Majesty 2 Strategy Guide

Written by:  • Edited by: Aaron R.
Updated Jul 6, 2010

Majesty 2 is a fantastic game which offers a twist on the real-time strategy genre. It is a challenging foe so you may find you need some help completing it. Check out this strategy guide for tips and hints that will help you to victory in Majesty 2.

King of Ardania

As the king of a land overrun by evil creatures you have a serious task on your hands. There are several quests to complete before you can rest in that throne and you’ll select them via the map screen which shows the whole of Ardania. There is some choice in the order you complete missions but you’ll need to conquer every opponent to win. The quests start out gently and introduce you to the basics of gameplay before ramping up in difficulty quite dramatically. In this Majesty 2 strategy guide we’ll take a look at the core mechanics and offer some advice to help you on your way.

Heroes

Majesty 2 cover
click to enlarge
The sovereign is much too important to risk himself in combat. Instead you’ll be hiring various heroes to do your bidding. The difference with Majesty 2, when compared to other real-time strategy games, is that you don’t control them directly. In order to recruit heroes you build the relevant guild and buy them. Each of the guilds can be upgraded and you can buy new skills or magical powers for your heroes. There are various different types of heroes and selecting the right kind for each job will have a large bearing on your success. We’ll discuss the types of hero in more detail later but first let’s take a look at how to command them.

Using Flags in Majesty 2

Instead of direct commands, Majesty 2 uses a system of rewards. In order to get your heroes to target a specific creature or building you place a flag on it and offer a reward. The more you offer, the more likely heroes will be to answer your call.

There are four types of flags. There are Attack, Defend, Explore and Fear flags. You right click on the target to place a flag and then you can add a reward using the panel on the bottom right of the HUD. When you put a gold amount in as a reward you can see in the central panel how many heroes are interested in taking on the quest. If the number is 0 you will need to add more money or the quest will be ignored.

Attack flags can be set on creatures or enemy buildings. Defend flags can be used on carts or your buildings. Explore flags can be set anywhere on the map. Fear flags are for telling your heroes to avoid areas of the map. You will use Explore and Attack flags the most. Defend flags are very handy when you are building in a new area which is unprotected, such as when you are building a new Trading Post or Defensive Tower. You will also have to use Defend flags for certain missions when you need to protect a cart. You don’t really need to use Fear flags at all but if you find your heroes persistently wander into a dangerous area and you want them to wait until they are tougher then you could use a Fear flag.

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Quannum326 Apr 1, 2010 5:48 PM
Some things to consider
Awesome Guide! There are a few hints I've found useful in the game (usually through the intermission screens while loading or saving a game) but also through trial and error and just my personal opinion.

In regards to building order:

-1 or 2 guard towers followed by a marketplace is a prime way to start off (as the guide pointed out), but if you're playing one of the more challenging missions it may be wise to build 4 or 5 upgraded guard towers and (if possible) upgrade the castle too. This should cost around $3000 for the guard towers (including upgrades) and $2000 for the Lvl.2 Castle upgrade, but it's well worth it!

-By constructing and upgrading a half dozen or so guard towers, you will receive a great defensive advantage when sewers start to randomly pop up or when your heroes start dying off. When you upgrade the castle you receive additional tax collectors and one more guard...by now you should have at least 6 guards constantly patrolling your town and since they respawn automatically, your not wasting money training new heroes or resurrecting the dead ones. =)

-Another point players could consider, building the clerics guild before the rangers guild. Research the heal spell and upgrade the building to unlock the clerics' attack spell. Then train 3 clerics and watch over them with the heal spell at ready in case their hit-points get too low. Clerics love to heal others (which gives them experience too!) and almost always respond to defense flags. So if you place defense flags around a building like the marketplace or blacksmith, your clerics will level up quickly and receive money at the same time! =)

In regards to resurrecting dead heroes:

-This is great but if a guild is full when you resurrect a dead hero, that hero will only stick around for 10 days (game-days that is) and after that he'll walk off the map!
 
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