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Kingdom Two Crowns Cheats, Codes, Hints and Walkthroughs for PC Games.

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 Kingdom Two Crowns Cheats

 
   
 
 
Kingdom Two Crowns

Cheat Codes:
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Submitted by: David K.

How to Destroy a Cliff Portal?:
-------------------------------
To destroy a cliff portal, you must first buy a bomb from the forge for 18 coins. 
Once the bomb is purchased, an attack squad will automatically assemble around the 
bomb. The squad will contain up to two knights/soldiers, the group of archers 
assigned each knight/soldier, plus up to 3 workers to push the bomb. From then on, 
the entire squad will follow you as you advance towards the cliff portal, stopping 
only if you move in the opposite direction. Upon reaching the cliff portal with the 
bomb, you must pay it 5 coins to start the siege. Upon payment, your squad will 
enter the portal into the greed realm. Once inside, you must work with your squad 
to escort the bomb past 5 greed nests, which will each spawn 7 greed every few 
seconds. Once the bomb reaches the heart of the portal, you must pay another 5 
coins to light the bomb, which will cause the heart to erupt, spawning an insane 
amount of greed. At this point, your troops are guaranteed to die, and you must 
run to escape back through the portal before the bomb detonates. Upon detonation, 
the cliff portal will be destroyed, and the island will be permanently safe from 
the greed, but if you don’t make it out in time, you will get a game over as well, 
making the victory bittersweet.



Teleporters:
------------
Teleporters cannot be destroyed by greed, and will not halt the spread of grass. 
They are built to provide you with a faster way to traverse across the island.

-=Tier 0: Portal Remnants=-
These will spawn where you destroy portals, and are the base for where you can build 
your teleporters. Be careful, as this usually means you will need to send your workers 
deep into the forest to construct this.

-=Tier 1: Teleporter Gate(s)=-
Cost: 8 coins
Age: Stone

Once the teleporter has been built by your workers, you will be able to use it for 2
 coins, which will give (15?) seconds to look around and select a location on the 
island, and then teleport there using [S] or [Down Arrow]. Teleporting to an open field 
without any buildings nearby will spawn additional portal remnants at your feet, but 
they will disappear after (10?) seconds. If you pay the 8 coins to construct the new 
teleporter gate, the two teleporter gates will become permanently connected, allowing 
you to teleport between them at your leisure for the cost of 2 coins per use.



NPCs:
-----
-=Vagrants=-
Vagrants (AKA Beggars) are NPCs who spawn at vagrant camps, and are the only way to 
populate your kingdom. They will wander around aimlessly within a certain vicinity 
of a vagrant camp, and are completely ignored by greed. When paid a coin, they will 
be hired to work for your kingdom, and thus will turn into a peasant.

-=The Banker=-
The banker is a moneymaking NPC who spawns automatically once you have the “church” 
built from upgrading to a tier 4 kingdom. He goes inside during the night, making him 
and all your money that he holds completely safe from greed. During the day you can 
give him coins, which he will collect and store in the bank. He can only carry 10 
coins at a time, while the bank can hold an infinite amount of coins. For each day 
that passes, the amount of Coins in the bank increases by 7% (it can never exceed 8 
Coins per day, so at 101 Coins your interest stops growing). The interest is rounded 
up, so you will get at least 1 coin per day, as long as you have invested at least 3 
coins. Because of this, it is a great idea in the long run to store Coins with the 
Banker. During the day, if you have more than two Coins in the bank, you can withdraw 
up to 33.3% (1/3) of your stored Coins by walking by the Banker. He never gives you 
more than your bag can hold, but tends to disregard gems, so he might give you too 
many coins if you are carrying some gems.

-=The Merchant=-
On your first day, the merchant will enter your kingdom and stand next to the fire, 
with bags on his donkey. Next morning, he will drop 8 coins for you if you walk by, 
which will remove the bags from his donkey. He will then wait for you to pay him 1 
coin, and if you oblige before night falls, he will travel out into the forest to 
the merchant’s hut. When he gets there, he will take a few seconds to equip his 
donkey with some new bags before he heads back to your kingdom. This process cannot 
be repeated once you destroy the merchant’s hut (by removing the trees around it), 
and he will disappear shortly after. The merchant is only available on islands 1 
and 2, and cannot be killed by greed.

 
-=The Ghost=-
The ghost is a simple NPC that appears at the beginning of each island, representing
a fallen monarch who came before you. They will try to lead you in the direction of 
the kingdom, and will disappear once they make it there with you.


Decay:
------
For every day that the monarch is not present on an island that has already been 
visited, that island will experience a day’s worth of decay. This means that the 
effects of decay become more severe as time passes, so it is recommended that monarchs 
return to previous islands occasionally to keep them from decaying too much. There are 
only two parts of your kingdom that are affected by decay: walls and archers (note: 
decay effects are untested on squires). Each wall and archer have a resistance to the 
effects of decay, preserving them for a number of days before they actually decay. A 
table of these “resistance days” can be found below. The other way that an island can 
be protected from decay is through the construction of a lighthouse. Each lighthouse 
upgrade provides extra “resistance days” to every wall and archer on the island (see 
Lighthouses under section III-I. Campaign Structures for more details). 
The interaction between decaying buildings/subjects is untested (does everything 
decay at once, or does one thing need to decay for the next to start counting down 
its resistance days?).

-=Subject/Building / Resistance=-
Archer / 1 Day
Tier 1 Wall / 2 Days
Tier 2 Wall / 4 Day
Tier 3 Wall / 8 Days
Tier 4 Wall / 12 Days
Tier 5 Wall / 20 Days



How to Beat the Game in a Single Reign (There Is No Greater Ruler Than Thou):
-----------------------------------------------------------------------------
Written by Ruesselschnurps

Trying to beat the game in a single reign can be a pain. Here are some tips if 
you're struggling with that. There might be other strategies but this ones worked 
out for me really well.

1. Be quick. The greed attacks get stronger the higher your day count is, so 
don't lose time.

2. Island 1-3: Destroy all small portals on the cliff side and then leave ASAP. 
The counter attacks get stronger later in the game, so better destroy the small 
portals early. You will appreciate later that you just have to place the bomb
 when you come back.

3. Island 4/5: As soon as your defence is okay: Attack! If your squire/knight did 
a good job with a small portal, just send him out for the next one the day after. 
When a portal is close by: One knight/squire with his squad should be enough. 
For the really far ones you should use two.

4. Don't destroy any portals on the dock side! Every destroyed portal results in 
the greed attacking more aggressively, so don't annoy them more than necessary and 
don't waste your time. You don't need the lighthouse anyway!

5. Defence: Make sure to leave the outer walls on the highest possible level when 
you're about to travel to the next island. Try to ensure that either an archer 
tower or a ballista is protecting that wall. On island 4 and 5 up to day 120 the 
combination iron wall, 3-4 archers and a roofed triplet tower or ballista was 
totally enough to even defend blood moon attacks.

6. Don't worry about decay. When you're fast, decay shouldn't be a problem. You 
have the whole day of your arrival to rebuild the two outer walls and maybe even 
to upgrade it. Again: No lighthouse needed.

7. Attacking the cave: When you plan to attack the cave and place the bomb, make 
sure you have two fully buffered knights with a complete squad of 4 archers each. 
Wait with them until the night wave is over and then leave instantly. Don't bother 
expanding your base close to the portal. I did that first to avoid running into 
the next attack wave. It takes too much time and is not necessary! As long as 
you're not unlucky to run into a blood moon attack or you destroyed too many 
portals, your knights can handle that. (I ran into an attack on island 5 day 120 
and it wasn't a problem). Make sure to leave with a full pouch to buffer your 
knights after an attack and in the cave.

8. Statues: The only ones you definitely need are the archer statue on island 1 
and the builder statue on island 3.

9. Hermits: I took all of them with me, but in the end I just needed the baker 
once. They're not mandatory to beat the game, as long as you're not too unlucky 
and your Vagrant Camps are really, really far away.

10. Mounts: Use the stag for the first year to make extra money by charming deer. 
But as soon as winter arrives, dump it for the Griffin and keep that one for the 
rest of the game. In my opinion it is the best mount to successfully escape the cave.

11. Money: Don't waste your money on the banker. Spend it all. Quick progress is 
necessary. I also didn't build any farms, since there aren't even any close to your
 base on the later islands. I got all my money from the bunny/deer hunt and the 
pikemen in winter. Make sure to build enough of them in time.

12. In case a time schedule seems helpful for you: I spent the first year with 
preparation and destroying small portals. On day 53 I cleared the first island 
and on day 124 the last one. On each island I destroyed the cave around day 20-25 
local day count. With this speed I managed to avoid confronting breeders and crown 
stealers totally. I traveled to the islands in this order: 1-2-1-3-4-1-2-3-4-5
 

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