocks and items in the warehouse.

Remember the formula: Number of gnomes = Number of beds. One gnome needs one bed to sleep. Dwarves cannot sleep without a bed. Dwarves cannot sleep in someone else's bed. A bug has not yet been fixed due to which several gnomes sleep on the same bed, even if there are enough of them built for everyone.

Use the Warrior/Archer/Mage skill book as soon as you get it, with these skills your dwarves will deal more damage to enemies.

Placing a solid block on top of the block where things are located will hide them, but will not destroy them.

While the monster is attacking the door/hatch, you can attack it from inside without taking damage. The same trick works with walls that have been changed into beams (see point 2 above).

Keep torches underground if you want to avoid spiders and predatory bushes. But web is an ingredient for some items at the end of the development tree. Therefore, it makes sense to breed spiders.

Sometimes your gnomes can “stupid” - stand still or suddenly fly up when climbing stairs. To bring the gnome back into action, simply take control of him.

An archer (whether a dwarf or a monster) can shoot if the enemy is not 2 blocks away from him.

Get rid of all the graves so that skeletons do not appear at night (does not apply to waves of monsters). No new graves will appear. But remember that each skeleton and zombie gives 100 experience and several ingredients for crafting.

Large and dangerous monsters two blocks high cannot squeeze into a move one block high. To protect your house and warehouse from them, install the second block from the surface of the earth at some distance from the warehouse. This will help in defense.

The fish are found in a pond at least 2 blocks high. The number of fish directly depends on the depth of the reservoir.

For efficient growth of trees, bushes, wheat, etc. It is advisable to leave the upper layers of the blocks in their original form. When terraforming there is a possibility of stopping the growth of some plant species.

By holding down RMB you can select several blocks for mining at the same time.

You can fill the nearest cells with the same item by double-clicking on it (see example).

Blocks of ice and snow in snow levels can be melted if you take them deep enough underground.

Thin out the forest instead of cutting it down completely. Then new trees will grow in this place faster.
Spruce and cactus grow up to 2 cells in height, the rest - 4-5.
Shrubs - 1 class.

Different underground layers may contain additional useful resources in addition to regular earth blocks. Additional resources drop out when mining a block of land with a certain probability (for example, sand flows from sandstone with a probability of 30%, see below). full list drops from different blocks).

Any block can be made invulnerable by placing something on it. Example: if you decide to make your house one block from the surface, then it would be better to make upper layer flat and to put something on it or plant it. If a spruce tree has grown on a block of land or there is a workbench on it, then breaking this block will not work (useful when besieging a wave of monsters or when your dugout is besieged by skeletons).

The goblins can be dealt with once and for all. To do this, wait until they go to their base and, without destroying the base and the shaman (!), surround everything with a wall. New goblins will appear in the place of the old ones and remain there, since they do not know how to destroy walls.

Sand walls - great way survive even the biggest waves of monsters.
The sand wall showed itself as universal remedy protection from waves of monsters. It is created in front of the brick or stone wall and works like a press. The principle is simple - monsters go to the shelter along the path of least resistance, dig through a wall of sand and begin to bite into the stone. According to the laws of game physics, all the sand moves down a cell and destroys all attackers in it. New monsters dig up a new block of sand and die under it again.
To make the trap work again, you just need to pour new blocks of sand on the wall.

If you force the gnome to swim in manual control mode, and when you try to get out, press the jump button, the gnome will jump to a height of 3-5 blocks and fly off into the distance the same amount (it doesn’t always work, you need to time it).

Added the ability to disassemble things into their component elements (place the item in the slot next to the craft button and press it).

Select the puzzled gnome, and on the panel (where all his characteristics are shown) click on the inscription “Looking for a path”, then the game will take you to the place on the map where the gnome is trying to get.

The first profession is always given to the gnome in random order. While the second and third players can choose independently.
We recommend choosing one of the military professions (swordsman, archer or mage) for the second slot.
For the third slot, we recommend always reserving the miner profession.
If the gnome's initial profession turned out to be one of the military professions or a miner's skill, then you can safely choose between the professions of a carpenter, cook or blacksmith.

The scrolls of drawings of the ancient portal are guarded by strong guards. Be very careful with them! Guards are vulnerable to weapons made from the strongest metal- mithril.

Statues.
The statue of Rory Stonehide gives a bonus to miner skill of 5 units. In turn, the statue of Gunnar Ironfist gives a bonus of 5 units to warriors.
It is important to know that the bonus from statues does not stack. By placing, for example, two miner statues, your gnomes will not receive 10 miner skill points.
The bonus applies throughout the entire map and to all dwarves who have the profession of a miner or a warrior.
In addition, each of the statues gives a comfort bonus of 7 units.

How to kill a Giant Worm?
The giant worm is found in the sand and snow worlds, in the lowest layers of the earth.
Stock up on Elixir of Health. The worm causes damage to gnomes.
The Magic Explosion spell does a lot of damage to the worm, but cannot kill it.
Use the Fireball spell to damage the worm.
At the sight of a worm, the gnomes will be frightened and begin to scatter in different directions. In this case, take control of one of the gnomes and attack the worm.

The magic of magicians. Potions of Healing.
If a player has a Healing Potion in their inventory, and next to a gnome of the magic profession there is a gnome with low level health, then the magician will treat him himself.

Farming.
You need at least 5 farm fences to build it.
Remember that the capacity of the farm is limited, it is determined by the number of fencing sections.

We work with water.
The water block consists of 5 horizontal stripes. Water is gradually absorbed if the bottom of the reservoir is not stone, and evaporates from any blocks if only 1 strip of water remains.
How to get water?
Water can only be collected in buckets. Sources of water are:
1. Rain falls. Rain may fall in some part of the level and can be of varying strength: mushroom rain, normal rain, or storm. The speed of the appearance of stripes of water, which accumulates in the depressions, depends on the strength of the rain.
2. Ice or snow if melted underground below a certain depth.
3. Cacti - blocks of water immediately fall out of them if the player has buckets.
How to save water?
If you want to build a large reservoir of 15-20 blocks, for example, then you need to first dig small hole in 2-3 blocks, then gradually fill it and expand the reservoir. Otherwise, the reservoir will not have time to fill, because the water will evaporate quickly.

Learning to feed gnomes.
Product variety adds nutritional value by 10%, i.e. if a dwarf ate 5 different foods in a row, then the last product will add 1 + 50% = 1.5 units of satiety, monotony is reduced by 10%, respectively - eating the 3rd apple in a row will add 1 – 30% = 0.7 satiety.
The gnome eats as varied food as possible one at a time until he is completely full, if other gnomes are not hungry at this time (below 3 units). If someone else is hungry, they eat until normal satiety is restored (8 units).

The material of the wall cladding (background and external blocks) of your home is of great importance. List from best to worst:
Brick wall
Stone wall
Stone
Wooden wall
Earth

Light sources Item name R
Torch Torch 4
Bone Torch Bone Torch 4
Wall lamp Wall lamp 5
Miner's lamp Miner's lamp 5
Small chandelier Small chandelier 5
Lantern Lantern 6
Lighting stand Lighting stand 6

Lighting 4 blocks means from the place where the torch is located, 3 blocks will be illuminated in each direction.

Pressing Z turns on maximum detail, allowing you to take screenshots best quality on a large scale.

Upon reaching level 4, the countdown begins until the next wave of monsters appears. Time until the first wave appears: 42 minutes + time until the next night. Interval between waves: 54 minutes. If you destroy all the monsters from the portal in 6 minutes, you will receive experience calculated by the formula: level * level * 100 (i.e. for level 12 it is 12 * 12 * 100 = 14400 EXP).
The monster wave represents a red portal from which monsters emerge for the first half of the night. If the number of monsters that should appear during the night “does not have time” to leave one portal, then an additional portal is created.
There are restrictions on the maximum number of portals. On very easy difficulty, portals do not appear. On easy and medium difficulty levels, the maximum possible number of portals = 3. On hard, very hard and nightmare difficulty levels, the maximum possible number of portals = 5. The maximum number of monsters does not depend on the game time.

State of panic.
The gnome goes into a state of panic on several occasions:
the gnome has no weapon selected;
The gnome's health is less than 25% and he fights alone;
The gnome's health reserve is less than 15% and there are several gnomes fighting;
Also, it is worth considering that the more enemies a gnome faces, the more health he should have.
Having panicked, the gnome tries to run away from the enemy; if there is a house on the gnome’s path, he will run into it and hide.

1. what is the radius of the totem?
In general - 10. But according to observations, this is not always true (to the greater extent).
Just did an experiment. I removed all the totems and threw one in the upper left corner. The maximum distance of stars from the totem, vertically down, was 28.
2. how is the diagonal length calculated? (for example, a torch shines diagonally onto a cell to the northeast. Is there 1 to the cell right away, or first sideways - 1 and up - 1 in the end: 2?)
A difficult question, the perimeter of the same totem, according to observations, is not a circle. It's more of a square with rounded corners. Because if it were calculated according to the second principle, then instead of circles we would see rhombuses (as in jrpg). But there seems to be something in between.
3. what is the max level of the game?
The maximum level of development is 20. Accordingly, the maximum number of gnomes is also 20.
4. Does the number and strength of monsters depend on the level, game time or something else?
Not an easy question either. Most likely, as I understand it, from all of the above. And also on how effectively you deal with them. If the gnomes die, then the difficulty (number) of monsters drops.
5. goblins - if I destroy everyone + the camp - will they then recover?
If everyone. Then yes. The goblins are recovering. And their strength (number) will always be 20% greater, relative to the gnomes. The guys conducted various experiments on this topic. (we caught bugs) =)
Goblins appear at level 5.

Modding.
For those who like to rummage in the ground, we have this trick: the limit in a resource cell can be increased from 999 to any number.
To do this, enter in Explorer:
c:\Users\%UserName%\AppData\Roaming\dekovir\crafttheworld\ config.xml
And in the line , substitute the number you need.

"resource" - what resource is obtained when destroying a block (killing a monster). Format: wood-2, resin-1-50 (when mining we get: wood 2x, resin 1x with a probability of 50%)

Wooden tower
healt=15,radius=8,attack=0.4,time=0.76,lost=0.33 time - time between shots

Tesla tower
1st stage - healt=11,radius=5,time=0.76,lost=0.33, damage=0.2
2nd - healt=28,radius=5,time=0.76,lost=0.33, damage=0.5
3rd - healt=44,radius=6,time=0.76,lost=0.33, damage=1

Tree trap - damage=2, triggers 3 times.
iron trap - damage=5, triggers 6 times.

Apples, salad, apple pie restore 0.2 life.
health elixir - 3.33 life.
mana elixir - 5 mana.

Tree and ice slingshots deal damage=0.04

Towers. To actively protect the home, we build bridges on the outside of the house at a height of 5 blocks, and on them we already install a number of towers. The positioning of the towers on bridges allows you to shoot them down, and the evil spirits only occasionally manage to line up in a ladder, because the towers focus nearby enemies, and if they do, they can be easily knocked down with a fireball. Don't forget to remove scaffolding or ladders before the skeletons approach.
Stairs for evil spirits. If your house is located on a hill, then enemies can break straight into the lower floors without reaching the door. Placing ladders on the approaches can help direct attackers to the door, where defenses await them.
Gnome in otak. To organize a simultaneous attack of gnomes on dangerous, strong creatures from the dungeon, you can do the following: prohibit the gnomes from leaving the home, establish a general gathering point (magic) near the attacked one, open a portal there, and wait a little until the gnomes gather near the portal near the house. Now, the moment you allow the gnomes to leave their home, they will almost all attack the target together. This way you can kill the guardians quite early, having literally a couple of mithril weapons purchased in the store.
Magic in the name of science. Some stages in the technology tree have different spells available. Feel free to use them early in the game just for quick access to the next stage if a lvlp is imminent.

Screenshots of Craft The World

Once again, crawling around Steam in search of something interesting, I came across Craft the World (the latest DLC had just been released there). At first glance, the screenshots weren’t particularly impressive – the graphics are hand-drawn, fantasy, the world is 2D, but the rendering is nice. I was captivated by the description of the multiplayer mode - just the ideal option in my opinion. The start of the game and the main base is a solo game. As we develop, we complete the portal and the possibility of raid missions to other worlds appears. And other worlds are different biomes and unique gear for my gang of gnomes.

Looking ahead, I will say that a big disappointment was the lack of a function for changing the name of the gnome; I was dreaming of collecting a gang from “The Hobbit”. But this is perhaps the only disappointment. And one more thing - I always have the feeling that I’m playing a game on the zx spectrum - everything seems simple, and at the same time interesting, exciting and fraught with many nuances and surprises, as well as opportunities.

To start, I took the forest biome that was familiar to me and pleasant to the eye, the largest possible map and medium difficulty. Initially, I chose the type of technology development not “tree” but “Sandbox”. The idea, frankly speaking, is not bad. But getting a recipe for good armor at the beginning of the game and looking for a long time for a recipe for nails (the excavated earth amounted to megatons), this is somehow not right, and sometimes even deadly - stone walls Mine fell out much later than the brick ones. On the other hand, in sandbox mode you can craft resources from simpler ones. Plus, knowing the location of resources in the crafting window, you can craft without a recipe.

I also flogged the gnomes a little at the start, the first three or four jump out quickly enough, but when three out of four are climbers and swimmers, the prospect of survival does not look rosy.

But all this turned out to be trifles compared to the pleasure of the game. The fact that the player's level is equal to the number of gnomes on the team is fun. We start with one and without body kit. We dig, chop, and simply collect resources. And already level 3 and three gnomes. He immediately built a dugout around the portal and warehouse, otherwise they threatened to lose if the undead or goblins destroyed them. And evil mobs come with enviable regularity. Moreover, at the start, all gnomes are weaker than skeletons, zombies and goblins. Therefore, he immediately created a simple fortification from the earth to slow down the raiding wave and conveniently destroy it by the dwarves. In general, it makes sense not to limit yourself to passive defense, not even because any passive will be pushed through anyway. Dwarves have three skills (one they were born with, two they taught themselves) and each skill is upgraded “by use.” Combat skills require killing mobs to level up. And considering that gnomes with a wooden club are weaker than any mob at the start, I want to level up the skill quickly. That’s why anti-tank hedgehogs are our everything. They slow down and weaken the mobs, and the gnomes have time to run in and take the frag. Plus, drops from a mob are obtained only if it is killed. If you die from the morning sun, there is no drop.

And a drop at the start of the game can give a lot. Skeletons and zombies come every night. Regularly. From the nearest cemetery. They give valuable bones, sabers and pieces of iron armor. Zombies give brains and mucus. Yes, exactly the brains. This is the easiest way to mess around a little at the start and become on par with incoming mobs in terms of damage and defense. Bones, brains and mucus will go into magic and alchemy. The sooner the magician gets bottles for frost and fire attacks into his arsenal, the easier it will be to stop the enemy.

Goblins come at any time of the day from their camp. The camp appears regularly in an arbitrary place, it must also be demolished regularly. In the goblin camp you can profit (after its destruction) not only from spears, swords and armor, but also household items or valuable ore. Or even a statue for +100% damage to warriors. The goblins themselves drop armor and weapons.

Even if you managed to create a stronger weapon/armor, everything that was captured can simply be “disassembled” into its components and you can get metal that is valuable at the beginning of the game.

Therefore, every night the gnomes are on combat duty, as soon as everyone is taken out, everyone goes to sleep (to improve their health) and from morning to evening dig the earth for resources and living space. This is the daily routine according to the combat schedule.

Raiding mobs from the portal is a different story. Each time they get angrier and there are more of them. I wonder if they “grow” ad infinitum or will they still stop at a reasonable amount? After the first “raid” I dressed my people in iron and got a couple of bows that I hadn’t even opened in the research tree yet. Useful thing.

We have deployed a stronghold of defense, secured the portal, we need to improve our daily life. Opened the doors and locks, hung the totem, received closed loop residential area. Stuck in beds, a couple of tables and a pot. At the beginning of the game there is no time for comfort, the main thing is survival. Turned on rats Special attention. I decided not to touch the nest, but to beat all the rodents that came running. The result is a lot of meat and skin. And you don’t need to hunt, it’s enough for all the crafting up to leather armor. And the fighting skills of the dwarves have grown noticeably.

With the subsoil, not everything is simple here - the subsoil here is like a layer cake, they differ in the color of the soil and the speed of digging this soil. The top pair of layers gives coal and metal, the next are gold and silver, and the penultimate two are mithril and diamonds. The very last level is completely empty. There is liquid lava instead of a floor and there are dragons. But at the start there is nothing to do there, and digging basalt with stone picks is a special perversion.

I liked that a resource could simply fall out of a cube of earth (depending on the level of excavation), and to prevent greenery from growing, you need to clean the walls of the passage by removing the second layer. Overall, digging is fun. You can run into a sleeping larva. When approached, she will wake up and attack, but if you leave her in a stone bag, she will slowly expand her hole, digging up blocks. There are also nests with spiders - a couple of dozen arachnids constantly hang out there, new ones climb out of the nest. If you release them, they triple the zergrash on the gnomes and can quickly devour a lone digger. In general, all this is somewhat reminiscent of the movie “Starship Troopers”.

The most interesting things underground can be found in the crypts. There are usually one or two big-eyed purple monsters flying around there, and when the gnome approaches, the door in the crypt is knocked down from the inside and a crowd of zombie goblins pours into the room. But the loot is also excellent - the chest often contains mithril and gold weapons or tools, parts of mithril and gold armor. Profitable.

When exploring the subsoil, the gnome “sees” the thickness of the earth by 4 cells. Therefore, I dug horizontal passages in increments of 8 cells - this way I wouldn’t miss anything.

Over time, the vertical shafts were equipped with elevators, and the horizontal shafts with carts - the speed of movement of the gnomes increased significantly. I came across several nuances of using rails. There is no need to place a rail on a torch/lantern - you need to take them to another level. Rails cannot be placed across doors in crypts + 1 row of door base. Bummer, but impossible to predict. Rails cannot be laid over a working elevator. But if you remove the elevator, lay the rail and then install the elevator, everything intersects normally and works. The rail must always lie on something, so if I need to make a move down, I put up a ladder and put the rail on it.

The outermost blocks of earth on the left and right, beyond which the world ocean cannot be cut through, so the idea of ​​​​filling the lava with water did not work. I've sealed up the large pool for now; as soon as it fills with rain, I'll check how the large mass of water interacts with the lava.

Opened fishing. The fish here will spawn in any volume of water larger than about 8-10 cubes. That’s why there’s always plenty of it in the defensive ditch; you don’t have to go far. While I was digging down, I came across an underwater lake with deep-sea angler fish. He built a swimming pool in his basement and poured water from the defensive ditch into it. The anglers have divorced. A sort of NZ for fish soup. The backlight lamps shine properly under water, even though they are oil-based.

The upper floors were designated as safe agricultural zones. He built a level from the ground and set up two farms - for chickens and for sheep. I caught one at a time, planted it, and they multiplied on their own. Skins, ropes, feathers are now at hand. Sheep can be sheared for wool or slaughtered - then there will also be meat with skin.

A level above, I closed up a wheat field. Instead of a roof.

The result was a functional, but not very beautiful building.

Over time, he organized a “crystal farm” from the lower levels of the castle, but an interesting feature emerged - crystals do not grow in the living area of ​​the totem.

I've come to the point where I can leave every mob on automatic defense and do specific digging, and resort to helping the guard animals only when landing troops from the portal or goblins. And it’s time to turn the house into a castle with defense.

I really liked the magic. Starting from calling imps of carriers, and ending with teleporting to the combat operation zone. In general, it turns out to be a great raid - we open a teleport in the crypt, land there, extinguish everyone, take out the goods and close the teleport. And no digging.

As soon as I built the Guardian of Souls (which makes it possible to resurrect gnomes after death), I went to an online game to watch new biomes. It’s a shame that you fall out of the portal in the new world completely without any equipment, and the pumped-up skills of the gnome are very helpful while you acquire weapons and armor. And you won’t be able to get everything back - there is a limit on returns. And the main task is to defeat the fattest boss and receive the corresponding prize.

After three days of playing, I noticed that this game has many more possibilities than many 3D sandboxes, there is dynamics, surprises, and it doesn’t get boring to play, even after opening the entire technology tree. I hope they will add biomes and the developers will not give up on the project, despite its “antiquity” - such graphics do not become outdated, and the gameplay is excellent.

PySy - a moat with water is ineffective as a defensive barrier: no one dies under water, arrows ricochet from the water, it interferes with running behind the gate, and collecting drops is inconvenient. For water and fishing, the best pool is on the roof of the fortress. For defense, a pit with turrets, covered with a bridge and covered with anti-tank hedgehogs, will be more effective. Fire focus + catapult - impassable, with the support of dwarves naturally.

Some cool screenshots:

1.Diving work:

2. Combat swimmers:

3. Skeleton builders are clearly fans of Giger’s work (Alien):

4. Underground Zombie Aquarium:

5. I overdid it with the rain magic - the pool on the roof didn’t fill up much, but the entire defense sank. Okay, I didn't forget to close the doors and hatches.

Other people's advice

You can find various guides on this game online, and see classic tips in them:

  • Find and destroy cemeteries located on the surface of the map as quickly as possible. They consist of 3-5 graves and can be either to the left or to the right of your base. Graveyards produce skeletons every night (including during waves), so the sooner you destroy them, the better. If you demolish graves during the day, the skeleton that appears will instantly burn in the light. If it’s at night, you’ll have to finish it off yourself.
  • Almost any blocks can be used to build walls and barricades that impede the movement of monsters. If you really want to, at the very beginning of the game you can build a fortress that is invulnerable to external attacks. Even if the monsters demolish several blocks, they are unlikely to have time to get inside before dawn, and with dawn, most attackers die automatically.
  • Sand and snow can only lie on the support. If you destroy a block that has one or more blocks of sand or snow on it, after a few seconds they will fall down. Using this knowledge, you can build a wall of sand or snow, which will automatically be “repaired” at the site of the hole.
  • Water slows down attackers. Dig wide ditches on both sides of your camp and pave them with ordinary stone (the only material at the moment that allows you to create man-made reservoirs). Skeleton builders can try to build a bridge across the moat, but if it is wide enough, they will not succeed. In this way, you can reduce or even reduce the number of attackers to zero, and you can fish in the reservoir in peacetime. In addition, you can prevent skeletons from building their bridges if you stick anything at the place where the bridge should begin - at least a torch. The torch is considered a full-fledged object and will not allow you to place anything else on the same cell.
What do all these tips have in common? There is no need to use them. They are bad. I recommend doing all of the above only on final stage games, when your gnomes are in full swing searching underground for pieces of the portal and raw materials to repair them, and waves appear from three or four points, and it is impossible to stop them with the help of the gnomes alone.
Why do I recommend delaying these seemingly extremely effective actions for so long? Everything is very simple. Until the waves began to wash out three points immediately (which usually happens somewhere in the seventh or eighth hour of the game), your gnomes are quite capable of fighting off the attackers on their own and earning a mountain of experience from this. Yes, of course, you can sit behind thick walls. But when the time comes to recapture the portal scrolls from the guards (one of the most dangerous opponents in the game), you will see that your army consists of klutzes who do not know how to take up a sword, and would-be shooters who will miss three cases out of four. Dwarves' combat experience is invaluable, and I highly recommend using every opportunity to gain it.

Skills and Equipment

  • Each dwarf must receive one of three combat specialties, and as early as possible. If the gnome's starting skill is not combat, then find or buy a skill book, and I recommend buying it - the books cost pennies, but you can quickly get exactly the skill you need. If you also have enough for the appropriate weapon, buy it too. There is no point in saving money, but if a dwarf fights with a weapon that does not correspond to his class, he will not gain experience to increase his skills.
  • For different players different preferences according to the ratio of warriors, archers and magicians, but personally I recommend 1/2/2 (that is, for example, out of ten dwarves, two will be warriors, four will be magicians, the same number will be archers). Yes, an experienced warrior in good armor can kill a skeleton with two hits, but archers can calmly shoot the enemy from a safe distance or behind the protection of a door, and magicians can often attack enemies through walls. In addition, archers have two types of improved arrows to enhance their combat effectiveness, and magicians have several types of bottle spells. Warriors in this regard can only boast of shields and a reinforcing statue, which, of course, is wonderful, but not that great.
    So two or three melee fighters will last you until the very end of the game. Another advantage of the small number of warriors is that they need to be clad in the best mithril armor, while ranged fighters will make do with rogue gold armor. However, this does not apply to weapons - every dwarf should always have the best available weapons for his class. If you are strapped for resources, then make sure that new weapons are given to more experienced fighters first.
  • My gnomes run to the bitter end with silver tools, and all the mithril goes into weapons, and then into armor. Of course, if you get mithril tools as a trophy, you should definitely give them to the gnomes, but I would not recommend spending mithril on their production. The rock at the bottom edge of the map is, of course, extremely strong, but speeding up production is hardly worth reducing the defense of your fighters.
  • For every skill in the game there is an item that enhances it. Claws for a rock climber, a sieve for a miller, a miner's lamp for a miner, and so on. The item enhances the skill by 30%, so the higher the skill, the greater the bonus. The only skills that cannot be enhanced are hunter and mason. The hunter is so useless that it’s not even a pity, and the mason’s talent will rarely come in handy. Also worth noting is the saw - it strengthens both carpenters and lumberjacks.
    Each gnome has two slots for amplifiers, and first of all it is worth strengthening the combat skill. This is due to the fact that cutting down a tree two seconds faster is not the same as killing three more goblins.
    However, amplifiers for magicians (bags with elixirs) become available only towards the end of the game, so until then magicians can be given something else. For example, the same saws (if the gnome has these skills, of course).
  • The most useful non-combat skill is miner. Following him are a blacksmith and a carpenter; the bronze is held by a lumberjack, a mason and a cook. Millers and fishermen are of little use, but it is still better to have at least one representative of these professions. Climbers, swimmers and hunters are practically useless, and no one will blame you if such recruits are thrown off the edge of the earth.
  • I hope it is obvious to everyone that a gnome must have combat skill one and only one.

Inventory

  • To create an item that you already have or had, you don't have to manually lay out the ingredients. Just click on the icon of the desired item, then on the craft button - the raw materials will be inserted into the required slots automatically. Please note that in this case, the first click only fills out the crafting scheme; the order for production is given only from the second.
  • Many items can be disassembled. To do this, place the item in the finished product cell and press the craft button. You can disassemble outdated tools, weapons and armor, gnome starting caps, some types of furniture, petrified gargoyles. Some objects, contrary to obvious logic, cannot be disassembled (for example, chairs and walls). As a rule, this applies to objects that are created only in groups, and not individually.
    Disassembly occurs instantly and does not require a workbench, a free gnome, or any technology.
  • Some items, while not very attractive for crafting initially, will turn out to be terribly useful in the future as ingredients (barrels, clay, fabric, glass, etc.) For the same reason some items should not be hastily dismantled, even when they are outdated (iron tools, simple bows, tables, etc.).
  • Goblins are the only enemies (other than animals) that can pass through an open door or crawl through an open hatch. They are quite dangerous in battle due to their numbers, but they cannot damage blocks. Their camp can appear both during the day and at night (including during a wave attack) and instantly release a green horde. There are some ways to deal with them: either close all the doors and hatches through which you can enter your shelter, and then attack the retreating goblins fully armed, or let half of the goblin squad leave the shelter, then cut it off from the other half and deal with them separately. Even though a goblin camp appears to be a structure three squares wide, it is quite possible for it to appear on uneven terrain and even overlap other structures or objects. Destroying the goblin camp will only delay their reappearance, and their previous location may change. In addition, there is another way to get rid of the regular threats of goblin attacks - do not destroy their camp, but surround it with a wall (any wall that completely cuts off the camp from the surface, including from above, is enough). Goblins, reborn in the camp, will not be able to get out of their sarcophagus due to the inability to damage the walls. New camps will not appear until this one is destroyed. This way you will be forever protected from green thieves, but you will not receive any loot from the destroyed camp or experience.
    Separately, I would like to mention the frostlings - relatives of the goblins from the snowy world. They less more aggressive than their green relatives, however, when provoked, they mercilessly attack the entire tribe. Frostlings have the ability to shoot with a bow, and their leader, unlike the goblin leader, can easily fend for himself in close combat.
    If you do not want or are not yet ready to fight frostlings, try not to get too close to their camp. Very often my gnomes had to flee from a crowd annoyed that my gnome had fired an arrow at a tree mite that had attacked him and missed, hitting a frostling instead. Sometimes frostlings will attack passing dwarves even without being provoked (this may be a glitch and will be fixed). For the same reason, you should not hunt or engage in showdowns with the undead near the frostling camp.
    According to anecdotal evidence, frostlings perceive being caught in a trap with Nordic calm, so this may be a simple and almost safe way to get rid of their furry neighbors.
    Both goblin and frostling camps have a nasty habit of appearing during a wave.
  • The “hunter” skill will not be particularly useful to you at the first three levels. However, if you still decide to upgrade several hunters, then you are probably wondering which enemies are considered animals and which are not. As it turned out, distinguishing them is quite simple. Animals have yellow hearts indicating their health level. In addition, all (as far as I have been able to verify) animals calmly pass through open doors and hatches.
    Thus, animals include boars, sheep and birds (as well as their variants from the following levels) and dragons. Dragons and boar analogues from the underground level are the only opponents worth upgrading your hunt for.
    It's not a big deal, but snails are not considered animals, although they can pass through open doors. Nothing less than kin to the goblins.
  • Gargoyles are quite strong, fast and numerous enemies, and they are also flying. They prefer to attack from above if they see a place with weak protection (for example, a wooden hatch), but they can also attack a door at ground level. Interesting feature they are that unfinished gargoyles do not die at dawn, but turn into stone statues. They can be picked up and dismantled to yield stones and/or primitive weapons. Thus, if you beat them, you will receive experience and trophies from the gargoyle, and if you ignore them, you will receive a mace and a stone. The choice is yours. Please note that if the statues remain there until the next night, they will come to life again (you can leave them on purpose to finish them off for the sake of experience). If the warehouse is not protected by a totem, and there are undisassembled gargoyles in the inventory, night ghosts will throw gargoyles out of the warehouse, which, in turn, will immediately revive.
  • Large enemies stuck at a one-cell wide passage can suddenly squeeze through if they get carried away in pursuit of a dwarf who comes close.
  • If a gnome, during an excavation, ends up in a room with the keeper of the scroll (i.e., will not be separated from it by a wall, direct visibility is not necessary), the guardian can start throwing fireballs that can pass through walls even if the gnome tries to hide.
  • If you have incendiary or silver arrows, your archers can be prevented from using them by unchecking those arrows in the equipment window. But it is impossible to prohibit magicians from using elixirs, so you should not order them immediately after the wave has been repelled - your magicians will use them on ticks, spiders and other riffraff.
  • Underground monsters are quite easy to destroy with manual control. Simply block the enemy's movement with earth blocks, taking advantage of the fact that with manual control you can place blocks twice as far. After this, the immobilized enemy can be killed even without a good weapon. It is impossible to kill the guardian in this way; the dwarf will not be able to see him.
  • As mentioned earlier, take advantage of every opportunity to gain combat experience. The safest scheme for reflecting waves and gaining maximum experience is a thick (3-4 blocks) outer wall and a narrow passage in it, in which there are several doors in a row. This way, the gnomes will be able to fire at enemies from behind the doors, and you, by turning on/off the ban on leaving the shelter, will be able to quickly return carried away swordsmen to a safe place. Here is an example of such a defense:

    Please note: recent updates have made this type of defense scheme ineffective - enemies can now even damage a block on which something is growing.

Vault and surroundings

Renewable resources

  • Coins- one of the most popular resources, thanks to which you can purchase any items in the store (some you cannot get at all in any other way). You can get coins in many ways - by destroying blocks of land, destroying all types of monsters and animals, cutting down trees, visiting biomes. In the fourth world, they also fall from the graves of orcs, treasures of dragons, and underground goblin camps. In general, there are many ways to get coins during the game.
    By the way: theoretically, all resources in the game are infinite, since they can be purchased with coins.
  • Tree- obtained from vegetation on the surface of the map. This type of resource is renewed on its own and without the participation of the player (however, the player is not deprived of the opportunity to influence this). The more trees there are on the map, the lower the rate at which new ones appear. Each world has its own characteristics:
    - In the winter world, trees can grow not only on the ground, but also on the snow; dry trees and shrubs exclusively on snow.
    - In a desert world, growth is divided into soil types: on the ground - palm trees, on sand - cacti and shrubs.
    - In the underground world there are special mechanics - local “trees” grow at any “height”, and roots grow under the flying islands.
    The advice is not to cut down the forest completely, but to thin it out, doesn't make sense. You can cut down vegetation at any speed, especially if it has already reached or almost reached its maximum size, the rate of new trees appearing will only increase.
  • Water- An important ingredient in many dishes, potions and intermediate ingredients. In the first world, water is always abundant due to frequent rains, but the other worlds have their own characteristics. To collect water, you need to create a sufficient number of buckets. Also, diving helmets will not be damaged according to the number of gnomes; with them, gnomes will be able to collect the water resource without losing health and without the necessary swimming skill. The use of buckets and helmets is automatic.
    - In the winter world, instead of rain, snow falls. The question arises of where to get water, because searching for reservoirs in mines requires a lot of in-game time. At a depth of 5 blocks from the horizon, snow/ice melts into water. In this way, it is possible to create a scheme for continuous water production. In this case, the stairs are installed in a row for the purpose of free movement of the gnomes under the snow.
    - In a desert world, precipitation is short-lived, and bodies of water quickly evaporate. In the underground world there are practically no conditions for collecting water, but huge pools can be found in the mines. In order not to waste time searching for reservoirs for a long time, you can build effective buildings for collecting sediment. A pool that is too wide will not have time to fill and will evaporate.
    - Precipitation in the underworld falls as rain on small area cards. Otherwise, the same scheme applies as on the previous maps.
  • Wheat- a necessary resource for the production of flour and beer. Flour is used in the preparation of certain types of dishes, and beer is a dish in itself (not like in real life), with dwarves gulping down huge quantities of it. In the forest world, wheat crops can grow on any block of land by themselves, in other worlds this is not the case. In any world there is a chance to get wheat by destroying a rat's nest.
    You can grow your own wheat in any world if you have wheat grains. Grains have a certain chance of falling out of earth blocks, even those placed by the player. It can be planted anywhere, even underground, which allows you to create underground fields. In a winter world, when growing wheat on the surface, it is necessary to build blocks of earth in the background, otherwise the crops will freeze.
  • Farms- allow you to keep and breed animals and birds for a stable production of wool, feathers, eggs and meat. To create a farm, you need to place five or more sections in a row. To add animals to the pen, you must first catch them in a trap placed in the animals' habitat. After catching prey in a trap, click on it and select “catch”, and the first unemployed gnome will drag the catch to the nearest farm where there is space. If there are more than two animals of the same species in a pen, their numbers will increase. The size of the farm is not limited, and the maximum number of animals cannot exceed the number of sections of the farm. The rate of appearance of animals on the farm is fixed, so it is better to build several farms, with an average of 10 sections. We recommend keeping animals and birds in separate farms, so there is no risk that one species will completely displace another within the farm. Scissors are used to extract wool from animals, although killing them is faster and more profitable (this way you will also get meat), the main thing is to leave a couple of heads for reproduction.
    The "birds" of the underworld - aggressive flying octopuses - are easiest to lure into a trap using one-cell high corridors and the gnome's manual controls.
    This is important: the livestock will not grow automatically if the farm is not installed at least partially on blocks of land.
  • Fish- a useful resource, necessary for cooking. To start fishing, just collect a couple of fishing rods and point to the nearest body of water where they are found. The number of fish corresponds to the number of water blocks (4 water blocks = 1 fish). The maximum allowed is 10 fish in one body of water, that is, more than 40 blocks of water will not yield anything (but this is not accurate).
    If you want to create a completely man-made pond, pave the side walls and bottom with ordinary stone. Water can be added to it by gnomes (preferably using manual control), or conditions can be created for the reservoir to be filled with rain. Even in man-made reservoirs, fish appear regularly.
  • Crystals and mushrooms - this type resources are needed to create elixirs in the laboratory. Towards the end of the game, you can collect enough before opening potion recipes in the technology tree. But in the underworld, the issue of crystal reproduction will be most useful. Crystals/mushrooms cannot be propagated using spells; their growth is slowed down. At greater depths, collected crystals and mushrooms will no longer grow; they are generated at the beginning of the game. To effectively collect resources, it is necessary to build fields from earth blocks at a certain depth. The more lines, the greater the chance of their growth. The maximum depth of crystal growth is 30 blocks from the horizon, as well as a couple of blocks above the horizon (tested in the underworld). At a depth of 30 blocks, crystals appear as quickly as possible; as they approach the surface, the growth percentage gradually decreases.
  • Dragon eggs- an extremely valuable resource in the final stage of the game. Needed to make a storage room for souls and resurrection potions. Eggs can only be found at the very bottom of the world in one block above the lava. The number of eggs constantly increases until it reaches a maximum: 5 for a small card, 9 for a medium one, 10 for a large one. There are always 8 eggs at the underground level.
    The number of eggs corresponds to the number of dragons that live here. Dragons can easily be destroyed by a small group of archers and/or mages with mithril equipment, but for less prepared fighters, the battle for eggs can be their last. New dragons appear to replace those killed at approximately the same rate as new eggs. A newborn dragon is smaller and weaker than an adult, but this does not last long.
    Each egg rests on an island in one block, and collecting them without preparation can be very dangerous. It is best to get eggs by opening a portal in the same place - any blocks placed close to the lava quickly catch fire and collapse (even stone and steel).
    Remember that if a gnome dies in lava, his equipment is destroyed.

Protection from monsters and elements

Passive defense (completely blocking access to your shelter) differs favorably from active defense in that the gnomes will not waste time on the battle itself and healing after it, and no number of enemies can break through well-constructed defensive structures. The disadvantages include a significant loss of combat experience and difficulty accessing resources on the surface.

Interface

  • Click on the level in the upper right corner of the interface- will speed up the game by one and a half or two times. The F2 and F3 keys have the same effect, respectively.
  • Number keys 1-8 - Alternative option selecting an active item in the cells according to their number instead of clicking with the mouse pointer.
  • Space- using this key you can select/switch the gnome. Convenient to use when playing frequently at x2 speed. It happens that you can’t always hit a gnome with your mouse.
  • P- English P will allow you to pause the game. Please note that when using it, you cannot give orders, and there may also be small bugs on the mini-map.
  • Ctrl- opens an additional row of quick access cells. Also, when holding Ctrl, clicking on the table with the selected food in one click will fill the table, and therefore it is recommended to move the food to the second row for convenience.
  • Ctrl+R- will force all gnomes with health below 70% to go to sleep. It is convenient during a battle to force him to run away without singling out the gnome. Please note that a dwarf (even a dying one) can quit his current occupation and rush into battle if he wants (and this kamikaze will want to, rest assured). If the wounded man continues to get into trouble, give the command to rest several times until the gnome leaves the combat zone.
  • Ctrl+E- will cause all gnomes with satiety below 70% to immediately go to the tables. Since gnomes almost always run with one piece of food, they will all run at once. Keeping a gnome's satiety at maximum is always effective, because well-fed gnomes are more effective than their hungry counterparts in all respects. If possible, you should set up at least five food tables and fill each with a variety of food. If a gnome eats 5 different dishes, he will get full much faster.
  • Ctrl+Z- a very useful combination. When you move the camera far away, the textures of the world are lost. If you press this combination when moving away, the maximum detail of the world will turn on, as with a close-up view.

Spells

To use a spell, first drag it from your inventory to the quick access bar, and then click on the desired cell or press the corresponding number. After that, select the target for the spell and left click.
Each spell (except for the start of a multiplayer game) spends a certain amount of mana. One unit of mana is restored every 3 minutes. If you don’t want to wait, buy or brew a mana potion in the alchemist’s workshop. In the store you can also purchase mechanisms that speed up the recovery of mana and increase its maximum. In addition, when the player reaches a new level, mana is fully restored, and its maximum limit increases. Thus, if you see that the new level is not far away, feel free to stop saving mana and start using spells to the fullest.

  • Portal (2 mana)- the spell will open a portal in the place designated by the mouse pointer, along which the gnomes will be able to move to the desired part of the map, saving time on movement. Standardly, the portal opens for 4 minutes, but every time a gnome enters/exits through the portal, 5 seconds of time are lost, that is, in fact, the portal operates for 2-3 minutes. If you click a spell on an already open portal, another 4 minutes will be added to the current time. Thus, in a few clicks you can increase the duration of the portal for a longer period (with the corresponding mana costs).
  • Light (1 mana)- this spell is most useful to use in closed areas cards. Excavation pits, caves, ant lairs, all this can be illuminated and further actions can be taken without risk to the gnomes. Also, if you bring the gnome to the edge of the map and open a small area beyond the boundaries of indestructible blocks, using a light spell you can open the map along the edge to the lava and completely open the world below. Thus, at the beginning of the game you can start collecting dragon eggs using portals for later use (does not work in the last world).
  • General collection (3 mana)- will force all the gnomes to gather in the specified place. Works best if you need the general strength of the gnomes in battle (help in fighting waves of monsters, guardians, dragons). It should not be used to save gnomes from death if the house is not adequately protected by sending them into the depths. In the latter option, gnomes ignore the call if they are hungry. With the combination of the portal and the general collection in this case, the gnomes can unexpectedly return to the warehouse through the portal, thereby ending up in a wave of monsters near the warehouse, which will lead to inevitable death.
  • Magic Forest (4 mana)- will allow several units of trees/shrubs to grow instantly, within 25 blocks on both sides of the point of use. One of the most useful spells, especially in the last two worlds. Important: when using the "Magic Forest" spell, roots will not appear in earth blocks, only with natural growth!
  • Fireball (5 mana)- massive damage to monsters at the point of use. Great for quickly killing giant ants and fighting waves of monsters.
  • Summon Imps (3 mana)- briefly summons 10 imps - flying resource collectors - to the specified point. They are only engaged in transferring resources to the warehouse. It is best to use this spell in biomes to save mana.
  • Quick Resource Gathering (3 mana)- within a radius of 5 cells from the point of use will immediately collect All resources to the warehouse. Significantly saves time when cutting down trees and collecting underground resources. Great for situations where you need to collect a lot of resources lying around. If resources are scattered across large area- better call the imps
  • Call Rain or Snow (3 mana)- immediately causes rain/snow in the corresponding world. Most useful in the desert due to lack of water.
  • Magic Blast (10 mana)- within a radius of two cells will destroy all blocks. The description indicates causing serious damage to monsters, but due to too much mana costs it is not particularly effective. It is usually used in conjunction with “quick collection” for emergency ore extraction. This spell is required for the "Worm Hunter" achievement.
  • Compass (10 mana)- will indicate the path to the nearest secret room in the dungeon. A pretty stupid spell unless you're in a hurry. When you open a compass in the technology tree, a quest to find a secret room will be added to the list of tasks for a significant reward of experience. Using a compass or not will not change anything, it will only point the way to the nearest secret. The quest will still be completed without this spell when a target is detected. The only one-time use is required for the "Total Crafter" achievement, since this achievement requires not only crafting all recipes, but also using every spell.
  • Multiplayer (0 mana)- allows you to start the game in a biome. The spell becomes available when creating an improved portal and automatically replaces the first slot on the main quick access panel.

Underworld (Intro)

Underworld (originally "Land of Dangerous Caves")- differs significantly in mechanics and complexity from the first three worlds.

Underworld (Monsters)

  • Orcs- a fast and dangerous analogue of a zombie. Doesn't die automatically during the day. Orcs will attack your camp almost from the very beginning, and often in groups. Even one orc poses a serious threat to the dwarves at the beginning of the game if protection is not taken care of. As with zombies, narrow passages and cage traps work great against orcs, making them much easier to destroy without losing the dwarves' health.
  • Goblins- come exclusively with waves, and are also called upon by the guardian of the altar during an attack. No longer different from relatives from the forest world except for the ability to attack walls.
  • Cave animals- treat animals, attack in response if you touch them. They have a special subtype of aggressive character tamed by goblins, they attack when approaching, and are distinguished by the presence of a collar. They come along with the waves, and according to the description they should also live with cave goblins (at the time of writing the guide there are no goblins in the caves). Since cave animals are considered animals, they calmly pass through open hatches and doors; traps do not work against them.
  • Cave Goblins - the new kind underground monsters. Goblin workers, like larvae, are capable of destroying blocks of land not built by gnomes. When the game starts, the first colony of them often appears not far from the gnomes’ shelter. Due to their large numbers and fecundity, they can create problems in excavations and constantly interfere with their raids. When they die, they drop weapons corresponding to their classes with a certain chance. If you don't ignore them at the very beginning, you can equip the gnomes in the early stages good knives goblins with 40 damage, which corresponds to the golden scimitar - the second most effective blade in the game (only mithril weapons are better). Killed goblins are quickly resurrected, which means that without good armor it will not be possible to clear them quickly. To clear it, you need to destroy their camp, which is constantly patrolled by goblin warriors. There is a proven and effective method protect yourself from goblin attacks and avoid workers digging into your shelter for the first time. Enough under everyone double block destroy their ladders and set up a double row of torches so they can't dig from above. It is recommended to use portals without touching the side blocks of land/resources (goblins try to destroy the built blocks with particular zeal). The screenshot shows an example of such protection:
    Having spent a little time on excavations and collected enough coins to buy the first mithril staff, you can get rid of the cave goblins with just one magician without any losses. No matter how many different goblin settlements I encountered, free cells were always found under their camp; in extreme cases, creating a tunnel is not a problem. Use the portal to throw the mage with the mithril staff under the camp. Since in manual mode the staff can attack any creatures/structures through one block, we select the camp as the target of the attack, the lightning from the attack will also attack passing goblins. By the time the camp is destroyed, there is practically not a single living creature left; finishing off the remainder will not be a problem.
  • Orc skeletons- another type of underground inhabitants, very strong monsters, not much inferior in strength to the guardians, appear when underground graves are destroyed (the only way to complete the task of killing 10 skeletons, there are no analogues). Graves can be found in secret rooms and near goblin camps. By destroying graves you can get a lot of useful loot. As in the case of goblins, you can destroy the orc skeletons without the risk of losing the dwarves. It is enough to surround the graves with blocks of earth and then manually clear them with a diagonal attack. Orc skeletons can destroy built blocks considering them to be buildings, so it is better to use a stone or have at least a goblin knife with 40 damage or a mithril sword to destroy the skeletons before the blocks are destroyed.
  • Black dragons- another type of underground monsters, considered stronger relatives of red dragons from the first three worlds. They also attack with fire in a similar way, and are not particularly different in strength from their counterparts (most likely, the difference in strength depends on the difficulty level of the game). They completely replace red dragons; they can be found both at the bottom of the world guarding dragon eggs and in small caves guarding treasures. A rather fast and inconvenient monster, it is almost impossible to kill without archers and magicians. Using the tactics of a magician with a mithril staff, any dragon can also be destroyed without special effort, nose small feature. Having discovered a dragon in excavations in manual mode, it must be cornered in two free cells. Then, diagonally from the top cell through the block, you can attack it with a staff. The dragon, like the guardian, can attack with fire through obstacles, but no further than two blocks from the location. Having built a wall of two earth cells near the gnome, after each attack you need to jump onto it. In this case, the dragon’s mechanics considers that the gnome has moved to a safe distance and cancels the attack, while it is not necessary to completely climb onto the current block, it is enough to just catch on. Then repeating the actions “blow, wall, blow, wall,” the dragon calmly dies. The choice of which side to attack from is not important, the main thing is to use tactics from above. Please note that you need to attack the dragon from the bottom cell, the top one is considered empty. In the presence of transfiguration elixirs, dragons are also subject to transformation into a snail, a useful fact that is best used in the last stages of development.
  • Guardian of the Altar- a unique goblin shaman of the underworld, appears near the altar upon reaching the sixth level. The only monster who does nothing but chatter incessantly about the coming of the underground God and the disturbed graves of orcs, while constantly reminding him that he is super old and should not be touched. He behaves neutrally until the gnomes touch him. He really dislikes magicians and archers; when attacking, he will reward him with a rain of fireballs or summon several goblins and orcs, causing severe damage to warriors. With the loss of health, his magic increases significantly: he summons even more monsters and causes even more damage to warriors. It has the ability to turn neighboring blocks of land into water, and fireballs destroy everything, even blocks with trees growing on them. It is difficult not to hurt him when killing nearby animals/monsters with long-range weapons equipped. Even after an attack, the shaman stops attacks when the gnomes retreat outside the altar, which makes it possible to stop the battle at any time. Goblin's health reserve factor of more guardians, and an attempt to kill him would take a very long time and would probably cost the lives of several dwarves. Even with the constant calls from the gnomes, it took me almost a whole day to sleep. If you start a mission to eliminate him, and save time, make sure you have more than 200 health potions in your inventory, you also need to equip all gnomes with mithril armor, even in mithril fireballs penetrate much more powerfully than guardians and dragons. After killing the shaman, a lot of valuable loot will drop from him - 35 coins, 20 of each type of ore and 2 Jason masks. The masks are considered the highest quality in the game and have 30 units of armor. After death, a new shaman will not appear, which does not affect the operation of the altar.

Underworld (Tech Tree)

The Underworld has a unique feature in the changed path of the technology tree. Included are additional recipes for processing steel, chitin, new types of resources - sulfur and mushrooms.

  • Mushrooms - special type a product in the fourth world, which, unlike the special products of the first worlds, cannot be eaten raw; instead, the preparation of new dishes is added. The ingredient falls from all types of tree mushrooms growing on the surface.
  • Chitin- used when upgrading leather armor into stronger armor. Drops from mites, giant ants and underground larvae (not to be confused with caterpillars). Although chitin can be obtained in all worlds, it can only be used in the underworld. In other worlds, such armor can be purchased exclusively in the store.
  • Steel structures- are created exclusively with steel ingots. Like chitin, this type of product cannot be created on the first worlds, but can be purchased in the store. Two types of buildings have been added:
    - Steel stairs - have increased ascent/descent performance, also create comfort in the home, ideal for use in shelter construction. Compared to elevators, they proved to be a more effective means of moving gnomes.
    - Steel walls - the most durable man-made block in the game. Compared to a brick wall, the strength indicator is 5 units higher, which is almost twice as high.
  • Transformation of ores- added the ability to create any types of ores. As with processing wood into coal, creating ores requires significant production costs. It is highly not recommended to mine valuable ores in this way. large quantities, otherwise there will be a significant shortage of other materials in the future.
  • Firearms- new additional view long-range weapons unique to the underworld. For this species, no new combat profession of gnomes was introduced; therefore, they are used by archers. Requires significant costs of steel ingots for production. In addition, gunpowder, which in turn is created from sulfur, is used in the creation of the weapons and charges themselves. Sulfur can be mined in mines below the first layer of earth. A heavy rifle, unlike a heavy mithril bow, has increased accuracy and damage, and fire charges also deal significantly more damage, unlike silver arrows. Since sulfur is used exclusively for gunpowder, in relation to silver ore, there will be no difficulty in producing the most powerful fire charges. Based on these data, it will be more rational to equip archers with firearms. However, it makes sense to combine it with bows, since rifles spend one bullet per shot (60% chance of hitting), and bows consume three arrows at once (3x50% chance of hitting), that is, almost every shot 1-3 arrows hit the target .

Underworld (Takmak)

Takmak- stone deity of the underworld, very fond of valuable offerings. The location of Takmak's appearance is determined by the location of the altar during generation at the beginning of the game. Upon reaching the sixth level, the altar is activated, and the countdown to its appearance begins. Don’t expect a threat from him, he is an absolutely harmless creature, although he also has his own ways of ruining the gameplay. When he first exits, he destroys nearby blocks and plants 6 squares on either side and 7 squares up. To place gifts, you need to transfer them from your inventory to the active panel and then select and click on the center of the altar. Items on the altar cannot be taken away/replaced; count your offerings prematurely. Each time Takmak appears, the camera will instantly move to him.

  • How long to wait for Takmak to appear? Upon reaching level 6, the symbol above the altar begins to fill; it has five divisions, each division is filled with a different amount of time. God can appear either in 20 minutes or in an hour, it all depends on his own mood, and not on the quality of the offerings. The appearance of Takmak can be accelerated in two ways. First, you need to place gifts of sufficient value on the altar so that at least white lights up on the sensor of the altar itself, with which the first division of the symbol will appear immediately. Secondly, you need to fill the altar completely (9 items). If you give partial offerings, Takmak will look at them for a few minutes when he appears. If the altar is filled to capacity, then he will immediately make a decision and leave. If you do not fill the altar at all at the beginning, the first division will not appear immediately, which will significantly increase the time for reappearance.
  • What will happen if Takmak accepts the gifts? This moment is considered the most valuable, for which it is worth spending resources, because in return you can get the most expensive ores from the very beginning of the game. Accepting gifts, Takmak will reward the player by throwing out a dozen resources of the same type, summons a couple of animals and grows trees nearby in several cells on both sides of the altar. Among the resources you can get not only cheap coal or iron, but also gold and mithril (there are no gift rules, he decides what to give).
  • What happens if Takmak leaves unhappy? When angry, he will turn the ground under the altar in a radius of 5 blocks into sand, the second time there will be even more sand (changes only blocks of earth). Be extremely careful if you decide to dig too close to the altar, otherwise sand will fall into the shafts and the surface will be disturbed. Once satisfied with the new offering, he will return the changed blocks to their original state. If Takmak leaves dissatisfied twice, the altar will be frozen and the symbol will not be activated. To call on God again, you need to fill the altar with as expensive offerings as possible, with which the symbol will be filled again. If, instead of expensive gifts in the latter case, you fill the altar with cheap items, don’t wait for Takmak anymore.
  • What gifts does Takmak like? It doesn’t matter what exactly will be placed on the altar, what is important is the value of the offerings. At the very beginning, he will demand gifts with a total value of 10 coins based on the cost of items in the store. In the future, his need will gradually increase, after 50 hours of game time he will already begin to demand a tribute of 25 coins. The most profitable way to appease Takmak is with underground mushrooms and crystals, or by creating wooden objects (chairs, hatches). Towards the end of the game, when crystals need to be spent on elixirs, having opened the bottom of the world, you can constantly collect many dragon eggs and fill the altar with them in combination with cheaper items. For example, one egg and 8 wool will give a total of 26 coins, and with the presence of farms, there will always be plenty of wool.
  • How does the color of the sensor affect offerings? The altar color sensor has a special effect on God's satisfaction:
    - Red color- zero chance, Takmak will leave dissatisfied, don’t expect gifts.
    - White color- there is a 50% chance that Takmak will like the offerings, but there is also a risk of angering him.
    - Blue color- maximum chance that Takmak will leave happy.
    IMPORTANT! Even with a blue sensor, there is no 100% chance of pleasing the Deity, but you can bring offerings to the altar for a larger amount than the required amount, at least 1-5 coins more expensive. In this case, Takmak will very rarely leave dissatisfied. Even after refusing the current gifts, he can accept similar offerings a second time, even if you constantly feed him the same quartz until the end of the game. The mythical taste of Takmak, which somehow affects the variety of offerings, is complete nonsense.

Hello, Igrozor!

Last week I got acquainted with the sandbox game Craft The World. Even though the game is from 2014, it’s still interesting to play today. Craft The World is one of the representatives of sandbox games, with unique controls and non-standard gameplay for games of this genre. When starting a game in a sandbox, I expect a variety of hotkeys (hello Factorio) and commands, but in Craft The World there are practically no hotkeys, the game is a kind of simplified version of interacting with the world, in general, you still need to get used to such simplicity.

The game is not without its drawbacks, but I definitely recommend it to all fans of the genre; it’s worth a try.

So, during the time that I spent in the game, I had various questions and in connection with this I decided to write a review guide on Craft The World for those who are just starting the game, in general instructions for newbies.

A game

The game is not complicated at all; you control several gnomes (one per level 1), with whose hands you make your way through the bowels of the earth in search of minerals. After the 4th minion, a timer starts, after which hordes of demons attack your fortress.

A small life hack: If you don’t want to fight off a horde of enemies every time you are attacked, move the camera away from the base and wait out the night. By morning, the enemies will disappear, and the base will remain intact (in 9 out of 10 cases). When your base is not in camera focus, attackers can spend hours breaking through your fortifications.

Especially for such tactics, you can wall up all the exits and entrances and make something like a fortress underground.

Whether you get into a fight or avoid it, the entire gameplay is based on a technology tree that you need to study to get the best equipment and create the final parts for the portal. In order to learn a new technology, you need to create items from found materials, some items can be disassembled to return spent resources, and some cannot. Therefore, I present a list of all the basic things for crafting that can be disassembled into parts and which can no longer be disassembled.

Walls

Your house can be built from anything: snow, earth, stone, ice, wood, brick, etc. At the very first stage of the game, it is best to build from auxiliary materials - earth, snow, sand, and later replace it with the materials from which you want to build your fortress.

A small life hack: If you have a problem with food or don’t know where to buy grains (for the same leveling up the technology tree), then don’t rush to change the earthen floor to wood or stone. Rats appear in the dugout from time to time, which are a source of meat, and their nests, after destruction, yield several ears of wheat.

Wooden wall- Durability 5, Comfort 1 (IMPOSSIBLE to make out!)

Wooden wall set- Durability 5, Comfort 2 (IMPOSSIBLE to make out!)

Stone wall- Durability 9, Comfort 1 (IMPOSSIBLE to make out!)

Stone wall set- Durability 6, Comfort 1 (IMPOSSIBLE to make out!)

Luxury Wall Set- Durability 7, Comfort 3 (IMPOSSIBLE to make out!)

Brick wall- Durability 12, Comfort 2 (IMPOSSIBLE to make out!)

Roof of leaves - IMPOSSIBLE to disassemble!

Tile roof - IMPOSSIBLE to disassemble!

Decorative plaster- Durability 5, Comfort 1 (IMPOSSIBLE to make out!)

Bas-relief "Flowers" - IMPOSSIBLE to disassemble!

The buildings


Almost all buildings can be dismantled, and even fairly “expensive” items can be used to level up the technology tree.

Ladder- help gnomes climb obstacles or, conversely, go down. (You CAN take it apart!)

Wooden door- limits the territory of the house and prevents opponents from getting inside. (You CAN take it apart!)

Interior door- is used exclusively for the interior. (You CAN take it apart!)

Iron door- improved version of a wooden door. (You CAN take it apart!)

Steel door- the strongest of all doors. (You CAN take it apart!)

Wooden hatch- carries all the functions of a door, but only for vertical passages (manholes). (You CAN take it apart!)

Iron hatch- improved version of the wooden hatch. (You CAN take it apart!)

Log bridge- a bridge is a bridge, everything is clear with it. I do not recommend building it at all, due to the impossibility of disassembling it. (IMPOSSIBLE to make out!)

Wooden bridge- a bridge is a bridge, everything is clear with it too. I do not recommend building it at all, due to the impossibility of disassembling it. (IMPOSSIBLE to make out!)

A stone bridge- I advise you to build this bridge; it can be dismantled. (You CAN take it apart!)

Flag- needed to build an additional warehouse. (You CAN take it apart!)

Additional warehouse- needed so that the gnomes do not return to the main base every time, but hand over and take items from it. (You CAN take it apart!)

Crafting table- needed for making wood products. (You CAN take it apart!)

Forge- needed for the manufacture of metal products. (You CAN take it apart!)

Workshop- needed for making stone products. (You CAN take it apart!)

Laboratory- needed for making potions. (You CAN take it apart!)

Mill- needed for making flour. (You CAN take it apart!)

Elevator- helps gnomes quickly move along a vertical shaft. (You CAN take it apart!)

Rails- needed for construction railway. (IMPOSSIBLE to make out!)

Trolley- needed to move gnomes along rails. (You CAN take it apart!)

Railway Switch- using the switch you can make stops for trolleys. (You CAN take it apart!)

Scaffolding- instantly put up and removed, allowing gnomes to climb to the tops, an excellent replacement for stairs. (You CAN take it apart!)

Caution sign- prohibits gnomes from passing through it. (You CAN take it apart!)

Farm fence- needed to build a farm. Build 5 fences in a row to make a farm house appear. (You CAN take it apart!)

Trap- needed for catching animals, both for production and for farming. (You CAN take it apart!)

Bed of leaves- needed for the rest of the gnomes. (You CAN take it apart!)

Wooden bed- an improved version of the leaf bed. Comfort 2. (You CAN take it apart!)

Elegant bed- an improved version of the wooden bed. Comfort 5. (You CAN take it apart!)

Luxury bed- the most luxurious bed. Comfort 12. (You CAN take it apart!)

bunk bed- an excellent solution for saving space, you can build on each other. (You CAN take it apart!)

Wooden table- a simple table on which you can lay out food for the gnomes. Comfort 1. (You CAN take it apart!)

Wide table- an improved version of a simple table, holds more food. Comfort 4. (You CAN take it apart!)

Table with tablecloth- improved version of the wide table. Comfort 5. (You CAN take it apart!)

Bonfire with a pot- necessary for preparing culinary dishes. (You CAN take it apart!)

Stone sing- an improved version of the fire with a cauldron. (You CAN take it apart!)

Big oven- improved version of the stone oven. (You CAN take it apart!)

Wine barrel- produces homemade wine (nutrition 1, healing 33%). (You CAN take it apart!)

Totem- creates an aura for the home. (You CAN take it apart!)

Keeper of souls- stores the souls of dead gnomes, which can be resurrected using a resurrection potion. (You CAN take it apart!)

Improved portal- needed for online play.

Decor

Decorative items are needed both to decorate the house and to increase the comfort indicator; its quantity can be seen by hovering the mouse over the totem. The higher the indicator, the faster the gnomes restore their health.

Stone column - IMPOSSIBLE to disassemble!

Black Column - YOU CAN take it apart!

tower spire - YOU CAN take it apart!

Flowerbed - YOU CAN take it apart!

Fountain - YOU CAN take it apart!

Wooden chest - YOU CAN take it apart!

Metal chest - YOU CAN take it apart!

Gargoyle statues - YOU CAN take it apart!

Round window- Comfort 2. (You CAN take it apart!)

Classic wooden window- Comfort 3. (You CAN take it apart!)

Square window- Comfort 5. (You CAN take it apart!)

Stained glass- Comfort 8. (You CAN take it apart!)

Wooden chair- Comfort 2. (IMPOSSIBLE to make out!)

Big chair- Comfort 3. (You CAN take it apart!)

Fabric chair- Comfort 4. (You CAN take it apart!)

Leather chair- Comfort 7. (You CAN take it apart!)

Sofa- Comfort 7. (You CAN take it apart!)

Bookshelf- Comfort 2. (You CAN take it apart!)

Wardrobe with shelves- Comfort 4. (You CAN take it apart!)

Wardrobe- Comfort 5. (You CAN take it apart!)

Glass cabinet- Comfort 6. (You CAN take it apart!)

Round mirror- Comfort 1. (You CAN take it apart!)

Decorative mirror- Comfort 5. (You CAN take it apart!)

Shield with skull- Comfort 2. (You CAN take it apart!)

Decorative shield- Comfort 3. (You CAN take it apart!)

Scenery- Comfort 3. (You CAN take it apart!)

Portrait- Comfort 3. (You CAN take it apart!)

Skin on the wall- Comfort 5. (You CAN take it apart!)

Wall carpet- Comfort 5. (You CAN take it apart!)

Pennant- Comfort 12. (You CAN take it apart!)

Clay pot- Comfort 1. (You CAN take it apart!)

Flowers in a pot- Comfort 2. (You CAN take it apart!)

Glass vase- Comfort 2. (You CAN take it apart!)

potted plant- Comfort 5. (You CAN take it apart!)

Barrel- Comfort 5. (You CAN take it apart!)

Aquarium- Comfort 7. (You CAN take it apart!)

Cage with a bird- Comfort 7. (You CAN take it apart!)

Cuckoo-clock- Comfort 10. (You CAN take it apart!)

Pendulum clock- Comfort 10. (You CAN take it apart!)

Rory Stonehide Statue- Comfort 7. Miner skill +5. (You CAN take it apart!)

Gunnar Ironfist statue- Comfort 7. War skill +5. (You CAN take it apart!)

Lighting


Torch- illuminates the room. IMPOSSIBLE to disassemble!

Bone torch- illuminates the room (has a greenish tint). IMPOSSIBLE to disassemble!

Miner's lamp- serves for lighting. IMPOSSIBLE to disassemble!

Light stand- Street light. IMPOSSIBLE to disassemble!

Flashlight- improved version lighting stand. IMPOSSIBLE to disassemble!

Wall lamp- lamp for home. Comfort 2. IMPOSSIBLE to disassemble!

Small chandelier- improved lamp for the home. Comfort 4. IMPOSSIBLE to disassemble!

Defensive structures


Wooden slingshot (You CAN take it apart!)

Hedge- slows down the movement of enemies. (You CAN take it apart!)

Iron fence- an improved version of the fence. (IMPOSSIBLE to make out!)

Brick fence- an improved version of the iron fence. (You CAN take it apart!)

Stone loophole- allows dwarves to attack from cover. (You CAN take it apart!)

Wooden trap- Causes damage to animals and enemies. (IMPOSSIBLE to make out!)

Iron trap- an improved version of the wooden trap. (IMPOSSIBLE to make out!)

Wooden cage- stops enemies for a while. (IMPOSSIBLE to make out!)

iron cage- an improved version of the wooden cage. (IMPOSSIBLE to make out!)

Wooden tower- shoots at monsters. (You CAN take it apart!)

Crossbow- an improved version of the wooden tower. (You CAN take it apart!)

Tesla tower- hits nearby enemies, can be built in 3 levels. (You CAN take it apart!)

Automatic catapult- causes area damage and can break structures. (You CAN take it apart!)

Jabalisk's House (You CAN take it apart!)

Sovokot's house- contains one pet that will protect the home. Comfort 15. (You CAN take it apart!)

Mannequins

Training dummy- serves to increase the skill of a warrior. (You CAN take it apart!)

Mechanical training mannequin- an improved version of the training dummy. (You CAN take it apart!)

Target- serves to increase the archer's skill. (You CAN take it apart!)

Shooting Range- improved version of the target. (You CAN take it apart!)

Magic ball- serves to improve the magician's skills. (You CAN take it apart!)

Magic shooting gallery- an improved version of the magic ball. (You CAN take it apart!)

Outfit


Axes- stone, iron, steel, silver, mithril, needed for cutting down trees, some of them add a little to the attack. (You CAN take it apart!)

Pickaxes- stone, iron, steel, silver, mithril, needed for digging earth, some of them add a little to the attack. (You CAN take it apart!)

Weapon- swords, maces, bows, staves - weapons for gnomes. (You CAN take it apart!)

Helmets, armor, boots, shields- add units of armor to the gnomes, but reduce the speed of movement; the more armor, the more the speed decreases. (You CAN take it apart!)

Arrows- add damage to archers. (IMPOSSIBLE to make out!)

Grindstone- increases the war skill. (You CAN take it apart!)

Archer's Glove- increases archer skill. (You CAN take it apart!)

Bag of Elixirs- increases the magician's skill. (You CAN take it apart!)

Box- increases the number of items by 1. Equip on gnomes first. Significantly speeds up the construction or excavation process. (You CAN take it apart!)

Durable box- increases the number of items by 2. (You CAN take it apart!)

Hacksaw- increases the skills of a lumberjack and carpenter. (You CAN take it apart!)

portable lamp- increases the miner's skill. (You CAN take it apart!)

Bucket of worms- increases the fisherman's skill. (You CAN take it apart!)

Ladle- increases the cook's skill. (You CAN take it apart!)

Blacksmith's Apron- increases the skill of the forge. (You CAN take it apart!)

Sieve- increases the miller's skill. (You CAN take it apart!)

Climber's cats- increase the climbing skill. (You CAN take it apart!)

Float- increase the swimmer's skill. (You CAN take it apart!)

Bucket- used to carry water. (IMPOSSIBLE to make out!)

Fishing rod- needed in order to fish. (You CAN take it apart!)

Scissors- needed for shearing sheep on the farm. (You CAN take it apart!)

Diving helmet- allows gnomes to swim underwater for a long time, puts on clothes automatically. (You CAN take it apart!)

Parachute- protects the gnome from falling from high altitude. (You CAN take it apart!)

Set of fast ladders- the gnome independently installs several stairs to achieve the goal. (You CAN take it apart!)

Elixirs


Elixir of health- used to restore health to gnomes (33%). (IMPOSSIBLE to make out!)

Elixir of Mana- used to replenish mana. (IMPOSSIBLE to make out!)

Elixir of Fire- helps gnome magicians summon fireballs. (IMPOSSIBLE to make out!)

Elixir of Ice Arrow- helps dwarven magicians summon ice arrows. Freezes the enemy for a few seconds. A very effective remedy. (IMPOSSIBLE to make out!)

Elixir of Transfiguration- helps gnome magicians turn opponents into snails. I do not recommend creating them at all, since they cannot be disassembled. During the battle with dragons, there was an unpleasant incident when one of the magicians turned him into a snail, all the prey from the dragon, of which there are not many, cried. (IMPOSSIBLE to make out!)

Elixir of Oblivion- helps the dwarves forget all his skills. (IMPOSSIBLE to make out!)

Resurrection Potion- allows you to resurrect a dead gnome. To use the elixir, the Guardian of Souls building is required. (IMPOSSIBLE to make out!)

Magic

Online game- includes online play.

Portal- opens a portal in the designated location. 2 mana.

Magic light- illuminates a small space. 1 mana.

Fire ball- summons a fireball to defeat opponents. 5 mana.

Magic explosion- causes great damage to opponents, can destroy blocks. 20 mana.

Magic forest- causes trees to grow in a specified location. 4 mana.

Compass- indicates the location of the secret room. 10 mana.

General fee- calls on the gnomes to gather in the specified place. 3 mana.

Calling for rain or snow- causes precipitation. 3 mana.

Quick resource collection- collects and sends all idle resources to the warehouse. 3 mana.

Summon Imps- call flying assistants who help collect resources. 3 mana.

Miscellaneous (store)


Magic crystal- reduces the cost of spells when moving away from the main warehouse.

Mana generator- will speed up mana regeneration by 300%.

Mana Vault- increases mana reserve by 20 units.

Portal Gate- open a portal in the right place. The gnome puts up a building to turn on several units of mana, and also to keep it open, mana will be gradually used.

Skills


Each gnome appears with one already existing skill, the remaining two skills can be taught using books that come across during excavations, they can also be purchased in the store. The important skills, in my opinion, are military skills - archer, magician, warrior. Since every gnome takes an active part in battles, I advise you to teach each gnome one of the military skills as early as possible, so that they can be upgraded as they progress. If you have not yet found the required number of books for teaching gnomes, the necessary book can be purchased in the store.

FAQ about the game

Where to get water in winter? How to melt snow?
Many people have a question: how to melt snow? It's very simple, place the snow underground and it will melt immediately.

What are runes for? Where can I get runes?
Runes are stones with various images on them. They can be found in secret rooms, both in chests and above doors. These doors, above which there are 3 signs, into which you need to insert runes with the same image. After all 3 runes are installed, the doors will open, behind the doors you will find loot with various items and things.

How to build a farm? How to shear sheep?
To build a farm you need to place 5 “farm fences” in one row. After construction, the Farm house will appear. To place sheep or chickens on your farm, you first need to catch them. To do this, place a “Trap” and wait for the animal to fall into it, the trap will close itself, after which the “catch” option will appear in the menu. To shear a sheep, you need to make scissors; if you already have them in your warehouse, then after clicking on the sheep on the farm, the “shear” item will appear in the menu.

Where can I find a dragon egg? Where are the dragons?
Dragon eggs, as well as the dragons themselves, can be found at the very bottom of the map; dragons live right above the lava and their eggs are located.

How to resurrect a gnome?
In order to resurrect gnomes you need the “Keeper of Souls” building and the “Resurrection Potion”. The Guardian of Souls building must be located on the territory of your shelter. After the gnome dies, his soul goes into storage and can be resurrected using a potion in the equipment menu. When a gnome is revived, all of his skills are retained. If you do not have the “Keeper of Souls”, then the gnome dies forever, and a new gnome with new skills appears in a few minutes.

Where can I get gold coins?
Gold coins can be found in pyramids, in closed rooms, and gold coins also drop after killing monsters or during excavations.

A small life hack: If you want to find more gold, dig out 2 levels of the ground at once, the front and back, this way you will avoid the appearance of thickets and cobwebs in the passages and at the same time double the chance of gold coins falling out. Good luck)

That's all. If I missed something, write, I will correct or add. I hope my guide will be useful.

If we throw the gameplay of the classic Dungeon Keeper, the graphics of Terraria into one big “cauldron” and add a little bit of Minecraft, and then mix it well, then we will probably end up with something like the sandbox of Craft The World. This toy made its debut on PC in November last year, and a month later it was fully released on iOS. Now in the App Store you can buy it for 599 rubles on your smartphone or tablet.

It’s quite expensive to pay almost six hundred rubles for a mobile toy. Although, if this game is a quality product, then we don’t mind paying any money for it (within reason, of course). But there are no worthwhile guarantees that such an expensive purchase will live up to the expectations placed on it. And then, fortunately, the Dekovir studio released last week a new version of Craft The World, which already costs only 119 rubles. It differs from the other version in only one thing - one world is available in it, and the other three are purchased for an additional fee.

The cheaper version suits me much better than buying it right away full game. Suddenly I get bored with the process of the game itself during the passage of the first world, and there are still dozens of hours of exploration of new lands ahead. I will say right away that this did not happen. The first world is halfway to completion, and my interest in the game has only increased. Surely, like me, you will spend more on Craft The World - Episodes Edition than you planned, since for fans of sandboxes the game is simply a valuable find.


The adventure begins with one gnome! After a short training course, the purpose of which is to show the player the basics of control, absolute freedom of action begins. When the fate of one dwarf depends entirely on your actions, and there is complete uncertainty around you, you quickly get lost. But after just a couple of minutes of randomly poking around the device’s screen, the game will pull you headlong into its cycle of events. Before you even have time to come to your senses, a fresh hole dug in the ground for the first settler to spend the night will turn into a huge mansion, and dozens more of the same hard workers will come to the aid of the gnome.

One of the main features of Craft The World is the pronounced evolution of life. Playing for several hours shows how technology is steadily growing. First, it turns out to make the necessary items from what the gnomes obtained on the surface of the earth. Then, discovering new recipes as they develop the progress tree, the gnomes must work harder, going deeper underground and risking their lives in battles with monsters in order to create more complex items. In addition, many of the advanced things cannot be done so easily with one click of yours, as in Minecraft; they can only be created by gnomes endowed with the skill on special machines.

Evolution is expressed not only in the complexity of creating objects from extracted resources. In fact, it completely surrounds the dwarves. Your first settlers wield clubs and dig the ground with dull knives. When workers reach the highest stage of progress, wooden sticks in their hands are replaced by powerful and even magical weapons, and primitive digging of the earth with almost bare hands turns into mining work using trolleys (it will take a lot of effort and time to gain access to recipes for creating such special things, like rails for a trolley). It will also be possible for you to improve the environment for the gnomes, since over time there will be more quality materials for the construction of houses and other structures.


The main obstacle to the serene life of the gnomes fell to the lot of monsters. These dangerous creatures live literally everywhere. At night, ferocious crowds of undead wander the surface. Carnivorous beetles and whole swarms of huge ants hide in the caves. Goblins build their camps close to the houses of the gnomes and periodically raid them. And once every 40 minutes a portal opens and armies of darkness emerge from there. Only the first world is available to us, which is the easiest of all four, so you definitely shouldn’t be afraid of monsters in it. Even extremely strong enemies will deal little damage. The death of a gnome should not be scary either, since the dead man’s replacement comes in a couple of minutes. Of course, the current situation is a little frustrating, because in such a game it disappears important detail– survival in extreme conditions.

On initial stage There will be enough extreme in the game for now. During the first nights, the dwarves will have to hide behind the walls of their precarious shelter and hope that no one will knock down the doors of their house before sunrise. Spiked traps, traps and cages will stop the attackers' forces, so the monsters will no longer cause much damage to your buildings. And the dwarves, armed with bows and iron clubs, will be able to walk freely around the world even in the most dark time days. At about level ten, you will get used to round-the-clock construction without night breaks, as enemies will no longer be a nuisance.

If you decide to play Craft The World, be sure to turn on the sound on your mobile device before starting the game, as the calm music in it creates an atmosphere of dwarf comfort. And the sound effects generally made a strong impression on me. Just listen to how the gnomes snore peacefully in their beds or what sounds they make when they walk barefoot on stone blocks. The sound is what made this game so magical. In addition, we cannot fail to mention its well-drawn graphics and smooth animation.

A group of gnomes will gladly carry out any of your orders
+ the technology tree consists of four branches and contains about 100 recipes
+ the crafting system is even better than in mobile Minecraft: Pocket Edition
+ move into a gnome and control him like a hero from Junk Jack
+ many types of animals and monsters
+ amazing atmosphere created thanks to sounds and graphics

There are no difficult challenges in the accessible world
- there is no particular intrigue, since all events are repeated in a circle

If you took Craft The World - Episodes Edition, then you can be sure of two things! This game will definitely last you for quite a long period before it starts to get boring. And the purchase of new content will probably follow immediately after completing the first world.

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