Passages for Majesty: The Fantasy Kingdom Sim, platform PC

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Passages for Majesty: The Fantasy Kingdom Sim, platform PC

Majesty: the Fantasy Kingdom Sim
                                     and
                       Majesty: the Northern Expansion

             Walkthroughs of Advanced, Expert and Master Quests
                        (Plus Some Other Information)

                             By Steven W. Carter
                         (scarter831@earthlink.net)

                                Last Updated
                                June 14, 2001



*********************
* TABLE OF CONTENTS *
*********************

1. Introduction

2. Technical Note

3. Gameplay Notes
3.1. Casting Spells on Your Heroes
3.2. Defenses
3.3. Making Money

4. Majesty FKS Advanced Quests
4.1. A Deal with the Demon
4.2. Elven Treachery
4.3. Free the Slaves
4.4. Hold Off the Goblin Hordes
4.5. Quest for the Crown
4.6. Quest for the Magic Ring

5. Majesty FKS Expert Quests
5.1. Brashnard's Ultimate Sphere of Power
5.2. The Dark Forest
5.3. The Day of Reckoning
5.4. The Fertile Plain
5.5. Slay the Mighty Dragon
5.6. Tomb of the Dragon King
5.7. Vengeance of the Liche Queen

6. Majesty NE Advanced Quests
6.1. The Clash of Empires
6.2. The Fortress of Ixmil
6.3. Rise of the Ratmen
6.4. Trade Routes
6.5. Urban Renewal

7. Majesty NE Expert Quests
7.1. Darkness Falls
7.2. Legendary Heroes
7.3. The Siege
7.4. The Valley of the Serpents

8. Majesty NE Master Quests
8.1. Spires of Death
8.2. Vigil for a Fallen Hero

9. Downloadable Quests
9.1. The Wrath of Krolm
9.2. Balance of Twilight

10. Cheat Codes

11. Easter Eggs

12. Version History

13. Permissions and Updates


*******************
* 1. INTRODUCTION *
*******************

This is mostly intended to be a resource for people having trouble solving the
advanced, expert, and master quests of Majesty: the Fantasy Kingdom Sim
(Majesty FKS) and its expansion pack, Majesty: the Northern Expansion (Majesty
NE).  In the sections below I'll provide fairly detailed walkthroughs for the
quests, and I'll also give some (hopefully) useful playing tips.  I used
version 1.3 for Majesty FKS and 1.1.0.7 for Majesty NE.

I've also included my best playing times for each quest.  You can use these
times as a frame of reference for how you're doing -- or for entertainment
value in the case of ``Wrath of Krolm.''  I think my times qualify as good but
not great.

If you read my walkthroughs and they don't work for you, or if you'd simply
like to see other approaches or more information for the quests, there are a
few web pages that you might find useful.  The official Majesty web site
(http://www.majestyquest.com) has forums where you can ask questions, but
please do a search first to see if people have already discussed the topics
you're interested in.  Two good unofficial sites are Your Majesty's Castle
(http://www.sngaming.com/majesty) and the Majesty Command Center
(http://www.majestyonline.cc).  Both have (or will have) walkthroughs for the
quests.


*********************
* 2. TECHNICAL NOTE *
*********************

If you started up Majesty NE and were dismayed to see all of your high scores
and playing times gone, don't despair.  There's an easy method to restore your
data.

Do the following:

1. Go to the directory where you installed Majesty NE and delete the files
hiscores.sav and questdata_majx.sav.

2. Go to the directory where you installed Majesty FKS and copy the files
hiscores.sav and questdata.sav.

3. Go back to the directory where you installed Majesty NE and paste the two
files you just copied.

4. Now just rename questdata.sav (in the Majesty NE directory) to
questdata_majx.sav.

Everything should be restored.  Note, though, that this will erase anything you
might have done in Majesty NE before copying and pasting the files.


*********************
* 3. GAMEPLAY NOTES *
*********************

3.1 Casting Spells on Your Heroes
---------------------------------

Even at the best of times it is difficult to select units.  And during combat,
when you want to cast heal or invisibility or some other spell on one of your
heroes, it can be almost impossible.  You'll be just as likely to cast the
spell on an enemy unit as you will be to cast it on your own.

However, there is a way to get around this.  Instead of selecting the spell and
then clicking on the unit, you can select the unit, then select the spell, and
then click on the unit's portrait on the interface bar on the left side of the
screen.  It might still be difficult to initially select the unit, but at least
this way you'll never miss.

3.2 Defenses
------------

For your perimeter defense, don't rely on guardhouses.  They are expensive and
incredibly weak, and there are numerous creatures that can destroy them single-
handedly.  The only time I use guardhouses on the perimeter is to protect a
wizard guild.  The guardhouse still won't stop anything, but it gives wizards
something to hide behind as they attack the enemy.

Instead, use your guilds on the perimeter, and especially those guilds that
have lots of hit points.  The perfect choice is the warrior guild.  It has 800
hit points, and, if creatures attack nearby and none of your heroes respond,
you can always use the call-to-arms option to bring your warriors home to quash
the threat.  Dwarven settlements are also a good selection.

The place to use guardhouses is in your interior defense.  Specifically, you
should put them next to your marketplaces to protect them against trolls, and
you should put them next to sewers to prevent sewer rats from killing your
peasants and tax collectors.

3.3 Making Money
----------------

The best building for generating gold is (without surprise) the marketplace.
The important thing to realize about marketplaces is that they initially
produce 250 gold per game day (before modifications and item sales), and each
upgrade only adds 50 gold per day.  That means it is far more profitable to
have, for example, three level one marketplaces than one level three
marketplace.  They'll cost about the same but the former will produce over
twice as much gold as the latter.

The exception to the rule occurs with trading posts.  The level of the
destination marketplace is the multiplier used on the amount of gold carried by
caravans, and so you want all of your destination marketplaces to be level
three.

One often overlooked money building is the inn.  One inn will produce 100 gold
per game day, and, given its low cost, will quickly start making you a profit.
Inns also grow slowly in cost, so you can put down half a dozen inns and start
making a profit with all of them within a game week.  Plus, inns can give you a
fountain early in the game, and that has beneficial effects as well.


**********************************
* 4. MAJESTY FKS ADVANCED QUESTS *
**********************************

4.1. A Deal with the Demon
--------------------------

Objective:

1. Accumulate 100,000 gold within 40 days.

My Best Time:

27 days

Walkthrough:

There will be several creature lairs on the map, and your palace is going to
start somewhere near the middle of the map -- all of which means you're going
to have company at your base quickly.  Luckily, you will have a temple of
krypta, a warrior guild, and a wizard guild at your disposal.  Wizards are too
fragile for this quest, so train a pair of warriors and a pair of priestesses,
and then upgrade your palace to level two.  Meanwhile, also build a marketplace
and, once you get a feel for where attacks will come from or see where the
sewers pop up, a guardhouse or two.

Your buildings start out in three groups on the map: your main base in the
middle somewhere, a warrior guild all alone on one edge, and a trio of
buildings on another edge.  The trio isn't especially important, so if it
doesn't happen to end up right next to your main base, forget about it and let
it be destroyed.  (But remember to take it off your repair and tax routes
first.)  The warrior guild is easy to protect since you can use call-to-arms,
and if it far away from your base go ahead and put a guardhouse and a trading
post next to it.  Trading posts are really useful on this map, but only put
them where they will be safe.

You don't really need to do a lot with your heroes for this quest.  Don't worry
about upgrading your wizard guild or researching at your blacksmith.  Just
create another priestess and warrior and let them do their thing, replacing
them if necessary.  Whenever they happen to uncover a creature lair, put an
attack flag on it and let them destroy it.

So spend most of the time during the first 10 or so years building up
marketplaces and inns, with a guardhouse or two thrown in for defense and for
shortening tax routes.  I recommend you put up three marketplaces (with at
least one at level three) and four or five inns (for the extra income and a
fountain).  And be sure to build an elven bungalow as soon as possible.  With
those buildings and perhaps a trading post or two, you should make 5-6k a day.
Then you can just sit back and watch your heroes at work for about 15 days
until you have 100,000 gold.

Note: If you're really desperate in this quest, you can always ``cheat'' and
use save-and-restore with the gambling house.  Just save before you gamble,
save every time you win, and restore every time you don't.  If you’re patient,
you'll gain the gold you need with few game days passing.

4.2. Elven Treachery
--------------------

Objectives:

1. Destroy all elven buildings and units within 30 days, or
2. Accumulate 50,000 gold within 30 days.

My Best Time:

23 days

Walkthrough:

I'll give walkthroughs for both possible objectives, but first a note about elf
heroes: they have a thing about guardhouses that shoot arrows.  If they see
one, they'll just run away.  So defending your base is pretty easy in this
quest: just space out some guardhouses along the perimeter of your base.

The first way to solve the quest is to generate 50,000 gold.  This is a pretty
boring and wimpy solution, but it is the easiest.  Start out by building a
gnome hovel, and then place a couple of guardhouses at the most obvious routes
into your base.  Then build a ranger guild and train four rangers so you can
upgrade your palace to level two.  Then just finish placing perimeter
guardhouses, and put three marketplaces and as many inns as you can fit into
your corner of the map.  Then just crank up the speed setting and twiddle your
thumbs for 10-15 minutes.  You should generate over 2000 gold per day and build
up 50,000 gold before Day 30 (but not by much).

The more exciting solution to the quest is to kill all of the elves and destroy
their buildings.  Once again build a gnome hovel first, and then build a couple
guardhouses to defend your base and keep the enemy elves from picking off your
peasants.  Next build a ranger guild, a warrior guild, a blacksmith, and a
marketplace.  Begin training and researching, and upgrade your palace when you
can.  Don't train beyond four units yet because your units will probably get
killed at this point.  They don't seem to have a problem fighting against
multiple enemies at once, and warriors are slower than elves and will get
killed when they try to flee.

Instead, let your guardhouses do the bulk of the work in protecting your base
while you build temples to agrela and dauros, and then start creating paladins.
Don't train any monks or healers, but upgrade the temple to agrela to level
three so you can help out your units if they get into trouble.  Also during
this period, it's a good idea to build another marketplace and some inns, and
to upgrade your blacksmith so your paladins will have good equipment.  You
might also want to build another warrior guild or two, just to finish the
mission more quickly.

Then it's just a matter of search and destroy for your paladins.  Keep training
/ resurrecting rangers until you find four groups of elf buildings, and then
just set attack flags on the enemy buildings one at a time until they're all
gone.  One enemy building of interest is the elven hideout.  It contains 15,000
gold in its coffers, and the units who destroy it will be able to afford all
the equipment they want.

4.3. Free the Slaves
--------------------

Objectives:

1. Destroy the four slave pits.
2. Kill Url-Shekk.

My Best Time:

16 days

Walkthrough:

Enemy forces won't arrive at your base for a while, so start out by getting
your economy rolling.  Quickly put a marketplace next to the entrance to your
palace, and place a warrior guild next to the marketplace to protect it.  Place
the warrior guild right away so the incoming gnome hovels won't get in the way.
Then train a couple gnomes and four rogues, and advance your palace to level
two.

Next, build a blacksmith to reduce the cost of future buildings, research
healing potions at the marketplace, and place a guardhouse in a useful place
(such as next to the sewer that will probably have appeared).  All of this
should take about a day and tap your funds.

Now, as your gold permits, add a ranger guild and start training rangers and
warriors.  On days 2 and 4 you'll receive gold from a neighboring kingdom (4000
gold in total), and you can use this to help in training units and also to
upgrade your rogue guild and marketplace.  Then proceed to build up your base
normally.

Let your rangers do their thing, and eventually they'll find a slave pit.  You
might also want to put out some explore flags so your rogues will help out.
Then just put an attack flag on the pit, and your rogues and warriors will get
to work.  Once the pit is destroyed, you'll receive some units as
reinforcements.  These units can be paladins, gnomes, warriors of discord, and
priestesses.  They don't need a home temple or guild, but make sure you have at
least one inn so they'll have a place to rest.

There are three more pits somewhere on the map, and there is also an outpost
(containing three houses and a trading post) for you to find.  I ignored the
outpost and let it supply me with gold while it lasted (which wasn't terribly
long).  If you want to protect it, place a warrior guild next to it and use
call-to-arms whenever there is trouble.

After you destroy the second pit, a large wave of rats and other wimpy
creatures will swarm at your base.  Use call-to-arms to bring your warriors
home, and place attack flags on various enemies to get your other units
interested.  It's not a bad idea to have a couple guardhouses at key points in
your base, but four warriors can take down the entire attack on their own
(albeit slowly) so guardhouses aren't really necessary, and you can use your
gold on more units instead.

Before destroying the last pit, make sure you have a temple to agrela and four
healers trained.  When Url-Shekk appears, he'll wander around the map for a
while, but finally he'll stop in a place and fight.  He has a fast but weak
ranged fire attack, and if you have a healer in the area, she'll be able to
heal faster than Url-Shekk can damage your units.  Then it's just a matter of
putting a big bounty on his head and getting enough of your units to him to
kill him.  He only has 255 hit points, and your warriors and paladins should be
able to kill him even if your healers don't get involved.

4.4. Hold Off the Goblin Hordes
-------------------------------

Objective:

1. Destroy all goblin settlements.

My Best Time:

9 days

Walkthrough:

You'll come under attack almost immediately, but you'll still have some things
going for you: two guardhouses, two warriors of discord, and some allied
wizards.  Plus you'll have 15,000 gold, and the allied wizards will donate
about 6000 more gold to your cause during the first four days.  So you'll have
the means and necessity to get started quickly.

Unfortunately, you can't build gnome hovels during this quest, but your palace
will start out at level two, and so you'll have four peasants right away.  Put
them to work on a marketplace (next to your warrior guild), and while that's in
progress move your ranger guild closer to your palace, research arrows for the
guardhouses, build a wizard guild, and train warriors and rangers.  Then put a
blacksmith and library wherever is convenient, and build a rogue guild and
upgrade it as well.

Train a full complement of units for each guild and let them pretty much work
on their own while you upgrade and research at your library, blacksmith, and
marketplace.  If your units stumble across a goblin lair, put an attack flag on
it and it won't last long.

You'll be under constant attacks from the goblins, so most of your forces will
stay at your base to defend it.  But a few units (like the rogues) will venture
out to destroy flagged lairs.  There are only 15 goblin lairs, and it won't
take too long to destroy them all.

Just ignore the starting inn since it isn't useful enough to protect from the
goblins.  You can also ignore the allied wizards.  On Day 5 their guild will
stop being invulnerable, but wizards are pretty good about killing goblins, and
they should be able to take care of themselves -- and perhaps even help you out
by destroying a nearby goblin lair or two.

There aren't any surprises in the quest.  You just need to explore and destroy.

4.5. Quest for the Crown
------------------------

Objective:

1. Find and destroy the crown's tower.

My Best Time:

20 days

Walkthrough:

Incoming!  You'll immediately be attacked by 15 minotaurs, and your goal in the
first few minutes of the quest should be to minimize the damage as much as
possible.  To that end, start cranking out units right away, and if you see
minotaurs approaching one of your wizard towers, enchant it so it can defend
itself.  Meanwhile, build a marketplace somewhere that looks safe and upgrade
it to sell potions so your heroes will last longer.

You will have good wizard spell coverage at the start of the quest, so take
advantage of it.  Upgrade your wizard guild to level three, and wherever you
see three or more minotaurs together, give them a zap with a lightning storm.
The minotaurs will attack in three groups of five at the start, and a couple of
well-placed spells can really decimate their numbers.

Once you hold off the initial onslaught, the quest should be pretty
straightforward.  You just have to find the tower with the crown in it.  The
tower is probably in one of the corners of the map, and it will be guarded by
two evil occuli.  So if you find an occulus during your explorations, set
explore flags in the area until you find the tower, and then flag the tower
itself.

While the search for the tower is going on, simply build up your base like
normal, and do whatever upgrading and researching you can.  There are two elven
outposts on the map, and they'll join your kingdom when you find them.  That
should give you enough of a boost to your economy to allow you to build all the
heroes you need.  There are also a handful of creature lairs that you can
destroy if you want.

Once you destroy the crown's tower, nothing bad happens.  The quest simply
ends.

4.6. Quest for the Magic Ring
-----------------------------

Objective:

1. Recover the ring of healing.

My Best Time:

17 days

Walkthrough:

You'll start with a temple to helia, so go ahead and start training four
solarii while you construct your base.  Put down a blacksmith first and then a
marketplace.  By that time you should have your four solarii so upgrade your
palace to level two.  When the elves offer to join your kingdom, let them and
build an elven bungalow.

There is another kingdom on the map, and they'll be allied with you.  In fact,
on Day 4 they will even give you some gold.  Take advantage by building another
marketplace and doing some upgrades.  Eventually you should build a ranger
guild, a warrior guild, a temple to agrela and a temple to dauros.  Let your
rangers explore the map while you train paladins, and also upgrade your temple
to agrela to level three so you can help out your units.

Eventually somebody will find the tower with the ring in it.  It will be
guarded by some daemonwood, but your solarii or paladins should be able to
handle them (perhaps will a few spells from you).  Once you then destroy the
tower, all sorts of bad things will happen.  The allied kingdom will turn
against you, and so you'll suddenly have to fight them.  Plus, three black
phantoms will appear at the site of the tower, and their spells will probably
be able to kill most of your units.  Lastly, a special item box (the ring) will
appear on the ground next to the black phantoms.

All you have to do at this point is grab the box and make a dash to the
``hidden ring site'' that will appear somewhere else on the map (usually in the
middle somewhere).  The problem is that most your units will run from the black
phantoms and never get to the box.  If you're unlucky, you'll have to fight the
black phantoms and go through a lot of units / resurrections before killing
them.  If you're lucky, some enterprising unit will dodge the phantoms and grab
the ring.  In my best game, my toughest solarii happened to die right next to
the ring box, and so once the phantoms wandered away a little, I resurrected
her and she grabbed the ring and dropped it off.  In another game, one of my
heroes grabbed the ring right after the tower fell, and it delivered the ring
during the confusion.  So you have a few options, and you might want to save
your game right before attacking the tower just in case the black phantoms
really do a number on you.

Note: If you have problems with the other kingdom claiming the ring before you
can, your best option is probably to destroy the kingdom before attacking the
ring tower.  They don't upgrade their buildings or do any research as far as I
can tell, and so they're not difficult to defeat.


********************************
* 5. MAJESTY FKS EXPERT QUESTS *
********************************

5.1. Brashnard's Ultimate Sphere of Power
-----------------------------------------

Objective:

1. Locate and acquire the seven shards of Brashnard's Sphere.

My Best Time:

26 days

Walkthrough:

You'll start out with two temples to krolm on either side of your palace.
Immediately start training barbarians; you'll come under attack from a
multitude of spiders, spitters, and undead very soon.  While you're training,
build a marketplace next to the entrance to your palace and place a guardhouse
next to it to protect it.  Then upgrade your palace to level two.

As soon as you see enemy creatures, and as soon as you have six barbarians, use
rage-of-krolm.  Rage-of-krolm is expensive, but it should prevent some of your
barbarians from dying, it should prevent a bunch of graveyards from littering
your base, and it should hopefully give you some veteran units when the first
wave of attacks is over.  I used it three times during the first wave, and I
only lost one barbarian (as opposed to about 10 when I didn't use it).

Now work on your base and do things that will help out your barbarians.  Make
sure your marketplace sells potions.  Build a blacksmith and research weapons
and armor.  Add a wizard guild so you can cast invisibility.  Then get to work
adding another marketplace and some inns so you can make money, and build a
ranger guild and rogue guild so you can explore the map.  Keep replacing your
barbarians as necessary so you always have eight.

Note that rangers will follow and support barbarians, so they won't explore the
map as well as they usually do.  You'll have to use explore flags, and you
might want to build a second rogue guild just so you'll explore more quickly.
The shard shrines are usually located along the edge of the map, so that's
where you should put the flags.

Each time you destroy a shard shrine, a magic item box will fall to the ground
and some enemy creatures will appear.  The creatures won't be very powerful
(harpies, hellboars, and so forth) but the magic items will be nice.  You'll
probably have the most problems fighting the shrine guards, which can include
rock golems, evil occuli, and dragons.  But just throw your heroes at them
until they fall.  Once you've destroyed all seven shrines, you'll automatically
put the shards together to form the sphere (even if your heroes aren't holding
all the shards), and the mission will end.

5.2. The Dark Forest
--------------------

Objectives:

1. Cure your kingdom.
2. Kill the witch king.

My Best Time:

27 days

Walkthrough:

You'll start out with just a warrior guild, and you won't be able to build any
other guilds or temples until you find the nearby temple to fervus.  But that's
ok; no enemy creatures will attack you for a while, and so you can start
working on your economy.  Surround your palace with three marketplaces, a
blacksmith, and three or four inns (as many as fit in).

Only train one more warrior, and set explore flags around your base.  Your
warriors will either find a message stump or a statue.  The stump will lie
directly in line between your palace and the temple to fervus, and there will
be four statues surrounding the temple.  So either discovery will tip you off
to the location of the temple, and you should set more explore flags as
necessary.

Once you find the temple to fervus, you'll need to make a choice.  You can
either keep the temple and then use warriors of discord and priestesses, or you
can destroy the temple and use paladins and healers.  I prefer the latter
combination, and so I decided to destroy the temple.

Once you have four heroes, upgrade your palace and build an elven bungalow.
You should now have a significant stream of money coming in, so put it to use.
Build up your base and start cranking out heroes.  Add a ranger guild first so
your rangers can help you explore the map.  You should also set explore flags
around the edges of the map (and particularly in the corners) to find enemy
lairs and the witch king's tower.  Destroy any lairs and creatures you find,
and then focus on the tower.

Surrounding the tower you'll find several daemonwood.  Put attack flags on them
to draw your paladins / warriors of discord to the area.  Finish off the
daemonwood and then destroy the tower.

When the tower falls, the witch king will appear on the map (but not where the
tower was) and all the daemonwood you haven't killed yet (on all parts of the
map) will head for your base.  The witch king will continually create spiders,
so even if you haven't explored the entire map yet, it shouldn't take too long
to figure out where he is.  Once you do, put a huge bounty on his head and
watch your heroes rush to greet him.  Use heal and resurrect spells as
necessary, but it shouldn't be too difficult to kill him.  Two mid- to high-
level paladins can do the job with no problem.

5.3. The Day of Reckoning
-------------------------

Objective:

1. Survive.

My Best Time:

22 days

Walkthrough:

This is a difficult and annoying quest.  It's difficult because you'll face all
of the super bad guys from the earlier quests -- the witch king, liche queen,
Vendral and so forth -- and it's annoying because your base will be spread out,
there will be houses all over the place getting in the way and distracting your
henchmen, and random lightning bolts will damage your buildings and kill your
units.

It's depressing to try and write a walkthrough and say something like you'll
need a good amount of luck on your side to win, but there you go.  You'll need
some luck.  You could use a good strategy five times and only have it work once
(or at least that's my experience).  If lightning bolts keep killing your
peasants and tax collectors, if your starting heroes decide to run instead of
fight, if spiders swarm on two sides of your base and all your heroes go to
only one side, then you're probably going to lose.  Luckily, when you lose,
you'll tend to lose early, and so you can start again without investing too
much time in a lost effort.

But, anyway, when you start the mission you'll have a base in the center of the
map with a couple dozen houses surrounding it.  Several minotaurs and a cyclops
will already be at your houses, wailing away at them as they head towards your
palace.  Fortunately, you'll start out with two level 50 heroes, a warrior and
a wizard, and they'll usually head straight for the attackers even if you don't
set any bounty flags on them.  If you can find the wizard early enough, it's
not a bad idea to make him invisible so he'll stay in battle longer before
fleeing.

While your heroes are off defending the realm, you'll need to do three things:

1. Start training heroes at your three existing guilds.  Usually I'd wait for a
library before training wizards, but in this case the only enemies your wizards
will really be useful against are the spiders you'll see in the second wave.
Most of the other enemies you'll face will either be highly magic resistant or
have the magic mirror spell.  So get some wizards training early, and keep all
of your guilds full.

2. Start building your base.  This will be tricky because of all the houses,
and so you probably won't be able to place buildings in a circle around your
palace.  My best suggestion is to go for your economy first by putting down
three marketplaces.  Only upgrade one of the marketplaces to level three unless
you find that one of the others really needs the extra hit points.  Then you
can add in a rogue guild so your rogues can help you explore the map and a
second warrior guild for defense.  Later you can add things like a library and
a blacksmith and at least one inn (so you'll get a fountain), plus a guardhouse
or two to guard against sewer entrances and to protect your marketplaces.

3. Figure out how you want to deal with all of the houses.  It's a pain to go
through them all and take them off your repair and tax routes, but that's
probably the best plan.  Certainly you should take them off the repair route so
your peasants will concentrate on building your base, but it's difficult to
ignore the money the houses will generate since you'll need so much during the
quest.  You could always compromise and leave the closest homes on your tax
route and then use extortion to get the gold from the rest (but only when your
marketplaces are empty).  Regardless, you'll also need to select all of your
tax collectors and change their minimum pick-up amount to something more
substantial, like 500 gold, so they won't waste time on houses and inns when
your marketplaces are stockpiling gold.

You probably won't be able to get all of the above done before the second wave
of attacks arrives in the middle of Day 2, but keep working at it.  The second
wave will feature the witch king and three evil occuli, and they'll show up on
the map when they arrive (plus the king will taunt you).  None of the four will
attack your base, so you'll have to go out and get them.  It's especially
important to kill the king because he'll continually spawn spiders, and the
spiders, while wimpy alone, will take down buildings quickly if they're allowed
to swarm.  They're especially dangerous to any outposts you've managed to find
because those will tend to be lightly guarded, if guarded at all.

The best way to kill the witch king is to set a huge bounty on his head and
hope for the best.  The king will use the magic mirror spell, and so your level
50 wizard will be useless against him, but your level 50 warrior will be able
to do the job.  So try to get him interested, and also try to get your other
units involved by setting some attack flags on any spiders that are nearby.
They might attack the spiders and then stick around to help with the king.  Or
maybe not.  For me the witch king is the most difficult creature in the quest
to kill, and I never get him until about the fourth wave.

Meanwhile, try to get your rangers and thieves to explore the map, and as soon
as you find a temple to dauros or a temple to fervus, immediately go up to
three warrior guilds and start training paladins or warriors of discord.  You
might lose the temples, especially if the witch king is still around, and so
you need to take advantage of them as quickly as possible.  And if you find the
dwarven settlement, place a trading post next to it.  The settlement will be
able to protect the trading post from most attacks.

After six and a half days, three black phantoms will appear.  Phantoms aren't
any fun at all.  They're resistant to magic and they have a nasty fire attack.
The best way to kill them is through ballista towers as the phantoms chase your
fleeing heroes back to your base.  If you haven't found the dwarves yet, then
you'll just have to muddle through the wave by sending lots of heroes at the
phantoms and hoping for the best.  If you happen to fight them within your
wizard spell range, you can try casting anti-magic shield on the hero you least
want to die, and that might give it a fighting chance.

After eleven and a half days, the next attack will come.  This one should be
relatively easy with only the liche queen and several vampires.  Put a big
bounty on the queen's head to draw your level 50 heroes, and also put bounties
on some of the skeletons the queen creates so your lesser heroes will help out
as well.  Then just pay attention to the combat and heal your heroes as
necessary.

The next wave will come on Day 16 (unannounced), and it will bring back your
old friends, the black phantoms.  There will be three of them again, and
they'll have a fire-breathing lizard name Rrongol the Hunter to help them out.
The best way to kill them -- still -- is with ballista towers.  In fact, after
spending the gold necessary to keep your three warrior guilds full, you should
spend your remaining gold on ballista towers.  Just put a lot of them around
your base, and train three gnomes so they can help out with the repairs.

The last wave will feature several dragons, including Vendral, and come after
19.5 days.  There will also be three more black phantoms and Url Shekk.  The
more the merrier, right?  Fortunately, the dragons will attack from several
different locations, and some will get distracted by your outposts, while the
others will come straight for your base.  If you have the gold, use lightning
storm against the dragons so your heroes can focus on the black phantoms.  If
you've found and filled all of the outposts, you'll probably have over 50
heroes by this point, and even if you take heavy losses, you should still have
the firepower necessary to defeat the wave.

5.4. The Fertile Plain
----------------------

Objective:

1. Destroy the seven waves of attackers.

My Best Time:

23 days

Walkthrough:

You'll start out with a lot of gold, but you should avoid wasting it.  You'll
have three days before the first wave of attackers hits, and so you can
construct your buildings in a cost-efficient order.  To that end, first build a
blacksmith south of your palace.  When it is complete, put a marketplace next
to it, and put two wizard guilds to the left and right of your palace.  Next
build a warrior guild next to one of your wizard guilds (to protect it) and a
temple to dauros next to the other, and start building a library as soon as one
of the wizard guilds completes.

Once the library is complete, you can start researching at your buildings and
start training wizards.  With your remaining money, build another marketplace
or two, train paladins and monks, and upgrade your palace to level three.  You
should also upgrade one of your wizard guilds to level three so you can use
lightning storm if things begin to look dicey during any of the attack waves.

The first wave will occur after three days and feature goblins attacking from
the north.  They're quick and can take down a building or two before your
heroes can even get there to intervene.  If you're in danger of losing a
building you don't want to lose, cast lightning storm to wipe the goblins out.
Otherwise, let your heroes do the work so they can gain experience.

The second wave will occur after six days and feature minotaurs attacking from
the south.  Before they arrive, you should place a second warrior guild on the
south side of your base and try to train as many paladins as possible.  Keep
some gold handy so that if you really need a lightning storm, you'll be able to
afford it.

The third and forth waves will come quickly, with elves attacking from the east
on Day 8 and dwarves from the west on Day 9.  Both elves and dwarves are easy
to kill compared to minotaurs, and so these two waves should be a walk in the
park.  Just try to keep an eye on your wizards, and cast invisibility if
necessary to keep them alive.

You'll have some time to rest, relax, and work on your base again for the next
few days.  Be sure to build a temple to agrela and upgrade it to level three,
and also try to add a third warrior guild.  It never hurts to have extra
paladins running around.

The fifth wave will come on Day 15 and have lots of vampires in it.  If you're
unlucky, the vampires will come across your wizards before your paladins, and a
few of your wizards will die due to reflected spells.  If that happens, don't
resurrect your wizards right away.  Wait for the paladins to get to the scene
or at least for the vampires to move away so your wizards won't just go and
kill themselves again.  The easiest way to resurrect dead wizards is to click
on the wizard guilds, find the highest level dead wizard in the lists, select
it, and then cast resurrect on the portrait of the wizard on the interface bar.

The sixth wave will come on Day 18 and have minotaurs again, but this time
they'll attack from all four sides.  Set attack flags and use call-to-arms at
your warrior guilds (as necessary) to divide up your heroes so they attack all
of the minotaurs, and not just the ones on one or two sides of your base.  With
eight wizards, 10+ paladins, plus maybe some monks and healers running around,
this wave should be relatively painless.

The final wave will come on Day 21.  It'll have a dozen rock golems plus Dirgo
the Cyclops (whoever that is) attacking from all four sides.  Golems have 290
hit points, and they hit pretty hard, but luckily they're as slow as mud.
They’re also susceptible to magic, and this is where your wizards can shine.
Your wizards will be able to kill everything that attacks in this wave all by
themselves -- as long as there's a paladin or a building or something in
between them and the golems.  And even if your wizards get into melee range
with the golems, all is not lost.  With a ring of protection, wizards can dodge
pretty well, and if they have the meteor swarm spell they can inflict a lot of
damage before dying.  Then you can just resurrect the wizard to let him go at
the golem again.

5.5. Slay the Mighty Dragon
---------------------------

Objectives:

1. Find and destroy the hidden sword site.
2. Kill Vendral.

My Best Time:

21 days

Walkthrough:

Vendral will immediately show up on the map and make a beeline for your base.
Don't train any solarii yet; they'll just get killed.  Instead, start
researching at your marketplace and blacksmith, and take the fairgrounds and
marketplace off your tax route (to prevent your tax collectors from dying and
losing gold).

Vendral will meander around your base for a day and a half, damaging buildings
and killing peasants.  Then he'll leave, and you'll have a few days before he
comes back.  So get your base into shape.  Put your buildings back on the tax
route, add another marketplace, continue upgrading and researching, and train
four solarii.  Also, place explore flags in a circle around your base, evenly
spaced about one (zoomed out) screen away.  The solarii will explore on their
own, but they're not as enthusiastic about it as rangers, and so you'll need to
encourage them.  They'll sometimes bite on 100-gold explore flags, but usually
it takes 200 gold.  Also, don't put down any guardhouses yet, or else your
solarii will just garrison instead of explore.

Eventually, and hopefully quickly, your solarii will stumble upon a group of
buildings that will join your cause.  Chances are, the group will include
either a warrior guild or a rogue guild.  Regardless, train heroes right away
since they'll go after explore flags much more often than your solarii will.
Quickly spread your units across the map until you find other outposts and the
hidden sword site.

After 7.5 days, Vendral will come back, and he'll have some harpies with him.
You can't do much at this point other than kill the harpies and hope Vendral
doesn't kill too many of your heroes.  When your heroes die, don't replace them
because they'll probably just attack Vendral again and die again.  Vendral will
leave after four days, and then you can start training heroes again.

You can now go back to exploring the map and building up your forces.
Upgrading your palace is a good idea because Vendral will always go for your
palace when he attacks.  You should also upgrade one or more of your temples so
you'll have an offensive spell you can cast anywhere on the map in case one of
your remote buildings comes under attack.  And if you find the temple to
agrela, upgrade it fully so you can keep your heroes alive.

There are two buildings on the map that you'll have to find: the sword site (of
course) and the dwarven settlement.  Once you destroy the sword site, one of
your heroes will have to pick up the sword and take it to the dwarven
settlement so the dwarves can duplicate the sword for all of your heroes.  As
soon as your hero picks up the sword and starts heading to see the dwarves,
Vendral will reappear and attack.  He'll arrive with a few dragons, but with
your veteran units, spells to play with, and the powerful heroes that come with
some of the buildings you've found, you shouldn't have much of a problem
killing him.  Just set a huge bounty on his head and watch your heroes rush to
take advantage.

5.6. Tomb of the Dragon King
----------------------------

Objectives:

1. Destroy the three lairs, and then
2. Destroy the tomb of the dragon king.

My Best Time:

21 days

Walkthrough:

There are two important things to know about this map before you get started.
The first is that there will only be three creature lairs on the map, and they
will only create dragons.  The quicker you can destroy the lairs, the fewer
dragons you'll have to face -- and, more importantly, the fewer you'll have to
face simultaneously.

The second thing to know is that there will be an outpost right next to your
base.  This outpost will always be a (zoomed out) screen or so away, and it
will be between your base and the center of the map.  The nice thing about the
outpost is that it will contain a trading post with 9000 gold in its coffers.
If you can get that gold right away, fending off early dragon attacks will be
much easier.  After you get the gold, the outpost (plus three temples to krolm
located somewhere else on the map) will pretty much be dragon-bait and not
worth protecting.

You'll also need to make a couple of decisions right away.  One is to pick the
non-human race you plan to use.  I could make an argument for all three races:
dwarves will give you settlements and ballista towers, which will be more
useful here than normal since you can't use guard towers; gnomes will help you
get your base going and also quickly respond to dragon attacks by repairing the
victim buildings; and elves, as always, will give you more gold.

I picked elves.  The dwarven defensive structures will only slow down dragons,
and they'll get destroyed if even two dragons attack them.  Dragons are also
pretty good about attacking repairers, and that negates much of the usefulness
of gnomes.  Elves, on the other hand, never fail to give you more money, and in
this case you can use the extra gold to upgrade your wizard guild and hit
dragons with lightning storms if you need to.  Also, the elven lounge will make
it more likely for your priestesses (and their important skeletons) to stay in
your base, and that will help in defense.

The second decision you'll need to make is what to do with your starting ranger
guild.  It's all by itself, usually on the other side of the map, and if you
leave it alone a dragon will come by and destroy it after a couple days (taking
any rangers you trained with it since the rangers will try to defend their
home).  If you move the guild, it will cost you 800 gold.  If you wait for it
to be destroyed and then build a new one, it will only cost you 700 (or less)
gold.  So it is cheaper -- and better, I think -- to let the ranger guild go.
If you train rangers right away, they might find a lair for you, but they might
also find the temples to krolm, and you don't want them to do that.
Priestesses and warriors of discord will be your main fighting units for this
quest, and temples of krolm will prevent you from being able to build their
temples.

So with all of the above in mind, here's how to begin the quest.  Train four
priestesses.  Skeletons are an excellent defense against dragons, and the more
you have, the better.  While that is going on, build a rogue guild so you can
train a rogue and send it out to find the outpost.  Then build a marketplace,
an inn, and finally, as soon as possible, upgrade your palace to level two.
That will allow you to bring elves into your kingdom.

About this time you should get your 9000 gold.  So build an elven bungalow and
put up two more marketplaces.  Then, as your resources allow it, build another
temple to krypta, a warrior guild (at the front of your base), and a temple to
fervus.  Also upgrade your buildings where possible.  Bring all your markets to
level two just so they'll have more hitpoints.

One dragon will appear on the map at the end of the second day.  It will first
attack your ranger guild, and, if you've discovered your outpost by then, it
will attack the outpost next.  Between the two you should have more than enough
time to train four (and possibly more) priestesses.  They should be able to
kill the dragon before it can destroy any of your buildings.

Another dragon will appear on around the fourth day, and it should be as easy
to kill as the first.  The real problem will come at the end of the first week
when five or so dragons will descend upon your base.  It's definitely a good
idea to have eight priestesses by then, and if you can throw out some warriors
of discord, even better.

Early in the game you might also be attacked by three vampires.  They start out
at the location where the dragon king tomb will eventually appear, but
sometimes they wander over to your base.  If that happens, put a bounty on
their heads, and between your skeletons and greedy rogues, you should be able
to swarm and kill them.

Once you survive the dragon attack at the end of the first week, build a ranger
guild and get your rangers exploring.  You might even want to put some explore
flags out at the far reaches of the map to get your rogues and elves into the
act as well.  Eventually they'll find the three lairs.  If you're flush with
gold, start training units that will go for reward flags (rogues, of course,
but also warriors and wizards), and set about 500 gold bounties on each lair.

Each time you destroy a lair, some creatures will appear.  The evil castle will
produce medusas, the dark castle will produce werewolves, and the ruined keep
will produce dragons.  The important thing to note is that when you destroy the
last lair, not only will the dragon king tomb appear, but a few dragons will
appear with it.  So you don't want to destroy the ruined keep last, or else
you'll have to fight about ten dragons at once.

Once you destroy the three lairs and kill the dragons, the mission will
essentially be over.  The tomb will produce a dragon every so often, but that's
all you'll have to fight.  So just pour all of your gold into an attack flag on
the tomb, and get all your heroes to the scene to finish off the tomb as
quickly as possible.

5.7. Vengeance of the Liche Queen
---------------------------------

Objective:

1. Find and kill the liche queen.

My Best Time:

27 days

Walkthrough:

You'll start out with a pair of temples to agrela flanking your palace.  Build
a marketplace and train two healers at each temple.  When you have four
healers, upgrade your palace to level two.  Then get to work on a warrior guild
and a temple to dauros.  At the same time, place a wizard guild and then build
a library.  Build one more marketplace, and upgrade both to level two, and then
devote the rest of your gold (as you get it) to training paladins until you
have a full warrior guild.

The undead on the map won't really pay you much attention.  Every so often the
liche queen will taunt you, and this seems to be the announcement of a skeleton
/ vampire raid.  But it's hard to tell.  The undead move so slowly that they
might not arrive until a day or so after the taunt.  In any case, be prepared.

Once you have your paladins, build a ranger guild and train four rangers to
explore the map.  There will be three outposts you can find: one with a rogue
guild, blacksmith, and inn; a second with a warrior guild and inn; and a third
with a dwarven settlement, ballista tower, and inn.  I've listed them in the
order you're likely to find them.  The dwarven outpost in particular will
usually be the farthest away.

When you find the blacksmith, be sure to guard it.  Putting a warrior guild
next to it is a good idea, and a guardhouse or two wouldn't hurt, either.
Also, as long as you don't find the dwarven outpost first, you can bring elves
(after finding an inn) or gnomes into your kingdom, and then find the dwarves
and have them as well.  Elves will be more useful than gnomes in this quest
because the pace will be slow, and you might have to spend a lot of money on
warrior guilds and paladins.

As your rangers uncover the map, let your paladins destroy any lairs that
become visible.  Eventually, on the other side of the map, you'll find the
liche queen's tower.  It should be easy to spot.  There will be lots of
skeletons and vampires and two graveyards nearby.  If you built a warrior guild
at your main base, found another at an outpost, and built a third next to the
blacksmith, put a huge bounty on the queen's tower to get all twelve of your
paladins involved.  When they destroy the tower, the liche queen will appear,
plus a few of her vampire friends.  Your lower level heroes will probably run
away, but as long as a few of your paladins stay you should be able to kill the
vampires and queen easily.  But if you have trouble, feel free to construct
some ballista towers around the tower before attacking it so you'll have some
extra help.


*********************************
* 6. MAJESTY NE ADVANCED QUESTS *
*********************************

6.1. The Clash of Empires
-------------------------

Objective:

1. Destroy the goblin and ratman lairs.

My Best Time:

15 days

Walkthrough:

You won't come under attack for 2-3 days, so you'll have time to set up your
base.  In fact, you'll have enough time so that you don't have to use the
temple to fervus if you don't want to.  Since you'll be fighting a lot of wimpy
creatures, paladins will be overkill but priestesses won't get around quickly
enough.  The best choice seems to be barbarians.

So you'll first need to upgrade your palace to level two.  To that end, first
build a ranger guild, and, while you're training four rangers, put down a
second marketplace.  Then upgrade your palace and add an inn, an elven
bungalow, and a third marketplace.  You'll now have enough money coming in to
continually add barbarians and temples to krolm.  Don't stop until you have
four temples, but take some time out from building and training to use the
rage-of-krolm function every so often.

You'll have a lot of barbarians running around, but you might want to add a
couple of guardhouses anyway, just to guard against sewers and early attacks.
Since barbarians usually don't buy anything, you won't have to build things
like a blacksmith or a magic bazaar, or upgrade your marketplace beyond selling
potions (for your rangers mostly).  If you feel like it and have money you
don't know what to do with, you can also add rogues, warriors, and wizards
since they'll go for reward flags.

Eventually, it'll just be a matter of search and destroy.  Ratmen and goblins
aren't very tough, and your barbarians should be able to plow through them
quickly.  But try to balance your attacks against the two groups since they'll
fight each other and help you out (as opposed to only attacking one group and
leaving the other group only one target -- you).

Every so often, groups of ratmen and goblins will appear together on the map,
fight each other, and then fight you.  Also, pairs of goblin towers or sewer
mains will appear near your base.  But none of these events should pose much of
a problem.

6.2. The Fortress of Ixmil
--------------------------

Objective:

1. Destroy Ixmil's fortress.

My Best Time:

26 days

Walkthrough:

You'll have three or four days before you'll come under attack, so I think the
best strategy is to get your economy going first and then worry about your
heroes.  So put down a marketplace next to your palace, then add a ranger
guild, and then while you’re training four rangers, add a second marketplace.
Then upgrade your palace to level two.

Now add a warrior guild and a temple to dauros, and start cranking out
paladins.  The more paladins, the better, so add a second and third warrior
guild when you can.  Wizards will also be useful in this quest, but don't worry
about upgrading the wizard guild.  Instead, add a sorcerer's abode and upgrade
that to level three.  The best place to put the abode is right next to a
warrior guild so you can use call-to-arms in conjunction with gate to get your
paladins to locations quickly.

Every time the fortress appears, you'll get an audio cue (that sounds like a
spaceship) and the fortress will show up on the map even if it's in an area you
haven't explored yet.  The fortress will be surrounded by poisonous plants and
daemonwood, so even if you flag it the first time you see it, your heroes will
run away.  Plus, the fortress will defend itself with magical attacks (like a
wizard tower).  So wait until you have some mid-level paladins before you make
a concerted effort to attack the fortress.

Also, every time the fortress appears, it'll release a wave of creatures.
These can range from undead to ratmen to minotaurs to dragons.  I think the
dragons only appear later in the quest, but you might see a couple of vampires
right off the bat.  Early in the mission you'll have to rely on your
guardhouses because pairs of vampires will kill just about everything else
(which is another reason to focus on your economy early).

Then it'll just a matter of building and upgrading, adding heroes as you can
and giving them things to buy.  When you're ready to attack the fortress, use
the gate spell to get your heroes to the location quickly, but wait a few
seconds first so the wave of creatures created by the fortress will be out of
the way.  Also put flags on the fortress and its defenders to attract more
heroes.  Then keep an eye on your heroes and heal them liberally so they won't
flee.  If you're lucky, the fortress will stick around long enough for you to
destroy.  Otherwise you'll have to keep trying.

6.3. Rise of the Ratmen
-----------------------

Objectives:

1. Kill Rhoden, the ratman king.
2. Destroy all broken sewer mains.

My Best Time:

25 days

Walkthrough:

You'll always start with at least two sewer entrances next to your palace, so
don't bother restarting the quest hoping for a better situation.  You'll also
start out with buildings all over the place on the map.  So the first thing you
should do is take everything that isn't especially close to your palace off the
repair and tax routes.  Then start training rangers and upgrading your
marketplace while building a rogue guild.

You'll be under constant attack from rats during the quest.  The numerous sewer
entrances will see to that, and groups of rat shamans, rat champions, and
ratapults will also appear from time to time.  Try your best to keep expanding
your base.  Add a warrior guild and temple to dauros as quickly as possible,
and upgrade your marketplace to level three so you'll get the full benefit from
the caravans that will come in.

Speaking of caravans, try to keep at least one of the trading posts around
(especially the one next to the level two blacksmith).  Pick the one that you
want to defend and put your warrior guild next to it.  You might also want to
put a guardhouse or two nearby for extra protection.  The trading post is
important.  With it and elves, you won't need to build another marketplace.

Let your rangers explore the map while your paladins and monks stay near your
base.  You might also want to use guardhouses for extra defense.  If you do use
them, put them down in pairs (at least).  Solitary guardhouses will get swarmed
and destroyed by the rats, but pairs (or triplets) will sometimes have a
chance.  However, you can probably get away with not having guardhouses if you
put buildings with lots of hit points on the perimeter, and let those buildings
plus houses distract the rats while your paladins and monks kill them off.

When you've destroyed all of the sewer mains, Rhoden won't necessarily appear.
I'm not sure if he'll wait a few days first or if it's just predefined that
he'll appear on Day 25.  I cleared the map by Day 20 and then had several days
to accumulate gold before he showed up.  So when Rhoden finally did make his
appearance on Day 25 it was simplicity itself to wipe him and his entourage out
with wizard spells.

If you don't have the luxury of wizard spells, then the final battle will be a
little more exciting.  Rhoden will appear with about three groups of rats, and
they'll all attack from different directions.  So let your paladins and monks
do their job as best they can, and remember that it doesn't matter if the rats
destroy a large portion of your base.  You just have to kill Rhoden and the
sewer mains that appear when he does, and you'll win the quest.

6.4. Trade Routes
-----------------

Objective:

1. Protect at least half of the caravans over a 31-day period.

My Best Time:

31 days

Walkthrough:

You'll start out with two warriors and a ranger, so quickly train a thief so
you can upgrade your palace to level two.  Also quickly start upgrading and
researching at your marketplace.  It's the only one you'll get for this quest,
and numerous caravans will be visiting it, so it'll pay off to get it to level
three right away.

With the rest of your money, build a ranger guild and then train rangers and
thieves.  After about two days, you'll be attacked by several goblins and enemy
thieves.  Low level warriors will tend to run away, but rangers and thieves
will stay and fight, and they'll usually be able to drive off the attack
without anything major being destroyed.  Once the attack is over, place a
warrior guild near your marketplace, and put down a couple of guardhouses for
defense.  Most of the attacks on your base will be from wimpy creatures like
thieves and goblins, and guardhouses will actually be useful in that case.

Over the 31 days of the quest, you'll periodically see a caravan approach your
base.  There isn't much you can do early in the quest, but after a few days you
should try to explore the map and clear the four trade routes.  Don't worry
about lone creature lairs, but definitely flag things like goblin towers and
daemonwood trees if they're near a route.  Also try to get a temple to agrela
up quickly.  You can heal caravans just like any other unit, and since enemy
creatures won't focus on the caravans, you can usually pamper them with heals
to make sure they get to your base.

Every few days, some random bad event will occur.  These can be things like
several barbarians attacking your base or a ``magical accident'' at your palace
(which will throw fireballs at your heroes and henchmen) or the appearance of
more daemonwood or poisonous flowers on the map.  Just keep the routes clear
and don't worry about the rest.  You'll only need to get 15 of the 30 caravans
to your marketplace to win.

6.5. Urban Renewal
------------------

Objective:

1. Destroy all Red guilds, lounges, and gambling halls.

My Best Time:

21 days

Walkthrough:

This is a difficult mission to start out.  If you don't flag any of the Red
buildings, Red will essentially be your ally and leave you alone.  But the Red
units will also use your shops to grow stronger, and the Red rogues might steal
from your buildings.  If you do flag one or more Red buildings, then Red will
attack you after two days, and it'll send several rogues and elves your way.
If they can get to your tax collectors, then the quest will be over.  You won't
be able to make any gold and Red will keep chipping away until you lose.

So what you need to do is build some guardhouses.  If there isn't enough room
between your palace and the Red buildings, then restart the quest until there
is room.  Then add a second marketplace, and protect both marketplaces as well
as the paths your tax collectors are likely to take with four or five
guardhouses.  Elves and rogues will run away from guardhouses upgraded with
arrows, and so the guardhouses will give you some breathing space.

Once the guardhouses are up, build a blacksmith, warrior guild, and temple to
dauros.  Barbarians won't work well in this quest because they won't buy
potions, and ranged attackers (with poisoned weapons) will just pick them
apart.  Priestesses might be a good choice because skeletons are good at
dodging, but I didn't try them.  Paladins can mow down rogues and elves pretty
easily, and that's what I used.

Once you upgrade your blacksmith to level three, also add in dwarves.  Put
their settlement at the most vulnerable point in your base, and then train
three dwarves to help out the paladins.  Also build a temple to agrela at some
point so you can heal, but don't worry about upgrading it.  It takes quite a
few rogues and elves to seriously damage a paladin.  As long as you keep half
an eye on them you should never need to resurrect them, and so a level one
temple to agrela should be enough.

Once you have four paladins and once your base is secure, the quest will be
just about finished.  All you'll have to do is track down the Red buildings and
destroy them, fighting lots of rogues and elves along the way.  Red will have a
couple dozen buildings, so it'll take a while.  You might want to build a
ranger guild and train some rangers so they'll help you uncover the map.  Also
note that Red will have a couple of warriors and barbarians hidden in some
buildings, but once they're ousted they'll head straight for your base where
your defenses or paladins should be able to kill them easily.


*******************************
* 7. MAJESTY NE EXPERT QUESTS *
*******************************

7.1. Darkness Falls
-------------------

Objective:

1. Destroy the wights Styx and Stones.

My Best Time:

16 days

Walkthrough:

This isn't really an expert quest.  It's barely even an advanced quest.  All
you have to do is kill Styx and Stones within about a day of each other, and
you'll win.  That might be difficult if it was difficult to get to Styx and
Stones, or if Styx and Stones were difficult to kill, but it's not and they're
not.  So if you've been struggling with the other expert quests, here's one you
can finish in less than an hour.

You'll start out with a warrior guild, but don't train any warriors yet.  You
won't come under attack for a while, so you can work on your economy first.  So
build a marketplace and then a ranger guild.  Then while you're training four
rangers, add a second marketplace and finally upgrade your palace to level two.
Now you can add a temple to dauros and begin training paladins.  During this
time a vampire might wander into your base, but a single paladin should be able
to kill it, and it'll be even easier if a ranger or guardhouse helps out.

Continue to expand your base.  Add an inn and an elven bungalow to increase
your money flow.  Then, as your gold allows, add a temple to agrela, add and
upgrade a blacksmith, and upgrade one of your marketplaces far enough to get
rings of protection.  Then add a second warrior guild and train more paladins.
If you're running short on gold, realize that you don't need to train monks or
healers, since they won't help very much.

On the map you'll find several ancient graveyards, which will spawn some undead
creatures every so often.  Feel free to ignore them.  The worst thing they'll
produce is a vampire, and those should be easy for your paladins to kill.  What
you'll have to

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