Guide and passage on Majesty 2: Kingdom of Monsters

The life of the monarch is full of simple everyday worries – at first the goblins come on an unfriendly visit, then the werewolf hunting ends with a catastrophe of a state scale. It seems that any of the great kings of Ardania had no such dull life.

But fate is not devoid of a sense of humor and finally prepared a series of truly royal trials to Majesty. Yesterday's allies become enemies, old enemies become faithful friends, and the king himself is an exile. And you and I will have witnesses to the epic conclusion of the history of Majesty 2.

The dark side of one ardan

The Kingdom of Monsters is the last and largest addition to Majesty 2. And this is exactly the case when the popular expression "Epic finale" does not look like an advertising trick of the marketing department. The game was transformed a little more than completely, and the changes affected all its aspects, and not just plot missions.

Remember the thick collectors of taxes and brave guards, ridiculously dying of one blow of a suddenly impaired wolflak? Remember the lovely elves, chained in the armor of gloomy dwarves and clever thorough? And remember how in a hurry you had to wield flags to fight off the attacks of annoying monsters? They remembered? Now forget it, because recently, minotaurs, wolves, goblins and the rest of the gang are the best friends of his monstrous Majesty, and we will have to command all this brotherhood.

The priests conclave was still able to prepare a coup and overthrew the great king from the throne. His Majesty and the Royal Advisor managed to escape at the last moment, moreover, all the great artifacts obtained by the king were in the hands of the conspirators during a campaign to the demon.

Where do they go when former friends turned around enemies? Of course, to former enemies! For example, to goblins. And then, when His Majesty proves himself as a mighty leader, it will be possible to establish contact with other peoples. Under the leadership of the king and thanks to the hints of the wise adviser, the monsters will become the power that will return the throne of Ardania to the legal owner. Yes, the political life of Ardania did not yet know such turns!

Weight of the dark lord

King Ardania became the leader of the monsters. But this does not mean that from now on we will fight exclusively against people. Often you have to prove their strength to monsters, which should become our subjects, sometimes to fight with hostile clans of monsters. But the top enemy will remain the treacherous priests of the conclave. Kidnapping royal regalia (what horror, the crown of Ardania fell into the hands of enemies!), they managed to subjugate the spirit of kings to themselves! So, in the end, we will have to fight the ghost of our own ancestors.

The newly -made ruler of the monsters will have to live in a certain likeness of the palace erected by the dwarfs. Yes, the dwarfs now serve the king instead of peasants. They tried very hard, but what happened, it turned out. The kings in exile should not be very picky. The dwarfs will also work as guards for half the salary – it is worth teaching them a little, so they will look like the guards.

To wage war, you need a lot of money on how to do without taxes? Who will collect them? Of course, the real bloodsuckers are vampires.

Quote: Vampires – excellent tax collectors. Firstly, they have extensive experience, and secondly, as a rule, no one argues with them.

Sewers and the like indestructible buildings did not disappear, but they changed a little, like their inhabitants. Rats do not want to be at enmity with their brothers, but monsters do not know how to live carefully – heaps of garbage arise around the cities of monsters, where huge predatory cockroaches are being started. And then also toxic spiders may appear. Even the monsters are not like such a neighborhood!

Note: Two varieties of cockroaches and spiders live in Ardania. Ordinary and ancient cockroaches are a relatively easy experience for our heroes, but spiders-monsters and spiders-predators are already a serious test … Especially for your dwarf guards.

The dead monsters, like ordinary heroes, fall into the cemetery. True, it looks strange – just a collapse in the ground from which the fire is dusting. Maybe this is a gate to hell? Perhaps, especially considering that from time to time, demons appear from time to time.

Churches of monsters only build a gear-threshold. The possibility of improving other buildings, hiring heroes and invention of spells depends on their number. And even the statue of the king is something suspiciously resembles a huge goblin. Goblins, as you see, have its own, due to deep cultural ideas, the vision of how the Great King looks like.

The return of the king

The new campaign consists of as many as ten missions, and taking into account the duration of previous additions, this is already considerable progress. The plot of the story “Exiles of Fate” is very straightforward and not as mysterious as it was in the previous adventure of His Majesty.

Conditionally, the campaign can be divided into three stages: first we need to enlist the support of possible allies, then select the great artifacts, and at the very end to deal with the conclave of priests, clearly not intentionally easy to give up their positions.

In addition to the main plot campaign “The Kingdom of Monsters” adds one mini-campaign to the in-game store, more precisely, four single missions, united by a common mystical plot. Here is a list of missions: “Eternal Life”, “Epidemic”, “Hidden in the Fog” and “Pan-Doro's chest”.

Great changes have undergone the network mode – now their Majesty before the start of the game will be able to choose which race they will fight for people or for monsters. This possibility is available on all available network cards, including the old ones that were part of the original Majesty 2.

• • •

The Kingdom of Monsters is a spectacular fat point in the fairy -tale story of Majesty 2. The addition made a lot of changes to the game, but the game atmosphere was not at all affected, and with the introduction of the race of monsters the possibility of the game (in particular network) expanded more than doubled. For complete happiness, fans of the game are not enough unless the collection publication of the game with all additions and DLC.

Remembered: new playing race with fully recycled temples, guilds and monstrous heroes; Great main campaign; New solitary missions, advanced opportunities in the network game.

Verdict: The final addition takes the game atmosphere almost to the absolute: dwarfs build buildings, wolfolas and rats perform flags, vampires collect taxes – and all this is by order of His Majesty. A worthy completion of history – with the opportunity to feel like a real dark lord.

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In the reserve of monsters

The new game race does not look stronger and not weaker than the good old royal guard, so familiar to us in the original Majesty 2 and two additions, the balance is quite competently built, despite the fact that the monsters are radically different from both buildings and the contingent of heroes.

To begin with, we will briefly get acquainted with the main buildings of the new race and their difference from human buildings. Economic buildings are the most predictable and for the most part copy well -familiar structures from previous games.

  • Bazaar. Center for the Goblin-Monstrous Trade. Brings a large income and can be built only in a single copy. Here, heroes buy potions and artifacts if His Majesty deigns to conduct the necessary research.
  • Blacksmiths. An analogue of the human forge. The main difference is that the building itself brings a small income, so it makes sense to build this building at very early stages of the game.
  • Trade post. The most ordinary trading post.

Quote: Built by dwarfs exactly according to drawings from the trading guild, this trade post has only one drawback. He falls apart every time someone slaps the front door too much.

  • Magic shop. As before, here alchemists sell magic elixirs.
  • Kabak. A peculiar building replacing the tavern. Here, heroes can rest, be treated and hide from enemies. Also, only here the gathering of uneducated mutants can be turned into a coordinated team, gathering a batch of heroes.
  • The shack of the dwarfs. In this dilapidated hibare, dwarfs live – engineers and architects of all kingdoms. The building is also interesting in the fact that it brings a small income.
  • The statue of the king. Another building, the feasibility of which is still disputed by players from around the world, has not undergone any changes … except for the appearance. You see, the goblins have their own idea of ​​what their leader should look like.

But the guilds were a success. Each building has an original architectural style and, more importantly, allows you to hire completely different creatures.

  • Guild of Goblin-Copyshikov. The school of training of the basic infantry of the Kingdom of Monsters, where naval goblins train and conduct their occult experiments shamans Grum-Goga. In the Guild, you can study the “Troll Regeneration”, “Ritual of Treatment” and “Renaissance” spells.
  • Guild of Goblin-Moratniki. This is the main stronghold of our archers. Here, ramers and champions of the Grum-Gogh are trained here, as well as the abilities and spell "Shield of Magic" are studied.

Note: Grum-Goga warriors are temple fighters, and you can hire them only after the churches of the Grum-GOGA are built. In each temple, two fighters of any type are allowed to hire if the corresponding guild is built.

  • Guild of rats. This is an unusual structure-the refuge of rat heroes that dared to live on the surface. Gilders and Paladins of the Grum-Goga live in guilds, the “Plague blessing” spell and the ability “extortion” are studied.
  • Guild Lich. Real decoration of any dark castle. In the mysterious ghost building, the most ancient faces and specialists in attacking magic live. Here you can explore the spells "Drive of darkness" and "whirlwind of darkness".
  • Coatley House. In this mysterious temple, His Majesty can enlist the support of Coatles-the eranding lizards of the hunters. In addition, the “snake bite” spell is being studied here.
  • Palace of Minotaurs. Huge pyramids, which brought so many troubles in the original and previous additions, now work for the king. Ancient minotaurs live in the temple, and the "Facing" spell is studied.
  • The house of a noble Volkolak. The old enemies, who have so bored with us in the "battles of Ardani", are returning, but now they are fighting under our banners. Unfortunately, only noble wolflaks agreed to bother, and now they live in these houses. And here the spell "Speed ​​of the snake" is studied.

Quote: In a cozy family chateau, noble wolflaks are usually engaged in sciences and arts. But, since they rarely invite guests, only rare hunters for werewolves can familiarize themselves with the results of their works.

  • The temple of the Grum-Goga. The only temple in monstrotorolevism, however,, unlike ordinary ones, it is multifunctional, as it allows you to hire a wide variety of (in every sense) heroes. The temple makes it possible in other guilds to hire two heroes, the warriors of the Grum-Gogh, whether it be a shaman or a paladin.
  • Hall of leaders. If in the army of people the most brave and strong heroes became Lords, then the most predatory and dangerous monsters are now awarded the title of leaders. The rules remained the same – you cannot build more than one hall of leaders, but you can call up to three heroes.

Defensive structures in the country of monsters are not very diverse, but they look very spectacular and impressive and much stronger than the tower of miserable little people.

  • Goblin tower. Basic defense structure that allows you to fight off uninvited guests. One watchman lives in the tower.
  • Lich Tower. An alternative to an ordinary magic tower. It is built itself, without the help of dwarfs, and attacks enemies if it is charged.

Quote: Such towers are like ordinary magic towers in all, with the only exception that at the sight of the towers of the largs, goosebumps run in the back. This proprietary service of the guild of Lychi, all rights to which are protected.

Uncontained buildings are also very transformed. Now, instead of sewer hatches near the surroundings of the castle, ordinary and Large heaps of garbage , where cockroaches and predatory spiders live. Instead of a cemetery, we now have Hell's gates – The construction cannot be destroyed, and from its analogue it differs only by an unusual appearance.

Shaggy guard

Let's take a closer look at our international community of monsters-heroes. We have already seen many on the other side of the front, and now, with the help of their paws, claws and teeth, we will restore justice on the lands of Ardania.

• Goblin-copper. Infantryman, quickly responds to the flags of attack and defense, hardy, at the fifth level learns the ability to distract enemies over himself. With proper development, it has good protection against rifle and hand -to -hand attacks, but almost not protected against magic. At a high level – an unsurpassed "tank" due to the mass distraction of the enemy on himself.

• Goblin-ray. The basic shooter of the monsters army, an alternative to the human ranger, also likes to run on the map for research flags. Strong against all creatures using Mana. Has a special shot against magic creatures. In addition, archers have a powerful magic shot in the arsenal.

• Rice robber. Alternative to the well -known thiefs well known to us. Loves money and knows how to steal, willingly responds to all flags. The researcher, cowardly and fast, is weak in battle in the early stages, but at high levels, thanks to the ability, it can be called by rat-pollinates (studied at the fifth level), which deliver a lot of troubles to the enemy.

• The oldest personal. Without extra words – the most formidable and fearless magician of all Ardania. He is not afraid of death – it is impossible to scare him, is able to study many destructive spells, at the fifth level he studies the skill of “bone grip”, which allows to heal himself, attacking the enemies. The elemental assistant caused by the persons performs the functions of a strong melee. Lich attacks not only cause https://samiland-casino.co.uk/ damage, but also healing him. But, like the magician, he is weak against arrows and near -combat.

• Coatl. Large everected lizard, shoots well from onions, an alternative to elven. An indispensable warrior, when you need to fight against enemy heroes, can call a therapeutic totem (a portable moving first-aid kit), for some reason does not like noble wolflaks. He can use other people's abilities against their real owners: for example, the Coatl magician will sharpen in an ice block, and the robber will stun. The lizard is strong in that it can kill the enemy while he is under the control of special capabilities, but he cannot withstand the city of attacks of hand -to -hand fighters for a long time.

• Ancient Minotaur. The best warrior of near -battle, has a powerful attack and strong armor, likes to respond to attack flags, at the fifth level he studies the ability “powerful blow in a circle”. An analogue of the master of the sword, but it is better that you can hire a minotaur at a rather early stage. Poorly protected against magic.

• Noble Volcolac. A very powerful hand -to -hand hero with constant health regeneration. He is happy to perform the flags of the attack, but does not tolerate the koatley. At the fifth level, the “lycanthropy” is able to study (the ability to scratch all enemies in a small radius), and on the tenth “a“ challenge of a wolf ”(calls for the help of the allies) and“ thick wool ”(significantly increases protection from all attacks). It is very expensive, he lives in the guilds alone, but he is worth it: a mass melee, can tear several opponents at once, his attacks are stunned by the enemies surrounding him, he can call for the help of dogs that help him in battle. Weak only against parties with a “tank”, a doctor and any hero causing severe damage.

• Champion Grum-Goga. What is characteristic of all temple fighters, access to this type of goblins opens only after the construction of the Grum-GOG Temple. The strongest shooter of the Monster race, stronger than coat. At the fifth level, he studies the ability of a thousand arrows (the attack of all in a certain radius), and on the tenth – the skill of the “arrow of the walls of the spirit” (great damage to magical creatures). Comes from goblins and aircraft and inherits their attacks against magicians. Champions have powerful mass rifle and magical attacks. In addition, they wear steel armor.

• Shaman Grum-Goga. The only attending fighter of the race, who knows how to fight well, has a strong skin. As it develops, it can study the abilities of “poisoning” (healing allies), and at the tenth level can impose “protection of spirits” on the allies, which allows us to greatly increase the resistance of heroes to all types of damage. Comes from spearmen and remains to live in their guilds. He imposes protection against magical attacks, which helps fighters without magical protection.

Quote: Shamans goblins follow the principle of transmission of knowledge "from stomach to heart". They eat and drink everything and experience all the spells on themselves. Therefore, survivors know for certain how the wolf berry and currants differ, and the regeneration spell from the curse of the plague.

• Paladin Grum-Goga. The thickest and most endless hero of the kingdom of monsters. It has an impressive amount of health and strong armor, depending on the level, it can learn the ability of a “habit of pain” (becomes immune to fear) and “calling for weakness” (slows down and weakens the enemies). Can weaken enemies and strengthen the allies, vulnerable to magical attacks. Slows down the enemy, preventing him from hiding and escape from the battlefield.

Campaign guide

By tradition, I bring to your attention a list of all missions and events shown in the “Exiles of Fate” campaign. Despite the predictability of the storyline (good defeats evil, or rather evil wins even more evil), we will find many interesting adventures:

  • New subjects of the king – conquering goblins and gathering their powerful army.
  • Shard of immortality -Renaissance of the King of the Lich, recently receded by His Majesty in the original campaign.
  • The power of minotaurs – The king needs to enlist the support of the minotaurs and their allies.
  • Chosen plague -It is necessary to become the chosen groom and restore the temple earlier than the rest of the applicants for this title.
  • Soldering gratitude of the gnomes – The king has to return the royal artifact – the power of Sidrian, sold by the gnomes with insidious conspirators.
  • Elves and dragons – Battle for the mantle of the tivius, stolen by the elf at the Helia Supreme Priest.
  • Dar Lunord – The faithful to the great king of the Assassins managed to hide the scepter of Sidrian in their temple, but he besiege the barbarians of Krolm; It is necessary to intervene and help defenders to fight off the conclave attacks.
  • Mystical tavern – The insidious priests of the conclave learned about the location of our camp and prepare an attack; It is necessary to recapture this attack.
  • The ritual of death – The conclave intends to conduct the victim’s ritual in order to strengthen the spirit of kings, you need to stop this madness.
  • For honor and crown! – The final battle of the game, his majesty needs to defeat the conclave of the priests and "lhokorol", master the crown of Ardania and return to the throne.

People's workshop

The Kingdom of Monsters is the last official chapter in the vast history of Ardania, but, in all likelihood, the Universe of the game will not be forgotten. With a patch 1.3, the editor was released and access to many game resources Majesty 2 – the mod builders, so to speak, received the “green light” and actively began to modify and improve their favorite game.

The largest amateur association of fashion builders is the community Fanmajesty. The team, created back in the era of the release of the original game, is now actively working on maps and various modifications for Majesty 2.

Their most large -scale work deserves special attention – the addition of "Cold Dawn". The developers promise a new campaign consisting of eight missions, new heroes and their models, a redesigned balance and many other, less significant changes. New buildings, such as a library and a magical statue, will also be declared the opportunity to rob caravans.

The project is at the test stage and will soon be published. We can wait a bit with you; It is likely that the “cold dawn” will become the revival of the “same” Majesty 2000 sample.


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