Majesty: The Fantasy Kingdom Sim (c) 2000 Cyberlore Studios, Inc. Walkthrough v1.0 by: TheStarbird e-mail: [email protected] website: http://www.rpgclassics.com/~hideout Copyright 2008 Eric Starbird This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. =============================================================================== To easily use this walkthrough, use the find option on your internet explorer and type in the exact title of the place you want to go to from the index. =============================================================================== Index: I. Introduction II. How to Play III. Buildings a. Palace b. Guilds c. Non-Human Homes d. Temples e. Defense Buildings f. Misc. Buildings g. Randomly Placed Buildings IV. Heroes V. Monsters VI. Spells a. Sovereign Spells b. Hero Spells VII. Items a. Weapons b. Armor c. Normal d. Special VIII. Quests a. The Bell, the Book, and the Candle b. The Forsaken Land c. Rescue the Prince d. The Barren Waste e. The Wizard's Curse f. Elven Treachery g. Hold off the Goblin Hordes h. A Deal with the Demon i. Free the Slaves j. Quest for the Magic Ring k. Quest for the Crown l. Quest for the Holy Chalice m. The Fertile Plain n. The Dark Forest o. Vengeance of the Liche Queen p. Brashnard's Ultimate Sphere of Power q. Tomb of the Dragon King r. Slay the Mighty Dragon s. The Day of Reckoning t. DOWNLOADED QUEST: The Wrath of Krolm IX. Tips & Tricks X. Cheats XI. Thanks =============================================================================== I. Introduction =============================================================================== Welcome to Ardania, home of magic and steel. It is this Kingdom that you shall rule as Sovereign and oversee your land as you see fit. Use money to command buildings to be built and heroes to recruit to help you on your quests. Majesty is THE Fantasy Kingdom Simulation game. This walkthrough will cover everything in the original version of the game, not the Gold or Northern Expansion (at least yet anyway). As mentioned, the goal of this game is to complete each quest how you see fit. This guide was made to give you advice on the best strategies that I used. You are always welcome to play how you like, especially if you like some certain heroes compared to others. =============================================================================== II. How to Play =============================================================================== Once you click on the map and input your name, you will see all the quests available to you. Click on one, hear the scenario, then accept or decline the quest. Once you are in your quest, you will always have a palace. This palace is VITAL to the game, as if it is destroyed, its game over. The game screen will look something like this: (note: Not to scale) _________________________________________ | |_C_|__9__|_______A______|__B__| | |_D_| | | |___| | | 3 |_E_| | | |_F_| | | |___| | | | G | | |________|___| | | | 1 | | | | | 2 | | | | | |__________v>| | | | | | | | | 4 | | | |__________________________| |____________|_____________6____________| |_____5______|__7__|______________|__8__| Key: 1. Main Screen - This is where you will do all of your work. Click on a building, hero, or enemy to get options onto screen 2. 2. Control Window - This is where you can find all the options for the unit you have selected. Use the v or > arrows to make the unit appear in either your Tracking Window (v) or your Main Screen (>) 3. Mini Map - This shows what you have explored so far in your quest. 4. Tracking Window - This window lets you see or keep track of a certain unit without the need of taking up your entire screen. 5. This toolbar at the bottom will let you scan through all types of heroes, henchmen, buildings, or reward flags 6. Sovereign Spells - These are YOUR spells. If you have the right Temple or a Wizard's Guild, and you have the money, you can cast the spell to aid your heroes. 7. Spells Button - Click this button to hide/unhide the Spell Toolbar 8. Options Button - Click on this to pause the game and to bring up some options. Pressing ESC does the same thing. 9. Treasury - This shows how much money you have A. Title Bar - This shows what quest you are on. B. Time - This shows how many days have passed and how much time in the day has passed. C. Toggle Terrain - Hides/Unhides Terrain on Mini Map. D. Zoom - Zoom in or out on your Main Screen E. Toggle Life - Hides/Unhides all Heroes life bars on Main Screen F. Toggle Name - Hides/Unhides all Heroes name on Main Screen G. Palace Button - Click on this to bring your Palace Menu onto the Control Window Though that is your Main Screen, the Control Window breaks down even further. _________________ |_______1_______| | |x| |?| | |___| 8 |_3_| |_2_| |_4_| |___|_______|___| |_______5_______| |_______6_______| | | | 7 | |_______________| 1. Unit Name - Shows Unit's Name 2. Hero/Henchmen Quantity - Shows how many units are recruited to the building. Not all buildings have it. Blacksmiths show what level weapons/armor you have here. Hero units will show their equipment here. 3. Level - This shows the Level of the building if it can have more than one. Not all buildings have this. 4. Upgrade Button - This allows you to upgrade the building if you have the money and all conditions to upgrade have been met. 5. HP Bar - This Shows the Unit's HP. 6. Gold/Type Bar- Shows how much gold a building has. For Heroes, it shows what type of Hero it is. 7. Unit Options - This is where you can check out what the unit can do or what stats a Hero has. 8. Picture - Shows picture of unit. x. Destroy Building - Use this button to destroy one of your own buildings instantly. ?. Shows information about the unit. On the left and right side of the HP bar will be the Rebuild buttons. The left shows Rebuild Once, which if highlighted blue, if the building should sustain damage, the henchmen will only rebuild once. On the right is the rebuild Cycle. If that is highlighted, then the henchmen will always attempt to rebuild it. The same goes for the left and right side of the Gold Bar. Left is Tax once, and left is Tax Cycle, which will make your Tax Collector go to that building once or always. The Palace will have 4 options: Statistics - Shows what you have done in this quest so far. Buildings - Shows list of available buildings to build Roster - Shows list of Heroes, Henchmen, and Buildings Rewards - Gives you the option to set up a bounty or explore flag to lure your Heroes to do your bidding. Guilds and Temples usually have 2 options or more, depending on the building. Heroes - Shows list of heroes in the guild. Recruit - For a price, recruit a hero to that building. A Warrior's Guild may have 2 of these, one for Warrior and one for one of the other two types, depending on the Temples that you build. Ability - At the bottom should be an ability that the guild uses. For example, for a price, you can use a Warrior's Guild "Call to Arms" or a Rogue's Guild "Extort". Other buildings usually have the following options: Visitors - Shows list of heroes/henchmen/enemies that are in the building. Research - Some buildings allow you to research certain aspects for the building to give you more options to the heroes. Heroes always have 3 buttons and one status screen below the Type bar: Spells - Shows what spells and enchantments the hero has. Items - Shows what items the hero has and how much gold and healing potions Stats - Shows the statistics of the hero Unlike Role-Playing Games, Heroes will do whatever they feel like doing. You can sometimes use their thought patterns and influence them to do what you need it to, but other times they will do what their nature tells them to do. If a guild or temple is destroyed, the heroes will sob around for a bit, then enter your palace and leave the Kingdom for good. That's the basics of the game. You will most likely learn more from the following sections and by just playing around a bit. Remember, all is not lost as long as you have your palace and some gold. =============================================================================== III. Buildings =============================================================================== Listed below are the buildings of the game. The following format will be used to describe all the buildings: Name: Name of the building Prerequisite: What is needed to get said building Multiplier: How much more the building costs if you build another of the same Level/Cost/HP/Effects: What it costs to build/upgrade building, the HP that it has, and what is gained by building/upgrading Abilities: Anything special the building can do Notes: Any additional notes ------------------------------------------------------------------------------- a. Palace ------------------------------------------------------------------------------- Name: Palace Prerequisite: None Multiplier: n/a Level Cost HP Effects 1 -- 550 2 Peasants, 1 Tax Collector 2 3000 750 4 Peasants, 2 Tax Collectors, 1 Royal Guard 3 3750 1000 6 Peasants, 3 Tax Collectors, 2 Royal Guards Abilities: n/a Notes: This is your main building. You must protect this at all costs or else you lose the quest if it is destroyed. ------------------------------------------------------------------------------- b. Guilds ------------------------------------------------------------------------------- Name: Ranger's Guild Prerequisite: none Multiplier: 2x Level Cost HP Effects 1 700 250 Recruit Rangers Abilities: Move Camp (800 Gold) - Move the camp to anywhere else on the map. Notes: A weak building, but handy to move around if it is in danger. Name: Rogue's Guild Prerequisite: none Multiplier: 2x Level Cost HP Effects 1 600 250 Recruit Rogues 2 850 350 Weapon Poisoning, more money from extortion Abilities: Extortion - Any taxes are instantly gathered, but the Rogues take a portion for themselves. Notes: A handy building to have if you need Rogues or cash instantly. Name: Warrior's Guild Prerequisite: none Multiplier: 4x Level Cost HP Effects 1 800 700 Recruit Warriors Abilities: Call to Arms (500 Gold) - Instantly warp all heroes from the guild to the guild. Notes: Warriors work well with two temples; Dauros and Fervus. Having either in the quest will allow you to recruit either Paladins or Warriors of Discord. Call to Arms is very handy if your city is being attacked by a lot of monsters. Name: Wizard's Guild Prerequisite: Palace Lv2 Multiplier: 4x Level Cost HP Effects 1 1500 350 Recruit Wizards, Grants Wizard's Towers & Libraries, Spells: Farseeing & Invisibility, Equipment Enchantment +1 2 2500 500 Spells: Lightning Bolt & Anti-Magic Shield, Equipment Enchantment +2 3 3500 700 Spells: Lightning Storm & Supercharge, Equipment Enchantment +3 Abilities: Enchant Wizard's Towers at Levels 2 and 3 Notes: These buildings can be built without the help of peasants, which makes them quick to be built and upgraded. ------------------------------------------------------------------------------- c. Non-Human Homes ------------------------------------------------------------------------------- Name: Dwarven Settlements Prerequisite: Palace Lv2, Blacksmith Lv3, No Elves/Gnomes Multiplier: 4x Level Cost HP Effects 1 1250 600 Recruit Dwarves, Grants Ballista Towers Abilities: Can fire Ballistae at enemies, Limit 3 Dwarves per building Notes: The building itself can be a great defense against strong enemies. The Towers it creates can be a godsend itself when facing the same issue. Name: Elven Bungalow Prerequisite: Palace Lv2, Marketplace Lv2, Inn, No Dwarves/Gnomes Multiplier: x2 Level Cost HP Effects 1 750 300 Recruit Elves Abilities: 2x Marketplace Income, Limit 2 Elves per building Notes: Elven Lounges will pop up with these Bungalows. If you have Rogues around, you may see the occasional Gambling Hall Name: Gnome Hovel Prerequisite: Palace Lv1 (must be at 1) Multiplier: n/a Level Cost HP Effects 1 100 75 Recruit Gnomes Abilities: Limit 3 Gnomes per building Notes: The more gnomes you recruit, the more Hovels that will show up on their own. ------------------------------------------------------------------------------- d. Temples ------------------------------------------------------------------------------- Name: Temple to Agrela Prerequisite: Palace Lv2, No Temples to Fervus, Krypta, or Krolm Multiplier: 1.5x Level Cost HP Effects 1 1000 250 Recruit Healers, Spell: Healing 2 1500 300 Spell: Blessing 3 2600 400 Spell: Resurrection Notes: Handy to have more for its spells than for anything else. Name: Temple to Dauros Prerequisite: Palace Lv2, No Temples to Fervus, Krypta, or Krolm Multiplier: 2x Level Cost HP Effects 1 1600 400 Recruit Monks, Spell: Stoneskin 2 2200 500 Spell: Vigilance 3 3400 700 Spell: Petrify Notes: If you have a Warrior's Guild, having this building will allow you to recruit Paladins at the Warrior's Guild. Name: Temple to Fervus Prerequisite: Palace Lv2, No Temples to Agrela, Dauros, or Krolm Multiplier: 2x Level Cost HP Effects 1 900 235 Recruit Cultists, Spell: Healing 2 1300 336 Spell: Illusionary Hero 3 2500 444 Spell: Vines Abilities: Any heroes recruited after this temple is built will have increased Luck. However, weaker monsters will spawn more often, but the Cultists have the ability to control these monsters. Notes: If you have a Warrior's Guild, you can recruit Warrior's of Discord at the Warrior's Guild. Name: Temple to Helia Prerequisite: Palace Lv3, No Temples to Lunord or Krolm Multiplier: 2x Level Cost HP Effects 1 1000 400 Recruit Solarii, Spell: Fire Strike 2 2000 600 Spell: Sun Scorch Notes: The building itself has nothing special except for the spells, but it is sturdy enough to withstand a good attack. Name: Temple to Krolm Prerequisite: Palace Lv2, No other Temples Multiplier: 1.5x Level Cost HP Effects 1 900 800 Recruit Barbarians Abilities: Rage of Krolm (1500) - Up the STR, HTH, PAR, and DGE by 10. Speed also increases for about 30 seconds. Notes: If you're willing to sacrifice the spells for heroes that can do things on their own, go for it. The building is cheap and will hold its own very well. Name: Temple to Krypta Prerequisite: Palace Lv2, No Temples to Agrela, Dauros, or Krolm Multiplier: 2x Level Cost HP Effects 1 1400 350 Recruit Priestesses, Spell: Wither 2 1800 425 Spell: Animate Bones 3 2200 475 Spell: Reanimate Notes: One of these temples can make fighting easier and cheaper since the Priestesses usually have the Skeletons do their dirty work. The spells are not half bad either. Name: Temple to Lunord Prerequisite: Palace Lv3, No Temples to Helia or Krolm Multiplier: 2x Level Cost HP Effects 1 1000 350 Recruit Adepts, Spell: Winged Feet 2 2000 500 Spell: Wind Storm Notes: The building itself is fairly sturdy, and the spells are not too bad. If you don't mind sacrificing the power of the Solarii, the Adepts can make the city a safer place to live. ------------------------------------------------------------------------------- e. Protection Buildings ------------------------------------------------------------------------------- Name: Ballista Tower Prerequisite: Dwarven Settlement Multiplier: n/a Level Cost HP Effects 1 1000 350 Abilities: Fires Ballista at nearby enemies Notes: Probably the strongest line of defense against monsters. Very vital if you have dwarves. Name: Guardhouse Prerequisite: n/a Multiplier: 1.25x Level Cost HP Effects 1 600 200 Research: Arrows (250 G) 2 500 275 Research: Veteran Guards (300 G) Abilities: Houses peasants and tax collectors and can fire arrows at enemies if you've researched them. Notes: The guards, though not very reliable at times, can at least take out a common rat. The guardhouse is more used for tax collectors then to defend a lot. Name: Wizard's Tower Prerequisite: Wizard's Guild Multiplier: n/a Level Cost HP Effects 1 500 250 Extends range of Wizard Spells Abilities: When enchanted, shoots fireballs at nearby enemies Notes: If you find that your Wizard spells don't reach where you need, then put this up nearby to give some extension. ------------------------------------------------------------------------------- f. Misc. Buildings ------------------------------------------------------------------------------- Name: Blacksmith Prerequisite: n/a Multiplier: n/a Level Cost HP Effects 1 500 250 Research: Lv2 Weapons (200 G) & Lv2 Armor (200 G) 2 600 300 Research: Lv3 Weapons (300 G) & Lv3 Armor (300 G) 3 800 400 Research: Lv4 Weapons (400 G) & Lv4 Armor (400 G), Grants Dwarven Settlement Abilities: Reduces building/upgrading costs by about 5%, heroes can upgrade equipment. Notes: This is a vital building to have at times if you are allowed, since the equipment helps your heroes, but also because of the discount given to upgrades and buildings. Name: Fairgrounds Prerequisite: Palace Lv3 Multiplier: 3x Level Cost HP Effects 1 3000 800 Research: Tournaments (250 G) Abilities: Allows heroes to increase level without risk of battle Notes: This building is a must if you know you are going to be facing a huge monster. Name: Inn Prerequisite: n/a Multiplier: 1.1x Level Cost HP Effects 1 400 120 Grants Elven Bungalow if have Marketplace Abilities: A steady source of income and lodging for injured heroes Notes: Handy to have around every here and there for heroes that cannot reach home in time. Name: Library Prerequisite: Palace Lv2, Wizard's Guild Multiplier: n/a Level Cost HP Effects 1 600 100 Research: Fire Blast (500 G) Magic Resistance (250 G), Train Intelligence (250 G), Research cost reduced by 5% 2 800 200 Research: Flame Shield (500 G), Power Shock (500 G), Meteor Storm (1500 G), Research cost reduced by 10% Abilities: Increases intelligence of all heroes Notes: If your heroes seem to make dumb decisions, one of these can help. Depending on their INT, they may even learn a spell or two Name: Marketplace Prerequisite: n/a Multiplier: 1.3x Level Cost HP Effects 1 1500 200 Research: Healing Potions (300 G), Market Day (200 G) Grants Trading Posts, Grants Elven Bungalow if an Inn is built 2 1000 250 Research: Ring of Protection (750 G) 3 1000 300 Research: Amulet of Teleportation (1000 G) Abilities: A great source of income and items for heroes Notes: These buildings are a must if you want to make any money at all. Name: Royal Gardens Prerequisite: Palace Lv3 Multiplier: n/a Level Cost HP Effects 1 1200 250 Abilities: Generates income and heroes can mediate there. Also can increase loyalty (multiplayer) and randomly place Gazebos in the game. Notes: The income alone is enough to want some, but the enchantments gained through Meditation can be handy. Name: Statue Prerequisite: Palace Lv2 Multiplier: n/a Level Cost HP Effects 1 600 60 Abilities: Increases loyalty (multiplayer) Notes: A useless building in normal play, but handy if you are playing against others. Name: Trading Post Prerequisite: Marketplace Multiplier: 1.75x Level Cost HP Effects 1 600 150 Research: Healing Potions (300 G) Abilities: Great source of income, sells potions to heroes Notes: The further you have this from a Marketplace, the more money you will get when a Caravan travels to the Marketplace ------------------------------------------------------------------------------- g. Randomly Placed Buildings ------------------------------------------------------------------------------- Name: Elven Lounge Prerequisite: Elven Bungalow Effect: Negative HP: 130 Notes: Lower-willed heroes will waste their time and money here, and any money spent here is gone for good since the elves are tax-exempt. Name: Fountain Prerequisite: Have 5 of any combination of Inns, Blacksmiths, Marketplaces, or Royal Gardens Effect: Positive HP: 100 Notes: All this does is add another tax collector, but another one of those can always be helpful Name: Gambling Hall Prerequisite: Elven Bungalow & Rogue's Guild Effect: Negative HP: 180 Notes: This tax-exempt building will waste your heroes� money and time, however as the King you can also spin the wheel and see if you can increase your income. Name: Gazebo Prerequisite: Royal Gardens Effect: Positive HP: 150 Notes: Works exactly like an Inn, giving a resting place for heroes. Name: Graveyard Prerequisite: After a certain number of heroes die Effect: Negative HP: Indestructible Notes: Randomly spawns zombies and skeletons Name: House Prerequisite: 1 House for ever 4 Heroes Effect: Positive HP: 75 Notes: Generates some income Name: Sewer Entrance Prerequisite: 1 entrance per about 10 buildings Effect: Negative HP: Indestructible Notes: Randomly spawns Giant Rats and Ratmen =============================================================================== IV. Heroes =============================================================================== Heroes will be listed in Alphabetical Order. HP listed is the starting HP for all of that class. Also, all members of the same class start out with the same Combat and Defensive Skills, but may differ in skills such as strength, intelligence, and Will Power. NOTE: A stat with a * by it means that it is that class' primary stat and it goes up 1 point for every two levels gained. Also, all heroes can gain XP through doing their usual activity. STR: Strength/Attack & Physical Power INT: Intelligence/Magic & Brain Power ART: Artifice/Stealth & Craftiness VIT: Vitality/Defense & Constitution WILL: Will Power/Temptation Resistance HTH: Hand-to-Hand Combat RNG: Ranged Combat PRY: Parry DGE: Dodge RES: Resistance to Magic L: Low N: Normal/Average H: High Some heroes also learn spells. Those will be listed and what level they learn them at. ------------------------------------------------------------------------------- Name: Adept Required: Temple to Lunord Weapon & Armor: Staff, Leather Armor Usual Activity: Patrolling Settlement Cost: 500 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 17 N* H L N N 75 0 75 75 0 Level Spell Effect 4 Teleport Warps self to different location Adepts are very fast and handy to have. They gain strength per level which gives them better fighting abilities. Also, they like to patrol the city for any danger, which is good if your settlement seems to undergo a lot of attacks. Useful: When you are in a quest that has a lot of enemies swarming you. Useless: When you need to destroy a lair. ------------------------------------------------------------------------------- Name: Barbarian Required: Temple to Krolm Weapon & Armor: Axe & Club Usual Activity: Berserking Cost: 350 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 20 H L L H* L 85 0 45 55 20 They are good for fighting, but that's about it. Don't try to mix these guys with Elves else you'll lose a lot of strength due to their low will. Barbarians also tend to be real stupid and will put themselves in danger a lot, meaning they could die real easily, even though they are strong. Useful: When you need cheap and strong fighters that are disposable. Useless: When you need spells and more capable heroes. ------------------------------------------------------------------------------- Name: Cultist Required: Temple to Fervus Weapon & Armor: Daggers Usual Activity: Sowing Poisonous Plants Cost: 400 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 11 N H N* L L 35 55 30 30 0 Level Spell Effect 1 Charm Monster Can take control of certain beast monsters 4 Camouflage Turns the caster invisible 7 Change Shape Turns caster into a Hellbear Cultists are very handy to have if you find yourself overrun with monsters. Cultists can charm monsters to fight on your side and can transform into other monsters to give them an added boost. In normal mode, they can fight close or from afar as they can throw their daggers. They are handy to have but you have to choose between them or Healers. If you need all the added power you can get, go with Cultists. Useful: When you have a lot of natural monsters in the quest that they can charm. Useless: When you fight stronger monsters that cannot be charmed. ------------------------------------------------------------------------------- Name: Dwarf Required: Dwarven Settlement Weapon & Armor: Hammer, Plate Mail Usual Activity: Building Cost: 500 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 22 H* L H H N 70 0 40 25 70 Dwarves are the best non-human race to have in means of defense. They will help your Peasants with construction and still manage to take down a monster or two. And thankfully they also have a high Resistance to magic spells. Useful: When you need an extra hand building or need a Ballista Tower. Useless: When you need extra cash. ------------------------------------------------------------------------------- Name: Elf Required: Elven Bungalow Weapon & Armor: Long Bow, Leather Usual Activity: Performing at Inn Cost: 500 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 11 L H H* N L 0 90 15 60 30 Elves spell out two things: Money and Trouble. They will boost the money you get from marketplaces, but Elves will generally be too lazy to fight and will bring down any of your heroes with a low Will (namely your Rogues). They are not great at fighting either because of their low Strength, even if they are unmatched in the Ranged Category. Useful: When you need extra cash and tasks done for a price. Useless: If you need a hero who will defend the realm. ------------------------------------------------------------------------------- Name: Gnome Required: Gnome Hovel Weapon & Armor: Dagger Usual Activity: Building Cost: 100 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 3 L N N L H* 20 0 75 75 0 Gnomes are not much for fighters, and once you put them in you cannot get rid of them. Gnomes are super-fast builders and that is what they like to do, but having them will make other heroes upset. Also, Gnomes do not count as part of your Hero count, so you can't get 4 of them and upgrade your castle. Also, for every 2 Gnomes you recruit, another Gnome Hovel will show up, each of which you cannot destroy. If you need extra builders fast, then get ONE Gnome, else don't bother with this class. Useful: When you are being swarmed a lot and need help rebuilding. Useless: In most quests. ------------------------------------------------------------------------------- Name: Healer Required: Temple to Agrela Weapon & Armor: Dagger Usual Activity: Healing Cost: 300 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 7 L H* L L H 15 0 25 40 0 Level Spell Effect 1 Healing Heals HP to target 4 Meditation Increases EVA 7 Aura of Peace Healer cannot be harmed for a short time Healers are not meant to be fighters, so don't try to let them fight. They get stronger by following other characters and healing them in battle. They are very practical to have if you find your characters dying a lot. Useful: If you find your heroes are dying fast. Useless: In swarm situations. ------------------------------------------------------------------------------- Name: Monk Required: Temple to Dauros Weapon & Armor: None Usual Activity: Praying Cost: 550 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 19 N H L H H* 55 0 75 70 30 Level Spell Effect 1 Hands of Steel Increases STR 4 Stone Skin Increases Defense 7 Iron Will Increases RES Monks are more or less average on the fighting scale. They don't use any weapons or armor, yet they still manage to do moderate damage. Other than that they don't do much else. Useful: If you want Paladins or a hero who doesn't bend to greed Useless: If you need someone with extra power and armor ------------------------------------------------------------------------------- Name: Paladin Required: Warrior's Guild, Temple to Dauros Weapon & Armor: Two-handed Sword, Plate Mail Usual Activity: Hunting Cost: 1000 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 21 H N* L H H 85 0 75 35 5 Level Spell Effect 4 Shield of Light Increases DGE & PRY If you're going to have a Warrior's Guild, this is the hero to get. You need a Temple to Dauros to get these though (which is why Monks always manage to find their way into my game). Paladins are very tough to kill and even get a +1 defense bonus compared to warriors. Not only that but they are fast. Probably the best class in the game. Useful: If you want a hero who will defend and raid lairs on its own. Useless: Never ------------------------------------------------------------------------------- Name: Priestess Required: Temple to Krypta Weapon & Armor: Staff Usual Activity: Summoning the dead Cost: 400 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 10 L H* L L H 20 0 10 20 35 Level Spell Effect 1 Drain Life Drain HP from enemy 1 Animate Skeleton Summons a skeleton to fight 7 Control Undead Controls an undead monster Priestesses won't fight a whole lot, but instead will summon Skeletons (and plenty of them), charm them, and have them fight. Priestesses are another advantage of the Cultist/Priestess side of the Temples as you get many more monsters for the price of one Priestess. Useful: In swarm situations or where you face a lot of undead monsters. Useless: If you need forces that won't die easily. ------------------------------------------------------------------------------- Name: Ranger Required: Ranger's Guild Weapon & Armor: Long Bow, Leather Usual Activity: Exploring Cost: 350 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 17 N* N H N H 0 75 25 50 0 Though Rangers are overall strong, they tend to put themselves in danger fast. Use this class to get rid of the dark areas fast, as they like to explore (which is what puts them in danger). A high level Ranger can survive in the wilderness easily compared to a new recruit. Useful: To explore dark portions of the map. Useless: If you've already explored the map. ------------------------------------------------------------------------------- Name: Rogue Required: Rogue's Guild Weapon & Armor: Crossbow, Leather Usual Activity: Stealing Cost: 275 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 11 N N H* N L 0 55 35 45 0 Rogues are cowards at heart but if you can put up a high enough bounty they will go after it for sure. They will do anything for money even if it involves losing their lives. Their fighting ability is only average, but if you have a dirty job that needs to be done and you don't want to send your valued Paladins after it, Rogues are cheap enough to do the work. Useful: If you need a task done immediately for a price. Useless: If you are in a swarm situation or when with Elves ------------------------------------------------------------------------------- Name: Solarus Required: Temple to Helia Weapon & Armor: Mace, Chain Mail Usual Activity: Exploring, Garrisoning Guardhouse Cost: 500 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 25 H* H L H N 85 0 55 60 0 Level Spell Effect 4 Sun Scorch Damages nearby enemies These amazons like to hit hard and burn things to death. Very powerful, the Solarii make a good backup for Rangers since they also like to explore. If you want them to gain XP fast, put up a guardhouse. When they Garrison one, they will gain XP. Useful: If you need to explore or raid a lair. Useless: If you have a guardhouse. ------------------------------------------------------------------------------- Name: Warrior Required: Warrior's Guild Weapon & Armor: Sword, Plate Mail Usual Activity: Hunting Cost: 450 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 18 H* N L N N 70 0 45 35 0 If you can get your Warrior to survive, they can make powerful fighters (even though they need to gain 6 levels just to have the same strength as a Paladin). Warriors tend to die if they are not careful or strong enough. For that reason if you are going to put Warriors in your game, you should get a Blacksmith going so they can buy better weapons and armor. Useful: If you want a hero who is strong and brave Useless: Never ------------------------------------------------------------------------------- Name: Warrior of Discord Required: Warrior's Guild, Temple to Fervus Weapon & Armor: Blade-Stick, Harness Usual Activity: Hunting Cost: 900 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 35 H L L H* N 95 0 30 30 5 In terms of raw power, nobody beats the Warrior of Discord. However, they tend to put themselves in danger very frequently and will rarely run from a fight. A low-level Warrior of Discord can die fairly easy against a real strong monster. If you choose the Cultist/Priestess side though, you'll end up with these. Useful: If you want a powerful beatstick Useless: In swarm situations ------------------------------------------------------------------------------- Name: Wizard Required: Wizard's Guild Weapon & Armor: Staff Usual Activity: Research Cost: 500 Gold HP STR INT ART VIT WILL HTH RNG PRY DGE RES 4 L H* L L N 25 0 15 25 35 Level Spell Effect 1 Energy Blast Damages single enemy 2 Fire Shield Increases DGE & PRY 3 Fire Blast* Damages area of enemies 4 Teleport Warp to any location 5 Fire Ball Damages any nearby enemies 6 Resist Magic Increases RES 7 Meteor Storm* Continuously damages nearby enemies *Must be learned at a library Do NOT put Wizards in your game unless you have enough money for a Library right from the start. Wizards are totally useless without a Library and even then are still very weak. Fairgrounds make Wizards a lot better to deal with, but Fairgrounds do that for all classes. However, there will be times when you're facing high defense monsters that can easily be taken down by Magic. When that time comes, you'll be thankful you have a Wizard. Useful: If you run into a lot of low-resistance monsters. Useless: Against a one-on-one fight. ------------------------------------------------------------------------------- Hero Comparison Chart Hero Cost HP STR INT ART VIT WILL HTH RNG PRY DGE RES Adept 500 17 N* H L N N 75 0 75 75 0 Barbarian 350 20 H L L H* L 85 0 45 55 20 Cultist 400 11 N H N* L L 35 55 30 30 0 Dwarf 500 22 H* L H H N 70 0 40 25 70 Elf 500 11 L H H* N L 0 90 15 60 30 Gnome 100 3 L N N L H* 20 0 75 75 0 Healer 300 7 L H* L L H 15 0 25 40 0 Monk 550 19 N H L H H* 55 0 75 70 30 Paladin 1000 21 H N* L H H 85 0 75 35 5 Priestess 400 10 L H* L L H 20 0 10 20 35 Ranger 350 17 N* N H N H 0 75 25 50 0 Rogue 275 11 N N H* N L 0 55 35 45 0 Solarus 500 25 H* H L H N 85 0 55 60 0 Warrior 450 18 H* N L N N 70 0 45 35 0 Warrior of Discord 900 35 H L L H* N 95 0 30 30 5 Wizard 500 4 L H* L L N 25 0 15 25 35 =============================================================================== V. Monsters =============================================================================== Here is the complete list of monsters in the game. Bosses are in all caps. *Monsters that can be charmed by Cultists ^Monsters that can be controlled by Priestesses Name HP RES DGE DEF AVATAR OF KROLM 4000 65 45 55 BLACK PHANTOM 150 98 50 45 Daemonwood* 110 35 20 35 DIRGO 350 30 30 5 Dragon 150 25 45 40 Dryad 35 85 30 30 Evil Oculus 90 95 25 30 Flowering Strangleweed 20 0 5 5 Giant Rat* 19 0 35 25 Giant Spider* 35 0 30 30 Goblin 20 3 35 25 Goblin Archer 20 3 40 25 Goblin Champion 35 4 40 30 Goblin Priest 20 7 30 25 Harpy 45 5 45 25 Hellbear* 45 0 25 35 LICHE QUEEN 275 90 40 35 Medusa* 60 90 35 35 Minotaur 75 0 25 35 Ratman 45 2 30 40 Roc* 25 0 50 25 Rock Golem 290 25 5 15 RRONGOL 240 85 40 65 Rust Spitter 30 0 25 20 Skeleton^ 32 0 88 25 Troll 68 5 30 40 URL-SHEKK 255 35 65 65 Vampire^ 50 15 60 40 Varg* 45 0 35 40 VENDRAL 500 100 65 45 Werewolf* 60 5 40 55 WITCH KING 315 97 40 35 Zombie^ 45 0 35 30 =============================================================================== VI. Spells =============================================================================== Below are listed spells that you can use and what your heroes can use when they want to. ------------------------------------------------------------------------------- a. Sovereign Spells ------------------------------------------------------------------------------- Agrela Spells: Level Name Cost Effect 1 Healing 200 Restores 100 HP to target 2 Blessing 100 HTH/RNG +10 and PRY/DGE +15 to target 3 Resurrection 1500 Revives dead hero if grave is still around Dauros Spells: Level Name Cost Effect 1 Stone Skin 200 VIT +6 2 Vigilance 800 HTH/RNG/PRY/DGE/WIL +10, Speed/Damage up to target 3 Petrify 1500 Turns target to stone for a while Fervus Spells: Level Name Cost Effect 1 Healing 400 Restores 100 HP to target 2 Illusionary Hero 500 Creates illusion of the target 3 Vines 1000 Stuns target for a while Helia Spells: Level Name Cost Effect 1 Fire Strike 350 Deals some damage to target 2 Sun Scorch 1200 Deals some damage to area around target Krypta Spells: Level Name Cost Effect 1 Wither 300 STR -10, speed down to target 2 Animate Bones 800 Summon skeleton to assist target 3 Reanimate 2000 Revives dead hero if grave is still around Lunord Spells: Level Name Cost Effect 1 Winged Feet 400 Maxes speed to target 2 Wind Storm 1000 Deals some damage to area around target and can blow away enemy to another part of the map. Wizard Spells: Level Name Cost Effect 1 Farseeing 200 Reveals a portion of the map 1 Invisibility 400 Makes target invisible for a short time 2 Lightning Bolt 400 Deals damage to a target 2 Anti-Magic Shield 500 RES +90 to target 3 Super Charge 500 Ups range of Wizard's Towers 3 Lightning Storm 1600 Deals damage to area around target *note that Wizard Spells can only be used a certain distance from the Guild or any nearby Wizard's Towers. ------------------------------------------------------------------------------- b. Hero Spells ------------------------------------------------------------------------------- These are the couple of spells that heroes can learn at the library. Name Effect Flame Shield Armor +4, RES +20 Power Shock Causes some damage to single enemy =============================================================================== VII. Items =============================================================================== Here is a list of all items the Heroes can receive in the game. ------------------------------------------------------------------------------- a. Weapons ------------------------------------------------------------------------------- Weapon Power Used By *Axe & Clubs* Barbarian Axe & Club 22 Heavy Axe & Club 23 Broad Axe & Club 24 Battle Axe & Club 25 *Blade-Sticks* Warrior of Discord Blade-stick 16 Razor Blade-stick 17 Chaos Blade-stick 18 Ultra Chaos Blade-stick 19 *Crossbows* Rogue Light Crossbow 8 Crossbow 9 Heavy Crossbow 10 Excellent Crossbow 11 *Daggers* Cultist, Gnome, Healer Cheap Iron Dagger 4 Steel Dagger 5 Long Steel Dagger 6 Mythril Dagger 7 *Hammer* Dwarf Hammer 12 Steel-Shod Hammer 13 War Hammer 14 Heavy War Hammer 15 *Longbows* Elf, Ranger Longbow 6 Fine Longbow 7 Yew Longbow 8 Composite Longbow 9 *Maces* Solarus Mace 12 Weighted Mace 13 Spiked Mace 14 Lead-Filled Mace 15 *Staves* Adept, Priestess, Wizard Wooden Staff 8 Iron-Shod Staff 9 Fighting Staff 10 Spiked Staff 11 *Swords* Paladin, Warrior Short Sword 10 Broadsword 11 Longsword 12 Fine Steel Longsword 13 ------------------------------------------------------------------------------- b. Armor ------------------------------------------------------------------------------- Armor Power Used By *Leather Armor* Adept, Ranger, Rogue Soft Leather Armor 3 Hard Leather Armor 4 Studded Leather Armor 5 Banded Armor 6 *Chain Mail* Elf, Solarus Iron Chain Mail 6 Steel Chain Mail 7 Enchanted Chain Mail 8 Mythril Chain Mail 9 *Plate Armor* Dwarf, Paladin, Warrior Partial Plate Armor 9 Full Plate Armor 10 Fine Steel Plate Armor 11 Mythril Plate Armor 12 *Harness* Warrior of Discord Leather Harness 5 Razor Harness 6 Chaos Armor 7 Ultra Chaos Armor 8 ------------------------------------------------------------------------------- c. Normal ------------------------------------------------------------------------------- Name Effect Healing Potion Restores HP Ring of Protection +10 Dodge, Parry, Resistance, +2 Armor Teleportation Amulet Teleport user to different location ------------------------------------------------------------------------------- d. Special ------------------------------------------------------------------------------- Name Effect Quest Book of Spells Learn many Spells The Wizard's Curse Eternal Candle Increased Sight The Bell, the Book, & the Candle Healing Ring n/a Quest for the Magic Ring Holy Book +10 INT The Bell, the Book, & the Candle Holy Chalice n/a Quest for the Chalice Magic Bell +50 HP The Bell, the Book, & the Candle Magic Sword Use against Vendral Slay the Mighty Dragon Shard of Burning Learn Fire Blast Brashnard's Ultimate Sphere Shard of Combustion Learn Fire Ball Brashnard's Ultimate Sphere Shard of Detonation Learn Exploding Aura Brashnard's Ultimate Sphere Shard of Displacement Learn Movement Spell Brashnard's Ultimate Sphere Shard of Haste Learn Movement Spell Brashnard's Ultimate Sphere Shard of Health HP & Max HP +50 Brashnard's Ultimate Sphere Shard of Transfixion Learn Paralytic Gaze Brashnard's Ultimate Sphere =============================================================================== VIII. Quests =============================================================================== Here is a list of every quest in the game, including the downloadable ones. ------------------------------------------------------------------------------- a. The Bell, the Book, and the Candle ------------------------------------------------------------------------------- Task: Retrieve the Magic Bell, the Holy Book, and the Eternal Candle Restrictions: No Wizards or Warriors Gold: 15000 Starting: Rogue's Guild L1, Blacksmith L1, 2x Guardhouse L1, Inn, Trading Post Enemies: Giant Spider, Giant Rat, Ratman, Troll, Zombie, Medusa, Harpy, Evil Oculus This quest is pretty straightforward to finish. Don't worry about the Rogue's Guild right now and just build a Ranger's Guild. Recruit 4 Rangers and upgrade your Palace to Level 2. Build a Marketplace and start researching for that, the Blacksmith, the Trading Post, and the Guardhouses until they are at their maximum level. While you are waiting for the research and development, build a Temple to Fervus and a Temple to Krypta. Since you're not allowed Warriors, these two temples will help you out more than the other ones. Recruit 4 for each and then upgrade your Palace to Level 3. By now you might have found the Ruined Alter, the Ruined Keep, and the Ruined Shrine. Once your Palace is complete, build a Temple to Helia and recruit 4 Solarii. The Solarii should start going after one of the 3 enemy buildings. If they don't, recruit 4 Rogues and set up a Bounty of 100 Gold (or a little more depending on your money) on the Ruined Alter. When the Ruined Alter is destroyed, you will get the Magic Book, but end up fighting a Harpy. Kill it (shouldn't be too hard) then go for the Ruined Keep. Destroy it for the Eternal Candle. Finally go to the Ruined Shrine and destroy it. An Evil Oculus will appear once it's destroyed, but by then you'll have the Magic Bell and the quest will be complete, so you don't have to fight the Evil Oculus (that is unless you want to). 1. If you still have trouble, put in a Dwarven Settlement. ------------------------------------------------------------------------------- b. The Forsaken Land ------------------------------------------------------------------------------- Task: Destroy the Evil Castle Restrictions: No Wizards, No Temples, No Non-Human Races, No Palace L3 Gold: 18000 Starting: Ranger's Guild, Marketplace L3 Enemies: Skeleton, Giant Rat, Troll, Werewolf, Rust Spitter, Minotaur, Ratman You have a lot of restrictions here. You are left with only 3 Heroes; Rogues, Rangers, and Warriors. Recruit some Rangers since the guild is already there and build a Blacksmith. Build a Rogue's Guild and Warrior's Guild and recruit to the fullest. You should have 12 Heroes total. Research the Marketplace and Blacksmith and build an Inn. When you find the Evil Castle, set up a Bounty on it. All you have to do is destroy it. You may find some Creature Dens as well, but they are not worth destroying. Focus on the Evil Castle. ------------------------------------------------------------------------------- c. Rescue the Prince ------------------------------------------------------------------------------- Task: Destroy the Prison Tower Restrictions: No Temples, No Non-Human Races, No Rangers Gold: 20000 Starting: Wizard's Guild L1, Marketplace L1, Library L1, Guardhouse L1 Enemies: Giant Rat, Ratman, Hellbear, Medusa, Varg, Giant Spider, Minotaur Not having any Rangers will make this a little different. Don't try to recruit any Wizards else they will die too quickly. Build a Rogue's Guild and recruit them. Set up Explore Rewards and the Rogues will search for them. When you find the Prison Tower, build a Warrior's Guild and set up a Bounty on the Prison Tower. Destroy the Prison Tower to win. 1. 8 Heroes should be enough to finish this. Recruit Wizards if you need more. 2. Money shouldn't be an issue. 3. Don't research anything unless your Wizards need the Library Spells. ------------------------------------------------------------------------------- d. The Barren Waste ------------------------------------------------------------------------------- Task: Destroy the Dark Castle & Build a Fairground Restrictions: No Wizards, No Non-Human Races Gold: 10000 Starting: Blacksmith L2 Enemies: Zombie, Hellbear, Troll, Rust Spitter, Vampire You are going to need much more money to pull this off. First off, build a Ranger's Guild followed by a Marketplace. Recruit 4 Rangers and upgrade your Palace. Now build an Inn and a Trading Post. Start your research on the buildings and then build a Rogue's Guild and a Warrior's Guild. Recruit up to 12 and then upgrade your Palace again. Before you can build the Fairgrounds, you need to destroy the Dark Castle. If you want, build a Temple to Krolm and set up a bounty on the Dark Castle. After the Castle is destroyed, a Vampire will appear. Now is the time to build the Fairgrounds before the Vampire comes near (unless you can kill it before hand). Once the Fairgrounds is complete, you win. 1. Build another Marketplace if you need more cash. Another Inn will help as well. ------------------------------------------------------------------------------- e. The Wizard's Curse ------------------------------------------------------------------------------- Task: A. Retrieve the Book of Spells & Rescue the Peasant or B. Defeat the Angry Wizard Restrictions: No Wizards, Monks, Cultist, Healers, Barbarians, Priestesses Gold: 15000 Starting: None Enemies: Zombie, Skeleton, Roc, Harpy, Daemonwood, Dryad, Werewolf, Hellbear, Giant Rat, Varg Keep in mind that your heroes will be cursed throughout this quest and will have lower intelligence. There are two ways to win this quest, the first being the easiest. -Retrieve Book- The first one is to arrest the Hooligan who stole the Book of Spells and then rescue the Peasant captured by Werewolves as part of the "Good Deed". To start off, build a Ranger's Guild and recruit 4 of them. They will explore and arrest any Hooligan they find. Upgrade your Palace, then build a Blacksmith, Marketplace, Trading Post, and Inn. Next build a Warrior's Guild and Rogue's Guild. Recruit Rogues and Warriors. Set up bounties on the houses and one of them will contain the Book of Spells. After someone has it, they will learn many Wizard Spells. Also, the Wizard who cursed you will say to rescue a Peasant girl from Werewolves. Set a bounty on the Werewolves and your Heroes will attack them, winning the quest. -Kill Wizard- If you want to kill the Wizard, this will be just a bit harder and will require a bit more money and effort. Start out with a Ranger's Guild again and recruit Rangers in hopes you can find the Wizard's Guild (else you could just find the Book again and then go after the Wizard). Upgrade your Palace, set up a Blacksmith, Inn, Marketplace, and Trading Post. Max the research on all of them and upgrade as high as you can. Next build a Warrior's Guild, Rogue's Guild, and Dwarven Settlement. Upgrade your Palace again and set up a Temple to Helia. When your forces are set, set up a bounty on the Wizard's Guild. Be careful, the Wizard is at Level 20 and hits hard, so be prepared to lose a couple of heroes. On the good side, the Wizard only has 50 HP. Your Dwarves will have enough Resistance to ward off the Wizard, so it shouldn't take too long, as long as they respond to the bounty. 1. A Fairground may help to take out the Wizard quicker ------------------------------------------------------------------------------- f. Elven Treachery ------------------------------------------------------------------------------- Task: A. Earn 50,000 Gold in 30 Days or B. Destroy all Elven Buildings Restrictions: No Elves Gold: 20000 Starting: None Enemies: Elves, Rogues, Trolls, Giant Rats, Ratman Much like the last one, there are two ways to handle this. Either get the money, or kill the Elves. -Earn 50,000 Gold- Start out by building a Gnome Hovel. They will help you out a lot. Next build a Guardhouse and Research the Arrows, but do NOT upgrade. Build a Rogue's Guild and upgrade your Palace. Next build a Blacksmith and 2-3 Marketplaces, a Trading Post, and 1-2 Inns. You may notice that Elves and Rogues keep invading the city. Set a line of Guardhouses and research Arrows and they'll stay away. I had about 4-5 in my city. Research and upgrade your Marketplace. If you find your Tax Collectors in danger of the Elves, just Extort the money in time. As long as you have your Guardhouses and some Heroes (Rogues mostly, but Warriors can help as well though not needed). You should get the 50,000 Gold in time. -Kill the Elves- This one is much harder and will require even more money. First you need the Gnome Hovel to help your construction. Next build a Guardhouse(s) and research the Arrows. Build a Rogue's Guild and upgrade the Palace. A Marketplace, Trading Post, and Inn are next, followed by a Temple to Krypta and Fervus. Krypta will give you some much needed Skeleton power while Fervus will give your Warrior's Guild (which you will build next) the much needed Warriors of Discord. Upgrade the palace again then build a Temple to Helia and Ranger's Guild. Upgrade the Temple to Helia. By now you should have Rogues, Rangers, Warriors of Discord, Solarii, Cultists, and Priestesses. Also if you're lucky, the Rangers have found some of the Elven Settlements. Build a few more Guardhouses to keep the Elves out if you haven�t already. Now set up bounties on each of the Elven Buildings you find. Your Heroes should make their move in no time. The Elves are easy kill for the Warriors of Discord and the Solarii. Keep an eye on your Heroes and use the Fervus Healing spell and the Fire Strike or Sun Scorch spell when you need them. This strategy may take the count to the last day, but there is nothing more satisfying than seeing kidnappers get what they deserve. 1. Since you're on time restraints, using Extort is a fine option so that you can get money quickly. 2. Just remember, the higher the bounty, the more likely someone will risk their lives for it. ------------------------------------------------------------------------------- g. Hold off the Goblin Hordes ------------------------------------------------------------------------------- Task: Destroy all Goblin Settlements Restrictions: No Rangers Guild Gold: 15000 Starting: Palace Lv2, Guardhouse Lv1 x2, Warrior's Guild, Ranger's Guild, Inn Ally: Wizard's Guild Lv2, Wizard's Tower x3 Heroes: Warrior of Discord x2 Enemies: Goblin, Goblin Archer, Goblin Champion, Goblin Priest The easy part is that you already have a couple guilds (even the Ranger's Guild that you cannot build) and already two Warrior's of Discord. However, you will find quickly that you are under attack by a horde. First thing's first, move the Ranger's Camp closer to you and then quickly build a Temple to Dauros. Recruit a couple of Paladins to fill the Warrior's Guild and research arrows at your guardhouses. Recruit Monks and Rangers quickly, as the Goblins will attack fast and hard. Once you have held off a couple of hordes and got 12 Heroes, build a Marketplace and upgrade your palace. Research Potions at the market and then, for the protection of the city, build a Temple to Lunord and recruit 4 Adepts. Also, upgrade it when you can so that you can learn Wind Storm. This spell, though expensive, can save you if you find that you are being overrun. Keep a close eye on the Wizard's Guild, as sometimes they will give money so that you can protect them. They have temporary protection, but after it wears out, they are open for attack. This is when Wind Storm really comes in handy if you wish to protect them. Most of your heroes will easily go right for a Goblin settlement and destroy it, but bounties are not a bad thing to use in this case either. Overall, this is a really cheap and easy quest, it's just a matter of holding off the first couple waves of Goblins. 1. Don't bother much with Blacksmiths or Trading Posts, since the Wizards will provide you with money. 2. If for some odd reason you find that you are being killed easily, put in a Temple to Agrela and a Rogue's Guild. ------------------------------------------------------------------------------- h. A Deal with the Demon ------------------------------------------------------------------------------- Task: Make 100,000 gold within 40 days Restrictions: None Gold: 8500 Starting: Warrior's Guild, Temple to Krypta Lv1, Wizard�s Guild Lv1, Gambling Hall, Guardhouse Lv1, Blacksmith Lv1, Inn Enemies: Rogue, Harpy, Troll, Werewolf, Skeleton, Medusa, Goblin Priest There are a couple of ways that this can be won... the easy way or the hard way. Though I consider personally consider the easy way too easy, the game wouldn't have the Gambling Hall for a reason if they didn't think this would be a tough quest. -Easy Way- Save your game and enter the Gambling Hall. Place 1000 Gold on any of the colors and spin the wheel. If you get it right, save. If you get it wrong, load. It should not take too long to earn the money this way... but it just seems so cheap. -Hard Way- First things first, take the any buildings that are outside the initial Palace area off the tax and rebuild cycle. Start off by recruiting some Priestesses and building a Marketplace. The Priestess, though weaker than the Warrior, will get the Skeletons out to help with the fighting. Just make sure that if they are in danger to cast Invisibility from the Wizard's Guild if it is nearby. After a couple of initial defenses, recruit some Warriors. Build your Marketplace up to Level 3 and start building a couple of Inns. Enough Inns will give you a fountain and another tax collector. When you have the money, upgrade your palace and then build an Elven Bungalow (but do not recruit any elves, you're just using it for doubling the income of markets). About 3-4 Marketplaces (at least 1 of them being a level 3), 5-6 Inns, and a couple of Trading Posts along with the Bungalow should generate money very quickly as long as you can keep the tax collectors away from the rogues and monsters. Remember that you have to set the Trading Posts a ways away from the markets, so a trick to remember to shorten tax routes is to find out where you want to put the Post, then to put a guardhouse somewhere in the middle of the castle and the post. Research Arrows at the guardhouses you build. Don't worry about building other guilds or temples. The Priestesses and their Skeletons, along with a couple of Warrior should be enough to protect the kingdom. If they find an enemy settlement, set up a bounty for them. You will probably also run into a small village of Rogues. By far the easiest way to get rid of them is to use their weakness against them. Set up a 100 Gold Bounty on each of their buildings and watch them destroy themselves. The biggest threat after a while will be just Trolls and Ratmen. Again, not a whole lot to worry about. 1. If you are close to the end but still a bit away, build a Rogue's Guild and upgrade it. Using Extort may save you when time is about to run out. ------------------------------------------------------------------------------- i. Free the Slaves ------------------------------------------------------------------------------- Task: Destroy four Slave Pits, releasing all slaves & Kill Url-Shekk Restrictions: None Gold: 8000 Starting: Rogue's Guild Lv1, Gnome Hovel Enemies: Goblin Champion, Giant Rat, Ratman, Goblin Priest, Medusa, Troll, Rust Spitter, Minotaur, URL-SHEKK You'll want to start out with a Ranger's Guild and a Marketplace, ignoring the Gnomes and the Rogues. Let the Rangers explore the map and build a Blacksmith. Research at the Market and Blacksmith (not upgrading yet) and then upgrade your palace. After a couple of days, the queen of a neighboring Kingdom will give you some money to help out. She will do this twice. Use the money to build a Temple to Dauros and a Warrior's Guild. Recruit Paladins before Monks, as that will eat up more of your money (and for good reason, as that Paladins will be handy in this scenario, as once a Slave Pit is found, they will most likely gang up on it and raid it. Once a pit is destroyed, you may see some heroes come out of it. If they have a guild to go to, they will do that, else they will just stick around for a while. When you have the money, recruit some Monks to fill the 12 hero slot to upgrade your palace again. Once that is done, build a Temple to Helia and recruit some Solarii. After you are full of Paladins, Monks, Rangers, and Solarii, finish off the remaining pits. After the last one is finished, slow the game speed down. In one of the corners you will see Url-Shekk charging the city. Place a big bounty on his head, use Call to Arms for the Paladins, and use your money on Fire Strike, hitting Url-Shekk yourself. You can probably take a good 50 HP out of him before any heroes reach him or he reaches the town. Just use what money you have, saving about 1000 or so in case you need some more Heroes, and just lay waste to him with Fire Strike. 1. If you need Healers, go ahead and build a Temple to Agrela. ------------------------------------------------------------------------------- j. Quest for the Magic Ring ------------------------------------------------------------------------------- Task: Recover the Ring of Healing Restrictions: None Gold: 10000 Starting: Temple of Helia Lv1 Enemies: Varg, Werewolf, Troll, Goblin, Skeleton, Goblin Champion, Goblin Archer, Minotaur, Goblin Priest, Zombie, Medusa, Daemonwood, BLACK PHANTOM x3 Allies (Red): Palace Lv3, Temple to Agrela Lv1, Temple to Dauros Lv1, Marketplace Lv1, Wizard's Guild Lv1, Warrior's Guild, Ranger's Guild, Gnome Hovel, Inn, Guardhouse Lv1 x2 Starting with a strong temple like Helia will make opening a bit easy. Recruit some Solarii and build a Blacksmith and a Marketplace, researching both but not upgrading. Build a 2nd Marketplace and an Inn then upgrade your Palace to level 2. Build an Elven Bungalow, followed by a Ranger's Guild. Recruit Rangers. By now you probably have noticed the other monarch in this area. Don't worry about them yet, as after a few days, the king will help with more money, which you should use to build a Temple to Dauros and a Warrior's Guild, recruiting Paladins. When you have 12 heroes, upgrade your palace to Level 3. Just take your time and let the money come in, building a Temple to Agrela and getting some Healers. When money permits, build a Fairgrounds and research tournaments. While all this is going on, you've probably already seen some Goblin Camps and raided them. Just continue to explore, again taking your time and go all out. Build up your Agrela Temple to level 3, get in some Rogues and some Wizards. After a while, you should have Paladins, Rangers, Monks, Healers, Solarii, Wizards, Rogues, and Elves. Hopefully the Fairgrounds help out the heroes a lot. Also, don't be afraid to build a Library and max out the research and level on that and the blacksmith. After exploring the entire map, you will find a Hidden Ring Site surrounded by Daemonwood. Make sure that you are fully loaded before tackling this. Put a big bounty and attack it. As soon as it is destroyed, a curse will plague the map and your allies will become your enemies. Now, it is a scramble to get the Magic Ring, which is now guarded by 3 Black Phantoms, each of which can wipe out even your most powerful of Paladin. If a high level hero is wiped out, wait for everyone else to retreat and for the Phantoms to move a bit, then cast Resurrection on the body(s). The Hidden Ring Site will reappear somewhere else on the map, so you need to return the ring there. However, once the hero has the ring, the Phantoms will start to chase him/her. It's not an easy task to get it back, considering that spells do not work on the Phantoms. Just get the ring back there, stalling with any other heroes that may get in the way, and you can easily win the quest. 1. Don't attempt to destroy the Phantoms unless you have a really high-powered Paladin or Solarii. Wizards will be useless against them ------------------------------------------------------------------------------- k. Quest for the Crown ------------------------------------------------------------------------------- Task: Destroy the Lair the Crown rests in Restrictions: None Gold: 25000 Starting: Wizard's Guild Lv2, Warrior's Guild, Rogue's Guild Lv1, Ranger's Guild, Blacksmith Lv1, Wizard's Tower x2 Enemies: Minotaur, Harpy, Ratman, Troll, Evil Oculus, Werewolf Almost immediately, you will be attacked by Minotaurs constantly coming at you. Open up by enchanting the two Wizard's Towers and upgrading the Wizard's Guild to Level 3. Quickly build a Temple to Dauros so that you can recruit some Paladins at the Warrior's Guild. If you see a group of 3 or more Minotaurs, don't be afraid to hit them with Lightning Storm, since it will most likely kill them. After the initial horde has been defeated, go ahead and build a Marketplace and an Inn. Recruit a couple Rangers and have them explore the area. Once you have some more money, build another Marketplace and a Temple to Agrela, making sure to upgrade the palace after you recruit 4 healers. Once you have successfully upgraded, build a temple to Lunord and recruit 4 of them so that they can protect the city. While exploring, your Rangers will probably come across a couple small villages of Elves. They will willingly join the kingdom. You don't have to recruit any, just use the buildings for the Market income. Don't worry if they are destroyed, just make sure to take them off the repair and tax cycles. Destroy any enemy buildings you come across, as those are some of the homes of the minotaurs that keep attacking. Somewhere on the map you may see a pair of Evil Oculi, and if anybody goes near them they may get killed. However, they are hovering around where you need to go. If you are having trouble with them, upgrade the Temple of Dauros until you learn Petrify. Though expensive, hit this with a bounty and they will not last very long. Once you find the Crown Site, place a big bounty on it and let your heroes do the rest. 1. If the bounties aren't working, recruit some Rogues and Elves. They cannot resist a big payday. ------------------------------------------------------------------------------- l. Quest for the Holy Chalice ------------------------------------------------------------------------------- Task: Recover the Holy Chalice within 30 days Restrictions: No Marketplaces Gold: 5000 Starting: Palace Lv1, Fairgrounds, Temple of Dauros Lv1, Marketplace Lv1, Trading Post x2 Enemies: Giant Spider, Giant Rat, Zombie, Skeleton, Varg, Hellbear, Dryad, Rust Spitter, Evil Oculus, Vampire, Daemonwood, Minotaur, Harpy, RRONGOL The opening itself says that there is a guild of Paladins somewhere on this map, so forget the Warrior's Guild for now. First off, get a Ranger's Guild and load it up. Your money is limited so be careful. Research Potions at the Market and both Trading Posts and take the posts off the Tax/Rebuild cycles for now. Research Tournaments at the Fairgrounds so that you can get a little extra money. Upgrade when you get some cash and go for an Inn and an Elven Bungalow. Make sure you protect the Marketplace with all your life since you cannot build another one. It's not too hard to find where the Chalice is... the problem lies in the boss that's guarding it, Rrongol the Hunter. If you found it quickly, just try to ignore it for now. Right now, you want to find that guild. Once you do, you'll have found 4 Paladins with it. Take the guild off the rebuild/tax route if it is far away and upgrade to Palace Lv3. Build a Temple to Helia and recruit the Solarii. Upgrade the Temple of Dauros to Level 3 so that you can get the Petrify spell. Also build a Rogue's Guild because you may need to extort money in order to cast a healing or petrify spell against Rrongol. Set big bounties on the Hidden Chalice Site and on Rrongol. Hopefully your Solarii and Paladins take up the fight. Petrify Rrongol while they attack and heal if need be. Once Rrongol dies, go for the Chalice. Once you grab it, this quest is over. 1. If you find yourself swarmed a lot, at the beginning, destroy the Temple of Dauros and build a Temple to Krypta and Fervus. They can control the enemies instead of defeating them. Just make sure that the temple of Fervus is at level 3. ------------------------------------------------------------------------------- m. The Fertile Plain ------------------------------------------------------------------------------- Task: Survive 7 waves or raiders Restrictions: No non-human races Gold: 40000 Starting: Palace Lv2, Guardhouse Lv1 Enemies: Ratman, Minotaur, Harpy, Goblin, Goblin Priest, Goblin Archer, Goblin Champion, Troll, Medusa, Elf, Giant Rat, Vampire, Werewolf, Hellbear, Rock Golem, DIRGO THE CYCLOPS You will want to hurry early in this scenario. Luckily you have plenty of money to start out. Start out by building a Temple to Krypta and Fervus, followed by a Warrior's Guild for some Warriors of Discord. A Wizard's Guild, Blacksmith, Marketplace, and Inn should come next. Upgrade the Wizard's Guild to Lv3 ASAP so assure that you have your spells handy. Cultists and Priestesses will make your army huge for the 3rd day, in which you will be ambushed by a Goblin Army. Upgrade your Palace to Lv3 also, making sure to get a Temple to Helia out of it and getting some Solarii after the first wave. Day 6 has the 2nd wave, this time of Minotaurs. Your Lightning Storm should easily take care of the group when they get together. If you use this method, you may lose a lot of money, so try not to use a lot if you can help it. After this wave is over, continue to build up markets and inns, repairing and re-recruiting whatever you need to. Half way through Day 8 is the 3rd wave, Elves. They are all level 1 and are very easy to kill, but they can hit hard fast so if they are risking your markets or Inns, make sure to take quick care of them. After about another day, you'll be swarmed by Dwarves. They are a bit stronger but move a lot slower, so it gives time for your heroes to move in on them. After that wave is gone, now is the time to build a Rogue's Guild and Ranger's Guild. Recruit Rangers, but not Rogues yet, and just upgrade the Rogue's Guild. You may need to use Extort soon. Let your funds build up again. Towards the end of day 14 you will see a swarm of Vampires. Don't try magic here, since they can use their magic shield to stop you. Just do a Call to Arms if need be. If you're lucky, the Priestesses will find them and charm them to fight with you. Mid-way through Day 17 is when you will hit the 6th wave... this time, you will be ambushed from all sides by Minotaurs. Hopefully you have enough cash for some Lightning Storms, because you will need it. Let the money come back in for the last wave, which will come on day 21, in which you will be swarmed by the impressive Rock Golems. At 290 HP a piece, the final wave is no easy task, especially since they are lead by an even more impressive Dirgo the Cyclops. At this point, just get them grouped close together and hit them hard with Lightning Storm. You will probably lose some of your temples and guilds, but just focus on destroying the Rock Golems. Use Extort if you really need to get the boost for the Lightning Storm. 1. Saving as much money as you can is vital for the last swarm. 2. After the 5 and 6th swarms, you may want to consider upgrading the Temple to Krypta. This way, you will have the reanimation spell at your hand for if your high leveled powerhouses should die at the hands of the monsters. ------------------------------------------------------------------------------- n. The Dark Forest ------------------------------------------------------------------------------- Task: Defeat the Witch King & cure the adventurers of sickness Restrictions: None Gold: 10000 Starting: Palace Lv1, Warrior's Guild Enemies: Giant Spider, Roc, Flowering Strangleweed, Hellbear, Ratman, Werewolf, Daemonwood, Evil Oculus, Rust Spitter, Rock Golem, WITCH KING Heroes: Warrior Lv1 Hidden: Temple to Fervus Lv3, Trading Post x2, Wizard's Tower x2 Well, the bad news is that until you find the Temple of Fervus, you cannot build anymore guilds or temples. Just hope that your Warrior's Guild doesn't get hit. Recruit a couple of Warriors and start building up your money making buildings. A Blacksmith, a Marketplace or two, a couple of Inns. When you get 4 Warriors, upgrade the Palace. After a few days, a Ranger will find his way to you, saying that his camp is too weak from the sickness, but he is strong enough. A few more days will go by and you will get a Rogue to join up. After a while, the money should really start coming in. Upgrade and research the Blacksmith as much as possible, and do the same with one of your markets. Set up explore flags in all corners to help with exploring the map. If you find the Witch King's tower before the Temple to Fervus, try to get your Warriors to ignore it. If worse comes to worse, use Call to Arms. Once you find the temple, the curse will be gone and you can start to build. Start out with a Ranger's Guild and a Dwarven Settlement. Upgrade your Palace after you have 12 heroes (recruit Cultists if you want). Build a Temple to Helia and Krypta. Let the money continue to roll in as you search the map. Build a Fairgrounds, because trust me, with the Witch King you are going to need it. Once you get about 3-4 heroes at Level 10 or higher, go ahead and set a bounty for any enemy buildings around the Witch King's Tower. This will assure that any enemies and buildings will not get in your way once you break down the tower. Set a bounty for the tower (high enough so that you will get a lot of support). Build a Rogue's Guild to Lv2 so that you can be ready to extort money if you need it. The Witch King will come with a bunch of Giant Spiders. Use Sun Scorch on any Spiders. Be careful though, because soon you will be invaded by some more Spiders and the occasional Rock Golem. The Witch King can warp himself to another part of the field, so this makes the battle even harder. A good way to track him is to place a bounty on his head, so at least you always know where he is. Once you get a couple of heroes on him, cast Vines to stop him in his tracks. While you are doing that, a lot of Daemonwood will probably attack, so you will probably lose a lot of buildings. Also, the Witch King can summon Giant Spiders to his call as he wants. Just support the fighters fighting the Witch King and once he is dead, you will have won. 1. Setting up Ballista Towers around the perimeter of the kingdom may help if you find the swarms a bit too much. ------------------------------------------------------------------------------- o. Vengeance of the Liche Queen ------------------------------------------------------------------------------- Task: Defeat the Liche Queen Restrictions: No Temples to Krypta/Fervus. No Blacksmiths, Inns, Dwarven Settlements, or Rogues Guilds Gold: 15000 Starting: Palace Lv1, Temple to Agrela Lv1 x2 Enemies: Skeleton, Goblin Archer, Vampire, Zombie, Troll, Ratman, Giant Rat, LICHE QUEEN Hidden: Inn x2 , Dwarven Settlement, Dwarven Ballista, Rogue's Guild Lv1, Blacksmith Lv1, Warrior's Guild At least you get a couple Temples to Agrela to start with. Build a Ranger's Guild and a Marketplace. Recruit a pair of Rangers and Healers. Upgrade the Palace and build a Temple to Dauros. Don't worry about Warriors yet, since you may come across the Guild soon. If you do, recruit a couple of Paladins. Make sure to take any distant building off the tax/rebuild route to start, just because you can lose a lot of henchmen that way. After about 4 and a half days, the Liche Queen will send out a swarm of Skeletons. Recruit a few Monks if you haven't found the Warrior's Guild yet. Hopefully, you will find an Inn before you find the Dwarven Settlement. If you do, then build an Elven Bungalow to help with Market funds, else don't worry a whole lot about it. Don't worry a whole lot about outer buildings anyway, though the Inns are nice to have, all you have to do is really find one to get the Elves, that alone will up your revenue. The only one you should pay close attention to is the Warrior's Guild. If they are in trouble, use the Call to Arms to defend them. Once you get 12 heroes, upgrade the palace to Level 3 and build a Temple to Helia, recruiting for Solarii. Let your heroes explore until everything is visible, including the Liche Queen's Tower (which you should find next to a couple of graveyards). Make sure that you are ready for raiding it. Having a full cast of Rangers, Healers, Monks, Paladins, Rogues, Elves, Dwarves, and Solarii should suffice. Make sure also that your Temples and Rogue's Guild (if it has survived) is all fully upgraded. Once her tower is destroyed, she will be pretty mad. She will summon Vampires, Zombies, and Skeletons to attack. Help out by using Sun Scorch on the monsters. Once she is alone, aid anybody attacking the Liche Queen with the spell of Petrify. If for you run out of money, quickly Extort. Don't try to use Sun Scorch on her, since her resistance is high. After using Petrify a couple of times, if your Solarii and Paladins are attacking, this should be a piece of cake. 1. You don't have to go after enemy lairs if you don't want, but if you find one before the Liche Queen's tower, destroying it will make raids against you smaller. ------------------------------------------------------------------------------- p. Brashnard's Ultimate Sphere of Power ------------------------------------------------------------------------------- Task: Recover the seven shards that make up Brashnard's Ultimate Sphere Restrictions: None Gold: 20000 Starting: Palace Lv1,, Temple to Krolm x2 Enemies: Rust Spitter, Giant Spider, Skeleton, Zombie, Troll, Rock Golem, Minotaur, Ratman, Dryad, Varg, Hellbear, Evil Oculus, Giant Rat, Vampire, Flowering Strangleweed, Harpy, Dragon, Roc, DIRGO THE CYCLOPS Good thing you have a couple of those temples to start, because you will be ambushed quickly. Recruit 4 Barbarians in each temple, followed by building a Blacksmith and Marketplace. Don't be afraid to use Rage of Krolm a time or two if the swarms get high. Upgrade your palace and build an Inn. By this time, you can build an Elven Bungalow (and trust me, you will need the extra money). You will most likely lose some Barbarians at this time, but they are cheap and disposable at this time. Once things calm down, build a Ranger's Guild and recruit for them. Let them explore a bit, but watch out for any Rock Golems that may come your way. At this time, build another Inn and Marketplace, followed by a Wizard's Guild. Don't worry about Wizards, just get it for the spells. Another Marketplace and Inn will suffice and bring in a lot of income. Build a Warrior's Guild and start recruiting Warriors. By now you may have already destroyed a couple of sites and gotten a few shards. These shards give some strong spells to the holder, so those ones will be easier to keep. Build one of your Marketplaces and the Blacksmith up to Level 3 and research the full amount. Once some money starts to come in, go ahead and build a Rogue's Guild and upgrade it. When you feel comfortable with the money situation, build a Library and recruit some Wizards. Fully research and upgrade the Library. Again, if there is enough money, go ahead with recruiting Rogues and Elves. By now, all that is left is just exploring and getting the shards. Set up Explore Flags and Attack Flags to get the shards quicker. If you wait too long, after 30 days Dirgo will appear and wreck havoc. If that happens, just use Super-Charge and some Lightning Storms to weaken him. All you have to do is destroy the 7 buildings and you will win this scenario. 1. Take out some of the lairs to prevent Evil Oculi swarms if they tend to take you out easy. ------------------------------------------------------------------------------- q. Tomb of the Dragon King ------------------------------------------------------------------------------- Task: Destroy 3 monster lairs, destroy Tomb of the Dragon King Restrictions: No Guardhouses Gold: 8000 Starting: Palace Lv1, Ranger's Guild, Temple to Krypta Lv1, Library Lv1, Wizard's Guild Lv1 Enemies: Vampire, Medusa, Dragon, Daemonwood, Werewolf, Minotaur Hidden: Trading Post, Library Lv1, Guardhouse Lv1 x2, Temple to Krolm x3 Start off by moving the Ranger's Guild closer. Build a Blacksmith and recruit a pair of Priestesses and Rangers. Follow-up with an Inn and a Marketplace, investing in Potions. Upgrade your Palace to Level 2 ASAP and build an Elven Bungalow. You may start to notice some Dragons coming. The Skeletons from Krypta can swarm them easily, but if you have the money, build a Warrior's Guild and recruit Warriors. They may destroy any of the found buildings that you may come across. If you find that the trading post is in danger before you can collect the 9000 gold in there, build a Rogue's Guild and extort so that you can at least get something. If you see a Lair, quickly set a bounty and destroy it. If they live, more Dragons will spawn and make things really expensive. Upgrade one of your Marketplaces to Level 3, researching everything. The same goes for your Blacksmith, do the same thing. Build a Temple to Fervus and then upgrade your Palace to Lv3, after which you'll want to build and upgrade a Temple to Helia. If you find the Barbarians, don't worry about them. Take them off the Tax and rebuild routes. Leave them be and let the Dragons destroy them (at least it gives you time to build your strategy on your end). Take your time and try to take care of the Dragons when they come. When money permits, build a Temple to Helia and upgrade all your Temples to Level 3 (starting with Fervus so that you can get Vines). Save at least 1000 Gold at a time, that way when a Dragon comes you can Vine them. Recruit a full staff before destroying the last lair. Warriors, Priestesses, Cultists, Elves, Rogues, Rangers, Solarii, and even Wizards (if they are not the target of a dragon, they will deal a lot of damage to them). Once you destroy all 3 lairs, the Tomb of the Dragon King will emerge somewhere on the map, along with 6 Dragons! Not only that, but the Tomb will spawn more dragons. Immediately put a bounty on the Tomb and defend your town against the Dragons. Again, Skeletons work well against them because of their high dodge rate. You will most likely lose a few buildings to them, but try not to worry much about it and just focus on the Tomb. ------------------------------------------------------------------------------- r. Slay the Mighty Dragon ------------------------------------------------------------------------------- Task: Find the Magic Sword and Slay Vendral Restrictions: Cannot build Guilds or Temples Gold: 15000 Starting: Palace Lv1, Temple of Solarii Lv1, Statue x2, Blacksmith Lv1, Fairgrounds, Library Lv1, Fountain, Marketplace Lv1 Enemies: VENDRAL, Varg, Ratman, Harpy, Giant Rat, Dryad, Hellbear, Werewolf, Vampire, Giant Spider, Goblin Champion, Goblin, Rust Spitter, Goblin Archer, Goblin Priest, Minotaur, Medusa, Evil Oculus, Flowering Strangleweed Hidden: Marketplace Lv3, Rogues Guild Lv1, Temple to Lunord Lv1, Dwarven Settlement, Wizard's Guild Lv1, Library Lv1, Inn, Trading Post, Temple to Agrela Lv1, Warrior's Guild, Gazebo, Guardhouse Lv1 Heroes: Rogue, Adept, Dwarf, Wizard, Warrior, Healer (all Hidden, all between Levels 20-30) Have fun with this one. Lucky for you, if you find the other Guilds, it makes it all much easier since you have high level heroes on your side. Believe it or not, don't start off recruiting yet. Just research the market, fairgrounds, blacksmith, and Magic Resistance at the Library. The reason being is because when you start, Vendral is already on his way to strike your kingdom. Let him show off his power for a bit, as he probably won't destroy anything, but he will let you know that he means business. After he leaves, start recruiting your Solarii. Once you get your four, upgrade your Palace (this is just for the extra henchmen and HP more than anything else). Let your Solarii explore (that is pretty much all you can do right now). Build a couple of Inns and another Marketplace, researching the Potions. Research and upgrade the Blacksmith to its highest level. If you find a building, take it immediately off the Tax/Repair routes for the time being. After about 7 days, Vendral will be back and with Harpies. Just hope he doesn't go for your big heroes, as unless you have a Temple to Agrela, you will lose them. Let him rampage for a few days and recover any damage that he might have done after he leaves. Whatever you do, don't host any tournaments or build any guardhouses until you have found all the hidden buildings AND the Magic Sword Site. The Guardhouses and Tournament will only distract the Solarii, and you need them to explore to make things faster. If you need money, use Extort, since the buildings are so far apart. Explore the map and take out any enemy buildings except for the Magic Sword Site. Make sure you find the Dwarven Settlement before attempting to get the Magic Sword. You'll want to make sure that you have a full staff of Solarii, Warriors, Healers, Adepts, and Dwarves before attempting any further. Having a single Rogue and Wizard are sufficient enough. Also make sure that the Library nearby the Wizard's Guild is fully updated and researched. Upgrading your three temples, Rogue's Guild, and Wizard's Guild to their fullest is also a must. Once you have the Magic Sword, the dwarves will use its power and make weapons for everybody. However, there is little time for a break, as Vendral and a multitude of Dragons and other monsters will swarm the kingdom. Place a huge bounty on the head of Vendral and try to save what you can. Vendral will go straight for your Palace, so do a Call to Arms if you have the ability to. A lot of your heroes will defend the realm if the Palace is under siege. Your Veteran heroes that you found should not have a problem fighting Vendral, nor should any of your Solarii. ------------------------------------------------------------------------------- s. The Day of Reckoning ------------------------------------------------------------------------------- Task: Survive attacks from all monsters Restrictions: Cannot build Temples, No non-human dwellings Gold: 20000 Starting: Palace Lv3, Wizard's Guild Lv1, Warrior's Guild, Ranger's Guild Enemies: Minotaur, DIRGO THE CYCLOPS, Evil Oculus, Giant Spider, Ratman, Troll, BLACK PHANTOM, WITCH KING, LICHE QUEEN, Skeleton, Vampire, Daemonwood, RRONGOL THE HUNTER, URL-SHEKK, Dragon, VENDRAL Hidden: Temple to Agrela LV3, Temple to Dauros Lv3, Royal Gardens, Temple to Lunord Lv2, Temple to Helia Lv2, Temple to Krolm, Gnome Hovel, Elven Bungalow, Dwarven Settlement, Temple to Krypta, Temple to Fervus Heroes: Warrior Lv50, Wizard Lv50 (Note, before you start, you will want to slow the game speed and take all houses that you see in the beginning off the Rebuild/Tax routes) (2nd Note, your heroes will all start out between Levels 4-6 when they are newly recruited) Well, the good news is that you have some seasoned Veterans in this fight, the bad news is that Dirgo and some Minotaurs will ravage some of your houses first. Let your starting Heroes fight the monsters while you recruit some Rangers and Wizards, followed by building a Blacksmith, Marketplace, and Inn. After the first wave is beat, a small wave of Evil Oculus and Giant Spiders will come next. Your Wizards should be enough to take care of the spiders, but the Oculi are another problem. Lucky they are not coming for a little bit. Just pay attention to the Spiders. By now, you may notice that you are getting hit by a lot of lightning. This can be very annoying, especially if you have weak heroes that it hits. Anyways, build a Rogue's Guild (for Extort) and a Library (research fully). Hopefully by now you've found some of the other temples or other settlements. If you find the dwarves, start some Ballista Towers around the perimeter of the realm. Recruiting some Gnomes can make the building faster. On Day 6, the Black Phantoms will show up. This is not easy, as there are 3 of them. The best thing to do is upgrade your Wizard's Guild to Level 2 and cast Anti-Magic Shield on the heroes that stand up to it (most likely your Lv50 Warrior). You will most likely lose a lot of heroes. If you found either the Temples to Fervus or Dauros, then cast Petrify/Vines on them if you have the money. If you found the Dwarven Settlement and already set up the Towers, they may take them out quickly. With every building available to you, it may be hard to decide what you really want to spend money on. Priestesses, Cultists, Adepts, and Solarii are good starts for your money. When money rolls in enough, build a 2nd Warrior's Guild for Paladins/Warriors of Discord (depending on which Temple you find first). Make sure you have a Ballista Tower in each corner of your central realm (should be 8 total, one for each direction). These towers will take out a lot of monsters and bosses that come your way (especially the Black Phantom). On Day 10, you will see the Witch King. On Day 11, you will see the Liche Queen. On Day 15, you will see 3 Black Phantoms and Rrongol the Hunter On Day 19, you will see 3 Black Phantoms, Url-Shekk, and Vendral In each of these cases, Ballista Towers will be your best friend. Else, just use Vines on the main boss and put a bounty on their heads. Your big heroes shouldn't have a problem taking out anything there. 1. Recruiting Gnomes are a cheap and easy way to rebuild while you are being attacked. Plus, since the Hovels spread like a bad cold, you can keep recruiting. They also (sadly) make great bait for the big monsters. ------------------------------------------------------------------------------- t. The Wrath of Krolm ------------------------------------------------------------------------------- Task: Destroy all Altars to Krolm or defeat the Avatar of Krolm Restrictions: Can only build Guilds, Temples, Towers, Blacksmith, & Library. No Temples to Krolm Gold: 10000 Starting: Palace Lv1, Marketplace Lv2, Inn, Rogue's Guild Lv1 Enemies: Barbarian, Hellbear, Werewolf, Varg, Giant Rat, Troll, Ratman, Roc, Zombie, Flowering Strangleweed, Minotaur, Evil Oculus, AVATAR OF KROLM Beware in this scenario, since money is very tight because you cannot build any Markets, Inns, or Trading Posts to build up the revenue. Start off by building a Blacksmith and two Guardhouses, one near the Sewer, the other near your Marketplace. Research Arrows, Market Day, Healing Potions, Rings of Protection, and Level 2 Weapons. While all the research is going on, start recruiting some Rogues. Once you have 4, upgrade the Palace. Once you do so, build an Elven Bungalow, but do not recruit. After a couple of days, you should see the first swarm of Barbarians. The Guardhouses may be able to take care of them if you placed them just right. After the first wave is defeated, build a Temple to Dauros and a Warrior's Guild, recruiting a couple of Paladins. Let the money come in a bit and just load up on Paladins, then Monks. Every few days you may see some Barbarians. They shouldn't be much problem to handle for your Paladins or the Monks. When money permits, upgrade your Palace to Level 3 and build a Temple to Lunord and start recruiting Adepts. Just take your time with this quest, as the only real threats are the Barbarians and occasional other monsters, and since money gets limited, it's best to just take your time (especially since you cannot upgrade the Market). When money allows, do the following in order: 1. Research and Upgrade the Blacksmith to it's fullest 2. Upgrade the Temple to Dauros to its fullest 3. Upgrade the Temple to Lunord 4. Build and upgrade a Temple to Agrela to its fullest. Recruit 5. Build and Upgrade a Wizard's Guild. Recruit two 6. Build and fully research and upgrade a Library 7. Build a Ranger's Guild. Recruit 8. Upgrade the Rogue's Guild Anytime you see a sewer pop up, build a Guardhouse next to it and research Arrows. Your Rangers should start revealing some Altars to Krolm and some other lairs. Destroy the other Lairs first (if you can help it, because I know Paladins just love to trample whatever lair they find first). If you destroy an Altar, you will release the Avatar of Krolm, a 4000 HP beatstick who can summon Barbarians and other monsters. What's worse is that he can use Rage of Krolm to make your life a lot harder. The good news is that you do not have to kill him to make him go away. Dealing a bit of damage will cause him to retreat. There are a couple of ways to take care of the Avatar: 1. Set a bounty on his head. Keep in mind that Petrify will not work on him. 2. Use Lightning Storm on him and his monsters when they get close to your kingdom. Once he retreats and you destroy another altar, he will lose 500 total HP. Just keep this up and keep an eye on the fighters who try to attack him, healing them when needed and casting Lightning Storm on the monsters that he summons. After you either kill him or destroy all 6 Altars, the quest is yours. 1. There are a lot of natural monsters here, so if you find things too difficult, you could always go towards the Chaos side of the temples. Cultists can charm the hellbears, rocs, vargs, and werewolves while Priestesses can get the Zombies. However, if you do this, recruit Warriors instead of Warrior's of Discord. =============================================================================== IX. Tips & Tricks =============================================================================== -Starting Off- The best way to start off in a new quest is to do the following: (keep in mind that you may not be allowed to do some of these depending on the quest. Also, keep in mind that you should upgrade & research whenever possible). 1. Build a Ranger's Guild - (allows you to explore the area quickly) 2. Build a Blacksmith - (for the added weapons and armor and to help with building costs) 3. Build a Marketplace - (by now you could use extra cash) 4. Build an Inn - (a little more money) 5. Upgrade your Palace - (now you can get the temples). 6. Build Temple(s) - (Depending on your money and what challenge you need. You have to choose one of 3 sides; Dauros/Agrela, Fervus/Krypta, or Krolm. Whichever you do will decide what warriors you can get.) 7. Build a Warrior's Guild - (now time for the power) 8. Build a Trading Post - (more money & healing potions) 9. Build another Marketplace, Inn, Trading Post, anything else you need for money - (explains itself) 10. Build Guardhouses near Sewer Entrances - (to stop rats with arrows) 11. Upgrade your Palace - (the last part) 12. Build a Temple - (for Helia or Lunord, providing Krolm is nowhere around) 13. Decide on a non-human race - (If you need money for the quest, get Elves and build a Rogue's guild with them, else go with Dwarves) 14. Build a Wizard's Guild - (mainly for the Library) 15. Build a Library (helps in research costs and helps raise intelligence) 16. Build a Fairground - (helps with experience and money) 17. Build a Royal Garden - (helps your heroes) 18. Finish the quest if you haven't already -Troubleshooting- Each of the following are scenarios and how to get through them with ease. Q. Monsters are roaming the city and attacking the Henchmen and Houses. A. A Temple to Lunord can fix that. The Adepts patrol the city at a fast rate and can easily take out a monster or two. If the attack is bad you could also use the Call to Arms feature on the Warrior's Guild. If all else fails, set up a Bounty and your Rogues will finish it. Q. I need money and fast! A. Well, build 2-3 Marketplaces, a Rogue's Guild, 2-3 Inns, and an Elven Bungalow. Trading Posts, Fairgrounds, Royal Gardens, and Blacksmiths also help. Q. Help! My high-level Hero died and now I'm losing the city! A. This wouldn't happen if you upgraded your two Temples from the start. With Agrela/Dauros, you could revive the fallen Hero and if the monster was still around, you could Petrify it so your hero could escape. With Fervus/Krypta you can do the same thing, but using the Vines instead of Petrify. Also, you could hover around that hero and use the Heal spell if it gets that bad. Q. I'm being raided by hordes of monsters. A. If you have a Dwarven Settlement you have this problem halfway solved. Set up a bunch of Ballista Towers around the parameter of the city (keeping its distance though). Any monster that comes by is going to be hit by large arrows, leaving them to either your spells or your Heroes after that. If the monsters are weak to magic, set up Wizard Towers along with Ballista Towers and enchant the tower. And finally to a lesser extent, Guardhouses with Arrows work great. -Bosses- Some scenarios have Boss monsters that will make your quest a lot harder towards the end. If you know your quest will have a boss monster, then you will want to Level up your Temples to Level 3. You should in these scenarios if you're luck be able to build your Order Temples (Agrela/Dauros) your Chaos Temples (Krypta/Fervus) and either the Helia or Lunord (I suggest Helia in boss battle situations). At Level 3, you are promised a healing spell, a revival spell, and most importantly, a stun spell (either Petrify or Vines). The Stun spell WILL work on bosses, but they cost a pretty penny. Also, most bosses come with monsters. Sun Scorch takes out almost all monsters after a while (or Lightning Storm if you have a fully upgraded Wizard's Guild). When the boss is alone, Stun it and let the heroes do their work. =============================================================================== X. Cheats =============================================================================== Much like any other game, there are cheat codes that can be used in this game to give you an edge. Anytime during a quest, press Enter and then type in any of the following codes to get their effect, then press Enter again Code Effect BUILD ANYTHING Gain access to ALL buildings to build CHEEZY TOWERS Use Wizard spells anywhere FILL THIS BAG Gain 10,000 Gold FRAME IT See frame rate GIVE ME ACTION Spawns Minotaur GIVE ME POWER Gain all spells GOBLIN RUSH Spawns Goblins GROW UP Target gains 5 levels HIGHLIGHTED Gives extra power to target hero I'M A LOSER BABY Lose the quest automatically NIGHT OF THE LIVING UNDEAD Spawns Undead NOW YOU DIE Kill the selected building/unit PREPARE TO DIE Spawns Rock Golems and Dragons PUMP UP THE VOLUME Spawns Medusa, Evil Oculus, Rust Spitter, and Werewolf RESTORATION Completely heal all controlled units/buildings REVELATION Reveal map VICTORY IS MINE Win the quest automatically =============================================================================== XI. Thanks =============================================================================== -To my Wife Ashley for her support and love. -To the people of the Hideout Forums at http://orakianhideout.proboards20.com/index.cgi -To me for spending so much time to create a complete walkthrough such as this. ===============================================================================