Hi everyone,
This is a Majesty: The Fantasy Kingdom guide and walkthrough for the Android game.
This walkthrough is only for Bloodthirsty (the hardest difficulty), although the easier difficulties should be fine with the strategies too.
Note that the directions used in this walkthrough will assume that the top of the map is North, the left is West, and so on.
1. General Info & Tips (strongly recommended)
1.1.1 Fighting Heroes
Warrior (in Warriors' Guild): the bread-and-butter of your army; pretty tough and can pretty much survive on their own
Paladin (in Warriors' Guild with Temple of Agrella): walks faster, hits better, and more likely to explore than Warriors; they survive VERY well, but cost significantly more
1.1.2 Wizard
Wizard (in Wizards' Guild)
The best damage-dealing units of the whole game when levelled up. They die in one hit at lower levels.
They're essential for many missions (including Dragon Hazard). Wizards are useless without the spells trained in the Library.
Note that harpies are immune to magic (from my experience). Keep harpies away from wizards at all costs!
Different spells are learned at different levels. When the Wizard reaches the said level, he can use that spell.
Wizard Skills (level 1 Library):
Fire blast: Learned at 3, effectively allowing him a guaranteed kill on most enemies before they can hit him
Magic resistance: Mostly useless, except against Vampires' spells (in my experience)
Teleport: Not that useful, but they move faster when needed
Wizards Skills (level 2 Library):
Meteorite storm: Learned at level 8, this skill allows wizards to kill every enemy in a large area very quickly; meteors repeatedly land on a point, doing big splash damage
Fireball: Learned at level 5, like a single-hit meteorite storm
Fire shield: Learned at level 2; this allows monsters a few hits on a wizard (instead of one hit) before he dies
Keeping Wizards Alive
Wizards die really easily, so it's your job to keep them alive. There are several important tools for this:
Building placement: Do not place the Wizards Guild on a side that gets a huge amount of enemies. Try to avoid having incoming enemies pass directly by the front door of a Wizard's Guild. It's good to place Guard Towers and Warrior's Guilds near a Wizard's Guild to protect the wizards.
Game saves: Save when your wizards are alive! If they die, load the game, and they might make a different decision that doesn't lead to them dying.
Invisibility: When combined with game saves, you'll never lose your wizards unless you choose to. If a wizard's about to be attacked, make him Invisible manually! If a wizard dies a few seconds after a Game save, make him Invisible, and he won't die!
Note that invisibility can also be used on enemy units. If your wizard is stuck attacking a harpy and the harpy is stuck attacking the wizard, use invisibility on both of them. Your wizard will go on his way, and the harpy will eventually turn visible, probably somewhere where she can be killed by one of your melee units.
1.1.3 Other Heroes
Tax collectors: there's not much you can do with them, but be sure to set the minimum amount of gold they take! I usually set it to 100/100, and raise it later if income goes higher; this allows them to avoid dying on unnecessary trips for tiny amounts of gold
Healer (trained at Temple of Agrella): very good support units, although they tend to cluster around one or two units; they really will never die
Necromancer (trained at the Temple of Crypta): they're not great, but the fact that they raise skeletons and zombies makes them a viable replacement for melee fighting units in some situations; their fragility usually does not allow them to fully replace those units
The rest of these heroes I never used
Ranger (trained at Ranger's guild): good for cheap and fast exploring early-game, but they die easily
Elf (trained at Elven Bungalow): like the Ranger, except even less useful; skip
Dwarf (trained at Dwarven Fortress): very slow warrior, not very useful in my experience
1.2.1 Buildings' Uses
It's pretty easy to see what the Guilds do, but I'll explain the good uses of the other buildings.
Guard tower: If placed properly, these protect your Wizards from attack
Marketplace: You need these for money; not having one of these slows you down a lot. The healing potions are also very useful
Elven bungalow: These double your income from all your buildings! This is really useful when you want to speed up your game or need to get expensive things (like a level 3 Temple or Agrella or Wizards' Guild); with one of these and one level 3 Marketplace, you will rarely be out of money
Gnome hovel: Costing just 100 gold for the first building, these can really speed up your game if you build them at the start; they also help to repair your Marketplaces, which can get destroyed pretty quickly by Trolls otherwise
1.2.1 Building Placement
Building placement is one of the most important parts of the game! Here are a few general tips.
Warriors' Guilds can absorb a lot of damage. Also, warriors automatically return when they get attacked, and warriors will protect adjacent buildings too when they come out of the Guild. Place these in the directions where enemies come from.
Wizards' Guilds need to be placed somewhere where outgoing wizards won't encounter enemies nearby (as they'll get killed at low levels)
Marketplaces should be placed beside one or more Warriors' Guilds (preferably one to the southwest or northeast, and another one to the northwest) that can protect them from Harpies and Trolls (which attack them specifically)
1.3 General Tips
Game saves: If everything's going fairly well and none of your heroes are in any situation where they might die soon, save your game! In case one of your high-level or important heroes die or a building gets destroyed in the near future, you can get back to this point and adjust your strategy instead of starting over again. You can also use this trick to avoid the annoyance of Wizards dying.
Invisibility: The most important skill in the game, this helps your heroes stay alive if you use it on a low-health hero. If you use it on an enemy, you can have a hero ignore that enemy. This is good if a hero is heading towards a flag of some kind.
Heal: If you don't have as much money; a cast of the Heal (the cross) spell might keep him alive for long enough to run away
Explore flags: Often, multiple (2 or 3) Explore flags will attract more heroes than one expensive one.
Attack flags and flags in general: Don't set flags in different directions. First have one target direction flagged, and when the target is close to being achieved, set the flag in the other direction. Also, don't set too many flags or too high-valued flags, as that will draw all your heroes away from your base and leave it underdefended in many scenarios, which can ultimately be counterproductive.
2 Walkthrough
On diagrams: the building locations are coloured:
Red: Castle
Grey: Warriors' Guild
Cyan: Temple of Agrella
Dark Red: Temple of Crypta
Green: Gnome's Hovel
Gold: Marketplace
Purple: Wizards' Guild
Pink: Library
Orange: Guard Tower
Black: Blacksmith
2.1 Level One: Rat Plague
This is a fairly easy level regardless of how you do it, and the only one I used rangers.
We start by getting a Ranger's guild on the southeast side of base and two or three Rangers that explore the map on their own. This is necessary as there are single rats spread around the map.
Then, we buld a Warriors' guild on the western corner of the base, and then 4 warriors, as well as a Marketplace. You don't need that much money this game, so I only upgraded Healing Potions. It's recommended that you build another Warriors' guild to speed the game up.
Then, it's a matter of setting explore and attack flags. One Monster's Lair is on the western corner of the map, while the other is near the northeastern edge.
Build Order
Gnome hovel
Rangers' guild
Warriors' guild
Marketplace
Warriors' guild
2.7 Level Seven: Elven guerillas
This level is tough due to the large number of enemies attacking your base. Finishing in 38 days guarantees you a Gold in my experience, but I'm not sure if it's based on time.
I chose to finish this by killing the Elves. While reaching 40,000 gold in less than 40 days is probably possible, a lot of Marketplaces (at least 2, probably 3) would be needed. The number of Trolls generated by the marketplaces would be pretty hard to manage, given the already-large number of enemies.
Strategy summary
Lots of Paladins (3 Warriors' Guilds) and good building placement (to protect Marketplace)
Building layout
Actions
We first build a Gnome hovel. Then, we build the first Warriors' Guild on the east and train one warrior. As soon as the Warriors' Guild is done, we build a Temple of Agrella. We start training Paladins as soon as the Temple finishes. Build the second Warriors' Guild on the southeast, and then build the Marketplace.
Now we slowly train Healers and more Paladins in the second Warrior's Guild as money comes in until we have 7 Paladins. Upgrade your Marketplace if you want, but at least get Healing Potions.
Don't set Explore flags before you have two fully-occupied Warriors' Guilds as the enemies come fast.
I recommend getting a third Warriors' Guild on the southwest of your base (coloured light-grey) and train one or two Paladins. You can explore southwest before you get this, but this way, spawned enemies from the southwest won't keep attacking your castle and force your forces to return.
There are four groups of Elven bungalows: they're marked on the map below in blue. Your castle is red. Set Explore flags past them, and then set big Attack flags once they've been found and cancel your Explore flags.
2.8 Level Eight: Horned Bride
The Dwarves can't fight, and the Minotaurs are super-strong. I think it would be nearly impossible to protect the Dwarves instead of eliminating the Minotaurs in Bloodthirsty, and as such, I chose to kill the Dwarves as soon as I could.
Strategy summary
Protect the Dwarves until Day 12 with towers and make sure you attack the Dwarves after the message pops up, but before the Minotaurs destroy their castle.
Building layout
Actions
Build a Gnome hovel on the northeast. Start off by building the Warrior's Guild. As soon as it's done, pump out 4 warriors, and build the Wizard's Guild. Build 2 wizards and then the Guard Tower on the west (to prevent your Wizard from getting killed on that side). A second Guard Tower to the southeast can also help. Build a Library and research at least Fireball, but
At the same time, with your excess money, build another (one or two) Gnome hovels in some free space in the interior of the Dwarves' base. Then, build Guard Towers.
Build two adjacent to the Dwarven Tower at the northern tip of their base, but slightly south of the Dwarven Tower so that they don't get attacked too much. Build one or two on the east (between the two Dwarven Towers on the east), and build one on the west, just north of the hanging skeleton. Replace the towers if they get killed (and you have the money).
Send explore flags to the Dwarven base to protect them and to clear the way to their base for the 12th day.
When the 12th day comes, you'll get a message from the Minotaurs. At this point, set up an attack flag on any building of the Dwarves. As soon as any of your heroes attack the building, the Dwarves will become your enemy. The Minotaurs will finish them off and you'll win.
2.9 Level Nine: Dragon Hazard
In this level, you need to survive for 40 days, AND kill all of the dragons. This second requirement tripped me up, and I actually emailed Herocraft to ask about this. The dragons kill everyone except wizards quickly, and the harpies kill all the wizards quickly.
Strategy summary
Using saved games, load the game when a wizard dies. Have four high-level wizards to kill the dragons, and tons of melee units to kill the harpies. Keep pumping out melee fighting units as they die to dragons.
Building layout
I kept restarting the game until I got a placement of the sewers near the location of the Wizard's Guild (which spawn rats), as this helps the wizards level.
Actions
Remember to save frequently if things go right!
As soon as the game starts, build the Marketplace, followed immediately by the first Warrior's Guild (on the north). At this point, the sewers (which spawn rats) should have shown up. If the sewers weren't spawned near the point where I indicated the Wizard's Guild would be, I restarted the game, as the rats serve as valuable experience for the wizards. If the sewers were spawned at a good location, I save.
As soon as the Warrior's Guild finishes, I build the Elven Bungalow and train 3 warriors. Afterwards, I build the Wizard's Guild and then the Library. During all of this, I'm upgrading the Marketplace to level 3.
With any cash I have remaining while upgrading the Marketplace, I train 4 wizards. If all has gone well, the wizards should start running around and killing things. As per the "Keeping Wizards Alive" part of this guide, use Saved games and Invisibility to keep them alive.
In the meantime, upgrade all of the Level 1 wizard spells and train the 4th solider, and then upgrade all Level 2 wizard spells except Meteorite storm. You should be raking in the cash. With any excess cash, build the Temple of Krolm and the second (southeastern) Warriors' Guild. Do not train heroes there yet.
You really need to have a level 5 Wizard (with Fireball) by Day 12 to 14, when the first dragons come around. Lower-level spells do negligible damage. Set explore and attack flags to the northwest (near the Peasants' House) and the southwest (also near the Peasants' House) and try to get your wizards going there by saving and loading if they're not leveling fast enough.
Once you'd defeated the first wave of dragons, train heroes at your new Temple and Warrior's Guild, and build a new Warriors' Guild (to the west). Once that's done, it's a repeating cycle of building new Warriors and Necromancers to replace dead ones, and killing dragons.
During this process, there are a few tips that will help you.
Once the 40th day comes, that'll be your final wave of dragons. After that, use the Sight spell to explore the map and kill the dragons that are hanging around.
2.10 Level Ten: Paladin Riot
The enemies don't stop coming, and the waves of vampires are very hard to defeat at the start. This level is harder than Dragon hazard in that there are more things that have to go right for you to win. It's been really hard to win without abusing saved games to make sure a hero does a certain action at a certain time.
Strategy summary
Release 8 fighting heroes from caskets and build a Temple of Agrella before the first wave of Vampires on day 12, get a Level 3 Wizard's Guild and more heroes, and kill the Temple.
Building layout
Build all your buildings to the northeast and southeast of the castle.
The casket locations are shown below. Your castle is in red and the Temple of Crypta is in dark red.
Casket area 2 contains 2 Paladins.
Casket area 3 contains 1 Paladin and 2 Warriors.
Casket area 5 contains 2 Warriors of discord.
Casket area 8 contains 1 Warrior.
Casket areas 1 and 4 contain 2 Wizards each.
Casket area 6 contains Barbarians.
Casket area 7 contains 2 Healers.
Actions
Start by building the Marketplace to the southeast, followed immediately by the Warriors' Guild by the castle on the northeast. As soon as the Warrior's Guild completes, train a Warrior and set a explore flag by casket area 2 with only 100 gold. Save the game before the Warrior comes out.
Keep loading the game until the warrior immediately chooses to hunt northwest or explore towards the flag upon coming out of the Guild. You should have enough money to build a second Warrior's Guild. Do so, directly east of your castle.
Your single warrior should be heading northwest and should notice the. Save the game just before this first warrior opens the single casket at casket area 8.
Keep loading the game until the high-level warrior that comes out of the casket immediately chooses to hunt northwest or explore towards the flag. Immediately retire the low-level warrior you originally hired. Before the high-level warrior reaches the set of caskets at casket area 3, save. Usually, he'll get stopped by 2 zombies and 1 skeleton. Before he opens any caskets, set a new 100-gold explore flag at the southern corner of casket area 5. Save when he's about to defeat the last monster.
Keep loading until the following occurs after he opens all the caskets:
1. The Paladin released heads towards the northwest OR two Warriors head towards the flag to the northwest (near area 2)
2. At least one fighter heads towards the flag to the southwest (near area 5)
If you want to really play it safe, load until two Warriors head toward the northwest and the Paladin heads towards the southwest. Save immediately after this happens.
If your fighter heading towards the southwest gets stopped by a monster, save. Keep loading until he goes on towards the flag after defeating the monster.
Eventually, the heroes at casket area 2 will release 2 paladins and the hero(es) at casket area 5 will release 2 warriors of discord. Save once this happens. At this point, it should be around day 5 or 6, and you should have 3 high-level Warriors, 3 high-level Paladins, 2 high-level Warriors of Discord, and something like 1500-2000 gold.
From this point on, upgrade your Castle to level 2, research healing potions, and build a Temple of Agrella in that order. Pump out four Healers.
Also from this point on, load the game if any of your fighting heroes die. This is to save money for a Level 3 Wizard's Guild (to avoid having your heroes entombed).
On day 11 to 13 or so, the first wave of vampires should come. If your heroes repel them with no losses, save. Afterwards, save after every wave of vampires with no losses.
Work to upgrade your Marketplace to level 3. In the meantime, be a manual healer and keep using heal (when necessary) to keep your heroes alive.
Upgrade your castle to Level 3. Save up another 6000 gold and then build another Warrior's Guild. Pump out 4 more Paladins. If you see any heroes trapped in nearby caskets, set some expore flags near the caskets to free them.
Finally, once you have a fair amount of heroes use the Sight spell to explore the area of the map with the Temple of Crypta and set a huge Attack flag on it. Soon, your heroes should attack, and victory will be yours!
A few tips:
Hope this helps! Note that you'll need to load up to 50 times before you get to day 6 if you're unlucky, so don't worry about it. While I don't think that abuse of saved games was a design requirement for completion of the level, this strategy worked best for me. Good luck!
2.11 Level Eleven: Eloped Wife
This level is slightly (but only slightly) easier than Paladin Riot. There's a lot of luck involved in finishing the level, as you need one of your Warriors to come back with boatloads of cash. They don't tend to do this as they usually either get killed or keep fighting the huge numbers of enemies that keep coming).
Note that you don't need to destroy the three Elven Castles to weaken the daemonwoods if you don't want to! If you're using Wizards like I am, it's faster not to destroy them.
Strategy Summary
Get 8 Warriors and a Marketplace with healing potions. With some luck, some warriors will return with boatloads of cash. Upgrade your castle, build a Wizard's Guild and a Library and eventually grow the number of Wizards and their levels with the "Invisibility" spell. Eventually attack straight towards the Elven Castle on the right corner of the map.
Building Layout
This level is a little annoying as you can't shelter buildings behind your castle. Also, your heroes tend to wander very far left and down the map and get killed. The building layout we have right now is a way to try to prevent that.
We start by building a gnome hovel as close to the right-bottom edge of what you can initially see (inside the Wizard's Guild box). Then, we build around there.
Note that the locations of the Library, Temple of Crypta and Gnome Hovels can be changed without huge differences, as you should have skilled Wizards by then.
Actions
At the start of the game, you should probably destroy the Rangers Guild. Rangers will lead enemies back to your base otherwise, and you don't want them attacking your buildings that early, as it slows down construction.
Start out by building the Gnome Hovel at the right-bottom corner. As soon as that's done, build your first Warriors' Guild, the one on the left. Once that's done, pump out Warriors and build the Marketplace at the same time. When that's done, immediately research Healing Potions and build your second Warriors' Guild.
Once you have 7-8 Warriors, build the Guard Tower, so that your Tax Collectors don't have to walk all the way back to the Castle.
Now, we just hope for the best and replace any dead Warriors. Feel free to use saves to try to get cases where Warriors don't all die to Spiders within a short time, as that pretty much loses you the game.
We have to actually get pretty lucky for the erest of this strategy to work. Your Warriors, while fighting the rich elves, should accumulate thousands and thousands of gold. However, they tend not to ever try to return to base, and when they do try, they usually get killed.
Using saves can help you here, but not much. Basically, you need to hope that one or two fo those Warriors return home with their gold, and that the (at least 3000 for the Castle, and another 2500 for Wizards and Libraries) gold is successfully delivered to the Guard Tower or the Castle.
When this happens, save!
That happened for me, and I immediately set about upgrading my Castle. Following that, I destroyed the Gnome Hovel, built one or two new ones. The yellow-shaded Gnome Hovels can really be placed anywhere where they won't be destroyed, and not specificallly where I put it in the map.
Once the Castle's done, I built the Wizard's Guild on where the Gnome Hovel once stood. As soon as the Wizard's Guild finished, I built the Library and started training one Wizard.
I only trained one Wizard in the start as I was quite intent on keeping him alive with Invisible, as swarms of elves had already gathered on the southeast by this point. At the same time, upgrade Fireball, then the other two Wizard abilities and immediately upgrade to Library. Upgrade Fire Shield, and eventually, once your Wizard levels up to 5 and 8, research Fire blast and Meteorite storm respectively.
Keep the Wizard alive! He should quickly level up to Level 3 if you follow the above directions for keeping Wizards alive (mostly use Invisible, possibly saved games). Once he gets there, he gets pretty useful.
From here on out, keep pumping out Wizards and keep replacing Warriors for the time being. They're really just meat shields.
Somewhere in this process, build a Temple of Crypta, preferably near the Library. This is mainly to shield the castle and to protect the Library. Keep the Necromancers alive too, although this should take less work than keeping the Wizards alive due to the presence of skeletons. You can also build the second Wizards Guild to the left of the Warriors' Guilds if you want at this point for more Wizarding power.
Finally, once you have at least 4 high-level Wizards, you can use the Explore (Sight) spell to explore the very eastern corner of the map. The Elven Castle there is where your wife is being hidden. Set attack and explore flags around that area, and victory should be yours.
In the process, feel free to upgrade your castle and Temple of Crypta so you can resurrect the rare dead Wizards.
2.12 Level Twelve: Elvish Princess
This level is of a pretty reasonable difficulty on Bloodthirsty. No real luck is necessary, and crazy amounts of points can be obtained even with a 55-day finish.
Interesting point: the trolls, spiders, and goblins will attack each other.
Strategy Summary
We start out by getting a third-level Marketplace, and two fully-filled Warriors' Guilds. Upgrade the Castle, get a Temple of Agrella, and fill up two more Warriors' Guilds with Paladins. Once they get to a reasonably high level, set explore flags sequentially to each elf. Once there, manually use the heal spell to keep whichever unit that's attacking the elf alive. This is expensive, but you should have enough money by then.
Building Layout
The main goal is to protect your Marketplace; you'll have a lot of units coming in to attack from all sides. The numbers indicate the order the Warriors' Guilds should be built in.
The map below indicates the locations of the three elves. Each of them is guarded by a Monster Lair; harpies on the left, trolls on the bottom, and the most dangerous - spiders on the right-bottom.
Actions
First, build a gnome hovel. Then, build the Marketplace immediately. Start upgrading it as soon as it's done; we keep upgrading it continuously as we build other buildings until it's upgraded to Tier 3.
Build the 1st Warriors' Guild; pump out Warriors as soon as it's done. When it's done, immediately build the 2nd Warriors' Guild. Repeat the process.
If you want, use saves to avoid having too many Warriors dying to spiders. This isn't needed at all, and I didn't really do it. The good part about this level is that the goblins often fight with spiders, killing both parties.
Once you have 3000 gold, upgrade your castle. Build a Temple of Agrella and pump out one or two Healers. Build the other Gnome Hovels at or before this point. When your buildings aren't under attack and you have 2400 gold, build the third Warriors' Guild. Train 4 Paladins. Then, wait for 3200 gold and build the fourth Warriors' Guild. Train another 4 Paladins and fill up your Temple of Agrella.
Rack up some gold as your Warriors and Paladins defend your base and level up.
Once that's done, save (just in case too many heroes go in a certain direction and your base gets destroyed) and set an explore flag worth several thousand gold at one of the Elves. Eventually, one or more of your heroes should head over there.
Multiple units may get there and get attacked by the elf; most of them will die or try to retreat when they keep losing health really quickly - try to save them. Regardless of whether one or multiple units arrives at a time, always keep one unit - one that's fairly strong and within range of the Elf - alive by manually spending gold on the Heal spell every one or two seconds on him.
You will be burning through gold if you do this, but by this point, your third-tier Marketplace should've earned you thousands, if not tens of thousands of gold (since it takes a long time for a hero to get to the Explore flag). Keep doing this until the Elf dies.
Repeat the process for the other two Elves and you should win.
Note that you shouldn't want to set Attack Flags on the Elf. That would send more than one hero there; since you can really only manually heal one hero fast enough, the rest would just die.
The End (for now)
More levels' walkthroughs probably will not come soon but if anything is tripping any of you up, feel free to post!
This is a Majesty: The Fantasy Kingdom guide and walkthrough for the Android game.
This walkthrough is only for Bloodthirsty (the hardest difficulty), although the easier difficulties should be fine with the strategies too.
Note that the directions used in this walkthrough will assume that the top of the map is North, the left is West, and so on.
1. General Info & Tips (strongly recommended)
1.1.1 Fighting Heroes
Warrior (in Warriors' Guild): the bread-and-butter of your army; pretty tough and can pretty much survive on their own
Paladin (in Warriors' Guild with Temple of Agrella): walks faster, hits better, and more likely to explore than Warriors; they survive VERY well, but cost significantly more
1.1.2 Wizard
Wizard (in Wizards' Guild)
The best damage-dealing units of the whole game when levelled up. They die in one hit at lower levels.
They're essential for many missions (including Dragon Hazard). Wizards are useless without the spells trained in the Library.
Note that harpies are immune to magic (from my experience). Keep harpies away from wizards at all costs!
Different spells are learned at different levels. When the Wizard reaches the said level, he can use that spell.
Wizard Skills (level 1 Library):
Fire blast: Learned at 3, effectively allowing him a guaranteed kill on most enemies before they can hit him
Magic resistance: Mostly useless, except against Vampires' spells (in my experience)
Teleport: Not that useful, but they move faster when needed
Wizards Skills (level 2 Library):
Meteorite storm: Learned at level 8, this skill allows wizards to kill every enemy in a large area very quickly; meteors repeatedly land on a point, doing big splash damage
Fireball: Learned at level 5, like a single-hit meteorite storm
Fire shield: Learned at level 2; this allows monsters a few hits on a wizard (instead of one hit) before he dies
Keeping Wizards Alive
Wizards die really easily, so it's your job to keep them alive. There are several important tools for this:
Building placement: Do not place the Wizards Guild on a side that gets a huge amount of enemies. Try to avoid having incoming enemies pass directly by the front door of a Wizard's Guild. It's good to place Guard Towers and Warrior's Guilds near a Wizard's Guild to protect the wizards.
Game saves: Save when your wizards are alive! If they die, load the game, and they might make a different decision that doesn't lead to them dying.
Invisibility: When combined with game saves, you'll never lose your wizards unless you choose to. If a wizard's about to be attacked, make him Invisible manually! If a wizard dies a few seconds after a Game save, make him Invisible, and he won't die!
Note that invisibility can also be used on enemy units. If your wizard is stuck attacking a harpy and the harpy is stuck attacking the wizard, use invisibility on both of them. Your wizard will go on his way, and the harpy will eventually turn visible, probably somewhere where she can be killed by one of your melee units.
1.1.3 Other Heroes
Tax collectors: there's not much you can do with them, but be sure to set the minimum amount of gold they take! I usually set it to 100/100, and raise it later if income goes higher; this allows them to avoid dying on unnecessary trips for tiny amounts of gold
Healer (trained at Temple of Agrella): very good support units, although they tend to cluster around one or two units; they really will never die
Necromancer (trained at the Temple of Crypta): they're not great, but the fact that they raise skeletons and zombies makes them a viable replacement for melee fighting units in some situations; their fragility usually does not allow them to fully replace those units
The rest of these heroes I never used
Ranger (trained at Ranger's guild): good for cheap and fast exploring early-game, but they die easily
Elf (trained at Elven Bungalow): like the Ranger, except even less useful; skip
Dwarf (trained at Dwarven Fortress): very slow warrior, not very useful in my experience
1.2.1 Buildings' Uses
It's pretty easy to see what the Guilds do, but I'll explain the good uses of the other buildings.
Guard tower: If placed properly, these protect your Wizards from attack
Marketplace: You need these for money; not having one of these slows you down a lot. The healing potions are also very useful
Elven bungalow: These double your income from all your buildings! This is really useful when you want to speed up your game or need to get expensive things (like a level 3 Temple or Agrella or Wizards' Guild); with one of these and one level 3 Marketplace, you will rarely be out of money
Gnome hovel: Costing just 100 gold for the first building, these can really speed up your game if you build them at the start; they also help to repair your Marketplaces, which can get destroyed pretty quickly by Trolls otherwise
1.2.1 Building Placement
Building placement is one of the most important parts of the game! Here are a few general tips.
Warriors' Guilds can absorb a lot of damage. Also, warriors automatically return when they get attacked, and warriors will protect adjacent buildings too when they come out of the Guild. Place these in the directions where enemies come from.
Wizards' Guilds need to be placed somewhere where outgoing wizards won't encounter enemies nearby (as they'll get killed at low levels)
Marketplaces should be placed beside one or more Warriors' Guilds (preferably one to the southwest or northeast, and another one to the northwest) that can protect them from Harpies and Trolls (which attack them specifically)
1.3 General Tips
Game saves: If everything's going fairly well and none of your heroes are in any situation where they might die soon, save your game! In case one of your high-level or important heroes die or a building gets destroyed in the near future, you can get back to this point and adjust your strategy instead of starting over again. You can also use this trick to avoid the annoyance of Wizards dying.
Invisibility: The most important skill in the game, this helps your heroes stay alive if you use it on a low-health hero. If you use it on an enemy, you can have a hero ignore that enemy. This is good if a hero is heading towards a flag of some kind.
Heal: If you don't have as much money; a cast of the Heal (the cross) spell might keep him alive for long enough to run away
Explore flags: Often, multiple (2 or 3) Explore flags will attract more heroes than one expensive one.
Attack flags and flags in general: Don't set flags in different directions. First have one target direction flagged, and when the target is close to being achieved, set the flag in the other direction. Also, don't set too many flags or too high-valued flags, as that will draw all your heroes away from your base and leave it underdefended in many scenarios, which can ultimately be counterproductive.
2 Walkthrough
On diagrams: the building locations are coloured:
Red: Castle
Grey: Warriors' Guild
Cyan: Temple of Agrella
Dark Red: Temple of Crypta
Green: Gnome's Hovel
Gold: Marketplace
Purple: Wizards' Guild
Pink: Library
Orange: Guard Tower
Black: Blacksmith
2.1 Level One: Rat Plague
This is a fairly easy level regardless of how you do it, and the only one I used rangers.
We start by getting a Ranger's guild on the southeast side of base and two or three Rangers that explore the map on their own. This is necessary as there are single rats spread around the map.
Then, we buld a Warriors' guild on the western corner of the base, and then 4 warriors, as well as a Marketplace. You don't need that much money this game, so I only upgraded Healing Potions. It's recommended that you build another Warriors' guild to speed the game up.
Then, it's a matter of setting explore and attack flags. One Monster's Lair is on the western corner of the map, while the other is near the northeastern edge.
Build Order
Gnome hovel
Rangers' guild
Warriors' guild
Marketplace
Warriors' guild
2.7 Level Seven: Elven guerillas
This level is tough due to the large number of enemies attacking your base. Finishing in 38 days guarantees you a Gold in my experience, but I'm not sure if it's based on time.
I chose to finish this by killing the Elves. While reaching 40,000 gold in less than 40 days is probably possible, a lot of Marketplaces (at least 2, probably 3) would be needed. The number of Trolls generated by the marketplaces would be pretty hard to manage, given the already-large number of enemies.
Strategy summary
Lots of Paladins (3 Warriors' Guilds) and good building placement (to protect Marketplace)
Building layout
Actions
We first build a Gnome hovel. Then, we build the first Warriors' Guild on the east and train one warrior. As soon as the Warriors' Guild is done, we build a Temple of Agrella. We start training Paladins as soon as the Temple finishes. Build the second Warriors' Guild on the southeast, and then build the Marketplace.
Now we slowly train Healers and more Paladins in the second Warrior's Guild as money comes in until we have 7 Paladins. Upgrade your Marketplace if you want, but at least get Healing Potions.
Don't set Explore flags before you have two fully-occupied Warriors' Guilds as the enemies come fast.
I recommend getting a third Warriors' Guild on the southwest of your base (coloured light-grey) and train one or two Paladins. You can explore southwest before you get this, but this way, spawned enemies from the southwest won't keep attacking your castle and force your forces to return.
There are four groups of Elven bungalows: they're marked on the map below in blue. Your castle is red. Set Explore flags past them, and then set big Attack flags once they've been found and cancel your Explore flags.
2.8 Level Eight: Horned Bride
The Dwarves can't fight, and the Minotaurs are super-strong. I think it would be nearly impossible to protect the Dwarves instead of eliminating the Minotaurs in Bloodthirsty, and as such, I chose to kill the Dwarves as soon as I could.
Strategy summary
Protect the Dwarves until Day 12 with towers and make sure you attack the Dwarves after the message pops up, but before the Minotaurs destroy their castle.
Building layout
Actions
Build a Gnome hovel on the northeast. Start off by building the Warrior's Guild. As soon as it's done, pump out 4 warriors, and build the Wizard's Guild. Build 2 wizards and then the Guard Tower on the west (to prevent your Wizard from getting killed on that side). A second Guard Tower to the southeast can also help. Build a Library and research at least Fireball, but
At the same time, with your excess money, build another (one or two) Gnome hovels in some free space in the interior of the Dwarves' base. Then, build Guard Towers.
Build two adjacent to the Dwarven Tower at the northern tip of their base, but slightly south of the Dwarven Tower so that they don't get attacked too much. Build one or two on the east (between the two Dwarven Towers on the east), and build one on the west, just north of the hanging skeleton. Replace the towers if they get killed (and you have the money).
Send explore flags to the Dwarven base to protect them and to clear the way to their base for the 12th day.
When the 12th day comes, you'll get a message from the Minotaurs. At this point, set up an attack flag on any building of the Dwarves. As soon as any of your heroes attack the building, the Dwarves will become your enemy. The Minotaurs will finish them off and you'll win.
2.9 Level Nine: Dragon Hazard
In this level, you need to survive for 40 days, AND kill all of the dragons. This second requirement tripped me up, and I actually emailed Herocraft to ask about this. The dragons kill everyone except wizards quickly, and the harpies kill all the wizards quickly.
Strategy summary
Using saved games, load the game when a wizard dies. Have four high-level wizards to kill the dragons, and tons of melee units to kill the harpies. Keep pumping out melee fighting units as they die to dragons.
Building layout
I kept restarting the game until I got a placement of the sewers near the location of the Wizard's Guild (which spawn rats), as this helps the wizards level.
Actions
Remember to save frequently if things go right!
As soon as the game starts, build the Marketplace, followed immediately by the first Warrior's Guild (on the north). At this point, the sewers (which spawn rats) should have shown up. If the sewers weren't spawned near the point where I indicated the Wizard's Guild would be, I restarted the game, as the rats serve as valuable experience for the wizards. If the sewers were spawned at a good location, I save.
As soon as the Warrior's Guild finishes, I build the Elven Bungalow and train 3 warriors. Afterwards, I build the Wizard's Guild and then the Library. During all of this, I'm upgrading the Marketplace to level 3.
With any cash I have remaining while upgrading the Marketplace, I train 4 wizards. If all has gone well, the wizards should start running around and killing things. As per the "Keeping Wizards Alive" part of this guide, use Saved games and Invisibility to keep them alive.
In the meantime, upgrade all of the Level 1 wizard spells and train the 4th solider, and then upgrade all Level 2 wizard spells except Meteorite storm. You should be raking in the cash. With any excess cash, build the Temple of Krolm and the second (southeastern) Warriors' Guild. Do not train heroes there yet.
You really need to have a level 5 Wizard (with Fireball) by Day 12 to 14, when the first dragons come around. Lower-level spells do negligible damage. Set explore and attack flags to the northwest (near the Peasants' House) and the southwest (also near the Peasants' House) and try to get your wizards going there by saving and loading if they're not leveling fast enough.
Once you'd defeated the first wave of dragons, train heroes at your new Temple and Warrior's Guild, and build a new Warriors' Guild (to the west). Once that's done, it's a repeating cycle of building new Warriors and Necromancers to replace dead ones, and killing dragons.
During this process, there are a few tips that will help you.
- Keep training new heroes! When you have spare time, go around each of the 4 buildings and train a hero.
- Save when the coast is clear! No dragons or harpies? Save the game! Load if anything goes really badly (for example, a wizard dies).
- Use invisibility on harpies! If your wizards are stuck attacking harpies while your warriors are dying to dragons, temporarly make the harpies and wizards invisible.
- Kill dragons outside of your base! If you see lots of dragons hovering around the map, set some attack flags to get rid of them before the harpies come and make the game really annoying for you. If a dragon is attacking the northwest or south of your base and no wizards are going after it, set some attack flags, or else you'll lose heroes and buildings.
Once the 40th day comes, that'll be your final wave of dragons. After that, use the Sight spell to explore the map and kill the dragons that are hanging around.
2.10 Level Ten: Paladin Riot
The enemies don't stop coming, and the waves of vampires are very hard to defeat at the start. This level is harder than Dragon hazard in that there are more things that have to go right for you to win. It's been really hard to win without abusing saved games to make sure a hero does a certain action at a certain time.
Strategy summary
Release 8 fighting heroes from caskets and build a Temple of Agrella before the first wave of Vampires on day 12, get a Level 3 Wizard's Guild and more heroes, and kill the Temple.
Building layout
Build all your buildings to the northeast and southeast of the castle.
The casket locations are shown below. Your castle is in red and the Temple of Crypta is in dark red.
Casket area 2 contains 2 Paladins.
Casket area 3 contains 1 Paladin and 2 Warriors.
Casket area 5 contains 2 Warriors of discord.
Casket area 8 contains 1 Warrior.
Casket areas 1 and 4 contain 2 Wizards each.
Casket area 6 contains Barbarians.
Casket area 7 contains 2 Healers.
Actions
Start by building the Marketplace to the southeast, followed immediately by the Warriors' Guild by the castle on the northeast. As soon as the Warrior's Guild completes, train a Warrior and set a explore flag by casket area 2 with only 100 gold. Save the game before the Warrior comes out.
Keep loading the game until the warrior immediately chooses to hunt northwest or explore towards the flag upon coming out of the Guild. You should have enough money to build a second Warrior's Guild. Do so, directly east of your castle.
Your single warrior should be heading northwest and should notice the. Save the game just before this first warrior opens the single casket at casket area 8.
Keep loading the game until the high-level warrior that comes out of the casket immediately chooses to hunt northwest or explore towards the flag. Immediately retire the low-level warrior you originally hired. Before the high-level warrior reaches the set of caskets at casket area 3, save. Usually, he'll get stopped by 2 zombies and 1 skeleton. Before he opens any caskets, set a new 100-gold explore flag at the southern corner of casket area 5. Save when he's about to defeat the last monster.
Keep loading until the following occurs after he opens all the caskets:
1. The Paladin released heads towards the northwest OR two Warriors head towards the flag to the northwest (near area 2)
2. At least one fighter heads towards the flag to the southwest (near area 5)
If you want to really play it safe, load until two Warriors head toward the northwest and the Paladin heads towards the southwest. Save immediately after this happens.
If your fighter heading towards the southwest gets stopped by a monster, save. Keep loading until he goes on towards the flag after defeating the monster.
Eventually, the heroes at casket area 2 will release 2 paladins and the hero(es) at casket area 5 will release 2 warriors of discord. Save once this happens. At this point, it should be around day 5 or 6, and you should have 3 high-level Warriors, 3 high-level Paladins, 2 high-level Warriors of Discord, and something like 1500-2000 gold.
From this point on, upgrade your Castle to level 2, research healing potions, and build a Temple of Agrella in that order. Pump out four Healers.
Also from this point on, load the game if any of your fighting heroes die. This is to save money for a Level 3 Wizard's Guild (to avoid having your heroes entombed).
On day 11 to 13 or so, the first wave of vampires should come. If your heroes repel them with no losses, save. Afterwards, save after every wave of vampires with no losses.
Work to upgrade your Marketplace to level 3. In the meantime, be a manual healer and keep using heal (when necessary) to keep your heroes alive.
Upgrade your castle to Level 3. Save up another 6000 gold and then build another Warrior's Guild. Pump out 4 more Paladins. If you see any heroes trapped in nearby caskets, set some expore flags near the caskets to free them.
Finally, once you have a fair amount of heroes use the Sight spell to explore the area of the map with the Temple of Crypta and set a huge Attack flag on it. Soon, your heroes should attack, and victory will be yours!
A few tips:
- If something just won't go right after repeated loads, start over. I know it sucks, but I had to do this a few times before everything worked out right. If you want "multiple saves" and have a rooted phone, you can also use an app like Titanium Backup to make multiple saves by backing up the game data
- There are two ways to manually heal heroes; if you want them to keep fighting, manually heal them early on; otherwise, don't heal them until they're really low on health or have stopped fighting
- If there's a bunch of vampires gathering around a single hero and a single healer, set some attack flags on the vampires to get more people to come, or else your hero will certainly die when the healer gets scared off
- Somewhere in there, build a few (2 or 3) Gnome Hovels to make sure your Marketplace/Temple of Agrella don't get destroyed
- Don't actually train any Wizards! The reflect spell ability of the Vampires make your wizards kill your other heroes; retire any wizards you get out of caskets
Hope this helps! Note that you'll need to load up to 50 times before you get to day 6 if you're unlucky, so don't worry about it. While I don't think that abuse of saved games was a design requirement for completion of the level, this strategy worked best for me. Good luck!
2.11 Level Eleven: Eloped Wife
This level is slightly (but only slightly) easier than Paladin Riot. There's a lot of luck involved in finishing the level, as you need one of your Warriors to come back with boatloads of cash. They don't tend to do this as they usually either get killed or keep fighting the huge numbers of enemies that keep coming).
Note that you don't need to destroy the three Elven Castles to weaken the daemonwoods if you don't want to! If you're using Wizards like I am, it's faster not to destroy them.
Strategy Summary
Get 8 Warriors and a Marketplace with healing potions. With some luck, some warriors will return with boatloads of cash. Upgrade your castle, build a Wizard's Guild and a Library and eventually grow the number of Wizards and their levels with the "Invisibility" spell. Eventually attack straight towards the Elven Castle on the right corner of the map.
Building Layout
This level is a little annoying as you can't shelter buildings behind your castle. Also, your heroes tend to wander very far left and down the map and get killed. The building layout we have right now is a way to try to prevent that.
We start by building a gnome hovel as close to the right-bottom edge of what you can initially see (inside the Wizard's Guild box). Then, we build around there.
Note that the locations of the Library, Temple of Crypta and Gnome Hovels can be changed without huge differences, as you should have skilled Wizards by then.
Actions
At the start of the game, you should probably destroy the Rangers Guild. Rangers will lead enemies back to your base otherwise, and you don't want them attacking your buildings that early, as it slows down construction.
Start out by building the Gnome Hovel at the right-bottom corner. As soon as that's done, build your first Warriors' Guild, the one on the left. Once that's done, pump out Warriors and build the Marketplace at the same time. When that's done, immediately research Healing Potions and build your second Warriors' Guild.
Once you have 7-8 Warriors, build the Guard Tower, so that your Tax Collectors don't have to walk all the way back to the Castle.
Now, we just hope for the best and replace any dead Warriors. Feel free to use saves to try to get cases where Warriors don't all die to Spiders within a short time, as that pretty much loses you the game.
We have to actually get pretty lucky for the erest of this strategy to work. Your Warriors, while fighting the rich elves, should accumulate thousands and thousands of gold. However, they tend not to ever try to return to base, and when they do try, they usually get killed.
Using saves can help you here, but not much. Basically, you need to hope that one or two fo those Warriors return home with their gold, and that the (at least 3000 for the Castle, and another 2500 for Wizards and Libraries) gold is successfully delivered to the Guard Tower or the Castle.
When this happens, save!
That happened for me, and I immediately set about upgrading my Castle. Following that, I destroyed the Gnome Hovel, built one or two new ones. The yellow-shaded Gnome Hovels can really be placed anywhere where they won't be destroyed, and not specificallly where I put it in the map.
Once the Castle's done, I built the Wizard's Guild on where the Gnome Hovel once stood. As soon as the Wizard's Guild finished, I built the Library and started training one Wizard.
I only trained one Wizard in the start as I was quite intent on keeping him alive with Invisible, as swarms of elves had already gathered on the southeast by this point. At the same time, upgrade Fireball, then the other two Wizard abilities and immediately upgrade to Library. Upgrade Fire Shield, and eventually, once your Wizard levels up to 5 and 8, research Fire blast and Meteorite storm respectively.
Keep the Wizard alive! He should quickly level up to Level 3 if you follow the above directions for keeping Wizards alive (mostly use Invisible, possibly saved games). Once he gets there, he gets pretty useful.
From here on out, keep pumping out Wizards and keep replacing Warriors for the time being. They're really just meat shields.
Somewhere in this process, build a Temple of Crypta, preferably near the Library. This is mainly to shield the castle and to protect the Library. Keep the Necromancers alive too, although this should take less work than keeping the Wizards alive due to the presence of skeletons. You can also build the second Wizards Guild to the left of the Warriors' Guilds if you want at this point for more Wizarding power.
Finally, once you have at least 4 high-level Wizards, you can use the Explore (Sight) spell to explore the very eastern corner of the map. The Elven Castle there is where your wife is being hidden. Set attack and explore flags around that area, and victory should be yours.
In the process, feel free to upgrade your castle and Temple of Crypta so you can resurrect the rare dead Wizards.
2.12 Level Twelve: Elvish Princess
This level is of a pretty reasonable difficulty on Bloodthirsty. No real luck is necessary, and crazy amounts of points can be obtained even with a 55-day finish.
Interesting point: the trolls, spiders, and goblins will attack each other.
Strategy Summary
We start out by getting a third-level Marketplace, and two fully-filled Warriors' Guilds. Upgrade the Castle, get a Temple of Agrella, and fill up two more Warriors' Guilds with Paladins. Once they get to a reasonably high level, set explore flags sequentially to each elf. Once there, manually use the heal spell to keep whichever unit that's attacking the elf alive. This is expensive, but you should have enough money by then.
Building Layout
The main goal is to protect your Marketplace; you'll have a lot of units coming in to attack from all sides. The numbers indicate the order the Warriors' Guilds should be built in.
The map below indicates the locations of the three elves. Each of them is guarded by a Monster Lair; harpies on the left, trolls on the bottom, and the most dangerous - spiders on the right-bottom.
Actions
First, build a gnome hovel. Then, build the Marketplace immediately. Start upgrading it as soon as it's done; we keep upgrading it continuously as we build other buildings until it's upgraded to Tier 3.
Build the 1st Warriors' Guild; pump out Warriors as soon as it's done. When it's done, immediately build the 2nd Warriors' Guild. Repeat the process.
If you want, use saves to avoid having too many Warriors dying to spiders. This isn't needed at all, and I didn't really do it. The good part about this level is that the goblins often fight with spiders, killing both parties.
Once you have 3000 gold, upgrade your castle. Build a Temple of Agrella and pump out one or two Healers. Build the other Gnome Hovels at or before this point. When your buildings aren't under attack and you have 2400 gold, build the third Warriors' Guild. Train 4 Paladins. Then, wait for 3200 gold and build the fourth Warriors' Guild. Train another 4 Paladins and fill up your Temple of Agrella.
Rack up some gold as your Warriors and Paladins defend your base and level up.
Once that's done, save (just in case too many heroes go in a certain direction and your base gets destroyed) and set an explore flag worth several thousand gold at one of the Elves. Eventually, one or more of your heroes should head over there.
Multiple units may get there and get attacked by the elf; most of them will die or try to retreat when they keep losing health really quickly - try to save them. Regardless of whether one or multiple units arrives at a time, always keep one unit - one that's fairly strong and within range of the Elf - alive by manually spending gold on the Heal spell every one or two seconds on him.
You will be burning through gold if you do this, but by this point, your third-tier Marketplace should've earned you thousands, if not tens of thousands of gold (since it takes a long time for a hero to get to the Explore flag). Keep doing this until the Elf dies.
Repeat the process for the other two Elves and you should win.
Note that you shouldn't want to set Attack Flags on the Elf. That would send more than one hero there; since you can really only manually heal one hero fast enough, the rest would just die.
The End (for now)
More levels' walkthroughs probably will not come soon but if anything is tripping any of you up, feel free to post!