Android GamesWhether free or paid, put Games on your Android Phone and play them! Talk about, share and discuss games for Android here. New apps can be found and announced in the Applications Announcements forum linked below.
This is a Majesty: The Fantasy Kingdom guide and walkthrough for the Android game.
This walkthrough is only for Bloodthirsty (the hardest difficulty), although the easier difficulties should be fine with the strategies too.
Note that the directions used in this walkthrough will assume that the top of the map is North, the left is West, and so on.
1. General Info & Tips (strongly recommended)
1.1.1 Fighting Heroes Warrior (in Warriors' Guild): the bread-and-butter of your army; pretty tough and can pretty much survive on their own
Paladin (in Warriors' Guild with Temple of Agrella): walks faster, hits better, and more likely to explore than Warriors; they survive VERY well, but cost significantly more
1.1.2 Wizard Wizard (in Wizards' Guild)
The best damage-dealing units of the whole game when levelled up. They die in one hit at lower levels.
They're essential for many missions (including Dragon Hazard). Wizards are useless without the spells trained in the Library.
Note that harpies are immune to magic (from my experience). Keep harpies away from wizards at all costs!
Different spells are learned at different levels. When the Wizard reaches the said level, he can use that spell.
Wizard Skills (level 1 Library): Fire blast: Learned at 3, effectively allowing him a guaranteed kill on most enemies before they can hit him Magic resistance: Mostly useless, except against Vampires' spells (in my experience) Teleport: Not that useful, but they move faster when needed
Wizards Skills (level 2 Library): Meteorite storm: Learned at level 8, this skill allows wizards to kill every enemy in a large area very quickly; meteors repeatedly land on a point, doing big splash damage Fireball: Learned at level 5, like a single-hit meteorite storm Fire shield: Learned at level 2; this allows monsters a few hits on a wizard (instead of one hit) before he dies
Keeping Wizards Alive
Wizards die really easily, so it's your job to keep them alive. There are several important tools for this:
Building placement: Do not place the Wizards Guild on a side that gets a huge amount of enemies. Try to avoid having incoming enemies pass directly by the front door of a Wizard's Guild. It's good to place Guard Towers and Warrior's Guilds near a Wizard's Guild to protect the wizards.
Game saves: Save when your wizards are alive! If they die, load the game, and they might make a different decision that doesn't lead to them dying.
Invisibility: When combined with game saves, you'll never lose your wizards unless you choose to. If a wizard's about to be attacked, make him Invisible manually! If a wizard dies a few seconds after a Game save, make him Invisible, and he won't die!
Note that invisibility can also be used on enemy units. If your wizard is stuck attacking a harpy and the harpy is stuck attacking the wizard, use invisibility on both of them. Your wizard will go on his way, and the harpy will eventually turn visible, probably somewhere where she can be killed by one of your melee units.
1.1.3 Other Heroes Tax collectors: there's not much you can do with them, but be sure to set the minimum amount of gold they take! I usually set it to 100/100, and raise it later if income goes higher; this allows them to avoid dying on unnecessary trips for tiny amounts of gold
Healer (trained at Temple of Agrella): very good support units, although they tend to cluster around one or two units; they really will never die
Necromancer (trained at the Temple of Crypta): they're not great, but the fact that they raise skeletons and zombies makes them a viable replacement for melee fighting units in some situations; their fragility usually does not allow them to fully replace those units
The rest of these heroes I never used Ranger (trained at Ranger's guild): good for cheap and fast exploring early-game, but they die easily Elf (trained at Elven Bungalow): like the Ranger, except even less useful; skip Dwarf (trained at Dwarven Fortress): very slow warrior, not very useful in my experience
1.2.1 Buildings' Uses
It's pretty easy to see what the Guilds do, but I'll explain the good uses of the other buildings.
Guard tower: If placed properly, these protect your Wizards from attack
Marketplace: You need these for money; not having one of these slows you down a lot. The healing potions are also very useful
Elven bungalow: These double your income from all your buildings! This is really useful when you want to speed up your game or need to get expensive things (like a level 3 Temple or Agrella or Wizards' Guild); with one of these and one level 3 Marketplace, you will rarely be out of money
Gnome hovel: Costing just 100 gold for the first building, these can really speed up your game if you build them at the start; they also help to repair your Marketplaces, which can get destroyed pretty quickly by Trolls otherwise
1.2.1 Building Placement Building placement is one of the most important parts of the game! Here are a few general tips.
Warriors' Guilds can absorb a lot of damage. Also, warriors automatically return when they get attacked, and warriors will protect adjacent buildings too when they come out of the Guild. Place these in the directions where enemies come from.
Wizards' Guilds need to be placed somewhere where outgoing wizards won't encounter enemies nearby (as they'll get killed at low levels)
Marketplaces should be placed beside one or more Warriors' Guilds (preferably one to the southwest or northeast, and another one to the northwest) that can protect them from Harpies and Trolls (which attack them specifically)
1.3 General Tips Game saves: If everything's going fairly well and none of your heroes are in any situation where they might die soon, save your game! In case one of your high-level or important heroes die or a building gets destroyed in the near future, you can get back to this point and adjust your strategy instead of starting over again. You can also use this trick to avoid the annoyance of Wizards dying.
Invisibility: The most important skill in the game, this helps your heroes stay alive if you use it on a low-health hero. If you use it on an enemy, you can have a hero ignore that enemy. This is good if a hero is heading towards a flag of some kind.
Heal: If you don't have as much money; a cast of the Heal (the cross) spell might keep him alive for long enough to run away
Explore flags: Often, multiple (2 or 3) Explore flags will attract more heroes than one expensive one.
Attack flags and flags in general: Don't set flags in different directions. First have one target direction flagged, and when the target is close to being achieved, set the flag in the other direction. Also, don't set too many flags or too high-valued flags, as that will draw all your heroes away from your base and leave it underdefended in many scenarios, which can ultimately be counterproductive.
2 Walkthrough On diagrams: the building locations are coloured:
Red: Castle
Grey: Warriors' Guild
Cyan: Temple of Agrella
Dark Red: Temple of Crypta
Green: Gnome's Hovel
Gold: Marketplace
Purple: Wizards' Guild
Pink: Library
Orange: Guard Tower
Black: Blacksmith
2.1 Level One: Rat Plague
This is a fairly easy level regardless of how you do it, and the only one I used rangers.
We start by getting a Ranger's guild on the southeast side of base and two or three Rangers that explore the map on their own. This is necessary as there are single rats spread around the map.
Then, we buld a Warriors' guild on the western corner of the base, and then 4 warriors, as well as a Marketplace. You don't need that much money this game, so I only upgraded Healing Potions. It's recommended that you build another Warriors' guild to speed the game up.
Then, it's a matter of setting explore and attack flags. One Monster's Lair is on the western corner of the map, while the other is near the northeastern edge.
2.7 Level Seven: Elven guerillas
This level is tough due to the large number of enemies attacking your base. Finishing in 38 days guarantees you a Gold in my experience, but I'm not sure if it's based on time.
I chose to finish this by killing the Elves. While reaching 40,000 gold in less than 40 days is probably possible, a lot of Marketplaces (at least 2, probably 3) would be needed. The number of Trolls generated by the marketplaces would be pretty hard to manage, given the already-large number of enemies.
Strategy summary
Lots of Paladins (3 Warriors' Guilds) and good building placement (to protect Marketplace)
Building layout
Actions
We first build a Gnome hovel. Then, we build the first Warriors' Guild on the east and train one warrior. As soon as the Warriors' Guild is done, we build a Temple of Agrella. We start training Paladins as soon as the Temple finishes. Build the second Warriors' Guild on the southeast, and then build the Marketplace.
Now we slowly train Healers and more Paladins in the second Warrior's Guild as money comes in until we have 7 Paladins. Upgrade your Marketplace if you want, but at least get Healing Potions.
Don't set Explore flags before you have two fully-occupied Warriors' Guilds as the enemies come fast.
I recommend getting a third Warriors' Guild on the southwest of your base (coloured light-grey) and train one or two Paladins. You can explore southwest before you get this, but this way, spawned enemies from the southwest won't keep attacking your castle and force your forces to return.
There are four groups of Elven bungalows: they're marked on the map below in blue. Your castle is red. Set Explore flags past them, and then set big Attack flags once they've been found and cancel your Explore flags.
2.8 Level Eight: Horned Bride
The Dwarves can't fight, and the Minotaurs are super-strong. I think it would be nearly impossible to protect the Dwarves instead of eliminating the Minotaurs in Bloodthirsty, and as such, I chose to kill the Dwarves as soon as I could.
Strategy summary Protect the Dwarves until Day 12 with towers and make sure you attack the Dwarves after the message pops up, but before the Minotaurs destroy their castle.
Building layout
Actions Build a Gnome hovel on the northeast. Start off by building the Warrior's Guild. As soon as it's done, pump out 4 warriors, and build the Wizard's Guild. Build 2 wizards and then the Guard Tower on the west (to prevent your Wizard from getting killed on that side). A second Guard Tower to the southeast can also help. Build a Library and research at least Fireball, but
At the same time, with your excess money, build another (one or two) Gnome hovels in some free space in the interior of the Dwarves' base. Then, build Guard Towers.
Build two adjacent to the Dwarven Tower at the northern tip of their base, but slightly south of the Dwarven Tower so that they don't get attacked too much. Build one or two on the east (between the two Dwarven Towers on the east), and build one on the west, just north of the hanging skeleton. Replace the towers if they get killed (and you have the money).
Send explore flags to the Dwarven base to protect them and to clear the way to their base for the 12th day.
When the 12th day comes, you'll get a message from the Minotaurs. At this point, set up an attack flag on any building of the Dwarves. As soon as any of your heroes attack the building, the Dwarves will become your enemy. The Minotaurs will finish them off and you'll win.
2.9 Level Nine: Dragon Hazard
In this level, you need to survive for 40 days, AND kill all of the dragons. This second requirement tripped me up, and I actually emailed Herocraft to ask about this. The dragons kill everyone except wizards quickly, and the harpies kill all the wizards quickly.
Strategy summary
Using saved games, load the game when a wizard dies. Have four high-level wizards to kill the dragons, and tons of melee units to kill the harpies. Keep pumping out melee fighting units as they die to dragons.
Building layout
I kept restarting the game until I got a placement of the sewers near the location of the Wizard's Guild (which spawn rats), as this helps the wizards level.
Actions Remember to save frequently if things go right!
As soon as the game starts, build the Marketplace, followed immediately by the first Warrior's Guild (on the north). At this point, the sewers (which spawn rats) should have shown up. If the sewers weren't spawned near the point where I indicated the Wizard's Guild would be, I restarted the game, as the rats serve as valuable experience for the wizards. If the sewers were spawned at a good location, I save.
As soon as the Warrior's Guild finishes, I build the Elven Bungalow and train 3 warriors. Afterwards, I build the Wizard's Guild and then the Library. During all of this, I'm upgrading the Marketplace to level 3.
With any cash I have remaining while upgrading the Marketplace, I train 4 wizards. If all has gone well, the wizards should start running around and killing things. As per the "Keeping Wizards Alive" part of this guide, use Saved games and Invisibility to keep them alive.
In the meantime, upgrade all of the Level 1 wizard spells and train the 4th solider, and then upgrade all Level 2 wizard spells except Meteorite storm. You should be raking in the cash. With any excess cash, build the Temple of Krolm and the second (southeastern) Warriors' Guild. Do not train heroes there yet.
You really need to have a level 5 Wizard (with Fireball) by Day 12 to 14, when the first dragons come around. Lower-level spells do negligible damage. Set explore and attack flags to the northwest (near the Peasants' House) and the southwest (also near the Peasants' House) and try to get your wizards going there by saving and loading if they're not leveling fast enough.
Once you'd defeated the first wave of dragons, train heroes at your new Temple and Warrior's Guild, and build a new Warriors' Guild (to the west). Once that's done, it's a repeating cycle of building new Warriors and Necromancers to replace dead ones, and killing dragons.
During this process, there are a few tips that will help you.
Keep training new heroes! When you have spare time, go around each of the 4 buildings and train a hero.
Save when the coast is clear! No dragons or harpies? Save the game! Load if anything goes really badly (for example, a wizard dies).
Use invisibility on harpies! If your wizards are stuck attacking harpies while your warriors are dying to dragons, temporarly make the harpies and wizards invisible.
Kill dragons outside of your base! If you see lots of dragons hovering around the map, set some attack flags to get rid of them before the harpies come and make the game really annoying for you. If a dragon is attacking the northwest or south of your base and no wizards are going after it, set some attack flags, or else you'll lose heroes and buildings.
Once the 40th day comes, that'll be your final wave of dragons. After that, use the Sight spell to explore the map and kill the dragons that are hanging around.
2.10 Level Ten: Paladin Riot
The enemies don't stop coming, and the waves of vampires are very hard to defeat at the start. This level is harder than Dragon hazard in that there are more things that have to go right for you to win. It's been really hard to win without abusing saved games to make sure a hero does a certain action at a certain time.
Strategy summary Release 8 fighting heroes from caskets and build a Temple of Agrella before the first wave of Vampires on day 12, get a Level 3 Wizard's Guild and more heroes, and kill the Temple.
Buildinglayout Build all your buildings to the northeast and southeast of the castle.
The casket locations are shown below. Your castle is in red and the Temple of Crypta is in dark red.
Casket area 2 contains 2 Paladins.
Casket area 3 contains 1 Paladin and 2 Warriors.
Casket area 5 contains 2 Warriors of discord.
Casket area 8 contains 1 Warrior.
Casket areas 1 and 4 contain 2 Wizards each.
Casket area 6 contains Barbarians.
Casket area 7 contains 2 Healers.
Actions Start by building the Marketplace to the southeast, followed immediately by the Warriors' Guild by the castle on the northeast. As soon as the Warrior's Guild completes, train a Warrior and set a explore flag by casket area 2 with only 100 gold. Save the game before the Warrior comes out.
Keep loading the game until the warrior immediately chooses to hunt northwest or explore towards the flag upon coming out of the Guild. You should have enough money to build a second Warrior's Guild. Do so, directly east of your castle.
Your single warrior should be heading northwest and should notice the. Save the game just before this first warrior opens the single casket at casket area 8.
Keep loading the game until the high-level warrior that comes out of the casket immediately chooses to hunt northwest or explore towards the flag. Immediately retire the low-level warrior you originally hired. Before the high-level warrior reaches the set of caskets at casket area 3, save. Usually, he'll get stopped by 2 zombies and 1 skeleton. Before he opens any caskets, set a new 100-gold explore flag at the southern corner of casket area 5. Save when he's about to defeat the last monster.
Keep loading until the following occurs after he opens all the caskets:
1. The Paladin released heads towards the northwest OR two Warriors head towards the flag to the northwest (near area 2)
2. At least one fighter heads towards the flag to the southwest (near area 5)
If you want to really play it safe, load until two Warriors head toward the northwest and the Paladin heads towards the southwest. Save immediately after this happens.
If your fighter heading towards the southwest gets stopped by a monster, save. Keep loading until he goes on towards the flag after defeating the monster.
Eventually, the heroes at casket area 2 will release 2 paladins and the hero(es) at casket area 5 will release 2 warriors of discord. Save once this happens. At this point, it should be around day 5 or 6, and you should have 3 high-level Warriors, 3 high-level Paladins, 2 high-level Warriors of Discord, and something like 1500-2000 gold.
From this point on, upgrade your Castle to level 2, research healing potions, and build a Temple of Agrella in that order. Pump out four Healers.
Also from this point on, load the game if any of your fighting heroes die. This is to save money for a Level 3 Wizard's Guild (to avoid having your heroes entombed).
On day 11 to 13 or so, the first wave of vampires should come. If your heroes repel them with no losses, save. Afterwards, save after every wave of vampires with no losses.
Work to upgrade your Marketplace to level 3. In the meantime, be a manual healer and keep using heal (when necessary) to keep your heroes alive.
Upgrade your castle to Level 3. Save up another 6000 gold and then build another Warrior's Guild. Pump out 4 more Paladins. If you see any heroes trapped in nearby caskets, set some expore flags near the caskets to free them.
Finally, once you have a fair amount of heroes use the Sight spell to explore the area of the map with the Temple of Crypta and set a huge Attack flag on it. Soon, your heroes should attack, and victory will be yours!
A few tips:
If something just won't go right after repeated loads, start over. I know it sucks, but I had to do this a few times before everything worked out right. If you want "multiple saves" and have a rooted phone, you can also use an app like Titanium Backup to make multiple saves by backing up the game data
There are two ways to manually heal heroes; if you want them to keep fighting, manually heal them early on; otherwise, don't heal them until they're really low on health or have stopped fighting
If there's a bunch of vampires gathering around a single hero and a single healer, set some attack flags on the vampires to get more people to come, or else your hero will certainly die when the healer gets scared off
Somewhere in there, build a few (2 or 3) Gnome Hovels to make sure your Marketplace/Temple of Agrella don't get destroyed
Don't actually train any Wizards! The reflect spell ability of the Vampires make your wizards kill your other heroes; retire any wizards you get out of caskets
Hope this helps! Note that you'll need to load up to 50 times before you get to day 6 if you're unlucky, so don't worry about it. While I don't think that abuse of saved games was a design requirement for completion of the level, this strategy worked best for me. Good luck!
2.11 Level Eleven: Eloped Wife
This level is slightly (but only slightly) easier than Paladin Riot. There's a lot of luck involved in finishing the level, as you need one of your Warriors to come back with boatloads of cash. They don't tend to do this as they usually either get killed or keep fighting the huge numbers of enemies that keep coming).
Note that you don't need to destroy the three Elven Castles to weaken the daemonwoods if you don't want to! If you're using Wizards like I am, it's faster not to destroy them.
Strategy Summary Get 8 Warriors and a Marketplace with healing potions. With some luck, some warriors will return with boatloads of cash. Upgrade your castle, build a Wizard's Guild and a Library and eventually grow the number of Wizards and their levels with the "Invisibility" spell. Eventually attack straight towards the Elven Castle on the right corner of the map.
Building Layout This level is a little annoying as you can't shelter buildings behind your castle. Also, your heroes tend to wander very far left and down the map and get killed. The building layout we have right now is a way to try to prevent that.
We start by building a gnome hovel as close to the right-bottom edge of what you can initially see (inside the Wizard's Guild box). Then, we build around there.
Note that the locations of the Library, Temple of Crypta and Gnome Hovels can be changed without huge differences, as you should have skilled Wizards by then.
Actions At the start of the game, you should probably destroy the Rangers Guild. Rangers will lead enemies back to your base otherwise, and you don't want them attacking your buildings that early, as it slows down construction.
Start out by building the Gnome Hovel at the right-bottom corner. As soon as that's done, build your first Warriors' Guild, the one on the left. Once that's done, pump out Warriors and build the Marketplace at the same time. When that's done, immediately research Healing Potions and build your second Warriors' Guild.
Once you have 7-8 Warriors, build the Guard Tower, so that your Tax Collectors don't have to walk all the way back to the Castle.
Now, we just hope for the best and replace any dead Warriors. Feel free to use saves to try to get cases where Warriors don't all die to Spiders within a short time, as that pretty much loses you the game.
We have to actually get pretty lucky for the erest of this strategy to work. Your Warriors, while fighting the rich elves, should accumulate thousands and thousands of gold. However, they tend not to ever try to return to base, and when they do try, they usually get killed.
Using saves can help you here, but not much. Basically, you need to hope that one or two fo those Warriors return home with their gold, and that the (at least 3000 for the Castle, and another 2500 for Wizards and Libraries) gold is successfully delivered to the Guard Tower or the Castle.
When this happens, save!
That happened for me, and I immediately set about upgrading my Castle. Following that, I destroyed the Gnome Hovel, built one or two new ones. The yellow-shaded Gnome Hovels can really be placed anywhere where they won't be destroyed, and not specificallly where I put it in the map.
Once the Castle's done, I built the Wizard's Guild on where the Gnome Hovel once stood. As soon as the Wizard's Guild finished, I built the Library and started training one Wizard.
I only trained one Wizard in the start as I was quite intent on keeping him alive with Invisible, as swarms of elves had already gathered on the southeast by this point. At the same time, upgrade Fireball, then the other two Wizard abilities and immediately upgrade to Library. Upgrade Fire Shield, and eventually, once your Wizard levels up to 5 and 8, research Fire blast and Meteorite storm respectively.
Keep the Wizard alive! He should quickly level up to Level 3 if you follow the above directions for keeping Wizards alive (mostly use Invisible, possibly saved games). Once he gets there, he gets pretty useful.
From here on out, keep pumping out Wizards and keep replacing Warriors for the time being. They're really just meat shields.
Somewhere in this process, build a Temple of Crypta, preferably near the Library. This is mainly to shield the castle and to protect the Library. Keep the Necromancers alive too, although this should take less work than keeping the Wizards alive due to the presence of skeletons. You can also build the second Wizards Guild to the left of the Warriors' Guilds if you want at this point for more Wizarding power.
Finally, once you have at least 4 high-level Wizards, you can use the Explore (Sight) spell to explore the very eastern corner of the map. The Elven Castle there is where your wife is being hidden. Set attack and explore flags around that area, and victory should be yours.
In the process, feel free to upgrade your castle and Temple of Crypta so you can resurrect the rare dead Wizards.
2.12 Level Twelve: Elvish Princess
This level is of a pretty reasonable difficulty on Bloodthirsty. No real luck is necessary, and crazy amounts of points can be obtained even with a 55-day finish.
Interesting point: the trolls, spiders, and goblins will attack each other.
Strategy Summary We start out by getting a third-level Marketplace, and two fully-filled Warriors' Guilds. Upgrade the Castle, get a Temple of Agrella, and fill up two more Warriors' Guilds with Paladins. Once they get to a reasonably high level, set explore flags sequentially to each elf. Once there, manually use the heal spell to keep whichever unit that's attacking the elf alive. This is expensive, but you should have enough money by then.
Building Layout The main goal is to protect your Marketplace; you'll have a lot of units coming in to attack from all sides. The numbers indicate the order the Warriors' Guilds should be built in.
The map below indicates the locations of the three elves. Each of them is guarded by a Monster Lair; harpies on the left, trolls on the bottom, and the most dangerous - spiders on the right-bottom.
Actions First, build a gnome hovel. Then, build the Marketplace immediately. Start upgrading it as soon as it's done; we keep upgrading it continuously as we build other buildings until it's upgraded to Tier 3.
Build the 1st Warriors' Guild; pump out Warriors as soon as it's done. When it's done, immediately build the 2nd Warriors' Guild. Repeat the process.
If you want, use saves to avoid having too many Warriors dying to spiders. This isn't needed at all, and I didn't really do it. The good part about this level is that the goblins often fight with spiders, killing both parties.
Once you have 3000 gold, upgrade your castle. Build a Temple of Agrella and pump out one or two Healers. Build the other Gnome Hovels at or before this point. When your buildings aren't under attack and you have 2400 gold, build the third Warriors' Guild. Train 4 Paladins. Then, wait for 3200 gold and build the fourth Warriors' Guild. Train another 4 Paladins and fill up your Temple of Agrella.
Rack up some gold as your Warriors and Paladins defend your base and level up.
Once that's done, save (just in case too many heroes go in a certain direction and your base gets destroyed) and set an explore flag worth several thousand gold at one of the Elves. Eventually, one or more of your heroes should head over there.
Multiple units may get there and get attacked by the elf; most of them will die or try to retreat when they keep losing health really quickly - try to save them. Regardless of whether one or multiple units arrives at a time, always keep one unit - one that's fairly strong and within range of the Elf - alive by manually spending gold on the Heal spell every one or two seconds on him.
You will be burning through gold if you do this, but by this point, your third-tier Marketplace should've earned you thousands, if not tens of thousands of gold (since it takes a long time for a hero to get to the Explore flag). Keep doing this until the Elf dies.
Repeat the process for the other two Elves and you should win.
Note that you shouldn't want to set Attack Flags on the Elf. That would send more than one hero there; since you can really only manually heal one hero fast enough, the rest would just die.
The End (for now)
More levels' walkthroughs probably will not come soon but if anything is tripping any of you up, feel free to post!
Last edited by arcii; November 25th, 2011 at 01:29 AM.
Reason: Added Level Twelve, changed some stuff, added notes on Tax Collectors
For Paladin Riot, the strategies I've tried are built on unlocking caskets. They've helped a lot, but I haven't been able to win yet.
Here's what I usually try to do:
1. Gnome Hovel, Marketplace (don't research Healing Potions yet) and then Warrior's Guild
Before the Warrior's Guild finishes, I set one cheap (100-gold) explore-flag to the second set of caskets (two caskets) on the Northeast side of the map (the one near a monster's lair, near but not at the Northern corner)
Then, I hire one Warrior and save before he comes out for the first time. I keep loading to that point until the following chain of events happens:
The Warrior decides to either explore on his own or goes towards the explore flag and opens the casket that's really close to your base
The Warrior that emerges from the casket decides to explore towards the explore flag and opens the 4 caskets that are closer to your base
At least one Warrior/Paladin that emerge from those caskets decide to explore towards the explore flag and release the two Paladins
Two strategies I've tried are:
Have only one Warrior's Guild; this means that I retire the level 1 Warrior before the 3 Heroes from the 1st set of caskets are released, and then retire 2 Warriors before the 2nd set of caskets are released, so I end up with 3 Paladins and 1 Warrior; however, this saves some money and allows me to go for a Temple of Agrella before the first wave of vampires come
Have two Warrior's Guilds; this means that I end up with 4 high-level Warriors, 3 Paladins, and 1 low-level Warrior that I originally hired; these can help a lot in holding off Vampires with the help of potions, but they do eventually die
The 2nd strategy had managed to hold off the Vampires for a short while. I'd appreciate it if you could share what you've done!
That being said, I've been taking a break from the game, but I will get back to it.
I've beaten Paladin Riot on the easiest "Pacifist" setting a number of times, though I've been completely unable to beat it on either of the harder two settings, Peacemaker and Bloodthirsty.
Beating Paladin Riot it on the easiest setting took some trial and error, but it's fairly straight forward. The key to victory is the Dwarven Tower.
Quick walk-through:
Build all buildings as far towards the north-east as possible. Build a blacksmith, build a market, upgrade the market to level III, build a Warrior's Guild and 4 warriors, build 3 gnome hovels, 1 touching the north castle wall, the other touching the eastern castle wall, 1 touching the north wall of the marketplace. Build a guard tower near the marketplace entrance to keep your money collector from wandering around and getting killed. Wait for enough money to upgrade the castle to level II.
The only real threat is attacks on the marketplace. Focus on quickly building and upgrading as quickly as possible while making sure the marketplace isn't destroyed.
Upgrade the blacksmith to level III (prerequisite for a Dwarven fortress) wait for enough money to buy the Dwarven Fortress, only then destroy the Gnome hovels and immediately build the Dwarven fortress. The moment the fortress is completed, build Dwarven Towers touching the southern and western sides of the castle. You can build two towers simultaneously at a good speed. Five dwarven towers closely grouped on the western and southern sides of the castle are nearly invincible. Most of the baddies walk right into their field of fire and die before even reaching the castle. I also put one near the market. Early in the tower building process, buy at least one Dwarf; they can make the building and repairing of towers go quite a bit faster.
With 4 or 5 dwarven towers near the castle and one near the market the game is effectively won. Now it's just the grind of building another market near the first market, building even more dwarven towers, building a healing temple, wizards guild, upgraded castle, another warriors guild, library and the rest. Don't forget a few well placed dwarven towers to protect these new buildings, they also help protect money collectors from rats. A dozen dwarven towers is not too many. Well spread towers actually save money, as they prevent any number of heroes from being killed while defending the castles and buildings.
My personal opinion is that Majesty's Paladin Riot level on the hardest two settings is completely broken. I suspect it was released before it was properly tuned for difficulty. My guess would be that they tested it on the easy setting without ever testing it on the higher two settings. They just shortened the time for baddies to appear and increased their number. In other words, it's not just a hard on the Bloodthirsty setting, it's a bug. Consider that even on the easiest setting, Paladin Riot is harder than nearly any other level in the game on its hardest setting.
I believe it is completely impossible to beat PR on the hardest setting. The enemies come so quickly and in such a continuous stream, there is simply not enough time or money to build even close to enough defenses. It's simply impossible.
I expect that a future bug fix will re-tune the harder settings to make them beatable. I suspect they'll just delay the onslaught by a few minutes and stop the continual stream of baddies. In other words, a fixed version will make the hardest setting little more difficult than the current easiest one.
While I like Majesty overall, I'm not so happy with unbeatable levels that obviously never had a single hour of QA testing.
Last edited by Tyalon; July 2nd, 2011 at 11:50 PM.
What about a walkthrough for the Daemonwood level?
I have beaten this level many times, but never with gold.
I'm not going to write out the full guide, but I found that the fastest way to finish this level is:
1. Get two Wizard's Guilds, a Library, a Marketplace and 8 wizards; don't get any Warriors' Guilds; research spells in the Library and keep your wizards alive with invisibility (since you start with tons of cash)
2. Once most of your wizards are level 5 and can use Fireball, use the Explore spell with cheap (200-300) attack flags on all the Daemonwoods; at this time, build a Warrior's Guild on the southwest to block off the castle and train 1 or 2 warriors.
If you find that your wizards aren't leveling fast enough, have them destroy the Troll's nest and Spiders' den on the northeast of your base.
This should get you done in <25 days, which is a guaranteed gold.
Full congratulations for beating the level. Still, what you had to go through? Over 50 loads and lots of random chance?
I'm as convinced as ever at the Paladin Riot level was never properly play tested and is in fact, broken.
Good job though.
Yep, it's probably broken, but I think it's completely possible to beat (albeit in a longer and more tedious game, and probably a game of the length they intended; finishing it in 42 days gives you more than 900 points!) without opening the caskets with the two Warriors of Discord at the start of the game.
If you choose not to open those, all you need to do is to set the explore flag or two in Casket Area 2, which would surely attract a warrior fairly quickly without any saved games.
Last edited by arcii; July 14th, 2011 at 08:29 AM.
I feel boring of 40days survival mission. All heros dare to fight the red dragon when they are level 1. they always ignore my explore flag. seems they are frog prince await for dragon princess kisses.
I feel angry for the AI. Do you all think there is a BUG? any ways to defeat the dragon without save and load?
So, I noticed the guide jumps from level one to level seven, what about the others?
Im having trouble beating level four, the troll level. I just cant seem to keep the lairs up. Is there a trick or goal im missing?
Also, when playing this level if I load a saved game all my heros walk back to the castle and disappear and I have to buy new ones... This is lame.
So, I noticed the guide jumps from level one to level seven, what about the others?
Im having trouble beating level four, the troll level. I just cant seem to keep the lairs up. Is there a trick or goal im missing?
Also, when playing this level if I load a saved game all my heros walk back to the castle and disappear and I have to buy new ones... This is lame.
Two lairs near your base,west and south. build one warrior guild next by those two lairs. Spider will attack your structure instead of the lairs. You need not to help all lairs. Keep two lairs save in the end is ok.
You have wizard house at the beginning. Probe the edge of map by magic. this can help you get ready for spider suddenattack. Surely, one or two Rangers would help you open the map. it is great at beginning.
I just beat Dragon Hazard on bloodthirsty without using a single wizard or having to revert to a single save point.
The strategy I used was to get big fast, earn tons of money, and build enough Dwarven Towers to keep the dragons at bay while letting the undead kill them.
Quick walk thru:
Immediately build two Markets to the west and southwest of the castle, then a Warrior's guild to the north west of the castle, then an Elven Bungalow to the east of the castle. Create a warrior or two to keep the market free of Harpies, Trolls, and Rats.
The Elven Bungalow doubles all income from the marketplaces. It allowed me to quickly upgrade both markets to level III well before the first dragon arrived. After both markets had been upgraded to L3 and I had about 2000 gold, I retired the Elven castle and built a Dwarven fortress. (you can't have both Dwarves and Elves at the same time). I put the Dwarven Fortress to the east of the castle, where the Elves were.
As soon as the Dwarven fortress was completed, I started building Dwarven Towers at the places the dragons initially attack, the south-east and and west. A grouping of two to three dwarven towers will quickly take down a single dragon. Towers have to be very close to one another, so that any dragon attacking the furthest tower will be within range of nearby towers.
Dwarven towers alone can keep the first small waves of dragons at bay, but it won't stop the huge waves. For that, you need something capable of killing dragons a short distance from the towers. Otherwise, the huge waves of dragons will eventually burn down the towers.
Wizards work, but wizards are a complete hassle as they are always getting themselves killed. The solution I found is the Necromancer and its undead hoards. Necromancers do die, especially 1st level ones, but not nearly so much a the aggravating Wizard. The Necromancer stays far enough from the dragons to avoid their fire and continually attacks it with hordes of undead. Dragons will eventually kill the undead, but the Necromancer just creates more at no cost. Even better, dragon attacks don't seem to do a lot of damage to the undead.
I built 2 Temples of Crypta to the north and north east of the castle, then slowly upgraded both all the way to level 3. (Getting them to level 3 requires upgrading the castle to level 3.) All the while, I continued to build a ring of dwarven towers mostly surrounding the city of buildings. Again, putting a few extra towers in the places the dragons tended to attack.
By day 40, I had a ring of 22 dwarven towers surrounding the group of buildings, all built as close to one another as possible, with more in the areas typically attacked by dragons, the southeast, west, and northeast, fewer in the direct north and south. When the attacks came, I didn't even need to put attack flags on the dragons, the 8 necromancers (level 3 temple of crypta) were killing the dragons well before they even arrived at the wall of towers. Other than 3 dwarves (which can help build and rebuild buildings quickly), those were the only forces I had. In fact, after I had enough towers to keep the markets free of Trolls and Harpies, I didn't bother to recreate any killed off warriors.
Summary:
So basically, 8 Necromancers and some Dwarven towers (well, quite a lot of Dwarven towers) can kill all the dragons on the hardest setting.
Notes:
-Whenever I had enough gold, I would cast the Necromancer "Wither" spell (300 gold) on any healthy dragon. I didn't waste it on dragons with poor health. Because dragons are so strong, it's hard to tell how much the wither spell hurts dragons, but the spell does obvious and immediate damage to things like trolls.
-Sometime dragons hide on the edge of the map, so day 40 comes and you haven't won. Had that happened, I would have built a Wizard's guild to cast a bunch of reveal map spells, I had tons of cash by that time. In this case, it wasn't necessary as I had them all mopped up by day 42.
- Create a few Dwarves when you have the gold. They're not good fighters, but they do help to quickly build and repair your many, many Dwarven towers.
- I slowly upgraded the Blacksmith to maximum though I doubt it helped much, the undead don't seem to go there for weapons upgrades. At best, it probably just kept my dwarves from dying so quickly.
-Since dragons never seem to attack from the direct north or south, you could probably keep those areas nearly free of Dwarven towers, though the towers do a great job of killing the other baddies that are always on the march.
The Following User Says Thank You to Tyalon For This Useful Post:
I just beat Dragon Hazard on bloodthirsty without using a single wizard or having to revert to a single save point.
The strategy I used was to get big fast, earn tons of money, and build enough Dwarven Towers to keep the dragons at bay while letting the undead kill them.
Quick walk thru:
Immediately build two Markets to the west and southwest of the castle, then a Warrior's guild to the north west of the castle, then an Elven Bungalow to the east of the castle. Create a warrior or two to keep the market free of Harpies, Trolls, and Rats.
The Elven Bungalow doubles all income from the marketplaces. It allowed me to quickly upgrade both markets to level III well before the first dragon arrived. After both markets had been upgraded to L3 and I had about 2000 gold, I retired the Elven castle and built a Dwarven fortress. (you can't have both Dwarves and Elves at the same time). I put the Dwarven Fortress to the east of the castle, where the Elves were.
As soon as the Dwarven fortress was completed, I started building Dwarven Towers at the places the dragons initially attack, the south-east and and west. A grouping of two to three dwarven towers will quickly take down a single dragon. Towers have to be very close to one another, so that any dragon attacking the furthest tower will be within range of nearby towers.
Dwarven towers alone can keep the first small waves of dragons at bay, but it won't stop the huge waves. For that, you need something capable of killing dragons a short distance from the towers. Otherwise, the huge waves of dragons will eventually burn down the towers.
Wizards work, but wizards are a complete hassle as they are always getting themselves killed. The solution I found is the Necromancer and its undead hoards. Necromancers do die, especially 1st level ones, but not nearly so much a the aggravating Wizard. The Necromancer stays far enough from the dragons to avoid their fire and continually attacks it with hordes of undead. Dragons will eventually kill the undead, but the Necromancer just creates more at no cost. Even better, dragon attacks don't seem to do a lot of damage to the undead.
I built 2 Temples of Crypta to the north and north east of the castle, then slowly upgraded both all the way to level 3. (Getting them to level 3 requires upgrading the castle to level 3.) All the while, I continued to build a ring of dwarven towers mostly surrounding the city of buildings. Again, putting a few extra towers in the places the dragons tended to attack.
By day 40, I had a ring of 22 dwarven towers surrounding the group of buildings, all built as close to one another as possible, with more in the areas typically attacked by dragons, the southeast, west, and northeast, fewer in the direct north and south. When the attacks came, I didn't even need to put attack flags on the dragons, the 8 necromancers (level 3 temple of crypta) were killing the dragons well before they even arrived at the wall of towers. Other than 3 dwarves (which can help build and rebuild buildings quickly), those were the only forces I had. In fact, after I had enough towers to keep the markets free of Trolls and Harpies, I didn't bother to recreate any killed off warriors.
Summary:
So basically, 8 Necromancers and some Dwarven towers (well, quite a lot of Dwarven towers) can kill all the dragons on the hardest setting.
Notes:
-Whenever I had enough gold, I would cast the Necromancer "Wither" spell (300 gold) on any healthy dragon. I didn't waste it on dragons with poor health. Because dragons are so strong, it's hard to tell how much the wither spell hurts dragons, but the spell does obvious and immediate damage to things like trolls.
-Sometime dragons hide on the edge of the map, so day 40 comes and you haven't won. Had that happened, I would have built a Wizard's guild to cast a bunch of reveal map spells, I had tons of cash by that time. In this case, it wasn't necessary as I had them all mopped up by day 42.
- Create a few Dwarves when you have the gold. They're not good fighters, but they do help to quickly build and repair your many, many Dwarven towers.
- I slowly upgraded the Blacksmith to maximum though I doubt it helped much, the undead don't seem to go there for weapons upgrades. At best, it probably just kept my dwarves from dying so quickly.
-Since dragons never seem to attack from the direct north or south, you could probably keep those areas nearly free of Dwarven towers, though the towers do a great job of killing the other baddies that are always on the march.
thanks for your sharing. Some information are great help for me. When did you retire Elven Bungalow? around 8th day?
Last edited by rainny717; July 21st, 2011 at 04:01 AM.
thanks for your sharing. Some information are great help for me. When did you retire Elven Bungalow? around 8th day?
Day 8 sounds about right. I retired it as soon as I could, which for me meant having met two milestones.
- 2 markets fully upgraded to level 3 (but without teleport)
- Enough gold (2000) to immediately buy a Dwarven Fortress and a Dwarven tower the instant I retired the Elven Bungalow. In fact, it takes considerable time to build a Dwarven Fortress. In that time I certainly earned enough gold to buy a Dwarven Tower, so I probably could have retired the Elven Bungalow a little bit earlier.
Still, 2000 gold is probably not a bad place to stop. Since the market's income is cut in half the instant the Elven bungalow is retired, by retiring it with 2000 gold in hand, it allowed me to quickly build out a great many Dwarven towers once construction of the Dwarven Fortress had finished.
Last edited by Tyalon; July 21st, 2011 at 09:52 PM.
Fun fact: dwarves are immune to dragons. Like, completely. I had a dwarf tanking like 10 dragons for 20 in game days until a random zombie came and killed him.
Device(s): Vz & rooted to hell!
-Touchpad (GB)
-Rezound, (GB)
-Rhyme (root in progress)
-Moto Droid 3
-Eris (GB
Carrier: Not Provided
Thanks: 51
Thanked 88 Times in 65 Posts
so, im personally stuck at Necronomicon... i've tried 6 times now, and can't seem to fend off the massive 2 or 3 wave of attacks. I've tried 2 markets from the beginning I just can't seem to produce money fast enough to build up an army to withstand the onslaught that comes pretty fast in this level.
I am stuck on the elvish princess level. I can get the first two Elf Magicians, but the last one is too strong for my paladins and healers.
After you've killed the other two elves, build some Dwarven towers just outside the range of the mightiest elf. To figure out the correct location, build one close to him, if he immediately destroys it, move out a bit until he no longer destroys the tower.
Note that the constantly spawning harpies tend to destroy pre-built towers, so after you know the correct distance from the elf, build 2 at a time. Then slowly expand the line of towers, building them as close to one another as possible. When new towers are right beside finished towers, the harpies aren't able to easily destroy prebuilt towers and buildings. You can also create a few dwarves and set a scout point at the towers. Dwarves will quickly build towers for you.
Next, build a temple of Crypta right outside the Dwarven Towers. I built Dwarven towers to the north and east, and the temple to the east, just behind the towers. You'll have to retire any Temple of Agrela (healers) in order to build a Temple of Crypta. This isn't a problem, as healers won't help kill that last elf.
Upgrade the Temple of Crypta to level 3 and then train 4 Necromancers. Necromancers are worthless against the elf until the temple has been upgraded to level three, so don't waste money training any until the temple is fully upgraded.
Cast the Wither spell on the elf every 30 seconds or so (this costs 300 gold). Then send all 4 level 3 Necromancers against the elf. Some will walk right into his range and be killed, but eventually, some will stay out of his range and send waves of undead against him. The undead will die, but the necro will stay alive. Whenever a necromancer is killed, quickly train another.
Eventually, the elf will move towards the necromancers where he'll run into the many Dwarven towers you've created. The dwarven towers arrows combined with attacks from the the undead, and the repeated Wither spells will eventually kill him. I've also found that regular warriors tend to last longest against the elf. I sent a few of those as well.
The main reason that last elf is so hard to kill is that he regains his health very quickly. If your reinforcements have to march all the way across the map, he'll be healthy be the time they arrive. This is why you need to build temples right next to his location- so when a Necromancer dies, another is quickly able to take up the fight. You may even want to build 2 temples of crypta just outside his range. Perhaps even a warrior guild there as well. If you don't have any dwarves yet, build their fortress near him as well.
Note that keeping up the wither spells and continually creating Necromancers and warriors can cost a lot of gold. If don't have enough gold to keep this up, build another market or two ( or three ) before starting this final push.
Last edited by Tyalon; November 21st, 2011 at 11:51 PM.
I just got the update in the Amazon Appstore, and a lot of new levels have shown up, including "Eloped wife".
I'm having a ton of trouble with this level on Bloodthirsty. The spiders are very effective at killing off warriors. So far, the most viable strategy consists of building 2 warrior's houses and one Marketplace. The trouble is that the warriors wander too far out and end up being killed by spiders after a while. The cash-flow is not high enough to allow me to get a second-level castle and temples.
The enemies come so fast that you can't really do much. Single Guard Towers just get killed.
Does anyone have any strategies that work on bloodthirsty?
Last edited by arcii; November 22nd, 2011 at 01:27 AM.
Reason: Whoops, minor typo!
This may be the wrong thread to ask this, but I have two issues after having downloaded the full version after loving the lite version.
I should probably note I have a samsung Intercept. And it loads and plays smoothly.
Issue # 1: I can not figure out how to save my game. My menu gives me the continue, synchronize, or back options. where is the save option found?
Issue # 2: This is the most recent version. I just purchased it from the market. On the right side of the map screen is a button that says "magic keys" and asks if I want to use them to unlock all levels. Out of curiosity I clicked it and my screen went to a blank gray screen. I was able to use my back button to return to the game. but is this normal? or am a i supposed to actually collect keys somehow before being able to use them?
If there's another thread that answers these questions I would be happy to be redirected there.
Last edited by dajuke; November 25th, 2011 at 10:39 AM.
Hey arcii, glad to see you updated for the 2 newer levels. I've used your guide lots, and currently sit in the top-10 Global highscores.
Have you played the 3 latest levels? There's "CataComb", "The grace of Agrella", and "Vampire chronicles". They might be purchased DLC, not sure.
"CataComb" is the most difficult level to get a bloodthirsty gold for me. Raising 50,000 gold isn't all that tough, but I've only been able to do that in more than 40 days, which gives a silver. I've tried tons of unit combinations and can't seem to get the right mix.
8+ warriors is probably mandatory because they rarely die once leveled up. More than 2 guilds takes up a bit too much gold, though.
Necromancers don't seem viable. No Wizards either, but they'd be useless against dwarves.
Paladins+Healers are the most effective in surviving and killing as usual, but they might be a bit too pricey for the target goal. Also, Healers tend to get units killed by retreating once your units start fighting lots of dwarves, leaving them "Enraged" to die. Unless you babysit and heal them, which again cuts into the target 50k.
Rangers actually seem to be useful for the first time here. They can attack the huts and towers in relative safety early-on. But when the overwhelming waves of dwarves start, their usefulness fades quickly as the days progress.
Barbarians also seem useful due to their massive damage output, letting them quickly chew through units and destroy buildings. But if they become the target of Dwarven towers, or surrounded whatsoever, they're killed fairly easily. Both are hard to avoid.
The main sticking point seems to just be getting the treasure chests around the edge of the map, and getting the gold back to town. It's easy to get the gold, but you then have to deal with insane amounts of dwarves. Units end up fighting for way too long, or killed.
"The grace of Agrella" seems hard at first, with random fire storms insta-killing units. But I got bloodthirsty gold in under 10 days by quickly sending warriors and barbarians to the top of the map where the temple is, and abusing save/load to avoid random unit deaths entirely. Barbarians can kill paladins/towers the quickest, and warriors can take more damage to help the barbs survive.
"Vampire chronicles" is straight-forward with Wizards and Necromancers being the main offense, warriors as early units/meatshields, and an Elven Tower to rake in cash quickly. Dwarves are useful with their magic-resistance, but they'll have difficulty surviving if you don't get them early. Start sending everything to the far-west corner ASAP; don't bother taking out north/south towers.
Take out the first 2 huts to the north/west/south/east after getting 4 Rangers. Then just go to each treasure-chest area one at a time, allowing everyone to go back home in between each. The southeast, northwest and northeast areas are easiest.
Gold on day 42, not sure how much higher you can go. I recall getting silver in around day 45-50.
I have been playing this game for a few weeks and find it pretty enjoyable. But I'm getting tripped up on the "Vampire Chronicles" mission. Twice in a row I've played the mission and met the winning condition ("Destroy the vampire castle"), but I get a message saying the vampire escaped, that he'll be back, then the freaking scenario resets and won't let me move on to the next one. What am I doing wrong?
I have been playing this game for a few weeks and find it pretty enjoyable. But I'm getting tripped up on the "Vampire Chronicles" mission. Twice in a row I've played the mission and met the winning condition ("Destroy the vampire castle"), but I get a message saying the vampire escaped, that he'll be back, then the freaking scenario resets and won't let me move on to the next one. What am I doing wrong?
I don't think there is a next scenario yet. I think it is intended to be a clifhanger ending to keep you interested for when the game updates and they deliver more content.
I'm still stuck on CataComb, I tried the recipee above but found the rangers to still be useless (they die at the slighhtest scratch and cower by their base, its the knights that head out when I ask). Any other advice apreciated
They're going to die. A lot. If you can't manage them with save/loads, 4 extra warriors or barbarians doesn't hurt. Necromancers are actually decent for taking down huts, but as soon as they get brave around dwarves, they're screwed because their skeletons are often far away and their magic attack does nothing to dwarves. The Temple of Crypta might be worth having for a bit to let your heroes buy poison weapons, but the Crypta units are absolutely not viable against the massive amount of units on CataComb.
Warriors, Paladins and Barbarians are the only ones that can fend for themselves, but Paladins are way too expensive. Rangers are worth micromanaging because they're cheap, decent at high levels, and love collecting treasure chests. It's still a puzzle to me.
Thanks for the response. I actually answered my own question a few days later when I saw that you could play the dragon scenario if you had earned a gold rating on every other scenario. Just for kicks, I tried playing everything on Bloodthirsty level — completely stalled at the scenario where you have to crush all the elves or come up with $40,000 in 40 days. Started it over I don't know how many times before just giving up and uninstalling the game last night.
I don't remember the CataComb mission too well. My experience is that rangers are generally useless. I stopped using them the second or third scenario. My base formula for most games is get lots of well-armed muscle on the board (two warrior guilds) and then experiment from there on which additional guilds or temples provide the best edge. Good luck!
Any one ever get info on how to beat Necronomicon? I have tried a couple of times and have not been able to get through it.
Build a guild to the northwest and buy a warrior.
Set a waypoint on the nearest grave and save before the warrior spawns.
If he doesn't go to the grave/waypoint upon spawning, load and ensure he does. Start building another warrior's guild to the west, and set a waypoint on the next set of graves on the top edge (repeating the same save/load process to ensure they go there immediately). Retire your level 1 warrior before opening these graves so that none of the higher-level new units retire themselves.
The last set of graves you should open for now are at the zombie hut further north, but only after your second guild finishes.
After that you should have 8 units of warriors/paladins. During that time you should at least get a marketplace (behind castle and guilds, it's easily destroyed on this map). Now get your wizard's guild + library started and scout the wizards at the top-corner of the map if possible; endless waves of enemies should be starting around that time, so you should mostly defend until you are strong enough to barrel across the map.
The other units in graves aren't quite as important but you can build empty guilds for units when needed. Once your wizards are strong (and optionally the wizards guild is lvl3 to make things easier), travel directly west and destroy the necromancer castle.
Last edited by jerkstoresup; December 28th, 2011 at 10:00 AM.
Any one ever get info on how to beat Necronomicon? I have tried a couple of times and have not been able to get through it.
I've been trying for a couple days on Peacemaker and can't get past the first wave. By the time they come I have 1 guild, 1 market, 1 hovel, 1 blacksmith. I'll have 4 warriors and usually have level 2 stuff in the blacksmith. I just can't get money fast enough, even if I start by building 1 market and waiting around until I can build another before I start building anything else.
I'll try Jerkstoresup's method buy I feel like there should be a way to beat the level without having to resort to chance. Also I have no idea how you could survive long enough to get 8 units doing that. You start with so little money in this level.
Greetings!
I purchased Majesty a week or so ago and am really loving it. So far I managed to beat all the levels except the last one without any trouble, however I cannot for the life of me beat "Vampire Chronicles". Thanks to the high amount of money I have at the beginning I manage to start up a camp pretty fast and end up gaining thousands of gold each in-game day; however, all my heroes continue to die just by walking around due to the cursed grounds. Resurrecting them with the Temple of Crypta lv3 spell is useless since if they died on cursed grounds they usually die just a second or two after I resurrected them.. Which means I have then to train new heroes, who die even faster being level 1 again by just walking around.
Is there any way to prevent the heroes from taking damage at all?
Units without high magic-resistance will get gobbled up on Vampire Chronicles. Warriors are nearly impossible to keep alive; I only buy 4 at the beginning for lvl2 castle and early enemies. After that, Dwarves, Wizards and Necromancers should be pumped out and leveled up as fast as possible. If they're not a decent level by the time you start fighting vampires, you're screwed.
Quote:
Originally Posted by alpinejag
I feel like there should be a way to beat the level without having to resort to chance.
You're playing the wrong game then, because even the best strategies can be ruined by a single unit making a bad decision. Necronomicon is one of the most chance-driven levels in the game, so don't neglect saving and loading.
The blacksmith and market are not as important as having enough units to fend off the early large waves. Since you start with little money, you have to take advantage of the warriors and paladins trapped to the north, and get them back to your base to defend. The next priority is being able to actually kill the hordes rather than blocking them, which wizards are best at.
Hmm. I don't know what does upgrading the wizard guild gives you? Temple of Agrella gives bless at level 2 and resurrect at level 3? I wonder about the rest of the upgrades too. Castle/Library/Marketplace is pretty straightforward though.
Has anyone gotten gold on bloodthirsty on the catacomb level using a different strategy than the one mentioned earlier in this thread? I have tried that strategy many times but I must be doing something wrong because around day 42 I only have about 25,000 gold. Any help will be very welcome.
Has anyone gotten gold on bloodthirsty on the catacomb level using a different strategy than the one mentioned earlier in this thread?
All you need is:
8 Warriors
8 Warriors of Discord
2 level 3 Markets
level 3 castle
level 3 blacksmith
I lost my progress twice (never used the synchronize), and I just got the gold for the third time this way and I know it works.
Don't bother with the dwarven towers. Warriors of Discord make short work of the Dwarven hordes when they show up. Warriors shouldn't die, but save occasionally and reload if one does, as you don't want to waste gold hiring a new one. I had all 16 warriors, two level 3 markets and level 3 castle by day 25-26, and then started upgrading the blacksmith.
On day 30 I had about 10k gold and saved the game. Use this as a milestone and save your game here. From this point, you can just set the phone down and let it run to the end. If you don't get 50k by the beginning of day 42, reload and let it run again; you will get it. I had my tax collectors set to 175/250. You can micromanage them and save/reload to prevent losing gold, but I didn't bother and just let it run on it's own.
I had a loss on day 42 as well as a win on day 42, so it appears that you need the 50k closer to the start of the day.
After you've killed the other two elves, build some Dwarven towers just outside the range of the mightiest elf. To figure out the correct location, build one close to him, if he immediately destroys it, move out a bit until he no longer destroys the tower.
Note that the constantly spawning harpies tend to destroy pre-built towers, so after you know the correct distance from the elf, build 2 at a time. Then slowly expand the line of towers, building them as close to one another as possible. When new towers are right beside finished towers, the harpies aren't able to easily destroy prebuilt towers and buildings. You can also create a few dwarves and set a scout point at the towers. Dwarves will quickly build towers for you.
Next, build a temple of Crypta right outside the Dwarven Towers. I built Dwarven towers to the north and east, and the temple to the east, just behind the towers. You'll have to retire any Temple of Agrela (healers) in order to build a Temple of Crypta. This isn't a problem, as healers won't help kill that last elf.
Upgrade the Temple of Crypta to level 3 and then train 4 Necromancers. Necromancers are worthless against the elf until the temple has been upgraded to level three, so don't waste money training any until the temple is fully upgraded.
Cast the Wither spell on the elf every 30 seconds or so (this costs 300 gold). Then send all 4 level 3 Necromancers against the elf. Some will walk right into his range and be killed, but eventually, some will stay out of his range and send waves of undead against him. The undead will die, but the necro will stay alive. Whenever a necromancer is killed, quickly train another.
Eventually, the elf will move towards the necromancers where he'll run into the many Dwarven towers you've created. The dwarven towers arrows combined with attacks from the the undead, and the repeated Wither spells will eventually kill him. I've also found that regular warriors tend to last longest against the elf. I sent a few of those as well.
The main reason that last elf is so hard to kill is that he regains his health very quickly. If your reinforcements have to march all the way across the map, he'll be healthy be the time they arrive. This is why you need to build temples right next to his location- so when a Necromancer dies, another is quickly able to take up the fight. You may even want to build 2 temples of crypta just outside his range. Perhaps even a warrior guild there as well. If you don't have any dwarves yet, build their fortress near him as well.
Note that keeping up the wither spells and continually creating Necromancers and warriors can cost a lot of gold. If don't have enough gold to keep this up, build another market or two ( or three ) before starting this final push.
I've tried your method but I just can't finish this level. Please help, I'm stuck on this level :'(
This is really a great game and it seems like the only online available faq is here.
@AshimaGupta I played only bloodthirsty on every level, and for elvish princess, I played in a similar manner as arcii. Aside from having healers, you need to micro manage the heal spell on the paladin solo-ing the elf and keep her blessed. A decently leveled paladin with good equipment will wear him down eventually as long as you keep her healed with the manual 'heal' spell.
I have a question, if I play on other settings, will the points add up?
This is really a great game and it seems like the only online available faq is here.
@AshimaGupta I played only bloodthirsty on every level, and for elvish princess, I played in a similar manner as arcii. Aside from having healers, you need to micro manage the heal spell on the paladin solo-ing the elf and keep her blessed. A decently leveled paladin with good equipment will wear him down eventually as long as you keep her healed with the manual 'heal' spell.
I have a question, if I play on other settings, will the points add up?
Sorry I have never tried it, so i don't know..and thanks, i'll try it on the bloodthirsty level.. (I always play on the easiest one)
@jerkstoresup, I am having difficulty with the Necronomicon level because when you rescue the heroes from the crypts, the rescued heroes will eventually disappear and go back into the crypts (they aren't retiring themselves - a red mist appears by their feet and they vanish). I don't know if that is a glitch or what is meant to happen. The waves are too steady to set a scouting flag by the crypts to have the heroes freed again. There isn't enough time to level up the castle and build the proper buildings in the amount of time you have all the heroes before they disappear. Is there a proper build order in addition to rescuing the heroes?
Last edited by liebes74; May 23rd, 2012 at 09:02 AM.
For the community: I've noticed that the Guard Towers and Palace Guards are extememly ineffective with a weak attack (their attack can't even fend off rats or trolls). It's a waste of resources to build guard towers. Their only use would be as a drop-off site for tax collectors.
Last edited by liebes74; May 23rd, 2012 at 08:03 AM.
Nevermind on my previous Necronomicon level post. I figured out a build order that worked for me:
-Warrior's Guild west of the castle
-Warrior's Guild south of the caste
-Rescue the heroes in the 3 crypt sites along the top-right of the screen: 1 crypt is above your castle, then 3 crypts northwest, then 2 more crypts northwest. You have to place $1,000 scouting flags along the upper edge of the map near the crypt sites so the heroes rapidly move to the area while avoiding the monsters on their way to the crypts sites. If the heroes do not hug the upper edge of the map as they move towards the scouting flags (and eventually the crypts below the scouting flags which the heroes should approach after they collect the scouting flags and kill any monsters in the area), they will engage monsters as they see them and they will never make it to the scouting flags. You have to rapidly move to each of the 3 crypt sites before the monsters increase the strength and pacing of their attacks. After rescuing the heroes, you should have 8 warriors/paladins (2 created via the guilds).
-Upgrade Palace to level 2
-Temple to Krolm x 4 Krolm Warriors
-Temple to Krolm x 4 Krolm Warriors
-Marketplace
-Blacksmith to level 3
-Dwarven Fortress x 3 Dwarves
-Build Dwarven Towers around your kingdom
-Wizard Guild to level 3
If you build a marketplace too early, you won't be able to fend off the trolls that pop up. This level is about having high numbers of heroes as fast as possible since the rescued heroes disappear back into their crypts eventually. You cannot replace the heroes that disappear back into the crypts: they count towards the 4 hero limit per guild and cannot be dismissed. The Krolm warriors should give you enough heroes to fend off the monsters even with the heroes disappearing back into the crypts, as they build fast, are relatively cheap, and can kill skeletons with 2 swings. Their cheap cost and fast build time makes them ideal for replacing low-level Krolm warriors that may die early on. If you build 2 Dwarven Fortresses and another Warrior's Guild, you'll be able to keep the freed heroes in the crypts in other parts of the level.
Last edited by liebes74; May 24th, 2012 at 01:28 PM.
I have a totally different strategy from yours. There are a few things I observed based on my experience. Heroes have a tendency to explore in relation to where their guilds are facing. You are right in that the key is to have heroes fast. As to before they eventually disappear into the crypt, I thought the game mentioned that you need a level 3 wizard guild to prevent that? So I think you should try to get it as soon as you can afford to, since the heroes you rescue don't disappear right at the outset, as long as you don't exceed your hero limit. And this is how I do it (rough memory since it's been a while).
Assuming north is our cardinal north (pointing upwards), I built a warrior guild to as far above (north) the castle as possible. After building the warrior, the chance of it spotting the first crypt is very high, since it is very close. I set an explore flag at the crypts further north and to the northmost tip as early as I can (and I never set explore flags above 100 gold). And because the massive enemy waves has not started and since they are facing north, the chance of the 2 heroes going after the closer explore flag is quite high (as far as I can remember). Once the next set of crypts are opened, and if your guild is under attack, some of them will go back and defend. With the set of northern crypt heroes, it is sufficient to defend your camp, but they will be stuck there because the waves keep coming. The key is to get the northern crypt heroes ASAP otherwise whatever heroes you have will be stuck defending your camp.
FYI, I almost always build marketplace as the first building (after a gnome hovel if possible) (though I can't remember whether it was true for this stage since I can't remember much). Not building marketplace early will hurt your income and the potions will extend your heroes' battle capabilities, though in Necrominion, your heroes should be able to outrun everything except spiders (are there spiders? can't remember). There is a catch to the trolls, as well as to whatever rats or undead that spawn in your camp. They are random events and if you save often when you are sure that the game is in your favor), you can load the game when trolls spawn during early stages of the game when you can't afford any losses (including your tax collectors and income). I always play bloodthirsty and I can never afford a hero dying on me.
Once I'm in defending mode, I turtle and accumulate enough gold and level wizard guild to 3, and I never had a hero disappear on me once. After you reach that stage, any build should be able to secure a victory. Except for Harpies and Dragon stages, I almost always use 8-12 wizards for firepower with 2 marketplaces to support my income whenever I can build wizards.
I have a more basic strategy for Paladin Riots/Necro level: The key is to have enough "beds" available for the warriors/paladins/wizards/whatever being released from the caskets. This keeps them around after they have a pause in the fighting. If they don't have a building to walk into, they head into the castle and disappear, "leaving the kingdom." This keeps the stronger fighters, and you don't use your money buying the weaker fighters.
So, I built a Warrior Guild, then the Market, then bought a Warrior and set an explore flag to the second set of caskets to the West. Then I saved up to get the second Warrior Guild, and had it built by the time the Paladins came back to base camp. I didn't set a flag towards the caskets holding the wizards until I had a Wizard's Guild purchased. I also found that I didn't need the Blacksmith until after I had the wizard's guild.
Doing this, I finally completed the level at a Peacekeeper level, with Gold, in 59 days. I think I can cut a few days from that, but honestly, I'm disgusted with how much time I just spent on that!
Last edited by Robo Geek; May 29th, 2012 at 08:37 PM.
Reason: More complete response
I have a more basic strategy for Paladin Riots/Necro level: The key is to have enough "beds" available for the warriors/paladins/wizards/whatever being released from the caskets. This keeps them around after they have a pause in the fighting. If they don't have a building to walk into, they head into the castle and disappear, "leaving the kingdom." This keeps the stronger fighters, and you don't use your money buying the weaker fighters.
So, I built a Warrior Guild, then the Market, then bought a Warrior and set an explore flag to the second set of caskets to the West. Then I saved up to get the second Warrior Guild, and had it built by the time the Paladins came back to base camp. I didn't set a flag towards the caskets holding the wizards until I had a Wizard's Guild purchased. I also found that I didn't need the Blacksmith until after I had the wizard's guild.
Doing this, I finally completed the level at a Peacekeeper level, with Gold, in 59 days. I think I can cut a few days from that, but honestly, I'm disgusted with how much time I just spent on that!
liebes74 already mentioned that it's not due to the heroes retiring (i.e. walking into the castle and disappearing).
Thank you for the tips for the Eloped Wife level. I am having difficulty with the build you suggest because you only have 8 warriors to fight off the elves, spiders, and trolls. With the buildings placed so far from the castle, once the elves start attacking the castle, the warriors will spread out too much. Does anyone have any other builds they can suggest for the Eloped Wife level? I have tried priests and paladins, necromancers and warriors of discord, dwarves and dwarven towers (the elves quickly destroy the towers) but the trolls attack in massive numbers (I counted 24 of them attacking at one point) and the heroes take too long to kill the trolls.