Majesty: the Fantasy Kingdom Sim and Majesty: the Northern Expansion Walkthroughs of Advanced, Expert and Master Quests (Plus Some Other Information) By Steven W. Carter (scarter831@earthlink.net) Last Updated June 14, 2001 ********************* * TABLE OF CONTENTS * ********************* 1. Introduction 2. Technical Note 3. Gameplay Notes 3.1. Casting Spells on Your Heroes 3.2. Defenses 3.3. Making Money 4. Majesty FKS Advanced Quests 4.1. A Deal with the Demon 4.2. Elven Treachery 4.3. Free the Slaves 4.4. Hold Off the Goblin Hordes 4.5. Quest for the Crown 4.6. Quest for the Magic Ring 5. Majesty FKS Expert Quests 5.1. Brashnard's Ultimate Sphere of Power 5.2. The Dark Forest 5.3. The Day of Reckoning 5.4. The Fertile Plain 5.5. Slay the Mighty Dragon 5.6. Tomb of the Dragon King 5.7. Vengeance of the Liche Queen 6. Majesty NE Advanced Quests 6.1. The Clash of Empires 6.2. The Fortress of Ixmil 6.3. Rise of the Ratmen 6.4. Trade Routes 6.5. Urban Renewal 7. Majesty NE Expert Quests 7.1. Darkness Falls 7.2. Legendary Heroes 7.3. The Siege 7.4. The Valley of the Serpents 8. Majesty NE Master Quests 8.1. Spires of Death 8.2. Vigil for a Fallen Hero 9. Downloadable Quests 9.1. The Wrath of Krolm 9.2. Balance of Twilight 10. Cheat Codes 11. Easter Eggs 12. Version History 13. Permissions and Updates ******************* * 1. INTRODUCTION * ******************* This is mostly intended to be a resource for people having trouble solving the advanced, expert, and master quests of Majesty: the Fantasy Kingdom Sim (Majesty FKS) and its expansion pack, Majesty: the Northern Expansion (Majesty NE). In the sections below I'll provide fairly detailed walkthroughs for the quests, and I'll also give some (hopefully) useful playing tips. I used version 1.3 for Majesty FKS and 1.1.0.7 for Majesty NE. I've also included my best playing times for each quest. You can use these times as a frame of reference for how you're doing -- or for entertainment value in the case of ``Wrath of Krolm.'' I think my times qualify as good but not great. If you read my walkthroughs and they don't work for you, or if you'd simply like to see other approaches or more information for the quests, there are a few web pages that you might find useful. The official Majesty web site (http://www.majestyquest.com) has forums where you can ask questions, but please do a search first to see if people have already discussed the topics you're interested in. Two good unofficial sites are Your Majesty's Castle (http://www.sngaming.com/majesty) and the Majesty Command Center (http://www.majestyonline.cc). Both have (or will have) walkthroughs for the quests. ********************* * 2. TECHNICAL NOTE * ********************* If you started up Majesty NE and were dismayed to see all of your high scores and playing times gone, don't despair. There's an easy method to restore your data. Do the following: 1. Go to the directory where you installed Majesty NE and delete the files hiscores.sav and questdata_majx.sav. 2. Go to the directory where you installed Majesty FKS and copy the files hiscores.sav and questdata.sav. 3. Go back to the directory where you installed Majesty NE and paste the two files you just copied. 4. Now just rename questdata.sav (in the Majesty NE directory) to questdata_majx.sav. Everything should be restored. Note, though, that this will erase anything you might have done in Majesty NE before copying and pasting the files. ********************* * 3. GAMEPLAY NOTES * ********************* 3.1 Casting Spells on Your Heroes --------------------------------- Even at the best of times it is difficult to select units. And during combat, when you want to cast heal or invisibility or some other spell on one of your heroes, it can be almost impossible. You'll be just as likely to cast the spell on an enemy unit as you will be to cast it on your own. However, there is a way to get around this. Instead of selecting the spell and then clicking on the unit, you can select the unit, then select the spell, and then click on the unit's portrait on the interface bar on the left side of the screen. It might still be difficult to initially select the unit, but at least this way you'll never miss. 3.2 Defenses ------------ For your perimeter defense, don't rely on guardhouses. They are expensive and incredibly weak, and there are numerous creatures that can destroy them single- handedly. The only time I use guardhouses on the perimeter is to protect a wizard guild. The guardhouse still won't stop anything, but it gives wizards something to hide behind as they attack the enemy. Instead, use your guilds on the perimeter, and especially those guilds that have lots of hit points. The perfect choice is the warrior guild. It has 800 hit points, and, if creatures attack nearby and none of your heroes respond, you can always use the call-to-arms option to bring your warriors home to quash the threat. Dwarven settlements are also a good selection. The place to use guardhouses is in your interior defense. Specifically, you should put them next to your marketplaces to protect them against trolls, and you should put them next to sewers to prevent sewer rats from killing your peasants and tax collectors. 3.3 Making Money ---------------- The best building for generating gold is (without surprise) the marketplace. The important thing to realize about marketplaces is that they initially produce 250 gold per game day (before modifications and item sales), and each upgrade only adds 50 gold per day. That means it is far more profitable to have, for example, three level one marketplaces than one level three marketplace. They'll cost about the same but the former will produce over twice as much gold as the latter. The exception to the rule occurs with trading posts. The level of the destination marketplace is the multiplier used on the amount of gold carried by caravans, and so you want all of your destination marketplaces to be level three. One often overlooked money building is the inn. One inn will produce 100 gold per game day, and, given its low cost, will quickly start making you a profit. Inns also grow slowly in cost, so you can put down half a dozen inns and start making a profit with all of them within a game week. Plus, inns can give you a fountain early in the game, and that has beneficial effects as well. ********************************** * 4. MAJESTY FKS ADVANCED QUESTS * ********************************** 4.1. A Deal with the Demon -------------------------- Objective: 1. Accumulate 100,000 gold within 40 days. My Best Time: 27 days Walkthrough: There will be several creature lairs on the map, and your palace is going to start somewhere near the middle of the map -- all of which means you're going to have company at your base quickly. Luckily, you will have a temple of krypta, a warrior guild, and a wizard guild at your disposal. Wizards are too fragile for this quest, so train a pair of warriors and a pair of priestesses, and then upgrade your palace to level two. Meanwhile, also build a marketplace and, once you get a feel for where attacks will come from or see where the sewers pop up, a guardhouse or two. Your buildings start out in three groups on the map: your main base in the middle somewhere, a warrior guild all alone on one edge, and a trio of buildings on another edge. The trio isn't especially important, so if it doesn't happen to end up right next to your main base, forget about it and let it be destroyed. (But remember to take it off your repair and tax routes first.) The warrior guild is easy to protect since you can use call-to-arms, and if it far away from your base go ahead and put a guardhouse and a trading post next to it. Trading posts are really useful on this map, but only put them where they will be safe. You don't really need to do a lot with your heroes for this quest. Don't worry about upgrading your wizard guild or researching at your blacksmith. Just create another priestess and warrior and let them do their thing, replacing them if necessary. Whenever they happen to uncover a creature lair, put an attack flag on it and let them destroy it. So spend most of the time during the first 10 or so years building up marketplaces and inns, with a guardhouse or two thrown in for defense and for shortening tax routes. I recommend you put up three marketplaces (with at least one at level three) and four or five inns (for the extra income and a fountain). And be sure to build an elven bungalow as soon as possible. With those buildings and perhaps a trading post or two, you should make 5-6k a day. Then you can just sit back and watch your heroes at work for about 15 days until you have 100,000 gold. Note: If you're really desperate in this quest, you can always ``cheat'' and use save-and-restore with the gambling house. Just save before you gamble, save every time you win, and restore every time you don't. If you’re patient, you'll gain the gold you need with few game days passing. 4.2. Elven Treachery -------------------- Objectives: 1. Destroy all elven buildings and units within 30 days, or 2. Accumulate 50,000 gold within 30 days. My Best Time: 23 days Walkthrough: I'll give walkthroughs for both possible objectives, but first a note about elf heroes: they have a thing about guardhouses that shoot arrows. If they see one, they'll just run away. So defending your base is pretty easy in this quest: just space out some guardhouses along the perimeter of your base. The first way to solve the quest is to generate 50,000 gold. This is a pretty boring and wimpy solution, but it is the easiest. Start out by building a gnome hovel, and then place a couple of guardhouses at the most obvious routes into your base. Then build a ranger guild and train four rangers so you can upgrade your palace to level two. Then just finish placing perimeter guardhouses, and put three marketplaces and as many inns as you can fit into your corner of the map. Then just crank up the speed setting and twiddle your thumbs for 10-15 minutes. You should generate over 2000 gold per day and build up 50,000 gold before Day 30 (but not by much). The more exciting solution to the quest is to kill all of the elves and destroy their buildings. Once again build a gnome hovel first, and then build a couple guardhouses to defend your base and keep the enemy elves from picking off your peasants. Next build a ranger guild, a warrior guild, a blacksmith, and a marketplace. Begin training and researching, and upgrade your palace when you can. Don't train beyond four units yet because your units will probably get killed at this point. They don't seem to have a problem fighting against multiple enemies at once, and warriors are slower than elves and will get killed when they try to flee. Instead, let your guardhouses do the bulk of the work in protecting your base while you build temples to agrela and dauros, and then start creating paladins. Don't train any monks or healers, but upgrade the temple to agrela to level three so you can help out your units if they get into trouble. Also during this period, it's a good idea to build another marketplace and some inns, and to upgrade your blacksmith so your paladins will have good equipment. You might also want to build another warrior guild or two, just to finish the mission more quickly. Then it's just a matter of search and destroy for your paladins. Keep training / resurrecting rangers until you find four groups of elf buildings, and then just set attack flags on the enemy buildings one at a time until they're all gone. One enemy building of interest is the elven hideout. It contains 15,000 gold in its coffers, and the units who destroy it will be able to afford all the equipment they want. 4.3. Free the Slaves -------------------- Objectives: 1. Destroy the four slave pits. 2. Kill Url-Shekk. My Best Time: 16 days Walkthrough: Enemy forces won't arrive at your base for a while, so start out by getting your economy rolling. Quickly put a marketplace next to the entrance to your palace, and place a warrior guild next to the marketplace to protect it. Place the warrior guild right away so the incoming gnome hovels won't get in the way. Then train a couple gnomes and four rogues, and advance your palace to level two. Next, build a blacksmith to reduce the cost of future buildings, research healing potions at the marketplace, and place a guardhouse in a useful place (such as next to the sewer that will probably have appeared). All of this should take about a day and tap your funds. Now, as your gold permits, add a ranger guild and start training rangers and warriors. On days 2 and 4 you'll receive gold from a neighboring kingdom (4000 gold in total), and you can use this to help in training units and also to upgrade your rogue guild and marketplace. Then proceed to build up your base normally. Let your rangers do their thing, and eventually they'll find a slave pit. You might also want to put out some explore flags so your rogues will help out. Then just put an attack flag on the pit, and your rogues and warriors will get to work. Once the pit is destroyed, you'll receive some units as reinforcements. These units can be paladins, gnomes, warriors of discord, and priestesses. They don't need a home temple or guild, but make sure you have at least one inn so they'll have a place to rest. There are three more pits somewhere on the map, and there is also an outpost (containing three houses and a trading post) for you to find. I ignored the outpost and let it supply me with gold while it lasted (which wasn't terribly long). If you want to protect it, place a warrior guild next to it and use call-to-arms whenever there is trouble. After you destroy the second pit, a large wave of rats and other wimpy creatures will swarm at your base. Use call-to-arms to bring your warriors home, and place attack flags on various enemies to get your other units interested. It's not a bad idea to have a couple guardhouses at key points in your base, but four warriors can take down the entire attack on their own (albeit slowly) so guardhouses aren't really necessary, and you can use your gold on more units instead. Before destroying the last pit, make sure you have a temple to agrela and four healers trained. When Url-Shekk appears, he'll wander around the map for a while, but finally he'll stop in a place and fight. He has a fast but weak ranged fire attack, and if you have a healer in the area, she'll be able to heal faster than Url-Shekk can damage your units. Then it's just a matter of putting a big bounty on his head and getting enough of your units to him to kill him. He only has 255 hit points, and your warriors and paladins should be able to kill him even if your healers don't get involved. 4.4. Hold Off the Goblin Hordes ------------------------------- Objective: 1. Destroy all goblin settlements. My Best Time: 9 days Walkthrough: You'll come under attack almost immediately, but you'll still have some things going for you: two guardhouses, two warriors of discord, and some allied wizards. Plus you'll have 15,000 gold, and the allied wizards will donate about 6000 more gold to your cause during the first four days. So you'll have the means and necessity to get started quickly. Unfortunately, you can't build gnome hovels during this quest, but your palace will start out at level two, and so you'll have four peasants right away. Put them to work on a marketplace (next to your warrior guild), and while that's in progress move your ranger guild closer to your palace, research arrows for the guardhouses, build a wizard guild, and train warriors and rangers. Then put a blacksmith and library wherever is convenient, and build a rogue guild and upgrade it as well. Train a full complement of units for each guild and let them pretty much work on their own while you upgrade and research at your library, blacksmith, and marketplace. If your units stumble across a goblin lair, put an attack flag on it and it won't last long. You'll be under constant attacks from the goblins, so most of your forces will stay at your base to defend it. But a few units (like the rogues) will venture out to destroy flagged lairs. There are only 15 goblin lairs, and it won't take too long to destroy them all. Just ignore the starting inn since it isn't useful enough to protect from the goblins. You can also ignore the allied wizards. On Day 5 their guild will stop being invulnerable, but wizards are pretty good about killing goblins, and they should be able to take care of themselves -- and perhaps even help you out by destroying a nearby goblin lair or two. There aren't any surprises in the quest. You just need to explore and destroy. 4.5. Quest for the Crown ------------------------ Objective: 1. Find and destroy the crown's tower. My Best Time: 20 days Walkthrough: Incoming! You'll immediately be attacked by 15 minotaurs, and your goal in the first few minutes of the quest should be to minimize the damage as much as possible. To that end, start cranking out units right away, and if you see minotaurs approaching one of your wizard towers, enchant it so it can defend itself. Meanwhile, build a marketplace somewhere that looks safe and upgrade it to sell potions so your heroes will last longer. You will have good wizard spell coverage at the start of the quest, so take advantage of it. Upgrade your wizard guild to level three, and wherever you see three or more minotaurs together, give them a zap with a lightning storm. The minotaurs will attack in three groups of five at the start, and a couple of well-placed spells can really decimate their numbers. Once you hold off the initial onslaught, the quest should be pretty straightforward. You just have to find the tower with the crown in it. The tower is probably in one of the corners of the map, and it will be guarded by two evil occuli. So if you find an occulus during your explorations, set explore flags in the area until you find the tower, and then flag the tower itself. While the search for the tower is going on, simply build up your base like normal, and do whatever upgrading and researching you can. There are two elven outposts on the map, and they'll join your kingdom when you find them. That should give you enough of a boost to your economy to allow you to build all the heroes you need. There are also a handful of creature lairs that you can destroy if you want. Once you destroy the crown's tower, nothing bad happens. The quest simply ends. 4.6. Quest for the Magic Ring ----------------------------- Objective: 1. Recover the ring of healing. My Best Time: 17 days Walkthrough: You'll start with a temple to helia, so go ahead and start training four solarii while you construct your base. Put down a blacksmith first and then a marketplace. By that time you should have your four solarii so upgrade your palace to level two. When the elves offer to join your kingdom, let them and build an elven bungalow. There is another kingdom on the map, and they'll be allied with you. In fact, on Day 4 they will even give you some gold. Take advantage by building another marketplace and doing some upgrades. Eventually you should build a ranger guild, a warrior guild, a temple to agrela and a temple to dauros. Let your rangers explore the map while you train paladins, and also upgrade your temple to agrela to level three so you can help out your units. Eventually somebody will find the tower with the ring in it. It will be guarded by some daemonwood, but your solarii or paladins should be able to handle them (perhaps will a few spells from you). Once you then destroy the tower, all sorts of bad things will happen. The allied kingdom will turn against you, and so you'll suddenly have to fight them. Plus, three black phantoms will appear at the site of the tower, and their spells will probably be able to kill most of your units. Lastly, a special item box (the ring) will appear on the ground next to the black phantoms. All you have to do at this point is grab the box and make a dash to the ``hidden ring site'' that will appear somewhere else on the map (usually in the middle somewhere). The problem is that most your units will run from the black phantoms and never get to the box. If you're unlucky, you'll have to fight the black phantoms and go through a lot of units / resurrections before killing them. If you're lucky, some enterprising unit will dodge the phantoms and grab the ring. In my best game, my toughest solarii happened to die right next to the ring box, and so once the phantoms wandered away a little, I resurrected her and she grabbed the ring and dropped it off. In another game, one of my heroes grabbed the ring right after the tower fell, and it delivered the ring during the confusion. So you have a few options, and you might want to save your game right before attacking the tower just in case the black phantoms really do a number on you. Note: If you have problems with the other kingdom claiming the ring before you can, your best option is probably to destroy the kingdom before attacking the ring tower. They don't upgrade their buildings or do any research as far as I can tell, and so they're not difficult to defeat. ******************************** * 5. MAJESTY FKS EXPERT QUESTS * ******************************** 5.1. Brashnard's Ultimate Sphere of Power ----------------------------------------- Objective: 1. Locate and acquire the seven shards of Brashnard's Sphere. My Best Time: 26 days Walkthrough: You'll start out with two temples to krolm on either side of your palace. Immediately start training barbarians; you'll come under attack from a multitude of spiders, spitters, and undead very soon. While you're training, build a marketplace next to the entrance to your palace and place a guardhouse next to it to protect it. Then upgrade your palace to level two. As soon as you see enemy creatures, and as soon as you have six barbarians, use rage-of-krolm. Rage-of-krolm is expensive, but it should prevent some of your barbarians from dying, it should prevent a bunch of graveyards from littering your base, and it should hopefully give you some veteran units when the first wave of attacks is over. I used it three times during the first wave, and I only lost one barbarian (as opposed to about 10 when I didn't use it). Now work on your base and do things that will help out your barbarians. Make sure your marketplace sells potions. Build a blacksmith and research weapons and armor. Add a wizard guild so you can cast invisibility. Then get to work adding another marketplace and some inns so you can make money, and build a ranger guild and rogue guild so you can explore the map. Keep replacing your barbarians as necessary so you always have eight. Note that rangers will follow and support barbarians, so they won't explore the map as well as they usually do. You'll have to use explore flags, and you might want to build a second rogue guild just so you'll explore more quickly. The shard shrines are usually located along the edge of the map, so that's where you should put the flags. Each time you destroy a shard shrine, a magic item box will fall to the ground and some enemy creatures will appear. The creatures won't be very powerful (harpies, hellboars, and so forth) but the magic items will be nice. You'll probably have the most problems fighting the shrine guards, which can include rock golems, evil occuli, and dragons. But just throw your heroes at them until they fall. Once you've destroyed all seven shrines, you'll automatically put the shards together to form the sphere (even if your heroes aren't holding all the shards), and the mission will end. 5.2. The Dark Forest -------------------- Objectives: 1. Cure your kingdom. 2. Kill the witch king. My Best Time: 27 days Walkthrough: You'll start out with just a warrior guild, and you won't be able to build any other guilds or temples until you find the nearby temple to fervus. But that's ok; no enemy creatures will attack you for a while, and so you can start working on your economy. Surround your palace with three marketplaces, a blacksmith, and three or four inns (as many as fit in). Only train one more warrior, and set explore flags around your base. Your warriors will either find a message stump or a statue. The stump will lie directly in line between your palace and the temple to fervus, and there will be four statues surrounding the temple. So either discovery will tip you off to the location of the temple, and you should set more explore flags as necessary. Once you find the temple to fervus, you'll need to make a choice. You can either keep the temple and then use warriors of discord and priestesses, or you can destroy the temple and use paladins and healers. I prefer the latter combination, and so I decided to destroy the temple. Once you have four heroes, upgrade your palace and build an elven bungalow. You should now have a significant stream of money coming in, so put it to use. Build up your base and start cranking out heroes. Add a ranger guild first so your rangers can help you explore the map. You should also set explore flags around the edges of the map (and particularly in the corners) to find enemy lairs and the witch king's tower. Destroy any lairs and creatures you find, and then focus on the tower. Surrounding the tower you'll find several daemonwood. Put attack flags on them to draw your paladins / warriors of discord to the area. Finish off the daemonwood and then destroy the tower. When the tower falls, the witch king will appear on the map (but not where the tower was) and all the daemonwood you haven't killed yet (on all parts of the map) will head for your base. The witch king will continually create spiders, so even if you haven't explored the entire map yet, it shouldn't take too long to figure out where he is. Once you do, put a huge bounty on his head and watch your heroes rush to greet him. Use heal and resurrect spells as necessary, but it shouldn't be too difficult to kill him. Two mid- to high- level paladins can do the job with no problem. 5.3. The Day of Reckoning ------------------------- Objective: 1. Survive. My Best Time: 22 days Walkthrough: This is a difficult and annoying quest. It's difficult because you'll face all of the super bad guys from the earlier quests -- the witch king, liche queen, Vendral and so forth -- and it's annoying because your base will be spread out, there will be houses all over the place getting in the way and distracting your henchmen, and random lightning bolts will damage your buildings and kill your units. It's depressing to try and write a walkthrough and say something like you'll need a good amount of luck on your side to win, but there you go. You'll need some luck. You could use a good strategy five times and only have it work once (or at least that's my experience). If lightning bolts keep killing your peasants and tax collectors, if your starting heroes decide to run instead of fight, if spiders swarm on two sides of your base and all your heroes go to only one side, then you're probably going to lose. Luckily, when you lose, you'll tend to lose early, and so you can start again without investing too much time in a lost effort. But, anyway, when you start the mission you'll have a base in the center of the map with a couple dozen houses surrounding it. Several minotaurs and a cyclops will already be at your houses, wailing away at them as they head towards your palace. Fortunately, you'll start out with two level 50 heroes, a warrior and a wizard, and they'll usually head straight for the attackers even if you don't set any bounty flags on them. If you can find the wizard early enough, it's not a bad idea to make him invisible so he'll stay in battle longer before fleeing. While your heroes are off defending the realm, you'll need to do three things: 1. Start training heroes at your three existing guilds. Usually I'd wait for a library before training wizards, but in this case the only enemies your wizards will really be useful against are the spiders you'll see in the second wave. Most of the other enemies you'll face will either be highly magic resistant or have the magic mirror spell. So get some wizards training early, and keep all of your guilds full. 2. Start building your base. This will be tricky because of all the houses, and so you probably won't be able to place buildings in a circle around your palace. My best suggestion is to go for your economy first by putting down three marketplaces. Only upgrade one of the marketplaces to level three unless you find that one of the others really needs the extra hit points. Then you can add in a rogue guild so your rogues can help you explore the map and a second warrior guild for defense. Later you can add things like a library and a blacksmith and at least one inn (so you'll get a fountain), plus a guardhouse or two to guard against sewer entrances and to protect your marketplaces. 3. Figure out how you want to deal with all of the houses. It's a pain to go through them all and take them off your repair and tax routes, but that's probably the best plan. Certainly you should take them off the repair route so your peasants will concentrate on building your base, but it's difficult to ignore the money the houses will generate since you'll need so much during the quest. You could always compromise and leave the closest homes on your tax route and then use extortion to get the gold from the rest (but only when your marketplaces are empty). Regardless, you'll also need to select all of your tax collectors and change their minimum pick-up amount to something more substantial, like 500 gold, so they won't waste time on houses and inns when your marketplaces are stockpiling gold. You probably won't be able to get all of the above done before the second wave of attacks arrives in the middle of Day 2, but keep working at it. The second wave will feature the witch king and three evil occuli, and they'll show up on the map when they arrive (plus the king will taunt you). None of the four will attack your base, so you'll have to go out and get them. It's especially important to kill the king because he'll continually spawn spiders, and the spiders, while wimpy alone, will take down buildings quickly if they're allowed to swarm. They're especially dangerous to any outposts you've managed to find because those will tend to be lightly guarded, if guarded at all. The best way to kill the witch king is to set a huge bounty on his head and hope for the best. The king will use the magic mirror spell, and so your level 50 wizard will be useless against him, but your level 50 warrior will be able to do the job. So try to get him interested, and also try to get your other units involved by setting some attack flags on any spiders that are nearby. They might attack the spiders and then stick around to help with the king. Or maybe not. For me the witch king is the most difficult creature in the quest to kill, and I never get him until about the fourth wave. Meanwhile, try to get your rangers and thieves to explore the map, and as soon as you find a temple to dauros or a temple to fervus, immediately go up to three warrior guilds and start training paladins or warriors of discord. You might lose the temples, especially if the witch king is still around, and so you need to take advantage of them as quickly as possible. And if you find the dwarven settlement, place a trading post next to it. The settlement will be able to protect the trading post from most attacks. After six and a half days, three black phantoms will appear. Phantoms aren't any fun at all. They're resistant to magic and they have a nasty fire attack. The best way to kill them is through ballista towers as the phantoms chase your fleeing heroes back to your base. If you haven't found the dwarves yet, then you'll just have to muddle through the wave by sending lots of heroes at the phantoms and hoping for the best. If you happen to fight them within your wizard spell range, you can try casting anti-magic shield on the hero you least want to die, and that might give it a fighting chance. After eleven and a half days, the next attack will come. This one should be relatively easy with only the liche queen and several vampires. Put a big bounty on the queen's head to draw your level 50 heroes, and also put bounties on some of the skeletons the queen creates so your lesser heroes will help out as well. Then just pay attention to the combat and heal your heroes as necessary. The next wave will come on Day 16 (unannounced), and it will bring back your old friends, the black phantoms. There will be three of them again, and they'll have a fire-breathing lizard name Rrongol the Hunter to help them out. The best way to kill them -- still -- is with ballista towers. In fact, after spending the gold necessary to keep your three warrior guilds full, you should spend your remaining gold on ballista towers. Just put a lot of them around your base, and train three gnomes so they can help out with the repairs. The last wave will feature several dragons, including Vendral, and come after 19.5 days. There will also be three more black phantoms and Url Shekk. The more the merrier, right? Fortunately, the dragons will attack from several different locations, and some will get distracted by your outposts, while the others will come straight for your base. If you have the gold, use lightning storm against the dragons so your heroes can focus on the black phantoms. If you've found and filled all of the outposts, you'll probably have over 50 heroes by this point, and even if you take heavy losses, you should still have the firepower necessary to defeat the wave. 5.4. The Fertile Plain ---------------------- Objective: 1. Destroy the seven waves of attackers. My Best Time: 23 days Walkthrough: You'll start out with a lot of gold, but you should avoid wasting it. You'll have three days before the first wave of attackers hits, and so you can construct your buildings in a cost-efficient order. To that end, first build a blacksmith south of your palace. When it is complete, put a marketplace next to it, and put two wizard guilds to the left and right of your palace. Next build a warrior guild next to one of your wizard guilds (to protect it) and a temple to dauros next to the other, and start building a library as soon as one of the wizard guilds completes. Once the library is complete, you can start researching at your buildings and start training wizards. With your remaining money, build another marketplace or two, train paladins and monks, and upgrade your palace to level three. You should also upgrade one of your wizard guilds to level three so you can use lightning storm if things begin to look dicey during any of the attack waves. The first wave will occur after three days and feature goblins attacking from the north. They're quick and can take down a building or two before your heroes can even get there to intervene. If you're in danger of losing a building you don't want to lose, cast lightning storm to wipe the goblins out. Otherwise, let your heroes do the work so they can gain experience. The second wave will occur after six days and feature minotaurs attacking from the south. Before they arrive, you should place a second warrior guild on the south side of your base and try to train as many paladins as possible. Keep some gold handy so that if you really need a lightning storm, you'll be able to afford it. The third and forth waves will come quickly, with elves attacking from the east on Day 8 and dwarves from the west on Day 9. Both elves and dwarves are easy to kill compared to minotaurs, and so these two waves should be a walk in the park. Just try to keep an eye on your wizards, and cast invisibility if necessary to keep them alive. You'll have some time to rest, relax, and work on your base again for the next few days. Be sure to build a temple to agrela and upgrade it to level three, and also try to add a third warrior guild. It never hurts to have extra paladins running around. The fifth wave will come on Day 15 and have lots of vampires in it. If you're unlucky, the vampires will come across your wizards before your paladins, and a few of your wizards will die due to reflected spells. If that happens, don't resurrect your wizards right away. Wait for the paladins to get to the scene or at least for the vampires to move away so your wizards won't just go and kill themselves again. The easiest way to resurrect dead wizards is to click on the wizard guilds, find the highest level dead wizard in the lists, select it, and then cast resurrect on the portrait of the wizard on the interface bar. The sixth wave will come on Day 18 and have minotaurs again, but this time they'll attack from all four sides. Set attack flags and use call-to-arms at your warrior guilds (as necessary) to divide up your heroes so they attack all of the minotaurs, and not just the ones on one or two sides of your base. With eight wizards, 10+ paladins, plus maybe some monks and healers running around, this wave should be relatively painless. The final wave will come on Day 21. It'll have a dozen rock golems plus Dirgo the Cyclops (whoever that is) attacking from all four sides. Golems have 290 hit points, and they hit pretty hard, but luckily they're as slow as mud. They’re also susceptible to magic, and this is where your wizards can shine. Your wizards will be able to kill everything that attacks in this wave all by themselves -- as long as there's a paladin or a building or something in between them and the golems. And even if your wizards get into melee range with the golems, all is not lost. With a ring of protection, wizards can dodge pretty well, and if they have the meteor swarm spell they can inflict a lot of damage before dying. Then you can just resurrect the wizard to let him go at the golem again. 5.5. Slay the Mighty Dragon --------------------------- Objectives: 1. Find and destroy the hidden sword site. 2. Kill Vendral. My Best Time: 21 days Walkthrough: Vendral will immediately show up on the map and make a beeline for your base. Don't train any solarii yet; they'll just get killed. Instead, start researching at your marketplace and blacksmith, and take the fairgrounds and marketplace off your tax route (to prevent your tax collectors from dying and losing gold). Vendral will meander around your base for a day and a half, damaging buildings and killing peasants. Then he'll leave, and you'll have a few days before he comes back. So get your base into shape. Put your buildings back on the tax route, add another marketplace, continue upgrading and researching, and train four solarii. Also, place explore flags in a circle around your base, evenly spaced about one (zoomed out) screen away. The solarii will explore on their own, but they're not as enthusiastic about it as rangers, and so you'll need to encourage them. They'll sometimes bite on 100-gold explore flags, but usually it takes 200 gold. Also, don't put down any guardhouses yet, or else your solarii will just garrison instead of explore. Eventually, and hopefully quickly, your solarii will stumble upon a group of buildings that will join your cause. Chances are, the group will include either a warrior guild or a rogue guild. Regardless, train heroes right away since they'll go after explore flags much more often than your solarii will. Quickly spread your units across the map until you find other outposts and the hidden sword site. After 7.5 days, Vendral will come back, and he'll have some harpies with him. You can't do much at this point other than kill the harpies and hope Vendral doesn't kill too many of your heroes. When your heroes die, don't replace them because they'll probably just attack Vendral again and die again. Vendral will leave after four days, and then you can start training heroes again. You can now go back to exploring the map and building up your forces. Upgrading your palace is a good idea because Vendral will always go for your palace when he attacks. You should also upgrade one or more of your temples so you'll have an offensive spell you can cast anywhere on the map in case one of your remote buildings comes under attack. And if you find the temple to agrela, upgrade it fully so you can keep your heroes alive. There are two buildings on the map that you'll have to find: the sword site (of course) and the dwarven settlement. Once you destroy the sword site, one of your heroes will have to pick up the sword and take it to the dwarven settlement so the dwarves can duplicate the sword for all of your heroes. As soon as your hero picks up the sword and starts heading to see the dwarves, Vendral will reappear and attack. He'll arrive with a few dragons, but with your veteran units, spells to play with, and the powerful heroes that come with some of the buildings you've found, you shouldn't have much of a problem killing him. Just set a huge bounty on his head and watch your heroes rush to take advantage. 5.6. Tomb of the Dragon King ---------------------------- Objectives: 1. Destroy the three lairs, and then 2. Destroy the tomb of the dragon king. My Best Time: 21 days Walkthrough: There are two important things to know about this map before you get started. The first is that there will only be three creature lairs on the map, and they will only create dragons. The quicker you can destroy the lairs, the fewer dragons you'll have to face -- and, more importantly, the fewer you'll have to face simultaneously. The second thing to know is that there will be an outpost right next to your base. This outpost will always be a (zoomed out) screen or so away, and it will be between your base and the center of the map. The nice thing about the outpost is that it will contain a trading post with 9000 gold in its coffers. If you can get that gold right away, fending off early dragon attacks will be much easier. After you get the gold, the outpost (plus three temples to krolm located somewhere else on the map) will pretty much be dragon-bait and not worth protecting. You'll also need to make a couple of decisions right away. One is to pick the non-human race you plan to use. I could make an argument for all three races: dwarves will give you settlements and ballista towers, which will be more useful here than normal since you can't use guard towers; gnomes will help you get your base going and also quickly respond to dragon attacks by repairing the victim buildings; and elves, as always, will give you more gold. I picked elves. The dwarven defensive structures will only slow down dragons, and they'll get destroyed if even two dragons attack them. Dragons are also pretty good about attacking repairers, and that negates much of the usefulness of gnomes. Elves, on the other hand, never fail to give you more money, and in this case you can use the extra gold to upgrade your wizard guild and hit dragons with lightning storms if you need to. Also, the elven lounge will make it more likely for your priestesses (and their important skeletons) to stay in your base, and that will help in defense. The second decision you'll need to make is what to do with your starting ranger guild. It's all by itself, usually on the other side of the map, and if you leave it alone a dragon will come by and destroy it after a couple days (taking any rangers you trained with it since the rangers will try to defend their home). If you move the guild, it will cost you 800 gold. If you wait for it to be destroyed and then build a new one, it will only cost you 700 (or less) gold. So it is cheaper -- and better, I think -- to let the ranger guild go. If you train rangers right away, they might find a lair for you, but they might also find the temples to krolm, and you don't want them to do that. Priestesses and warriors of discord will be your main fighting units for this quest, and temples of krolm will prevent you from being able to build their temples. So with all of the above in mind, here's how to begin the quest. Train four priestesses. Skeletons are an excellent defense against dragons, and the more you have, the better. While that is going on, build a rogue guild so you can train a rogue and send it out to find the outpost. Then build a marketplace, an inn, and finally, as soon as possible, upgrade your palace to level two. That will allow you to bring elves into your kingdom. About this time you should get your 9000 gold. So build an elven bungalow and put up two more marketplaces. Then, as your resources allow it, build another temple to krypta, a warrior guild (at the front of your base), and a temple to fervus. Also upgrade your buildings where possible. Bring all your markets to level two just so they'll have more hitpoints. One dragon will appear on the map at the end of the second day. It will first attack your ranger guild, and, if you've discovered your outpost by then, it will attack the outpost next. Between the two you should have more than enough time to train four (and possibly more) priestesses. They should be able to kill the dragon before it can destroy any of your buildings. Another dragon will appear on around the fourth day, and it should be as easy to kill as the first. The real problem will come at the end of the first week when five or so dragons will descend upon your base. It's definitely a good idea to have eight priestesses by then, and if you can throw out some warriors of discord, even better. Early in the game you might also be attacked by three vampires. They start out at the location where the dragon king tomb will eventually appear, but sometimes they wander over to your base. If that happens, put a bounty on their heads, and between your skeletons and greedy rogues, you should be able to swarm and kill them. Once you survive the dragon attack at the end of the first week, build a ranger guild and get your rangers exploring. You might even want to put some explore flags out at the far reaches of the map to get your rogues and elves into the act as well. Eventually they'll find the three lairs. If you're flush with gold, start training units that will go for reward flags (rogues, of course, but also warriors and wizards), and set about 500 gold bounties on each lair. Each time you destroy a lair, some creatures will appear. The evil castle will produce medusas, the dark castle will produce werewolves, and the ruined keep will produce dragons. The important thing to note is that when you destroy the last lair, not only will the dragon king tomb appear, but a few dragons will appear with it. So you don't want to destroy the ruined keep last, or else you'll have to fight about ten dragons at once. Once you destroy the three lairs and kill the dragons, the mission will essentially be over. The tomb will produce a dragon every so often, but that's all you'll have to fight. So just pour all of your gold into an attack flag on the tomb, and get all your heroes to the scene to finish off the tomb as quickly as possible. 5.7. Vengeance of the Liche Queen --------------------------------- Objective: 1. Find and kill the liche queen. My Best Time: 27 days Walkthrough: You'll start out with a pair of temples to agrela flanking your palace. Build a marketplace and train two healers at each temple. When you have four healers, upgrade your palace to level two. Then get to work on a warrior guild and a temple to dauros. At the same time, place a wizard guild and then build a library. Build one more marketplace, and upgrade both to level two, and then devote the rest of your gold (as you get it) to training paladins until you have a full warrior guild. The undead on the map won't really pay you much attention. Every so often the liche queen will taunt you, and this seems to be the announcement of a skeleton / vampire raid. But it's hard to tell. The undead move so slowly that they might not arrive until a day or so after the taunt. In any case, be prepared. Once you have your paladins, build a ranger guild and train four rangers to explore the map. There will be three outposts you can find: one with a rogue guild, blacksmith, and inn; a second with a warrior guild and inn; and a third with a dwarven settlement, ballista tower, and inn. I've listed them in the order you're likely to find them. The dwarven outpost in particular will usually be the farthest away. When you find the blacksmith, be sure to guard it. Putting a warrior guild next to it is a good idea, and a guardhouse or two wouldn't hurt, either. Also, as long as you don't find the dwarven outpost first, you can bring elves (after finding an inn) or gnomes into your kingdom, and then find the dwarves and have them as well. Elves will be more useful than gnomes in this quest because the pace will be slow, and you might have to spend a lot of money on warrior guilds and paladins. As your rangers uncover the map, let your paladins destroy any lairs that become visible. Eventually, on the other side of the map, you'll find the liche queen's tower. It should be easy to spot. There will be lots of skeletons and vampires and two graveyards nearby. If you built a warrior guild at your main base, found another at an outpost, and built a third next to the blacksmith, put a huge bounty on the queen's tower to get all twelve of your paladins involved. When they destroy the tower, the liche queen will appear, plus a few of her vampire friends. Your lower level heroes will probably run away, but as long as a few of your paladins stay you should be able to kill the vampires and queen easily. But if you have trouble, feel free to construct some ballista towers around the tower before attacking it so you'll have some extra help. ********************************* * 6. MAJESTY NE ADVANCED QUESTS * ********************************* 6.1. The Clash of Empires ------------------------- Objective: 1. Destroy the goblin and ratman lairs. My Best Time: 15 days Walkthrough: You won't come under attack for 2-3 days, so you'll have time to set up your base. In fact, you'll have enough time so that you don't have to use the temple to fervus if you don't want to. Since you'll be fighting a lot of wimpy creatures, paladins will be overkill but priestesses won't get around quickly enough. The best choice seems to be barbarians. So you'll first need to upgrade your palace to level two. To that end, first build a ranger guild, and, while you're training four rangers, put down a second marketplace. Then upgrade your palace and add an inn, an elven bungalow, and a third marketplace. You'll now have enough money coming in to continually add barbarians and temples to krolm. Don't stop until you have four temples, but take some time out from building and training to use the rage-of-krolm function every so often. You'll have a lot of barbarians running around, but you might want to add a couple of guardhouses anyway, just to guard against sewers and early attacks. Since barbarians usually don't buy anything, you won't have to build things like a blacksmith or a magic bazaar, or upgrade your marketplace beyond selling potions (for your rangers mostly). If you feel like it and have money you don't know what to do with, you can also add rogues, warriors, and wizards since they'll go for reward flags. Eventually, it'll just be a matter of search and destroy. Ratmen and goblins aren't very tough, and your barbarians should be able to plow through them quickly. But try to balance your attacks against the two groups since they'll fight each other and help you out (as opposed to only attacking one group and leaving the other group only one target -- you). Every so often, groups of ratmen and goblins will appear together on the map, fight each other, and then fight you. Also, pairs of goblin towers or sewer mains will appear near your base. But none of these events should pose much of a problem. 6.2. The Fortress of Ixmil -------------------------- Objective: 1. Destroy Ixmil's fortress. My Best Time: 26 days Walkthrough: You'll have three or four days before you'll come under attack, so I think the best strategy is to get your economy going first and then worry about your heroes. So put down a marketplace next to your palace, then add a ranger guild, and then while you’re training four rangers, add a second marketplace. Then upgrade your palace to level two. Now add a warrior guild and a temple to dauros, and start cranking out paladins. The more paladins, the better, so add a second and third warrior guild when you can. Wizards will also be useful in this quest, but don't worry about upgrading the wizard guild. Instead, add a sorcerer's abode and upgrade that to level three. The best place to put the abode is right next to a warrior guild so you can use call-to-arms in conjunction with gate to get your paladins to locations quickly. Every time the fortress appears, you'll get an audio cue (that sounds like a spaceship) and the fortress will show up on the map even if it's in an area you haven't explored yet. The fortress will be surrounded by poisonous plants and daemonwood, so even if you flag it the first time you see it, your heroes will run away. Plus, the fortress will defend itself with magical attacks (like a wizard tower). So wait until you have some mid-level paladins before you make a concerted effort to attack the fortress. Also, every time the fortress appears, it'll release a wave of creatures. These can range from undead to ratmen to minotaurs to dragons. I think the dragons only appear later in the quest, but you might see a couple of vampires right off the bat. Early in the mission you'll have to rely on your guardhouses because pairs of vampires will kill just about everything else (which is another reason to focus on your economy early). Then it'll just a matter of building and upgrading, adding heroes as you can and giving them things to buy. When you're ready to attack the fortress, use the gate spell to get your heroes to the location quickly, but wait a few seconds first so the wave of creatures created by the fortress will be out of the way. Also put flags on the fortress and its defenders to attract more heroes. Then keep an eye on your heroes and heal them liberally so they won't flee. If you're lucky, the fortress will stick around long enough for you to destroy. Otherwise you'll have to keep trying. 6.3. Rise of the Ratmen ----------------------- Objectives: 1. Kill Rhoden, the ratman king. 2. Destroy all broken sewer mains. My Best Time: 25 days Walkthrough: You'll always start with at least two sewer entrances next to your palace, so don't bother restarting the quest hoping for a better situation. You'll also start out with buildings all over the place on the map. So the first thing you should do is take everything that isn't especially close to your palace off the repair and tax routes. Then start training rangers and upgrading your marketplace while building a rogue guild. You'll be under constant attack from rats during the quest. The numerous sewer entrances will see to that, and groups of rat shamans, rat champions, and ratapults will also appear from time to time. Try your best to keep expanding your base. Add a warrior guild and temple to dauros as quickly as possible, and upgrade your marketplace to level three so you'll get the full benefit from the caravans that will come in. Speaking of caravans, try to keep at least one of the trading posts around (especially the one next to the level two blacksmith). Pick the one that you want to defend and put your warrior guild next to it. You might also want to put a guardhouse or two nearby for extra protection. The trading post is important. With it and elves, you won't need to build another marketplace. Let your rangers explore the map while your paladins and monks stay near your base. You might also want to use guardhouses for extra defense. If you do use them, put them down in pairs (at least). Solitary guardhouses will get swarmed and destroyed by the rats, but pairs (or triplets) will sometimes have a chance. However, you can probably get away with not having guardhouses if you put buildings with lots of hit points on the perimeter, and let those buildings plus houses distract the rats while your paladins and monks kill them off. When you've destroyed all of the sewer mains, Rhoden won't necessarily appear. I'm not sure if he'll wait a few days first or if it's just predefined that he'll appear on Day 25. I cleared the map by Day 20 and then had several days to accumulate gold before he showed up. So when Rhoden finally did make his appearance on Day 25 it was simplicity itself to wipe him and his entourage out with wizard spells. If you don't have the luxury of wizard spells, then the final battle will be a little more exciting. Rhoden will appear with about three groups of rats, and they'll all attack from different directions. So let your paladins and monks do their job as best they can, and remember that it doesn't matter if the rats destroy a large portion of your base. You just have to kill Rhoden and the sewer mains that appear when he does, and you'll win the quest. 6.4. Trade Routes ----------------- Objective: 1. Protect at least half of the caravans over a 31-day period. My Best Time: 31 days Walkthrough: You'll start out with two warriors and a ranger, so quickly train a thief so you can upgrade your palace to level two. Also quickly start upgrading and researching at your marketplace. It's the only one you'll get for this quest, and numerous caravans will be visiting it, so it'll pay off to get it to level three right away. With the rest of your money, build a ranger guild and then train rangers and thieves. After about two days, you'll be attacked by several goblins and enemy thieves. Low level warriors will tend to run away, but rangers and thieves will stay and fight, and they'll usually be able to drive off the attack without anything major being destroyed. Once the attack is over, place a warrior guild near your marketplace, and put down a couple of guardhouses for defense. Most of the attacks on your base will be from wimpy creatures like thieves and goblins, and guardhouses will actually be useful in that case. Over the 31 days of the quest, you'll periodically see a caravan approach your base. There isn't much you can do early in the quest, but after a few days you should try to explore the map and clear the four trade routes. Don't worry about lone creature lairs, but definitely flag things like goblin towers and daemonwood trees if they're near a route. Also try to get a temple to agrela up quickly. You can heal caravans just like any other unit, and since enemy creatures won't focus on the caravans, you can usually pamper them with heals to make sure they get to your base. Every few days, some random bad event will occur. These can be things like several barbarians attacking your base or a ``magical accident'' at your palace (which will throw fireballs at your heroes and henchmen) or the appearance of more daemonwood or poisonous flowers on the map. Just keep the routes clear and don't worry about the rest. You'll only need to get 15 of the 30 caravans to your marketplace to win. 6.5. Urban Renewal ------------------ Objective: 1. Destroy all Red guilds, lounges, and gambling halls. My Best Time: 21 days Walkthrough: This is a difficult mission to start out. If you don't flag any of the Red buildings, Red will essentially be your ally and leave you alone. But the Red units will also use your shops to grow stronger, and the Red rogues might steal from your buildings. If you do flag one or more Red buildings, then Red will attack you after two days, and it'll send several rogues and elves your way. If they can get to your tax collectors, then the quest will be over. You won't be able to make any gold and Red will keep chipping away until you lose. So what you need to do is build some guardhouses. If there isn't enough room between your palace and the Red buildings, then restart the quest until there is room. Then add a second marketplace, and protect both marketplaces as well as the paths your tax collectors are likely to take with four or five guardhouses. Elves and rogues will run away from guardhouses upgraded with arrows, and so the guardhouses will give you some breathing space. Once the guardhouses are up, build a blacksmith, warrior guild, and temple to dauros. Barbarians won't work well in this quest because they won't buy potions, and ranged attackers (with poisoned weapons) will just pick them apart. Priestesses might be a good choice because skeletons are good at dodging, but I didn't try them. Paladins can mow down rogues and elves pretty easily, and that's what I used. Once you upgrade your blacksmith to level three, also add in dwarves. Put their settlement at the most vulnerable point in your base, and then train three dwarves to help out the paladins. Also build a temple to agrela at some point so you can heal, but don't worry about upgrading it. It takes quite a few rogues and elves to seriously damage a paladin. As long as you keep half an eye on them you should never need to resurrect them, and so a level one temple to agrela should be enough. Once you have four paladins and once your base is secure, the quest will be just about finished. All you'll have to do is track down the Red buildings and destroy them, fighting lots of rogues and elves along the way. Red will have a couple dozen buildings, so it'll take a while. You might want to build a ranger guild and train some rangers so they'll help you uncover the map. Also note that Red will have a couple of warriors and barbarians hidden in some buildings, but once they're ousted they'll head straight for your base where your defenses or paladins should be able to kill them easily. ******************************* * 7. MAJESTY NE EXPERT QUESTS * ******************************* 7.1. Darkness Falls ------------------- Objective: 1. Destroy the wights Styx and Stones. My Best Time: 16 days Walkthrough: This isn't really an expert quest. It's barely even an advanced quest. All you have to do is kill Styx and Stones within about a day of each other, and you'll win. That might be difficult if it was difficult to get to Styx and Stones, or if Styx and Stones were difficult to kill, but it's not and they're not. So if you've been struggling with the other expert quests, here's one you can finish in less than an hour. You'll start out with a warrior guild, but don't train any warriors yet. You won't come under attack for a while, so you can work on your economy first. So build a marketplace and then a ranger guild. Then while you're training four rangers, add a second marketplace and finally upgrade your palace to level two. Now you can add a temple to dauros and begin training paladins. During this time a vampire might wander into your base, but a single paladin should be able to kill it, and it'll be even easier if a ranger or guardhouse helps out. Continue to expand your base. Add an inn and an elven bungalow to increase your money flow. Then, as your gold allows, add a temple to agrela, add and upgrade a blacksmith, and upgrade one of your marketplaces far enough to get rings of protection. Then add a second warrior guild and train more paladins. If you're running short on gold, realize that you don't need to train monks or healers, since they won't help very much. On the map you'll find several ancient graveyards, which will spawn some undead creatures every so often. Feel free to ignore them. The worst thing they'll produce is a vampire, and those should be easy for your paladins to kill. What you'll have to watch for are two archaic tombs. Each tomb will house a wight, and once your destroy the tomb, the wight will start wandering the map. Now the wights aren't very difficult to kill. They'll each have 250 hit points, but their defensive and resistance ratings won't be overly high, so a single paladin should be able to kill a wight given enough time. That means you don't really have to worry about coordinating attacks against the two archaic tombs and the two wights. If you have to kill one of the wights a couple of times, it's no big problem. So let your paladins kill some undead for a while to boost their levels, and then target one of the archaic tombs. Once the tomb is gone, put a hefty bounty (1000 gold should be enough) on the wight, and let your paladins get to work. You might also want to build a wizard guild since wizards are pretty good about going after bounties, and they'll be able to deal out a lot of damage while hiding behind your paladins. Then repeat with the second tomb, and go back and kill the first wight again if you need to. The only other thing you might have to worry about are herds of shadow beasts that will appear on the map every so often. But they'll only have 50 hit points each and just about any of your heroes should be able to kill them. Also, goblin towers will appear on the map every so often, but they'll be on your side making it even easier to defend against the shadow beasts. 7.2. Legendary Heroes --------------------- Objective: 1. Destroy all of the ancient barrows within 30 days (with maybe a day or two extra). My Best Time: 30 days Walkthrough: Conceptually, this is not a very difficult quest. There are six ancient barrows scattered around the map, and you'll just have to find them and destroy them. What makes the quest difficult is that there are lots of high level enemy creatures -- like rock golems, dragons, and medusae -- roaming around, and while your high level melee heroes can handle them pretty easily, your explorers can't. And so your main difficulty will be in exploring the map. Since you can only house one hero per guild in this quest, your main concern other than exploration will be in earning gold. Heroes will be really expensive, especially when you have to build second and third copies of guilds to bulk up your army. One way to ease the pain financially, at least a little, is to use an embassy and an outpost. These buildings will still house two and six heroes respectively, and so they'll allow you to gain eight more heroes for ``only'' about 15,000 gold. Once you've dropped down one (or perhaps two) of each guild, go with the embassy and outpost and hope you get something useful. You can also take the opportunity to add a trading post with the outpost to generate even more gold. To start out, train a thief and a solarii, build a second marketplace, and then upgrade your palace to level two. Put some 100-200 coin explore flags a small distance away from your base and hope the rogue bites on them. Then add a ranger guild for the added exploration, put an inn somewhere next to your palace, and finally add a third marketplace. When the elves offer to join your kingdom, let them. At this point you'll have to make a decision about which temples you want to use for the quest. You can't use barbarians because of the temple to helia, but you'll still have to choose between paladins and priestesses. I chose priestesses because they and their skeletons are useful explorers. However, paladins are a good choice too because they can kill any of the high level creatures you'll find on the map. Regardless, you should also go with a wizard guild right away. There's nothing like starting a quest with a high level wizard. So now we get to the hard part, which is exploring the map. You can put out explore flags and hope your rogues and elves will go for them, but usually they'll run into enough enemy creatures that they won't get very far. You can also put attack flags on any creatures that you find hovering around unexplored territory, and sometimes that will work, and sometimes it won't. You can also try to expand your wizard spell coverage and use the farseeing spell. Your best bet, though, is to do all three of those things -- and also get your sorcerer's abode to level three and use the gate spell. You can't set the gate to a region on the map you haven't explored yet, but you can often put it somewhere so your explorers can ``leapfrog'' most of the enemy creatures and find their way to your explore flags. Each time you destroy a barrow, lots of (mostly bad) things will happen. For starters, an earthquake will rock your entire base, damaging all of your buildings and giving your peasants way too much to do (which is another reason to add an outpost). Secondly, a large wave of enemy creatures will suddenly appear on the map. Sometimes they'll appear far away from your base giving you time to prepare, and sometimes they'll appear right in the heart of your base. Thus, it's a good idea to have your wizard guild at level three before you get to, say, the third barrow. You probably won't need lightning storm for the first two barrows because the first one will feature only trolls, which you should be able to kill easily, and the second will feature medusae, which I've never had appear inside my base. But the third one will have minotaurs, and after that you'll get minotaurs, trolls, medusae, and dragons in combination, and it's definitely a good idea to have spells on your side. You won't lose the quest if you take over 30 days to destroy the barrows. After 30 days a permanent earthquake will start up, and it will destroy your entire base given enough time. However, you won't actually lose until your palace is destroyed. So if your peasants keep repairing your palace, you might be able to survive an extra day or two and finish off a last barrow. But even if you do everything right, you still might not win this quest. A lot depends on the placement of the barrows. If they end up on the opposite side of the map, or if your heroes just don't find them, then you're not going to win. It took me five or six tries to finally get past this quest, and even then I didn't win until after time had expired. So just keep plugging away. 7.3. The Siege -------------- Objectives: 1. Destroy Borjin's fortress, or 2. Destroy the caravans supplying Borjin with gold. My Best Time: 36 days Walkthrough: There are two possible objectives, but it doesn't matter. Even if you decide to attack Borjin's kingdom, you should still try to cut down as many of his caravans as possible. Otherwise he'll have all sorts of gold, and he'll be able to continually heal and re-animate his heroes -- not to mention cast wizard spells like lightning storm if you get close enough to his palace. So concentrate on the caravans first, and then think about attacking Borjin's kingdom if things seem to be going well. As in Trade Routes, there will be four spots where the caravans will appear. Luckily, they'll all be on ``your'' side of the map, so all you'll need to do is guard those four areas to destroy the caravans. Since it's not likely your heroes will be able to cover enough of the map to kill the caravans, you'll have to rely on defensive towers. And so you'll have to use dwarves. To that end, upgrade your blacksmith as quickly as possible so you can get the dwarves in your kingdom. When they join, immediately put their settlement next to the middle of the three guardhouses between your kingdom and Borjin's. That'll be a hot spot for the remainder of the quest. When you start out, first realize that the quest is going to take a while, so plan ahead by building three marketplaces, plus some inns to protect the edges of your palace. Later you should add trading posts to some of the remote areas you'll have to guard because of the enemy caravans, so only upgrade the marketplaces likely to receive your own caravans. Then upgrade all of your guardhouses to shoot arrows, but don't upgrade them to level two unless you really want to. Early in the mission you should try to chase down caravans with your heroes, and let the enemy heroes batter themselves against your defensive structures. So add a rogue guild and train some rogues and rangers. Also, upgrade the rogue guild to level two. Borjin will heal his caravans sometimes if they get into trouble, and so every extra bit of damage will help. Later in the quest you can add a sorcerer's abode so your rangers and rogues will also be able to use fire balm. Every time you see a caravan, note its position, and eventually you'll discover the four starting points. There will also be ``siege markers'' near the starting points, but the markers will be tough to spot and it'll be easier just to wait for the caravans to start arriving. If you're lucky, the starting points will either be close together, making them easier to defend, or they'll be in the corners of the map farthest from Borjin's kingdom, giving the caravans the longest distance to travel and forcing them to head straight through the middle of the map to get to Borjin's marketplace. Regardless, once you know the starting points of the caravans, try to put some ballista towers in the area. Five towers will always kill a caravan. In the meantime, use attack flags to get your rogues and rangers to kill the caravans. If you get enough together, they'll sometimes do the job, but if the caravan looks like it's going to get away, then take the attack flag off so your heroes don't go wandering into the enemy kingdom (where they'll probably get swarmed and killed). Once you get a ways into the quest and upgrade your palace to level three, you'll have to make a decision about which temple to use, helia or lunord. Lunord will give you the ``winged feet'' spell, and that'll be useful for chasing down caravans. But if you're going to rely on defensive structures to kill the caravans, then a better choice is helia. Since you won't be able to use wizard guilds in the quest, your only other offensive spells will be chain lightning and frost field. Those are good spells, but they're slow and not guaranteed to kill anything, and sometimes you'll need to kill an enemy priestess or wizard quickly. And so you'll find the two helia fire spells to be very useful. Once you've guarded a couple of the caravan starting points, you can go ahead and start thinking about attacking Borjin's base. If you train some dwarves and paladins, then your those heroes might even make the decision for you. Once you do start to mix it up with Borjin, make sure you upgrade your temple to agrela to level three, and then start pushing out heroes. Try to watch over them and protect them as much as possible, and resurrect them when you can't. Eventually you'll start killing off some of enemy heroes and destroying some of the buildings, and once you get to that point it'll just be a matter of time before you win. If you just want to kill caravans, then just keep building ballista towers until you have five at every starting point, and eventually Borjin will run out of money. 7.4. The Valley of the Serpents ------------------------------- Objectives: 1. Destroy the snake pits. 2. Keep at least one elven bungalow from being destroyed. My Best Time: 19 days Walkthrough: This is a difficult quest to start, but a relatively easy one to finish. Your base will be at one side of the map, and a lone elven bungalow will be at the other. You'll have to protect the bungalow, but you'll only need to do so for about five days. After that the elves will build a couple more bungalows right next to your base. About two days into the quest, some elves will join your kingdom and head straight for an inn to hide. About a day after that, more elves will arrive, but this time they'll be followed by about ten medusae. The medusae will chase the elves until they kill them, and then they'll head straight for the bungalow. So your first job will be to protect the bungalow from that initial attack. The obvious ways to do this don't seem to work very well. If you try to build a warrior guild and some guardhouses near the bungalow, it'll take too long (even if you cast winged feet on your peasants) and you'll have two bases, which is always annoying. And some medusae might just wander over and kill your peasants while they're building. If you try to place a wizard guild and some wizard towers near the bungalow, the towers will only distract a couple of the medusae while the others destroy the bungalow. And if you upgrade your wizard guild all the way to level three so you can cast lightning storm, it'll be expensive and might not even work since medusae have such a high resistance. So the way to protect the bungalow -- and this is going to sound odd -- is to do nothing at all. The medusae will head straight for the bungalow, but they're bloodthirsty little devils, and if you can get some heroes between them and their target destination, they'll stop and fight. So how do you get your heroes to the right spot at the right time? There are two ways. The expensive way is to use the gate spell. Since you'll start with a level three sorcerer's abode, this is fairly easy to do. Just wait for the medusae to arrive and then set a target between them and the bungalow. The cheaper way is to set an attack flag on one of the snake pits on the map. The medusae will come from the exact same spot as the first elf group, so if you target a snake pit between that position and the bungalow, your heroes will be in the way without even realizing it. Then you'll just need to remove the flag on the pit and set a couple of flags on the medusae and watch your paladins get to work. Since you'll have about three days before the initial attack, you can start out by setting up your economy. To that end, first upgrade your palace to level two and then build two marketplaces near your palace. Because you'll have elves already, the marketplaces will generate a good amount of money, and you won't have to build any more. Then build two warrior guilds and a temple to dauros and start cranking out paladins. You should be able to train between six and eight paladins before the medusae attack. Once you withstand the initial attack, build a rogue guild and a ranger guild, and upgrade the rogue guild to level two. You'll have to set a lot of attack flags on a lot of snake pits before you're done, and your rogues and elves will do a surprisingly good job of destroying the pits for you. Then, as your gold allows, upgrade one of your marketplaces to level three, build and upgrade a blacksmith, and build and upgrade a wizard guild. Your heroes will come into a lot of money before the quest is over, so it's a good idea to give them things to buy. Once the elves place a couple bungalows near your base, forget about the initial bungalow and pick one of the new ones to protect. Your most dangerous enemy from this point on won't be the medusae, but instead will be the ice dragons that will show up every so often. They'll have a high defense rating but a poor resistance, so you can use wizard towers to defend the bungalow. Also, try to keep some gold around so you can cast lightning storm. The dragons will stay conveniently bunched up, making the spell effective. Then it's just a matter of destroying the snake pits. Simply flag a couple of pits, let your rogues, elves and paladins go to work, and then repeat as necessary. You should be able to destroy the pits faster than they spawn. Meanwhile, keep expanding your base and adding more heroes so you can finish the quest more quickly. Eventually you'll receive groups of gnomes and dwarves to help out, and it should be smooth sailing from that point on. ******************************* * 8. MAJESTY NE MASTER QUESTS * ******************************* 8.1. Spires of Death -------------------- Objective: 1. Destroy the five spires. My Best Time: 62 days Walkthrough: You won't have much time to get settled in with this quest, but even so you shouldn't make the mistake of using gnomes or training warriors at your warrior guild. Instead, immediately build a rogue guild next to your base and start training rogues. Since you can't do anything else useful at the moment, go ahead a build a marketplace, and, when you have four rogues, upgrade your palace to level two. Now you can build a temple to dauros and start training paladins. After about two days you'll be attacked by a mess of goblins. They'll come from the five spires, and so they might arrive from five different directions. Try to survive the attack as well as possible. You'll have a couple of guards, four rogues, and perhaps a paladin or two. They'll be able to kill the goblins, but you might lose a building. However, now you'll know the exact directions every attack in the quest will come from, and so you'll be able to set up your defenses accordingly. If the goblin attacks come from all four sides, you might want to start over until you get a map where the goblins only attack from a couple sides, since that situation will be easier to defend. These attacks from the spires will come every couple of days, and they'll get progressively more difficult as your army grows in power. So don't grow your army. Instead, stay with four paladins and four rogues for a while, and instead improve your economy and upgrade your buildings. Try to get to a level three blacksmith quickly so you can add a dwarven settlement and some ballista towers. Once you're reasonably confident about your defenses, and once you have a level three palace and a level three wizard guild, go ahead and start expanding your army. Train wizards and monks and build another warrior guild so you can add four more paladins. Then let this group gain experience for a while. You can add a fairgrounds to help them out, or you can just let them kill the waves of goblins, rust spiders, and eventually werewolves and vampires. Once you get your paladins to double digit levels, you should be about ready to tackle the spires. Build a ranger guild and train some rangers so they'll explore the map and find the spires. (You don't want to explore the map any earlier or else your paladins will keep trying to destroy the spires before you're ready.) Build a temple to agrela if you haven't already, and then add a mess of ballista towers. A dozen ballista towers is a good idea, and more might be better. Why do you need so many ballista towers? Because every time you destroy a spire, all of the remaining spires (plus the recently destroyed one) will unleash a whole bunch of spelled-up goblins, and they'll all make a beeline for your base. Since all of your good fighters will be at the destroyed spire, you'll need your base to be able to defend itself. You'll also need to hurry. After a spire is destroyed, it will reappear on the map after four days, and so you'll have to act quickly to get rid of all the spires -- plus kill all of the goblins -- before the spires start resurrecting themselves. The wrong way to destroy the spires is to flag one, fight your way through the goblins, flag the next, and so on. That will take too long. A better method is to flag a couple of the spires and hope your heroes split up evenly and destroy the spires at about the same time. You'll have more goblins attacking your base, but you'll also have less work to do in the next four days. Then, after you clear the goblins, you can repeat the process with two more spires, and then finally destroy the last one. If your attack force keeps getting bogged down by goblins, you can use call-to- arms to bring your paladins back to your base and then use gate to send them to the next spire. That's effective, but the gate spell will cause your sorcerer to rest for a long time, and so you won't be able to rely on gate alone. If you have a lot of gold, you can also extend your wizard coverage and cast lightning storm on the goblins blocking your attack force to clear them out of the way more quickly. You can also build ballista towers around each of the spires to help out. Remember, there isn't any sort of time limit here, so you can prepare as much as you want before attacking the spires. 8.2. Vigil for a Fallen Hero ---------------------------- Objective: 1. Destroy the abomination. My Best Time: 34 days Walkthrough: Take a close look at the restrictions for this quest. You won't be able to train any heroes, and you won't be able to cast any spells. That means you'll have to be extra careful with the heroes you start with, and the only way you'll be able to watch over them is with bounty flags. If you see a hero fighting all by itself, set attack flags on nearby creatures so more heroes will come in to help out. This is especially important with the gorgons on the map, since they'll turn heroes to stone and leave them vulnerable. There aren't many buildings you can place in this quest, so start out by adding things your heroes will find useful -- a marketplace so they'll have healing potions and rings of protection, a blacksmith so they'll be able to improve their equipment, and an inn or a hall of champions so they'll have a place to rest. Then get your heroes exploring. Your ranger will probably hook up with your barbarian, so you'll have to set explore flags. There are three sets of buildings you can find on the map: a pair of trading posts, an outpost, and an inn; a sorcerer's abode and a magic bazaar; and an outpost, a house, and a library. The most important of the trio is the abode and bazaar, so when you find them immediately start putting down guardhouses to protect them. At different times during the quest, large groups of minotaurs and shadow beasts will appear on the map, and it's important to kill them before they can destroy any buildings that you can't replace. If you have to, set attack flags with outrageous awards on them to get your heroes involved. Then it'll just be a matter of exploring the map until you find the abomination. You'll recognize it when you see it because it'll be big and red. Put as big a reward as you can on it and hope your heroes bite. I had to go up to 35,000 gold before my heroes showed much interest. And even with a large reward you'll probably have to use the change of heart spell a few times to keep your heroes around. The abomination has a nasty fire attack, but otherwise it isn't particularly powerful, so if you can get two or three heroes to attack it at once, you should be able to kill it easily. The only other things of note on the map are three yeti and a half dozen ancient graveyards. The yeti are nasty, but your heroes probably won't run from them. So put big reward flags on any yeti you find to try and attract as many heroes as possible. Otherwise wandering heroes will try to solo them and probably get killed in the process. The ancient graveyards are pretty much non-factors in the quest. You can either have your heroes destroy them or not and it won't make any difference. ************************** * 9. DOWNLOADABLE QUESTS * ************************** 9.1. The Wrath of Krolm ----------------------- Objectives: 1. Destroy all altars to krolm, or 2. Kill the avatar of krolm My Best Time: 68 days Walkthrough: This is a quest where starting out can be difficult. You'll only have two days before werewolves, barbarians, and more start paying you regular visits. Plus, you won't start out with a lot of gold, and you'll never make a lot of gold, so you'll have to plan carefully. So here's what to do: build a guardhouse, train four thieves, upgrade your palace, and then build another guardhouse. You should put the guardhouses near your marketplace or sewer entrances or both, and you should also place them so they extend your view towards the center of the map. The reason why guardhouses are useful here is because you won't have time to build a warrior guild and train a warrior and have that warrior buy potions before the enemy units arrive. You could build a ranger guild in time, but rangers won't be all that helpful against the creatures you'll be facing. And so the guardhouses will help you get through the initial battles, and they'll be useful for your interior defenses as well. Then build a warrior guild at the outer edge of your base so that it is nearest to the center of the map. The idea here is that the warrior guild will end up being the focus of most enemy attacks, and with its 800 hit points plus the call-to-arms option, it should always survive. Around the rest of the perimeter place a temple to dauros, a temple to agrela, and a wizard guild. You should build the temple to dauros first so you can start training paladins, and the wizard guild should go next to the warrior guild so it can give you good spell coverage over your base. Eventually you'll want to bring the wizard guild to level three so you can cast lightning storm. In the interior of your base you should put a library and a blacksmith. When those and your perimeter buildings are in place, then you should build an elven bungalow. Money will be your primary need in this quest, and the elves will help with that. By building the bungalow last, you'll force the elven lounge and gambling hall to sprout up outside your perimeter and act as a buffer when attacks come. While you are building up your base, you should try to do some exploring. There are six altars to krolm on the map, plus a host of creature lairs. Each time you destroy a creature lair, creatures (usually evil occuli) will appear. Each time you destroy an altar to krolm, an avatar of krolm will appear. He'll be huge (4000 hit points the first time you see him but fewer after that), he'll summon a bunch of fairly wimpy creatures (such as harpies and wolves) every few minutes, and he'll invoke rage-of-krolm. Luckily, he'll leave after he suffers enough damage, so get your paladins after him and watch the combat so you can heal as needed. Also, each time he summons creatures, they'll start out in a bunch, and that's when you should hit them with a lightning storm spell. Since the creatures won't have many hit points, one storm should either kill them outright or severely wound them making them easier kills for your other units. Once you destroy all six altars to krolm, the mission will end. If you're organized, the trick to the mission is to destroy multiple altars at once. Then you can skip some appearances by the avatar and save some time and grief. However, this strategy is difficult (or perhaps impossible) with paladins since they'll go out and attack lairs on their own, and you'll only have so much money to call them back with call-to-arms. 9.2. Balance of Twilight ------------------------ Objectives: 1. Find and restore the ancient sage 2. Resanctify the Shrine of Light 3. Destroy the black phantoms My Best Time: 46+ days Walkthrough: It will take three days before creatures will start attacking you, but once they do come, they'll be fairly nasty -- with black phantoms as the main menace but also werewolves and trolls to make your life difficult as well. Because of the black phantoms, you won't really have a choice for this quest; you'll have to use dwarves, and you'll have to get to them as quickly as possible. So, to start out, build a ranger guild. Then, while you're training four rangers, build a second marketplace and an inn, and research and upgrade the blacksmith. Once you have four rangers, upgrade the palace to level two, and then research and upgrade the blacksmith again to make it level three. Dwarves should become available, and so you should add their settlement as quickly as possible. Place it on the perimeter of your kingdom, somewhere near the middle. After three days, all of the lairs on the map -- and there are several -- will start producing creatures, so you'll have about three and a half days before they'll arrive. Your dwarven settlement should already be in place, but it probably won't be enough by itself, so add a ballista or two if you have time. Then, when the creatures start arriving, try to get your rangers to attack the goblins while your dwarven settlement and ballista towers take out the trolls and werewolves. After four days, the Shrine of Evil will show up on the map. Mark its location well because from now on three black phantoms will continually attack your base. Killing them will only send them back to the shrine to repeat the process. The phantoms will travel in a straight line when they move from the shrine to your base, so figure out where they'll attack and put some ballista towers there. If your dwarven settlement is close enough to help out, then you'll only need two or three ballista towers (plus the settlement) to defend against the phantoms. Now that you know where the black phantom attacks will come from, start expanding your base (avoiding the phantom area). The dauros / agrella temple duo is probably the best choice here because you'll need to be proactive during the remainder of the quest, both in exploring the map and destroying lairs. Be sure to keep your ranger guild full, and also build a rogue guild so you'll have rogues to go after flags. The ancient sage will be in a mausoleum on the opposite corner of the map. He'll actually be a level 50 wizard, and it'll cost you 50,000 gold to resurrect him. So while you're building up your base and creating heroes, also build a third marketplace, and then, once you've cleared away enough lairs, add an outpost / ballista tower / trading post group to generate even more gold. Once you find the mausoleum and resurrect the wizard, he'll walk to the Shrine of Light. You won't be able to cast winged feet on him, so you'll just have to wait for him to trudge his way across the map. Once the wizard enters the shrine... I don't know what happens. The game always crashes at this point for me. But the remainder of the quest should be pretty easy because all you'll have to do is kill the phantoms, and you'll have been doing that for the entire quest. ******************* * 10. CHEAT CODES * ******************* To use a cheat code, press , type the phrase on the left, and then press again. You'll receive the result on the right. Cheezy towers: wizard spells can be cast anywhere Fill this bag: receive 10,000 gold Give me power: all spells become available Grow up: selected hero receives five levels Planet fargo: hear a funny song (Majesty NE only) Victory is mine: win the quest ******************* * 11. EASTER EGGS * ******************* Select a unit or building and press the "-key. You'll usually hear something funny. *********************** * 12. VERSION HISTORY * *********************** Version 1.7 ----------- Submitted: June 14, 2001 Notes: Added a walkthrough (of sorts) for the downloadable quest ``Balance of Twilight'' (9.2). Version 1.6 ----------- Submitted: April 21, 2001 Notes: Discovered belatedly that you can destroy some of your own buildings (thanks, Goldy) so I updated two walkthroughs: ``The Dark Forest'' (5.2) and ``A Clash of Empires'' (6.1). Also improved the walkthrough for ``The Siege'' (7.3). Version 1.5 ----------- Submitted: April 12, 2001 Notes: Expanded the introduction. Improved the walkthrough for ``The Fortress of Ixmil.'' Version 1.4 ----------- Submitted: April 11, 2001 Notes: Added the two master Majesty NE quest walkthroughs. Added cheat codes and an easter egg. Version 1.3 ----------- Submitted: April 10, 2001 Notes: Added the remaining two advanced Majesty NE quest walkthroughs. Added the four expert Majesty NE quest walkthroughs. Added a table of contents. Version 1.2 ----------- Submitted: April 7, 2001 Notes: Added a technical note regarding Majesty NE. Updated the money gameplay tip to include trading posts. Set up the document to support Majesty NE. Added three advanced Majesty NE quest walkthroughs. Version 1.1 ----------- Submitted: February 17, 2001 Notes: Fixed some doc-to-txt tabbing ugliness. Version 1.0 ----------- Submitted: February 16, 2001 Notes: Initial version. Added walkthroughs for the advanced and expert quests included with Majesty FKS as well as a walkthrough for the downloadable quest ``The Wrath of Krolm.'' ******************************* * 13. PERMISSIONS AND UPDATES * ******************************* This guide may be posted on any web site as long as the text is not changed and as long as I am informed of the posting. I will always submit new versions to GameFAQs (www.gamefaqs.com) first, so if you are looking for the most up-to- date version of this guide, that is the place to look. ***** Copyright © 2001 by Steven W. Carter