Full Run
4 years ago
Nebraska, USA

I'm thinking that once I get a better feel for the strategy on each map it might be interesting to try a full any% run of all the Southern Quests.

So what would be ideal as the end point of a full run? I'm thinking that technically the game would think that you are done if you can complete Day of Reckoning since its requirements are all the Southern Quests.

Looking at the times, I think ideally a good full run would hit around 3 hr 45 min. Any thoughts?

PaunchySloth likes this
South Yorkshire, England

Ideally you'd start from a fresh file and complete missions until there are none left; leaves no room for error! I wouldn't mind if it isn't a new game but I'm a SDA oldboy so it appeals to me.

I know ramsrock39 does full-game runs of Majesty occasionally, but I'm not sure he uses all the speed tech. His current record seems to be 4h27.

PaunchySloth and Tsundraki like this
Kentucky, USA

Ramsrock's doesn't use explore flags aggressively enough, That said one of his videos has the absurd luck of a day 27 Trade Routes >> He does use Fast game speed as much as possible (swapping back to default game speed when things are intense)

I used Faster game speed while grinding for IGT (days passed time) but I've stopped to make sure my recent videos directly comparable to what you two have been using.

Nebraska, USA

Interesting, personally it's easier for me to just not mess with the game speed settings as it also gets me used to the approximate timings of things, and then I always know that all my runs are using a standard timing. I think for a full run I will do the same and just not mess with the settings once the run is started.

I can definitely see things like Barren Wastes why speeding up the game would be nice because those sections can be really boring though. One main problem I'm trying to figure out is how to complete Deal with a Demon in a full run because I only have about a 1 in 20 success rate with the Gambling. My thoughts are that before every mission I would try a couple attempts at the mission since it can only take a handful of seconds to fail with a hope that out of 36(?) attempts total between the other maps I would get lucky.

Nebraska, USA

For full run Southern Run, my thoughts are that a run starts from a map clean of victories and ends when when you hit the complete pop up on every mission.

Kentucky, USA

If you want to do Deal with a Demon in a "resetless" setting, I would recommend Starting the Gambling at 300 Gold per bet, and waiting until you had ~24,000-28,000 as a buffer before switching to 1000 Gold bets.

Nebraska, USA

What do you think would be the most efficient if resets are allowed?

Nebraska, USA

So I just attempted a full run and it was going well until I hit Tomb of the Dragon King, that one is probably going to be a real run killer for me. Doing two attempts at DwD inbetween each map worked well as I was able to get it around the 8th attempt, and the map would take so long normally that its still worth just going with the normal strat I think.

I really need to find a consistent way to do TDK though as its pretty late in the run, and it would be a real pain to lose a bunch of runs to it. Dragons aren't easy to kill for anyone...

Kentucky, USA

I've been trying to repeat the 13 day IGT indicated from my spreadsheet. Right now here are safe and unsafe stages.

Day 6, day 12(sometimes delayed till day 14), and day 18 are the "set" dragon waves that attack from map border. - No matter what strategy you use later, a Rogue guild's built immediately can 100 Gold flag the "rescue" trading outpost and you will have time to get a tax collector there before the day 1 dragon is done with the Rangers.

A: Using Krypta, as encouraged normally by developers B: Finding the Barbarians on day 0 and using WIther spell support. C: Building a Wizard Guild level 3 for opening the dragon castle and initial spawning of the tomb (2 lighting storms), Use invisibility wizards ~2-3 times (NOT towers) for defense against single dragons. D : Remote build Rogues. When the Tomb spawns a guild in the Far cardinal directions SHOULD be ignored in favor of the "closer" tradingpost/guardhouse that you rescued (breadcrumb wizard towers in this area to gurantee)

Tomb of Dragon King

Edited by the author 4 years ago
Nebraska, USA

I like what you did with the run, I have been trying a variety of strategies and was having difficulty mostly with the dragon wave that spawns after destroying the castle. I tried a couple of unsuccessful runs with barbs, but I see that the early scouting enables you to get enough out too defend their guilds as they tend to get targeted first before you buildings. I was thinking it might be possible to funnel the individual dragons into wizards with invisibility support to get them high enough level that lightning storm might not be necessary.

I think overall it will always be the most dangerous map due to the lack of gold against the ridiculous power of the dragons. I need to check, but I think the dragon's fire attack hits dodge which is why the skeletons are abnormally strong against them. Ideally adepts could be used against the dragons as they have extremely high dodge, but I think for an IL run it would take to long.

One thing that I have been doing is saving the rangers guild. I'll have to try it out with the remote rogues guild off to the side, but if you can get one or two starting rangers attacking a building it makes for a very early destruction time.

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