Obstacles
Defeating castles and forts is no simple task, and these hurtles are not helping the situation get any easier. Tread lightly, these dangers will impede or assist the knights, but probably not much of the latter.
General Scenery
Castle Wall. This is your primary target. The goal of each stage is to tear down the fort. The larger the castle, the more work it takes. Certain weaponry can bust open the walls. Sometimes, there is treasure inside. Rarely, a special large cache can be uncovered to earn your knight a hefty pay day. Some other surprises may be hidden in the walls, so be wary of bricks that look out of place.
Solid Wall. These impassible barriars impede and halt any further progress. It cannot be crossed like the standard seen bricks, and nothing will make them move. Another route will have to be sought.
Siege Base, command center. This small building is erected near each battle site to house your troops temporarily. It can protect them from enemy attacks and allow them to recover. Enter it to switch the currently active soldier.
Tree Trunk, wooden pillar. Sometimes, the fight is taken out into the wilds. In this case, the forests are the foes' base. The knights cannot hope to bring down the woods themselves and must instead aim to slay all the defenders.
Doorways
Stairwell Entrance. These passageways connect the different parts of an enemy stronghold. When one is entered into, regions otherwise inaccessible can be reached. They are of great help to those who lack the agility or ability to reach higher. Entry points are always trimmed in gray stone.
Wooden Door. Stairways are often sealed, albeit poorly, with these. They can be easily removed with a simple breaking blow. Once the way is cleared, higher or lower levels of the castle can be accessed. Have a heavy hitter knock it out then send a fast footer through.
Barrack. The home of the enemy, these rooms release the defenders to stop your assault. Depending on the frame's color, different troops are held within. Their plans can be foiled if the doors can be opened. A breaking strike to the door renders them useless and traps the troops within. However, in later forts, a general might be on site and will knocked down the door to extract revenge.
Gateway. A grated doorway is a barred passage that cannot be crossed. Much like any other stairway, if the entrance is cleared, the passage can be easily accessed. However, if the bars are down, a knight cannot enter. Use of a lever or other controller object can operate the portal. However, while some will open, the rest will close.
Dungeon. The enemy does not kill all opposition, unlike your team of Breakers. Those responsible for leading the attacks are captured and held until more brutal and public punishment can ensue. With common goals, you and the prisoners could be great allies. Break the prisoner free and help them back to your base safely for a new knight in your army.
Cross Lock. Nothing is breaking through this doorway, no matter how hard you try. Attacks are futile, but a knight shouldn't waste their effort with them. Once it opens, they'll wish it hadn't.
Sewer Drain, channel of water. These grated openings pour out flow that knocks down a knight. Crossing the stream can be difficult, especially when there's a pool beneath it. The water can be turned off with a switch or button.
Skull Gate, entrance to hell. At times, a flame may fall from the sky and erect this grim construct. If a knight is brave enough to enter, he will be subjected to a brutal series of trials. There is no rest and no exchange. If they survive the ordeal, they are handsomely rewarded.
Obstructions
Tomb Stone, graves of the fallen. There is a variety of images that can appear on a headstone, but what lies beneath is always the same. Treasure is given to the dead so that they can have safe passage to the next world. A greedy soul can smash them open to take this bounty for themselves, but this does not set well with the departed. Take your prize quickly as the dead will defend their fare.
Barrel, food storage. The forts have a vast amount of supplies on site for their army, but your knights can help themselves to it, too. A quick smash empties the contents, a boost to health or energy. Make sure to leave them for when you need it.
Slime Drip, oozing puddle of sludge. These blobs hang from ceilings and release an army of living slimes over time. Unlike Barracks, they cannot be broken. Rather, fire is their weakness. Burn them to stop the onslaught and end their continual growth.
Moat Water. A trench filled with water impedes an army's march. Hired troops cannot get across even the shortest of moats, and the longer ones can only be crossed by more able, lighter knights. Find a switch can activate a bridge to cover the water and leave a clear path to the fort. If not, then enjoy the fish that inhabit it.
Draw Bridge. This is your walkway over water. Finding the right switch pulls down these over moats. Your soldiers no longer have to worry about falling into the filthy waters. However, once down, they cannot come back up. Fish will not be able to jump up, and a safe landing can sometimes be lost.
Snowbank. In arctic strongholds, snow falls from the sky. When it touches a moat, it freezes into a sheet of ice. Upon the ground or castle, it forms a blanket of snow. This chilled layer is difficult to march throw, slowing your troops. It can, however, be dispatched with flame or a searing weapon.
Desert Sun. It shines over the wastelands, bearing down upon all who trek through there. While exposed to these scalding rays, a warrior slowly loses his strength. If left out in the battlefield for too long, they will collapse even if avoiding all attacks.
Devices
Lever, alternating switch. A control found on castles. Striking it opens up the barred gateways while sealing off any opened ones. It can be reversed or alternated innumerable amount of times, allowing the previous path to be taken later.
Torch, burning flame. These light sources hang on the side of a castle largely for decoration, but there may be some hidden use to them. Try and ignite or extinguish them as it might seem fit to unlock a hidden feature.
Panel, hidden compartment. Some castle walls may seem out of place as if there is more than just the bricks shaping the surface. These areas contain a secret compartment that can only be opened by activating a switch or button. If the wall is damaged by a Knight and becomes cracked, it may not open and seal the treasure held within forever.
Chest, treasure hoard. These bountiful boxes come as a relief to knights without a smashing weapon as any action pops them open. However, they are not left unsecure in the open without a more sinister intent in mind. While often filled with gold or other valuables, they might be trapped! Any number of banes could come out of it. In fact, the danger may just be the chest itself...
Links, hanging chains. These massive metal monsters hold together parts of the castle. They do nothing, typically, but hold up floors and other pieces of brick. If bound to the right type of platform, they can lift and lower using devices, opening up crossways.
Weight, crushing force. Suspended by chains, this monstrous mass will pulverize anything it happens to land upon. It shatters stone, smashes flesh, and clears out anything else that may happen to be in its path. Mostly, you find these inside of bonus rounds. The links supporting them are stressed and weak. Any damage to them causes them to bust and drop the load.
Last Modified - December 4th, 2010 | Established - March 26th, 2008