Aeolia Wiki Tempest
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Level

Tempest

Pressure from the start and specials at the right moment. It collects 20% more wind.

What to expect

The computer decides every 3 s and makes at most 16 moves per minute. It fights for the central island from minute 3:00, harasses from minute 1:30 and attacks from minute 6:00. It collects ×1.2 the wind and uses up to 4 specials.

How to win

Don’t give it time to grow. A defense near your Collectors from the first minute, then a strong attack right after one of its specials: that special is ready again only after 42 s or more.

On the Route of the Winds

Worlds 14 (Islands of Olmafonda), 15 (Skies of Pietracorva) are played at this level. The Route of the Winds.

See also

Feats
Eye of the cyclone
On the Route of the Winds
The Route of the Winds
Mentioned here or mentioning this page
Flyers and nests · The hand · Weaves

This page on the relation map

What’s new

  • v22 The computer makes fewer moves: each level has a limit of actions per minute, from 5 (First Flight) to 16 (Tempest). On the first levels it leaves the central island alone for many minutes and attacks later.
  • v22 On Gale and Tempest, from the tenth minute the computer tries to reach your temple before the late hours: a tower on its row or column, then a bridge for the Carrier. Fewer matches end in a stalemate or a truce.
  • v21 The computer uses the hand on Gale and Tempest.
  • v20 What kind of God you are: repairing, protecting and raising rock make you a Guardian God; killing Veiled, breaking houses and making islands crumble make you a Storm God. Fighting between towers doesn’t count. Each one pays less for two miracles and has a different village.
  • v20 On Breeze the computer repairs and leaves your houses alone; on Tempest it goes after them.
  • v20 Above the enemy temple it says what kind of God it is: “enemy: Storm God 47”.
  • v20 At Crowstone, when Volana wakes up, a line says what kind of God you became along the route: Guardian God, Storm God or still a young God.
  • v13 The Route of the Winds: twelve worlds to win one after another. You start on First Flight and end on Tempest, with world rules that get tougher and tougher. Each world you win opens the next one.
  • v12 Five levels, from First Flight to Tempest. On the first levels the enemy marks the target of its attack in advance. After two wins in a row the game suggests the level above, after three losses the one below.