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Masters Of Albion: Day 11 – 20 Walkthrough

Masters Of Albion Walkthrough

Masters of Albion is a city builder simulation game set in the world of Albion, where you play the role of the Hand. With the ability to cast magic, you can do just about anything you’d want in the world, as well as possess people. However, you’ll have to use all these powers to deal with the tyranny spreading across these lands and face the undead every single night.

For more information on the game, please visit its official Steam page here.



Day 11: Relationships

As the day begins after the massive attack of the undead on the night before, you’ll have to go and find Valmey in Oakridge. She’s near the north entrance of the village.

When you start Valmey’s quest, she’ll ask you to possess a hero and walk with her. You’ll then have to do as she says and then return to her.

Follow Valmey, and you’ll have to listen to her talk until you arrive on the edge of Oakridge. She’ll then ask you a hypothetical question about a starving village and its grain.

You can select one of the three answers. Valmey says that there isn’t a wrong choice here, so you should go with your gut. I picked the option to distribute the grain, and I got the Good Ring as a reward.

Housing Inspector

After you’re done with Valmey, she’ll ask you to go and talk to the Housing Inspector in Oakridge. You’ll find him in front of the food dispatch building.

He’ll then go around the Oakridge region, inspecting each house or any structure with a bedroom, and then giving it a rating.

If you’ve placed any aesthetic blocks on the houses, then the inspector will rate the houses slightly better. If he’s not satisfied with the housing conditions of your residents, he’ll give you a penalty.

The housing inspector will take away 5% reputation from all of your customers. You’ll have to earn it back, but thankfully, the housing inspector won’t be back.

Day 12: Royal Order

Valmey will tell you that you’ve received an order from the royalty. You’ll have to go and check it out at Wyrmscar’s metal dispatch building.

You can easily spot the royal order by the golden border on the order card. Unfortunately, the order asks for a mace, which isn’t something you’ve crafted yet.

Return to Oakridge. There’s a man in a black hood, talking to a lady near the north entrance. When you check the quest out, it will turn out that the hooded man is trying to investigate a missing person.

Here, you’ll have to possess the hound. Your goal here is to find Joshua or the man he was supposed to meet with. As you possess the hound, you’ll see a trail or the target’s scent. Follow it.

The trail will lead you to the foreman’s lantern. It’s broken down. If you keep following the trail, you’ll find a helmet. You’ll find some pieces of paper near the helmet.

When you put the pieces of paper together, it will say something about Smuggler’s view, and that’s where you have to go next.

Keep following the trail, and at one point, you’ll have to jump over a cliff. If you do so, you’ll find yourself in front of Joshua.

Joshua’s Trial

After a long conversation, the hooded man will arrest Joshua and will put him on trial. Here, you can either let him go or make him suffer. I picked the option to let him go, and his wife gave the mace recipe as a reward.

Now that you’ve got a mace’s recipe, you can go and complete the Royal Order. This will take a while, but once you’ve completed the order, you can turn in the night and deal with the undead.

Night

At night, you’ll have to protect Wyrmscar from the undead. Several undead will spawn near the village area, but that is a distraction.

The real threat is at the mining location. Some undead enemies will spawn near the metal mine and will steal the resources. If you lose at least 10 resources, you’ll have to redo the night again.

Put one hero in the village and one near the metal miner. Let the hero in the village fight by themselves, and you should focus on preventing the resources from being stolen.

Once the sun icon shows up on the calendar, press it to immediately defeat all the remaining undead.

Day 13: Protect

After the last night, Valmey will ask you to build some turrets around Wyrmscar. You have to place a total of three turrets in the area.

Even if you don’t have any empty plots available here, you can still place turrets and an ammo pad on any other type of building, such as houses and production buildings. You can also build the turret elsewhere and move it to the Wyrmscar region.

When the night comes, you’ll have to survive three waves of the undead in Wyrmscar. These turrets will help you defend yourself to an extent.

Day 14: Pirates

In the morning, Valmey will ask you to go and talk to a strange man who has shown up from the locked door in Wyrmscar. When you get there, you’ll find this man called Gideon.

Gideon claims to be fighting the undead on the other side of the door, but he needs a new sword. You’ll have to make one for him.

The sword doesn’t have to be anything extraordinary. It should be of the Weak category. After you’ve delivered the weapon to Gideon, he’ll leave through the gate.

Anwel asks you to possess a hero and follow Gideon into the cave after the door has been opened. However, Valmey and Cricket will stop you, asking you to get yourself some armor first.

Crafting Armor

Crafting armor works similarly to crafting weapons. You’ll have to unlock the Armorer’s shop from the Arcadium and build it.

Once the building is complete, you can grab a male or female armor order from the Armorer’s shop. Drop the order on the factory, and you’ll then have to design the entire armor on a mannequin.

After you’ve designed the armor, it will be delivered to the Armorer’s Shop after completion. You can then drop your heroes inside the Armorer’s Shop to have them equip the armor.

Wyrmscar Cave

Follow Gideon into the cave. The path to the other side is straightforward, but you’ll encounter a ton of bandits.

Keep in mind that your heroes will slowly regenerate HP out of combat, so if you can’t afford to go back all the way, it is better to stay out of combat so you can heal yourself.

When you come out of the other end of the cave, you’ll find yourself on a beach. Here, you’ll find a pirate crew that’s in a bad shape.

The pirate lady will ask you to destroy the barrels to see if any of them have rum in them or if the bandits took it all. You can find all the barrels in the area.

After you’ve destroyed 15 barrels, you’ll find out that none of them had any rum. As you keep destroying the barrels on the beach, you may come across another cave, but it’s locked and has a note that says come back tomorrow.

The pirate lady will ask you to go and check what the note says after you’ve destroyed the barrels. After checking the note, she’ll ask you to come to them again tomorrow.

Echo Beach Beacon

After you’re done with the pirates, Alwen will ask you to find and fix the beacon on the bach. You can easily find it towards the north of the area.

Fixing the beacon will allow you to drop your heroes directly into the region, without having to cross the Wyrmscar cave.

Day 15: Crystal Caves

The next day, go and talk to the pirates on Echo Beach. You’ll find out that their ship isn’t ready to set sail yet. They’ll ask you to gather some wood for them.

You can drop 24 units of wood from your Lumber Mill to the ship. After that, the pirates will ask you to gather some metal as well.

Drop 24 units of metal near the ship. After that, the pirates will need you to find some cloth for the sails. They’ll give you a map. You can find this location on the map to the east of Echo Beach. Use the hand’s Dig ability to dig out the treasure chest.

You’ll find a key inside it. You can use this key to unlock the locked cave that you encountered yesterday. It is the same cave with the note.

Exploring The Cave

As you go into the cave, you’ll encounter a ton of more bandits here. There’s a wooden bridge over water, and the paths split in two after that bridge. If you go left, you’ll encounter a chest, but you have to go right here.

Shortly ahead, you’ll encounter another body of water, and the path forks into two. Here, you’ll have to go left.

There will be more bandits here. Keep going. You’ll enter an open space with a wooden bridge over water. The path forward is blocked by purple gems, and many bandits will spawn here. You have to keep defeating the bandits, and after you’re done, the cave will open a path for you.

As you keep going, you’ll encounter a grotesque statue. The path splits here again. You have to go right to progress forward.

Here, you’ll encounter Gideon, but he’s fatally wounded. He’ll talk about a treasure, but its map has been stolen by the bandits. Once Gideon has passed away, the path forward will open, and you’ll be able to arrive in Briar Lake, the land of cotton.

Briar Lake

Briar Lake is full of bandits. You’d already be worn out after going through the cave, and since this area is greyed out for now, your top priority should be to restore some HP and find the beacon here.

You’ll find the beacon ahead of the village. Activate it. As soon as you activate the beacon, the villagers will come back. Valmey will ask you to defeat the bandits quickly before they harm the villagers.

Fortunately, you can now summon your other hero and use the Hand’s spells, now that the beacon is fixed. Quickly get rid of all the bandits in the area.

After you’re done, the town will be under your command. There’s a factory here, and you’ll now be able to receive cotton dispatch orders where you’ll have to design dresses. You’ll also be able to earn Lord’s favors and hire a new hero.

Day 16: Development

Now that Briar Lake is under your control, you’ll have to ramp up production of cotton. The cotton farm and cotton mill here only have a few workstations. Valmey’s next quest asks you to build at least four workstations each.

You’ll also have to place two more factory workstations. You can hire the villagers living in Briar Lake instead of hiring new ones from the tavern. Just pick the villagers from in front of the homes that have a banner saying “Need Job.”

The cotton farm will also need water. If you’ve got plans for an empty plot that you can place near water, that would be perfect.

However, if not, you can use one of the village houses and place four to five water purifier workstations on it. Move the house near the water to make it functional.

The workers at water purifiers will water the cotton crops to grow more cotton after you’ve consumed them.

Lord And Lady Of The Lake

After you’re done setting up workers, Valmey will ask to see you. She’ll be near the tavern in Briar Lake. Valmey will tell you about the local customs to lift the spirits of the villagers.

She’ll ask you to drag and drop a male clothing order from the clothing shop to the factory. You’ll have to design the clothing for a male resident. Once you’re done, you’ll have to pick a random male worker from the village and drop him into the clothing shop.

After that, you’ll have to do the same with a female clothing order. Drop a random female worker into the clothing shop once the dress has been prepared.

Pirates Sail

Valmey will remind you that the pirates at the Echo Beach are still waiting for their sails. Go to Echo Beach with your hand and talk to the Pirate Lady.

She’ll ask you to bring the sails. You’ll then have to transfer 24 units of fabric from the cotton mill to the boat at Echo Beach. The pirates will then sail away.

Day 17: A New Plan

As the day begins, Alwen will tell you that the wise cleric, the same guy that you had to fix the music stones for in the past, has returned. This time, he’s on the peninsula near Briar Lake.

Go and talk to the cleric. He’ll ask you to repeat the melodies of the music stones first. You can follow the steps below to clear this quest:

  • Stage 1: 2, 4, 3
  • Stage 2: 3, 4, 6, 5
  • Stage 3: 4, 3, 5, 6, 7
  • Stage 4: 5, 6, 7, 2, 3, 4
  • Stage 5: 2, 4, 3, 5, 4, 6, 5, 7
  • Stage 6: 7, 5, 6, 4, 5, 2, 3, 1

The stones are numbered from left to right. Once you’ve cleared the first stage, the cleric will ask you to complete the remaining five stages. You’ll have to redo the entire thing if you miss a beat.

After you’re successful, the cleric will tell you more about Malmus and some strange stone he has uncovered. Once he has told you everything, the cleric will levitate away.

The Drunk Bandit

Alwen will come to the conclusion that you can find Malmus by finding the stone. However, the stone’s location is unclear. Valmey thinks Gideon had the map for the stone before he passed away, and that map was stolen by bandits.

Now, a strange, drunk bandit has appeared at Briar Lake, and you should go and talk to him about this stone. However, you’ll have to possess a hero to talk to the bandit.

After you’ve talked to the bandit, he’ll only agree to tell you the answers if you pay him. Valmey and Cricket give conflicting suggestions. You’ll have to decide if you want to pay 5 coins to the bandit or fight against him.

I chose the option to pay the bandit. He’ll give you a map. The map shows the location of the stone, but it will lead you to the locked gate in Eastcliffe.

When you reach the gate, it will turn out that the gate is protected by ancient magic and cannot be opened by any means. Alwen suggests they should try to draw Malmus out of this location. You can then end the day.

Day 18: Design

In the morning, Cricket and Valmey will tell you that Malmus enjoys bloodsport. He says that you should set up an arena to draw out Malmus from the spire.

The arena is located in Eastcliffe, near the impenetrable gate. Once you’ve located the arena, you’ll have to build platforms for 100 spectators.

Select the arena and enter the building menu. Here, you have to place a total of 50 spectator stands. You’ll have to place some stands above the others to complete the count. Once you’re done, you can end the day.

Night

On this night, the Briar Lake will be attacked by the undead. There’s no crypt for them to damage, but if you lose any of your beacons, it is the same as losing your crypt, and then you’ll have to redo the night.

You should place turrets in this area. If you’re having trouble, unlock the giant balista and the catapult. There aren’t many spots for you to place a turret near the beacon in Briar Lake, but you can always move buildings from some other place.

Day 19: Clad

In the morning, Cricket will ask you to head to the arena. When you get there, you’ll find the hooded man. It turns out, the hooded man is an expert in arenas.

He asks you to gather some wood to build a border around the arena to make it functional. You’ll have to place 100 units of wood near the arena to build the border.

Once you’ve brought all the wood, interact with the hooded man again. This will cause the entire arena to be covered in the wood that you’ve just gathered.

The hooded man will ask you to come again tomorrow, and you’ll have to be prepared because he has made it clear that he’ll be bringing challenging enemies for you to fight against.

Day 20: Tournament

The tournament will go on for several days. However, you’ll have to go and see what the hooded man has in store for you today. Go to the arena and talk to him.

For the first day of the tournament, you’ll have to put your heroes to action. Pick one hero, and they’ll do the fighting for you. Make sure you’ve given them a Lethal weapon and an Impenetrable armor to boost their chances of survival.

On Day 20, your heroes will have to compete in three tournaments. Each tournament has three waves of enemies. You’ll have to possess your heroes and fight the battles to come out victorious.

Once you’ve won all three tournaments for the day, the black hood will congratulate you and will ask you to return tomorrow.


This concludes the walkthrough for Masters of Albion – Day 11 to Day 20.

If you’re looking for more walkthroughs for the game, please visit its main hub here. You may also like the following pages.

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