Hi, welcome to this post, In this guide, we will tell you all about Kingdom Eighties – Full Walkthrough and Playthrough Following this guide step by step.
If you’ve played prior Kingdom games, the foundations of gameplay remain the same, and much will look familiar. If this is your first time reading the Kingdom series, don’t worry! This handbook contains all of the necessary information.
Kingdom is a series about experimenting with gaming concepts to see what works (and what doesn’t) in your continual effort to construct, extend, and defend your kingdom. If you don’t want to destroy the sense of development and discovery that comes with blind playing, it’s best to avoid utilizing a guide for your first few attempts.
Also, expect to experience failures as you learn. Before you know it, you’ll be looking back on where you started and wondering how you ever made some of your early mistakes. The previous Kingdom games had an appropriate tagline for this:
For Kingdom veterans looking to jumpstart their playthrough:
- There is no downside to expanding! Cutting down trees doesn’t stop grass from growing or reduce recruitment locations.
- Long gone are the days of farming; now there are two primary strategies for earning coins: hunting (which often leads to coin accumulation) and chores.
- Kingdom: Eighties is an inherently linear campaign, with each chapter offering new challenges to the player. Due to this structure, it may be possible for content from earlier chapters to remain unavailable unless starting over and starting anew game..
Your mission is to collect coins to build defenses, recruit campers, and eventually fight back against greed while working toward each chapter’s unique goals. An unlit campfire in the center of each map serves as your home base; light it with three coins for an instant start! Upgrading it further brings various benefits (see “Buildings & Upgrades” section); however, your ability to upgrade depends on the size of your party – recruit more allies for more upgrades!
If this is your first time playing, please play the tutorial before reading any further.
You can “sprint” by holding Left Shift or double-tapping a movement direction, but you can only sprint for so long before you get tired. Thankfully you came prepared with your endless supply of lifespan-shortening energy drinks, which you can drink from by standing still for a few moments. This will give you unlimited stamina for a set amount of time, during which your mount will emit a trail of particles to tell you that the effect is active. Since, unlike your ancestors, you aren’t riding a horse, you can do this to top off your stamina anywhere, at anytime. Note that the effects of sprinting may vary between different mounts.
Stamina can also be spent in bursts to activate the special abilities of certain mounts. This can be achieved by double-sprinting (double-tapping Left Shift). For many of the mounts, this will make you do a wheelie, but some horses have powerful active abilities (see the “Mounts” section). The effects of wheelies is currently unknown (aside from making you look rad).
As each night passes, the hordes of greed will become more numerous and contain deadlier enemies. This means that the longer you take, the harder it will become to progress. Higher difficulty settings will increase the speed at which the greed becomes more dangerous. In addition to the wave of greed you defend against each night, there are two events to look out for:
Blood Moons happen about once a week, and will turn the day counter red to give you a heads up. During the day, all archers from both sides of your camp will converge to defend one side. This side will be the only side that gets attacked that night. Once night falls, the moon turns red, and the greed will send out a much more powerful wave than they usually do. If you manage to survive a blood moon, the next night will be peaceful, which turns the day counter green. The greed will not send out their normal attack wave during a peaceful night, but will still retaliate against any attacks you throw their way.
Retaliation Waves happen in direct response to the player’s actions. Any time you destroy a portal the sun/moon will freeze in the sky, stopping the passage of time. You will then hear a loud growl, which indicates that a huge wave of greed just spawned. This wave is even bigger and more deadly than that of a blood moon, so be extra careful! In higher difficulties, this spike in difficulty can be devastating. Once the wave is defeated, time will resume as normal.
You’ve come equipped with your 80’s-arcade-carpet-print coin bag, which you can use to hold a limited number of coins. Your HP is determined by how many coins you have in your pouch. When you are hit with an attack, you will lose an amount of coins proportional to the attack. If you are hit with no coins in your pouch, your crown will fall off, and if you do not recover it before the greed get their noodly arms on it, it’s game over. Coins are spent on all sorts of things, so maintaining a good source of money is key to succeeding. Below are the two primary ways of making money.
In areas where you have cleared trees, grass will begin to grow. If given enough space, tall grass patches will appear on fields of grass beyond your outer walls. These tall grass patches occasionally spawn small critters that roam around aimlessly. Your archers will hunt these critters during the daytime, and drop 1 coin each. Maintaining a healthy distance between your outer walls and the forest is key to allow your archers to have enough critters to hunt.
Another source of hunting comes in the form of deer. These only spawn in the forest, and will run away from archers and the player if they get too close. It is possible to take advantage of this by sprinting past them, then repeatedly scaring them back towards your camp in order to herd them toward your archers. They take 3 hits to kill, and will drop 3(?) coins each.
There are a limited amount of chores spread throughout each chapter, and (most) chores can only be activated once they are safely behind your walls. Chores are activated by paying a one-time coin fee, after which campers will do them during the daytime. Campers doing chores will regularly generate coins, with the amount & frequency of coins varying between assignments. Both workers and regular campers can do chores, but it is unconfirmed if one is better than the other (or if certain chores can only be done by a certain type of camper).
The Leader (you)
Working your summer job as a counselor at Camp Kingdom just got a lot more interesting with the appearance of the greed. Fortunately, you happen to be a descendant of some pretty cool monarchs, and they left you a family heirloom: the Crown of Creation. So long as it rests on your head, you have the power to build, expand, and defend against the endless onslaught of greed. But the greed are no stranger to this crown’s power- and centuries later they still want it for themselves!
Using his expertise with sports equipment, the Champ will enable you to build better defenses and equip some of your campers with protective sports gear. He is also an instrumental ally when it comes to laying siege, as he is the only one strong enough to move the siege barrier. He will occasionally use a charge attack to knock back an incoming horde of greed, dealing a small amount of damage to any greed he hits in the process.
Using her DIY know-how, the Tinkerer will enable you to build better defenses and repair broken structures you find across your travels. She is key to defeating the greed, as she is the only one capable of repairing important systems, such as the ones used to craft a siege barrier. Like the Champ, she will also use a charge attack to knock back and damage nearby greed.
Using his nerdy background in all things technical, the Wiz will enable you to build powerful defensive weapons and repair any broken electronic devices you come across. Just like the other teens, he has a charge attack he will use against greed, but will only do so when he is riding his bike.
A good boy. He will occasionally bark in the direction of incoming greed, letting you know which side needs defending. Be careful with him, as greed will snatch him up and run off with him if given the chance!
Like the other kingdom games, you can ride various mounts in Kingdom: Eighties, from trucks to skateboards. Each mount provides unique benefits, so try them all and find the one that suits your playstyle best! Any mount that you are riding at the end of a chapter will come with you into the next chapter, so pick wisely.
Your trusty bicycle. The default mount.
? Coins (5 to unlock)
Comes equipped with a wheelie bar for +50% wheelie duration. This is a bit buggy, and occasionally you can start an infinite wheelie (until you run out of stamina).
? Coins (? to unlock)
It cannot wheelie, instead letting you shift between two gears with a double sprint. The 1st gear lets you move fast in the forest, while the 2nd gear lets you move faster on grass. You can tell if you are using the faster gear by sprinting: your bike will emit trail particles at top speed, but only when using the correct gear.
? Coins (? to unlock)
It comes with a basket on the front for you to carry an extra-terrestrial friend. It cannot wheelie, instead letting you leap high into the air with double-sprint. This can be used to jump clear over an entire horde of greed, and you are completely safe from attack until you come back down. The arc of your jump is always the same, so don’t initiate a jump unless you will land somewhere safe!
? Coins (? to unlock)
The most stylish of mounts. Sprint to kick off the ground. This can be done repeatedly to build incredible speed and glide long distances fast at no stamina cost. This momentum-based movement comes with some drawbacks: it is harder to change directions when moving fast, and it takes more time and stamina to accelerate, leaving you vulnerable if caught off guard.
? Coins (? to unlock)
Campers & Siege Weapons (WIP)
Campers (AKA kids) are the useful yet troublesome little rascals you’re responsible for leading and protecting – now more than ever! “Stray” campers will occasionally spawn from certain “recruitment structures”, and can be recruited to help your cause by throwing them a coin. The structures they spawn from will vary from chapter to chapter, but this change is only visual.
Once recruited, campers will retreat behind your walls during the night, run away from nearby greed, and will seek out and equip any tools they can find. If a recruited camper is hit by a greed, they will drop their tool if they have one, or drop their coin if they don’t, at which point they must be recruited again by giving them another coin. All recruited campers will retreat to the next wall if your outer wall reaches 20%(?) health.
Campers become archers (AKA scouts) when they pick up a bow (even though half use slingshots). Archers go out beyond your walls to hunt critters and deer during the daytime, and stand just behind your outer walls during nighttime, shooting over the walls to hit the attacking greed. Each archer can carry up to 8(?) coins.
Campers become workers (AKA builders) when they pick up a hammer. Workers are tasked with chopping down trees, constructing your walls: and buildings, and repairing damaged walls in the morning. Be careful to not pay to chop down a tree or build a wall in the evening or at night, as workers will go try to get the job done no matter the time of day! Workers also act as the default workforce for chores – if a worker has no assigned task and a chore is available, any non-worker doing the chore will let the worker do so instead. It is unknown if workers generate faster profits from chores than regular campers. Each worker can carry up to 3 coins.
Campers become knights (AKA athletes) when they pick up a jersey. They will equip themselves with some colored sports equipment as a makeshift weapon & armor, and use a trash can lid for a shield. Knights will defend your outer wall on the side they were hired with a squad of 4 archers, who are assigned to follow them at all times. Unlike other units, knights and their squads will retreat more slowly when a wall reaches low health, which lets them protect the retreating troops. Squad archers will not hunt animals during the day, but they will join a siege party if needed, leaving the knight without a squad. Knights can carry up to 6(?) coins, but they will not give these coins back to you. Each coin you give a knight acts as another health point when in battle: If attacked, they will attempt to dodge the attack, but if they take damage, they will lose a coin. They will only lose their jersey when they run out of coins. A maximum of 4 knights can be hired: two for each side of the map.
The greed may have been a menace to your ancestors, but surely they weren’t expecting such a huge technological leap. With all this new-age firepower, you’ll surely send them running! Upon reaching a tier 4 campsite, the Tinkerer will construct a workbench at a rundown structure to act as the siege shop. You can use it to buy siege weapons, and you will unlock more siege weapons as you progress.
In siege mode, the Champ will get off his bike and push/pull the barrier to follow your movements. Up to 8 archers and other campers needed for that chapter, like workers, will line up behind and follow the barrier. Siege mode’s primary use is to advance your archers up to a greed portal, giving them a chance to shoot the portal itself to destroy it, all while being protected by the barrier. Note that siege mode can be used to attack portals in either direction.
You have the option to pay a dumpster 4 coins at the siege shop, which will cause the tinkerer to construct a siege barrier. Paying the barrier 1 coin will put your party into siege mode, and paying another 1 coin will take you out of siege mode, leaving the siege barrier wherever it was when you stopped. The siege barrier has a sizeable health pool, and blocks the greed from advancing just like a wall, effectively making it a movable wall. If you stand still while in siege mode when the barrier is safe, the tinkerer will come over to repair any damage the barrier may have taken.
The campsite is your primary base of operations in each chapter. It is the central location where most shops are located, allowing you to buy tools and weapons for your campers and defenses. Upgrading your campsite also enables you to construct buildings of higher tiers and miscellaneous other benefits.
Tier 1 – 3 Coins
Constructs the bow & hammer shops, and unlocks tier 1 & 2 walls.
Tier 2 – 5 Coins
Unlocks tier 3 walls.
Tier 3 – 11 Coins
Requires the Champ
Constructs the sports shop, unlocks tier 4 walls, and builds free tier 1 walls on your two innermost walls if you haven’t yet built them.
Tier 4 – 15 Coins
Requires the Tinkerer
Unlocks tier 5 walls and lets the Tinkerer build the siege shop.
Tier 5 – 21 Coins
Requires the Wiz
Walls can be built at any traffic cone that has had all nearby trees cleared. They are your primary defense against the greed, as they will impede the movement of most enemies until destroyed, giving your campers critical time to eliminate the greed. Better walls have more health, and any damaged walls will be repaired by builders during the daytime. Completely destroyed walls must be rebuilt at the cost of coins.
Tier 1 – 1 Coin – 1 to rebuild
Requires tier 1 campsite
Can take minimal damage before succumbing to the greed. Only effective in the early game or on lower difficulties.
Tier 2 – 3 Coins – 2? to rebuild
Requires tier 1 campsite
Can take moderate damage, but will fall quickly to higher difficulties and mid-game waves.
Tier 3 – 5 Coins – 3 to rebuild
Requires tier 2 campsite
A decent defense against the greed, even holding steady in the mid-game of lower difficulties, given you have enough firepower.
Tier 4 – 8 Coins – 4? to rebuild
Requires tier 3 campsite
A solid defense against the greed, holding strong through the late-game of waves of greed. of lower difficulties, given you have enough firepower.
Tier 5 – 12 Coins – 5? to rebuild
Requires tier 4 campsite
The best defense you could possibly craft to impede the greed. Unless you lack the proper firepower, you can expect this wall to only fall in the toughest of blood moons on lower difficulties. Be warned: They will still fall pretty regularly to mid-to-late-game waves on the highest difficulties, so be careful!
The Greed (Enemies)
The most basic of enemies, even for a 20th century teen. They will attack you and your campers to force you to drop tools/coins, or your crown if you have no coins left. If a greed sees a coin or tool they will steal it and run off to their portal. If they reach a wall, they will attack until it gives way. One shot from an archer will end their slimy existence.
A common variant of the basic greed with the same behavior but more health. A few shots will knock its hat/helmet off, leaving it as vulnerable as a regular greed.
Slug (unofficial name)
This massive tub of lard is the brute of the group, with the most health out of any greed (unconfirmed). Slower than a regular greed but hits a lot harder. They will not stop to steal any coins or tools that are dropped – they’re going straight for you!
Crabling (unofficial name)
An armored, ranged greed that will pepper you and your troops with shots from a safe distance. Each projectile deals the same damage as being hit with an attack from a normal greed. When sufficiently damaged, their shell will split open for a short time, revealing their weak spot (unconfirmed). Damaging this soft spot before they recover is key to killing them.
Crab (unofficial name)
This freak of nature uses a fast ramming attack to close the distance and deal high damage to whatever it hits. If it charges into a wall, player, or takes a sufficient amount of damage while charging (unconfirmed), it will fall to the ground for a few seconds, allowing damaging the beast. Its high health combined with impenetrable armor lets this greed dictate the flow of battle, forcing you to retreat inside your walls much faster than if they were absent.
This oversized greed is like a walking portal with fists. They boast high health, a heavy melee attack, and worst of all, they will stop every few seconds spit out 4-6 more greed to aid their assault. This will happen even when far from the player, letting them spawn lots and lots of greed before they even reach your walls, adding to their lethality.
This dainty-looking floating mess may look weak, but its health pool and danger to your campers is nothing to scoff at. They will fly straight over your walls and snatch up any campers they can get close to, and after grabbing 2-3 campers will attempt to retreat back to their portal. If killed after snatching any kids, the kids will be dropped and the floater will shrivel up into a ball, but if allowed to escape you will lose those kids permanently.
This greed will sprint ahead of the wave when you get close, running at incredible speeds and jumping clean over walls as they gun straight for you. They will ignore any coins you may have and knock your crown clean off with their first attack, then run straight for the crown before you can react. You will typically be safe from them if you stay behind your walls, but when they catch an unprepared teen outside their walls, it’s game over.
The Greed (Portals) (WIP)
Destroying your first beach portal will drop a bucket, which you can pay 1 coin to permanently upgrade your coin pouch into a bucket, greatly increasing the amount of coins you can hold!
Chapter I: A Summer at Camp Kingdom
Many greedy little slimeballs started showing up recently, and your whole camp is overrun! Not only that, but they just ran off with your only canoe, and with it your only shot of getting back home! Armed with your leadership skills as a camp counselor, it’s up to you to rally your troop’s campers to build up defenses and fight back against the invasive greed, reclaim your lost boat, and make your way back home…
Near your campsite, you will find a pay phone, and by paying it 1 coin you will make a call home. This plays a cutscene, after which you will unlock the ability to start the climax of this chapter.
Bonuses & differences this chapter:
- Campers are recruited from cabins in this chapter
- A cabin spawns within your east innermost wall (right next to your bow shop!)
- Your west-facing innermost wall starts at tier 1 (but uses a unique sprite that looks quite familiar…)
Somewhere in the forest…
A Gruesome Cabin can be found with a hockey mask hung on the door and a tarp out front. Hopefully this isn’t one of the cabins you’re responsible for as a counselor…
Pay the tarp 5 coins to get access to the Muscle Bike mount.
A Bus Stop can be found with a bike chained to a nearby sign. This is probably against the law, but desperate times call for desperate measures!
Pay the bike 5(?) coins to break the chains and gain access to the Gear Bike mount.
A Strange Probe can be found in a small clearing. You definitely weren’t supposed to see this.
Paying it 16(?) coins during a blood moon will be REDACTED, giving you access to the E.T. Bike mount.
The Champ can be found sitting on a ropes course. Paying him 1 coin will trigger a cutscene, after which you unlock the ability to interact with his lost trophy hidden somewhere else in the forest. You will need to find the lost trophy, which will be surrounded by a suspicious-looking growth. Upon paying it 1 coin, you will pull the trophy out from the ground, causing the growth to erupt, flinging greed into the air! Retreat and survive this attack, then bring it back to the Champ to have him join your party!
The Tinkerer can be found boarding up the roof of a watchtower. Paying her 1 coin will trigger a cutscene where she informs you that she will only come down once it’s safe. To get her to come down, expand your kingdom campgrounds until the watchtower is within your walls. You can then pay her 5 coins, which will trigger an immediate assault from the greed on that side of the map. If you can successfully defend against the wave without losing enough ground to put the watchtower back outside your walls, the Tinkerer will permanently join your party!
Chapter I – Climax (Spoilers!)
Upon defeating the portals between you and the cliff portal, there’s only one thing left to do:
Return the favor and take the fight to greed’s lair!
Bring your siege barrier up to the cliff portal and pay it 3 coins to start the siege and enter the portal. You must defeat two consecutive greed hives as you push deeper, after which you will find your canoe laying at the heart of the lair. However, unlike your ancestors that brought highly explosive bombs with them into the lair, you only had a dumpster and some slingshots! So just grab that canoe for 3 coins and keep it safe as you retreat back outside the portal. Upon successfully exiting the portal with the canoe, the portal will crumble and your builders will carry the canoe back to your campsite, from which you can depart for the next chapter at the cost of 3 coins.
Chapter II: Living Next to the County Fair
Crap, your canoe sprung a leak! Thankfully you managed to get everyone to shore safely, but now you’ve found yourself trapped in the suburbs infected by greed. You hunkered down in the school, but now it’s time to go home and see if your parents are okay…
In the overgrown neighborhood, you will find a house with a broken doghouse next to it. This is your home! Pay 1 coin to enter and play a cutscene, after which you will unlock the ability to start the climax of this chapter.
Bonuses & differences this chapter:
- Campers are recruited from playgrounds in this chapter
Somewhere in the neighborhood…
The Wiz can be found gaming at the local Polybius Arcade. Paying him 1 coin will trigger a cutscene, after which the small portal will become active. Destroying it will drop the Wiz’s radio, which you can bring back to him to have him join your party! Be careful though, as destroying the portal will immediately cause a retaliation wave to start.
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