Solution for Majesty: The Northern Expansion 

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1. Scions of Chaos



Difficulty - Beginner 
Objective - Kill the enemy Priestess, WoD, and Cultist - all Level 35.

Starting Forces - Outpost, Magic Bazaar, and Temple to Fervus

Starting Gold - 20k



 
This is the first quest in Majx, and also the only 'Beginner' Quest. The 
objective is straightforward - destroy the three elite heroes that are in the 
region.

Start by building a warrior guild away from the center of the map and recruiting 
Cultists. The Priestess attacks first, so the Cultists you recruit and their 
charmed monsters provide much needed cannon fodder while the warrior guild is 
constructed, and WoDs are recruited.

The WoDs will protect the Fervus Temple at all costs, so getting them to go after 
the Priestess isn't a problem. However, a single low level WoD will get crushed 
by a level 35 Priestess, so the trick is to get all 4 WoDs out, then invoke Call 
To Arms once she starts attacking the Fervus Temple. As soon as she starts 
attacking a WoD, start recruiting Cultists again to wear her down quicker. 
Replace any dead WoDs or Culists, and use Call to Arms at will.

Once the Priestess is defeated, the Cultist will attack with a horde of small 
minions. The WoDs should make quick work of the situation with the help of 
Cultists charming some of the enemy monsters. Again, replace any dead heroes.

Finally, the enemy WoD will attack by himself. Beware of his howl attack as all 
affected heroes will flee. Either use Call to Arms or heal individual WoDs to get 
them back in the action. Because of the Super Strike ability of WoDs, many of 
your heroes should perish while trying to take him down. However, simply recruit 
fresh heroes and you will eventually prevail because you are given so much gold 
to start.


Average Quest Time - 10 Days
Strive For - 5 Days



2. Urban Renewal



Difficulty - Advanced 
Objective - Destroy all 'red' buildings. This includes Bungalows, Rogue Guilds, 
Goblin Structures, Inns, Lounges, Gambling Halls, and Statues. No Rogue Guilds or 
Bungalows can be built. 

Starting Forces - - Level 2 Palace, Level 2 Magic Bazaar, and Level 1 marketplace 

Starting Gold - 10k



 
This quest is similar to the Elven Treachery Quest in the original Majesty. The 
only enemies to attack your are Goblins, Ratmen, Warriors, Elfs, Rogues, and a 
few Barbarians, however, they attack in large numbers and early!

Because you have such little gold to start, you need to maximize the output of 
the gold you have. Priestesses are perfect since they are cheap and produce 
skeletons - the best dodgers in the game. Since you start with a Level 2 Palace, 
build a Krypta Temple immediately, and recruit 4 Priestesses while researching 
and upgrading the marketplace to Level 3. While the Level 2 research is underway, 
build two or three inns in the opposite corners of the Krypta Guild. That way, 
Priestesses will have shorter to flee, and you will have some additional money 
making buildings. Take the inns off the tax route.

Once the Priestesses are in the field, they should make quick work of the 
wandering enemies, and summon all their skeletons. Use wither on pesky elves if 
needed. Now it's time to start flagging buildings.

Place 100 gold flags on a couple nearby buildings. Your Priestesses will 
eventually be attracted to them. While waiting for Priestesses to respond to the 
flags, build a Sorcerer's Guild. Upgrade it to Level 2 when complete.

Once any guild or inn is destroyed, a group of 5-6 rogues and elves pop out. If 
your Priestesses are without any skeletons, cast a Chain Lightning on any one of 
the attackers. It should kill them all; if not, the Priestesses will finish them 
off no problem. Repeat this process with other surrounding guilds, but make sure 
to make one of the rewards higher if it is far away from the Priestesses. If you 
are ever strapped for gold, tax the inns and Krypta guild once.

When the map is almost cleared, a large group of Goblins will attack. This 
includes Goblin Champions, Warriors, and Priests. Take all attack flags down once 
they show up. You will need your Priestesses 'Defending the Realm' to defeat 
them. Again, Chain Lightning works wonders in quickly weakening the Goblin swarms.

Upon thwarting this final attack, build a Ranger Guild and recruit a couple 
Rangers to explore the remainder of the map. Chances are you need to find another 
guild or two. Flag and destroy these buildings, and go on to the next quest!


Average Quest Time - 20 Days
Strive For - 15 Days




3. Rise Of The Ratmen



Difficulty - Advance 
Objective - Kill Rhoden, King of the Ratmen, and eliminate all broken sewers. 
Starting Forces - Level 2 Palace, Ranger Guild, Level 1 Marketplace, and an inn. 
There are numerous other buildings around the map, but they get destroyed early 
(includes 2 trading posts, 2 blacksmiths, 12 houses, a royal gardens, and another 
inn. 

Starting Gold - 15k



 
Because you start with so many buildings, you are 'given' many extra sewers all 
around your kingdom. These sewers will all spawn different types of Ratmen 
throughout the entire quest, and they make quick work of your outlying buildings.

Since there will be plagues of Ratmen attacking you, it is wise to recruit 
strong, quick melee heroes with good dodge and defense - Paladins. You start with 
a Level 2 Palace, so build a Dauros Temple at the beginning while recruiting 
Rangers and upgrading the marketplace to Level 2. Chances are, the Rangers won't 
last long against the initial onslaught. No matter, the goal is to get the Dauros 
Temple erect and start on a Warrior Guild after it is complete.

Assuming you get the Dauros Temple up and the first wave fought off, you should 
be down to just the buildings around your palace and a bunch of sewers scattered 
all around the kingdom. Start recruiting Paladins as soon as the Warrior Guild is 
finished, and build a Rogue Guild to allow the Rangers to get poisoned weapons, 
which aids them tremendously against their opposition. Remember to upgrade the 
Rogue Guild to Level 2 upon completion.

One of the major onslaughts will be heading to your town about the time the Rogue 
Guild is finished. This is arguably the biggest test of the quest. Let the Ratmen 
have their way with any building except the Guilds. If a Guild falls, the heroes 
will leave Ardania, and you will be in real trouble. Once a Ratman attacks the 
palace, all heroes will go into 'Defending the Realm' mode, and will eventually 
triumph over the weaker Ratmen. However, many Ratman Shamans are in this group, 
and will cast 'Slow' on everyone, which lasts a long time.

After this wave is defeated, it is time to gather more troops. The options are 
another Warrior Guild, or upgrade the Palace to Level 3 and go with Solarii or 
Adepts. Although the Solarii are physically superior to Paladins, there is not a 
Call To Arms feature on their guild, which is imperative for this quest since 
attacks are frequent and random. Since your heroes will all have a ton of gold 
from all their kills, build a blacksmith before the second Warrior Guild, and 
research weapons and armor while the Warrior Guild is underway. Recruit 4 more 
Paladins when finished, and extort if necessary.

The waves of Ratmen will get more vicious, but the Monks and Paladins should be 
able to handle them without difficulty. Remember to use the Call To Arms function 
whenever a wave of Ratmen all go after a Warrior Guild. Don't underestimate the 
revenue that the blacksmith produces in this quest - continue researching and 
upgrading the blacksmith to accumulate more gold and allow your heroes to 
purchase better weapons.

On the beginning of Day 24, Rhoden appears with a horde of Ratapults and Ratman 
Champions. Also, eight broken sewers appear next to your palace and numerous 
Ratmen pour out of them. It is a long and enduring fight to chop through all the 
Ratmen, but once you are through, Rhoden submits with little difficulty (he only 
has 200 HPs). 


Average Quest Time - 28 Days
Strive For - 25 Days




4. Fortress of Ixmil



Difficulty - Advanced 
Objective - Destroy Ixmil's Fortress.

Starting Forces - Level 1 Palace, 2 Guardhouses, Level 1 Blacksmith 

Starting Gold - 12500



 
The object seems simple enough - destroy Ixmil's Fortress - however, it isn't 
quite that easy. Not only does Ixmil's Fortress appear and disappear at random 
times and random locations, it is also heavily guarded by numerous Daemonwoods 
and Flowering Strangleweed, and even fires magical bolts at nearby heroes. If 
that isn't enough, there are large hordes of Minotaurs, Shadowbeasts and/or Rust 
Spitters that attack whenever Ixmil's Fortress arrives, and the monsters guarding 
the Fortress are all reborn whenever the Fortress appears again. 
At the outset, gold is hard to come by since you don't start with a marketplace 
or much gold. Maximizing the use of the starting 12500 is crucial to winning this 
quest. With that said, your priority is to get to a Level 2 Palace to get an 
Elven Bungalow and some Paladins to deal with early critters - goblins and 
ratmen. 

Build a Rogue Guild and recruit 4 rogues after it is complete. Research Level 2 
Weapons and Armor at the blacksmith, and research arrows at both guardhouses 
while the Rogue Guild is being built. After done, while recruiting the rogues, 
place a marketplace near the palace entrance, and upgrade it whenever research is 
complete. Get an inn up too before all the rogues are recruited. That way, you 
can instantly build a Bungalow when the palace renovations are finished. After 
the 4 rogues are recruited, upgrade the palace to Level 2, and simultaneously 
build a Dauros Temple and Bungalow after upgraded. Be careful not to recruit any 
Monks since gold is now running low, and you need to save for the Warrior Guild 
and Paladins. 

Gold is easier to get once the Bungalow is complete. Get the Warrior Guild up, 
and dedicate all gold to Paladins, which cost 1000 gold each. After all four are 
recruited, you should have the area secure and you can save some gold. 

After saving up about 2000, drop a 2nd marketplace in a convenient location (i.e. 
near a Guardhouse) and research and upgrade it whenever possible. Get up another 
inn so you can get a fountain for an extra tax collector. 

Now the gold will be rolling in, and it's time to fill the guilds. Start 
recruiting Monks, and depending on the situation, build a second Warrior Guild 
for 4 more Paladins, or wait and upgrade the Palace to Level 3 for Solarii. 
Either way, you should have enough time to get at least four more melee heroes. 
The eight of them together can handle the Shadowbeast and Rust Spitter wave that 
is soon to strike. 

Once the palace is up to Level 3, gold is no longer a problem, and you have six 
peasants, so start building supplemental guilds (i.e. Rangers Guild, Agrela 
Temple, more Warrior Guilds, Helia Temples, etc.) as well as a Magic Bazaar and a 
Sorcerer's Abode. Also, upgrade the Rogue Guild to Level 2. 

It takes about 16 to 20 heroes to seriously challenge Ixmil's Fortress, and you 
will need the Change of Heart spell from the Sorcerer's Abode to keep fleeing 
heroes in action against the Daemonwoods guarding the Fortress. Make sure to 
place an attack flag on a guarding Strangleweed first to attract all melee heroes 
to the Fortress. If the Fortress happens to disappear while you are taking it 
down, you will have to fight off another wave of Shadowbeasts and Rust Spitters 
before getting to attack it again, days later. 

Eventually, you should have 3 Warrior Guilds and 3 Helia Temples all full, and 
they should all form a huge war party attacking anything you flag. Next time the 
Fortress arrives, simply flag a Strangleweed for 1000 gold, and your heroes 
should intercept the wave of critters heading to your town, slay them, and 
continue to the Fortress, leaving nothing alive in their path. 

Average Quest Time - 30 Days Strive For - 15 Days



Average Quest Time - 30 Days
Strive For - 15 Days




5. Valley of Serpents



Difficulty - Advance 
Objective - Destroy all the Snake Pits in the region. You must also ensure at 
least one Bungalow is erect at all times. Bungalows are randomed added throughout 
the quest. There are no houses, sewers, or graveyards in this quest.

Starting Forces - Level 1 Palace, Level 1 Magic Bazaar, Level 3 Sorcerer's Abode, 
Level 1 Temple to Lunord and 4 Adepts, Level 1 Agrela Temple and 4 Healers, Hall 
of Champions, Inn, and one Bungalow

Starting Gold - 20k



 
All of your starting buildings are located near the palace with one exception - 
the Bungalow. Since one of the objectives is saving at least one Bungalow from 
destruction, you need to secure the area near the Bungalow on the opposite side 
of the map. Destroying all of the Snake Pits in the region is not nearly as 
difficult as saving the Bungalows from assault.

Periodically, friendly reinforcements will enter your region from the map edges. 
Usually, this consists solely of elves, but there are also more powerful heroes 
that join you. Unfortunately, when the heroes arrive, so does a wave of monsters 
with one priority - destroying your Bungalows.

At the outset of the quest, you are given 4 Healers and 4 Adepts, so you can 
upgrade the palace immediately. Because of the Call to Arms feature, you will 
need heroes from a Warrior Guild protecting the sole Bungalow on the other side 
of town. Given you already have Agrela, Paladins are the natural choice. Since 
you will have many Elfs in your kingdom, research Fire Balm at the Magic Bazaar.

The first wave of Gorgons and Medusae target your Bungalow all the way on the 
other side of town very early in the quest, so you need to get the Warrior Guild 
and a Dauros Temple up as soon as possible. Upgrade the palace, building a 
blacksmith right before the renovations are complete. You should place it near 
the palace in a direct line with the Bungalow. Make sure to build it before 
peasants go back into the palace - every second counts! Research weapons and 
armor at the blacksmith.

After the blacksmith is complete, the Adepts should have uncovered the terrain 
around the Bungalow, so build a Warrior Guild as close to it as possible. Use 
Winged Feet on peasants to get them to the other side of the map quicker. Since 
all 4 peasants are out there building the Warrior Guild, build a Dauros Temple 
when it is complete.

As soon as the Dauros Temple is complete, start recruiting Paladins. Let the 
peasants walk back near the palace, then build a marketplace, but only research 
healing potions. You need a Warrior Guild near your palace for easy access to 
Paladins when needed later. After the second Warrior Guild is complete, recruit 
one or two Paladins, depending on gold, and build an inn near the blacksmith 
which you should now upgrade to level 2 - this is your primary income producing 
structure in this quest.

At about this time is when the first wave of Gorgons and Medusae arrive. 
Carefully flag a Medusa heading to the Bungalow for 200, and about 3-5 seconds 
before they arrive, use Call to Arms on the distant Warrior Guild. The Paladins 
should respond effectively, and your peasants will head out to fix the Bungalow. 
If you need to, cast Change of Heart on a fleeing Adept, or use Call to Arms 
again on the Warrior Guild. After victorious, the Paladins will upgrade their 
weapons and armor.

Once the fight is complete, you need to start working on upgrading the 
marketplace to level 3. If you haven't already, research market day, and upgrade 
it to level 3. Once gold permits, fill the second Warrior Guild with Paladins.

By this time, about six to eight Elfs have already arrived in your kingdom, and 
additional Bungalows are popping up to house them. To increase their 
effectiveness, and to allow for Extortion, build and upgrade a Rogue Guild to 
Level 2. Poisoned Elfs are deadly to the main monsters to follow - Gorgons and 
Ice Dragons.

After the Rogue Guild is up to Level 2, you should have gotten a notice that 
friendly Gnome Champions are heading to to town, one of which is a Gnome Mage 
capable of casting all Wizard spells! They are running from a group of numerous 
Gorgons and three Ice Dragons.

Depending on which Bungalow the Ice Dragons target, use a 300-500 attack flag on 
one of them, and time the Call to Arms of the appropriate Warrior Guild 
accordingly. Don't worry if the Ice Dragons destroy the outlying Bungalow - there 
are more in town now. Again, don't be shy in casting Change of Heart on fleeing 
Paladins. You need every one of them!

Assuming you handled them, you will need a third Warrior Guild to protect the 
other side of town. Gold should be rolling in from the marketplace and 
blacksmith; remember to tax the inns once in awhile. Get the Warrior Guild up, 
and recruit 4 more Paladins.

It should be relatively peaceful now, so it's time to start targeting the Snake 
Pits. Everytime a new wave of monster comes, it creates additional Snake Pits, so 
flag them in groups at a time. Remember to flag a monster near the Pits to 
attract the Paladins.

The next set of heroes to arrive in your kingdom are 4 Dwarfs, two of which are 
Dwarven Monks - formidable heroes. Once they arrive, stay on top of flagging Ice 
Dragons and using Call to Arms. Once this wave is beaten back, flag and destroy 
the remaining Snake Pits. If more enemies arrive before you destroyed all the 
Snake Pits, remove the flags from the Pits, and target the Ice Dragons. You 
should have a commanding army of 12 Paladins, 4 Dwarfs, 15+ Elfs, Healers, 
Adepts, and Monks to defend the Bungalows. After defeated, destroy all the Snake 
Pits.


Average Quest Time - 25 Days
Strive For - 15 Days




6. Darkness Falls



Difficulty - Expert 
Objective - Destroy the lairs Styx and Stones rest in, and kill them both. 

Starting Forces - Level 1 Palace, Warrior Guild, Level 3 Magic Bazaar. No Dwarven 
Settlements may be built. 

Starting Gold - 15k



 
Although labeled as an expert quest, Darkness Falls is really not very difficult. 
The only catch to the quest is that Styx and Stones have to both be killed within 
a certain time frame. If one lies dead for more than a game day, he or she will 
be resurrected with full hit points.

Finding their lairs is a priority since the Ancient Tombs that reside in the 
region will continually spawn Shadowbeasts - tough foes in groups. Therefore, get 
a Rangers Guild built and recruit Rangers to explore. Research Fire Balm at the 
Magic Bazaar for the Rangers to use - it will prolong their lives tremendously. 
After the guild is complete, build a marketplace by the palace and research and 
upgrade it whenever possible.

Right before the palace renovations are finished, build an inn. This will not 
only allow access to a Bungalow, but prevents your peasants from going into the 
palace with nothing to do. After the inn is complete, simultaneously build a 
Krolm Temple and Bungalow. Now that you get six Barbarians per Krolm Temple, they 
are super efficient given their cost and output. The Bungalow will supply your 
marketplace with much needed gold for constant RoKs.

After the Krolm Temple is complete, start recruiting Barbarians, and saving for 
the 2nd Ranger Guild. Rangers love to 'Follow and Support' Barbarians, so the 
more the merrier. The additional Rangers will easily uncover both lairs that Styx 
and Stones reside in. Also replace any dead Barbarians. Their strength lies in 
numbers, so keep em coming.

From here, there are two main choices: build and upgrade a Rogue Guild to Level 
2, or build a second Krolm Temple. If you want to destroy one of the lairs now, 
build and upgrade the Rogue Guild. If you want to take both out at the same time, 
build another Krolm Temple. (I recommend taking one out early. Fighting only Styx 
or Stones isn't bad if he is by himself, especially with eight poisoned Rangers 
about).

By the time you have defeated one of the objectives, you should have found the 
other. Flag the lair and place a bounty on a monster near the lair. This will 
attract all the barbarians. Now invoke RoK, and turn them loose. The lair should 
fall easily, and the Barbarians and Rangers should take down the other objective 
rather easily. Kill the first dead objective if he resurrected.


Average Quest Time - 18 Days
Strive For - 12 Days



7. Clash of Empires



Difficulty - Expert 
Objective - Destroy all red (Goblin) and Green (Ratman) Structures .

Starting Forces - Level 1 Palace, Level 1 Marketplace, Level 1 Fervus Temple, and 
Hall of Champions 

Starting Gold - 15k



 
This quest takes place in a stretch of land dominated by Ratmen and Goblins. 
Historically, these two races do not get along, and this quest is no exception. 
Unfortunately, your settlement lies directly between the two, and your turf is 
where the majority of battles take place between them.

The creators were gracious with starting forces. Having a level 1 marketplace and 
a Temple erect to start gives you a chance to make a quick, booming economy. 
Therefore, build a second marketplace right outside the palace entrance while 
researching and upgrading the first marketplace, and recruiting four Cultists.

After the Cultists are recruited, upgrade the Palace. By this time, you should 
already begin to see a few Goblin structres, including Watchtowers. Flag any 
nearby Goblin building that is not protected by a Watchtower, and the Cultists 
should soon attack. Don't worry about replacing any dead Cultists; they have 
already served their purpose - allowing you to upgrade the Palace.

When the Palace renovations are complete, you should have enough time to build an 
inn and a Bungalow consecutively. Afterwards, assuming both marketplaces are 
level 3, it's time to get more heroes to deal with the impending doom to hit your 
settlement. Your choices are to build a Krypta Temple, or a Warrior Guild. I 
generally choose the latter since Goblins attack in hordes, and the WoDs now have 
the Howl Attack ability, which damages all adjacent enemies. Build the Warrior 
Guild just South of the first marketplace.

Babysitting the WoDs with healing spells is mandatory until they reach level 4 or 
5 and have enough hit points to fend for themselves. If you have 600 excess gold, 
build a guardhouse near the first marketplace to the Northeast of the Palace. 
Your first priority, however, is to ensure WoDs are constantly being recruited.

Just when things appear to be calming down, a letter appears at the palace 
stating there are numerous broken sewers now. Sure enough, three broken sewers 
appear with all types of Ratmen pouring out, and most of them targeting the first 
marketplace. This is where the guardhouse becomes key as it will distract a few 
Ratmen, hopefully long enough to allow the peasants time to repair the 
marketplace before the Ratmen take it out. Consider flagging one of the Ratmen 
and using Call to Arms on the Warrior Guild to get the WoDs in on the action.

Soon after the Ratmen fall and their sewers are destroyed, another note will 
arrive at the Palace saying Goblins have erected Watchtowers around. The 
Watchtowers that appear will both be located near the Warrior Guild, so invoke 
Call to Arms, and the WoDs should take them both down without problem. Again, use 
healing liberally as you don't want to lose any WoDs.

The rest of the quest is fairly straightforward. If you saved your first 
marketplace during the Ratman invasion, you should have more than enough gold to 
build a Krypta Temple and second Warrior Guild. Place them on the North side of 
town as the Goblins are considerably weaker than the Ratmen. If you were not 
fortunate enough to save the marketplace, gold will take longer to acquire, but 
not too terriby much longer. Tax the inn and all of the Guilds once. Since WoDs 
rarely buy anything, their Guild gets filled with gold quickly. Now you should 
have enough to gather more forces and deal with the enemies.

It takes awhile to defeat all the lairs, but at least there is never a threat to 
your kingdom.


Average Quest Time - 25 Days
Strive For - 15 Days



8. Legendary Heroes



Difficulty - Expert 
Objective - Destroy all Ancient Barrows within 30 days or lose.Only one hero is 
allowed per guild. All heroes start out at a very high level. It takes fewer 
heroes to upgrade the palace to Levels 2 and 3.

Starting Forces - Level 1 Palace, Level 1 Marketplace, Level 1 Helia Guild, Level 
1 Rogue Guild, Level 1 Sorcerer's Abode, Royal Gardens 

Starting Gold - 10k



 
In Legendary Heroes, there are there are six Ancient Barrows that you must seek 
out and destroy. Like The Wrath of Krolm, the most difficult quest from the 
original Majesty, destroying an Ancient Barrow unleashes a horde of terrible 
monsters. Each wave also greets you with an earthquake in your town. Time is of 
the essence; you lose after 30 days.

Unlike any other quest, only one hero is allowed per guild, but every hero starts 
at a high level - anywhere between 10 and 19. Since you start with the ability to 
recruit a Solarus and Rogue, do so immediately - it won't be long before you get 
attacked. Research and upgrade the marketplace whenever possible, and place a 
second marketplace in a convenient location, making sure to zone efficiently. 
After built, research healing potions and market day. but don't upgrade it, and 
build a blacksmith. It will help save for the palace and marketplace upgrades.

A wave of goblins attacks your settlement early, sometimes before your heroes get 
healing potions. Using 100 attack flags, target a couple in the middle of the 
swarm. The Solarus should respond quickly. Being a high level hero, she quickly 
disposes of them. You may want to take everything off the tax route while the 
goblins persist; Tax collectors are not safe while they are in town. Remember to 
put marketplaces back on the tax route after the goblins are dead, and consider 
taxing the royal gardens once.

Upgrade to Level 2 Palace as soon as gold allows. Your next priorities will be an 
inn and a Bungalow - the gold bonus is mandatory in this quest. After both are 
complete, start getting your second marketplace to Level 3.

Every so often, dragons and rock golems will pay a visit to town. Your Solarus 
can handle the dragons one-on-one, and usually the rock golems too. Put a 300 to 
500 attack flag on one of them to attract her to the scene. If she dies, 
instantly replace her.

When there is no attack flag to respond to, the Solarus actively seeks out the 
lairs on the map, and raids them. This does not bode well since destroying a 
Barrow results in an earthquake and enemies all over town. If you are totally 
desperate for gold, dismiss the Solarus before she destroys a lair. Try to keep 
an attack flag of at least 200 on a monster at all times. This way, she won't 
raid the lairs.

You should be economically sound enough to spend some cash. Build a third 
marketplace when gold allows. Make sure to zone it well, you need to build a 
fourth marketplace soon. Research and upgrade it when complete, and get the 
guardhouse in the middle of the marketplaces underway.

Meanwhile, the only heroes you have are a Solarus, an Elf, and a Rogue. Assuming 
you have kept attack flags on monsters, your heroes should have upgraded their 
weapons and armor, and are unstoppable. Enemy monsters do not pose much of a 
threat in this quest. Make sure to keep flagging!

Once the third marketplace gets upgraded to level 3, the gold should be pouring 
in. To ice your economy, build a 4th marketplace, and a few inns around the 
guardhouse and marketplaces. This will let you have an extra fountain - tax 
collectors are important in a roaring economy. Research and upgrade it as soon as 
soon as possible.

Your economy is now prepared to finance the rest of the campaign, which revolves 
around wizard sovereign spells. Get a Wizard Guild up and recruit the wizard when 
complete. It's a good idea to build a library and research fire blast too. Even 
though a high level wizard, he usually perishes without it.

Upgrade the Wizard Guild to levels 2 and 3 when possible, and get one or two 
Ranger Guilds. Liberally place wizard towers all around your town to get better 
spell access. You will eventually need it everywhere on the map.

After recruiting the rangers and upgrading the Wizard Guild to level 3, use 
Supercharge and Reveal Terrain in conjunction to uncover unexplored parts of the 
map. Build Wizard Towers in newly discovered areas. Repeat this process until you 
have uncovered all six Barrows.

Gold should be rapidly accumulating, allowing you to build anything. If you 
haven't already, upgrade the Rogue Guild to get the Extortion bonus. Your target 
is 40,000 gold.

After uncovering all six Barrows, start assigning them to hotkeys (F2-F9). When 
you get to 40,000 gold including Extortion, save the game. You will want to 
relive the memory.

Carefully Extort, Supercharge, and begin lightning bolting one of the Barrows. 
When it falls, target the next Barrow and repeat. The earthquake can be heard and 
seen, adding intensity to the situation. When the last Barrow falls, you win the 
quest.


Average Quest Time - 28 Days
Strive For - 18 Days




9. The Siege



Difficulty - Expert 
Objective - Either Destroy Borjin's Palace, or cut off his gold supply. 

Starting Forces - Level 1 Palace, Ranger Guild with 2 Rangers, Warrior Guild with 
2 Warriors, Agrela Temple, Level 1 Blacksmith, and 5 guardhouses (3 on town 
perimeter). No Wizard Guilds may be built. 

Starting Gold - 12500



 
This is the reknowned quest where you face off against a computer controlled 
kingdom. The quest can be beaten in two ways: simply destroying the enemy palace, 
or killing sufficient caravans to prevent Borjin from having any gold. Obviously, 
the former is much more enjoyable, but chances are, you will accomplish the 
latter first without even trying.

Because you start with four heroes, the palace can be immediately upgraded on the 
outset of the quest. Upgrading the palace first not only grants access to Level 2 
Temples, but will also double your workforce, and fill the marketplace with 
additional gold. Right before the upgrade is finished, build a marketplace right 
next to the palace entrance.

The main opposition you will originally face are Warriors and Elves. Later in the 
game, the computer will also recruit Priestesses, Cultists, Wizards, and Adepts 
to join in the fracas. Fortunately, the only Sovereign Spells that Borjin casts 
are Lightning Bolt, Lightning Storm, and Reanimate, so Wither is not a problem.

Back at your settlement, it is a good idea to start recruiting the final two 
Rangers, and all four Healers. Warriors, Healers, and Rangers all follow each 
other around, so war parties are not difficult to form. Once a Healer joins a war 
party, the accompanying Warriors and Rangers will rarely perish since her 
priority is healing them.

The Guardhouse located in the center of the town perimeter is the focal point for 
all enemy attacks. Therefore, researching arrows at that Guardhouse should be a 
priority. Elves will generally run from it, and your Warriors should be naturally 
attracted to the enemy Warriors that insist on pounding on the Guardhouse. It is 
a good idea to take this Guardhouse off the repair route since your peasants are 
far away from it, and the chances of it falling are slim.

Meanwhile, after your first marketplace is complete, immediately build another 
one on an adjacent side of the palace, and build an inn. Having two Level 3 
marketplaces and elves will allow you to accumulate more gold than you can spend, 
and since there is no short-term risk to your buildings, an early booming economy 
will allow you to devastate the opposition in the shortest time. Make sure to 
research and upgrade the marketplaces whenever possible, and build a Bungalow 
after the inn is complete.

You should have run out of gold by this time. Luckily, the marketplaces will both 
ring about 500 gold each, 4 times per day, so the gold is flowing in the treasury 
nicely. As soon as you have saved enough for a Dauros Temple, build it. Don't 
recruit Monks though, instead, recruit 2 Paladins from the Warrior Guild; they 
will easily handle the threat posed by the Warriors and Elves. Flag a nearby 
enemy for 200 gold and watch the Paladins go to work!

Now that you are reasonably comfortable both economically and militaristically, 
you can now concentrate on the crucial battle point - your Guardhouse.

If it is under assault, and you are overmatched, build a second Warrior Guild 
nearby. Assuming no buildings need repairing or upgrading, this will attract all 
four peasants, and it should get built relatively quickly.

If your Guardhouse is not under assault, build an Outpost near the Guardhouse to 
get a few more peasants and guards.

Either way, you should now have enough gold to upgrade the palace to Level 3. 
This should be the last time your peasants are near the palace since all future 
buildings will be by the outpost, close to the enemy. After the upgrade is 
finished, build a Temple of your choice near the Outpost; I recommend a Helia 
Temple for Solarii, the most powerful heroes in the game at an inexpensive price. 
After it is complete, consider placing another one nearby, and recruit Solarii. 
It is also important to get an inn up on the front lines. That way, heroes won't 
have to flee far if they run from a fight.

After the Solarii are all recruited, it is time to take the offensive. The first 
target should be the small enemy settlement directly in front of your Guardhouse. 
This is composed of a Warrior Guild, 2 Bungalows, and a Level 2 Guardhouse. 
Because Borjin will cast Lightning Storms, it is a good practice to hotkey your 
melee heroes now. Be prepared to cast Sovereign Healing on them when needed. 
Also, don't forget to use the Call to Arms function of the Warrior Guilds to save 
Paladins from death.

Upon placing attack flags on key enemies and structures, build another Ranger 
Guild and a Rogue Guild near the front lines. This will assist you with the large 
battle that will shortly ensue. Don't forget to upgrade the Rogue Guild to Level 
2 for poison!

Once your heroes arrive on enemy turf, the most intense battle of the quest 
begins. Many dead enemy heroes will be constantly resurrected, which doesn't 
allow you access to the enemy Priestesses and Wizards that are tearing your 
heroes apart from long range. Flagging all magical heroes should prompt the newly 
recruited Rangers and Rogues to take action against them. You should triumph in 
one or two Ardanian Days.

Once all these building are eradicated, the rest is downhill. As previously 
indicated, chances are that Rangers will find and destroy enough caravans to give 
you a victory. You can either continue on to the next quest, or continue playing 
and destroy the enemy palace. If you choose to take out the palace, it is wise to 
first destroy the wizard guild to eliminate the threat of enemy Sovereign Spells.


Average Quest Time - 24 Days
Strive For - 12 Days




10. Vigil of A Fallen Hero



Difficulty - Master 
Objective - Find and destroy the Abomination. No guilds, abodes, Magic Bazaars, 
or Fairgrounds can be built.

Starting Forces - Level 3 Palace, 3 houses, and one of each of the following 
heroes: Adept, Barbarian, Cultist, Dwarf, Elf, Healer, Monk, Priestess, Ranger, 
Rogue, Warrior, Wizard. All heroes start at level 10.

Starting Gold - 10k

 




The objective is twofold; first, you must find the Abomination that wanders 
about, then you must kill it. Numerous undead plague the region making it 
difficult to manuever across the map, especially with the exploring ranged heroes.

In this quest, you start with an array of powerful heroes. Unfortunately, no 
guilds can be built, thus, no additional heroes can be recruited or replaced - 
the heroes you start with will be the heroes you win with. Therefore, it is a 
good idea to equip them with items early. Building a marketplace and a blacksmith 
is a must at the outset. It is also a good idea to build a Hall of Champions, 
since not only can your heroes visit to gain vital boosts to their maximum hit 
points, the bounty feature proves to be key early on when wandering Greater 
Gorgons, Minotaurs and Shadowbeasts attack your settlement.

Hidden in the region are numerous buildings that aid you in this quest, including 
three Outposts, a Level 3 Sorcerer's Abode, a Magic Bazaar, and two Trading 
Posts. Protecting the Sorcerer's Abode is absolutely essential to beating the 
quest because of the Change of Heart and Frost Field spells. The former is needed 
to force heroes to engage with the Abomination and to save heroes from imminent 
doom, and the latter for dealing with skeletons while bold ranged heroes uncover 
the map while chasing down explore flags.

Making gold is not an obstacle in this quest since there are few buildings you 
need and no new heroes can be recruited. Therefore, research and upgrade all 
possible items as soon as possible, not forgetting Amulets of Transportation - a 
key item in this quest. A simple one marketplace economy with a couple inns and a 
royal gardens easily suffices for a booming economy to finance the campaign. For 
added gold, build Trading Posts near the Outposts when you uncover them.

Start uncovering the map by using explore flags in the adjacent corners of the 
map. The Rogue, Elf, Dwarf, and Warrior will all be attracted to explore flags 
throughout this quest. Right before a hero gets to a distant explore flag, start 
placing small explore flags near the original one to allow the same hero to grab 
them all and maximize exploration. Once you find the Magic Bazaar and Sorcerer's 
Abode, which are located near each other, fortify the area with a guardhouse or 
two. Remember: keep the Sorcerer's Abode intact at all costs.

When the Elf or Rogue starts chasing an explore flag, watch carefully - there are 
many skeletons in the region that periodically spawn from lairs all over the map. 
When a ranged hero engages a skeleton, use the Frost Field spell. It will easily 
defeat multiple skeletons before the hero needs to use any healing potions. Don't 
worry about destroying the lairs; skeletons are easy pickings for most level 10+ 
heroes.

Once you have found the Abomination, take stock of your surviving heroes. If you 
have lost the Warrior, Dwarf, Adept, Monk, and Barbarian, it will be nearly 
impossible to defeat the Abomination because you lack the firepower. Even one of 
these heroes can win the quest for you. Regardless of who is left, slap a huge 
bounty on its head (5000+) and wait for heroes to charge it.

The most formidable heroes against the Abomination are the Dwarf and the Monk 
since each has great magic resistance against its attack. Once engaged, cast 
Frost Field on the hero to add extra damage. He should do a good job weakening 
him for other heroes.

If one of them dies, or flees and you don't want to use Change of Heart because 
it will spell death, the next best hero to use against the Abomination is the 
Warrior. Undoubtedly, the Healer will be following him around, healing him 
whenever he suffers even a single point of damage. She can easily keep up with 
healing the warrior while the Abomination unleashes his brutal attacks, which do 
about 50 hit points of damage with each successful blow. Make sure to use the 
Change of Heart spell if the Warrior flees from the 'Fear' attack of the 
Abomination.

Slowly, but surely, all surviving heroes should get their blows in on the 
Abomination and eventually defeat it.
