Stronghold Legends: Game Walkthrough and Guide

Home » Game Guides » Stronghold Legends: Game Walkthrough and Guide
July 12, 2022
12 minutes
309

By Jonny Gamer

Stronghold Legends: Passage
Stronghold Legends: Game Walkthrough and Guide
Legends – these are such comrades, about which even a century later continue to remember. Optionally good. Some prince John, for example, remember only as a usurper power. Although, to be honest, he was usurpised by whose power, there was a little better. Just managed to get a legend of pretty. So remember it exclusively goodwith. Here and today we are visiting already three legends. Good, merry and evil.

On the benefits of minimalism

Legends are, of course, great. Just now they somehow immediately entered into a serious conflict with the old principles of the game. When everything determines the mood of peasants. If the latter in the mood to work, then all you will. If not – do not ignore, you have to raise your popularity in every way and please the cunning population.

Apparently, people’s happiness turned out to be capitally incompatible with the heroissions of individual glorified personalities and their militarys, so happiness and everything, with him compatible, were limited to the root. And the game has become completely different. No, it, happiness, it seems to be left. But now only one affects it – the presence of food. If this is the order, then satisfaction splashes through the edge. But if there is nothing to eat – the irritation will grow, and will soon work will work. Crime, punitive and entertainment places just disappeared. There is no place among the kings of Arturov and Siegfried. Therefore, you will not have any problems with the farm, you will have clean and unmandant economic problems of the battle. If, of course, do not consider the problem of the issue of mining of hundreds of other bows for our military.

This is interesting: What is surprising – the game remained beer, and the beer production itself did not disappear anywhere. Only there nobody goes, and the bartender is absent in the workplace. True, beer regularly disappears. Steal? The institution is still not needed for a successful game.

Instead of the lost heavily, the cost of which requires all new fighters now. You can get it in four ways – it is diverse to feed the population, feed the Lord itself (I don’t know how it goes to ourselves, but the honor is growing very good), pray in the church and erect statues. Last – the most valuable in terms of full glasses. But for this you need to earn other points – the military, that is, to build a bunch of troops and someone to kill them. Therefore, so immediately on the abundance of glory, do not count on, each statue on a hundred military glasses is worth, and for a rather long battle you can hear not so much. But the enemy is a statue with the pleasure of Cockin, if still sees.

But if earlier the lords were similar to each other, like twin brothers, now you can choose one of the three legendary sides, each of which has its own advantages. In some mighty heroes with magic, others have a lot of “pylons” for all occasions, thirdly – everything is all for a particularly sophisticated disintegration of the walls and removal from there. Choose!

Three legends

So, today there are three legends in the arena – King Arthur, Vlad Chapes (better known as Dracula) and Nibelungs with everyone who joined them (Specifically, the hero was chosen at all, not Siegfried, and Dietrich). Everyone has its own set of unique troops (besides standard), a building for their production, some – also new siege guns. That’s about it you now know.

King Arthur

King Arthur did not swapped on all sorts of small fighters. All his assistants – Knights of the Round Table and are necessarily endowed with some skills. Of course, they are called with the help of a round table (Round Table), standing 50 stone and 100 credit.

Siege Equipment at the King’s Advancers more than others. In particular, most of the defensive structures, like rolling logs, remained only with them. From the new one you can mark only the enchanted ball (Enchanted ORB), which, at the cost of 200 gold, is engaged in the fact that it allows the stone balls from the mountain, which can be revealed to some walls and to destroy infantry or connitsa.

Troops

The basis of the Army Arthur is knights. They do not take a mass, but by the abilities, with the proper use of which the enemy will not seem to. Arthur himself can only call the knights to help. But but the equestrian and immediately five.

Merlin (Merlin). 200ch. Being unattended, shoots in the opponent with lightning. However, if accumulates on his specials, then the warriors of the enemy dragon breathing. It really works for a very long time. But when it works, survived in the place of its use will not remain.

Sir Lancelot (Sir Lancelot). 500Z, 125h. All knights – mighty fighters themselves. But each of them, because it can only exist in a single copy, knows how to use any superpost. So, Lancelot can for a while to influence its people that they will become much stronger to beat the enemy.

Sir Bedivere. 500Z, 125h. Horn Camelota when using it with this warrior crushes the walls of enemy locks.

Sir Persival. 500D, 200h. Percival is very diveged;The holy blow mastered the enemy gigantic damage, at the same time, at once temporarily giving the ability to fly.

Sir Galahad (Sir Galahad). 500Z, 150ch. Galahad Meroserden and prefers not to kill, but to treat his troops on the battlefield. Do not forget to use this ability in a timely manner.

Sir Gawain (Sir Gawain). 500Z, 100h. Very prudent knight, who can temporarily give out its soldiers a shield from enemy arrows.

Sir Gareth. 500D, 100h. Not a single trap. And those who got into the most “epicenter” are also destroyed.

Green Dragon (Green Dragon). 1000Z, 250ch. Dragon – he is a dragon. Flies, burns enemies with his breath. Only now you need to have an egg, from which then on our desire and will hatch the dragon. So this monster must be ordered in advance, otherwise it will not be a sense. By the way, specifically for dragons were invented ways of countering in the form of “Dragon Harpunov”. If you set such on the engineering towers, they will independently shoot along the fluttering by dragons. Or volatile mice. But exactly not by running by enemies. So better build more archers, it will be more.

Nibelung

Land Northern Slavs with their giants and frosts. For the German epos undoubtedly took a lot from the Scandinavian myths with their wolves and giants. However, Fafnir with Siegfried from the song will not throw out, so they had to stay. The rest will have to get out of the ice tower cost in 50 stones and 100 credit.

Siege guns, ice troops were not pleased, but several defensive structures issued. Ice Mirror (Ice Mirror) Stand 200 gold and know how to harden the enemy, which is trying to get to our walls. The action of mirrors is temporary, but so we also have archers. Ice Tunnel (Ice Tunnel) It is suitable for shafts for the walls, but so we and the gates are not going anywhere. It is 250 gold.

Troops

Ice and power – these are the main beliefs of troops from the German epic. Although the hero usually makes a completely familiar thing – causes seven fighters that are fighting in hand, and after a while they disappear. The range of call is limited, but with some dexterity you can land the troops on the wall, where they will deal with the thinning of enemy archers.

Ice Queen (Ice Queen). 500D, 200h. The most basic fighter, but, like all craftsmen magicians, can only be in the singular. In his free time, hesitate those who fall on the eyes. Of particular harm, these enemies do not cause, but they cannot move “scumbags”. Therefore, if at this time there will be your fighter with a big sword – it’s time to obey the enemians on the head. Who to harden – the queen is completely different. Can dragon, and maybe a bunch of infantry. In addition, it has a wonderful ability, which not only for a while freezes all of the resulting its actions in the radius, but also greatly reduces life before the end of its work. So you can make whole crowds of the enemy, if it is so stupid that falls into the firing zone.

Armored Virgo (Shield Maiden). 50z, 10h. Just a pretty fast fighter. Rising, but preferred than a warrior with a mace. Ideal for walls. It is they who serve material for the hero spell.

Polar Bear (Polar Bear). 100z, 20h. Taran only breaks the gate and walls. And the teddy bear also gnaws if they get to him on the way. Thing, in principle, useful, but only there are giants that are still useful.

Frosty Giant (Frost Giant). 200z, 100h. Perfect steaks. And the people who come across the legs, deftly scatters on the sides. It is not bad for all sorts of flamets from the walls, one blow – and the wall is clean. It is only expensive. But this is not a catapult – three or four giants will always fulfill the task. If only this task is not to demolish the enemy’s floor camping under the firing of two hundred archers. One of the most useful fighters.

White Witch (White Witch). 25rd, 10ch. Bridy such an attack aircraft. Take the mass and with the absence of archers from the enemy. For they shoot the weaker and closer, and the life of the same. However, with sufficient quantities in the form of corpses they collect. And with them, in the absence of archers, you will not do anything – the sword is not thrown into the air.

White Wolf (White Wolf). 15z, 5h. Quick and cheap bumps. More unfortunately, nothing is allocated.

Gnome (DWARF). 80s, 5h. Shirts, something resembling virgins. Just noticeably remembered. If the gnome is pretty offended, he emits a stench, which will seriously spoil the life of enemies. Unfortunately, many gnomes do not have time to be offended and dying and do not open their talents in the field of perfumery.

Ice Dragon (Ice Dragon). 1000Z, 250ch. Hatching out of the egg that raises some time, attacks the enemy and after a while he dies suddenly. Not the best option of valuable expenses, but a good trump card for difficult times (I personally would not have applied dragons to assaulting enemy positions – too little sense).

Dracula

Evil’s troops are produced in the Sorcerer Tower tower (Sorcerer Tower), standing 100 credit and 50 stone, which is quite characteristic of such buildings. However, the Dracula was able to please a lot of diverse siege guns. On the walls were placed Fire Drakes (Fire Drake), living in cells and viciously watering enemies with fire. Total 100 gold. From the original one can mark the thrower Werewolf Launcher, which costs 100 gold and drops on the walls in a pair of versolphs at times. Colometer (Stake Hurler) Metaling arrows immediately with whole packs and on a very cool trajectory. It costs 250 gold.

Troops

The main difference between the forces of evil from opponents – the ability to create small nasty. Therefore, they should be carefully examined as playing for them and against. The main character knows how to call for the rescue of five versolphs, which can come in handy.

Sorcerer. 400s, 100h. Typical fiery magazine – fiery balls in the opponent, while it can create a fiery barrier against the enemy troops. Knows especially serious magic called Meteoric storm. With it, meteorites are falling in some region, crushing enemy. No armor troops do not have any chance to survive.

Baby (Demon). 5z, 4h. Cunning arsonies. The battle is usually not joined, they simply leave the fiery veil, in which enemy archers are so well. If you have surplus the honor, the Babenets are ideal for solving many problems.

Hell Hound). 15z, 4h. Light bunning cavalry. Ideal for binding by the war of enemy severe infantry or destroying archers.

DEMPIRIC CREEPER. 200z, 75h. Go slowly, cost expensive, badly fighting. But still need. The fact is that they easily climb on the walls and there, touching any fighter of the enemy without armor, the process of flipping. During this act, all the nearest similar fighters come up immediately, and all the processed treatments cannot do anything while the demon creates its nasty. Three or four demon – and no enemy archers.

Werewolf (Werewolf). 50z, 10h. Most like warriors with bulbs, but useful because they can be shoved in the “wolfall”, and then your fighters will be on the walls. Just do not throw them on the towers – do not affect and break.

Giant DONIC Bat (Giant Demonic Bat). 150s, 15h. A kind of ancient kamikaze. Fly to clusters of enemy troops and explode there. Remarkably suitable for cleaning towers from archers. Unfortunately, too numerous archers quite successfully thin the rows of mice, so the attack them is quite expensive.

Saxon Warriors (Saxon Warriors). 30Z, 8h. Similar to soldiers with boulas. Most often solve the same tasks. Only in money is cheaper.

Black Dragon (Black Dragon). 750s, 250ch. Again – a trump card in your pocket, and not a means of winning a victory. We order in advance and apply in a particularly difficult moment. But what effect!
1234

    How do you rate Stronghold Legends: Game Walkthrough and Guide ?

    Your email address will not be published. Required fields are marked *