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Games PC Majesty-gold EditionMajesty: Gold Edition [PC Game]

Developed by Cyberlore Studios - Infogrames Interactive (2002) - Strategy - Rated Everyone

This classic "Gold" bundle includes 2000's distinct 2D isometric real-time strategy Majesty: The Fantasy Kingdom Sim and its 2001 add-on Majesty: The Northern Expansion. These releases are noted for a unique approach to RTS gaming. Instead of commanding warriors and workers with direct orders, units behave as independent entities and the player must encourage them to perform desired tasks by offering suitable rewards and bounties. The supply of gold required to motivate the heroes ... Read more

Details
Platform: PC
Developer: Cyberlore Studios
Publisher: Infogrames Interactive
Release Date: January 9, 2002
Controls: Keyboard, Mouse
UPC: 742725231160
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Manual

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Comments to date: 2. Page 1 of 1. Average Rating:
rsgibson 7:58pm on Wednesday, May 26th, 2010 
If you like fantasy games then this game is for u. There are about 20 different quests that you can complete.
tingandlah 4:13pm on Wednesday, April 21st, 2010 
Overall i believe this game is a fairly good game because it encouraes us to think about what we do to manage our village. This game is one that will appeal to many people due to its refreshingly different angle on traditional strategy games.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

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A B C D E F G H I A. B. C. D. E. F. G. H. J Treasury Mini Map Terrain Toggle Map Toggles Palace Button Control Window Spell Bar Spell Bar Toggle I. Tracking Window J. Tracking Buttons K. Time L. Title Bar M. Main Map N. Message Scrolls O. ToolTip Bar P. Options O P K L M N

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Main Map
This is the window in which all of the action and most of your royal acts take place. It gives you the best overall view of your characters, buildings, and foes. These buttons control the view in the Main Map. You can zoom the view in or out, and you can choose to display or hide the hit point bars and character names. These handy notices serve many purposes. Click on any Message Scroll to see the message it contains. In Beginner quests, these are often tips to help you better understand the game. Scrolls can also convey important information about the current quest and the characters and events behind it. This shows the name of your current quest. Click on the Title Bar to see the goals of this quest. This number indicates how much gold your treasury currently holds. Your elapsed time in game days is displayed here. This indicator is particularly important during timed quests. The entire quest map is displayed in this little window, though not in much detail. Characters and buildings are represented by colored dots. The white rectangle represents the area your Main Map is currently showing, while the blue rectangle indicates the focus of your Tracking window. Click anywhere in this map to refocus the Main Map on
the area you clicked. Right-click in the same way to pick the focus of your Tracking window. Terrain Toggle Palace Button Click this to switch the display of terrain types on the Mini Map on and off. This button is a handy shortcut; click it to quickly select your Palace as the active building. Even if your Palace is out of view, its functions become available in the Control window. You can double-click here to zoom the Main Map to the Palace (and make the Palace the active building, as well). Other than the Main Map, this feature provides a ruler with the most varied and important functions. The information displayed in the control window changes depending on what building, character, or other item you have selected. For example, if a building is selected, that is the active building, for which (if it is under your control) you can give orders. The detailed descriptions of how to use the various contents and functions of the Control window are in the sections throughout this manual, especially Using Buildings and Your Heroes. This window is used to watch the activities of specific heroes, buildings, or ocations. Like a scrying spell, it follows and stays focused on whatever you choose. This can be handy for keeping an eye on key areas, monsters, and so on.

Map Toggles

Message Scrolls

Control Window

Dismiss

Experience

Current Action Weapon

Improving Heroes
The longer they are out adventuring, the more your heroes increase in skill level. They do this by gaining experience (measured in points). Once a hero reaches a certain threshold of experience, that heros level increases by one. Getting to higher levels is more difficult, as each promotion requires progressively more time and experience.

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When heroes go up in level, they get more hit points, they might get better at a particular skill, and they also can gain new spells or skills. The list of actions that heroes can undertake to gain experience is quite long, and to some degree, it is unique for each hero class. In general, if heroes are in the field adventuring, they are gaining experience. However, there are ways that you can promote heroes and make them better at what they do without risking them in the field.
magical abilities. Using this buildings research features, you are able to train your Wizards to use new spells and improve their intelligence. You can also teach intelligent characters new magic (even non-spellcasters), and afford them the opportunity to increase their magic resistance.

Equipment

Heroes can improve their equipment as well as their statistics and skills. This happens when they visit different buildings throughout your kingdom. Read the Reference section for all the details, but here are a few of the more useful examples. Blacksmiths sell better weapons and armor to your heroes, but you have to spend gold in order to research each new level of improvement. Wizards Guilds enchant your heroes weapons and armor, as long as they are willing to pay for the service. Enchanted weapons and armor add to damage and protection. If you have a level two Rogues Guild, heroes can pay to have their weapons poisoned. A poisoned combatant slowly loses hit points over a given amount of time. It is quite possible that the infected character will die before the poison wears off. Marketplaces also sell helpful items to heroes, though you must research each item in order for it to be available. At level one, you can get Healing Potions. Level two offers Rings of Protection, and the third level Marketplace introduces Amulets of Teleportation. Heroes might also find improved weapons and armor as they adventure. Some lairs have hidden caches, which become available when the lair is destroyed.

Caring for Dead Heroes

When any hero dies, a Gravestone is left behind. These markers remain on the map for a limited time after the heros death. Gravestones of higher level heroes last longer than those of lower level heroes. If you have a Resurrection or Re-animation spell available, you can bring a hero back to life by casting that spell on the Gravestone. Once the Gravestone has gone, however, there is no way to bring the hero back. You should count the Gravestone of any hero you expect to bring back toward the maximum number of heroes a Guild or Temple can support. So, for example, if you have two Rangers and two Ranger Gravestones you plan to revive on the map, that Rangers Guild (which holds a maximum of four members) should be considered full. You can immediately recruit new heroes to replace the dead ones, but if you do this, the lowest-level Gravestone is dismissed and the newly recruited hero assumes that membership slot. Thus, you would lose your opportunity to revive the expired hero.
An Attack Flag tells your heroes to defeat the marked creature or destroy the marked building or lair. An Explore Flag offers a reward for reaching the marked location. Note that Attack Flags can only be placed on visible things, while Explore Flags can be placed anywhere. Attack Flags travel with moving targets, but Explore Flags stay wherever you place them. Heroes dont always respond to your Reward Flags. You have to appeal to their sense of greed and each heros thirst for gold is different. Your reward must be high enough to outweigh the rigors of the distance to be traveled and the dangers to be faced.

Placing Flags

To place a Reward Flag, select your Palace. In the Control window, click the Rewards button to open the Reward Flags box. To set the amount of the reward, use the plus and minus signs next to the type of flag you want Explore or
You can also manually dismiss Gravestones by selecting the stone and clicking its Dismiss button or by double-clicking on the Gravestone itself.

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Attack. Once thats done, click the name of the type of flag, then move your cursor onto the Main Map. Notice that you are now carrying a Reward Flag on your mouse pointer. Move your cursor to the target and click to place the flag. Note that if youre placing an Attack Flag, your cursor must be over a structure, character, or monster to be placed. Otherwise, the flag has a red Invalid Target marker over it. You cant place Attack Flags just anywhere; they must be placed on valid targets. If you are trying to place a Reward Flag with a higher reward amount than you currently have in your treasury, your cursor shows a red Disallowed marker with coins attached. This changes back to a normal cursor once your treasury increases to cover the amount, or after you decrease the reward amount to within reach of your funds. You can right-click to cancel flag placement. Since placing flags is a vital part of success in a quest, there are two shortcuts you can take after you have set amounts on both types of flag to speed this action. Double-click on the intended target. If the target is a creature or building, you get an Attack Flag. If its vacant land, you get an Explore Flag instead. The flag bounty is dictated by the current reward amounts. You can set it manually after the fact; see Managing Flags. Press the z when an enemy target is selected (you see it in the Control window). This sets an Attack Flag on that target. Again, the flag bounty is dictated by the current reward amounts, and you can set it manually after the fact.

Managing Flags

Once youve set a Reward Flag, that can be the end of it until a hero claims the flag. However, you can also keep an eye on the flag and make changes if things arent working out to your royal approval. Click on a placed Reward Flag to get that flag into the Control window. Once a flag has been placed, you can only make changes to it in this window. Naturally the first thing you might be interested in is the flags effectiveness. To check this, look at the View Heroes button. It has a number indicating how many heroes are presently responding to the bounty. If no heroes have been tempted by your reward, you might consider increasing the amount. (Keep in mind, however, that it does take a little time between when you place a flag and when heroes begin to take note of it.) If you click the View Heroes button, you are presented with a list of all the heroes who are currently trying to achieve that flags objective. Clicking on any entry in this list centers the Tracking window on the chosen hero. Once a reward flag is placed, it cannot be moved. However, you can increase the bounty. To do this, click the plus sign in the Control window. Each click increases the reward by 100 gold. The reward amount can not be decreased after a flag has been placed. You can also remove a flag completely from the map. Be warned! If you remove a flag, the bounty in gold it was carrying is lost it does not get returned to your treasury. To remove a flag:

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Select the flag, then click the Remove button in the Control window, or Double-click on the flag in the Main Map.

Claimed Flags

Heroes claim a reward flags bounty only after they meet its requirements. In the case of an Explore Flag, that means the hero must get to the location of the flag. In the case of an Attack Flag, the hero must destroy the flags target. Once the reward is claimed, the flag disappears. If there are multiple heroes in the vicinity, it is assumed that they all took part, and so they all divide the reward. In the case of claiming an Attack Flag during a multiplayer game, this includes the nearby heroes of any player.

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outside the realm. This setting is how you determine exactly which monsters will do so. Select from the pull-down menu. Landscape Starting Gold Use this to choose the terrain for this freestyle scenario. This determines the amount of gold each sovereign has in the royal treasury at the start of the scenario. Select less gold to create a more difficult situation and more gold to make things easier.
Last Palace Standing: This victory condition is only available if youre setting up a multiplayer game. Under this, all player sovereigns are at war with each other. The object is to wipe out all of the other players Palaces. The last player with an undemolished Palace wins the game. Map Number Normally, the map for every quest or scenario is generated at random, based on the settings for that quest. However, if you create a scenario and it turns out to be really fun, make sure to write down the Map Number from that game (its in the Game Info on the Options menu). If you want to re-create the map you played that game on, you can reproduce it by entering that number in this field. Note that this control governs only the landscape and unit placement.
Victory Conditions When is the scenario completed? You decide using this setting. There are four possible options: Eliminate All Foes: To win, a sovereign must destroy all the monster lairs on the map. Any player whose Palace is still standing at the end of the scenario receives a victory. Gather Gold: If you select this victory condition, you must enter a number into the Limits box. Use the plus and minus buttons to set an amount. The first player to accumulate the specified amount of gold immediately wins the game. Survive Specified Time: For this victory condition, like the previous one, you must enter a number into the Limits box. This time, youre setting a time limit on the scenario. Every player whose Palace is still standing when the time limit is reached and the game ends receives a victory.
When all the settings are exactly as you want them, click Start Game to give your quest scenario a try (or begin the multiplayer game you just set up).

MULTIPLAYER GAMES

In a multiplayer game of Majesty, up to four kingdoms can occupy a map. Each player starts with a Palace and, depending on the scenario, might have a few other structures or some forces in place. The goals for every player depend on the victory condition the host selects. In some scenarios, the best approach is to band together to thwart the evil that roams the land. In other cases, players might find themselves warring with each other to achieve victory. 55

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A multiplayer scenario presents you with a different experience than a single-player quest what would happen if more than one kingdom occupied the same realm. Since you do not control your heroes directly, do not be surprised when you see them responding to another players Reward Flags or even spending money in other players buildings! Some subjects are supremely loyal, while others follow the gold. If you wish, you can place Attack Flags on your opponents heroes and buildings. Be warned that if you do this, you are declaring war on that player. When you are at war, your heroes and theirs fight whenever they come into contact, and the fortifications of each side (Wizards Towers, for instance) view the others forces as hostile enemies. The state of war exists until all the Attack Flags between you are resolved fulfilled or dismissed. Note: If another player places a reward flag on one of your allys buildings, your heroes will make a loyalty check before deciding whether to go after the reward just as though the flag was placed on one of your own buildings. To create (host) or join a multiplayer game, click the Multiplayer button on the Introduction screen. Just as in single-player, you are prompted to enter the name by which you want to be known. After youve entered a name, you must select the type of communications you want to use. This sounds more technical than it is. Just pick one of the options presented to you. They typically include: Direct Modem to play over a modem-to-modem connection with another computer. You must choose whether you plan to host (create a game) or 56 join. If youre hosting, you must verify the modem you want to use, then wait for your
guest to join. If youre joining, you must also verify the modem, then enter the telephone number of the host. When all is ready, you move on to the Multiplayer Launch screen. Direct Serial if you intend to play via a serial cable linked to another computer. You must choose whether you plan to host (create a game) or join, then verify the serial port configuration. When all is ready, you move on to the Multiplayer Launch screen. LAN (TCP/IP) to play over a local area network that supports the TCP/IP protocol. Majesty will automatically search the LAN for games and show them to you on the Multiplayer Setup Screen. Internet to play via the Internet. Please view the ReadMe file for detailed instructions. Finally, click the Accept button to go to the Multiplayer Setup screen, where you will either join a game that someone else is hosting or create your own game for others to join.

LAN Multiplayer Setup

If you want to create and host a game, click the Create Game button on the Multiplayer Setup screen. You are prompted to enter a session name to identify the game to others on the network and to choose the number of players you want in the game. When you have set both of these, click the Accept button. You are taken to the Multiplayer Launch screen. If you want to join a game, look at the open games all of those available to you are listed on the Multiplayer Setup screen. When youve chosen one, simply select the game and click the Join Game button when it appears. You go to the Multiplayer Launch screen.

Wizards Guild

The Wizards Guild is a forbidding spire visited only by those skilled in the most arcane arts and those seeking their aid. Mere Peasants do not possess the needed skills to assemble this haven. Instead, the Wizards Guild is guided into being and improvement through carefully controlled magical forces. With each level of improvement to the guild, you are granted two new Sovereign spells. All spells are limited in range, but by adding Wizards Towers you can expand your sphere of magical influence. With a level two guild in place, you can Enchant your Wizards Towers to give them an offensive sting. Main Function: Prerequisites: Level One: Home for Wizards. Requires a second level Palace. Lets you recruit up to four Wizards. Grants the Sovereign spell Farseeing. Grants the Sovereign spell Invisibility. Heroes can pay to have their armor and weapons enchanted to +1. Allows you to construct Wizards Towers and Libraries. Prerequisites: Level Three:
Grants the Sovereign spell Lightning Bolt. Grants the Sovereign spell Anti-Magic Shield. Heroes can pay to have their armor and weapons enchanted to +2. Provides the ability to Enchant Wizards Towers. Grants the Sovereign spell Lightning Storm. Grants the Sovereign spell Supercharge. Heroes can pay to have their armor and weapons enchanted to +3.

Wizards Tower

By building a Wizards Tower, you extend the reach of your Sovereign spells. Enchanted towers automatically shoot energy bolts at nearby enemies. This enchantment only lasts a set amount of time, after which you can Enchant the tower again (and again). Like the Wizards Guild, this building is magically constructed. Main Function: Extends the range to which Sovereign spells can be cast (from the Wizards Guild). Requires a Wizards Guild. Must be built within range of a Wizards Guild or another Wizards Tower. You must have a second level Wizards Guild in order to Enchant a Wizards Tower. Extends the range of Sovereign spells. Can be temporarily Enchanted to fire defensive energy spheres.

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Buildings That Appear
In addition to the buildings you build by choice, there are some that, given the right circumstances, spring up on their own. Some are vital, like your Palace. Others, like the Sewer and Graveyard, are more akin to lairs than buildings. Most of these structures are necessary evils. They provide challenges to your settlements growth, but are in fact inescapable results of that growth as well.

Effects:

Gives you another Tax Collector, which helps you gather your gold more efficiently.
The games of chance available in this building, like the decadent thrills of the Elven Lounge, can lure your heroes to waste time that should be spent on adventure and money that could go toward buying necessary equipment. Main Function: Cause: Diverts heroes from their missions. Appears once you have a Rogues Guild and have invited Elves to join your kingdom. Attracts heroes and consumes their time and money. Does not pay taxes. Allows you to gamble with gold from your treasury if you so choose.

Cultists (Followers of Fervus)
Cultists revel in the apparent chaos of the natural world around them. They favor using two daggers at once when melee fighting, and often throw 85 their knives for a short ranged attack. Cultists sow the seeds of

Chaotic Druids

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poisonous plants that can later be harvested by Rogues to provide poison for weapons. Primary Attack: Usual Activity: Base Armor: Base Weapon: Ranged Sowing poisonous plants None Throwing daggers

Gnomes

As Gnomes are stunted, gnarly, weak, and somewhat pacifistic, they make rather lackluster adventurers, but they provide a valuable supplement to your Peasant workforce. Diminutive When Gnomes are part of your kingdom, all Workers newly recruited heroes are given a slight bonus to their luck. Gnomes are a bit like vermin, in that once you establish one Gnome camp in your kingdom, the number of such camps rapidly increases on its own (to a maximum of three per kingdom). If, however, you somehow manage to burn down all their homes, the Gnomes will leave your kingdom. Primary Attack: Usual Activity: Base Armor: Base Weapon: Melee Construction None Dagger

Dwarves

Dwarves are stocky, strong, and a little slow of foot. They attack with their trusty hammers. Dwarves are the master engineers of Ardania, and they bring a number of mechanical ingenuSkilled ities to your settlement. Their engineering Craftsmen instincts also drive them to assist in any of your construction projects. Their melee combat skills are quite formidable. Primary Attack: Usual Activity: Base Armor: Base Weapon: Melee Construction Chain mail Hammer
Healers (Followers of Agrela)
The Healers are compassionate and self-sacrificing, and therefore are terrible at fighting. They have higher than average willpower and can cast healing and blessing spells. When a Spiritual they find themselves in combat, Healers use a Caregivers dagger. Their faith prohibits them from donning any sort of armor. Primary Attack: Usual Activity: Base Armor: Base Weapon: Melee Healing others None Dagger
This swift and slightly built race has a weakness for the pleasure-drenched lifestyle. Elves have an excellent ranged attack with the bow and are strongly attracted to financial opportunities. They also enjoy earning extra gold by performing music for the local population. Primary Attack: Usual Activity: Ranged Performing at Inns and Marketplaces Leather Long bow Leather Throwing daggers

Hedonistic Heroes

Base Armor: Base Weapon: Base Armor: Base Weapon:

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Monks (Followers of Dauros)
Monks have very high willpower and will almost never go into Gambling Halls or Elven Lounges. They are good at fighting, though they tend to be rather cautious. Masters of Their spells are generally protective in Spiritual nature. Monks abhor weapons and armor, and Physical preferring to use their deadly fists and menDiscipline tal spells in battle. Primary Attack: Usual Activity: Base Armor: Base Weapon: Melee Praying None Open hand

Veteran Guard

When you upgrade a Guard House, part of the gold is spent on either training the City Guard to veteran status or replacing him with a Veteran Guard hired from elsewhere. The veteran like a City Guard, but tougher garrisons the upgraded Guard House. Primary Attack: Usual Activity: Armor: Weapon: Melee Patrolling Chain mail Halberd

Tax Collector

Tax Collectors walk from building to building gathering gold, stopping only at those youve left on their routes (or assigned for a one-time collection). They start out from your Palace, then return there to deposit the collected gold in your treasury. Tax Collectors can also operate out of a Guard House; the taxes they deliver there are instantly transferred to 95 your treasury.

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MONSTERS
As your heroes and henchmen wander the land of Ardania, they cannot help but encounter the dangerous creatures that lurk all about the countryside. Though many of these beasts are of natural origin, we use the broad term monsters as a category to describe them all.
some encounter between the Minotaur and humans. Garbash was filled with unease and superstition, believing some dark curse had been cast over him, marking him for suffering. Now the humans built great stone piles within his territory! Rage began to well within his bestial heart as Garbash considered the human incursions and followed the scent to its origin. With a thunderous bellow, the Minotaur broke into a determined charge toward the human building. Garbash will destroy humans and all their piles of stone! he thought, visions of battle and destruction playing out in his primitive mind. Moments later, Sir Daran Swiftblade pulled his sword from the lifeless Minotaur who had come charging at the Dancing Unicorn Inn from the wood line. It appears that my hunt for this beast will not take as long as I imagined, he commented to the Peasant who was busily repairing the damaged Inn. The bounty on this one will be enough to purchase that set of plate armor Ive been eyeing over at Ogerds Smithy. With a chuckle at his good fortune, Sir Daran begin his journey to see the famed Blacksmith.

THE AXE OF GARBASH

Garbash brayed uneasily at the scent on the chill autumn wind. Fire and.humans! They were close now, moving into territory clearly marked by the Minotaur as his own. All through the past summer, more and more humans had plagued Garbash. Humans had settled in this region earlier in the spring. At first, only the weak ones with stinging arrows had ventured into the wilds claimed by Garbash as his own. Those had fallen quickly to the Minotaurs powerful axe. Lately, things were different. Humans appeared bearing all manners of weapons and magic. A day did not pass without

MONSTER LAIRS

Most of the monsters of Ardania breed in lairs scattered throughout the wilderness. These lairs range in quality from primitive animal dens and warrens to elaborate, dark castles. If you want to get to the root of your monster problems, your best bet is to destroy any lairs you can find. The less lairs there are, the less monsters youll encounter.

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Hero Spells
Certain classes of heroes use magic in the defense of your kingdom. Each class studies magic from a different viewpoint, however, and so your heroes are each versed in very different spells. The listings herein include a brief description of what spells every able class of hero can use, the effects of each spell, and the level of experience a hero must reach before being able to cast the spell.

Aura of Peace

Makes the caster temporarily impervious to all attacks.
Hands of Steel 1 Adds to the damage done by the caster and makes an instant kill possible. Boosts the casters defenses (armor rating). Boosts the casters resistance to poison, magic, and diseases.
Teleport 4 Instantly transports the caster a short distance.

Stone Skin

Iron Will

Cultist

Charm Monster 1 Causes one animal monster to become friendly and aid the caster. The caster blends into the background and remains hidden unless he attacks The caster takes the form of an animal monster.

Paladin

Shield of Light 4 All evil creatures have a more difficult time hitting the caster.

Camouflage

Priestess
Drain Life 1 This ranged spell transfers hit points from the target to the casters party. Summons a Skeleton to aid the caster. Causes undead monsters to aid the caster.

Change Shape

Healer
Healing Meditation Heals the target. Temporarily increases the casters sight, rate of healing, dodge and parry skills. Animate Skeleton 1

Control Undead

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Solarus

Sun Scorch 4 All enemies within a radius around the caster are damaged by fire.
All Classes (Library Spells)
Power Shock 1 Similar to Energy Blast, but available to all magic using heroes. Similar to Fire Shield, but available to all magic using heroes.

Wizard

Energy Blast 1 A simple blast of energy (ranged spell) causes minor damage. Partially protects the caster from both physical and magical attacks. This ranged spell is a quick burst of flame that can damage multiple opponents. Teleports the caster to a location within the explored part of your kingdom. A powerful fire attack that can harm many targets in a large area. Temporarily boosts the casters resistance to magic. A tremendously powerful spell that damages everything in a wide area.

E Spells Items Statistics Dismiss Hero Help I T X ?
Fire Blast Magic Resistance Train Intelligence
READ THIS NOTICE BEFORE YOU OR YOUR CHILD USE THIS SOFTWARE A very small portion of the population have a condition which may cause them to experience epileptic seizures or have momentary loss of consciousness when viewing certain kinds of flashing lights or patterns. These persons may experience seizures while watching some kinds of television pictures or playing certain video games. Certain

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conditions may induce previously undetected epileptic symptoms even in persons who have no history of prior seizures or epilepsy. If you or anyone in your family has an epileptic condition or has experienced symptoms like an epileptic condition (e.g. a seizure or loss of awareness), immediately consult your physician before using this Software. We recommend that parents observe their children while they play games. If you or your child experience any of the following symptoms: dizziness, altered vision, eye or muscle twitching, involuntary movements, loss of awareness, disorientation, or convulsions, DISCONTINUE USE IMMEDIATELY and consult your physician. FOLLOW THESE PRECAUTIONS WHENEVER USING THIS SOFTWARE: Do not sit or stand too close to the monitor. Play as far back from the monitor as possible. Do not play if you are tired or need sleep. Always play in a well-lit room. Be sure to take a 10- to 15-minute break every hour while playing.
LIMITED LICENSE: You are entitled to download or install, and operate this Software solely for your own personal use, but may not sell or transfer reproductions of the Software or Documentation to other parties in any way. You may download or install, and operate one copy of the Software on a single terminal connected to a single computer. You may not network the Software or otherwise use it on more than one computer or computer terminal at the same time. INTERNET-BASED PLAY; CHAT: This Software may include Internet-play features. If You choose to use such features, You will need to access the Internet. The Software or Documentation may also suggest links to certain Software-related web sites, including web sites operated by Infogrames Interactive or third parties. Your access to web sites operated by Infogrames Interactive is subject to the terms of use and privacy policies of such web sites. Children should check with a parent or guardian before accessing the Internet, including without limitation any chat function, on-line arcade, or em@il Game. Internet game play may occur through one or more independent gaming or other web sites (each a Web Site), including without limitation the MSN Gaming Zone run by the Microsoft Corporation. Infogrames Interactive does not review or control, and disclaims any responsibility or liability for, the functioning and performance of any Web Site, the terms of use of any Web Site, the privacy policies of any Web Site, and any content on or available via a Web Site, including, without limitation, links to other web sites and comments or other contact between users of a Web Site. Infogrames Interactive does not endorse the Web Sites merely because a link to the Web Site is suggested or established. Infogrames Interactive does not monitor, control, endorse, or accept responsibility for the content of text or voice chat messages, if applicable, transmitted through the use of the Software. Use of the chat function, or other content or services of any Web Site is at Your own risk. You are strongly encouraged not to give out identity or other personal information through chat transmissions. OWNERSHIP; COPYRIGHT: Title to the Software and the Documentation, and patents, copyrights and all other property rights applicable thereto, shall at all times remain solely and exclusively with Infogrames Interactive and its licensors, and You shall not take any action inconsistent with such title. The Software and the Documentation are protected by United States, Canadian and other applicable laws and by international treaty provisions. Any rights not expressly granted herein are reserved to Infogrames Interactive and its licensors. OTHER RESTRICTIONS: You may not cause or permit the disclosure, copying, renting, licensing, sublicensing, leasing, dissemination or other distribution of the Software or the Documentation by any means or in any form, without the prior written consent of Infogrames Interactive. You may not modify, enhance, supplement, create derivative work from, adapt, translate, reverse engineer, decompile, disassemble or otherwise reduce the Software to human readable form.

Repetitive Strain Statement
Some people may experience fatigue or discomfort after playing for a long time. Regardless of how you feel, you should ALWAYS take a 10- to 15-minute break every hour while playing. If your hands or arms become tired or uncomfortable while playing, stop and rest. If you continue to experience soreness or discomfort during or after play, listen to the signals your body is giving you. Stop playing and consult a doctor. Failure to do so could result in long term injury. If your hands, wrist or arms have been injured or strained in other activities, use of this Software could aggravate the condition. Before playing, consult a doctor. Motion Sickness Statement
This Software generates realistic images and 3-D simulations. While playing or watching certain video images, some people may experience dizziness, motion sickness or nausea. If you or your child experience any of these symptoms, discontinue use and play again later.

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LIMITED WARRANTY: Infogrames Interactive warrants for a period of ninety (90) days following original retail purchase of this copy of the Software that the Software is free from substantial errors or defects that will materially interfere with the operation of the Software as described in the Documentation. This limited warranty: (i) applies to the initial purchaser only and may be acted upon only by the initial purchaser; and (ii) does not apply to any patch, update, upgrade, modification, or other enhancement provided by Infogrames Interactive with respect to the Software or the Documentation or to any bonus game provided by Infogrames Interactive at no extra charge as part of the Package, which are provided on an AS IS BASIS ONLY. EXCEPT AS STATED ABOVE, INFOGRAMES INTERACTIVE AND ITS LICENSORS MAKE NO OTHER WARRANTY OR CONDITION, EXPRESS OR IMPLIED, STATUTORY OR OTHERWISE, REGARDING THIS SOFTWARE. THE IMPLIED WARRANTY THAT THE SOFTWARE IS FIT FOR A PARTICULAR PURPOSE AND THE IMPLIED WARRANTY OF MERCHANTABILITY SHALL BOTH BE LIMITED TO THE NINETY (90) DAY DURATION OF THIS LIMITED EXPRESS WARRANTY. THESE AND ANY OTHER IMPLIED WARRANTIES OR CONDITIONS, STATUTORY OR OTHERWISE, ARE OTHERWISE EXPRESSLY AND SPECIFICALLY DISCLAIMED. Some jurisdictions do not allow limitations on how long an implied warranty or condition lasts, so the above limitation may not apply to You. This limited warranty gives You specific legal rights, and you may also have other rights which vary from jurisdiction to jurisdiction. If you believe you have found any such error or defect in the Software during the warranty period, call Infogrames Interactive Technical Support at 425-951-7108 between the hours of 8:00 a.m. and 6:00 p.m. Monday through Friday (Pacific Time), holidays excluded, and provide your Product number. If a return is determined as necessary, a Return Merchandise Authorization Number (RMA#) will be issued to you. Send your original CD-ROM disc, game cartridge or disc, or, if applicable, the executable files that you downloaded, along with the RMA#, a dated proof of purchase, your full name, address and phone number, to Infogrames Interactive, Inc., Attn: TS/CS Dept., 13110 NE 177th Place, Suite # B101, Box 180, Woodinville, WA 98072-9965. If you have a problem resulting from a manufacturing defect in the Software, Infogrames Interactives and its licensors entire liability and Your exclusive remedy for breach of this limited warranty shall be the replacement of the Software, within a reasonable period of time and without charge, with a corrected version of the Software. Some jurisdictions do not allow the exclusion or limitation of relief, incidental or consequential damages, so the above limitation or exclusion may not apply to You. LIMITATION OF LIABILITY INFOGRAMES INTERACTIVE AND ITS LICENSORS SHALL NOT BE LIABLE FOR SPECIAL, INCIDENTAL, CONSEQUENTIAL, EXEMPLARY OR OTHER INDIRECT DAMAGES, EVEN IF INFOGRAMES INTERACTIVE OR ITS LICENSORS ARE ADVISED OF OR AWARE OF THE POSSIBILITY OF SUCH DAMAGES. IN NO EVENT SHALL INFOGRAMES INTERACTIVES AND ITS LICENSORS AGGREGATE LIABILITY EXCEED THE PURCHASE PRICE OF THIS PACKAGE. Some jurisdictions do not allow the exclusion or limitation of special, incidental, consequential, indirect or exemplary damages, or the limitation of liability to specified amounts, so the above limitation or exclusion may not apply to You.

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2002 Infogrames Interactive, Inc. All Rights Reserved. Manufactured and marketed by Infogrames, Inc., New York, NY. All trademarks are the property of their respective owners. Majesty, the game Majesty, and the game Majesty: The Northern Expansion 2002 Cyberlore Studios, Inc. Majesty, the Majesty logo, Majesty: The Northern Expansion, the Majesty: The Northern Expansion logo, Cyberlore, and the Cyberlore logo are trademarks and/or registered trademarks of Cyberlore Studios, Inc. All Rights Reserved. Windows version published exclusively by Infogrames Interactive, Inc. Windows and DirectX are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Pentium is a trademark or registered trademark of Intel Corporation or its subsidiaries in the United States and other countries. Uses Bink Video Technology. Copyright 1997-2002 by RAD Game Tools, Inc. 11291

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Manual Back Cover

 

Technical specifications

Full description

This classic "Gold" bundle includes 2000's distinct 2D isometric real-time strategy Majesty: The Fantasy Kingdom Sim and its 2001 add-on Majesty: The Northern Expansion. These releases are noted for a unique approach to RTS gaming. Instead of commanding warriors and workers with direct orders, units behave as independent entities and the player must encourage them to perform desired tasks by offering suitable rewards and bounties. The supply of gold required to motivate the heroes of the land relies on a balanced, well-managed economy. ~ T.J. Deci, All Game Guide

 

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