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Majesty: the Fantasy Kingdom Sim and Majesty: the Northern Expansion Walkthroughs of Advanced, Expert and Master Quests (Plus Some Other Information) By Steven W. Carter ([email protected]) Last Updated June 14, 2001 ********************* * TABLE OF CONTENTS * ********************* 1. Introduction  2. Technical Note 3. Gameplay Notes 3.1. Casting Spells on Your Heroes 3.2. Defenses 3.3. Making Money 4. Majesty FKS Advanced Quests 4.1. A Deal with the Demon 4.2. Elven Treachery 4.3. Free the Slaves 4.4. Hold Off the Goblin Hordes 4.5. Quest for the Crown 4.6. Quest for the Magic Ring 5. Majesty FKS Expert Quests 5.1. Brashnard's Ultimate Sphere of Power 5.2. The Dark Forest 5.3. The Day of Reckoning 5.4. The Fertile Plain 5.5. Slay the Mighty Dragon 5.6. Tomb of the Dragon King 5.7. Vengeance of the Liche Queen 6. Majesty NE Advanced Quests 6.1. The Clash of Empires 6.2. The Fortress of Ixmil 6.3. Rise of the Ratmen 6.4. Trade Routes 6.5. Urban Renewal 7. Majesty NE Expert Quests 7.1. Darkness Falls 7.2. Legendary Heroes 7.3. The Siege 7.4. The Valley of the Serpents 8. Majesty NE Master Quests 8.1. Spires of Death

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Majesty: the Fantasy Kingdom Simand

Majesty: the Northern Expansion

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

By Steven W. Carter([email protected])

Last UpdatedJune 14, 2001

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

1. Introduction 2. Technical Note

3. Gameplay Notes3.1. Casting Spells on Your Heroes3.2. Defenses3.3. Making Money

4. Majesty FKS Advanced Quests4.1. A Deal with the Demon4.2. Elven Treachery4.3. Free the Slaves

4.4. Hold Off the Goblin Hordes4.5. Quest for the Crown4.6. Quest for the Magic Ring

5. Majesty FKS Expert Quests5.1. Brashnard's Ultimate Sphere of Power5.2. The Dark Forest5.3. The Day of Reckoning5.4. The Fertile Plain5.5. Slay the Mighty Dragon5.6. Tomb of the Dragon King5.7. Vengeance of the Liche Queen

6. Majesty NE Advanced Quests6.1. The Clash of Empires6.2. The Fortress of Ixmil6.3. Rise of the Ratmen6.4. Trade Routes6.5. Urban Renewal

7. Majesty NE Expert Quests7.1. Darkness Falls7.2. Legendary Heroes7.3. The Siege7.4. The Valley of the Serpents

8. Majesty NE Master Quests8.1. Spires of Death

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8.2. Vigil for a Fallen Hero

9. Downloadable Quests9.1. The Wrath of Krolm9.2. Balance of Twilight

10. Cheat Codes

11. Easter Eggs

12. Version History

13. Permissions and Updates

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

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

I've also included my best playing times for each quest. You can use thesetimes as a frame of reference for how you're doing -- or for entertainmentvalue in the case of ``Wrath of Krolm.'' I think my times qualify as good butnot 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 afew web pages that you might find useful. The official Majesty web site(http://www.majestyquest.com) has forums where you can ask questions, butplease do a search first to see if people have already discussed the topicsyou'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 thequests.

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

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

Do the following:

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

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

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

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

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

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

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

Even at the best of times it is difficult to select units. And during combat,when you want to cast heal or invisibility or some other spell on one of yourheroes, it can be almost impossible. You'll be just as likely to cast thespell 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 andthen clicking on the unit, you can select the unit, then select the spell, andthen click on the unit's portrait on the interface bar on the left side of thescreen. It might still be difficult to initially select the unit, but at leastthis way you'll never miss.

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

For your perimeter defense, don't rely on guardhouses. They are expensive andincredibly 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 wizardssomething to hide behind as they attack the enemy.

Instead, use your guilds on the perimeter, and especially those guilds thathave lots of hit points. The perfect choice is the warrior guild. It has 800hit 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 quashthe threat. Dwarven settlements are also a good selection.

The place to use guardhouses is in your interior defense. Specifically, youshould put them next to your marketplaces to protect them against trolls, andyou should put them next to sewers to prevent sewer rats from killing yourpeasants 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 initiallyproduce 250 gold per game day (before modifications and item sales), and eachupgrade only adds 50 gold per day. That means it is far more profitable tohave, for example, three level one marketplaces than one level threemarketplace. They'll cost about the same but the former will produce overtwice as much gold as the latter.

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

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three.

One often overlooked money building is the inn. One inn will produce 100 goldper 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 startmaking a profit with all of them within a game week. Plus, inns can give you afountain early in the game, and that has beneficial effects as well.

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

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

Objective:

1. Accumulate 100,000 gold within 40 days.

My Best Time:

27 days

Walkthrough:

There will be several creature lairs on the map, and your palace is going tostart somewhere near the middle of the map -- all of which means you're goingto have company at your base quickly. Luckily, you will have a temple ofkrypta, a warrior guild, and a wizard guild at your disposal. Wizards are toofragile 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 thesewers pop up, a guardhouse or two.

Your buildings start out in three groups on the map: your main base in themiddle somewhere, a warrior guild all alone on one edge, and a trio ofbuildings on another edge. The trio isn't especially important, so if itdoesn't happen to end up right next to your main base, forget about it and letit be destroyed. (But remember to take it off your repair and tax routesfirst.) 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 tradingpost next to it. Trading posts are really useful on this map, but only putthem where they will be safe.

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

So spend most of the time during the first 10 or so years building upmarketplaces and inns, with a guardhouse or two thrown in for defense and forshortening tax routes. I recommend you put up three marketplaces (with atleast one at level three) and four or five inns (for the extra income and afountain). And be sure to build an elven bungalow as soon as possible. Withthose 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 daysuntil you have 100,000 gold.

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Note: If you're really desperate in this quest, you can always ``cheat'' anduse 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 youre patient,you'll gain the gold you need with few game days passing.

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

Objectives:

1. Destroy all elven buildings and units within 30 days, or2. Accumulate 50,000 gold within 30 days.

My Best Time:

23 days

Walkthrough:

I'll give walkthroughs for both possible objectives, but first a note about elfheroes: they have a thing about guardhouses that shoot arrows. If they seeone, they'll just run away. So defending your base is pretty easy in thisquest: 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 prettyboring and wimpy solution, but it is the easiest. Start out by building agnome hovel, and then place a couple of guardhouses at the most obvious routesinto your base. Then build a ranger guild and train four rangers so you canupgrade your palace to level two. Then just finish placing perimeterguardhouses, and put three marketplaces and as many inns as you can fit intoyour corner of the map. Then just crank up the speed setting and twiddle yourthumbs 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 destroytheir buildings. Once again build a gnome hovel first, and then build a coupleguardhouses to defend your base and keep the enemy elves from picking off yourpeasants. Next build a ranger guild, a warrior guild, a blacksmith, and amarketplace. Begin training and researching, and upgrade your palace when youcan. Don't train beyond four units yet because your units will probably getkilled at this point. They don't seem to have a problem fighting againstmultiple enemies at once, and warriors are slower than elves and will getkilled when they try to flee.

Instead, let your guardhouses do the bulk of the work in protecting your basewhile 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 levelthree so you can help out your units if they get into trouble. Also duringthis period, it's a good idea to build another marketplace and some inns, andto upgrade your blacksmith so your paladins will have good equipment. Youmight also want to build another warrior guild or two, just to finish themission 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 thenjust 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 15,000gold in its coffers, and the units who destroy it will be able to afford allthe equipment they want.

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

Objectives:

1. Destroy the four slave pits.

2. Kill Url-Shekk.

My Best Time:

16 days

Walkthrough:

Enemy forces won't arrive at your base for a while, so start out by gettingyour economy rolling. Quickly put a marketplace next to the entrance to yourpalace, and place a warrior guild next to the marketplace to protect it. Placethe 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 leveltwo.

Next, build a blacksmith to reduce the cost of future buildings, researchhealing 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 thisshould take about a day and tap your funds.

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

normally.

Let your rangers do their thing, and eventually they'll find a slave pit. Youmight 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 getto work. Once the pit is destroyed, you'll receive some units asreinforcements. These units can be paladins, gnomes, warriors of discord, andpriestesses. They don't need a home temple or guild, but make sure you have atleast 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 theoutpost and let it supply me with gold while it lasted (which wasn't terriblylong). If you want to protect it, place a warrior guild next to it and usecall-to-arms whenever there is trouble.

After you destroy the second pit, a large wave of rats and other wimpycreatures will swarm at your base. Use call-to-arms to bring your warriorshome, and place attack flags on various enemies to get your other unitsinterested. It's not a bad idea to have a couple guardhouses at key points inyour 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 yourgold 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 awhile, but finally he'll stop in a place and fight. He has a fast but weakranged fire attack, and if you have a healer in the area, she'll be able to

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heal faster than Url-Shekk can damage your units. Then it's just a matter ofputting a big bounty on his head and getting enough of your units to him tokill him. He only has 255 hit points, and your warriors and paladins should beable to kill him even if your healers don't get involved.

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

Objective:

1. Destroy all goblin settlements.

My Best Time:

9 days

Walkthrough:

You'll come under attack almost immediately, but you'll still have some things

going for you: two guardhouses, two warriors of discord, and some alliedwizards. Plus you'll have 15,000 gold, and the allied wizards will donateabout 6000 more gold to your cause during the first four days. So you'll havethe means and necessity to get started quickly.

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

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

You'll be under constant attacks from the goblins, so most of your forces willstay at your base to defend it. But a few units (like the rogues) will ventureout to destroy flagged lairs. There are only 15 goblin lairs, and it won'ttake too long to destroy them all.

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

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

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

Objective:

1. Find and destroy the crown's tower.

My Best Time:

20 days

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Walkthrough:

Incoming! You'll immediately be attacked by 15 minotaurs, and your goal in thefirst few minutes of the quest should be to minimize the damage as much aspossible. To that end, start cranking out units right away, and if you seeminotaurs approaching one of your wizard towers, enchant it so it can defend

itself. Meanwhile, build a marketplace somewhere that looks safe and upgradeit to sell potions so your heroes will last longer.

You will have good wizard spell coverage at the start of the quest, so takeadvantage of it. Upgrade your wizard guild to level three, and wherever yousee 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 ofwell-placed spells can really decimate their numbers.

Once you hold off the initial onslaught, the quest should be prettystraightforward. You just have to find the tower with the crown in it. Thetower 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, setexplore flags in the area until you find the tower, and then flag the toweritself.

While the search for the tower is going on, simply build up your base likenormal, and do whatever upgrading and researching you can. There are two elvenoutposts on the map, and they'll join your kingdom when you find them. Thatshould give you enough of a boost to your economy to allow you to build all theheroes you need. There are also a handful of creature lairs that you candestroy if you want.

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

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

Objective:

1. Recover the ring of healing.

My Best Time:

17 days

Walkthrough:

You'll start with a temple to helia, so go ahead and start training foursolarii while you construct your base. Put down a blacksmith first and then amarketplace. By that time you should have your four solarii so upgrade yourpalace to level two. When the elves offer to join your kingdom, let them andbuild 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 anothermarketplace and doing some upgrades. Eventually you should build a rangerguild, a warrior guild, a temple to agrela and a temple to dauros. Let yourrangers 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

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guarded by some daemonwood, but your solarii or paladins should be able tohandle them (perhaps will a few spells from you). Once you then destroy thetower, all sorts of bad things will happen. The allied kingdom will turnagainst you, and so you'll suddenly have to fight them. Plus, three blackphantoms will appear at the site of the tower, and their spells will probablybe able to kill most of your units. Lastly, a special item box (the ring) willappear 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 themiddle somewhere). The problem is that most your units will run from the blackphantoms and never get to the box. If you're unlucky, you'll have to fight theblack phantoms and go through a lot of units / resurrections before killingthem. If you're lucky, some enterprising unit will dodge the phantoms and grabthe ring. In my best game, my toughest solarii happened to die right next tothe ring box, and so once the phantoms wandered away a little, I resurrectedher and she grabbed the ring and dropped it off. In another game, one of myheroes grabbed the ring right after the tower fell, and it delivered the ringduring 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 phantomsreally do a number on you.

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

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

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

Objective:

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

My Best Time:

26 days

Walkthrough:

You'll start out with two temples to krolm on either side of your palace.Immediately start training barbarians; you'll come under attack from amultitude of spiders, spitters, and undead very soon. While you're training,build a marketplace next to the entrance to your palace and place a guardhousenext 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, userage-of-krolm. Rage-of-krolm is expensive, but it should prevent some of yourbarbarians from dying, it should prevent a bunch of graveyards from litteringyour base, and it should hopefully give you some veteran units when the firstwave of attacks is over. I used it three times during the first wave, and Ionly 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. Makesure your marketplace sells potions. Build a blacksmith and research weapons

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and armor. Add a wizard guild so you can cast invisibility. Then get to workadding another marketplace and some inns so you can make money, and build aranger guild and rogue guild so you can explore the map. Keep replacing yourbarbarians as necessary so you always have eight.

Note that rangers will follow and support barbarians, so they won't explore themap 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'swhere you should put the flags.

Each time you destroy a shard shrine, a magic item box will fall to the groundand 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'llprobably have the most problems fighting the shrine guards, which can includerock golems, evil occuli, and dragons. But just throw your heroes at themuntil they fall. Once you've destroyed all seven shrines, you'll automaticallyput the shards together to form the sphere (even if your heroes aren't holdingall the shards), and the mission will end.

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

Objectives:

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

My Best Time:

27 days

Walkthrough:

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

Only train one more warrior, and set explore flags around your base. Yourwarriors will either find a message stump or a statue. The stump will liedirectly in line between your palace and the temple to fervus, and there willbe four statues surrounding the temple. So either discovery will tip you offto the location of the temple, and you should set more explore flags asnecessary.

Once you find the temple to fervus, you'll need to make a choice. You caneither keep the temple and then use warriors of discord and priestesses, or youcan destroy the temple and use paladins and healers. I prefer the lattercombination, 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 soyour rangers can help you explore the map. You should also set explore flagsaround 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.

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

When the tower falls, the witch king will appear on the map (but not where thetower was) and all the daemonwood you haven't killed yet (on all parts of themap) 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 longto figure out where he is. Once you do, put a huge bounty on his head andwatch your heroes rush to greet him. Use heal and resurrect spells asnecessary, but it shouldn't be too difficult to kill him. Two mid- to high-level paladins can do the job with no problem.

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

Objective:

1. Survive.

My Best Time:

22 days

Walkthrough:

This is a difficult and annoying quest. It's difficult because you'll face allof 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 yourhenchmen, and random lightning bolts will damage your buildings and kill yourunits.

It's depressing to try and write a walkthrough and say something like you'llneed a good amount of luck on your side to win, but there you go. You'll needsome 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 yourpeasants and tax collectors, if your starting heroes decide to run instead offight, if spiders swarm on two sides of your base and all your heroes go toonly 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 toomuch time in a lost effort.

But, anyway, when you start the mission you'll have a base in the center of themap with a couple dozen houses surrounding it. Several minotaurs and a cyclopswill already be at your houses, wailing away at them as they head towards yourpalace. Fortunately, you'll start out with two level 50 heroes, a warrior anda wizard, and they'll usually head straight for the attackers even if you don'tset any bounty flags on them. If you can find the wizard early enough, it'snot a bad idea to make him invisible so he'll stay in battle longer beforefleeing.

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 alibrary before training wizards, but in this case the only enemies your wizardswill 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 orhave the magic mirror spell. So get some wizards training early, and keep allof your guilds full.

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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 yourpalace. My best suggestion is to go for your economy first by putting downthree marketplaces. Only upgrade one of the marketplaces to level three unlessyou find that one of the others really needs the extra hit points. Then youcan 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 anda blacksmith and at least one inn (so you'll get a fountain), plus a guardhouseor 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 gothrough them all and take them off your repair and tax routes, but that'sprobably the best plan. Certainly you should take them off the repair route soyour peasants will concentrate on building your base, but it's difficult toignore the money the houses will generate since you'll need so much during thequest. You could always compromise and leave the closest homes on your taxroute and then use extortion to get the gold from the rest (but only when yourmarketplaces are empty). Regardless, you'll also need to select all of your

tax collectors and change their minimum pick-up amount to something moresubstantial, like 500 gold, so they won't waste time on houses and inns whenyour marketplaces are stockpiling gold.

You probably won't be able to get all of the above done before the second waveof attacks arrives in the middle of Day 2, but keep working at it. The secondwave will feature the witch king and three evil occuli, and they'll show up onthe map when they arrive (plus the king will taunt you). None of the four willattack your base, so you'll have to go out and get them. It's especiallyimportant to kill the king because he'll continually spawn spiders, and thespiders, while wimpy alone, will take down buildings quickly if they're allowedto swarm. They're especially dangerous to any outposts you've managed to findbecause 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 andhope for the best. The king will use the magic mirror spell, and so your level50 wizard will be useless against him, but your level 50 warrior will be ableto do the job. So try to get him interested, and also try to get your otherunits 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. Ormaybe not. For me the witch king is the most difficult creature in the questto 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 soonas you find a temple to dauros or a temple to fervus, immediately go up tothree warrior guilds and start training paladins or warriors of discord. Youmight lose the temples, especially if the witch king is still around, and soyou need to take advantage of them as quickly as possible. And if you find thedwarven settlement, place a trading post next to it. The settlement will beable to protect the trading post from most attacks.

After six and a half days, three black phantoms will appear. Phantoms aren'tany 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 yourfleeing heroes back to your base. If you haven't found the dwarves yet, thenyou'll just have to muddle through the wave by sending lots of heroes at thephantoms and hoping for the best. If you happen to fight them within yourwizard 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

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relatively easy with only the liche queen and several vampires. Put a bigbounty on the queen's head to draw your level 50 heroes, and also put bountieson some of the skeletons the queen creates so your lesser heroes will help outas well. Then just pay attention to the combat and heal your heroes asnecessary.

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, andthey'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, afterspending the gold necessary to keep your three warrior guilds full, you shouldspend your remaining gold on ballista towers. Just put a lot of them aroundyour base, and train three gnomes so they can help out with the repairs.

The last wave will feature several dragons, including Vendral, and come after19.5 days. There will also be three more black phantoms and Url Shekk. Themore the merrier, right? Fortunately, the dragons will attack from severaldifferent locations, and some will get distracted by your outposts, while theothers 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. Ifyou've found and filled all of the outposts, you'll probably have over 50heroes by this point, and even if you take heavy losses, you should still havethe firepower necessary to defeat the wave.

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

Objective:

1. Destroy the seven waves of attackers.

My Best Time:

23 days

Walkthrough:

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

Once the library is complete, you can start researching at your buildings andstart training wizards. With your remaining money, build another marketplaceor two, train paladins and monks, and upgrade your palace to level three. Youshould also upgrade one of your wizard guilds to level three so you can uselightning 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 fromthe north. They're quick and can take down a building or two before yourheroes can even get there to intervene. If you're in danger of losing abuilding 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 fromthe south. Before they arrive, you should place a second warrior guild on the

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south side of your base and try to train as many paladins as possible. Keepsome gold handy so that if you really need a lightning storm, you'll be able toafford it.

The third and forth waves will come quickly, with elves attacking from the easton Day 8 and dwarves from the west on Day 9. Both elves and dwarves are easyto 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 ifnecessary to keep them alive.

You'll have some time to rest, relax, and work on your base again for the nextfew 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 extrapaladins running around.

The fifth wave will come on Day 15 and have lots of vampires in it. If you'reunlucky, the vampires will come across your wizards before your paladins, and afew of your wizards will die due to reflected spells. If that happens, don'tresurrect 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 andkill themselves again. The easiest way to resurrect dead wizards is to clickon the wizard guilds, find the highest level dead wizard in the lists, selectit, 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 timethey'll attack from all four sides. Set attack flags and use call-to-arms atyour warrior guilds (as necessary) to divide up your heroes so they attack allof the minotaurs, and not just the ones on one or two sides of your base. Witheight 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 290hit points, and they hit pretty hard, but luckily they're as slow as mud.Theyre 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 bythemselves -- as long as there's a paladin or a building or something inbetween them and the golems. And even if your wizards get into melee rangewith the golems, all is not lost. With a ring of protection, wizards can dodgepretty well, and if they have the meteor swarm spell they can inflict a lot ofdamage before dying. Then you can just resurrect the wizard to let him go atthe golem again.

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

Objectives:

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

My Best Time:

21 days

Walkthrough:

Vendral will immediately show up on the map and make a beeline for your base.Don't train any solarii yet; they'll just get killed. Instead, startresearching at your marketplace and blacksmith, and take the fairgrounds and

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marketplace off your tax route (to prevent your tax collectors from dying andlosing gold).

Vendral will meander around your base for a day and a half, damaging buildingsand killing peasants. Then he'll leave, and you'll have a few days before hecomes back. So get your base into shape. Put your buildings back on the taxroute, add another marketplace, continue upgrading and researching, and train

four solarii. Also, place explore flags in a circle around your base, evenlyspaced about one (zoomed out) screen away. The solarii will explore on theirown, but they're not as enthusiastic about it as rangers, and so you'll need toencourage them. They'll sometimes bite on 100-gold explore flags, but usuallyit takes 200 gold. Also, don't put down any guardhouses yet, or else yoursolarii will just garrison instead of explore.

Eventually, and hopefully quickly, your solarii will stumble upon a group ofbuildings that will join your cause. Chances are, the group will includeeither a warrior guild or a rogue guild. Regardless, train heroes right awaysince 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 Vendraldoesn't kill too many of your heroes. When your heroes die, don't replace thembecause they'll probably just attack Vendral again and die again. Vendral willleave 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 yourpalace when he attacks. You should also upgrade one or more of your temples soyou'll have an offensive spell you can cast anywhere on the map in case one ofyour 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 (ofcourse) and the dwarven settlement. Once you destroy the sword site, one ofyour heroes will have to pick up the sword and take it to the dwarvensettlement so the dwarves can duplicate the sword for all of your heroes. Assoon 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 withyour veteran units, spells to play with, and the powerful heroes that come withsome of the buildings you've found, you shouldn't have much of a problemkilling him. Just set a huge bounty on his head and watch your heroes rush totake advantage.

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

Objectives:

1. Destroy the three lairs, and then2. Destroy the tomb of the dragon king.

My Best Time:

21 days

Walkthrough:

There are two important things to know about this map before you get started.

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The first is that there will only be three creature lairs on the map, and theywill only create dragons. The quicker you can destroy the lairs, the fewerdragons you'll have to face -- and, more importantly, the fewer you'll have toface simultaneously.

The second thing to know is that there will be an outpost right next to yourbase. 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 theoutpost 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 bemuch easier. After you get the gold, the outpost (plus three temples to krolmlocated somewhere else on the map) will pretty much be dragon-bait and notworth protecting.

You'll also need to make a couple of decisions right away. One is to pick thenon-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 moreuseful here than normal since you can't use guard towers; gnomes will help youget 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 alsopretty good about attacking repairers, and that negates much of the usefulnessof gnomes. Elves, on the other hand, never fail to give you more money, and inthis case you can use the extra gold to upgrade your wizard guild and hitdragons with lightning storms if you need to. Also, the elven lounge will makeit more likely for your priestesses (and their important skeletons) to stay inyour base, and that will help in defense.

The second decision you'll need to make is what to do with your starting rangerguild. 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 (takingany rangers you trained with it since the rangers will try to defend theirhome). If you move the guild, it will cost you 800 gold. If you wait for itto 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 mightalso 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 thisquest, and temples of krolm will prevent you from being able to build theirtemples.

So with all of the above in mind, here's how to begin the quest. Train fourpriestesses. Skeletons are an excellent defense against dragons, and the moreyou have, the better. While that is going on, build a rogue guild so you cantrain 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 andput up two more marketplaces. Then, as your resources allow it, build anothertemple to krypta, a warrior guild (at the front of your base), and a temple tofervus. Also upgrade your buildings where possible. Bring all your markets tolevel 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, itwill attack the outpost next. Between the two you should have more than enoughtime to train four (and possibly more) priestesses. They should be able to

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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 easyto kill as the first. The real problem will come at the end of the first weekwhen five or so dragons will descend upon your base. It's definitely a goodidea to have eight priestesses by then, and if you can throw out some warriorsof discord, even better.

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

Once you survive the dragon attack at the end of the first week, build a rangerguild and get your rangers exploring. You might even want to put some exploreflags out at the far reaches of the map to get your rogues and elves into theact as well. Eventually they'll find the three lairs. If you're flush withgold, 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 willproduce medusas, the dark castle will produce werewolves, and the ruined keepwill produce dragons. The important thing to note is that when you destroy thelast lair, not only will the dragon king tomb appear, but a few dragons willappear with it. So you don't want to destroy the ruined keep last, or elseyou'll have to fight about ten dragons at once.

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

quickly as possible.

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

Objective:

1. Find and kill the liche queen.

My Best Time:

27 days

Walkthrough:

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

The undead on the map won't really pay you much attention. Every so often theliche 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 theymight not arrive until a day or so after the taunt. In any case, be prepared.

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

When you find the blacksmith, be sure to guard it. Putting a warrior guildnext 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 dwarvesand have them as well. Elves will be more useful than gnomes in this questbecause the pace will be slow, and you might have to spend a lot of money onwarrior guilds and paladins.

As your rangers uncover the map, let your paladins destroy any lairs thatbecome visible. Eventually, on the other side of the map, you'll find theliche queen's tower. It should be easy to spot. There will be lots ofskeletons 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 theblacksmith, put a huge bounty on the queen's tower to get all twelve of yourpaladins involved. When they destroy the tower, the liche queen will appear,plus a few of her vampire friends. Your lower level heroes will probably runaway, but as long as a few of your paladins stay you should be able to kill thevampires and queen easily. But if you have trouble, feel free to constructsome ballista towers around the tower before attacking it so you'll have someextra help.

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

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

Objective:

1. Destroy the goblin and ratman lairs.

My Best Time:

15 days

Walkthrough:

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

So you'll first need to upgrade your palace to level two. To that end, firstbuild a ranger guild, and, while you're training four rangers, put down asecond marketplace. Then upgrade your palace and add an inn, an elvenbungalow, and a third marketplace. You'll now have enough money coming in tocontinually 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 therage-of-krolm function every so often.

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

Eventually, it'll just be a matter of search and destroy. Ratmen and goblinsaren't very tough, and your barbarians should be able to plow through themquickly. But try to balance your attacks against the two groups since they'llfight each other and help you out (as opposed to only attacking one group andleaving 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 sewermains will appear near your base. But none of these events should pose much ofa problem.

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

Objective:

1. Destroy Ixmil's fortress.

My Best Time:

26 days

Walkthrough:

You'll have three or four days before you'll come under attack, so I think thebest strategy is to get your economy going first and then worry about yourheroes. So put down a marketplace next to your palace, then add a rangerguild, and then while youre 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 outpaladins. The more paladins, the better, so add a second and third warriorguild when you can. Wizards will also be useful in this quest, but don't worryabout upgrading the wizard guild. Instead, add a sorcerer's abode and upgradethat to level three. The best place to put the abode is right next to awarrior guild so you can use call-to-arms in conjunction with gate to get yourpaladins to locations quickly.

Every time the fortress appears, you'll get an audio cue (that sounds like aspaceship) and the fortress will show up on the map even if it's in an area youhaven't explored yet. The fortress will be surrounded by poisonous plants anddaemonwood, so even if you flag it the first time you see it, your heroes willrun away. Plus, the fortress will defend itself with magical attacks (like awizard tower). So wait until you have some mid-level paladins before you makea 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 thedragons 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 yourguardhouses because pairs of vampires will kill just about everything else(which is another reason to focus on your economy early).

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Then it'll just a matter of building and upgrading, adding heroes as you canand giving them things to buy. When you're ready to attack the fortress, usethe gate spell to get your heroes to the location quickly, but wait a fewseconds first so the wave of creatures created by the fortress will be out ofthe way. Also put flags on the fortress and its defenders to attract moreheroes. 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 todestroy. Otherwise you'll have to keep trying.

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

Objectives:

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

My Best Time:

25 days

Walkthrough:

You'll always start with at least two sewer entrances next to your palace, sodon't bother restarting the quest hoping for a better situation. You'll alsostart out with buildings all over the place on the map. So the first thing youshould do is take everything that isn't especially close to your palace off therepair and tax routes. Then start training rangers and upgrading yourmarketplace 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, andratapults will also appear from time to time. Try your best to keep expandingyour 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 fromthe 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 youwant to defend and put your warrior guild next to it. You might also want toput a guardhouse or two nearby for extra protection. The trading post isimportant. 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 yourbase. You might also want to use guardhouses for extra defense. If you do usethem, put them down in pairs (at least). Solitary guardhouses will get swarmedand destroyed by the rats, but pairs (or triplets) will sometimes have achance. However, you can probably get away with not having guardhouses if youput buildings with lots of hit points on the perimeter, and let those buildingsplus 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 thathe'll appear on Day 25. I cleared the map by Day 20 and then had several daysto accumulate gold before he showed up. So when Rhoden finally did make hisappearance 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

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little more exciting. Rhoden will appear with about three groups of rats, andthey'll all attack from different directions. So let your paladins and monksdo their job as best they can, and remember that it doesn't matter if the ratsdestroy a large portion of your base. You just have to kill Rhoden and thesewer mains that appear when he does, and you'll win the quest.

6.4. Trade Routes

-----------------

Objective:

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

My Best Time:

31 days

Walkthrough:

You'll start out with two warriors and a ranger, so quickly train a thief soyou can upgrade your palace to level two. Also quickly start upgrading andresearching 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 levelthree right away.

With the rest of your money, build a ranger guild and then train rangers andthieves. After about two days, you'll be attacked by several goblins and enemythieves. Low level warriors will tend to run away, but rangers and thieveswill stay and fight, and they'll usually be able to drive off the attackwithout anything major being destroyed. Once the attack is over, place awarrior guild near your marketplace, and put down a couple of guardhouses fordefense. 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 yourbase. There isn't much you can do early in the quest, but after a few days youshould try to explore the map and clear the four trade routes. Don't worryabout lone creature lairs, but definitely flag things like goblin towers anddaemonwood trees if they're near a route. Also try to get a temple to agrelaup quickly. You can heal caravans just like any other unit, and since enemycreatures won't focus on the caravans, you can usually pamper them with healsto make sure they get to your base.

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

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

Objective:

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

My Best Time:

21 days

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Walkthrough:

This is a difficult mission to start out. If you don't flag any of the Redbuildings, Red will essentially be your ally and leave you alone. But the Redunits will also use your shops to grow stronger, and the Red rogues might stealfrom 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'tbe 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 roombetween your palace and the Red buildings, then restart the quest until thereis room. Then add a second marketplace, and protect both marketplaces as wellas the paths your tax collectors are likely to take with four or fiveguardhouses. Elves and rogues will run away from guardhouses upgraded witharrows, 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 buypotions, and ranged attackers (with poisoned weapons) will just pick themapart. Priestesses might be a good choice because skeletons are good atdodging, but I didn't try them. Paladins can mow down rogues and elves prettyeasily, and that's what I used.

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

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

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

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

Objective:

1. Destroy the wights Styx and Stones.

My Best Time:

16 days

Walkthrough:

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

You'll start out with a warrior guild, but don't train any warriors yet. Youwon't come under attack for a while, so you can work on your economy first. Sobuild a marketplace and then a ranger guild. Then while you're training fourrangers, 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 thistime a vampire might wander into your base, but a single paladin should be ableto 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 increaseyour money flow. Then, as your gold allows, add a temple to agrela, add andupgrade 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 orhealers, since they won't help very much.

On the map you'll find several ancient graveyards, which will spawn some undeadcreatures every so often. Feel free to ignore them. The worst thing they'llproduce is a vampire, and those should be easy for your paladins to kill. Whatyou'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 hitpoints, but their defensive and resistance ratings won't be overly high, so asingle 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 twoarchaic tombs and the two wights. If you have to kill one of the wights acouple of times, it's no big problem.

So let your paladins kill some undead for a while to boost their levels, andthen target one of the archaic tombs. Once the tomb is gone, put a heftybounty (1000 gold should be enough) on the wight, and let your paladins get towork. You might also want to build a wizard guild since wizards are prettygood about going after bounties, and they'll be able to deal out a lot ofdamage while hiding behind your paladins.

Then repeat with the second tomb, and go back and kill the first wight again ifyou need to. The only other thing you might have to worry about are herds ofshadow beasts that will appear on the map every so often. But they'll onlyhave 50 hit points each and just about any of your heroes should be able tokill them. Also, goblin towers will appear on the map every so often, butthey'll be on your side making it even easier to defend against the shadowbeasts.

7.2. Legendary Heroes---------------------

Objective:

1. Destroy all of the ancient barrows within 30 days (with maybe a day or two

extra).

My Best Time:

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should be able to kill easily, and the second will feature medusae, which I'venever had appear inside my base. But the third one will have minotaurs, andafter 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 yourpalace is destroyed. So if your peasants keep repairing your palace, you mightbe 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 lotdepends on the placement of the barrows. If they end up on the opposite sideof the map, or if your heroes just don't find them, then you're not going towin. It took me five or six tries to finally get past this quest, and eventhen I didn't win until after time had expired. So just keep plugging away.

7.3. The Siege--------------

Objectives:

1. Destroy Borjin's fortress, or2. Destroy the caravans supplying Borjin with gold.

My Best Time:

36 days

Walkthrough:

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 hiscaravans as possible. Otherwise he'll have all sorts of gold, and he'll beable to continually heal and re-animate his heroes -- not to mention castwizard spells like lightning storm if you get close enough to his palace. Soconcentrate on the caravans first, and then think about attacking Borjin'skingdom 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 dois guard those four areas to destroy the caravans. Since it's not likely yourheroes will be able to cover enough of the map to kill the caravans, you'llhave to rely on defensive towers. And so you'll have to use dwarves. To thatend, upgrade your blacksmith as quickly as possible so you can get the dwarvesin your kingdom. When they join, immediately put their settlement next to themiddle of the three guardhouses between your kingdom and Borjin's. That'll bea hot spot for the remainder of the quest.

When you start out, first realize that the quest is going to take a while, soplan ahead by building three marketplaces, plus some inns to protect the edgesof your palace. Later you should add trading posts to some of the remote areasyou'll have to guard because of the enemy caravans, so only upgrade themarketplaces likely to receive your own caravans. Then upgrade all of yourguardhouses to shoot arrows, but don't upgrade them to level two unless youreally 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

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rogue guild to level two. Borjin will heal his caravans sometimes if they getinto trouble, and so every extra bit of damage will help. Later in the questyou can add a sorcerer's abode so your rangers and rogues will also be able touse fire balm.

Every time you see a caravan, note its position, and eventually you'll discoverthe 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 justto wait for the caravans to start arriving. If you're lucky, the startingpoints will either be close together, making them easier to defend, or they'llbe in the corners of the map farthest from Borjin's kingdom, giving thecaravans the longest distance to travel and forcing them to head straightthrough the middle of the map to get to Borjin's marketplace. Regardless, onceyou know the starting points of the caravans, try to put some ballista towersin the area. Five towers will always kill a caravan. In the meantime, useattack flags to get your rogues and rangers to kill the caravans. If you getenough together, they'll sometimes do the job, but if the caravan looks likeit's going to get away, then take the attack flag off so your heroes don't gowandering into the enemy kingdom (where they'll probably get swarmed and

killed).

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 forchasing down caravans. But if you're going to rely on defensive structures tokill the caravans, then a better choice is helia. Since you won't be able touse wizard guilds in the quest, your only other offensive spells will be chainlightning and frost field. Those are good spells, but they're slow and notguaranteed to kill anything, and sometimes you'll need to kill an enemypriestess or wizard quickly. And so you'll find the two helia fire spells tobe very useful.

Once you've guarded a couple of the caravan starting points, you can go aheadand start thinking about attacking Borjin's base. If you train some dwarvesand 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 templeto agrela to level three, and then start pushing out heroes. Try to watch overthem 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 ofthe buildings, and once you get to that point it'll just be a matter of timebefore you win. If you just want to kill caravans, then just keep buildingballista towers until you have five at every starting point, and eventuallyBorjin will run out of money.

7.4. The Valley of the Serpents-------------------------------

Objectives:

1. Destroy the snake pits.2. Keep at least one elven bungalow from being destroyed.

My Best Time:

19 days

Walkthrough:

This is a difficult quest to start, but a relatively easy one to finish. Yourbase will be at one side of the map, and a lone elven bungalow will be at the

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other. You'll have to protect the bungalow, but you'll only need to do so forabout five days. After that the elves will build a couple more bungalows rightnext to your base.

About two days into the quest, some elves will join your kingdom and headstraight 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 thebungalow.

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 builda 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 killyour peasants while they're building. If you try to place a wizard guild andsome wizard towers near the bungalow, the towers will only distract a couple ofthe medusae while the others destroy the bungalow. And if you upgrade yourwizard 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 todo nothing at all. The medusae will head straight for the bungalow, butthey're bloodthirsty little devils, and if you can get some heroes between themand their target destination, they'll stop and fight. So how do you get yourheroes to the right spot at the right time? There are two ways. The expensiveway is to use the gate spell. Since you'll start with a level three sorcerer'sabode, this is fairly easy to do. Just wait for the medusae to arrive and thenset a target between them and the bungalow. The cheaper way is to set anattack flag on one of the snake pits on the map. The medusae will come fromthe exact same spot as the first elf group, so if you target a snake pitbetween 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 seta 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 outby setting up your economy. To that end, first upgrade your palace to leveltwo and then build two marketplaces near your palace. Because you'll haveelves already, the marketplaces will generate a good amount of money, and youwon't have to build any more. Then build two warrior guilds and a temple todauros and start cranking out paladins. You should be able to train betweensix 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 attackflags on a lot of snake pits before you're done, and your rogues and elves willdo a surprisingly good job of destroying the pits for you. Then, as your goldallows, upgrade one of your marketplaces to level three, build and upgrade ablacksmith, and build and upgrade a wizard guild. Your heroes will come into alot of money before the quest is over, so it's a good idea to give them thingsto buy.

Once the elves place a couple bungalows near your base, forget about theinitial bungalow and pick one of the new ones to protect. Your most dangerousenemy from this point on won't be the medusae, but instead will be the icedragons that will show up every so often. They'll have a high defense ratingbut 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. Thedragons will stay conveniently bunched up, making the spell effective.

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Then it's just a matter of destroying the snake pits. Simply flag a couple ofpits, let your rogues, elves and paladins go to work, and then repeat asnecessary. You should be able to destroy the pits faster than they spawn.Meanwhile, keep expanding your base and adding more heroes so you can finishthe quest more quickly. Eventually you'll receive groups of gnomes and dwarvesto help out, and it should be smooth sailing from that point on.

******************************** 8. MAJESTY NE MASTER QUESTS ********************************

8.1. Spires of Death--------------------

Objective:

1. Destroy the five spires.

My Best Time:

62 days

Walkthrough:

You won't have much time to get settled in with this quest, but even so youshouldn't make the mistake of using gnomes or training warriors at your warriorguild. Instead, immediately build a rogue guild next to your base and starttraining rogues. Since you can't do anything else useful at the moment, goahead a build a marketplace, and, when you have four rogues, upgrade yourpalace to level two. Now you can build a temple to dauros and start trainingpaladins.

After about two days you'll be attacked by a mess of goblins. They'll comefrom 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 thegoblins, but you might lose a building. However, now you'll know the exactdirections every attack in the quest will come from, and so you'll be able toset up your defenses accordingly. If the goblin attacks come from all foursides, you might want to start over until you get a map where the goblins onlyattack 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 getprogressively more difficult as your army grows in power. So don't grow yourarmy. Instead, stay with four paladins and four rogues for a while, andinstead improve your economy and upgrade your buildings. Try to get to a levelthree blacksmith quickly so you can add a dwarven settlement and some ballistatowers.

Once you're reasonably confident about your defenses, and once you have a levelthree palace and a level three wizard guild, go ahead and start expanding yourarmy. Train wizards and monks and build another warrior guild so you can addfour more paladins. Then let this group gain experience for a while. You canadd a fairgrounds to help them out, or you can just let them kill the waves ofgoblins, rust spiders, and eventually werewolves and vampires.

Once you get your paladins to double digit levels, you should be about ready totackle the spires. Build a ranger guild and train some rangers so they'llexplore the map and find the spires. (You don't want to explore the map any

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earlier or else your paladins will keep trying to destroy the spires beforeyou're ready.) Build a temple to agrela if you haven't already, and then add amess of ballista towers. A dozen ballista towers is a good idea, and moremight be better.

Why do you need so many ballista towers? Because every time you destroy aspire, 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 foryour 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 soyou'll have to act quickly to get rid of all the spires -- plus kill all of thegoblins -- before the spires start resurrecting themselves.

The wrong way to destroy the spires is to flag one, fight your way through thegoblins, flag the next, and so on. That will take too long. A better methodis to flag a couple of the spires and hope your heroes split up evenly anddestroy the spires at about the same time. You'll have more goblins attackingyour 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 tothe next spire. That's effective, but the gate spell will cause your sorcererto rest for a long time, and so you won't be able to rely on gate alone. Ifyou have a lot of gold, you can also extend your wizard coverage and castlightning storm on the goblins blocking your attack force to clear them out ofthe way more quickly. You can also build ballista towers around each of thespires to help out. Remember, there isn't any sort of time limit here, so youcan prepare as much as you want before attacking the spires.

8.2. Vigil for a Fallen Hero----------------------------

Objective:

1. Destroy the abomination.

My Best Time:

34 days

Walkthrough:

Take a close look at the restrictions for this quest. You won't be able totrain any heroes, and you won't be able to cast any spells. That means you'llhave to be extra careful with the heroes you start with, and the only wayyou'll be able to watch over them is with bounty flags. If you see a herofighting all by itself, set attack flags on nearby creatures so more heroeswill come in to help out. This is especially important with the gorgons on themap, 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 addingthings your heroes will find useful -- a marketplace so they'll have healingpotions and rings of protection, a blacksmith so they'll be able to improvetheir 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 withyour barbarian, so you'll have to set explore flags.

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There are three sets of buildings you can find on the map: a pair of tradingposts, an outpost, and an inn; a sorcerer's abode and a magic bazaar; and anoutpost, a house, and a library. The most important of the trio is the abodeand bazaar, so when you find them immediately start putting down guardhouses toprotect them. At different times during the quest, large groups of minotaursand shadow beasts will appear on the map, and it's important to kill thembefore 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 theabomination. 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 upto 35,000 gold before my heroes showed much interest. And even with a largereward you'll probably have to use the change of heart spell a few times tokeep your heroes around. The abomination has a nasty fire attack, butotherwise it isn't particularly powerful, so if you can get two or three heroesto 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 dozenancient graveyards. The yeti are nasty, but your heroes probably won't runfrom them. So put big reward flags on any yeti you find to try and attract asmany heroes as possible. Otherwise wandering heroes will try to solo them andprobably get killed in the process. The ancient graveyards are pretty muchnon-factors in the quest. You can either have your heroes destroy them or notand it won't make any difference.

*************************** 9. DOWNLOADABLE QUESTS ***************************

9.1. The Wrath of Krolm-----------------------

Objectives:

1. Destroy all altars to krolm, or2. Kill the avatar of krolm

My Best Time:

68 days

Walkthrough:

This is a quest where starting out can be difficult. You'll only have two daysbefore 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, soyou'll have to plan carefully.

So here's what to do: build a guardhouse, train four thieves, upgrade yourpalace, and then build another guardhouse. You should put the guardhouses nearyour marketplace or sewer entrances or both, and you should also place them sothey extend your view towards the center of the map. The reason whyguardhouses are useful here is because you won't have time to build a warriorguild 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 allthat helpful against the creatures you'll be facing. And so the guardhouseswill help you get through the initial battles, and they'll be useful for your

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interior defenses as well.

Then build a warrior guild at the outer edge of your base so that it is nearestto the center of the map. The idea here is that the warrior guild will end upbeing the focus of most enemy attacks, and with its 800 hit points plus thecall-to-arms option, it should always survive. Around the rest of theperimeter 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 yougood spell coverage over your base. Eventually you'll want to bring the wizardguild to level three so you can cast lightning storm.

In the interior of your base you should put a library and a blacksmith. Whenthose and your perimeter buildings are in place, then you should build an elvenbungalow. Money will be your primary need in this quest, and the elves willhelp with that. By building the bungalow last, you'll force the elven loungeand gambling hall to sprout up outside your perimeter and act as a buffer whenattacks 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. Eachtime 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'llbe 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 afterhe suffers enough damage, so get your paladins after him and watch the combatso you can heal as needed. Also, each time he summons creatures, they'll startout in a bunch, and that's when you should hit them with a lightning stormspell. Since the creatures won't have many hit points, one storm should eitherkill them outright or severely wound them making them easier kills for yourother units.

Once you destroy all six altars to krolm, the mission will end. If you'reorganized, 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 sincethey'll go out and attack lairs on their own, and you'll only have so muchmoney to call them back with call-to-arms.

9.2. Balance of Twilight------------------------

Objectives:

1. Find and restore the ancient sage2. Resanctify the Shrine of Light3. Destroy the black phantoms

My Best Time:

46+ days

Walkthrough:

It will take three days before creatures will start attacking you, but oncethey 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 ofthe black phantoms, you won't really have a choice for this quest; you'll haveto use dwarves, and you'll have to get to them as quickly as possible.

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So, to start out, build a ranger guild. Then, while you're training fourrangers, build a second marketplace and an inn, and research and upgrade theblacksmith. Once you have four rangers, upgrade the palace to level two, andthen research and upgrade the blacksmith again to make it level three. Dwarvesshould become available, and so you should add their settlement as quickly aspossible. Place it on the perimeter of your kingdom, somewhere near the

middle.

After three days, all of the lairs on the map -- and there are several -- willstart producing creatures, so you'll have about three and a half days beforethey'll arrive. Your dwarven settlement should already be in place, but itprobably 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 thegoblins while your dwarven settlement and ballista towers take out the trollsand werewolves.

After four days, the Shrine of Evil will show up on the map. Mark its locationwell because from now on three black phantoms will continually attack your

base. Killing them will only send them back to the shrine to repeat theprocess. The phantoms will travel in a straight line when they move from theshrine to your base, so figure out where they'll attack and put some ballistatowers there. If your dwarven settlement is close enough to help out, thenyou'll only need two or three ballista towers (plus the settlement) to defendagainst the phantoms.

Now that you know where the black phantom attacks will come from, startexpanding your base (avoiding the phantom area). The dauros / agrella templeduo is probably the best choice here because you'll need to be proactive duringthe remainder of the quest, both in exploring the map and destroying lairs. Besure to keep your ranger guild full, and also build a rogue guild so you'llhave 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 toresurrect him. So while you're building up your base and creating heroes, alsobuild a third marketplace, and then, once you've cleared away enough lairs, addan 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 Shrineof Light. You won't be able to cast winged feet on him, so you'll just have towait for him to trudge his way across the map. Once the wizard enters theshrine... I don't know what happens. The game always crashes at this point forme. But the remainder of the quest should be pretty easy because all you'llhave to do is kill the phantoms, and you'll have been doing that for the entirequest.

******************** 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 anywhereFill this bag: receive 10,000 gold

Give me power: all spells become availableGrow up: selected hero receives five levelsPlanet fargo: hear a funny song (Majesty NE only)

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Victory is mine: win the quest

******************** 11. EASTER EGGS ********************

Select a unit or building and press the "-key. You'll usually hear somethingfunny.

************************ 12. VERSION HISTORY ************************

Version 1.7-----------

Submitted:

June 14, 2001

Notes:

Added a walkthrough (of sorts) for the downloadable quest ``Balance ofTwilight'' (9.2).

Version 1.6-----------

Submitted:

April 21, 2001

Notes:

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 Clashof Empires'' (6.1). Also improved the walkthrough for ``The Siege'' (7.3).

Version 1.5-----------

Submitted:

April 12, 2001

Notes:

Expanded the introduction. Improved the walkthrough for ``The Fortress ofIxmil.''

Version 1.4-----------

Submitted:

April 11, 2001

Notes:

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Added the two master Majesty NE quest walkthroughs. Added cheat codes and aneaster egg.

Version 1.3-----------

Submitted:

April 10, 2001

Notes:

Added the remaining two advanced Majesty NE quest walkthroughs. Added the fourexpert Majesty NE quest walkthroughs. Added a table of contents.

Version 1.2-----------

Submitted:

April 7, 2001

Notes:

Added a technical note regarding Majesty NE. Updated the money gameplay tip toinclude trading posts. Set up the document to support Majesty NE. Added threeadvanced Majesty NE quest walkthroughs.

Version 1.1-----------

Submitted:

February 17, 2001

Notes:

Fixed some doc-to-txt tabbing ugliness.

Version 1.0-----------

Submitted:

February 16, 2001

Notes:

Initial version. Added walkthroughs for the advanced and expert questsincluded with Majesty FKS as well as a walkthrough for the downloadable quest``The Wrath of Krolm.''

******************************** 13. PERMISSIONS AND UPDATES ********************************

This guide may be posted on any web site as long as the text is not changed andas long as I am informed of the posting. I will always submit new versions to

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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