It is through these heroes that you'll accomplish goals by offering rewards for various activities such as fighting monsters and enemies, finding gold, exploring the surroundings, gathering magic and so forth. All heroes have unique abilities and attributes as well as individual priorities and goals.
Only through the offer of rewards can you motivate them to do your bidding as you establish attack and exploration flags on various locales, buildings and enemies throughout the land. Through the use of control windows for each major area in the game palace, heroes and buildings , all levels of activity are tracked.
Current focus, experience, weapon usage, armor, spells available, statistics, items, hit points, name and more are but some of the aspects that can be maintained and manipulated. Heroes gain experience and, thus, enhanced abilities through several means including training and competition at Fairgrounds, libraries researching spells and increasing magical ability and improvement in equipment as well as through purchase of potions, items, research and magic at Marketplaces.
Licence Proprietary. Added Sep 18th, Size 3. Downloads 1 today. MD5 Hash 6ff89d9d01f7d2febfa79de. Embed Button. Embed Widget. Download now. The Wrath of Krolm is a very challenging quest. With it and elves, you won't need to build another marketplace. Let your rangers explore the map while your paladins and monks stay near your base. You might also want to use guardhouses for extra defense.
If you do use them, put them down in pairs at least. Solitary guardhouses will get swarmed and destroyed by the rats, but pairs or triplets will sometimes have a chance. However, you can probably get away with not having guardhouses if you put buildings with lots of hit points on the perimeter, and let those buildings plus houses distract the rats while your paladins and monks kill them off.
When you've destroyed all of the sewer mains, Rhoden won't necessarily appear. I'm not sure if he'll wait a few days first or if it's just predefined that he'll appear on Day I cleared the map by Day 20 and then had several days to accumulate gold before he showed up.
So when Rhoden finally did make his appearance on Day 25 it was simplicity itself to wipe him and his entourage out with wizard spells. If you don't have the luxury of wizard spells, then the final battle will be a little more exciting.
Rhoden will appear with about three groups of rats, and they'll all attack from different directions. So let your paladins and monks do their job as best they can, and remember that it doesn't matter if the rats destroy a large portion of your base. You just have to kill Rhoden and the sewer mains that appear when he does, and you'll win the quest. Trade Routes Objective: 1. Protect at least half of the caravans over a day period.
My Best Time: 31 days Walkthrough: You'll start out with two warriors and a ranger, so quickly train a thief so you can upgrade your palace to level two. Also quickly start upgrading and researching at your marketplace.
It's the only one you'll get for this quest, and numerous caravans will be visiting it, so it'll pay off to get it to level three right away. With the rest of your money, build a ranger guild and then train rangers and thieves. After about two days, you'll be attacked by several goblins and enemy thieves. Low level warriors will tend to run away, but rangers and thieves will stay and fight, and they'll usually be able to drive off the attack without anything major being destroyed.
Once the attack is over, place a warrior guild near your marketplace, and put down a couple of guardhouses for defense. Most of the attacks on your base will be from wimpy creatures like thieves and goblins, and guardhouses will actually be useful in that case. Over the 31 days of the quest, you'll periodically see a caravan approach your base. There isn't much you can do early in the quest, but after a few days you should try to explore the map and clear the four trade routes.
Don't worry about lone creature lairs, but definitely flag things like goblin towers and daemonwood trees if they're near a route. Also try to get a temple to agrela up quickly. You can heal caravans just like any other unit, and since enemy creatures won't focus on the caravans, you can usually pamper them with heals to make sure they get to your base. Every few days, some random bad event will occur.
Just keep the routes clear and don't worry about the rest. You'll only need to get 15 of the 30 caravans to your marketplace to win. Urban Renewal Objective: 1. Destroy all Red guilds, lounges, and gambling halls. My Best Time: 21 days Walkthrough: This is a difficult mission to start out. If you don't flag any of the Red buildings, Red will essentially be your ally and leave you alone. But the Red units will also use your shops to grow stronger, and the Red rogues might steal from your buildings.
If you do flag one or more Red buildings, then Red will attack you after two days, and it'll send several rogues and elves your way. If they can get to your tax collectors, then the quest will be over.
You won't be able to make any gold and Red will keep chipping away until you lose. So what you need to do is build some guardhouses. If there isn't enough room between your palace and the Red buildings, then restart the quest until there is room. Then add a second marketplace, and protect both marketplaces as well as the paths your tax collectors are likely to take with four or five guardhouses. Elves and rogues will run away from guardhouses upgraded with arrows, and so the guardhouses will give you some breathing space.
Once the guardhouses are up, build a blacksmith, warrior guild, and temple to dauros. Barbarians won't work well in this quest because they won't buy potions, and ranged attackers with poisoned weapons will just pick them apart. Priestesses might be a good choice because skeletons are good at dodging, but I didn't try them. Paladins can mow down rogues and elves pretty easily, and that's what I used.
Once you upgrade your blacksmith to level three, also add in dwarves. Put their settlement at the most vulnerable point in your base, and then train three dwarves to help out the paladins. Also build a temple to agrela at some point so you can heal, but don't worry about upgrading it. It takes quite a few rogues and elves to seriously damage a paladin. As long as you keep half an eye on them you should never need to resurrect them, and so a level one temple to agrela should be enough.
Once you have four paladins and once your base is secure, the quest will be just about finished. All you'll have to do is track down the Red buildings and destroy them, fighting lots of rogues and elves along the way. Red will have a couple dozen buildings, so it'll take a while. You might want to build a ranger guild and train some rangers so they'll help you uncover the map. Also note that Red will have a couple of warriors and barbarians hidden in some buildings, but once they're ousted they'll head straight for your base where your defenses or paladins should be able to kill them easily.
Darkness Falls Objective: 1. Destroy the wights Styx and Stones. My Best Time: 16 days Walkthrough: This isn't really an expert quest. It's barely even an advanced quest. All you have to do is kill Styx and Stones within about a day of each other, and you'll win. That might be difficult if it was difficult to get to Styx and Stones, or if Styx and Stones were difficult to kill, but it's not and they're not. So if you've been struggling with the other expert quests, here's one you can finish in less than an hour.
You'll start out with a warrior guild, but don't train any warriors yet. You won't come under attack for a while, so you can work on your economy first.
So build a marketplace and then a ranger guild. Then while you're training four rangers, add a second marketplace and finally upgrade your palace to level two. Now you can add a temple to dauros and begin training paladins.
During this time a vampire might wander into your base, but a single paladin should be able to kill it, and it'll be even easier if a ranger or guardhouse helps out.
Continue to expand your base. Add an inn and an elven bungalow to increase your money flow. Then, as your gold allows, add a temple to agrela, add and upgrade a blacksmith, and upgrade one of your marketplaces far enough to get rings of protection. Then add a second warrior guild and train more paladins.
If you're running short on gold, realize that you don't need to train monks or healers, since they won't help very much.
On the map you'll find several ancient graveyards, which will spawn some undead creatures every so often. Feel free to ignore them.
The worst thing they'll produce is a vampire, and those should be easy for your paladins to kill. What you'll have to watch for are two archaic tombs. Each tomb will house a wight, and once your destroy the tomb, the wight will start wandering the map. Now the wights aren't very difficult to kill. They'll each have hit points, but their defensive and resistance ratings won't be overly high, so a single paladin should be able to kill a wight given enough time.
That means you don't really have to worry about coordinating attacks against the two archaic tombs and the two wights.
If you have to kill one of the wights a couple of times, it's no big problem. So let your paladins kill some undead for a while to boost their levels, and then target one of the archaic tombs.
Once the tomb is gone, put a hefty bounty gold should be enough on the wight, and let your paladins get to work. You might also want to build a wizard guild since wizards are pretty good about going after bounties, and they'll be able to deal out a lot of damage while hiding behind your paladins.
Then repeat with the second tomb, and go back and kill the first wight again if you need to. The only other thing you might have to worry about are herds of shadow beasts that will appear on the map every so often. But they'll only have 50 hit points each and just about any of your heroes should be able to kill them.
Also, goblin towers will appear on the map every so often, but they'll be on your side making it even easier to defend against the shadow beasts. Legendary Heroes Objective: 1. Destroy all of the ancient barrows within 30 days with maybe a day or two extra. My Best Time: 30 days Walkthrough: Conceptually, this is not a very difficult quest. There are six ancient barrows scattered around the map, and you'll just have to find them and destroy them. What makes the quest difficult is that there are lots of high level enemy creatures -- like rock golems, dragons, and medusae -- roaming around, and while your high level melee heroes can handle them pretty easily, your explorers can't.
And so your main difficulty will be in exploring the map. Since you can only house one hero per guild in this quest, your main concern other than exploration will be in earning gold.
Heroes will be really expensive, especially when you have to build second and third copies of guilds to bulk up your army. One way to ease the pain financially, at least a little, is to use an embassy and an outpost.
Once you've dropped down one or perhaps two of each guild, go with the embassy and outpost and hope you get something useful. You can also take the opportunity to add a trading post with the outpost to generate even more gold.
To start out, train a thief and a solarii, build a second marketplace, and then upgrade your palace to level two. Put some coin explore flags a small distance away from your base and hope the rogue bites on them. Then add a ranger guild for the added exploration, put an inn somewhere next to your palace, and finally add a third marketplace. When the elves offer to join your kingdom, let them. At this point you'll have to make a decision about which temples you want to use for the quest.
You can't use barbarians because of the temple to helia, but you'll still have to choose between paladins and priestesses. I chose priestesses because they and their skeletons are useful explorers. However, paladins are a good choice too because they can kill any of the high level creatures you'll find on the map.
Regardless, you should also go with a wizard guild right away. There's nothing like starting a quest with a high level wizard. So now we get to the hard part, which is exploring the map. You can put out explore flags and hope your rogues and elves will go for them, but usually they'll run into enough enemy creatures that they won't get very far.
You can also put attack flags on any creatures that you find hovering around unexplored territory, and sometimes that will work, and sometimes it won't. You can also try to expand your wizard spell coverage and use the farseeing spell. Your best bet, though, is to do all three of those things -- and also get your sorcerer's abode to level three and use the gate spell.
Each time you destroy a barrow, lots of mostly bad things will happen. For starters, an earthquake will rock your entire base, damaging all of your buildings and giving your peasants way too much to do which is another reason to add an outpost.
Secondly, a large wave of enemy creatures will suddenly appear on the map. Sometimes they'll appear far away from your base giving you time to prepare, and sometimes they'll appear right in the heart of your base.
Thus, it's a good idea to have your wizard guild at level three before you get to, say, the third barrow. You probably won't need lightning storm for the first two barrows because the first one will feature only trolls, which you should be able to kill easily, and the second will feature medusae, which I've never had appear inside my base.
But the third one will have minotaurs, and after that you'll get minotaurs, trolls, medusae, and dragons in combination, and it's definitely a good idea to have spells on your side. You won't lose the quest if you take over 30 days to destroy the barrows.
After 30 days a permanent earthquake will start up, and it will destroy your entire base given enough time. However, you won't actually lose until your palace is destroyed.
So if your peasants keep repairing your palace, you might be able to survive an extra day or two and finish off a last barrow. But even if you do everything right, you still might not win this quest. A lot depends on the placement of the barrows. If they end up on the opposite side of the map, or if your heroes just don't find them, then you're not going to win. It took me five or six tries to finally get past this quest, and even then I didn't win until after time had expired. So just keep plugging away.
The Siege Objectives: 1. Destroy Borjin's fortress, or 2. Destroy the caravans supplying Borjin with gold. My Best Time: 36 days Walkthrough: There are two possible objectives, but it doesn't matter. Even if you decide to attack Borjin's kingdom, you should still try to cut down as many of his caravans as possible.
Otherwise he'll have all sorts of gold, and he'll be able to continually heal and re-animate his heroes -- not to mention cast wizard spells like lightning storm if you get close enough to his palace.
So concentrate on the caravans first, and then think about attacking Borjin's kingdom if things seem to be going well. As in Trade Routes, there will be four spots where the caravans will appear. Since it's not likely your heroes will be able to cover enough of the map to kill the caravans, you'll have to rely on defensive towers.
And so you'll have to use dwarves. To that end, upgrade your blacksmith as quickly as possible so you can get the dwarves in your kingdom. When they join, immediately put their settlement next to the middle of the three guardhouses between your kingdom and Borjin's. That'll be a hot spot for the remainder of the quest.
When you start out, first realize that the quest is going to take a while, so plan ahead by building three marketplaces, plus some inns to protect the edges of your palace. Later you should add trading posts to some of the remote areas you'll have to guard because of the enemy caravans, so only upgrade the marketplaces likely to receive your own caravans.
Then upgrade all of your guardhouses to shoot arrows, but don't upgrade them to level two unless you really want to. Early in the mission you should try to chase down caravans with your heroes, and let the enemy heroes batter themselves against your defensive structures. So add a rogue guild and train some rogues and rangers. Also, upgrade the rogue guild to level two. Borjin will heal his caravans sometimes if they get into trouble, and so every extra bit of damage will help.
Later in the quest you can add a sorcerer's abode so your rangers and rogues will also be able to use fire balm. Every time you see a caravan, note its position, and eventually you'll discover the four starting points.
If you're lucky, the starting points will either be close together, making them easier to defend, or they'll be in the corners of the map farthest from Borjin's kingdom, giving the caravans the longest distance to travel and forcing them to head straight through the middle of the map to get to Borjin's marketplace. Regardless, once you know the starting points of the caravans, try to put some ballista towers in the area.
Five towers will always kill a caravan. In the meantime, use attack flags to get your rogues and rangers to kill the caravans. If you get enough together, they'll sometimes do the job, but if the caravan looks like it's going to get away, then take the attack flag off so your heroes don't go wandering into the enemy kingdom where they'll probably get swarmed and killed. Once you get a ways into the quest and upgrade your palace to level three, you'll have to make a decision about which temple to use, helia or lunord.
But if you're going to rely on defensive structures to kill the caravans, then a better choice is helia. Since you won't be able to use wizard guilds in the quest, your only other offensive spells will be chain lightning and frost field. Those are good spells, but they're slow and not guaranteed to kill anything, and sometimes you'll need to kill an enemy priestess or wizard quickly.
And so you'll find the two helia fire spells to be very useful. Once you've guarded a couple of the caravan starting points, you can go ahead and start thinking about attacking Borjin's base. If you train some dwarves and paladins, then your those heroes might even make the decision for you. Once you do start to mix it up with Borjin, make sure you upgrade your temple to agrela to level three, and then start pushing out heroes.
Try to watch over them and protect them as much as possible, and resurrect them when you can't. Eventually you'll start killing off some of enemy heroes and destroying some of the buildings, and once you get to that point it'll just be a matter of time before you win.
If you just want to kill caravans, then just keep building ballista towers until you have five at every starting point, and eventually Borjin will run out of money. The Valley of the Serpents Objectives: 1. Destroy the snake pits. Keep at least one elven bungalow from being destroyed. My Best Time: 19 days Walkthrough: This is a difficult quest to start, but a relatively easy one to finish. Your base will be at one side of the map, and a lone elven bungalow will be at the other.
You'll have to protect the bungalow, but you'll only need to do so for about five days. After that the elves will build a couple more bungalows right next to your base. About two days into the quest, some elves will join your kingdom and head straight for an inn to hide. About a day after that, more elves will arrive, but this time they'll be followed by about ten medusae.
The medusae will chase the elves until they kill them, and then they'll head straight for the bungalow. So your first job will be to protect the bungalow from that initial attack. The obvious ways to do this don't seem to work very well. If you try to build a warrior guild and some guardhouses near the bungalow, it'll take too long even if you cast winged feet on your peasants and you'll have two bases, which is always annoying.
And some medusae might just wander over and kill your peasants while they're building. If you try to place a wizard guild and some wizard towers near the bungalow, the towers will only distract a couple of the medusae while the others destroy the bungalow. And if you upgrade your wizard guild all the way to level three so you can cast lightning storm, it'll be expensive and might not even work since medusae have such a high resistance.
So the way to protect the bungalow -- and this is going to sound odd -- is to do nothing at all. The medusae will head straight for the bungalow, but they're bloodthirsty little devils, and if you can get some heroes between them and their target destination, they'll stop and fight.
So how do you get your heroes to the right spot at the right time? There are two ways. The expensive way is to use the gate spell. Since you'll start with a level three sorcerer's abode, this is fairly easy to do. Just wait for the medusae to arrive and then set a target between them and the bungalow. The cheaper way is to set an attack flag on one of the snake pits on the map. The medusae will come from the exact same spot as the first elf group, so if you target a snake pit between that position and the bungalow, your heroes will be in the way without even realizing it.
Then you'll just need to remove the flag on the pit and set a couple of flags on the medusae and watch your paladins get to work. Since you'll have about three days before the initial attack, you can start out by setting up your economy.
To that end, first upgrade your palace to level two and then build two marketplaces near your palace. Because you'll have elves already, the marketplaces will generate a good amount of money, and you won't have to build any more. Then build two warrior guilds and a temple to dauros and start cranking out paladins. You should be able to train between six and eight paladins before the medusae attack.
Once you withstand the initial attack, build a rogue guild and a ranger guild, and upgrade the rogue guild to level two. You'll have to set a lot of attack flags on a lot of snake pits before you're done, and your rogues and elves will do a surprisingly good job of destroying the pits for you. Then, as your gold allows, upgrade one of your marketplaces to level three, build and upgrade a blacksmith, and build and upgrade a wizard guild. Your heroes will come into a lot of money before the quest is over, so it's a good idea to give them things to buy.
Once the elves place a couple bungalows near your base, forget about the initial bungalow and pick one of the new ones to protect. Your most dangerous enemy from this point on won't be the medusae, but instead will be the ice dragons that will show up every so often. They'll have a high defense rating but a poor resistance, so you can use wizard towers to defend the bungalow.
Also, try to keep some gold around so you can cast lightning storm. The dragons will stay conveniently bunched up, making the spell effective. Then it's just a matter of destroying the snake pits. Simply flag a couple of pits, let your rogues, elves and paladins go to work, and then repeat as necessary. You should be able to destroy the pits faster than they spawn.
Meanwhile, keep expanding your base and adding more heroes so you can finish the quest more quickly. Eventually you'll receive groups of gnomes and dwarves to help out, and it should be smooth sailing from that point on. Spires of Death Objective: 1. Destroy the five spires. My Best Time: 62 days Walkthrough: You won't have much time to get settled in with this quest, but even so you shouldn't make the mistake of using gnomes or training warriors at your warrior guild.
Instead, immediately build a rogue guild next to your base and start training rogues. Since you can't do anything else useful at the moment, go ahead a build a marketplace, and, when you have four rogues, upgrade your palace to level two.
Now you can build a temple to dauros and start training paladins. After about two days you'll be attacked by a mess of goblins. They'll come from the five spires, and so they might arrive from five different directions. Released : Updated : T Download Links Link Mega. How to download free Majesty 2 Collection Use any of the links Wait 5 seconds for the ouo advertising to pass and then another 5 seconds per adfly.
Click on the download button of the selected service. Install the. Most of our games are uploaded in a single link. And now time to enjoy : In case of problems do not hesitate to contact me!
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