Vengeance of the Liche Queen 6. Majesty NE Advanced Quests 6. The Clash of Empires 6. The Fortress of Ixmil 6. Rise of the Ratmen 6. Trade Routes 6. Urban Renewal 7. Majesty NE Expert Quests 7. Darkness Falls 7. Legendary Heroes 7. The Siege 7. The Valley of the Serpents 8. Majesty NE Master Quests 8. Spires of Death 8. Vigil for a Fallen Hero 9. Downloadable Quests 9. The Wrath of Krolm 9. Balance of Twilight Cheat Codes Easter Eggs Version History In the sections below I'll provide fairly detailed walkthroughs for the quests, and I'll also give some hopefully useful playing tips.
I used version 1. I've also included my best playing times for each quest. If you read my walkthroughs and they don't work for you, or if you'd simply like to see other approaches or more information for the quests, there are a few web pages that you might find useful. The official Majesty web site http: Two good unofficial sites are Your Majesty's Castle http: Both have or will have walkthroughs for the quests.
There's an easy method to restore your data. Do the following: Go to the directory where you installed Majesty NE and delete the files hiscores. Go to the directory where you installed Majesty FKS and copy the files hiscores. Go back to the directory where you installed Majesty NE and paste the two files you just copied.
Now just rename questdata. Everything should be restored. Note, though, that this will erase anything you might have done in Majesty NE before copying and pasting the files. And during combat, when you want to cast heal or invisibility or some other spell on one of your heroes, it can be almost impossible. You'll be just as likely to cast the spell on an enemy unit as you will be to cast it on your own.
However, there is a way to get around this. Instead of selecting the spell and then clicking on the unit, you can select the unit, then select the spell, and then click on the unit's portrait on the interface bar on the left side of the screen. It might still be difficult to initially select the unit, but at least this way you'll never miss.
They are expensive and incredibly weak, and there are numerous creatures that can destroy them single- handedly. The only time I use guardhouses on the perimeter is to protect a wizard guild. The guardhouse still won't stop anything, but it gives wizards something to hide behind as they attack the enemy. Instead, use your guilds on the perimeter, and especially those guilds that have lots of hit points. The perfect choice is the warrior guild. It has hit points, and, if creatures attack nearby and none of your heroes respond, you can always use the call-to-arms option to bring your warriors home to quash the threat.
Dwarven settlements are also a good selection. The place to use guardhouses is in your interior defense. Specifically, you should put them next to your marketplaces to protect them against trolls, and you should put them next to sewers to prevent sewer rats from killing your peasants and tax collectors. The important thing to realize about marketplaces is that they initially produce gold per game day before modifications and item sales , and each upgrade only adds 50 gold per day. That means it is far more profitable to have, for example, three level one marketplaces than one level three marketplace.
They'll cost about the same but the former will produce over twice as much gold as the latter. The exception to the rule occurs with trading posts. The level of the destination marketplace is the multiplier used on the amount of gold carried by caravans, and so you want all of your destination marketplaces to be level three. One often overlooked money building is the inn. One inn will produce gold per game day, and, given its low cost, will quickly start making you a profit. Inns also grow slowly in cost, so you can put down half a dozen inns and start making a profit with all of them within a game week.
Plus, inns can give you a fountain early in the game, and that has beneficial effects as well. A Deal with the Demon Objective: Accumulate , gold within 40 days. My Best Time: There will be several creature lairs on the map, and your palace is going to start somewhere near the middle of the map -- all of which means you're going to have company at your base quickly. Luckily, you will have a temple of krypta, a warrior guild, and a wizard guild at your disposal. Wizards are too fragile for this quest, so train a pair of warriors and a pair of priestesses, and then upgrade your palace to level two.
Meanwhile, also build a marketplace and, once you get a feel for where attacks will come from or see where the sewers pop up, a guardhouse or two. Your buildings start out in three groups on the map: The trio isn't especially important, so if it doesn't happen to end up right next to your main base, forget about it and let it be destroyed. But remember to take it off your repair and tax routes first. The warrior guild is easy to protect since you can use call-to-arms, and if it far away from your base go ahead and put a guardhouse and a trading post next to it.
Trading posts are really useful on this map, but only put them where they will be safe. You don't really need to do a lot with your heroes for this quest. Don't worry about upgrading your wizard guild or researching at your blacksmith. Just create another priestess and warrior and let them do their thing, replacing them if necessary. Whenever they happen to uncover a creature lair, put an attack flag on it and let them destroy it.
So spend most of the time during the first 10 or so years building up marketplaces and inns, with a guardhouse or two thrown in for defense and for shortening tax routes. I recommend you put up three marketplaces with at least one at level three and four or five inns for the extra income and a fountain. And be sure to build an elven bungalow as soon as possible. With those buildings and perhaps a trading post or two, you should make k a day. Then you can just sit back and watch your heroes at work for about 15 days until you have , gold.
Just save before you gamble, save every time you win, and restore every time you don't. If you? Elven Treachery Objectives: Destroy all elven buildings and units within 30 days, or 2. Accumulate 50, gold within 30 days. I'll give walkthroughs for both possible objectives, but first a note about elf heroes: If they see one, they'll just run away.
So defending your base is pretty easy in this quest: The first way to solve the quest is to generate 50, gold. This is a pretty boring and wimpy solution, but it is the easiest. Start out by building a gnome hovel, and then place a couple of guardhouses at the most obvious routes into your base.
Then build a ranger guild and train four rangers so you can upgrade your palace to level two. Then just finish placing perimeter guardhouses, and put three marketplaces and as many inns as you can fit into your corner of the map. Then just crank up the speed setting and twiddle your thumbs for minutes.
You should generate over gold per day and build up 50, gold before Day 30 but not by much. The more exciting solution to the quest is to kill all of the elves and destroy their buildings. Once again build a gnome hovel first, and then build a couple guardhouses to defend your base and keep the enemy elves from picking off your peasants. Next build a ranger guild, a warrior guild, a blacksmith, and a marketplace. Begin training and researching, and upgrade your palace when you can. Don't train beyond four units yet because your units will probably get killed at this point. They don't seem to have a problem fighting against multiple enemies at once, and warriors are slower than elves and will get killed when they try to flee.
Instead, let your guardhouses do the bulk of the work in protecting your base while you build temples to agrela and dauros, and then start creating paladins. Don't train any monks or healers, but upgrade the temple to agrela to level three so you can help out your units if they get into trouble. Also during this period, it's a good idea to build another marketplace and some inns, and to upgrade your blacksmith so your paladins will have good equipment.
You might also want to build another warrior guild or two, just to finish the mission more quickly. Then it's just a matter of search and destroy for your paladins. One enemy building of interest is the elven hideout. It contains 15, gold in its coffers, and the units who destroy it will be able to afford all the equipment they want.
Free the Slaves Objectives: Destroy the four slave pits. Kill Url-Shekk. Enemy forces won't arrive at your base for a while, so start out by getting your economy rolling. Quickly put a marketplace next to the entrance to your palace, and place a warrior guild next to the marketplace to protect it.
Place the warrior guild right away so the incoming gnome hovels won't get in the way. Then train a couple gnomes and four rogues, and advance your palace to level two. Next, build a blacksmith to reduce the cost of future buildings, research healing potions at the marketplace, and place a guardhouse in a useful place such as next to the sewer that will probably have appeared.
All of this should take about a day and tap your funds. Now, as your gold permits, add a ranger guild and start training rangers and warriors. On days 2 and 4 you'll receive gold from a neighboring kingdom gold in total , and you can use this to help in training units and also to upgrade your rogue guild and marketplace. Then proceed to build up your base normally. Let your rangers do their thing, and eventually they'll find a slave pit.
You might also want to put out some explore flags so your rogues will help out. Then just put an attack flag on the pit, and your rogues and warriors will get to work. Once the pit is destroyed, you'll receive some units as reinforcements. These units can be paladins, gnomes, warriors of discord, and priestesses. They don't need a home temple or guild, but make sure you have at least one inn so they'll have a place to rest.
There are three more pits somewhere on the map, and there is also an outpost containing three houses and a trading post for you to find. I ignored the outpost and let it supply me with gold while it lasted which wasn't terribly long. If you want to protect it, place a warrior guild next to it and use call-to-arms whenever there is trouble. After you destroy the second pit, a large wave of rats and other wimpy creatures will swarm at your base. Use call-to-arms to bring your warriors home, and place attack flags on various enemies to get your other units interested. It's not a bad idea to have a couple guardhouses at key points in your base, but four warriors can take down the entire attack on their own albeit slowly so guardhouses aren't really necessary, and you can use your gold on more units instead.
Before destroying the last pit, make sure you have a temple to agrela and four healers trained. When Url-Shekk appears, he'll wander around the map for a while, but finally he'll stop in a place and fight. He has a fast but weak ranged fire attack, and if you have a healer in the area, she'll be able to heal faster than Url-Shekk can damage your units. Then it's just a matter of putting a big bounty on his head and getting enough of your units to him to kill him.
He only has hit points, and your warriors and paladins should be able to kill him even if your healers don't get involved. Hold Off the Goblin Hordes Objective: Destroy all goblin settlements. You'll come under attack almost immediately, but you'll still have some things going for you: Plus you'll have 15, gold, and the allied wizards will donate about more gold to your cause during the first four days.
So you'll have the means and necessity to get started quickly. Unfortunately, you can't build gnome hovels during this quest, but your palace will start out at level two, and so you'll have four peasants right away. Put them to work on a marketplace next to your warrior guild , and while that's in progress move your ranger guild closer to your palace, research arrows for the guardhouses, build a wizard guild, and train warriors and rangers.
Then put a blacksmith and library wherever is convenient, and build a rogue guild and upgrade it as well. Train a full complement of units for each guild and let them pretty much work on their own while you upgrade and research at your library, blacksmith, and marketplace. If your units stumble across a goblin lair, put an attack flag on it and it won't last long. You'll be under constant attacks from the goblins, so most of your forces will stay at your base to defend it. But a few units like the rogues will venture out to destroy flagged lairs.
There are only 15 goblin lairs, and it won't take too long to destroy them all. Just ignore the starting inn since it isn't useful enough to protect from the goblins. You can also ignore the allied wizards. On Day 5 their guild will stop being invulnerable, but wizards are pretty good about killing goblins, and they should be able to take care of themselves -- and perhaps even help you out by destroying a nearby goblin lair or two.
There aren't any surprises in the quest.
You just need to explore and destroy. Quest for the Crown Objective: Find and destroy the crown's tower. You'll immediately be attacked by 15 minotaurs, and your goal in the first few minutes of the quest should be to minimize the damage as much as possible. To that end, start cranking out units right away, and if you see minotaurs approaching one of your wizard towers, enchant it so it can defend itself.
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Meanwhile, build a marketplace somewhere that looks safe and upgrade it to sell potions so your heroes will last longer. You will have good wizard spell coverage at the start of the quest, so take advantage of it. Upgrade your wizard guild to level three, and wherever you see three or more minotaurs together, give them a zap with a lightning storm. The minotaurs will attack in three groups of five at the start, and a couple of well-placed spells can really decimate their numbers. Once you hold off the initial onslaught, the quest should be pretty straightforward.
You just have to find the tower with the crown in it. The tower is probably in one of the corners of the map, and it will be guarded by two evil occuli. So if you find an occulus during your explorations, set explore flags in the area until you find the tower, and then flag the tower itself. While the search for the tower is going on, simply build up your base like normal, and do whatever upgrading and researching you can. There are two elven outposts on the map, and they'll join your kingdom when you find them.
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That should give you enough of a boost to your economy to allow you to build all the heroes you need. There are also a handful of creature lairs that you can destroy if you want. Once you destroy the crown's tower, nothing bad happens. The quest simply ends. Quest for the Magic Ring Objective: Recover the ring of healing.
You'll start with a temple to helia, so go ahead and start training four solarii while you construct your base. Put down a blacksmith first and then a marketplace. By that time you should have your four solarii so upgrade your palace to level two. When the elves offer to join your kingdom, let them and build an elven bungalow. There is another kingdom on the map, and they'll be allied with you.
In fact, on Day 4 they will even give you some gold. Take advantage by building another marketplace and doing some upgrades. Eventually you should build a ranger guild, a warrior guild, a temple to agrela and a temple to dauros. Let your rangers explore the map while you train paladins, and also upgrade your temple to agrela to level three so you can help out your units. Eventually somebody will find the tower with the ring in it. It will be guarded by some daemonwood, but your solarii or paladins should be able to handle them perhaps will a few spells from you.
Once you then destroy the tower, all sorts of bad things will happen. The allied kingdom will turn against you, and so you'll suddenly have to fight them. Plus, three black phantoms will appear at the site of the tower, and their spells will probably be able to kill most of your units. Lastly, a special item box the ring will appear on the ground next to the black phantoms. The problem is that most your units will run from the black phantoms and never get to the box.
If you're lucky, some enterprising unit will dodge the phantoms and grab the ring. In my best game, my toughest solarii happened to die right next to the ring box, and so once the phantoms wandered away a little, I resurrected her and she grabbed the ring and dropped it off. In another game, one of my heroes grabbed the ring right after the tower fell, and it delivered the ring during the confusion. So you have a few options, and you might want to save your game right before attacking the tower just in case the black phantoms really do a number on you. If you have problems with the other kingdom claiming the ring before you can, your best option is probably to destroy the kingdom before attacking the ring tower.
They don't upgrade their buildings or do any research as far as I can tell, and so they're not difficult to defeat. Brashnard's Ultimate Sphere of Power Objective: Locate and acquire the seven shards of Brashnard's Sphere. You'll start out with two temples to krolm on either side of your palace. Immediately start training barbarians; you'll come under attack from a multitude of spiders, spitters, and undead very soon.
While you're training, build a marketplace next to the entrance to your palace and place a guardhouse next to it to protect it. Then upgrade your palace to level two. As soon as you see enemy creatures, and as soon as you have six barbarians, use rage-of-krolm. Rage-of-krolm is expensive, but it should prevent some of your barbarians from dying, it should prevent a bunch of graveyards from littering your base, and it should hopefully give you some veteran units when the first wave of attacks is over. I used it three times during the first wave, and I only lost one barbarian as opposed to about 10 when I didn't use it.
Now work on your base and do things that will help out your barbarians. Make sure your marketplace sells potions. Build a blacksmith and research weapons and armor. Add a wizard guild so you can cast invisibility. Then get to work adding another marketplace and some inns so you can make money, and build a ranger guild and rogue guild so you can explore the map. Keep replacing your barbarians as necessary so you always have eight. Note that rangers will follow and support barbarians, so they won't explore the map as well as they usually do.
You'll have to use explore flags, and you might want to build a second rogue guild just so you'll explore more quickly. The shard shrines are usually located along the edge of the map, so that's where you should put the flags. Each time you destroy a shard shrine, a magic item box will fall to the ground and some enemy creatures will appear.
The creatures won't be very powerful harpies, hellboars, and so forth but the magic items will be nice. You'll probably have the most problems fighting the shrine guards, which can include rock golems, evil occuli, and dragons. But just throw your heroes at them until they fall. Once you've destroyed all seven shrines, you'll automatically put the shards together to form the sphere even if your heroes aren't holding all the shards , and the mission will end. The Dark Forest Objectives: Cure your kingdom.
Kill the witch king. You'll start out with just a warrior guild, and you won't be able to build any other guilds or temples until you find the nearby temple to fervus. But that's ok; no enemy creatures will attack you for a while, and so you can start working on your economy. Surround your palace with three marketplaces, a blacksmith, and three or four inns as many as fit in. Only train one more warrior, and set explore flags around your base. Your warriors will either find a message stump or a statue.
The stump will lie directly in line between your palace and the temple to fervus, and there will be four statues surrounding the temple. So either discovery will tip you off to the location of the temple, and you should set more explore flags as necessary. Once you find the temple to fervus, you'll need to make a choice. You can either keep the temple and then use warriors of discord and priestesses, or you can destroy the temple and use paladins and healers. I prefer the latter combination, and so I decided to destroy the temple.
Once you have four heroes, upgrade your palace and build an elven bungalow. You should now have a significant stream of money coming in, so put it to use. Build up your base and start cranking out heroes. Add a ranger guild first so your rangers can help you explore the map. You should also set explore flags around the edges of the map and particularly in the corners to find enemy lairs and the witch king's tower. Destroy any lairs and creatures you find, and then focus on the tower. Surrounding the tower you'll find several daemonwood.
Finish off the daemonwood and then destroy the tower. When the tower falls, the witch king will appear on the map but not where the tower was and all the daemonwood you haven't killed yet on all parts of the map will head for your base. The witch king will continually create spiders, so even if you haven't explored the entire map yet, it shouldn't take too long to figure out where he is. Once you do, put a huge bounty on his head and watch your heroes rush to greet him. Use heal and resurrect spells as necessary, but it shouldn't be too difficult to kill him. Two mid- to high- level paladins can do the job with no problem.
The Day of Reckoning Objective: This is a difficult and annoying quest. It's difficult because you'll face all of the super bad guys from the earlier quests -- the witch king, liche queen, Vendral and so forth -- and it's annoying because your base will be spread out, there will be houses all over the place getting in the way and distracting your henchmen, and random lightning bolts will damage your buildings and kill your units.
It's depressing to try and write a walkthrough and say something like you'll need a good amount of luck on your side to win, but there you go. You'll need some luck. You could use a good strategy five times and only have it work once or at least that's my experience. If lightning bolts keep killing your peasants and tax collectors, if your starting heroes decide to run instead of fight, if spiders swarm on two sides of your base and all your heroes go to only one side, then you're probably going to lose. Luckily, when you lose, you'll tend to lose early, and so you can start again without investing too much time in a lost effort.
But, anyway, when you start the mission you'll have a base in the center of the map with a couple dozen houses surrounding it. Several minotaurs and a cyclops will already be at your houses, wailing away at them as they head towards your palace. Fortunately, you'll start out with two level 50 heroes, a warrior and a wizard, and they'll usually head straight for the attackers even if you don't set any bounty flags on them. If you can find the wizard early enough, it's not a bad idea to make him invisible so he'll stay in battle longer before fleeing.
While your heroes are off defending the realm, you'll need to do three things: Start training heroes at your three existing guilds. Usually I'd wait for a library before training wizards, but in this case the only enemies your wizards will really be useful against are the spiders you'll see in the second wave.
Most of the other enemies you'll face will either be highly magic resistant or have the magic mirror spell. So get some wizards training early, and keep all of your guilds full. Start building your base. This will be tricky because of all the houses, and so you probably won't be able to place buildings in a circle around your palace.
My best suggestion is to go for your economy first by putting down three marketplaces. Only upgrade one of the marketplaces to level three unless you find that one of the others really needs the extra hit points. Then you can add in a rogue guild so your rogues can help you explore the map and a second warrior guild for defense. Later you can add things like a library and a blacksmith and at least one inn so you'll get a fountain , plus a guardhouse or two to guard against sewer entrances and to protect your marketplaces.
Figure out how you want to deal with all of the houses. It's a pain to go through them all and take them off your repair and tax routes, but that's probably the best plan. Certainly you should take them off the repair route so your peasants will concentrate on building your base, but it's difficult to ignore the money the houses will generate since you'll need so much during the quest. You could always compromise and leave the closest homes on your tax route and then use extortion to get the gold from the rest but only when your marketplaces are empty.
Regardless, you'll also need to select all of your tax collectors and change their minimum pick-up amount to something more substantial, like gold, so they won't waste time on houses and inns when your marketplaces are stockpiling gold. You probably won't be able to get all of the above done before the second wave of attacks arrives in the middle of Day 2, but keep working at it.
The second wave will feature the witch king and three evil occuli, and they'll show up on the map when they arrive plus the king will taunt you. None of the four will attack your base, so you'll have to go out and get them. It's especially important to kill the king because he'll continually spawn spiders, and the spiders, while wimpy alone, will take down buildings quickly if they're allowed to swarm. They're especially dangerous to any outposts you've managed to find because those will tend to be lightly guarded, if guarded at all.
The best way to kill the witch king is to set a huge bounty on his head and hope for the best. The king will use the magic mirror spell, and so your level 50 wizard will be useless against him, but your level 50 warrior will be able to do the job. So try to get him interested, and also try to get your other units involved by setting some attack flags on any spiders that are nearby. They might attack the spiders and then stick around to help with the king. Or maybe not. For me the witch king is the most difficult creature in the quest to kill, and I never get him until about the fourth wave.
Meanwhile, try to get your rangers and thieves to explore the map, and as soon as you find a temple to dauros or a temple to fervus, immediately go up to three warrior guilds and start training paladins or warriors of discord. You might lose the temples, especially if the witch king is still around, and so you need to take advantage of them as quickly as possible.
And if you find the dwarven settlement, place a trading post next to it. The settlement will be able to protect the trading post from most attacks. After six and a half days, three black phantoms will appear. Phantoms aren't any fun at all. They're resistant to magic and they have a nasty fire attack. The best way to kill them is through ballista towers as the phantoms chase your fleeing heroes back to your base. If you haven't found the dwarves yet, then you'll just have to muddle through the wave by sending lots of heroes at the phantoms and hoping for the best.
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If you happen to fight them within your wizard spell range, you can try casting anti-magic shield on the hero you least want to die, and that might give it a fighting chance. After eleven and a half days, the next attack will come. This one should be relatively easy with only the liche queen and several vampires.
Put a big bounty on the queen's head to draw your level 50 heroes, and also put bounties on some of the skeletons the queen creates so your lesser heroes will help out as well. Then just pay attention to the combat and heal your heroes as necessary. The next wave will come on Day 16 unannounced , and it will bring back your old friends, the black phantoms. There will be three of them again, and they'll have a fire-breathing lizard name Rrongol the Hunter to help them out.
The best way to kill them -- still -- is with ballista towers. In fact, after spending the gold necessary to keep your three warrior guilds full, you should spend your remaining gold on ballista towers. Just put a lot of them around your base, and train three gnomes so they can help out with the repairs.
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. So basically, 8 Necromancers and some Dwarven towers well, quite a lot of Dwarven towers can kill all the dragons on the hardest setting.
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. 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 They're not good fighters, but they do help to quickly build and repair your many, many Dwarven towers.
What do you need help on?
At best, it probably just kept my dwarves from dying so quickly. Lucidic Lurker. May 25, 5 0 5. Fun fact: Like, completely. I had a dwarf tanking like 10 dragons for 20 in game days until a random zombie came and killed him. IzelTokatl Android Enthusiast.
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Dec 11, 90 78 a lifehacker Southern California. 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. Jan 27, 18 0 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. Hey everyone, 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?
Home Questions Tags Users Unanswered. Majesty northern expansion on Android. How can I win that level? Ask Question. Any hint how to approach this would be appreciated. Frank