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FAQ for:     Heroes of Might and Magic
Platform:    PS2
Written by:  Dustin Wood (aka Ahlyis)
Contact:     ahlyis@pacbell.net
Began on:    05/20/01
Revised:     05/20/01

Copyright by Dustin Wood 2001
This document was originally written solely for publication on the GameFAQS 
website.  Permission has been requested and granted for several other sites
to post this FAQ.  Any site wishing to publish this FAQ has my permission on
two conditions.  The site must be free for users to access and this FAQ must
not be altered without first obtaining permission from the author.
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Table of Contents.

1) Overview

2) Things in the game
 a) Character Classes
 b) Villains
 c) Creatures
 d) Towns/Castles
 e) Spells
 f) Artifacts

3) Walkthrough
 a) General
 b) Cheese Method

4) FAQ

5) Credits and contact info

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1) OVERVIEW

You play the part of one Hero.  An up and coming adventurer.  You start out by
choosing one of four classes and entering your name.  You are then dumped into
the game at the foot of the Queens Castle on the first of four continents.

Your quest is to find the DragonBone Staff and defeat the Dragon Malazak.
Doing both within the time limit will save the King who lies on his death bed.
There are Villains scattered throughout the castles of the land.  Each Villain 
holds a piece of the map which shows where the DragonBone Staff is buried.  

Special Note:

Heroes of Might and Magic (HoMM) on PlayStation2 (PS2) is apparently more of a
prequel than a new release.  According to numerous sources, this game is an
almost exact copy, with updated graphics, of the game King's Bounty on the
Sega Genesis.  I took a look at the FAQs on GameFAQs for King's Bounty and just 
based on those, HOMM really is just an updated version of King's Bounty.  The
names of Towns, Villains and Artifacts have been changed, but the monsters are
almost exactly the same.  There are some minor differences in various areas.

*******************************************************************************

2) THINGS IN THE GAME

****************************************

2A) CHARACTER CLASSES

There are 4 different classes to choose from.  Here are the classes and their
initial characteristics:


Sorceress - Initial Stats:  30 Peasants, 10 Sprites, 10,000 gold

Level   Villains   Commission   Leadership   Spell Power   Max Spells
1 Sorceress    0         3000          +60             2            5 
2 Magician     3        +1000         |+60            +3           +8
3 Mage         6        +1000         +180            +5          +10
4 Archmage    12        +1000         +300            +5          +12


Knight - Initial Stats:  20 Militia, 2 Archers, 7,500 gold

Level   Villains   Commission   Leadership   Spell Power   Max Spells
1 Knight       0         1000         +100             1            2 
2 General      2        +1000        |+100            +1           +3
3 Marshal      8        +2000         +300            +1           +4
4 Lord        14        +4000         +500            +2           +5


Paladin - Initial Stats:  20 Peasants, 20 Militia, 10,000 gold

Level   Villains   Commission   Leadership   Spell Power   Max Spells
1 Paladin      0         1000           80             1            3
2 Crusader     2        +1000          +80            +2           +4
3 Avenger      7        +2000         +240            +2           +5
4 Champion    13        +4000         +400            +2           +6


Barbarian - Initial Stats:  20 Wolves, 7,500 gold

Level   Villains   Commission   Leadership   Spell Power   Max Spells
1 Barbarian    0         2000          100             0            2
2 Chieftain    1        +2000         +100            +1           +2
3 Warlord      5        +2000         +300            +1           +3
4 Overlord    10        +2000         +500            +1           +3

****************************************

2B) VILLIANS

Arcathia:
 Nic Nimble      5K  L-Peasants  M-Wolves    M-Militia   M-Peasants  M-Peasants
 Dromm           6K  S-Nomads    M-Militia   M-Militia   L-Peasants  M-Peasants
 Cael            7K  L-Sprites   L-Sprites   M-Skeleton  M-Zombie    F-Ogre
 Jerloc          8K  M-Wolves    M-Orcs      S-Archers   F-Trolls    F-Dwarves
 Andrin Lake     9K  L-Militia   L-Militia   S-Archers   S-Elves     F-Lizardmn
 Gemelex        10K  H-Sprites   S-Ghosts    S-Knights   F-Archmage  F-Archmage

Elestria:
 Mercion        12K  H-Militia   M-Archers   M-Pikemen   S-Cavalry   S-Knights
 B Skullbelt    14K  M-Elves     M-Archers   S-Druids    M-Pikemen   H-Sprites
 Nayaku         16K  H-Orcs      M-Ogres     S-Trolls    F-Giants    L-Wolves
 Baron Narmaunt 18K  X-Skeleton  H-Zombie    M-Ghosts    S-Vampires  S-Demons

The Pearl Islands:
 Rhengla        20K  X-Skeleton  H-Zombie    L-Ghosts    M-Vampire   S-Demons
 Vostok         25K  M-Giants    F-Dragons   M-Ogres     H-Orcs      H-Trogs
 Tarcanis       30K  H-Trogs     M-Lizardmn  M-Giants    H-Nomads    X-Peasants
 Zabrina        35K  L-Archers   H-Pikemen   L-Cavalry   L-Knights   F-Dragons

Vazara:
 Gen. Piraxus   40K  M-Demons    L-Vampires  H-Archmage  X-Trogs     X-Peasants
 Dedrus         45K  L-Demons    S-Dragons   H-Cavalry   H-Knights   L-Archmage
 Malazak        50K  H-Dragons   M-Dragons   M-Dragons   H-Demons    H-Vampires

F = Few
S = Some
M = Many
L = Lot
H = Horde
X = Multitude

Villains are found in castles with red roofs.  Blue roofed castles are under
your control.  Green roofed castles have some random monsters guarding them.

You must have the contract for a Villain when you defeat them or they will just
move to another castle on the same continent.  Thankfully, they do not get all
of their troops back.  They will occupy the castle, but the troops will only be
those that would be found in a green roofed castle on that continent.  Another
nice thing is that you do not have to defeat a Villain in one try.  If you lose
a siege against a castle, any damages you deal to their forces will still be 
there when you come back with fresh troops of your own.  This includes castles
defended by Villains.

****************************************

2C) CREATURES

Creatures are the enemies you fight and the troops that make up your army.
Each group of creatures can be recruited from a specific type of structure.
Each structure will have a limited number of one of the types of creatures
'native' to that structure type.  Once you have taken troops from the
structure, it will only replenish the creatures if the week for that particular
creature type passes.  What creature is selected each week appears to be
random, but with some creature types being more likely to be selected than
others.  Peasants appear most frequently.  The exception to replenishment is
King Argus' Castle.  The King's Castle ALWAYS has creatures available, up to
the maximum that your Leadership will allow.

Note:  Morale plays a factor in this game, but I have not taken the time to try
to decipher the exact combinations that lead to low morale.  The FAQs for
King's Bounty here on GameFAQs in the Sega Genesis section list which
creatures are affected by which other creatures.  Since much of this game is
the same, those charts are probably accurate.  I just don't care to take the
time to verify it myself.  Just look at your army whenever you add a new
creature group and see if anyone is now Low morale.  Only buy one of a new
creature if you are worried about it.  That way you don't lose much if you
need to dismiss them.

King Argus' Castle - The main castle next to Rockville, where you start at.

Name     Hit Points  Skill  Move  Damage  Cost/upkeep      Notes
----------------------------------------------------------------
Militia           2      2     2     1-2         50/5
Archers          10      2     2     1-2       250/25     Note 1
Pikemen          10      3     2     2-4       300/30
Cavalry          20      4     4     3-5       800/80
Knights          35      5     1    5-10     1000/100

Plains - Looks like a covered wagon.

Name     Hit Points  Skill  Move  Damage  Cost/upkeep      Notes
----------------------------------------------------------------
Peasants          1      1     1     1-1         10/1     Note 2
Wolves            3      2     3     1-3         40/4
Nomads           15      3     2     2-4       300/30
Lizardmen        40      4     3     1-6       750/75
Archmages        25      5   Fly     2-3     1200/120     Note 3

Forests - Looks like a large tree with structures in the branches.

Name     Hit Points  Skill  Move  Damage  Cost/upkeep      Notes
----------------------------------------------------------------
Sprites           1      1   Fly     1-2         15/1     Note 4
Troglodytes       5      2     1     1-3         60/6
Elves            10      3     3     1-2       200/20     Note 1
Trolls           50      4     1     2-5     1000/100     Note 5
Druids           25      5     2     2-3       700/70     Note 3

Hills - Looks like a small hill with a cave entrance on the side.

Name     Hit Points  Skill  Move  Damage  Cost/upkeep      Notes
----------------------------------------------------------------
Orcs              5      2     2     2-3         75/7     Note 1
Dwarves          20      3     1     2-4       350/30
Ogres            40      4     1     3-5       750/75
Giants           60      5     3   10-20     2000/200     Note 1
Dragons         200      6   Fly   25-50     5000/500     Note 6

Dungeon - Looks like a square, brown mausoleum.

Name     Hit Points  Skill  Move  Damage  Cost/upkeep      Notes
----------------------------------------------------------------
Skeletons         3      2     2     1-2         40/4     Note 7
Zombies           5      2     1     2-2         50/5     Note 7
Ghosts           10      4     3     3-4       400/40   Note 7,8
Vampires         30      5   Fly     3-6     1500/150   Note 7,9
Demons           50      6   Fly     5-7     3000/300    Note 10

Skill - Indicates how good a creature type is.  The higher the Skill, the 
  harder they are to hit and the harder they hit.

Move - Indicates how many squares from their current position a group can move.
  It doesn't matter how many squares they might have to cover to actually get
  there, as long as they never move more than X squares away from their
  starting position.  If the group can get next to an enemy group and still
  have at least one square of movement left, they can attack the enemy.

Damage - This one is tough.  The damage is modified according to the difference
  between the attacking and defending creatures' Skill ratings.  But I do not 
  know exactly how it is calculated.  It may rely solely on the defenders Skill
  level, having already been set for attacking Skill level one creatures.  But
  again, I am unsure of this.

Cost/upkeep - The weekly cost for your troops is almost always 1/10th the cost
  to hire them in the first place.  The exceptions are:
  Sprites and Orcs are rounded down to the nearest integer.  (1 and 7)
  Dwarves have an upkeep of 30 instead of 35.  I think this is just a mistake
    that the programmers missed, but it could be intentional for some reason.

Notes:

1 - These creatures have a ranged attack.  They can launch missiles at far off
  enemies as long as no enemy groups are immediately adjacent to them.  They
  can also move and shoot provided they have at least one square of movement
  left.  The damage caused by missiles is not necessarily the same as that
  caused by hand to hand attacks.  Orcs are stronger in hand to hand than
  Archers and Elves, but considerably weaker when firing arrows.  Elves are
  stronger than Archers, probably due to their Skill of 3 vs. 2 for the 
  Archers.  Giants are the strongest by far.  Each type has a limited number of
  missiles.  Elves can fire 24 times, Archers 12 and Giants and Orcs 6 each.

2 - Peasants can ALWAYS be recruited from the Plains structure on "Peasant's
  Way" near Dabney's Mill.  Other than that, all of the creature structures are
  scattered semi-randomly throughout the continents, with stronger monsters
  appearing on the later continents.

3 - Druids and Archmages have magical, ranged attacks.  They can fire from any
  location regardless of enemy proximity.  Druids can cast Lightning 3 times
  and Archmages cast Fireball twice.  They will always use these attacks in the
  first rounds, then resort to hand to hand combat afterwards.

4 - Sprites can fly, but only on the battlefield.  They can not fly on the
  world map.

5 - A group of trolls will regenerate hit points to the next higher multiple of
  50 at the end of each turn provided they are not already at a multiple of 50.

6 - Dragons are immune to ALL spells directed at them either friendly or 
  hostile.  You can not clone them or hit them with fireballs.  This includes
  the special attacks from Archmages and Druids.  If you have Dragons in your
  party and no ranged attackers, the enemy Archmages and Druids will waste
  their special attacks trying to hurt your dragons!

7 - Skeletons, Zombies, Ghosts and Vampires are the only creatures vulnerable
  to the Turn Undead spell.

8 - Any creatures killed by Ghosts will become Ghosts as well provided that at
  least one of the previous Ghosts survives.  Beware allowing Ghosts to attack
  creatures like Peasants or Sprites.  You will end up with a juggernaut that
  is nearly impossible to kill.  Also beware Ghosts in your party.  If you let
  them grow to where they have more total hit points than your Leadership stat,
  they will go out of control on their next combat turn.  This is true for all
  creature types, but is usually only a problem with Ghosts.  When the week of
  the Peasant is proclaimed, all Ghosts in your army or garrisoning your 
  castles will turn into Peasants.

9 - Vampires have the ability to gain the hit points that they inflict as
  damage.  This only allows them to heal up to the nearest multiple of 30, 
  similar to what the Trolls do at the end of a turn.  But Vampires do it each
  time they attack.  I have not yet verified this.

10 - Demons have a small chance of instantly killing half of the enemies in a
  group that they attack.  This is not a magic attack and Dragons are NOT
  immune to it.  Neither are other Demons.

****************************************

2D) TOWNS/CASTLES

Each town is listed with the Castle it is paired with.  The towns are separated
according to the continent they are found on.

Arcathia:

Bondon          - Prallor's Bane
Borwald         - Ebrennar
Dabney's Mill   - Fort Redwood
DeerHaven       - Joring
Hudson Falls    - Shoresberg
Laughing Glen   - Mount Zunar
Olcott          - Kloeberg
Perthia         - Courage Point
Rockville       - Loscow (Rockville is where you start)
Tendara Springs - Ironshield
Vickers Mound   - Derenoc
      
Elestria:

Amerford        - Strass
Coralton        - Uthar's Holdout
Ebbinbrook      - Raegar's Keep
Elmsong         - Strongtooth
Goeshin         - Trorok
Silverhill      - Granitewall

The Pearl Islands

Canopy          - Whitekeep
Lakewood        - Idar
Scorch          - Charhold
Swanwick        - Ankerstag
Underhook       - Werlag
Willowville     - Froethan

Vazara

Cobbletown      - Vonnerstein
Newbrook        - Ivory Peak
Redsand         - Mandrinac

****************************************

2E) SPELLS

Every town sells one magic spell.  Spells can also be found in chests.  Magic 
spells appear to be mostly randomized, though I have yet to find the Fireball 
spell in a town on Arcathia.  Also, Rockville ALWAYS carries Bridge.  Dragons 
are immune to ALL spells.

Adventure Spells:

Bridge - Creates a section of bridge half way across a water square.  Use
 another to complete a bridge across a river.  I find boats to be much more
 effective.  I almost never use bridge spells other than to get them out of
 my inventory when I find them in chests.

Time Stop - Stops "time" for 10 * spell power days.  No monsters move on the 
 world map and your days left counter does not decrease.  Can be quite useful
 if you are getting close to the time limit!  Also helps if you want to get to
 a chest without having to fight the monsters guarding it.

Find Villain - Tells you the name of the castle where you can find the Villain
 that you currently are holding the Bounty on.

Castle Gate - Instantly warps you to a town of your choice that you have 
 visited at least once in the past.  This is a very effective way to avoid a 
 weeks travel by boat if you want to return to a continent.

Town Gate - Same as Castle Gate, except for towns.

Instant Army - Raises an army based on three things.  Your character class will
 determine which category of monster is summoned (plains, forest, etc.).  Your
 level determines which monster from that class is generated.  And finally,
 spell power determines how many of the creature type are generated.  If they
 match a creature type you already have, they will add to that group.
 Otherwise, you must have an available slot.

Raise Control - Raises your control by 100 * Spell Power.  This spell is
 either extremely useless or invaluable, depending on how you are attacking the
 final battle.  Anywhere other than the final battle, I find Raise Control to
 be a waste of a spell slot.  For use in the Final Battle, see section 4.  Note
 though that you only need to have Raise Control cast if you are about to enter
 a fight and one or more of your groups has total hit points greater than your
 current Leadership stat.  You can cast multiple Raise Control spells, the
 effects are cumulative and last until the new Week.


Combat Spells:

Clone - Not as powerful as Resurrect, but works on fully healed stacks.
 Here's the formula as near as I can figure it.  For a given creature type,
 clone generates  (50 * spell power) / (hit points * skill) rounded down of
 that creature type.  The rule book indicates that the remainder is held so
 that multiple clones could be used to summon a powerful creature which a
 single clone might be unable to produce.  I have not verified this.

Teleport - Move any one creature stack to any unoccupied square on the grid.
 Use this to pull those annoying ranged attackers right next to you on the
 first turn so that you can have all your stacks pummel them.  Or use it to
 move a slow moving stack back to give you an extra couple rounds to finish off
 the other enemies first.

Fireball - Does 25 * spell power damage to one enemy stack.

Lightning -Does 10 * spell power damage to one enemy stack.

Freeze - Prevents one creature stack from doing ANYTHING during the current
 turn.  You can still attack and damage the stack, but even if the stack is 
 attacked, it can not retaliate.

Resurrect - Regenerate hit points (and thereby creatures) to a damaged stack.
 Resurrect appears to restore (125 * spell power / skill level) hit points, up
 to a max of the total hit points the stack had when combat was joined.

Turn Undead - Does 50 * spell power to ALL undead creature stacks.  That's
 right, ALL of them, including yours!  Note though that only skeletons, 
 zombies, ghosts and vampires are considered undead.  Demons are NOT considered
 undead.

****************************************

2F) ARTIFACTS

There are two Artifacts per continent.  The same two Artifacts will always be
found on a particular Continent, but their location is random.

Flaming Sword - Vazara - Adds 50% to damage inflicted upon enemies.

Armor of Defense - Elestria - prevents 25% of enemies damage.

Helm of Victory - The Pearl Islands - doubles Leadership stat.  All future
  Leadership gained is doubled automatically.

Pouch of the Leprechaun - Arcathia - increases commission by 2000 gold.

Wizard's Hat - Vazara - increases spell power by 5.

Cards of Fortune - Arcathia - unknown effect.  The text indicates that they
  increase luck, but it is not clear what that actually means.  If anyone knows
  more specifics, please send them to me and I will update this section.

Arcane Orb - The Pearl Islands - Doubles spell capacity.  All future spell
  capacity increases are also doubled automatically.

Badge of Passage - Elestria - Reduces the cost of a boat rental from 500 to 100
  per week.

*******************************************************************************

3) WALKTHROUGH

****************************************

3A) GENERAL WALKTHROUGH

When the game starts, immediately enter King Argus' Castle and recruit as many
Militia, Archers and Pikemen as you can.  You can enter Rockville, rent a boat
and explore, but I will assume that you are going to go after enemies instead
of treasure first.

Enter Rockville and get the status for Loscow Castle.  Exit Rockville and head
to the right.  We'll go left later.  Take out the various creatures you come
across and grab all the chests.  When you come to a new town, enter it and find
out who is in the castle related to that town.  Continue to explore this first
island, but don't take on Loscow castle unless it is not occupied by a Villain.
If you lose some troops, replenish them at the King's Castle.  You can also
get troops from the structures on the world map, but don't recruit Peasants or
Sprites.  They are too weak to be effective.

Once you have completely explored the land to the right of Rockville, rent a
boat and explore some of the other areas.  You are looking a the castle that
contains Nic Nimble, Dromm or Cael.  When you find one, go to a town and get
the contract for that Villain, you will also need to buy Siege Weapons.  Save 
the game just before entering the castle so that you can reload easily if there
is a 'problem'! lol

During the battle, try to focus your troops on a single group of enemies until
that group is eliminated.  Each group is only allowed to retaliate once.  By
attacking the same group, only the first group that attacks will get hit back.

Use your Archers to take out their ranged attackers first, then whoever you
feel is most dangerous.  Against these first Villains, it shouldn't matter too
much which groups you go after.

When you win the fight, leave a group of your troops to garrison the castle.
It works pretty well to recruit a single Peasant if you have room in your army.
During the siege, don't let the Peasant fight or it will get killed.  Leave the
Peasant behind to garrison the castle.  If you didn't have room, go look for a
nearby creature structure and recruit 1 of the creature.  Go back to the castle
and swap the single creature out and get your troops back.  If you leave a 
castle without an army to hold it, you will likely lose it when the Week ends.
The manual indicates that there is a chance that you will lose any ungarrisoned
castle at the end of the week.  As near as I can tell, that chance is 100%!
Each castle you control adds 250 gold to your weekly commission.

Once you have captured enough Villains to be promoted, head back to the King's
Castle and talk to the Queen.  You can now recruit Cavalry.  Do so.  You should
think about getting rid of Militia at this time too, but that can wait for the
next promotion.

Now head to the left of the Castle and work your way to Celestro so that you
can learn how to cast magic spells.  It costs 5000 gold for Celestro to teach
you, so make sure you have the money.  If you are the Sorceress, just go back
there for the treasure that is back there since you start with spell casting
abilities.

Now go after the other Villains here and explore the rest of Arcathia to find
the map to Elestria and the two Artifacts.

Beware of Gemelex, he is one tough fight!  If possible, get all the other
Villains first and get promoted again.  Otherwise, look for the strongest
creatures available that you can recruit.  Beware of Ghosts though.  Check the
notes in the creature section if you need to know why!

Once you have captured all six Villains and have finished exploring, head back
to the King's Castle and replenish your troops.  Also get promoted if you can.

Next, sail off the edge of the map and go to Elestria.  It will take you to
the end of the Week to reach Elestria.  Each Week is exactly 5 days, so if you
had 348 days left when you left Arcathia, you will have 345 left when you 
arrive in Elestria.

Save the game frequently.  Explore Elestria much the same way you did Arcathia.
There really isn't much that is different from here on out.  Just remember to
go back to Arcathia and the King's Castle periodically to get promotions and 
restock your army.

Don't feel that you have to stick with the creatures from the castle.  If you
find some good creatures in a structure, recruit them.  Elves are particularly
nice to have in Elestria and The Pearl Islands.

Eventually, you will want to stop using Pikemen as well as Militia (which you
should have stopped using before coming to Elestria).  They just aren't strong
enough.  The reason to keep Archers is for their ranged attack, but if you find
a bunch of Elves, Druids or something else, feel free to switch if you want.
You can even keep both.  Eventually though, Archers just won't be strong
enough for the area you are in.  Especially once you get to Vazara.

After finishing all three continents (not Vazara), save the game.  Look at the 
map for the Staff and try to figure out where it is hidden.  Compare features 
on the map to those on the world map and switch to the other continents if
necessary.  Dig where you think the map might be and once you find it, reload
and head straight to it.  Get the DragonBone staff, then head to Vazara,
stopping by the King's Castle first if you need more troops.

On Vazara, explore around the interior mountain to find some really strong
creatures you can recruit.  Dragons are probably the best.  Take on some of the
encounters for really good gold, but try not to lose any Dragons.  They can
take a lot of punishment before they die, but they can't be replaced as easily
as other creatures since they are immune to Clone and Resurrect.  You will want
all 50 Dragons when you go after Malazak.  Hopefully, you will actually find
two Dragon dens.  Each holds 25 Dragons, but occasionally, only one will appear
on Vazara.

Be sure to get BOTH Artifacts here before going after Malazak.  Also be sure to
get the DragonBone Staff.  It is always buried under the piece of the map which
Malazak has, but you should be able to see enough of the rest of the map to be
able to figure out where it is.

I strongly recommend you stock up on a LOT of Freeze spells for the final
battle.  No other spell will serve you better for this fight.  Also, save the
game before entering the castle.  You should have an army of as many Dragons,
Knights, Demons, Cavalry and something else as you can afford/find/control.
Dragons are the best, so get them first.  Avoid Archmages for this fight since
three of Malazak's stacks are Dragons which are immune to the Fireball that the
Archmages can cast.

Ok, pick up the contract for Malazak and head to his castle.  When the fight
begins, cast Freeze on the enemy Demons and continue to do so as long as the
fight lasts and you have Freeze spells left.  Fly your Dragons over and start
pummeling the BIG group of enemy Dragons.  Bring your Cavalry up next to your
Dragons to help protect your Dragons from attack.  It doesn't matter if your
Cavalry is getting slaughtered, they're mostly cannon fodder at this point
anyway.  Anything your Cavalry kills is a bonus.

Run your Knights into the fray as quickly as is possible, but remember to keep
casting Freeze on the Demons.  Use your own Demons wherever you see fit.

Once you have killed all the Dragons and Vampires, then go after the enemy
Demons.  If you still have Freeze spells left, you can use them and still
attack the enemy Demons.  The enemy Demons will die without ever being able to
attack you back.

Congratulations, you just beat the game :-)

****************************************

3B) CHEESE METHOD

At the start of the game, dismiss any Militia in your army.  Enter the Castle
and recruit one Militia.  Exit the Castle and dismiss all groups except the
single Militia.  Enter the town of Rockville and rent a boat.  Exit Rockville
and save the game.

Enter the boat and sail around the continent looking for the chest containing
the map to Elestria.  Any chests you find containing gold should be given to 
the peasants to increase your Leadership.  Don't worry about creature groups
wandering the land, hostile creatures can not attack while you are in a boat.
Exit the boat only to quickly grab an inland chest, but avoid any encounters
or you will have to reload since one Militia won't stop anything.  If you find
the Pouch of the Leprechaun while looking for the map, make a note of where it
was.

If you can't find the map to Elestria, either start a new game or reload this
one and play the normal way until you can find the map.  If you plan to play
normally if you can't find the map, you should probably save before dismissing
your initial armies rather than after renting the boat.

Once you find the map to Elestria, reload the game, enter the boat and proceed
to the map as quickly as possible, only pausing to grab the easily accessible
chests along the way.  If the Pouch of the Leprechaun is on the way or not far
out of the way, grab it too.  Once you get the map, sail to Elestria.  If you
did not pick up the Pouch of the Leprechaun yet, then go get it before sailing
to Elestria.  It may push you beyond the first week, but it is worth it.

Once you arrive in Elestria, save the game.  Now sail around Elestria looking
for the map to The Pearl Islands.  This time you should also check creature
dwellings as you search.  If you find Archmages, or any other flying creature
(Sprites don't count), hire one of them and dismiss the Militia.  Now press
Triangle to fly (press it again to land) and fly around looking for the map
rather than using the boat.

If you can't find the map, but did find some strong creature structures.  Try
hiring some of them.  Elves, Druids and Archmages are excellent choices.  Then
battle into the interior and try to find the map.

Once you find the map, reload.  If you found some Archmages or other flyers, go
get them, then go get the map.  Otherwise, just go get the map.  Grab any
easily accessible chests as well.  Next head to The Pearl Islands.

Once you get to The Pearl Islands, save the game and repeat everything you did
in Elestria.  This time you are looking for the map to Vazara.  You should also
focus a little more on grabbing chests at this point since they get more and
more valuable for increasing your Leadership stat.  You also want to find the
Helm of Victory which doubles your Leadership stat.

Once you get the map and Helm, head to Vazara and save the game.

Vazara is a large mountainous area surrounded by desert.  Cross the desert to
the mountain and work your way around the mountain.  Grab every single chest
you can and examine every creature dwelling.  You are looking mainly for
Dragons.  There should be two Dragon dwellings somewhere on the island, though
occasionally only one will be present.  Once you find the Dragons, recruit
as many as you can and dismiss any non-fliers you still have in your army.

At this point, use flight to continue exploring and gathering chests.  Also be
sure to get both Artifacts on Vazara.  Then go to the edges of the islands and
pick a fight.  You should probably save at this point.  Even just 5 dragons 
should be enough to win the fights around the edges of the map.  These fights 
will give you a lot of gold which you can then use to go get some more Dragons.
Don't worry about getting all 50 Dragons.  You only need 10 or 15 right now.
If you have the Helm of Victory and chose to give all the gold you found in
chests to the peasants, you should have plenty of Leadership after cleaning out
Vazara's chests.

Once you have the Dragons and have killed some of the encounters for good gold,
head back to the boat and sail back to Arcathia.

You should probably save periodically, but I'm not going to post anywhere
specific until you get back to Vazara.

Land on Arcathia and press Triangle to fly.  Fly around to the castles.  If
they have red roofs, they contain Villains.  Otherwise they just contain random
enemies.  If it is a red roofed castle, find out who is inside, then go to any
town and obtain the contract for the Villain.  You should also go get magic
casting ability from Celestro if you don't already have it.

Don't worry about populating the castles.  You will be killing things fast
enough that you shouldn't run out of gold, ever.  You can populate them if you
really want to.  It will help a little later to keep you from losing so much
gold each week, but I tend to just go straight for the red roofed castles and
not even worry about anything else.  None of the fights on Arcathia should 
cause the loss of even a single Dragon.  Keep an eye out for the Artifacts as 
you go and grab them as well.

Once you have captured all 6 Villains and have both Artifiacts, get a boat and
sail to Elestria.  Do the same thing on Elestria and then The Pearl Islands.
For The Pearl Islands, you may want to go back to Vazara first and recruit
more creatures.  I would stick to Archmages, Demons and Dragons though since
they all fly and are VERY strong.  I would skip the Vampires as too weak and
the Druids because they don't fly.  But do whatever you find works best.  While
doing all of this, look for towns that have the Freeze, Town Gate or Raise 
Control spells and buy 10 Freeze and a bunch of Raise Control spells.  You
should try to keep at least 3 Town Gate spells in inventory.  If you can't 
afford the Freeze or Raise Control spells right now, just remember what town 
they were in so you can come back later.  Remember where you can get more Town
Gate spells from.

You should probably take on a lot of the small encounters on The Pearl Islands
and Elestria to help increase your gold surplus.  It'll help later on.

Periodically, cast Town Gate to return to Rockville and King Argus' Castle so
that you can get promoted by the Queen.  Then cast another Town Gate to get
back to the continent you were exploring, stopping by the town with Town Gate
spells if you need to restock.

After finishing all three continents (not Vazara), save the game.  Look at the 
map for the Staff and try to figure out where it is hidden.  Compare features 
on the map to those on the world map and switch to the other continents if
necessary.  Dig where you think the map might be and once you find it, reload
and head straight to it.  Get the DragonBone staff, then head to Vazara.

If you want to increase your score, take out the last two Villains now.

Find out where Malazak is hiding.  Get his contract and save the game.  If you
don't already have them, get the Freeze and Raise Control spells.

Go to the Dragon dens and recruit all of the Dragons.  Use the Raise Control
spells if necessary.  If you really want to be cheesy, save the game at this
point then repeatedly choose "Wait for Week's End" until the week of the Dragon
passes.  Reload periodically if the Week of the Dragon doesn't happen.  Now go
get another 50 Dragons.  It may require a BUNCH of Raise Control spells.  If
you don't want to be THAT cheesy, cast Town Gate to get to Rockville so that
you can recruit as many Knights as possible from the castle.

Head to Malazak's castle and save.  Use Raise Control spells if a week has
passed and your previous ones expired.  Then head into the fight.  Each turn,
cast Freeze on the Demons to prevent them from halving one of your groups.
You shouldn't have too much trouble with this fight, especially if you have
more than 50 Dragons!

Congratulations, you just beat the game :-)

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4) FAQ

I can't beat Malazak and get the last piece of the map, what should I do?
  You should be able to identify where the staff is without having the final
  piece of the map.  Having the staff already when you go after Malazak makes
  the fight MUCH easier.  Your armies hit harder against Malazak's troops when
  you have the Staff.

How do I get that chest surrounded by trees in the NW corner of Vazara?
  You must have only Flying creatures in your army, Sprites don't count.  Press
  Triangle and you will begin to fly.  Press Triangle again to land.  Just fly
  in, land and grab the chest.

Why can't I recruit Cavalry and Knights?
  You must get promoted by the Queen before you can recruit Cavalry and 
  Knights.  One promotion for Cavalry and two for Knights.  Go capture some
  Villains and then return to the Queen.

What's the relationship between my creatures and my Leadership?
  The total hit points for any one group in your army MUST NOT be greater than
  your Leadership skill when you are in combat.  This is not usually a problem
  since you are not allowed to recruit more than your Leadership allows.  But
  you can run into problems if you used Raise Control or Clone.  Also, Ghosts
  will grow in size as they kill other creatures and can easily grow beyond
  your ability to control.  The other possible way is to accept a wandering
  group of friendly monsters into your army.  Any of these may result in having
  an army that is greater than your Leadership can control.

Why did my army go out of control?
  See the above question.

What happened to my Ghosts?  They're all Peasants now!
  If the Week of the Peasant happens, any Ghosts in your army or Garrisoning
  any of your castles will be converted to Peasants.  This does not affect the
  enemy armies.

How do I enable cheats so I can use GameShark codes?
  I have no idea.  If anyone know the answer to this, please send me an email
  with a description.  My email address is Ahlyis@pacbell.net

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5) CREDITS AND CONTACT INFO

So far, nobody has helped much.  This is the first draft after all :-)

I did read the FAQs on GameFAQs for King's Bounty on the Sega Genesis, but
only as a sanity check.  I took no material directly from them.

If anyone notices any mistakes, has any suggestions for improvements, has
additional information that I have left out or has any questions, please send
an email to me at:

Ahlyis@pacbell.net