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Majesty: Day of Reckoning

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Christoph Nahr

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May 7, 2000, 3:00:00 AM5/7/00
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On Mon, 8 May 2000 01:09:47 +0800, "perrin" <perr...@singnet.com.sg>
wrote:

>Ok, this is how far I can get into the scenario.
>1) Turned the game speed down. Walloped the cyclops fine.
>2) Turned off repair and tax from the houses - source of income: 1
>marketplace.

Build another marketplace, quick! Also recruit *fast* units, thieves
or rangers, to scout for the temples. Build a Thieves Guild quickly
and upgrade it to level 2 so that you don't have to rely on your tax
collectors for income.

Don't forget to upgrade your palace ASAP, makes a *huge* difference in
income! Upgrade your marketplaces too. And build trading posts near
the temples, and a guard house near each trading post.

>3) Can't kill the Witch King - instead defends the castle against the sneaky
>spider hordes.

Set a huge bounty on the Witch King to take him out *quickly*.
Otherwise his spider hordes will slowly grind down your kingdom.

>4) Trains warriors and sends them/others off to locate the temples.

Too late, too slow -- see above.

>5) Uses Petrify and just manages to defeat the 3 Phantoms and a couple of
>golems.

Use Wither once you've found the Temple to Krypta. Perhaps the most
cost-effective spell in the game, in my experience.
--
Chris Nahr (christo...@uumail.xxde, remove xx to reply by e-mail)
Please reply either on Usenet or by e-mail but not both!
Visit http://uuhome.de/christoph.nahr/ for Might & Magic information
and game projects with source code for download: Star Chess & Hexkit

M. de Mare

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May 7, 2000, 3:00:00 AM5/7/00
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"Christoph Nahr" <s...@sig.invalid> wrote in message
news:17bbhs810dfln4v48...@4ax.com...

> On Mon, 8 May 2000 01:09:47 +0800, "perrin" <perr...@singnet.com.sg>
> wrote:
>
> >Ok, this is how far I can get into the scenario.
> >1) Turned the game speed down. Walloped the cyclops fine.
> >2) Turned off repair and tax from the houses - source of income: 1
> >marketplace.
>
> Build another marketplace, quick! Also recruit *fast* units, thieves
> or rangers, to scout for the temples. Build a Thieves Guild quickly
> and upgrade it to level 2 so that you don't have to rely on your tax
> collectors for income.
>
> Don't forget to upgrade your palace ASAP, makes a *huge* difference in
> income! Upgrade your marketplaces too. And build trading posts near
> the temples, and a guard house near each trading post.
>
> >3) Can't kill the Witch King - instead defends the castle against the
sneaky
> >spider hordes.
>
> Set a huge bounty on the Witch King to take him out *quickly*.
> Otherwise his spider hordes will slowly grind down your kingdom.

Find the dwarves and build ballistas towers to defend against spiders.

>
> >4) Trains warriors and sends them/others off to locate the temples.
>
> Too late, too slow -- see above.
>
> >5) Uses Petrify and just manages to defeat the 3 Phantoms and a couple of
> >golems.
>
> Use Wither once you've found the Temple to Krypta. Perhaps the most
> cost-effective spell in the game, in my experience.

Or get your level 50 warrior to attack the phantoms, and then cast
anti-magic on him. It makes him invincible for as long as it lasts. This
spell is worth upgrading your Wizard Guild for. Also cast vigilance if you
have it.
: Star Chess & Hexkit

seffen

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May 7, 2000, 3:00:00 AM5/7/00
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Hey Perrin....the key points for me were 2 market places made as soon as
possible , build a statue, and when the Witch King shows up put a large
bounty on him and take him out .
It took me two games to finally get this senario. It is a good one to play .
Good luck


perrin wrote in message <8f4801$557$1...@mawar.singnet.com.sg>...


>Ok, this is how far I can get into the scenario.
>1) Turned the game speed down. Walloped the cyclops fine.
>2) Turned off repair and tax from the houses - source of income: 1
>marketplace.

>3) Can't kill the Witch King - instead defends the castle against the
sneaky
>spider hordes.

>4) Trains warriors and sends them/others off to locate the temples.

>5) Uses Petrify and just manages to defeat the 3 Phantoms and a couple of
>golems.

>6) Begins to suffer with the undead attack led by the Liche Queen.
>7) Runs out of money and most buildings are destroyed. Downhill from there.
>Would appreciate help. Yes, I have been to the Majesty board but it hasn't
>really helped.
>
>--
>cheers
>Perrin
>I was so much older then
>I'm younger than that now
>
>

perrin

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May 8, 2000, 3:00:00 AM5/8/00
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Neil Riches

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May 9, 2000, 3:00:00 AM5/9/00
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On Sun, 7 May 2000 18:09:47 +0100 , "perrin" <perr...@singnet.com.sg>
wrote:

<snip>

>Would appreciate help. Yes, I have been to the Majesty board but it hasn't
>really helped.
>
>--

Hi. Ok, here's what I did (I finished this 2nd or 3rd go, I found one
of the other ones harder (Dragon King?).

1) I didn't slow the game down. This was really just down to me
not considering it, but it is possible to win on full speed.
2) The 2 most important concepts are;

A) Get loads of cash
B) Find the other guilds

If you can do either of these quickly, you're in with a shout.
Do both, and you're rocking.

3) On the cash front, I only had one market. It was the first
building I created, surrounded by 4 guard towers. I didn't use the
thieves to grab money, as I set my Tax collectors to only grab from
the market place. I upgraded the towers round the market. You really
can't afford to lose money (which is also why I didn't hire any
thieves). Trading posts near the end are good too. Upgrade your
palace ASAP.

4) Ranger guild, ASAP. Then when you've got some extra guilds,
it's down to style. I like lots of Krypta to get a horde of
skeletons. Lunari (?) are excellent for finding other guilds.

5) Use Wizard towers, guard towers and when you've found them,
balistas copiuously. All are useful, and the latter are brilliant
against the last wave of dragons. I ringed all my core buildings, and
set up a couple near the remote guild outposts (and trading posts)

6) Use spells. Wither, Petrify + heal are very good. I didn't
bother with the direct-damage as I felt they weren't so cost
effective. Try and save 2000 at all times as 'raise dead' money.

7) The nastiest monsters I found were the phantoms. Fast and
deadly. Try and get them to engage a tower, then get wizards to nuke
them from a distance. Use Anti-magic. Petrify them (a real
life-saver, I found). They're not especially hardy, they just do a
lot of magic damage. Every other creature could be countered by
sticking a large price on its head. Did I mention money was
important? The other advantage is that the extra cash will allow your
hero's to tool themselves up a bit.

A fun map this one, though it's more fun after you've completed it ;)

Andrew S. Davidson

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May 14, 2000, 3:00:00 AM5/14/00
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On Tue, 9 May 2000 19:38:51 +0100 , Neil Riches wrote:

>3) On the cash front, I only had one market.

I just finished the Day of Reckoning at the first attempt and did it
with only one marketplace too. Cash was always tight but was never a
real problem until after the Dragon wave had torched a lot of
buildings including the Rogues Guild and Marketplace.

>7) The nastiest monsters I found were the phantoms.

Yes, though I eventually figured out that Anti-Magic Shield on the
level 50 warrior was a good idea. I also really hate the Rat Men -
they are always a damned nuisance in any scenario. The spiders were
just amusing - I liked the way that they persistently tried to take
down a particular temple - I was really engaged by the defense of the
Solaris temple as wave after wave of spiders crashed against it.

I discovered the dwarf/gnome settlements after the Dragon wave and so
didn't have the use of them when it mattered. I'd have thought that
early discovery of these was a big plus as the peasants alone are hard
pressed to repair your buildings, never mind building new ones.

The main thing that puzzles me is how do you win? After the Dragon
wave, my kingdom was fairly beat up but I started to rebuild and get
it back into shape. I was expecting another wave or a super-bad-guy
but on Day 33, for no apparent reason, victory was declared. Do you
have to clear the map of all monsters to win? I wonder if there's a
trick to this - there was an Oculus (Behholder) there from the
beginning which refused to join the fray and may have been designed to
keep things going between waves.

And what's the deal with the Daemonwood (Ents)? There was a friendly
grove of these near the cultist's temple but they never did anything.
Did they start out bad and get converted by a cultist? I was
expecting the cultists to do this to the spiders too but never saw
much sign of it.

Overall, the toughest scenario for me was Tomb of the Dragon King. It
took three goes to beat that one but I enjoyed the last one - built a
village near the tomb and posted a big bounty to have my heroes
swarming all over that nasty last wave before it moved an inch.

Andrew

mammon

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May 14, 2000, 3:00:00 AM5/14/00
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a...@csi.com (Andrew S. Davidson) wrote in
<1D9FB5FF5CBEA3B7.10B719D7...@lp.airnews.net>:

>On Tue, 9 May 2000 19:38:51 +0100 , Neil Riches wrote:
>
>they are always a damned nuisance in any scenario. The spiders were
>just amusing - I liked the way that they persistently tried to take
>down a particular temple - I was really engaged by the defense of the
>Solaris temple as wave after wave of spiders crashed against it.

Killing the witchlord when he appears alleviates the spider swarms. Just
get rangers early and explore as much of the map as possible.

>
>I discovered the dwarf/gnome settlements after the Dragon wave and so
>didn't have the use of them when it mattered. I'd have thought that
>early discovery of these was a big plus as the peasants alone are hard
>pressed to repair your buildings, never mind building new ones.

The problem with repairing and building can be temporarily solved by
removing certain buildings from the repair routes like the little houses
that get razed anyways.

>The main thing that puzzles me is how do you win? After the Dragon
>wave, my kingdom was fairly beat up but I started to rebuild and get
>it back into shape. I was expecting another wave or a super-bad-guy
>but on Day 33, for no apparent reason, victory was declared. Do you

The dragons are the last wave/boss to come - Cyclops->Witchlord-
>Necromancer Queen->Sslaa(the hunter)->multiheaded beast->Purple Dragon or
something about that order. It was just the script finally figuring out
you've won. It takes a while for most missions to end.

>And what's the deal with the Daemonwood (Ents)? There was a friendly
>grove of these near the cultist's temple but they never did anything.
>Did they start out bad and get converted by a cultist? I was
>expecting the cultists to do this to the spiders too but never saw
>much sign of it.

Yep, getting the cultist guild converts the daemonwood and they help
protect your realm if anything gets near them. But they're highly
unreliable as guards since they only activate when an enemy gets really
close to them.

>Overall, the toughest scenario for me was Tomb of the Dragon King. It
>took three goes to beat that one but I enjoyed the last one - built a
>village near the tomb and posted a big bounty to have my heroes
>swarming all over that nasty last wave before it moved an inch.

It can be easy if you go Paladins and Dwarves. Just build ballista towers
on your town outskirts and make sure you have a temple to agrela to keep
your paladins and dwarves in service. Once they get to be level 10 and up
they can handle 2 or 3 dragons at a go. I always like to swarm the map
myself and had 5 warrior guilds alone on that particular map. It was a bit
of a mistake as my heroes struggled to get to a particular monster before
it was obliterated by another. Eh, whatever...

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