Majesty: the Fantasy Kingdom Sim
                   Majesty: the Northern Expansion

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

                         By Steven W. Carter


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 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 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 

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 

Everything should be restored.


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.


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 

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.


A Deal with the Demon


1. Accumulate 100,000 gold within 40 days

My Best Time:

27 days


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


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

My Best Time:

23 days


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


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

My Best Time:

16 days


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


1. Destroy all goblin settlements.

My Best Time:

9 days


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 

Quest for the Crown


1. Find and destroy the crown's tower

My Best Time:

20 days


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 

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 

Quest for the Magic Ring


1. Recover the ring of healing

My Best Time:

17 days


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.


Brashnard's Ultimate Sphere of Power


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

My Best Time:

26 days


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 

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


1. Cure your kingdom
2. Kill the witch king

My Best Time:

27 days


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 

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


1. Survive

My Best Time:

22 days


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 

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 

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


1. Destroy the seven waves of attackers

My Best Time:

23 days


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


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

My Best Time:

21 days


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 

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


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

My Best Time:

21 days


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


1. Find and kill the liche queen

My Best Time:

27 days


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 

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.


The Clash of Empires


1. Destroy the goblin and ratman lairs.

My Best Time:

16 days


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


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

My Best Time:

31 days


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.




The Wrath of Krolm


1. Destroy all altars to krolm, or
2. Kill the avatar of krolm

My Best Time:

68 days (ouch!)


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 1.2


April 7, 2001


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


February 17, 2001


Fixed some doc-to-txt tabbing ugliness.

Version 1.0


February 16, 2001


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.''


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 ( 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