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 (SCa8763193@aol.com) **************** * 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. ****************** * 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. ****************** * GAMEPLAY NOTES * ****************** 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. 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. 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. 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 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. ******************************* * MAJESTY FKS ADVANCED QUESTS * ******************************* 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. 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. 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. 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. 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. 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. ***************************** * MAJESTY FKS EXPERT QUESTS * ***************************** 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. 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 lies directly in line between your palace and the temple to fervus, and there are 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. For that case, turn off repairs for the temple and set a bounty on it, delete any statues you might have found, and build a rogue guild and train some rogues. They'll make short work of 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. 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. 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. 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. Tomb of the Dragon King ----------------------- Objectives: 1. Destroy the three lairs, 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. 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. ****************************** * MAJESTY NE ADVANCED QUESTS * ****************************** The Clash of Empires -------------------- Objectives: 1. Destroy the goblin and ratman lairs. My Best Time: 16 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 can flag and destroy the temple to fervus and go with another set of temples if you feel so inclined. If you decide to destroy the temple to fervus, build a rogue guild right away, put a 100 coin bounty on the temple, and then train four rogues. They'll remove the temple quickly. Set up three marketplaces early in the mission but only upgrade one to level three. Build a ranger guild so your rangers will locate nearby lairs. Put up a warrior guild next to one of the marketplaces to help defend it, and also build a couple of guardhouses, but wait until you see where the first sewer entrance pops up. Then it's just a matter of search and destroy. Keep creating guilds and heroes, and flag lairs when you come across them. Ratmen and goblins aren't very tough, and whichever temple group you decide to go with should be able to handle them easily. I had the best luck using the temple to fervus. With lots of gold coming in from the three marketplaces (plus elves), I put up four temples to fervus, and with 24 barbarians plus rage-of-krolm every couple minutes, the ratmen and goblins didn't stand a chance. Trade Routes ------------ Objectives: 1. Protect at least half of the caravans over a 31-day period. My Best Time: 31 days Walkthrough: You 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 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 are actually 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 only need to get 15 of the 30 caravans to your marketplace to win. **************************** * MAJESTY NE EXPERT QUESTS * **************************** **************************** * MAJESTY NE MASTER QUESTS * **************************** *********************** * DOWNLOADABLE QUESTS * *********************** The Wrath of Krolm ------------------ Objectives: 1. Destroy all altars to krolm, or 2. Kill the avatar of krolm My Best Time: 68 days (ouch!) Walkthrough: This is a quest where starting out can be difficult. You'll only have two days before werewolves, barbarians, and more start paying you regular visits. Plus, you won't start out with a lot of gold, and you'll never make a lot of gold, so you'll have to plan carefully. So here's what to do: build a guardhouse, train four thieves, upgrade your palace, and then build another guardhouse. You should put the guardhouses near your marketplace or sewer entrances or both, and you should also place them so they extend your view towards the center of the map. The reason why guardhouses are useful here is because you won't have time to build a warrior guild and train a warrior and have that warrior buy potions before the enemy units arrive. You could build a ranger guild in time, but rangers won't be all that helpful against the creatures you'll be facing. And so the guardhouses will help you get through the initial battles, and they'll be useful for your interior defenses as well. Then build a warrior guild at the outer edge of your base so that it is nearest to the center of the map. The idea here is that the warrior guild will end up being the focus of most enemy attacks, and with its 800 hit points plus the call-to-arms option, it should always survive. Around the rest of the perimeter place a temple to dauros, a temple to agrela, and a wizard guild. You should build the temple to dauros first so you can start training paladins, and the wizard guild should go next to the warrior guild so it can give you good spell coverage over your base. Eventually you'll want to bring the wizard guild to level three so you can cast lightning storm. In the interior of your base you should put a library and a blacksmith. When those and your perimeter buildings are in place, then you should build an elven bungalow. Money will be your primary need in this quest, and the elves will help with that. By building the bungalow last, you'll force the elven lounge and gambling hall to sprout up outside your perimeter and act as a buffer when attacks come. While you are building up your base, you should try to do some exploring. There are six altars to krolm on the map, plus a host of creature lairs. Each time you destroy a creature lair, creatures (usually evil occuli) will appear. Each time you destroy an altar to krolm, an avatar of krolm will appear. He'll be huge (4000 hit points the first time you see him but fewer after that), he'll summon a bunch of fairly wimpy creatures (such as harpies and wolves) every few minutes, and he'll invoke rage-of-krolm. Luckily, he'll leave after he suffers enough damage, so get your paladins after him and watch the combat so you can heal as needed. Also, each time he summons creatures, they'll start out in a bunch, and that's when you should hit them with a lightning storm spell. Since the creatures won't have many hit points, one storm should either kill them outright or severely wound them making them easier kills for your other units. Once you destroy all six altars to krolm, the mission will end. If you're organized, the trick to the mission is to destroy multiple altars at once. Then you can skip some appearances by the avatar and save some time and grief. However, this strategy is difficult (or perhaps impossible) with paladins since they'll go out and attack lairs on their own, and you'll only have so much money to call them back with call-to-arms. ******************* * VERSION HISTORY * ******************* Version 1.2 ----------- Submitted: April 7, 2001 Notes: Added a technical note regarding Majesty NE. Updated the money gameplay tip to include trading posts. Set up the document to support Majesty NE. Added two advanced Majesty NE quest walkthroughs. Version 1.1 ----------- Submitted: February 17, 2001 Notes: Fixed some doc-to-txt tabbing ugliness. Version 1.0 ----------- Submitted: February 16, 2001 Notes: This is the initial version. It contains walkthroughs for the advanced and expert quests included with Majesty: the Fantasy Kingdom Sim as well as a walkthrough for the downloadable quest ``The Wrath of Krolm.'' ********* * NOTES * ********* This guide may be posted on any web site as long as the text is not changed and as long as I am informed of the posting. I will always submit new versions to GameFAQs (www.gamefaqs.com) first, so if you are looking for the most up-to-date version of this guide, that is the place to look. ***** Copyright © 2001 by Steven W. Carter