Fortix has a simple objective in each stage - capture all fortresses. These fortress areas flash red at the start of the level, and must be fully claimed to be successful. If you enter a situation where you claimed all non-fortress areas (making 100% impossible), the game can automatically continue if you get above a certain percentage.
You control a knight at the edge of the map, and can move the knight along the surrounding baseline. Moving into the main area starts carving out territory that you may then claim, but note that you are slowed by certain terrain such as swamps and water. You are also blocked by solid wall, even if it extends into the baseline.
The following obstacles are of note:
- Towers, which shoot at you if you leave the baseline. Their shots are blocked by claimed area. They are destroyed by capturing a trigger with a halbard icon, or by enclosing them in claimed area.
- Green Dragons, which fly in a mindless pattern.
- Bone Dragons, which turn towards the knight if outside the baseline.
- Blood bat, a single creature that flies along the baseline, and is even dangerous even if the knight otherwise seems safe.
- Black Dragons, which act like bone dragons, but shoot a set of three fireballs.
- Ancient Towers, which cannot be targeted by catapults.
Powerups appear from time to time, with a pentagram symbol. They appear randomly in an unclaimed areas, and disappear if they aren't collected in time. Powerups include speed, an extra life, slaying a dragon, stopping time, stopping towers, stopping dragons, adding 1 minute of extra time, and invulnerability.
Of the four difficulty settings, harder difficulties cause dragons and tower projectiles to move more quickly. Regardless of the chosen difficulty, any map can be completed through cautious advance, claiming a small portion of the grid at a time.
You have 12 shires to claim:
Shire | Layout |
---|---|
#1 - start | Capture the trigger to remove the tower (making it easy.) |
#2 - South-east choice | Solid walls block you on the left and right but you can still destroy towers using the trigger. |
#3 - North-west choice | Two triggers are in slow terrain. |
#4 | Grab all six triggers in the middle to trivialize the level. |
#5 |
Two approaches: You can either go for the triggers, or try working your way around the stone wall. |
#6 - north-west choice | Get the trigger as a priority, as it eases up on crossing the stone walls.
|
#7 - northern edge |
Slowly surround the center - capturing the fort causes others to fall in line.
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#8 - south-east choice |
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#9 |
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#10 |
If you can, you can also capture a tower, but travelling along the triggers still works.
Grabbing all triggers works, but you have to go around the wall. Still easy. |
#11 |
The tower on the right is not part of a fortress, but is still dangerous.
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#12 - Xitrof |
In this final battle, gradually enclose the center area, waiting for all incoming attacks to finish before the next segment. Some of the triggers in the route will clear the outer ring of towers, which will give a bit more breathing room. |