Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
...And even that can be quite tricky to pull off. Not many have persevered sufficiently to beat this quest With Honour Intact, so... kudos, Alesayr.
The final two quests are Vigil for a Fallen Hero, which takes away all recruitment and sovereign spells and as such relies significantly on luck, and Spires of Death, which has regenerating lightning-proof lairs that shoot yetis and fireballs at you*. More, if you bother them.
...Have fun!
* This one has always been a slog for me, though MMMMM on the old forums reported beating the quest fairly easily by only retaining a handful of very well-trained, well-equipped heroes, and using careful timing to tackle the spires simultaneously.
I'm thinking I might need to break down my elf bungalows so I can build ballista towers everywhere. Is that an effective strategy for taking down the spires?
Vigil for a Fallen Hero though... I have no idea how to do this. Shadowbeasts just eat me every time.
Thanks for the kudos. It took a good 20-30 attempts and a lot of hairpulling. I really was in shock when I won.
What I'll typically try doing is building a sorc's abode next my warriors' guild/fairgrounds, and teleport my troops on top of the last spire after sending parties after the others. I've only tried ballista towers once, but they seemed reasonably effective? It might be helpful to establish an outpost for extra peasants and a trading post, but the spires tend to come atcha from all angles, so it's hard to find a quiet corner of the map.
It's just hard, in my experience.
Vigil for a Fallen Hero... again, the cheesy approach is to turn the game-speed way way down and just watch your heroes like a hawk for any sign of trouble, then flag whatever's bothering them ASAP. I personally find the initial couple of waves (minotaurs & gorgons) are the real killers- once your heroes have some potions and blacksmith upgrades under their belt, they tend to be okay. But squishy heroes like the cultist or rogue are very vulnerable until then, and if you lose all your tanks, the end-boss is almost impossible to beat.
(There's a sorceror's abode hidden toward the middle of the map, but if you discover it too soon it's quite hard to defend.) So yeah, it's just... roulette, really.
As for scaling... well, for the goblins I'd have about 20 champions surrounding 2 paladins and a ridiculously high level (18 at one point) agrela healer. For some reason they'd ignore the agrela healer and because Pally's are so good at defending they'd just slowly carve their way through the gobbo hordes, with agrela healing them if they got injured.
As for wizards, yeah, they died fast until they hit high level, but I had 2 level 15 wizards who would curbostomp anything if they were behind a wall of pallys. Had to rez em a few times against ice dragons though
this quest has 2 cripling bugs, and people are not talking about them for some reasons.
1. one of the artefacts adds healing attack spell. once in a while owner of the spell completely heals random targets. even rock golems...
2. monsters can clear off bounties by re-entering these... damn barrows. yes, sometimes hundreads or thousands of gold just poofs in front of you.
1. finding the damn barrows on an incredibly huge map
2. getting enough gold
its useless to try and defend your town vs the upgraded monsters from the last 2 barrows so dont bother going the dwarven ballista route. the trick is saving enough cash to use the earthquake or gate spells to take down the last barrows before your castle gets destroyed. rangers get killed off or flee way too quick so focus on discovering the map with reward flags. solari, paladins, discords and barbarians (depending on what temples you want) are the biggest problem,you need them to take out the first 5 barrows but sometimes they do it way too fast and you get overrun and sometimes they will ignore them completely, you can try to gate them if you have enough money.
Still never managed to succeed in Vigil, but that's the last quest in Majesty left.
Even then, last time I tried I ended on day 30, the kingdom getting overrun with monsters and the earthquake effect, I have the game on minimum speed and I'm frantically destroying wizard towers to try and scrounge up enough money to finish off the last barrow with lightning bolts.
I found Vigil a lot easier by comparison. The biggest thing was that I'd save like every day and reload a few days earlier if a hero died.
One note, you don't actually need heroes to destory the abomination - you just need to survive 30 days ish. After that, there aren't any real monster threats to your kindgom. You can take out the abomination by just having him get within arrow range of a guard tower. The dismiss spell is useful for this.
and "ambitious" solari acts really weird sometimes... sometimes, if you don't build anything at all, that solari alone will discover 3 or 4 barrows for you, and sometimes it will hesitate to find 1st barrow (usually the closest)...