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Strategy Guide for The Tone Rebellion

Written by Marcus Spears


The Tone Rebellion is a trademark of The Logic Factory, Inc.
This strategy guide is based on my observations from many long hours of
playing The Tone
Rebellion. Some of the tables at the end of this document are based on what is
printed in the manual. Let's
start with a brief discussion of the four realms and the effect they have on gam
eplay.
1. Realms of Existence
There are four realms of existence in The Tone Rebellion. These are:
?
?
?
?

The
The
The
The

Physical realm, the realm of matter and objectively defined reality.


Supernatural realm, the realm of logic, reason, and understanding.
Ethereal realm, the realm of spirits, dreams, and the intangible.
Natural realm, the realm of life and instincts.

Living creatures exist on all four realms at once, but they are most comfortable
when their
perception is firmly rooted in one realm. They can dimly perceive creatures of
other realms, but they will
seem to have amazing powers and will seem alien and frightening.
For example, to a physical Floater, creatures of the natural realm have
incomprehensible and
otherworldly powers, and what they do is strange and seemingly without purpose.
Energy flows in limited
ways between the realms. The direction of the flow determines how much one real
m can affect another, as
shown below:
?
?
?
?

Physical dominates Supernatural


Supernatural dominates Ethereal
Ethereal dominates Natural
Natural dominates Physical

There are also tides between the realms which oppose each other. These pairs of
realms are called
opposites, as shown below:
? Physical is opposite Ethereal
? Natural is opposite Supernatural
When the energy tide favors a realm, it dominates its opposite across the circle
. The tides spend
equal time at each end of their swing so, overall, no realm dominates its opposi
te. An example of this
influence is an ethereal vampire, who has frightening powers at night but is wea
kened and helpless during
the day, when its nocturnally helpless victims of the physical realm are bold an
d strong.
Each of the four tribes of Floaters comes from a different realm. The Tark exis
t in the Physical
realm. They are always more powerful than Supernatural creatures, but are weak
against Natural creatures.
Depending on the tides, they may be more or less powerful than Ethereal creature
s. The Zygons exist in

the Supernatural realm. They are stronger than Ethereal creatures and weaker th
an Physical creatures, and
so forth. The Cepheans exist in the Ethereal realm, and the Dyla exist in the N
atural realm.
In game terms, this means that you may be stronger or weaker than some o
f Leviathan's creatures
that you will face. There are four Leviathan spawn of each realm, two with rang
ed attacks and two
without. When a Tark attacks a Drack, a Leviathan creature from the supernatura
l realm, the Tark's attacks
will hit more frequently and do more damage, while the Drack will do less damage
than normal. If the
same Tark is attacked by a Zwacker, a creature of the Natural realm, the Zwacker
's attacks will be stronger
than usual, and it will be more resistant to the attacks of the Tark. A Zygon w
ould be more effective
against a Ronth (ethereal), and less effective against a Rakalingus (physical),
and so forth.
Some Floaters of a given tribe are able to shift their perception into a
nother realm. For example,
the Tark Gazers are able to perceive the supernatural plane. There are also spe
lls that can shift the
perceptions of a Floater to the next realm, or back to the previous one. For in
stance, casting the Realm
Transcend spell on a group of Gazers will shift their perception (temporarily) i
nto the Ethereal realm. This
affects their strength against creatures of other realms. Table 4 at the end of
this strategy guide gives you
some basic information on all the different enemies you will face in the game.
At the lower levels of difficulty, you can pretty much ignore these effe
cts. At higher levels,
however, the effect of the tides is more pronounced, and you will want to learn
which creatures should be
attacked by which group of Floaters.
2. Tone Pools, Tone Flow, and Tone Nodes
You must have an understanding of the way in which Tone functions. Tone Pools a
re the source
of Tone Flow, which provides the vital force for the structures and Floaters of
your tribe. Each Pool that
you restore to health will add to the tribal Tone Flow. Each Floater consumes o
ne point of Tone Flow
simply by living. Each Tone Spreader, Tone Solidifier, Tone Crystal Grower, and
Magic Tone Creator also
consumes one point of Tone Flow.
Tone nodes resemble blue spirals. They come in three sizes: Small, medium, and
large. Your four
basic structures (Tone Spreaders, Tone Solidifiers, Tone Crystal Grower, and Mag
ic Tone Creator) should
be built on the small nodes wherever possible. This allows you to build your Do
jos and mage towers on the
medium and large nodes. You can see the current boundary of the Tone Flow by lo
oking at which Nodes
are lit.
You liberate Tone Pools by removing the spawners and the growths around it. If
it does not start
spouting Tone (which means it has not been primed), you can prime the pool by sp
reading Tone over to it.

You always want to build Tone Spreaders as close to the current boundary of the
Tone Flow as possible,
and preferably on one of the smaller nodes.
New Floaters will only be born when you have a Surplus Flow of 5 or grea
ter. If you lose all your
Tone Pools, no new workers can be born, and the game is over for you. If you ha
ve more than one Tone
Solidifier, Tone Crystal Grower, or Magic Tone Creator, and you are not using al
l of them, you can turn the
building off to get more Tone Flow. You cannot turn off Tone Spreaders, but if
you are not using any of
the nodes that it activated, then you can order your Floaters to attack and dest
roy it.
If you need more workers, and you are having trouble getting enough Tone
Flow, and if you have
more than one Dojo, then try to find a Dojo that you aren't really using much.
Order your Floaters to attack
and destroy it. The Floaters that were trained in that Dojo will revert to norm
al Workers.
3. Workers
Workers are very intelligent, and are the experts on how to get things done. Th
ey organize their
own efforts on the jobs you give them, rather than you giving specific orders to
each Floater. They balance
their work based on the importance you assign to each job. Floaters that have b
een trained in Dojos will
not do the job of a Worker. Workers can and will cross the bridges between the
islands, so they will go
where the work is. Here are some of the jobs that Workers can perform:
? Build structures
? Charge Dojos and spell towers so their special Floaters can recharge energy, h
eal, and train
? Repair structures
? Enlarge structures
? Use keys and artifacts
? Defend against hostile intruders, usually as a last-ditch measure, when the pa
nic button is on
You can control the priority of jobs from the Task List. Each task can be cance
lled, or you can set
it to Normal Priority, High Priority, or Exclusive Priority. Any job set to Exc
lusive Priority will only share
Workers with other Exclusive jobs. Any High or Normal priority jobs are put on
hold as long as an
Exclusive job is being performed.
High Priority jobs get a larger percentage of the work than Normal Prior
ity jobs, but the Normal
jobs are not put on hold. For example, if you had 16 Workers and 4 jobs, then e
ach job would normally get
4 Workers assigned to it. If you set two of those jobs to High Priority, they w
ould get 6 Workers each,
while the other two Normal priority jobs would get 2 Workers each.
Note that in order to build a Tone Spreader, Tone Solidifier, Tone Cryst
al Grower, and Magic
Tone Creator, you must have at least one point of Tone Flow available. If you s
tart building one of these
four structures, and you notice that no Workers are being assigned to it, then y

ou will have to turn off or


destroy one of your other buildings to get the Flow you need.
Workers can defend against hostile intruders, if you turn on the panic b
utton. Sometimes, before
your first Dojo is built, spores may threaten your only Tone Pool, or a Leviatha
n creature may start
attacking one of your buildings to try to destroy it. If this happens, use the
panic button. Your Workers are
physically weak, however, and if you attack a creature with them, expect some of
them to die. (Spores
don't have an attack, so they are not a danger to your Workers. not directly, an
yway!)
4. Tone Creators and Stockpiles
There are three types of Tone, each with its own purpose. Structure Tone is pro
duced by a Tone
Solidifier. Your Tribal Center will also produce Structure Tone, but at a painf
ully slow rate. These balls of
solidified Tone are used to build, upgrade, and repair structures. It is also u
sed when teleporting structures.
Tone Crystals are the densest, most energetic form of Tone. A Dojo uses these c
rystals to fuel the
large amounts of energy that the trained Floaters use in their attacks. They ar
e also used for training and
healing Floaters. Tone Crystals and Magic Tone are both required to cast spells
. Tone Crystals are created
by Tone Crystal Growers.
Finally, the intangible orbs of Magic Tone makes the casting of spells possible,
and some is used
with each spell cast. It also supplies one of the components needed to teleport
structures. It is created by a
Magic Tone Creator.
At the start of a game, your Tribal Center has 50 balls of Structure Tone in its
stockpile. It can
store up to 150 of each type of Tone. As you discover more islands, your Tribal
Center will become
noticeably larger. A Level 2 Center can stockpile 200 of each type of Tone, and
the largest Center can
stockpile 250 of each type of Tone. When you teleport a building, it always dra
ws Magic Tone and
Structure Tone from this reserve.
To look at the Tribal Center status, click on any empty part of the screen. The
re will be three huts
below the "Spare Flow" indicator. These icons may have a closed roof (no Tone g
oes in or out of storage,
though the reserve of Structure Tone and Magic Tone will still be used when tele
porting buildings). If
there is an arrow pointing out of the hut, your Workers may take that type of To
ne from your stockpile. If
there is an arrow pointing into the hut, your Workers will begin delivering the
appropriate type of Tone to
the Tribal Center, unless you are already storing the maximum possible amount.
Each Dojo also has its own stockpile of Crystal Tone (and Magic Tone for mage to
wers). If this
stockpile is less than maximum, your Workers will automatically start delivering
Crystal and/or Magic
Tone to the building until the stockpile is at maximum. This stockpile is used
whenever a Floater is
trained, or when they must return to the building to heal or recharge. Trained
Floaters will only go back to

the Dojo that trained them, never to any other Dojo or your Tribal Center.
So, if you are under frequent attack, and your trained Floaters are returning fr
equently to the Dojo,
you may want to check the task list and find which task is supplying Tone to tha
t Dojo, and assign more
workers to it by raising the task's priority. The reason they may be returning
frequently may be because
there is not enough Tone being delivered to fully recharge the Floaters.
5. Giving Orders to trained Floaters
The quickest way to give orders to your trained Floaters is to left-click on one
of the Floaters from
a group, then right-click on a target. They will perform the most appropriate a
ction based on where you
clicked. If you right-clicked on a building, they will guard that building. If
you right-clicked on a creature
or growth, they will attack that creature, and so forth. You can also send them
back to the Dojo to recharge
if you have time between attacks, to ensure that they are ready for the next att
ack.
When you attack an enemy, the Floaters attacking that enemy will automatically t
ry to flee back to
their Dojo when either their charge or their health gets too low. It is advisab
le later in the game to have at
least two Dojos, so that you can have one on the front lines while the other ret
urns to its Dojo to recharge.
Spell casters tend to hang around their mage tower, and will protect it if it is
threatened. You want
to keep your mage tower close to the front lines so your mages can respond quick
ly, but not so close that
the building gets threatened because your spell casters are physically weak. Yo
u can order Spell Floaters to
a specific location by right-clicking on where you want them to go when their sp
ell tower is selected.
Remember that you can order your Dojo Floaters to attack your own buildi
ngs if you need extra
Tone Flow. If you desperately need Workers, you can attack one of your own Dojo
s.
6. Getting Started
No matter which tribe you start the game as, you will start with the same resour
ces: You will have
one Tone Pool, four Workers, and 50 Structure Tone in your Tribal Center. If yo
u play as the Tark, you
will start on the island Tarzus; the Cepheans start in the Cephean Sea (duh!), t
he Dyla start on the island
Pangir, and the Zygons originate from the Crystal Caves.
Your first objective should always be to build a Tone Solidifier in one of the s
mall Tone Nodes.
Once that is complete, you should begin construction of a Tone Crystal Grower an
d your first Dojo. Your
first Dojo will be the Brotherhood of the Tentacle for the Tark, the Clan of Sol
for the Zygon, the Banshees
for the Cepheans, and the Summoners for the Dyla.
Once all these buildings are completed, you might want to build a Magic Tone Cre
ator and start
stockpiling all three types of Tone for later use. Your Tribal Center can store
150 Tone of each type. As
you visit more islands, your Tribal Center will grow; a Level 2 Tribal Center ca

n store 200 Tone of each


type, and a Level 3 Center can store 250 Tone of each type. Depending on the le
vel of difficulty you
selected, you may be able to build all four of these buildings and fill your sto
ckpile without ever
encountering any enemies, except for spores.
7. Early Expansion
Now it's time to start expanding. Build a Tone Spreader as close to the edge of
the Tone Flow as
possible. This will reveal more Tone Nodes and allow you to see more of the map
. Hopefully, this will
include a second Tone Pool, which will have a huge spawner growing over it.
You should start by ordering your trained Floaters to attack any spawn with a ra
nged attack,
especially if there is more than one. These include the Plasid, Grender, Mesron
, Clockwork Sentinel,
Anenepode, and Xylus. If there is more than one of these types of spawn, you ma
y want to ignore any
creatures until you've destroyed the spawn, because the spawn are much easier to
kill.
Next, attack any creatures in the area, then start attacking the spawn without a
ranged attack.
Once all the spawn and creatures are gone, start attacking the spawner. (The sp
awner itself cannot attack,
except to create new creatures; this is why you want to save it for last.) If t
he spawner creates any new
creatures while you are attacking it, destroy the creature, then return to the s
pawner.
This should reveal a new Tone Pool, which may or may not be primed. If
it is not yet primed,
build another Tone Spreader as close to the current edge of the map as possible.
This should prime it and
allow it to add Tone Flow to your tribe.
Once you've captured a second Tone Pool, you may want to teleport a Tone
Solidifier and a Tone
Crystal Grower closer to the front lines, or build new ones. Then build a new D
ojo near the front lines.
Have the Floaters from your current Dojo set to guard the Tone Spreader that is
closest to the Tone Pool.
This way they can defend the Tone Pool from spores, and defend your workers from
Leviathan's creatures.
Continue advancing in the same manner: Clear a Tone Pool, and set some o
f your floaters to guard
that general area. At the lower difficulties, you may not have to keep teleport
ing your structures to the
front lines. At higher difficulty levels, when the enemy attacks far more frequ
ently, you will probably want
to teleport your buildings closer to the front lines as you advance, so that you
r Floaters won't have to go so
far to recharge.
Once you have destroyed all Spawners on an island, it becomes a mop-up j
ob, destroying any
remaining creatures and growths. Leviathan creatures cannot cross over the brid
ges to re-infest an island
that has been cleared.
8. Experience and Advancement

As your Floaters attack the enemy, they gain experience. All Floaters (except f
or Mage Floaters)
gain one experience point per successful hit. Mage Floaters gain 5 experience p
oints for each spell they
cast. Floaters with enough experience are able to advance to a higher level.
Simply having the experience is not enough, though. As you open bridges to new
islands, your
wisdom increases, and you will be able to upgrade your Dojos, or build a new typ
e of Dojo. If you can
upgrade a Dojo, a blue double-arrow will indicate that it can be upgraded. Once
a Dojo has been enlarged
to level two, your two most experienced Floaters from that Dojo will become 2ndlevel Floaters. This will
increase their hit points and the strength of their attacks. Two Workers will b
e recruited to replace the two
1st-level Floaters.
Likewise, when you upgrade a Dojo to level three, your most experienced 2nd leve
l Floater may be
advanced to 3rd level. Your most experienced 1st-level Floater will be advanced
to 2nd level, and a Worker
will be recruited to replace the 1st level Floater, for a maximum of six trained
Floaters per Dojo. If your
Floaters do not have enough experience to advance, that Dojo may be understaffed
for a while.
Mage towers are different. They only train one Floater of each level, f
or a maximum of three
mages per tower.
The number of upgrades you will have depends on the size of the world, n
ot on the difficulty
level. On a small world (six islands) you will not be allowed to have most of t
he upgrades and new Dojos.
On a medium world (ten islands) you will have all but one of the upgrades, and o
n a large world (14
islands), you will be able to have all the upgrades. This makes a high-difficul
ty game with a small world
extremely difficult, since you will not have as many high-powered Floaters. Tab
le 1 at the end of this
strategy guide gives you some information on the types of Dojos each tribe can b
uild.
On most games, you can win with only a few buildings (other than Tone Sp
readers). Usually, this
consists of two or three Tone Solidifiers, three Tone Crystal Growers, and two M
agic Crystal Generators.
One of each of these, you will keep close to your Tribal Center for when you wan
t to replenish your
stockpile. The others you will place close to your front lines, so that you can
resupply your Dojos more
quickly. I usually build two Dojos of each type, except for Mage Towers; I usua
lly only build one Mage
Tower, because my mages rarely engage in direct combat.
9. Late Expansion
You will probably find one or more Bridge Keys on each island. These are used t
o open passages
to other islands. I recommend advancing slowly, one island at a time. When you
open a bridge, take a look
at the new island first. You may need to send some trained Floaters to that wor
ld to destroy any creatures
in the area first. Otherwise, when you start teleporting your buildings to that
world, the building may be

attacked, and can be badly damaged or destroyed before the Floaters catch up. T
eleporting a building is
instantaneous; the Floaters from that Dojo still have to get to the bridge and c
ross the bridge to get there.
Also, before you start teleporting buildings, go to your Tribal Center and make
sure your stockpile
is fully charged. Remember that the Structure Tone and the Magic Tone stored in
your Tribal Center is
used to teleport buildings.
After you have cleared out the creatures, and perhaps the spawn with ran
ged attacks, the first thing
you will teleport is one of your Dojos, followed by a Tone Crystal Grower and a
Tone Solidifier. Teleport
more Dojos to the island as you free up more Tone Nodes.
10. Mystic Locations and Artifacts
Each island has one of the ancient Mystic Locations on it. Each of these mystic
locations requires
two artifacts to activate it. You will find these artifacts randomly scattered
around the islands. (This
randomness is the reason why it is impossible to write an actual "walkthru" for
this game.) The mystic
locations will be on the same islands every time, though. Table 5 at the end of
this strategy guide tells you
which artifacts are needed for each mystic location.
Each Mystic Location you activate will give you another rune. All the runes mus
t be found before
you can destroy the Leviathan. At some point after you get your first rune, an
Awakened One will be born.
This special floater will glow blue, so it is easy to identify. It tends to hov
er around your Tribal Center,
except when you send it to Friid (the Leviathan's home) to use the runes you've
collected. You must keep
this floater alive; it is the only one who knows how to use the runes. It will
not act as a Worker, nor can it
be used to attack the enemy, except when the Panic button is turned on.
11. Using Spells
This section is slightly out of place, but I had to put it in somewhere. To use
a spell, select a spell
tower. Eight icons will appear in the lower right corner of the screen, each on
e indicating a different spell.
If the tower doesn't have any mages experienced enough to cast the spell, the na
me of the spell will appear
in red when you pass your cursor over it. If you have the skill to cast it (but
not necessarily enough Tone
Crystals or Magic Tone), the name of the spell will appear in white.
Most spells require a target after casting. Six spells do not require a target
at all. These are:
Healing, Sacrifice, Enchant Tribe, Chi Flare, Cadmus, and Channel Chronomyst.
Three spells require you to target a Tone Pool. These are Free Tone Pool, Tone
Pool Rebel, and
Pool Ward.
Six spells require you to target one of your Dojos. These are: Heal Dojo, Repai
r, Force of Will,
Realm Transcend, Stamina, and Racial Memory.
The spell of Silent Shield is the only one that targets a specific Tone Node. E
nchant Dwelling can
target any of your buildings. Star Disk can be used on any structure or growth

except Spawners. Sky


Stoner and Paralyze Growths require you to target a growth, though Paralyze Grow
th has an area of effect
and also paralyzes any growths near the target. Far Obtain's target is an artif
act.
Spell duration can be classified as Temporary, Instant, or Permanent. Those wit
h Instant effects
are usually those which destroy something. These are Sacrifice, Star Disk, Sky
Stoner, Free Tone Pool,
and Chi Flare.
Most spells are temporary, and last for only a certain period of time. These sp
ells include Channel
Chronomyst, Cadmus, Racial Memory, Tone Pool Rebel, Stamina, Enchant Tribe, Real
m Transcend, Force
of Will, Pool Ward, Silent Shield, Enchant Dwelling, Paralyze Growths, and Far O
btain.
Those spells that I classify as "Permanent" are usually healing spells. They do
n't have a specific
duration, and their effects are permanent until the target is damaged again. Th
ese include Heal Dojo,
Healing, Repair, and Awaken Spirit.
Table 2 at the end of this strategy guide tells you which spells can be used by
which tribes. Table
3 tells you how many Crystal Tone and Magic Tone are needed to cast the spell, a
nd a brief description.
12. Useful Spells
This section includes a listing of all the spells in the game, who can use them,
and when you will
find them most useful. Some spells are more useful than others. Your mileage m
ay vary.
Enchant Dwelling is a 1st-level spell. The Cepheans and the Tarks can u
se this spell. It is most
often used when you have a building (any building, not necessarily a Dojo) close
to the front lines that the
enemy seems determined to destroy. Casting this spell on that building will tem
porarily protect it from all
damage.
Far Obtain is a 1st-level spell, used only by the Zygons. This is usefu
l when you want to grab an
artifact that is in a spot surrounded by a lot of dangerous creatures or spawn,
and you aren't ready to try to
destroy them yet. It will fetch an artifact from any visible spot on the island
where your mage tower is
located. It would be more useful if it would fetch an artifact from any island,
not just the one that the tower
is on.
Heal Dojo is a 1st-level spell, used by the Zygons and the Dyla. When y
ou cast this spell and pick
a Dojo, all the trained Floaters from that Dojo are fully healed. This is espec
ially useful when you're
engaged in a hot battle on the front lines, and you really can't risk pulling th
em back to heal.
Healing is a 1st-level spell known only by the Dyla. It calls upon the
essence of Tone to heal
several of your most wounded Workers. I didn't think this spell was that useful
, since Workers are usually
easy to replace, and if you're careful, they won't be attacked anyway.
Paralyze Growths is known by the Zygons and Cepheans. This spell must b

e targeted on a
specific Leviathan growth, but it has an area effect, temporarily paralyzing the
target and any other growths
nearby. It can be useful when you are getting ready to clear out a large cluste
r of growths.
Pool Ward is a 1st-level spell known only to the Dyla. This is a very u
seful spell, since it
surrounds a Tone Pool with an energy shield that prevents Leviathan Spores from
infecting it with a new
Spawner. If you don't have enough Magic Tone and Crystal Tone in your stockpile
, this spell can protect a
newly-freed Tone Pool until you can teleport a Dojo close enough to defend it.
Repair is another 1st-level spell known only to the Dyla. It is useful
in the same circumstances as
Enchant Dwelling. If one of your buildings keeps being attacked, you can use th
is spell to keep it repaired
until help can arrive. It won't prevent it from being damaged again, but its re
latively low Tone cost makes
it economical to cast.
Sacrifice is a 1st-level spell known to the Tarks. The Wizard gives up
his life, creating a wave of
Tone power that will severely damage anything nearby. I almost never use this s
pell, because it deprives
you of one of your mages until a new one can be trained.
Silent Shield is a 1st-level spell known only by the Cepheans. It works
like Pool Ward, but it
protects a Tone Node from being infected by Leviathan Spawn. This spell is not
really very useful as far as
I'm concerned; it's easy enough to just send some trained Floaters to attack the
infection before it grows
into a new spawn.
Star Disk is by far the most useful spell known by the Tarks. It will d
estroy a structure or growth
at any distance (not spawners, however), so you don't have to risk your valuable
Floaters in a direct assault.
Awaken Spirit is a 2nd-level spell, known by the Dyla and Tarks. The ta
rget is one of your Dojos.
All Floaters from that Dojo will be given additional hit points equal to their b
ase hit points. (For example:
The base hit points of a Dyla Summoner is 17. If it had only 11 hit points left
, and you cast this spell on its
Dojo, 17 more hit points would be added, giving it a total of 28 hit points.) T
hese hit points are
"permanent" until the Floater is damaged again.
Enchant Tribe is known to the Zygons and Tarks. It temporarily makes al
l your workers immune
to all harm. It's useful when you must send them into combat, or to pick up an
artifact surrounded by
dangerous growths.
Free Tone Pool is known by the Cepheans and Dyla. It summons the Tone F
ury (which looks like
a glowing magical bird) to destroy a Leviathan Spawner at any distance. By far
this is one of the most
useful spells.
Force of Will is known to the Tarks only. The target is one of your Doj
os. All Floaters from that
Dojo will temporarily have higher strength (more damage per attack) and skill (m
ore damage per attack).
Realm Transcend is a spell used by the Zygons and Dyla. The target is o
ne of your Dojos. It

temporarily shifts the Floaters of that Dojo into the next realm of existence, a
llowing them to have better
effectiveness against certain creatures. Most useful on the higher difficulty l
evels, where the effect of the
tides between the four realms is more pronounced.
Sky Stoner is also known only by the Tarks. The target is any Leviathan
creature. It calls down
celestial boulders that will totally destroy that creature. Very useful.
Stamina is known only by the Zygons. The target is one of your Dojos.
This allows the Floaters
from that Dojo to continue fighting without having to return to the Dojo to resu
pply their Crystal Tone
(though they may still have to return to heal). Very useful in a pitched battle
.
Tone Pool Rebel is a spell used by the Cepheans. It temporarily paralyz
es the Spawner that you
use it on, so it can't create spores or new creatures.
Cadmus is a 3rd-level spell known by the Cepheans and the Tarks. It mes
merizes the hostile
creatures (both growths and creatures) so they turn their hostility randomly aga
inst each other. Very useful.
Channel Chronomyst is known by the Zygons and Dyla. It temporarily doub
les the speed of all
your Floaters, both your Workers and your trained Floaters. Exceptionally usefu
l.
Chi Flare is a spell used only by the Zygons. No target is required; th
e area of effect is centered
on the caster, shattering anything nearby. Rarely useful to me because I don't
let my mages get into front
line battles.
Finally, Racial Memory is used only by the Cepheans. It temporarily shi
fts the Floaters of a Dojo
into the previous realm of existence, which can change how effective they are ag
ainst certain creatures.
Most useful at the higher levels of difficulty.
Keep in mind that in a multi-player game of The Tone Rebellion, any spel
l that targets a Dojo can
be used on the Dojos of another friendly tribe, though this is hard to coordinat
e.
13. The Final Assault on Friid
The island of Friid, home of the Leviathan, can be tough, especially at the high
er levels of
difficulty. It has no less than six Spawners creating spores and creatures, sur
rounded by dozens of growths.
The rune towers are also here; there is one rune tower corresponding to one of t
he runes you have collected.
If possible, use long-range spells like Star Disk to destroy growths, Free Tone
Pool or Tone Pool Rebel to
destroy or paralyze the Spawners, or Cadmus to turn the growths and creatures ag
ainst each other.
If you don't have some of those spells, attacking from both sides is advisable.
There are three
Spawners on each side of the Leviathan, and the quicker you can kill them the be
tter. Once your Floaters
are no longer being threatened, send in the Awakened One to use the runes. Ther
e is one rune for each
tower. As you use the runes, the towers are destroyed. Once all the towers are
destroyed, the Leviathan

will also be destroyed. Game over!


I hope this strategy guide helps you in your quest to defeat the Leviath
an. If you have any
questions, or need more help, I'm willing to try. Send comments and e-mail to:
Marcus Spears
{mspears@boisdarc.tamu-commerce.edu}
Tables
Table 1: Building Types
Tark
Dyla
Name
Summoners
Range (1)
230
Realm (2)
natural
Hit Points (3)
17
Attack Charge (4)
19
Strength (3)
5
Speed (1)
3
Levels
1-3
Dyla
Name
Den of the Beast
Range (1)
close
Realm (2)
physical
Hit Points (3)
14
Attack Charge (4)
17
Strength (3)
4
Speed (1)
3
Levels
1-3
Dyla
Name
Wind Shapers
Range (1)
close
Realm (2)
natural
Hit Points (3)
16
Attack Charge (4)

Zygon

Cephean

Brotherhood of Tentacle Clan of Sol

Banshees

close

close

160

physical

supernatural

ethereal

17

13

14

19

13

14

1-3

1-3

1-3

Tark

Zygon

Cephean

Gazers

Spirit Callers Stormers

145

close

supernatural

ethereal

14

15

15

17

15

16

1-3

1-3

1-3

Tark

Zygon

Cephean

League of the Star

Light Shaping

Astral Travelers

120

close

195

physical

175
natural

supernatural

15

14

13

19

14

16

ethereal

18
Strength (3)
3
Speed (1)
4
Levels
1-2
Dyla
Name
Druids
Range (1)
close
Realm (2)
natural
Hit Points (3)
16
Attack Charge (4)
12
Strength (3)
2
Speed (1)
3
Levels
1-3

1-2

1-2

1-2

Tark

Zygon

Cephean

Soc. Of Magicians

Sorcerors

Arcania

close

close

close

physical

supernatural

16

14

15

10

10

10

1-3

1-3

1-3

ethereal

1) I'm not sure how the range is measured; possibly in pixels. I also don't kno
w exactly how speed is
determined.
2) Remember the progression: Physical dominates Supernatural, Supernatural domin
ates Ethereal,
Ethereal dominates Natural, and Natural dominates Physical. Physical may domina
te Ethereal, and
Supernatural may dominate Natural, depending on the tides between realms. This
means that some
creatures will be more or less resistant to your attacks.
3) This indicates the basic Hit Points and Strength of the Floaters. As they go
up in level, these two
values will also go up.
4) The Attack Charge indicates how many attacks that these Floaters may make bef
ore they must return
to their Dojo to recharge. Usually, they retreat automatically when they are do
wn to 2 or 3 charges.
Table 2: Spell Types
Race
3rd level
Zygons
e

1st level
Heal Dojo

2nd level
Realm Transcend

Paralyze Growths

Chi Flar

Enchant Tribe

Channel Chronomyst
Far Obtain
Cepheans
Cadmus

Paralyze Growths
Enchant Dwelling

emory
Silent Shield

Stamina
Force of Will
Free Tone Pool

Racial M

Tone Pool Rebel


Dyla
Chronomyst

Tarks

Heal Dojo

Awaken Spirit

Channel

Healing
Repair
Pool Ward

Realm Transcend
Free Tone Pool

Enchant Dwelling
Sacrifice
Star Disk

Awaken Spirit
Force of Will
Enchant Tribe
Sky Stoner

Cadmus

Table 3: Spell Descriptions


All spell effects (except for ones that completely destroy a spawner, gr
owth, or creature) are
temporary. The caster must have enough magic tone and tone crystals to cast the
spell (stored in the mage
tower he's from). Unless otherwise specified, spells that affect floaters (such
as Awaken Spirit) affect only
floaters from one dojo.
Spell Name
Magic Tone
Awaken Spirit
33
nts
Cadmus
59
tack each other
Channel Chronomyst
46
floaters
Chi Flare
39
(area effect)
Enchant Dwelling
10
amage
Enchant Tribe
36
arm
Far Obtain
9
isible location
Force of Will
28
d skill
Heal Dojo
9
ne dojo
Healing
12
Paralyze Growths
16
an growths (area effect)
Pool Ward
14
infection
Racial Memory
43
ious realm
Realm Transcend
34
realm
Repair
9
ding
Sacrifice
11
ructs, area effect damage
Sky Stoner
7
Leviathan
Silent Shield
12
infection
Stamina
22

Tone Crystals
13

Description
Double floater's hit poi

33

Make enemies randomly at

22

Double the speed of all

18

Shatter anything nearby

Protect structure from d

17

Make workers immune to h

14

Fetch an artifact from v

17

Boost floater's might an

Heal all floaters from o

9
11

Heal most workers


Paralyze Leviath

10

Protect a Tone Pool from

18

Shift floaters into prev

12

Shift floaters into next

12

Completely repair a buil


17

Wizard self-dest

13

Destroy any spawn of the

Protect a Tone Node from

19

Allow the floaters of a

dojo to fight w/o rest


Star Disk
11
ners) at any dist.
Tone Pool Rebel
35
wner

13

Blast a growth (not spaw

12

Temporarily freeze a spa

Range

Realm

Hit Points

Strength

n/a

all

n/a

close

physical

16

close

physical

27

130

physical

11

130

physical

18

close

supernatural

13

close

supernatural

22

140

supernatural

140

supernatural

13

close

ethereal

14

close

ethereal

23

150

ethereal

150

ethereal

15

close

natural

15

close

natural

25

160

natural

10

160

natural

17

Range
close
close
close
close
close
close
150
100
200
175
260
320

Hit Points
15
10
18
22
24
23
9
13
11
20
15
16

Strength
3
5
4
7
8
10
2
3
4
5
6
6

Table 4: Enemy Types


Spawn Name
Speed
Spores
1
Rakalingus
4
Broontilingus
7
Zeeth
4
Keth
7
Drack
3
Nadrack
3
Tone Wasp
3
Sasp
3
Ronth
5
Varnth
8
Metha
4
Koalint
7
Zwacker
3
Zwaup
3
Shandi
2
Flindex
2

2
3
2
3

4
4
3
3

Growth Name
Blind Arm
Blistin
Quitch
Hydron
Fire Hive
Mabus
Plasid
Grender
Mesron
Clockwork Sentinel
Anenepode
Xylus

Table 5: Mystical Locations and Artifacts

All mystical locations require two artifacts to activate. These artifac


ts will be randomly scattered
across the islands, so I can't tell you where to find them. The mystical locati
ons themselves will always be
on one specific island. Each mystical location you activate, gives you another
of the runes needed to defeat
the Leviathan. You do not have to find or deliver the artifacts in any particul
ar order, nor do you have to
activate the mystic locations in any particular order.
Mystic Location
Artifact 2
Mantu the Still
Octajen
Tone Amplifier
Taze Crystal
Vortex of Perception
Ether Lantern
Last Respiria Plant
Growth Tone
Dreest the Bog Shade
skull of New One
The Krajin
idol of Surrender
The Hall of Stories
Key
Memory of the Ancestors
Solar Disk
Shrine of the Storm
Xenog
Disk of Time
Sands of Time
Spire of the Dead
ng
Lamp of Dead
Haunt of the Mad One
Tone Canister
Span of Norasten
West Key

Island

Artifact 1

Tarzus

Tetrajen

Crystal Cave

Taze Crystal

Cephean Sea

Ether Lantern

Pangir

Respiria Spore

Dreen Bog

skull of a Floater

Onsama

idol of Strength

Palomon

Key

The Core

Lunar Disk

Frenza

Xaphen

Lethe

Power Disk
Mymus

Morfid

Lamp of the Livi


Tone Canister

Norasten

East Key

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