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    FAQ/Walkthrough by SWCarter

    Version: 1.7 | Updated: 06/14/01 | Search Guide | Bookmark Guide

                          Majesty: the Fantasy Kingdom Sim
                           Majesty: the Northern Expansion
                 Walkthroughs of Advanced, Expert and Master Quests
                            (Plus Some Other Information)
                                 By Steven W. Carter
                                    Last Updated
                                    June 14, 2001
    1. Introduction
    2. Technical Note
    3. Gameplay Notes
    3.1. Casting Spells on Your Heroes
    3.2. Defenses
    3.3. Making Money
    4. Majesty FKS Advanced Quests
    4.1. A Deal with the Demon
    4.2. Elven Treachery
    4.3. Free the Slaves
    4.4. Hold Off the Goblin Hordes
    4.5. Quest for the Crown
    4.6. Quest for the Magic Ring
    5. Majesty FKS Expert Quests
    5.1. Brashnard's Ultimate Sphere of Power
    5.2. The Dark Forest
    5.3. The Day of Reckoning
    5.4. The Fertile Plain
    5.5. Slay the Mighty Dragon
    5.6. Tomb of the Dragon King
    5.7. Vengeance of the Liche Queen
    6. Majesty NE Advanced Quests
    6.1. The Clash of Empires
    6.2. The Fortress of Ixmil
    6.3. Rise of the Ratmen
    6.4. Trade Routes
    6.5. Urban Renewal
    7. Majesty NE Expert Quests
    7.1. Darkness Falls
    7.2. Legendary Heroes
    7.3. The Siege
    7.4. The Valley of the Serpents
    8. Majesty NE Master Quests
    8.1. Spires of Death
    8.2. Vigil for a Fallen Hero
    9. Downloadable Quests
    9.1. The Wrath of Krolm
    9.2. Balance of Twilight
    10. Cheat Codes
    11. Easter Eggs
    12. Version History
    13. Permissions and Updates
    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 read my walkthroughs and they don't work for you, or if you'd simply 
    like to see other approaches or more information for the quests, there are a 
    few web pages that you might find useful.  The official Majesty web site 
    (http://www.majestyquest.com) has forums where you can ask questions, but 
    please do a search first to see if people have already discussed the topics 
    you're interested in.  Two good unofficial sites are Your Majesty's Castle 
    (http://www.sngaming.com/majesty) and the Majesty Command Center 
    (http://www.majestyonline.cc).  Both have (or will have) walkthroughs for the 
    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.  Note, though, that this will erase anything you 
    might have done in Majesty NE before copying and pasting the files.
    3.1 Casting Spells on Your Heroes
    Even at the best of times it is difficult to select units.  And during combat, 
    when you want to cast heal or invisibility or some other spell on one of your 
    heroes, it can be almost impossible.  You'll be just as likely to cast the 
    spell on an enemy unit as you will be to cast it on your own.
    However, there is a way to get around this.  Instead of selecting the spell and 
    then clicking on the unit, you can select the unit, then select the spell, and 
    then click on the unit's portrait on the interface bar on the left side of the 
    screen.  It might still be difficult to initially select the unit, but at least 
    this way you'll never miss.
    3.2 Defenses
    For your perimeter defense, don't rely on guardhouses.  They are expensive and 
    incredibly weak, and there are numerous creatures that can destroy them single-
    handedly.  The only time I use guardhouses on the perimeter is to protect a 
    wizard guild.  The guardhouse still won't stop anything, but it gives wizards 
    something to hide behind as they attack the enemy.
    Instead, use your guilds on the perimeter, and especially those guilds that 
    have lots of hit points.  The perfect choice is the warrior guild.  It has 800 
    hit points, and, if creatures attack nearby and none of your heroes respond, 
    you can always use the call-to-arms option to bring your warriors home to quash 
    the threat.  Dwarven settlements are also a good selection.
    The place to use guardhouses is in your interior defense.  Specifically, you 
    should put them next to your marketplaces to protect them against trolls, and 
    you should put them next to sewers to prevent sewer rats from killing your 
    peasants and tax collectors.
    3.3 Making Money
    The best building for generating gold is (without surprise) the marketplace.  
    The important thing to realize about marketplaces is that they initially 
    produce 250 gold per game day (before modifications and item sales), and each 
    upgrade only adds 50 gold per day.  That means it is far more profitable to 
    have, for example, three level one marketplaces than one level three 
    marketplace.  They'll cost about the same but the former will produce over 
    twice as much gold as the latter.
    The exception to the rule occurs with trading posts.  The level of the 
    destination marketplace is the multiplier used on the amount of gold carried by 
    caravans, and so you want all of your destination marketplaces to be level 
    One often overlooked money building is the inn.  One inn will produce 100 gold 
    per game day, and, given its low cost, will quickly start making you a profit.  
    Inns also grow slowly in cost, so you can put down half a dozen inns and start 
    making a profit with all of them within a game week.  Plus, inns can give you a 
    fountain early in the game, and that has beneficial effects as well.
    4.1. 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.
    4.2. 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.
    4.3. 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 
    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 
    Let your rangers do their thing, and eventually they'll find a slave pit.  You 
    might also want to put out some explore flags so your rogues will help out.  
    Then just put an attack flag on the pit, and your rogues and warriors will get 
    to work.  Once the pit is destroyed, you'll receive some units as 
    reinforcements.  These units can be paladins, gnomes, warriors of discord, and 
    priestesses.  They don't need a home temple or guild, but make sure you have at 
    least one inn so they'll have a place to rest.
    There are three more pits somewhere on the map, and there is also an outpost 
    (containing three houses and a trading post) for you to find.  I ignored the 
    outpost and let it supply me with gold while it lasted (which wasn't terribly 
    long).  If you want to protect it, place a warrior guild next to it and use 
    call-to-arms whenever there is trouble.
    After you destroy the second pit, a large wave of rats and other wimpy 
    creatures will swarm at your base.  Use call-to-arms to bring your warriors 
    home, and place attack flags on various enemies to get your other units 
    interested.  It's not a bad idea to have a couple guardhouses at key points in 
    your base, but four warriors can take down the entire attack on their own 
    (albeit slowly) so guardhouses aren't really necessary, and you can use your 
    gold on more units instead.
    Before destroying the last pit, make sure you have a temple to agrela and four 
    healers trained.  When Url-Shekk appears, he'll wander around the map for a 
    while, but finally he'll stop in a place and fight.  He has a fast but weak 
    ranged fire attack, and if you have a healer in the area, she'll be able to 
    heal faster than Url-Shekk can damage your units.  Then it's just a matter of 
    putting a big bounty on his head and getting enough of your units to him to 
    kill him.  He only has 255 hit points, and your warriors and paladins should be 
    able to kill him even if your healers don't get involved.
    4.4. Hold Off the Goblin Hordes
    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 destroy.
    4.5. 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 
    4.6. 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.
    5.1. 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 it).
    Now work on your base and do things that will help out your barbarians.  Make 
    sure your marketplace sells potions.  Build a blacksmith and research weapons 
    and armor.  Add a wizard guild so you can cast invisibility.  Then get to work 
    adding another marketplace and some inns so you can make money, and build a 
    ranger guild and rogue guild so you can explore the map.  Keep replacing your 
    barbarians as necessary so you always have eight.
    Note that rangers will follow and support barbarians, so they won't explore the 
    map as well as they usually do.  You'll have to use explore flags, and you 
    might want to build a second rogue guild just so you'll explore more quickly.  
    The shard shrines are usually located along the edge of the map, so that's 
    where you should put the flags.
    Each time you destroy a shard shrine, a magic item box will fall to the ground 
    and some enemy creatures will appear.  The creatures won't be very powerful 
    (harpies, hellboars, and so forth) but the magic items will be nice.  You'll 
    probably have the most problems fighting the shrine guards, which can include 
    rock golems, evil occuli, and dragons.  But just throw your heroes at them 
    until they fall.  Once you've destroyed all seven shrines, you'll automatically 
    put the shards together to form the sphere (even if your heroes aren't holding 
    all the shards), and the mission will end.
    5.2. The Dark Forest
    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 will lie 
    directly in line between your palace and the temple to fervus, and there will 
    be four statues surrounding the temple.  So either discovery will tip you off 
    to the location of the temple, and you should set more explore flags as 
    Once you find the temple to fervus, you'll need to make a choice.  You can 
    either keep the temple and then use warriors of discord and priestesses, or you 
    can destroy the temple and use paladins and healers.  I prefer the latter 
    combination, and so I decided to destroy the temple.
    Once you have four heroes, upgrade your palace and build an elven bungalow.  
    You should now have a significant stream of money coming in, so put it to use.  
    Build up your base and start cranking out heroes.  Add a ranger guild first so 
    your rangers can help you explore the map.  You should also set explore flags 
    around the edges of the map (and particularly in the corners) to find enemy 
    lairs and the witch king's tower.  Destroy any lairs and creatures you find, 
    and then focus on the tower.
    Surrounding the tower you'll find several daemonwood.  Put attack flags on them 
    to draw your paladins / warriors of discord to the area.  Finish off the 
    daemonwood and then destroy the tower.
    When the tower falls, the witch king will appear on the map (but not where the 
    tower was) and all the daemonwood you haven't killed yet (on all parts of the 
    map) will head for your base.  The witch king will continually create spiders, 
    so even if you haven't explored the entire map yet, it shouldn't take too long 
    to figure out where he is.  Once you do, put a huge bounty on his head and 
    watch your heroes rush to greet him.  Use heal and resurrect spells as 
    necessary, but it shouldn't be too difficult to kill him.  Two mid- to high-
    level paladins can do the job with no problem.
    5.3. The Day of Reckoning
    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 
    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 
    While your heroes are off defending the realm, you'll need to do three things:
    1. Start training heroes at your three existing guilds.  Usually I'd wait for a 
    library before training wizards, but in this case the only enemies your wizards 
    will really be useful against are the spiders you'll see in the second wave.  
    Most of the other enemies you'll face will either be highly magic resistant or 
    have the magic mirror spell.  So get some wizards training early, and keep all 
    of your guilds full.
    2. Start building your base.  This will be tricky because of all the houses, 
    and so you probably won't be able to place buildings in a circle around your 
    palace.  My best suggestion is to go for your economy first by putting down 
    three marketplaces.  Only upgrade one of the marketplaces to level three unless 
    you find that one of the others really needs the extra hit points.  Then you 
    can add in a rogue guild so your rogues can help you explore the map and a 
    second warrior guild for defense.  Later you can add things like a library and 
    a blacksmith and at least one inn (so you'll get a fountain), plus a guardhouse 
    or two to guard against sewer entrances and to protect your marketplaces.
    3. Figure out how you want to deal with all of the houses.  It's a pain to go 
    through them all and take them off your repair and tax routes, but that's 
    probably the best plan.  Certainly you should take them off the repair route so 
    your peasants will concentrate on building your base, but it's difficult to 
    ignore the money the houses will generate since you'll need so much during the 
    quest.  You could always compromise and leave the closest homes on your tax 
    route and then use extortion to get the gold from the rest (but only when your 
    marketplaces are empty).  Regardless, you'll also need to select all of your 
    tax collectors and change their minimum pick-up amount to something more 
    substantial, like 500 gold, so they won't waste time on houses and inns when 
    your marketplaces are stockpiling gold.
    You probably won't be able to get all of the above done before the second wave 
    of attacks arrives in the middle of Day 2, but keep working at it.  The second 
    wave will feature the witch king and three evil occuli, and they'll show up on 
    the map when they arrive (plus the king will taunt you).  None of the four will 
    attack your base, so you'll have to go out and get them.  It's especially 
    important to kill the king because he'll continually spawn spiders, and the 
    spiders, while wimpy alone, will take down buildings quickly if they're allowed 
    to swarm.  They're especially dangerous to any outposts you've managed to find 
    because those will tend to be lightly guarded, if guarded at all.
    The best way to kill the witch king is to set a huge bounty on his head and 
    hope for the best.  The king will use the magic mirror spell, and so your level 
    50 wizard will be useless against him, but your level 50 warrior will be able 
    to do the job.  So try to get him interested, and also try to get your other 
    units involved by setting some attack flags on any spiders that are nearby.  
    They might attack the spiders and then stick around to help with the king.  Or 
    maybe not.  For me the witch king is the most difficult creature in the quest 
    to kill, and I never get him until about the fourth wave.
    Meanwhile, try to get your rangers and thieves to explore the map, and as soon 
    as you find a temple to dauros or a temple to fervus, immediately go up to 
    three warrior guilds and start training paladins or warriors of discord.  You 
    might lose the temples, especially if the witch king is still around, and so 
    you need to take advantage of them as quickly as possible.  And if you find the 
    dwarven settlement, place a trading post next to it.  The settlement will be 
    able to protect the trading post from most attacks.
    After six and a half days, three black phantoms will appear.  Phantoms aren't 
    any fun at all.  They're resistant to magic and they have a nasty fire attack.  
    The best way to kill them is through ballista towers as the phantoms chase your 
    fleeing heroes back to your base.  If you haven't found the dwarves yet, then 
    you'll just have to muddle through the wave by sending lots of heroes at the 
    phantoms and hoping for the best.  If you happen to fight them within your 
    wizard spell range, you can try casting anti-magic shield on the hero you least 
    want to die, and that might give it a fighting chance.
    After eleven and a half days, the next attack will come.  This one should be 
    relatively easy with only the liche queen and several vampires.  Put a big 
    bounty on the queen's head to draw your level 50 heroes, and also put bounties 
    on some of the skeletons the queen creates so your lesser heroes will help out 
    as well.  Then just pay attention to the combat and heal your heroes as 
    The next wave will come on Day 16 (unannounced), and it will bring back your 
    old friends, the black phantoms.  There will be three of them again, and 
    they'll have a fire-breathing lizard name Rrongol the Hunter to help them out.  
    The best way to kill them -- still -- is with ballista towers.  In fact, after 
    spending the gold necessary to keep your three warrior guilds full, you should 
    spend your remaining gold on ballista towers.  Just put a lot of them around 
    your base, and train three gnomes so they can help out with the repairs.
    The last wave will feature several dragons, including Vendral, and come after 
    19.5 days.  There will also be three more black phantoms and Url Shekk.  The 
    more the merrier, right?  Fortunately, the dragons will attack from several 
    different locations, and some will get distracted by your outposts, while the 
    others will come straight for your base.  If you have the gold, use lightning 
    storm against the dragons so your heroes can focus on the black phantoms.  If 
    you've found and filled all of the outposts, you'll probably have over 50 
    heroes by this point, and even if you take heavy losses, you should still have 
    the firepower necessary to defeat the wave.
    5.4. The Fertile Plain
    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.
    5.5. 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 again.
    You can now go back to exploring the map and building up your forces.  
    Upgrading your palace is a good idea because Vendral will always go for your 
    palace when he attacks.  You should also upgrade one or more of your temples so 
    you'll have an offensive spell you can cast anywhere on the map in case one of 
    your remote buildings comes under attack.  And if you find the temple to 
    agrela, upgrade it fully so you can keep your heroes alive.
    There are two buildings on the map that you'll have to find: the sword site (of 
    course) and the dwarven settlement.  Once you destroy the sword site, one of 
    your heroes will have to pick up the sword and take it to the dwarven 
    settlement so the dwarves can duplicate the sword for all of your heroes.  As 
    soon as your hero picks up the sword and starts heading to see the dwarves, 
    Vendral will reappear and attack.  He'll arrive with a few dragons, but with 
    your veteran units, spells to play with, and the powerful heroes that come with 
    some of the buildings you've found, you shouldn't have much of a problem 
    killing him.  Just set a huge bounty on his head and watch your heroes rush to 
    take advantage.
    5.6. Tomb of the Dragon King
    1. Destroy the three lairs, and 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 
    So with all of the above in mind, here's how to begin the quest.  Train four 
    priestesses.  Skeletons are an excellent defense against dragons, and the more 
    you have, the better.  While that is going on, build a rogue guild so you can 
    train a rogue and send it out to find the outpost.  Then build a marketplace, 
    an inn, and finally, as soon as possible, upgrade your palace to level two.  
    That will allow you to bring elves into your kingdom.
    About this time you should get your 9000 gold.  So build an elven bungalow and 
    put up two more marketplaces.  Then, as your resources allow it, build another 
    temple to krypta, a warrior guild (at the front of your base), and a temple to 
    fervus.  Also upgrade your buildings where possible.  Bring all your markets to 
    level two just so they'll have more hitpoints.
    One dragon will appear on the map at the end of the second day.  It will first 
    attack your ranger guild, and, if you've discovered your outpost by then, it 
    will attack the outpost next.  Between the two you should have more than enough 
    time to train four (and possibly more) priestesses.  They should be able to 
    kill the dragon before it can destroy any of your buildings.
    Another dragon will appear on around the fourth day, and it should be as easy 
    to kill as the first.  The real problem will come at the end of the first week 
    when five or so dragons will descend upon your base.  It's definitely a good 
    idea to have eight priestesses by then, and if you can throw out some warriors 
    of discord, even better.
    Early in the game you might also be attacked by three vampires.  They start out 
    at the location where the dragon king tomb will eventually appear, but 
    sometimes they wander over to your base.  If that happens, put a bounty on 
    their heads, and between your skeletons and greedy rogues, you should be able 
    to swarm and kill them.
    Once you survive the dragon attack at the end of the first week, build a ranger 
    guild and get your rangers exploring.  You might even want to put some explore 
    flags out at the far reaches of the map to get your rogues and elves into the 
    act as well.  Eventually they'll find the three lairs.  If you're flush with 
    gold, start training units that will go for reward flags (rogues, of course, 
    but also warriors and wizards), and set about 500 gold bounties on each lair.
    Each time you destroy a lair, some creatures will appear.  The evil castle will 
    produce medusas, the dark castle will produce werewolves, and the ruined keep 
    will produce dragons.  The important thing to note is that when you destroy the 
    last lair, not only will the dragon king tomb appear, but a few dragons will 
    appear with it.  So you don't want to destroy the ruined keep last, or else 
    you'll have to fight about ten dragons at once.
    Once you destroy the three lairs and kill the dragons, the mission will 
    essentially be over.  The tomb will produce a dragon every so often, but that's 
    all you'll have to fight.  So just pour all of your gold into an attack flag on 
    the tomb, and get all your heroes to the scene to finish off the tomb as 
    quickly as possible.
    5.7. Vengeance of the Liche Queen
    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 prepared.
    Once you have your paladins, build a ranger guild and train four rangers to 
    explore the map.  There will be three outposts you can find: one with a rogue 
    guild, blacksmith, and inn; a second with a warrior guild and inn; and a third 
    with a dwarven settlement, ballista tower, and inn.  I've listed them in the 
    order you're likely to find them.  The dwarven outpost in particular will 
    usually be the farthest away.
    When you find the blacksmith, be sure to guard it.  Putting a warrior guild 
    next to it is a good idea, and a guardhouse or two wouldn't hurt, either.  
    Also, as long as you don't find the dwarven outpost first, you can bring elves 
    (after finding an inn) or gnomes into your kingdom, and then find the dwarves 
    and have them as well.  Elves will be more useful than gnomes in this quest 
    because the pace will be slow, and you might have to spend a lot of money on 
    warrior guilds and paladins.
    As your rangers uncover the map, let your paladins destroy any lairs that 
    become visible.  Eventually, on the other side of the map, you'll find the 
    liche queen's tower.  It should be easy to spot.  There will be lots of 
    skeletons and vampires and two graveyards nearby.  If you built a warrior guild 
    at your main base, found another at an outpost, and built a third next to the 
    blacksmith, put a huge bounty on the queen's tower to get all twelve of your 
    paladins involved.  When they destroy the tower, the liche queen will appear, 
    plus a few of her vampire friends.  Your lower level heroes will probably run 
    away, but as long as a few of your paladins stay you should be able to kill the 
    vampires and queen easily.  But if you have trouble, feel free to construct 
    some ballista towers around the tower before attacking it so you'll have some 
    extra help.
    6.1. The Clash of Empires
    1. Destroy the goblin and ratman lairs.
    My Best Time:
    15 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 don't have to use the 
    temple to fervus if you don't want to.  Since you'll be fighting a lot of wimpy 
    creatures, paladins will be overkill but priestesses won't get around quickly 
    enough.  The best choice seems to be barbarians.
    So you'll first need to upgrade your palace to level two.  To that end, first 
    build a ranger guild, and, while you're training four rangers, put down a 
    second marketplace.  Then upgrade your palace and add an inn, an elven 
    bungalow, and a third marketplace.  You'll now have enough money coming in to 
    continually add barbarians and temples to krolm.  Don't stop until you have 
    four temples, but take some time out from building and training to use the 
    rage-of-krolm function every so often.
    You'll have a lot of barbarians running around, but you might want to add a 
    couple of guardhouses anyway, just to guard against sewers and early attacks.  
    Since barbarians usually don't buy anything, you won't have to build things 
    like a blacksmith or a magic bazaar, or upgrade your marketplace beyond selling 
    potions (for your rangers mostly).  If you feel like it and have money you 
    don't know what to do with, you can also add rogues, warriors, and wizards 
    since they'll go for reward flags.
    Eventually, it'll just be a matter of search and destroy.  Ratmen and goblins 
    aren't very tough, and your barbarians should be able to plow through them 
    quickly.  But try to balance your attacks against the two groups since they'll 
    fight each other and help you out (as opposed to only attacking one group and 
    leaving the other group only one target -- you).
    Every so often, groups of ratmen and goblins will appear together on the map, 
    fight each other, and then fight you.  Also, pairs of goblin towers or sewer 
    mains will appear near your base.  But none of these events should pose much of 
    a problem.
    6.2. The Fortress of Ixmil
    1. Destroy Ixmil's fortress.
    My Best Time:
    26 days
    You'll have three or four days before you'll come under attack, so I think the 
    best strategy is to get your economy going first and then worry about your 
    heroes.  So put down a marketplace next to your palace, then add a ranger 
    guild, and then while you’re training four rangers, add a second marketplace.  
    Then upgrade your palace to level two.
    Now add a warrior guild and a temple to dauros, and start cranking out 
    paladins.  The more paladins, the better, so add a second and third warrior 
    guild when you can.  Wizards will also be useful in this quest, but don't worry 
    about upgrading the wizard guild.  Instead, add a sorcerer's abode and upgrade 
    that to level three.  The best place to put the abode is right next to a 
    warrior guild so you can use call-to-arms in conjunction with gate to get your 
    paladins to locations quickly.
    Every time the fortress appears, you'll get an audio cue (that sounds like a 
    spaceship) and the fortress will show up on the map even if it's in an area you 
    haven't explored yet.  The fortress will be surrounded by poisonous plants and 
    daemonwood, so even if you flag it the first time you see it, your heroes will 
    run away.  Plus, the fortress will defend itself with magical attacks (like a 
    wizard tower).  So wait until you have some mid-level paladins before you make 
    a concerted effort to attack the fortress.
    Also, every time the fortress appears, it'll release a wave of creatures.  
    These can range from undead to ratmen to minotaurs to dragons.  I think the 
    dragons only appear later in the quest, but you might see a couple of vampires 
    right off the bat.  Early in the mission you'll have to rely on your 
    guardhouses because pairs of vampires will kill just about everything else 
    (which is another reason to focus on your economy early).
    Then it'll just a matter of building and upgrading, adding heroes as you can 
    and giving them things to buy.  When you're ready to attack the fortress, use 
    the gate spell to get your heroes to the location quickly, but wait a few 
    seconds first so the wave of creatures created by the fortress will be out of 
    the way.  Also put flags on the fortress and its defenders to attract more 
    heroes.  Then keep an eye on your heroes and heal them liberally so they won't 
    flee.  If you're lucky, the fortress will stick around long enough for you to 
    destroy.  Otherwise you'll have to keep trying.
    6.3. Rise of the Ratmen
    1. Kill Rhoden, the ratman king.
    2. Destroy all broken sewer mains.
    My Best Time:
    25 days
    You'll always start with at least two sewer entrances next to your palace, so 
    don't bother restarting the quest hoping for a better situation.  You'll also 
    start out with buildings all over the place on the map.  So the first thing you 
    should do is take everything that isn't especially close to your palace off the 
    repair and tax routes.  Then start training rangers and upgrading your 
    marketplace while building a rogue guild.
    You'll be under constant attack from rats during the quest.  The numerous sewer 
    entrances will see to that, and groups of rat shamans, rat champions, and 
    ratapults will also appear from time to time.  Try your best to keep expanding 
    your base.  Add a warrior guild and temple to dauros as quickly as possible, 
    and upgrade your marketplace to level three so you'll get the full benefit from 
    the caravans that will come in.
    Speaking of caravans, try to keep at least one of the trading posts around 
    (especially the one next to the level two blacksmith).  Pick the one that you 
    want to defend and put your warrior guild next to it.  You might also want to 
    put a guardhouse or two nearby for extra protection.  The trading post is 
    important.  With it and elves, you won't need to build another marketplace.
    Let your rangers explore the map while your paladins and monks stay near your 
    base.  You might also want to use guardhouses for extra defense.  If you do use 
    them, put them down in pairs (at least).  Solitary guardhouses will get swarmed 
    and destroyed by the rats, but pairs (or triplets) will sometimes have a 
    chance.  However, you can probably get away with not having guardhouses if you 
    put buildings with lots of hit points on the perimeter, and let those buildings 
    plus houses distract the rats while your paladins and monks kill them off.
    When you've destroyed all of the sewer mains, Rhoden won't necessarily appear.  
    I'm not sure if he'll wait a few days first or if it's just predefined that 
    he'll appear on Day 25.  I cleared the map by Day 20 and then had several days 
    to accumulate gold before he showed up.  So when Rhoden finally did make his 
    appearance on Day 25 it was simplicity itself to wipe him and his entourage out 
    with wizard spells.
    If you don't have the luxury of wizard spells, then the final battle will be a 
    little more exciting.  Rhoden will appear with about three groups of rats, and 
    they'll all attack from different directions.  So let your paladins and monks 
    do their job as best they can, and remember that it doesn't matter if the rats 
    destroy a large portion of your base.  You just have to kill Rhoden and the 
    sewer mains that appear when he does, and you'll win the quest.
    6.4. Trade Routes
    1. Protect at least half of the caravans over a 31-day period.
    My Best Time:
    31 days
    You'll start out with two warriors and a ranger, so quickly train a thief so 
    you can upgrade your palace to level two.  Also quickly start upgrading and 
    researching at your marketplace.  It's the only one you'll get for this quest, 
    and numerous caravans will be visiting it, so it'll pay off to get it to level 
    three right away.
    With the rest of your money, build a ranger guild and then train rangers and 
    thieves.  After about two days, you'll be attacked by several goblins and enemy 
    thieves.  Low level warriors will tend to run away, but rangers and thieves 
    will stay and fight, and they'll usually be able to drive off the attack 
    without anything major being destroyed.  Once the attack is over, place a 
    warrior guild near your marketplace, and put down a couple of guardhouses for 
    defense.  Most of the attacks on your base will be from wimpy creatures like 
    thieves and goblins, and guardhouses will actually be useful in that case.
    Over the 31 days of the quest, you'll periodically see a caravan approach your 
    base.  There isn't much you can do early in the quest, but after a few days you 
    should try to explore the map and clear the four trade routes.  Don't worry 
    about lone creature lairs, but definitely flag things like goblin towers and 
    daemonwood trees if they're near a route.  Also try to get a temple to agrela 
    up quickly.  You can heal caravans just like any other unit, and since enemy 
    creatures won't focus on the caravans, you can usually pamper them with heals 
    to make sure they get to your base.
    Every few days, some random bad event will occur.  These can be things like 
    several barbarians attacking your base or a ``magical accident'' at your palace 
    (which will throw fireballs at your heroes and henchmen) or the appearance of 
    more daemonwood or poisonous flowers on the map.  Just keep the routes clear 
    and don't worry about the rest.  You'll only need to get 15 of the 30 caravans 
    to your marketplace to win.
    6.5. Urban Renewal
    1. Destroy all Red guilds, lounges, and gambling halls.
    My Best Time:
    21 days
    This is a difficult mission to start out.  If you don't flag any of the Red 
    buildings, Red will essentially be your ally and leave you alone.  But the Red 
    units will also use your shops to grow stronger, and the Red rogues might steal 
    from your buildings.  If you do flag one or more Red buildings, then Red will 
    attack you after two days, and it'll send several rogues and elves your way.  
    If they can get to your tax collectors, then the quest will be over.  You won't 
    be able to make any gold and Red will keep chipping away until you lose.
    So what you need to do is build some guardhouses.  If there isn't enough room 
    between your palace and the Red buildings, then restart the quest until there 
    is room.  Then add a second marketplace, and protect both marketplaces as well 
    as the paths your tax collectors are likely to take with four or five 
    guardhouses.  Elves and rogues will run away from guardhouses upgraded with 
    arrows, and so the guardhouses will give you some breathing space.
    Once the guardhouses are up, build a blacksmith, warrior guild, and temple to 
    dauros.  Barbarians won't work well in this quest because they won't buy 
    potions, and ranged attackers (with poisoned weapons) will just pick them 
    apart.  Priestesses might be a good choice because skeletons are good at 
    dodging, but I didn't try them.  Paladins can mow down rogues and elves pretty 
    easily, and that's what I used.
    Once you upgrade your blacksmith to level three, also add in dwarves.  Put 
    their settlement at the most vulnerable point in your base, and then train 
    three dwarves to help out the paladins.  Also build a temple to agrela at some 
    point so you can heal, but don't worry about upgrading it.  It takes quite a 
    few rogues and elves to seriously damage a paladin.  As long as you keep half 
    an eye on them you should never need to resurrect them, and so a level one 
    temple to agrela should be enough.
    Once you have four paladins and once your base is secure, the quest will be 
    just about finished.  All you'll have to do is track down the Red buildings and 
    destroy them, fighting lots of rogues and elves along the way.  Red will have a 
    couple dozen buildings, so it'll take a while.  You might want to build a 
    ranger guild and train some rangers so they'll help you uncover the map.  Also 
    note that Red will have a couple of warriors and barbarians hidden in some 
    buildings, but once they're ousted they'll head straight for your base where 
    your defenses or paladins should be able to kill them easily.
    7.1. Darkness Falls
    1. Destroy the wights Styx and Stones.
    My Best Time:
    16 days
    This isn't really an expert quest.  It's barely even an advanced quest.  All 
    you have to do is kill Styx and Stones within about a day of each other, and 
    you'll win.  That might be difficult if it was difficult to get to Styx and 
    Stones, or if Styx and Stones were difficult to kill, but it's not and they're 
    not.  So if you've been struggling with the other expert quests, here's one you 
    can finish in less than an hour.
    You'll start out with a warrior guild, but don't train any warriors yet.  You 
    won't come under attack for a while, so you can work on your economy first.  So 
    build a marketplace and then a ranger guild.  Then while you're training four 
    rangers, add a second marketplace and finally upgrade your palace to level two.  
    Now you can add a temple to dauros and begin training paladins.  During this 
    time a vampire might wander into your base, but a single paladin should be able 
    to kill it, and it'll be even easier if a ranger or guardhouse helps out.
    Continue to expand your base.  Add an inn and an elven bungalow to increase 
    your money flow.  Then, as your gold allows, add a temple to agrela, add and 
    upgrade a blacksmith, and upgrade one of your marketplaces far enough to get 
    rings of protection.  Then add a second warrior guild and train more paladins.  
    If you're running short on gold, realize that you don't need to train monks or 
    healers, since they won't help very much.
    On the map you'll find several ancient graveyards, which will spawn some undead 
    creatures every so often.  Feel free to ignore them.  The worst thing they'll 
    produce is a vampire, and those should be easy for your paladins to kill.  What 
    you'll have to watch for are two archaic tombs.  Each tomb will house a wight, 
    and once your destroy the tomb, the wight will start wandering the map.
    Now the wights aren't very difficult to kill.  They'll each have 250 hit 
    points, but their defensive and resistance ratings won't be overly high, so a 
    single paladin should be able to kill a wight given enough time.  That means 
    you don't really have to worry about coordinating attacks against the two 
    archaic tombs and the two wights.  If you have to kill one of the wights a 
    couple of times, it's no big problem.
    So let your paladins kill some undead for a while to boost their levels, and 
    then target one of the archaic tombs.  Once the tomb is gone, put a hefty 
    bounty (1000 gold should be enough) on the wight, and let your paladins get to 
    work.  You might also want to build a wizard guild since wizards are pretty 
    good about going after bounties, and they'll be able to deal out a lot of 
    damage while hiding behind your paladins.
    Then repeat with the second tomb, and go back and kill the first wight again if 
    you need to.  The only other thing you might have to worry about are herds of 
    shadow beasts that will appear on the map every so often.  But they'll only 
    have 50 hit points each and just about any of your heroes should be able to 
    kill them.  Also, goblin towers will appear on the map every so often, but 
    they'll be on your side making it even easier to defend against the shadow 
    7.2. Legendary Heroes
    1. Destroy all of the ancient barrows within 30 days (with maybe a day or two 
    My Best Time:
    30 days
    Conceptually, this is not a very difficult quest.  There are six ancient 
    barrows scattered around the map, and you'll just have to find them and destroy 
    them.  What makes the quest difficult is that there are lots of high level 
    enemy creatures -- like rock golems, dragons, and medusae -- roaming around, 
    and while your high level melee heroes can handle them pretty easily, your 
    explorers can't.  And so your main difficulty will be in exploring the map.
    Since you can only house one hero per guild in this quest, your main concern 
    other than exploration will be in earning gold.  Heroes will be really 
    expensive, especially when you have to build second and third copies of guilds 
    to bulk up your army.  One way to ease the pain financially, at least a little, 
    is to use an embassy and an outpost.  These buildings will still house two and 
    six heroes respectively, and so they'll allow you to gain eight more heroes for 
    ``only'' about 15,000 gold.  Once you've dropped down one (or perhaps two) of 
    each guild, go with the embassy and outpost and hope you get something useful.  
    You can also take the opportunity to add a trading post with the outpost to 
    generate even more gold.
    To start out, train a thief and a solarii, build a second marketplace, and then 
    upgrade your palace to level two.  Put some 100-200 coin explore flags a small 
    distance away from your base and hope the rogue bites on them.  Then add a 
    ranger guild for the added exploration, put an inn somewhere next to your 
    palace, and finally add a third marketplace.  When the elves offer to join your 
    kingdom, let them.
    At this point you'll have to make a decision about which temples you want to 
    use for the quest.  You can't use barbarians because of the temple to helia, 
    but you'll still have to choose between paladins and priestesses.  I chose 
    priestesses because they and their skeletons are useful explorers.  However, 
    paladins are a good choice too because they can kill any of the high level 
    creatures you'll find on the map.  Regardless, you should also go with a wizard 
    guild right away.  There's nothing like starting a quest with a high level 
    So now we get to the hard part, which is exploring the map.  You can put out 
    explore flags and hope your rogues and elves will go for them, but usually 
    they'll run into enough enemy creatures that they won't get very far.  You can 
    also put attack flags on any creatures that you find hovering around unexplored 
    territory, and sometimes that will work, and sometimes it won't.  You can also 
    try to expand your wizard spell coverage and use the farseeing spell.  Your 
    best bet, though, is to do all three of those things -- and also get your 
    sorcerer's abode to level three and use the gate spell.  You can't set the gate 
    to a region on the map you haven't explored yet, but you can often put it 
    somewhere so your explorers can ``leapfrog'' most of the enemy creatures and 
    find their way to your explore flags.
    Each time you destroy a barrow, lots of (mostly bad) things will happen.  For 
    starters, an earthquake will rock your entire base, damaging all of your 
    buildings and giving your peasants way too much to do (which is another reason 
    to add an outpost).  Secondly, a large wave of enemy creatures will suddenly 
    appear on the map.  Sometimes they'll appear far away from your base giving you 
    time to prepare, and sometimes they'll appear right in the heart of your base.  
    Thus, it's a good idea to have your wizard guild at level three before you get 
    to, say, the third barrow.  You probably won't need lightning storm for the 
    first two barrows because the first one will feature only trolls, which you 
    should be able to kill easily, and the second will feature medusae, which I've 
    never had appear inside my base.  But the third one will have minotaurs, and 
    after that you'll get minotaurs, trolls, medusae, and dragons in combination, 
    and it's definitely a good idea to have spells on your side.
    You won't lose the quest if you take over 30 days to destroy the barrows.  
    After 30 days a permanent earthquake will start up, and it will destroy your 
    entire base given enough time.  However, you won't actually lose until your 
    palace is destroyed.  So if your peasants keep repairing your palace, you might 
    be able to survive an extra day or two and finish off a last barrow.
    But even if you do everything right, you still might not win this quest.  A lot 
    depends on the placement of the barrows.  If they end up on the opposite side 
    of the map, or if your heroes just don't find them, then you're not going to 
    win.  It took me five or six tries to finally get past this quest, and even 
    then I didn't win until after time had expired.  So just keep plugging away.
    7.3. The Siege
    1. Destroy Borjin's fortress, or
    2. Destroy the caravans supplying Borjin with gold.
    My Best Time:
    36 days
    There are two possible objectives, but it doesn't matter.  Even if you decide 
    to attack Borjin's kingdom, you should still try to cut down as many of his 
    caravans as possible.  Otherwise he'll have all sorts of gold, and he'll be 
    able to continually heal and re-animate his heroes -- not to mention cast 
    wizard spells like lightning storm if you get close enough to his palace.  So 
    concentrate on the caravans first, and then think about attacking Borjin's 
    kingdom if things seem to be going well.
    As in Trade Routes, there will be four spots where the caravans will appear.  
    Luckily, they'll all be on ``your'' side of the map, so all you'll need to do 
    is guard those four areas to destroy the caravans.  Since it's not likely your 
    heroes will be able to cover enough of the map to kill the caravans, you'll 
    have to rely on defensive towers.  And so you'll have to use dwarves.  To that 
    end, upgrade your blacksmith as quickly as possible so you can get the dwarves 
    in your kingdom.  When they join, immediately put their settlement next to the 
    middle of the three guardhouses between your kingdom and Borjin's.  That'll be 
    a hot spot for the remainder of the quest.
    When you start out, first realize that the quest is going to take a while, so 
    plan ahead by building three marketplaces, plus some inns to protect the edges 
    of your palace.  Later you should add trading posts to some of the remote areas 
    you'll have to guard because of the enemy caravans, so only upgrade the 
    marketplaces likely to receive your own caravans.  Then upgrade all of your 
    guardhouses to shoot arrows, but don't upgrade them to level two unless you 
    really want to.
    Early in the mission you should try to chase down caravans with your heroes, 
    and let the enemy heroes batter themselves against your defensive structures.  
    So add a rogue guild and train some rogues and rangers.  Also, upgrade the 
    rogue guild to level two.  Borjin will heal his caravans sometimes if they get 
    into trouble, and so every extra bit of damage will help.  Later in the quest 
    you can add a sorcerer's abode so your rangers and rogues will also be able to 
    use fire balm.
    Every time you see a caravan, note its position, and eventually you'll discover 
    the four starting points.  There will also be ``siege markers'' near the 
    starting points, but the markers will be tough to spot and it'll be easier just 
    to wait for the caravans to start arriving.  If you're lucky, the starting 
    points will either be close together, making them easier to defend, or they'll 
    be in the corners of the map farthest from Borjin's kingdom, giving the 
    caravans the longest distance to travel and forcing them to head straight 
    through the middle of the map to get to Borjin's marketplace.  Regardless, once 
    you know the starting points of the caravans, try to put some ballista towers 
    in the area.  Five towers will always kill a caravan.  In the meantime, use 
    attack flags to get your rogues and rangers to kill the caravans.  If you get 
    enough together, they'll sometimes do the job, but if the caravan looks like 
    it's going to get away, then take the attack flag off so your heroes don't go 
    wandering into the enemy kingdom (where they'll probably get swarmed and 
    Once you get a ways into the quest and upgrade your palace to level three, 
    you'll have to make a decision about which temple to use, helia or lunord.  
    Lunord will give you the ``winged feet'' spell, and that'll be useful for 
    chasing down caravans.  But if you're going to rely on defensive structures to 
    kill the caravans, then a better choice is helia.  Since you won't be able to 
    use wizard guilds in the quest, your only other offensive spells will be chain 
    lightning and frost field.  Those are good spells, but they're slow and not 
    guaranteed to kill anything, and sometimes you'll need to kill an enemy 
    priestess or wizard quickly.  And so you'll find the two helia fire spells to 
    be very useful.
    Once you've guarded a couple of the caravan starting points, you can go ahead 
    and start thinking about attacking Borjin's base.  If you train some dwarves 
    and paladins, then your those heroes might even make the decision for you.  
    Once you do start to mix it up with Borjin, make sure you upgrade your temple 
    to agrela to level three, and then start pushing out heroes.  Try to watch over 
    them and protect them as much as possible, and resurrect them when you can't.  
    Eventually you'll start killing off some of enemy heroes and destroying some of 
    the buildings, and once you get to that point it'll just be a matter of time 
    before you win.  If you just want to kill caravans, then just keep building 
    ballista towers until you have five at every starting point, and eventually 
    Borjin will run out of money.
    7.4. The Valley of the Serpents
    1. Destroy the snake pits.
    2. Keep at least one elven bungalow from being destroyed.
    My Best Time:
    19 days
    This is a difficult quest to start, but a relatively easy one to finish.  Your 
    base will be at one side of the map, and a lone elven bungalow will be at the 
    other.  You'll have to protect the bungalow, but you'll only need to do so for 
    about five days.  After that the elves will build a couple more bungalows right 
    next to your base.
    About two days into the quest, some elves will join your kingdom and head 
    straight for an inn to hide.  About a day after that, more elves will arrive, 
    but this time they'll be followed by about ten medusae.  The medusae will chase 
    the elves until they kill them, and then they'll head straight for the 
    So your first job will be to protect the bungalow from that initial attack.  
    The obvious ways to do this don't seem to work very well.  If you try to build 
    a warrior guild and some guardhouses near the bungalow, it'll take too long 
    (even if you cast winged feet on your peasants) and you'll have two bases, 
    which is always annoying.  And some medusae might just wander over and kill 
    your peasants while they're building.  If you try to place a wizard guild and 
    some wizard towers near the bungalow, the towers will only distract a couple of 
    the medusae while the others destroy the bungalow.  And if you upgrade your 
    wizard guild all the way to level three so you can cast lightning storm, it'll 
    be expensive and might not even work since medusae have such a high resistance.
    So the way to protect the bungalow -- and this is going to sound odd -- is to 
    do nothing at all.  The medusae will head straight for the bungalow, but 
    they're bloodthirsty little devils, and if you can get some heroes between them 
    and their target destination, they'll stop and fight.  So how do you get your 
    heroes to the right spot at the right time?  There are two ways.  The expensive 
    way is to use the gate spell.  Since you'll start with a level three sorcerer's 
    abode, this is fairly easy to do.  Just wait for the medusae to arrive and then 
    set a target between them and the bungalow.  The cheaper way is to set an 
    attack flag on one of the snake pits on the map.  The medusae will come from 
    the exact same spot as the first elf group, so if you target a snake pit 
    between that position and the bungalow, your heroes will be in the way without 
    even realizing it.  Then you'll just need to remove the flag on the pit and set 
    a couple of flags on the medusae and watch your paladins get to work.
    Since you'll have about three days before the initial attack, you can start out 
    by setting up your economy.  To that end, first upgrade your palace to level 
    two and then build two marketplaces near your palace.  Because you'll have 
    elves already, the marketplaces will generate a good amount of money, and you 
    won't have to build any more.  Then build two warrior guilds and a temple to 
    dauros and start cranking out paladins.  You should be able to train between 
    six and eight paladins before the medusae attack.
    Once you withstand the initial attack, build a rogue guild and a ranger guild, 
    and upgrade the rogue guild to level two.  You'll have to set a lot of attack 
    flags on a lot of snake pits before you're done, and your rogues and elves will 
    do a surprisingly good job of destroying the pits for you.  Then, as your gold 
    allows, upgrade one of your marketplaces to level three, build and upgrade a 
    blacksmith, and build and upgrade a wizard guild.  Your heroes will come into a 
    lot of money before the quest is over, so it's a good idea to give them things 
    to buy.
    Once the elves place a couple bungalows near your base, forget about the 
    initial bungalow and pick one of the new ones to protect.  Your most dangerous 
    enemy from this point on won't be the medusae, but instead will be the ice 
    dragons that will show up every so often.  They'll have a high defense rating 
    but a poor resistance, so you can use wizard towers to defend the bungalow.  
    Also, try to keep some gold around so you can cast lightning storm.  The 
    dragons will stay conveniently bunched up, making the spell effective.
    Then it's just a matter of destroying the snake pits.  Simply flag a couple of 
    pits, let your rogues, elves and paladins go to work, and then repeat as 
    necessary.  You should be able to destroy the pits faster than they spawn.  
    Meanwhile, keep expanding your base and adding more heroes so you can finish 
    the quest more quickly.  Eventually you'll receive groups of gnomes and dwarves 
    to help out, and it should be smooth sailing from that point on.
    8.1. Spires of Death
    1. Destroy the five spires.
    My Best Time:
    62 days
    You won't have much time to get settled in with this quest, but even so you 
    shouldn't make the mistake of using gnomes or training warriors at your warrior 
    guild.  Instead, immediately build a rogue guild next to your base and start 
    training rogues.  Since you can't do anything else useful at the moment, go 
    ahead a build a marketplace, and, when you have four rogues, upgrade your 
    palace to level two.  Now you can build a temple to dauros and start training 
    After about two days you'll be attacked by a mess of goblins.  They'll come 
    from the five spires, and so they might arrive from five different directions.  
    Try to survive the attack as well as possible.  You'll have a couple of guards, 
    four rogues, and perhaps a paladin or two.  They'll be able to kill the 
    goblins, but you might lose a building.  However, now you'll know the exact 
    directions every attack in the quest will come from, and so you'll be able to 
    set up your defenses accordingly.  If the goblin attacks come from all four 
    sides, you might want to start over until you get a map where the goblins only 
    attack from a couple sides, since that situation will be easier to defend.
    These attacks from the spires will come every couple of days, and they'll get 
    progressively more difficult as your army grows in power.  So don't grow your 
    army.  Instead, stay with four paladins and four rogues for a while, and 
    instead improve your economy and upgrade your buildings.  Try to get to a level 
    three blacksmith quickly so you can add a dwarven settlement and some ballista 
    Once you're reasonably confident about your defenses, and once you have a level 
    three palace and a level three wizard guild, go ahead and start expanding your 
    army.  Train wizards and monks and build another warrior guild so you can add 
    four more paladins.  Then let this group gain experience for a while.  You can 
    add a fairgrounds to help them out, or you can just let them kill the waves of 
    goblins, rust spiders, and eventually werewolves and vampires.
    Once you get your paladins to double digit levels, you should be about ready to 
    tackle the spires.  Build a ranger guild and train some rangers so they'll 
    explore the map and find the spires.  (You don't want to explore the map any 
    earlier or else your paladins will keep trying to destroy the spires before 
    you're ready.)  Build a temple to agrela if you haven't already, and then add a 
    mess of ballista towers.  A dozen ballista towers is a good idea, and more 
    might be better.
    Why do you need so many ballista towers?  Because every time you destroy a 
    spire, all of the remaining spires (plus the recently destroyed one) will 
    unleash a whole bunch of spelled-up goblins, and they'll all make a beeline for 
    your base.  Since all of your good fighters will be at the destroyed spire, 
    you'll need your base to be able to defend itself.  You'll also need to hurry.  
    After a spire is destroyed, it will reappear on the map after four days, and so 
    you'll have to act quickly to get rid of all the spires -- plus kill all of the 
    goblins -- before the spires start resurrecting themselves.
    The wrong way to destroy the spires is to flag one, fight your way through the 
    goblins, flag the next, and so on.  That will take too long.  A better method 
    is to flag a couple of the spires and hope your heroes split up evenly and 
    destroy the spires at about the same time.  You'll have more goblins attacking 
    your base, but you'll also have less work to do in the next four days.  Then, 
    after you clear the goblins, you can repeat the process with two more spires, 
    and then finally destroy the last one.
    If your attack force keeps getting bogged down by goblins, you can use call-to-
    arms to bring your paladins back to your base and then use gate to send them to 
    the next spire.  That's effective, but the gate spell will cause your sorcerer 
    to rest for a long time, and so you won't be able to rely on gate alone.  If 
    you have a lot of gold, you can also extend your wizard coverage and cast 
    lightning storm on the goblins blocking your attack force to clear them out of 
    the way more quickly.  You can also build ballista towers around each of the 
    spires to help out.  Remember, there isn't any sort of time limit here, so you 
    can prepare as much as you want before attacking the spires.
    8.2. Vigil for a Fallen Hero
    1. Destroy the abomination.
    My Best Time:
    34 days
    Take a close look at the restrictions for this quest.  You won't be able to 
    train any heroes, and you won't be able to cast any spells.  That means you'll 
    have to be extra careful with the heroes you start with, and the only way 
    you'll be able to watch over them is with bounty flags.  If you see a hero 
    fighting all by itself, set attack flags on nearby creatures so more heroes 
    will come in to help out.  This is especially important with the gorgons on the 
    map, since they'll turn heroes to stone and leave them vulnerable.
    There aren't many buildings you can place in this quest, so start out by adding 
    things your heroes will find useful -- a marketplace so they'll have healing 
    potions and rings of protection, a blacksmith so they'll be able to improve 
    their equipment, and an inn or a hall of champions so they'll have a place to 
    rest.  Then get your heroes exploring.  Your ranger will probably hook up with 
    your barbarian, so you'll have to set explore flags.
    There are three sets of buildings you can find on the map: a pair of trading 
    posts, an outpost, and an inn; a sorcerer's abode and a magic bazaar; and an 
    outpost, a house, and a library.  The most important of the trio is the abode 
    and bazaar, so when you find them immediately start putting down guardhouses to 
    protect them.  At different times during the quest, large groups of minotaurs 
    and shadow beasts will appear on the map, and it's important to kill them 
    before they can destroy any buildings that you can't replace.  If you have to, 
    set attack flags with outrageous awards on them to get your heroes involved.
    Then it'll just be a matter of exploring the map until you find the 
    abomination.  You'll recognize it when you see it because it'll be big and red.  
    Put as big a reward as you can on it and hope your heroes bite.  I had to go up 
    to 35,000 gold before my heroes showed much interest.  And even with a large 
    reward you'll probably have to use the change of heart spell a few times to 
    keep your heroes around.  The abomination has a nasty fire attack, but 
    otherwise it isn't particularly powerful, so if you can get two or three heroes 
    to attack it at once, you should be able to kill it easily.
    The only other things of note on the map are three yeti and a half dozen 
    ancient graveyards.  The yeti are nasty, but your heroes probably won't run 
    from them.  So put big reward flags on any yeti you find to try and attract as 
    many heroes as possible.  Otherwise wandering heroes will try to solo them and 
    probably get killed in the process.  The ancient graveyards are pretty much 
    non-factors in the quest.  You can either have your heroes destroy them or not 
    and it won't make any difference.
    9.1. The Wrath of Krolm
    1. Destroy all altars to krolm, or
    2. Kill the avatar of krolm
    My Best Time:
    68 days
    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.
    9.2. Balance of Twilight
    1. Find and restore the ancient sage
    2. Resanctify the Shrine of Light
    3. Destroy the black phantoms
    My Best Time:
    46+ days
    It will take three days before creatures will start attacking you, but once 
    they do come, they'll be fairly nasty -- with black phantoms as the main menace 
    but also werewolves and trolls to make your life difficult as well.  Because of 
    the black phantoms, you won't really have a choice for this quest; you'll have 
    to use dwarves, and you'll have to get to them as quickly as possible.
    So, to start out, build a ranger guild.  Then, while you're training four 
    rangers, build a second marketplace and an inn, and research and upgrade the 
    blacksmith.  Once you have four rangers, upgrade the palace to level two, and 
    then research and upgrade the blacksmith again to make it level three.  Dwarves 
    should become available, and so you should add their settlement as quickly as 
    possible.  Place it on the perimeter of your kingdom, somewhere near the 
    After three days, all of the lairs on the map -- and there are several -- will 
    start producing creatures, so you'll have about three and a half days before 
    they'll arrive.  Your dwarven settlement should already be in place, but it 
    probably won't be enough by itself, so add a ballista or two if you have time.  
    Then, when the creatures start arriving, try to get your rangers to attack the 
    goblins while your dwarven settlement and ballista towers take out the trolls 
    and werewolves.
    After four days, the Shrine of Evil will show up on the map.  Mark its location 
    well because from now on three black phantoms will continually attack your 
    base.  Killing them will only send them back to the shrine to repeat the 
    process.  The phantoms will travel in a straight line when they move from the 
    shrine to your base, so figure out where they'll attack and put some ballista 
    towers there.  If your dwarven settlement is close enough to help out, then 
    you'll only need two or three ballista towers (plus the settlement) to defend 
    against the phantoms.
    Now that you know where the black phantom attacks will come from, start 
    expanding your base (avoiding the phantom area).  The dauros / agrella temple 
    duo is probably the best choice here because you'll need to be proactive during 
    the remainder of the quest, both in exploring the map and destroying lairs.  Be 
    sure to keep your ranger guild full, and also build a rogue guild so you'll 
    have rogues to go after flags.
    The ancient sage will be in a mausoleum on the opposite corner of the map.  
    He'll actually be a level 50 wizard, and it'll cost you 50,000 gold to 
    resurrect him.  So while you're building up your base and creating heroes, also 
    build a third marketplace, and then, once you've cleared away enough lairs, add 
    an outpost / ballista tower / trading post group to generate even more gold.
    Once you find the mausoleum and resurrect the wizard, he'll walk to the Shrine 
    of Light.  You won't be able to cast winged feet on him, so you'll just have to 
    wait for him to trudge his way across the map.  Once the wizard enters the 
    shrine... I don't know what happens.  The game always crashes at this point for 
    me.  But the remainder of the quest should be pretty easy because all you'll 
    have to do is kill the phantoms, and you'll have been doing that for the entire 
    * 10. CHEAT CODES *
    To use a cheat code, press <enter>, type the phrase on the left, and then press 
    <enter> again.  You'll receive the result on the right.
    Cheezy towers:   wizard spells can be cast anywhere
    Fill this bag:   receive 10,000 gold
    Give me power:   all spells become available
    Grow up:         selected hero receives five levels
    Planet fargo:    hear a funny song (Majesty NE only)
    Victory is mine: win the quest
    * 11. EASTER EGGS *
    Select a unit or building and press the "-key.  You'll usually hear something 
    Version 1.7
    June 14, 2001
    Added a walkthrough (of sorts) for the downloadable quest ``Balance of 
    Twilight'' (9.2).
    Version 1.6
    April 21, 2001
    Discovered belatedly that you can destroy some of your own buildings (thanks, 
    Goldy) so I updated two walkthroughs: ``The Dark Forest'' (5.2) and ``A Clash 
    of Empires'' (6.1).  Also improved the walkthrough for ``The Siege'' (7.3).
    Version 1.5
    April 12, 2001
    Expanded the introduction.  Improved the walkthrough for ``The Fortress of 
    Version 1.4
    April 11, 2001
    Added the two master Majesty NE quest walkthroughs.  Added cheat codes and an 
    easter egg.
    Version 1.3
    April 10, 2001
    Added the remaining two advanced Majesty NE quest walkthroughs.  Added the four 
    expert Majesty NE quest walkthroughs.  Added a table of contents.
    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 three 
    advanced Majesty NE quest walkthroughs.
    Version 1.1
    February 17, 2001
    Fixed some doc-to-txt tabbing ugliness.
    Version 1.0
    February 16, 2001
    Initial version.  Added walkthroughs for the advanced and expert quests 
    included with Majesty FKS 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 (www.gamefaqs.com) first, so if you are looking for the most up-to-
    date version of this guide, that is the place to look.
    Copyright © 2001 by Steven W. Carter

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