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Читы для Disciples 2: Dark Prophecy

Чит-файл для Disciples 2: Dark Prophecy

Disciples 2:
Dark Prophecy

в России известна как

Disciples 2:
Канун Рагнарека

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Название в России:Disciples 2: Канун Рагнарека
Разработчик:Strategy First
Издатель:Strategy First
Издатель в России:Руссобит-М
ISO статус:релиз состоялся 24 января 2002 года
Официальный сайт:Открыть
Жанры:Strategy (Turn-based) / Isometric
Похожие игры:Age of Wonders, Disciples: Sacred Lands, Heroes of Might and Magic, Heroes of Might and Magic 3: The Restoration of Erathia, Master of Magic
Multiplayer:(4) hot seat, модем, нуль-модем, LAN, Internet

Даты выхода игры

вышла в марте 2002 г.
вышла в 2002 г.

FAQ [ENG]

Информация актуальна для
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¦      ¦
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========

=================================================================================
===========
¦The aim of this file is to provide you with general information on Disciples 2,
in a clear ¦
¦and readable format.     I hope it serves you well !!                  - Mister
Sinister   ¦
=================================================================================
===========

                                              (Dedicated to Jo, mon coeur and
Simon, mon bras)


Table of Contents

      1.     Introduction and Overview of the Game
      2.     Basic Controls
      3.     The Four Races
      4.     Tact & Diplomacy
      5.     Types of Items
      6.     Stats for Units
      7.     Rulers and Leaders
      8.     Comments on Units and Suggested Upgrade Routes
      9.     Tips and Tricks
     10.     Credits

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¦                                         SECTION
ONE                                      ¦
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                                            OVERVIEW

Disciples 2 is a turn-based strategy game where the player picks one of four
major races and
battles across either a pre-defined sequence of levels (the Sagas), one of a
number of set
individual missions (the Quests), plays in a Custom Saga, or with other human in
multi-player
mode.

It is a swords and sorcery type game, with a reasonably simple interface and
gentle learning
curve, but which boasts hours and hours of gameplay, and is quite honestly ?
HELLISHLY
addictive ... I heartily recommend it.

I have written a review for this game which you can read at
http://www.gamefaqs.com.  I have
also written individual in-depth walkthroughs for the Sagas for the four main
races in the
game, all of which are available for free viewing at http://www.gamefaqs.com.

Comments, etc., are always welcome, and I can be reached at
shadowpath@hotmail.com

                                                                     - Mister
Sinister, 2003

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¦                                         SECTION
TWO                                      ¦
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=-=-=-=-=-=-

BASIC CONTROLS

As with any strategy game, troop management skills are FUNDAMENTAL to your
success.  In order
to become a good Disciples 2 player, you will need to learn which units function
well
together, which units complement each other, and which units should definitely
NEVER be
placed together.

For example, sending nothing but Undead Troops to battle Undead Troops doesn't
SOUND
unreasonable until you consider that MOST undead troops are immune to death
magic, so if
YOUR set of troops comprises nothing but Undead Spellcasters they will do
practically NO
good whatsoever.

I have sub-divided this section of my FAQ into three parts :-

            A)   The World Map
            B)   Combat
            C)   City Management

======================================= THE WORLD MAP
=======================================

The World Map is where (not surprisingly) you move all your troops about.  Each
unit is led
by one of the creatures in it, and this creature represents the entire unit's
icon on the
map.  For example, a unit led by a werewolf will be depicted as a werewolf on
the map.

Each unit has a different number of movement points, and these are reduced at
different speeds
depending on which type of terrain you are crossing ... for example, you will
travel MUCH
slower by water than you will through forests ...

... some units can fly, and this helps get about the map a fair bit quicker ...
but if you
put flying units with non-flying units, you are once again (by and large - there
ARE a couple
of exceptions) slowing down your troop movement again, as the unit must move
altogether.

Combat is initiated by moving to a square adjacent to a rival or enemy unit on
the map, and
combat is dealt with in a separate screen.

The world map begins by being totally covered in a fog of war, which disperses
as you move
your units about ... certain terrain cannot be traversed, and you will have to
find ways
around it ... examples include waterfalls, whirlpools and mountain ranges.

Obviously not all of the creatures you encounter on the world map will be
hostile - some will
give you sub-quests which you can complete to gain prizes should you wish ...
others will
be terratorial, and will either attack you on sight or pursue you until you
leave their area
of the map.

You will encounter cities belonging to other players, as well as neutral cities,
and various
other structures dotted about the map, ALL of which can be explored and/or
conquered.

BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game.  Therefore,
whilst you
have the luxury of time to think your moves through, as you would in a chess
game, poor
troop movement can lead to units becoming isolated at the end of a turn, and
easy pickings
for roaming creatures ...

                                 ... always watch your back ...

Each unit on the map can comprise up to SIX individual characters.  So, taking
our earlier
example of the unit being led by the Werewolf, this unit can comprise the
Werewolf that leads
them, and up to FIVE other characters ... if the leader dies, the unit will
still be able to
move, but will do so at a MUCH slower rate, and the unit's icon on the map will
change.  It
will still be the Werewolf, but you will see that the leader has died because a
little skull
shield will be displayed at the foot of the icon.  This allows you at a glance
to see units
which have had their leaders slain.

Provided at least ONE character in the unit is still alive, it is possible to
heal and/or
resurrect those characters in the unit which have died.  You can either do this
via magic,
CHEATING (tut tut), or at any of your Cities (provided you have constructed a
Temple in your
Capital City).

Your Capital City (each major race has one) is your seat of Power on the level
BUT, unlike
many OTHER turn-based strategy games where there is a REAL risk of losing your
Capital, and
thus losing the level, in Disciples 2 each player's Capital City is occupied by
(not only
a maximum of 11 "normal" troops but also) an INCREDIBLY powerful Guardian, who
CANNOT leave
and who's SOLE purpose is to protect the Capital.

Sounds like you might still be vulnerable ?  In all practical reality you won't
be - the
Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever
lose your
Capital ;)

You will ALSO find shops on the world map ... there are several merchants in the
game who
have set up shop on the various levels, and with whom you can trade ... even if
you can see
no use for something you have picked up on a level, you can always sell it at a
shop to
gain extra gold ;)

The currencies of the game are five-fold.  You have gold (obviously), which you
use to buy
upgrades for your cities, to recruit new troops, to bribe the other players, and
so on.

Then there are the four types of mana.  There is Death Mana, Runestone Mana,
Life Mana and
Infernal Mana.

Both gold AND mana are generated at resources on the map, and these resources
can be bled off
to give (effectively) unlimited resources to your race - I say *effectively*
unlimited as,
whilst there is only a certain amount of each type of energy that will be
generated by each
resource per turn, the supply from which this is drawn is infinite - i.e. you
will never
deplete a gold or mana resource on the map (which is KEWL !!)

One last thing.

When you look at the map you will be able to see the terrain that belongs to
your race by
looking at the ground.  Each turn, your race's terrain expands from every city
in every
direction, and whenever it touches an unclaimed resource, it seizes it for your
race.

Since it would take an eternity to gain control over the ENTIRE map this way,
the game
designers have very kindly provided each race with one type of unit that can be
recruited
who's sole purposes is to "plant rods".  Planting a rod is a very simple process
which allows
you to stake a claim to a very small parcel of land which is not already yours.

... I hope that makes sense ... I'll try to explain ...

Say this is the world, and you own the left-hand side of it. :-

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=-=-=-=-=-=-
¦
¦                                              ¦
¦
¦                                              ¦
¦
¦                                              ¦
¦
¦                                              ¦
¦
¦                                              ¦
¦            YOUR                           ¦
MY                         ¦
¦
¦                                              ¦
¦                   LAND                    ¦
LAND               ¦
¦
¦                                              ¦
¦
¦                                              ¦
¦                                           ¦
¦======¦       ¦
¦                                           ¦                               ¦
GOLD ¦       ¦
¦                                           ¦
¦======¦       ¦
¦
¦                                              ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-

If you want to take control over the GOLD resource I have labelled in MY land,
you would
either have to expand your terrain on a turn by turn basis until the Gold
Resource was yours,
OR you could send your "rod-planter" (the name for the character varies with
each race) TO
the Gold Resource, and then stake it.

If you plant a rod at the Gold Resource, and thereby stake it as being yours,
the terrain
around the resource changes to become yours.

Rods CAN, however, be destroyed by other rod-planters, and this dispute over
resources forms
a VERY important part of the game, naturally ...

... right !  I've bored you with that - now we can go onwards to the combat
aspect of the
game !!


========================================== COMBAT
===========================================

As I stated in the previous section, combat occurs when one of your units enters
a square
on the map that is adjacent to a non-friendly unit (or, conversely, when a non-
friendly unit
enters a square that is adjacent to one of YOUR troops).

When this happens, the action switches to a 3-dimensional view of the square in
question, and
combat takes place.

Combat in Disciples 2 is a VERY very simple affair.  The unit that is attacking
is highlighted
at its feet in yellow, and the units you are presently opting to attack is
highlighted at
its feet in red ... just point the mouse at the unit you want to attack (or
help, depending on
your race), and click !

HOW EASY IS THAT BY THE WAY !?!?!

Combat is, however, not as DULL as that sounds.

You recall I mentioned earlier that a unit can comprise a maximum of SIX
characters ??  Well,
each unit is broken up into two RANKS as well.

THIS IS VITALLY IMPORTANT.

Combat basically looks like this :-

              YOUR UNITS                                    THEIR UNITS

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=
¦                      ¦                      ¦
¦                      ¦
¦      BACK ROW        ¦      FRONT ROW       ¦      FRONT ROW       ¦
BACK ROW       ¦
¦                      ¦                      ¦
¦                      ¦
¦          1           ¦           1          ¦           1          ¦
1          ¦
¦                      ¦                      ¦
¦                      ¦
=================================================================================
============
¦                      ¦                      ¦
¦                      ¦
¦      BACK ROW        ¦      FRONT ROW       ¦      FRONT ROW       ¦
BACK ROW       ¦
¦                      ¦                      ¦
¦                      ¦
¦          2           ¦           2          ¦           2          ¦
2          ¦
¦                      ¦                      ¦
¦                      ¦
=================================================================================
============
¦                      ¦                      ¦
¦                      ¦
¦      BACK ROW        ¦      FRONT ROW       ¦      FRONT ROW       ¦
BACK ROW       ¦
¦                      ¦                      ¦
¦                      ¦
¦          3           ¦           3          ¦           3          ¦
3          ¦
¦                      ¦                      ¦
¦                      ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=

... geez ... I hope I haven't made that look more complicated than it needed to
be.

BASICALLY your six units are on the left, and THEIR six units are on the right.
Melee units
should be placed in the FRONT row, as they can only attack adjacent units ...
spellcasters,
who are generally weaker, should be placed in the BACK row, as they can attack
at range ...

... hope that makes sense :">

You will see from the Stats section that each character has its own method of
attacking.

With VERY rare exceptions, each character only has ONE way of attacking, so it
really is just
a very simple point-and-click routine ... but the variety comes in the sheer
NUMBER of
different creatures you can command and control, and the fun-factor and beauty
of their attack
animations :">

The order in which characters attack in the combat screen is determined by their
initiative
roll - each character has an initiative modifier, which swings initiative in
their favour,
but there are occasional upsets - as in, where a character with a higher
initiative is
pipped to the post by a character with a lower initiative ...

There are a number of different combat OPTIONS ... these include allowing the
Computer to
take over combat for you (although certainly on the easier difficulties it
doesn't always
attack the units you probably would).

There is also the option to end combat immediately (i.e. automatically resolve
who wins and
who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to fight you -
let's just see
who WINS" moments (which you WILL have).

Further options include retreat, where you really wanna get out with your life
(but all
attacking units get a free hit on units that are running away, so if you DO run
you'd better
do it en masse), and Defend - an instruction to a particular character to brace
itself for
an incoming attack.

The variety of options on the combat screen, coupled with the variety of units
and attacks
they have IN TOTAL, makes for a lot of strategy in the combat screen AS YOU WILL
SEE ;)

Combat ends when either all six characters in your opponents unit are dead or
have fled.

... there ... we've pretty much exhausted that section ... ONWARD !! =D

====================================== CITY MANAGEMENT
======================================

This is VITAL to your success in Disciples 2.

Basically, when a creature levels up, it GENERALLY (although not always) changes
its
appearance to become tougher ... harder ... MORE kick@ss ...

What your creature becomes when it levels up will depend on the buildings you
have erected in
your Capital City.

For example, if you are playing the Undead Hordes, your bog-standard melee
fighter is the
"Fighter" character.  In your Capital you can build one of two different
buildings that will
alter the Fighter's Upgrade Route.  If you construct Unholy Ground, your Fighter
will become
a Zombie when he levels up ... if you choose instead to construct an Evil
Monastery, your
Fighter will become a Templar.

Both routes are mutually exclusive - this means that you cannot allow some of
your Fighters
to become Zombies, and some to become Templars - it's all or nothing ...

Fortunately, however, once you have completed a level, all the buildings in your
Capital City
are wiped out, so on the start of the NEXT level you can change the upgrade
paths and,
consequently, your units, should you wish.

Certain buildings do not affect the upgrade path of units ... these are the Mage
Tower (which
is necessary in order for you to reserch spells), the Thieves' Guild (which is
required before
you can recruit thieves, who can spy on enemy players to reveal the characters
garrisoned in
Cities, etc.), and the Temple (which you need before you can heal and/or
resurrect creatures).

You can also conduct spell research in your capital, provided you have enough
mana to learn
the spell in question, and it is picked from your list of available spells.

PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER
TURN.

You will also take over other cities, naturally ... these cities are NOT your
capital,
however, and whilst the majority of the rules apply, there are certain changes.
FOR EXAMPLE,
you cannot build buildings in your other cities - this is because you only NEED
one set, and
for ease of administration those are all located in the Capital.  For example,
once a Temple
has been built in your Capital, you can heal and resurrect characters in ALL
your cities.

Each NON-CAPITAL city can "grow" as well ... there are five levels of growth,
and these
affect the number of characters that can be housed in a city, the rate at which
your terrain
sprouts forth from the city, the speed with which characters that are in the
city recover
their Hit Points, and so on.

Each city can only grow ONCE per turn.

Finally, each city can house troops and hold items.  On the party screen, you
will see two
units of troops.  On the left is a list of troops that are just healing, etc.,
in the city.

To the right is a list of the troops which are garrisoned in the city ...

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¦                                        SECTION
THREE                                     ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-

THE FOUR RACES

The four races you can pick from are as follows :-

                  1)  The Empire
                  2)  The Mountain Clans
                  3)  The Legions of the Damned
                  4)  The Undead Hordes

THE EMPIRE, led by Emperor Demosthene, are portrayed at least at the OUTSET as
your bog-
standard hero types, their units including Knights, Priests, Paladins, Holy
Avengers, and so
on.  As they mature, you realise that there is trouble in Paradise, however ...
and evildoers
in the Empire plot its downfall from the shadows.  In spite of this, the Empire
remain one of
the most basic and steadfast races in the game ... their main bonus is that they
boast more
healing units than any other race, and this helps prolong their lives during
combat and
otherwise ....

THE MOUNTAIN CLANS, ruled by the High King Morok Cloudkeeper, and later Queen
Yataa'Halli, are
basically made up of Dwarves and Giants.  Their units include Warriors,
Veterans, Hill Giants,
Sons of Ymir, Flame Casters, and other wee ones ... they are strong and sturdy,
but suffer
from VERY poor initiative ratings, which means that they generally take damage
in combat
before they are able to dish it out.  To make up for this, the Mountain Clans
are about the
only race in the game who's upgrade paths cross-over ... what I mean by this is
that melee
fighters can become multi-hitting spellcasters and vice-versa, depending on the
upgrade path
chosen.

THE LEGIONS OF THE DAMNED, under the control of their God Bethrezen, comprise
NOT surprisingly
Devils, Demons, Succubus', Incubus', basically anything winged and horny (pardon
the pun).
They are OBSESSED with fire, and boast the most heavy-hitters in the game ...
they have
several Giant-type units (moreso than the Mountain Clans I believe), and are
quick and strong.

- and finally -

THE UNDEAD HORDES, guided by their Dark Goddess Mortis, comprise Zombies,
Skeleton Warriors,
Liches, Wyverns, Vampires, Wraiths and loads of other nasty beasties ... the
main thing that
the Undead Hordes have going for them is their ability to paralyse their
foes ... they have
three units whose only attacks are to paralyse, and this can REALLY knock the
stuffing out of
an otherwise healthy unit of opponents ... we lurve the Undead Hordes :">

There are, of course, other "mini" races in the game, but you cannot play as
these ... they
include the Marshdwellers, the Greenskins, the Barbarian Tribes and the Shadow
Wolves.  They
help add variety and spice to the game, and to generally keep it interesting =)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-
¦                                        SECTION
FOUR                                      ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-

TACT & DIPLOMACY

Although not of PARAMOUNT importance - at least not on the easier difficulty
settings, is
the notion of tact and diplomacy.  You play against other races ... those races
have
rulers ... those rulers can be spoken to, and negotiated with ...

The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a
secondary
aspect of the game anyway, so it doesn't really DETRACT from it or anything ...
basically you
have options for Diplomacy ... you can offer gold to another player, you can
offer to sell
them a magic spell, you can propose an alliance with them, or you can even break
an existing
alliance with them and go to war with them ...

You will find that, as you attack another player's enemies, your popularity with
that player
will naturally increase and, over time, the other players may well offer to ally
with you.

Alliances are NOT set in stone, however, so always make sure to watch your back
at all times ;)

When you are allied with another race you cannot attack their troops or cities,
or steal their
resources unless the treaty is broken ... the treaty can be broken at any time,
but whilst it
is in place, you too can feel reasonably safe from attacks by that race ...

Similarly, you will find that your allies will, from time to time, attempt to
sell YOU spells
and other niceities, and they will frown upon you if you do not take them ...
even though
99.9% of the time they inflate the price ;)


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=-=-=-=-=-=-
¦                                        SECTION
FIVE                                      ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-

TYPES OF ITEMS

There are LOADS of different types of items that you can pick up ... these
include :-

POTIONS                  Only good once, and can only affect one character for
one turn.
SCROLLS                  Can only be used once, and only by a Magic User, but
any spell can
                         wind up being picked up as a scroll, so they are QUITE
useful ;)
ORBS                     Only useable in combat, and only by a magic user - can
only be
                         used once and then they disappear.
TALISMANS                Can be used several times before they wear out, but
only once per
                         combat session, and only in combat.
STAFFS                   Can be used like spells, and do not wear out ... no use
in combat,
                         however.
ARTIFACTS                Can be equipped by leaders (if they have the
corresponding skill),
                         and can bolster their power or give them new powers -
VERY USEFUL !!
BANNERS                  Only one can be carried by your leader at a time (and
even then only
                         if your leader has the corresponding skill), but with
effects like
                         "Increase the damage of all characters in your unit by
20%" they are
                         NOT to be sneezed at.
TOMES                    With VERY rare exception, tomes are exclusively used as
wards.  You
                         can only use one at a time but, whilst holding it, you
are warded
                         against that type of attack - e.g. Tome of Air = Air
Ward
TRAVEL ITEMS             Boots, basically ... they augment your movement points
and/or
                         skills - e.g.  Boots of the Elements mean that you
suffer no
                         movement penalty whilst travelling over water - WHICH
IS GREAT !! =D

                        (I am sure there are more, but you can take these as a
smattering)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-
¦                                         SECTION
SIX                                      ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-

   ================ =================        ==        ================
================
   ¦              ¦ ¦               ¦       ¦  ¦       ¦              ¦
¦              ¦
   ¦    ==========  ¦               ¦       ¦  ¦       ¦              ¦ ¦
=========
   ¦    ¦           ======     ======      ¦    ¦      ======    ====== ¦     ¦
   ¦    ===========       ¦   ¦            ¦    ¦            ¦   ¦      ¦
=========
   ¦               ¦      ¦   ¦           ¦      ¦           ¦   ¦
¦              ¦
   ============    ¦      ¦   ¦           ¦  ==   ¦          ¦   ¦
===========    ¦
              ¦    ¦      ¦   ¦          ¦   ¦¦   ¦          ¦
¦                ¦    ¦
   ===========     ¦      ¦   ¦         ¦   ¦  ¦   ¦         ¦   ¦
==========     ¦
   ¦               ¦      ¦   ¦         ¦   ¦  ¦   ¦         ¦   ¦
¦              ¦
   ================       =====         ====    ====         =====
================

=================================================================================
===========
¦The aim of this section is to provide you with the stats for as many units
(hopefully all ¦
¦of them) as I could
fine.                                                                 ¦
¦Obviously in order to make it readable, space is very important, and I have
therefore had ¦
¦to abbreviate in certain areas.  For your ease of reference, I have reproduced
a key      ¦
¦below, which I hope will make sense - it's pretty obvious ;)  - Mister
Sinister           ¦
=================================================================================
===========

KEY :-

In the event that I haven't had enough space to put a FULL text explanation of
what something
means, I have abbreviated.  Here is a list of the abbreviations I have used
throughout this
section :-

          % HIT    =  Percentage Chance to Hit
          A        =  Air
          ADJ      =  Adjacent only
          Ai       =  Air
          AR       =  Armour Rating
          ATT      =  Attacks (methods of attacking)
          Br       =  Breath (usually of Dragon's)
          CHIEFTN  =  Chieftain [used once - Barbarian Chieftn = Barbarian
Chieftain]
          D        =  Death
          DAM      =  Damage inflicted
          De       =  Death
          De.      =  Death (usually "Death Touch")
          E        =  Earth
          Ea       =  Earth
          F        =  Fire
          Fi       =  Fire
          HP       =  Hit Points
          IMM      =  Immunities
          INIT     =  Initiative
          Li       =  Life
          Low      =  Lower [used once - Low Init = Lower Initiative (for the
Hermit)]
          M        =  Mind
          Mi       =  Mind
          Po       =  Poison
          REA      =  Reach
          SRC      =  Source of the Attack(s)
          TAR      =  Targets
          Un.      =  Undead [usually "Undead Blade" (Un.Blade)]
          W        =  Water
          Wa       =  Water
          WARD     =  Warded Against
          We       =  Weapon


=================================================================================
===========

                  ======== ===      === ========  === ========  ========
                  ¦      ¦ ¦  \    /  ¦ ¦       ¦ ¦ ¦ ¦       ¦ ¦      ¦
                  ¦   ===  ¦   \  /   ¦ ¦       ¦ ¦ ¦ ¦       ¦ ¦   ===
                  ¦   ¦    ¦    \/    ¦ ¦       ¦ ¦ ¦ ¦       ¦ ¦   ¦
                  ¦   ==   ¦          ¦ ¦  =====  ¦ ¦ ¦  =====  ¦   ==
                  ¦     ¦  ¦          ¦ ¦ /       ¦ ¦ ¦   \     ¦     ¦
                  ¦   ==   ¦  ¦\  /¦  ¦ ¦ ¦       ¦ ¦ ¦    \    ¦   ==
                  ¦   ¦    ¦  ¦ \/ ¦  ¦ ¦ ¦       ¦ ¦ ¦     \   ¦   ¦
                  ¦   ===  ¦  ¦    ¦  ¦ ¦ ¦       ¦ ¦ ¦  ¦\  \  ¦   ===
                  ¦      ¦ ¦  ¦    ¦  ¦ ¦ ¦       ¦ ¦ ¦  ¦ \  \ ¦      ¦
                  ======== ===     ===  ===       === ===   === ========


                                  THE UNITS OF THE EMPIRE

                             LEADER UNITS (Party Leaders, etc.)

			HP    AR   IMM   WARD   ATT                % HIT  DAM
SRC  INIT REA TAR

MYZRAEL           900  50+40  -     -     Holy Wrath          95    250  Life
90  Any  6
PEGASUS KNIGHT    150    0    -     -     Long Sword          80     50 Weapon
50  Adj  1
RANGER             90    0    -     -     Falcon Arrow        80     40 Weapon
60  Any  1
ARCHMAGE           65    0    -     -     Lightning           80     30   Air
40  Any  6
ARCHANGEL         100    0    -     -     Healing            100     40  Life
10  Any  1
THIEF             100    0    -     -     Daggers             80     30 Weapon
60  Adj  1

                           SUBORDINATE UNITS (Group Members, etc.)

			HP    AR   IMM   WARD   ATT                % HIT  DAM
SRC  INIT REA TAR

ACOLYTE            50    0    -     -     Heal               100     20  Life
10  Any  1
ANGEL             225    0    -     -     Holy Lance          80    125 Weapon
50  Adj  1
APPRENTICE         35    0    -     -     Lightning           80     15   Air
40  Any  6
ARCHER             45    0    -     -     Arrow               80     25 Weapon
60  Any  1
CLERIC             75    0    -     -     Healing            100     20  Life
10  Any  6
DEFENDER OF FAITH 225   30    -     -     Sword               80    125 Weapon
70  Adj  1
ELEMENTALIST       95    0    -     Air   Summon             100      0   Air
40  Any  1
GRAND INQUISITOR  210    0  Mind   Fire   Holy Mace           80    100 Weapon
50  Adj  1
HIEROPHANT        125    0    -     -     Heal/Revive      100/100  120  Li/Li
10  Any  1
HOLY AVENGER      250    0    -     -     2 x Long Sword      80     75 Weapon
50  Adj  1
IMPERIAL ASSASSIN 135    0    -     -     Dagger/Poison     85/75    60  We/De
60  Any  1
IMPERIAL KNIGHT   200    0    -     -     Lance               80     75 Weapon
50  Adj  1
IMPERIAL PRIEST   100    0    -     -     Healing            100     80  Life
10  Any  1
INQUISITOR        180    0  Mind    -     Mace                80     75 Weapon
50  Adj  1
KNIGHT            150    0    -     -     Sword               80     50 Weapon
50  Adj  1
MAGE               65    0    -     -     Lightning           80     30   Air
40  Any  6
MARKSMAN           90    0    -     -     Arrow               85     40 Weapon
60  Any  1
MATRIARCH         100    0    -     -     Heal/Cure        100/100   40  Li/Li
10  Any  6
PALADIN           175   30    -     -     Long Sword          80    100 Weapon
50  Adj  1
PRIEST             75    0    -     -     Healing            100     40  Life
10  Any  1
PROPHETESS        125    0    -     -     Heal/Cure        100/100   70  Li/Li
10  Any  6
SQUIRE            100    0    -     -     Sword               80     25 Weapon
50  Adj  1
TITAN             250    0    -     -     Smash               80     60 Weapon
50  Adj  1
WHITE WIZARD      125    0    -     -     Lightning           80     60   Air
40  Any  6
WITCH-HUNTER      140    0  Mind    -     Sword               80     50 Weapon
50  Adj  1
WIZARD             95    0    -     -     Lightning           80     45   Air
40  Any  6

=================================================================================
=========
=================================================================================
=========


                    ======== ====         ===     ========== ========
                    ¦      ¦ ¦  ¦         ¦ ¦     ¦        ¦ ¦       ¦
                    ¦  ====  ¦  ¦        ¦   ¦    ¦  ===   ¦ ¦  =====
                    ¦  ¦     ¦  ¦        ¦   ¦    ¦  ¦  ¦  ¦ ¦  ¦
                    ¦  ¦     ¦  ¦       ¦     ¦   ¦  ¦  ¦  ¦ ¦  =====
                    ¦  ¦     ¦  ¦       ¦     ¦   ¦  ¦  ¦  ¦ ¦       ¦
                    ¦  ¦     ¦  ¦      ¦   ¦   ¦  ¦  ¦  ¦  ¦ ======  ¦
                    ¦  ¦     ¦  ¦      ¦  ¦ ¦  ¦  ¦  ¦  ¦  ¦      ¦  ¦
                    ¦  ====  ¦  ====  ¦   ¦ ¦   ¦ ¦  ¦  ¦  ¦ =====   ¦
                    ¦      ¦ ¦      ¦ ¦  ¦   ¦  ¦ ¦  ¦  ¦  ¦ ¦       ¦
                    ======== =======  ===     === ====  ==== ========

                            THE UNITS OF THE MOUNTAIN CLANS

                           LEADER UNITS (Party Leaders, etc.)

			HP    AR   IMM   WARD   ATT                % HIT  DAM
SRC  INIT REA TAR

VITHAR            900  50+40  -     -     Vithar's Thunder    95    250  Life
90  Any  6
KING'S GUARD      225    0    -     -     Battle Axe          80     60 Weapon
40  Adj  1
ENGINEER          135    0    -     -     Crossbow            80     40 Weapon
50  Any  1
LOREMASTER         95    0    -     -     Earth Fall          80     30  Earth
30  Any  6
DWARF CHAMPION    150    0    -     -     Axe                 80     40 Weapon
30  Adj  1
THIEF             150    0    -     -     Daggers             80     40 Weapon
50  Adj  1

                          SUBORDINATE UNITS (Group Members, etc.)

			HP    AR   IMM   WARD   ATT                % HIT  DAM
SRC  INIT REA TAR

ALCHEMIST         120    0    -     -     Give Attack        100      0  Life
10  Any  1
ARCHDRUIDESS      150    0    -     -     Boost Damage/Cure 100/100 +100 Li/Li
70  Any  1
AXE THROWER        65    0    -     -     Throwing Axe        80     25 Weapon
40  Any  1
CROSSBOWMAN       110    0    -     -     Crossbow            80     40 Weapon
40  Any  1
DRUIDESS          120    0    -     -     Boost Damage/Cure 100/100 +75  Li/Li
70  Any  1
DWARF             150    0    -     -     Warhammer           80     30 Weapon
40  Adj  1
DWARF KING        250   30    -   Mi,Wa   Great Mace          80    100 Weapon
20  Adj  1
ELDER ONE         400    0    -     -     Lightning           80     80   Air
20  Any  6
FLAME CASTER      130    0    -    Fire   Flame Burst         80     35  Fire
40  Any  6
FORGE GUARDIAN    155    0    -     -     Crossbow            80     70 Weapon
40  Any  1
HERMIT            250    0    -     -     Ice Shower/Low Init 80/33  55  Wa/Wa
40  Any  6
HILL GIANT        210    0    -     -     Tree Sp             80     60  Earth
30  Adj  1
ICE GIANT         400    0  Water   -     Ice Shard           80    120  Water
30  Adj  1
MOUNTAINEER       225    0    -     -     Ice Shards          80     30  Water
40  Any  6
NOVICE             90    0    -     -     Boost Damage       100    +50  Life
70  Any  1
ROCK GIANT        310    0    -     -     Punch               80     90  Earth
30  Adj  1
RUNE MASTER       300    0    -     -     2 x Axe             80     65 Weapon
40  Adj  1
SON OF YMIR       500    0  Water   -     Ice Sword/Frostbite 80/85 150  Wa/Wa
50  Adj  1
TEMPEST GIANT     350    0    -     -     Call Lightning      80     50   Air
20  Any  6
TENDERFOOT         60    0    -     -     Boost Damage       100    +25  Life
70  Any  1
VENERABLE WARRIOR 275    0    -     -     Great Axe           80    100 Weapon
40  Adj  1
VETERAN           250    0    -     -     Warhammer           80     80 Weapon
40  Adj  1
WARRIOR           200    0    -     -     Warhammer           80     55 Weapon
40  Adj  1
WOLF LORD         225    0    -     -     Morph/Frost Breath  80     40  Water
40  Any  6
YETI              230    0    -   Water   Ice Breath          80     30  Water
40  Any  6

=================================================================================
=========
=================================================================================
=========


                  ===      ======== ======== === ======== ======== ========
                  ¦ ¦      ¦      ¦ ¦      ¦ ¦ ¦ ¦      ¦ ¦      ¦ ¦      ¦
                  ¦ ¦      ¦  ===== ¦  ====  ¦ ¦ ¦ ==== ¦ ¦      ¦ ¦  ====
                  ¦ ¦      ¦ ¦      ¦  ¦     ¦ ¦ ¦ ¦  ¦ ¦ ¦ ==== ¦ ¦  ¦
                  ¦ ¦      ¦  ===   ¦  ¦     ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦  ====
                  ¦ ¦      ¦     ¦  ¦  ¦ === ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦      ¦
                  ¦ ¦      ¦  ===   ¦  ¦ ¦ ¦ ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ =====  ¦
                  ¦ ¦      ¦ ¦      ¦  ¦ ¦ ¦ ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦     ¦  ¦
                  ¦ ====== ¦  ===== ¦  === ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦  ¦ ¦ =====  ¦
                  ¦      ¦ ¦      ¦ ¦      ¦ ¦ ¦ ¦      ¦ ¦ ¦  ¦ ¦ ¦      ¦
                  ======== ======== ======== === ======== ===  === ========

                           THE UNITS OF THE LEGIONS OF THE DAMNED

                             LEADER UNITS (Party Leaders, etc.)

			HP    AR   IMM   WARD   ATT                % HIT  DAM
SRC  INIT REA TAR

ASHKAEL           900  50+40  -     -     Unholy Blast        95    250  Life
90  Any  6
DUKE              150    0    -     -     Infernal Sword      80     50 Weapon
50  Adj  1
COUNSELOR          90    0    -     -     Crossbow            80     40 Weapon
60  Any  1
ARCH-DEVIL         65    0    -     -     Flame Burst         80     30  Fire
40  Any  6
BARONESS          100    0    -     -     Fear                80      0  Mind
20  Any  1
THIEF             100    0    -     -     Daggers             80     30 Weapon
60  Adj  1

                             SUBORDINATE UNITS (Group Members, etc.)

			HP    AR   IMM   WARD   ATT                % HIT  DAM
SRC  INIT REA TAR

ANTI-PALADIN      220    0    -     -     Battle Axe          80     75 Weapon
50  Adj  1
ABYSSAL DEMON     600    0    -     -     In-B/Pet           80/40  140  We/Mn
40  Adj  1
BEAST             420    0    -     -     Slash               80     70 Weapon
20  Any  6
BERZERKER         170    0    -     -     Battle Axe          80     50 Weapon
50  Adj  1
CULTIST            45    0    -     -     Fire Rain           80     15  Fire
40  Any  6
DEMON             270    0    -     -     Slash               80     80 Weapon
35  Adj  1
DEMONOLOGIST      105    0    -     -     Fire Rain           80     45  Fire
40  Any  6
DEMON LORD        470    0    -     -     Axe                 80    140 Weapon
40  Adj  1
DEVIL             170    0    -     -     Slash               80     50 Weapon
35  Adj  1
DOPPLEGANGER      120    0    -     -     Morph/Slash         80     30 Weapon
80  Adj  1
FIEND             250    0    -     -     Slash/Poison       80/40   60  We/De
50  Adj  1
GARGOYLE           90   40  Poison Mind   Rock Shards         80     40 Weapon
60  Any  1
HAG               115    0    -     -     Polymorph           80      0  Mind
20  Any  1
INCUBUS           135    0    -     -     Petrify             65      0 Earth
20  Any  6
INFERNAL KNIGHT   270    0    -     -     Infernal Sword      80    100 Weapon
50  Adj  1
MARBLE GARGOYLE   150   60  Poison Mind   Rock Shards         80     65 Weapon
60  Any  1
MODEUS            170    0    -    Fire   Fire Storm          80     75  Fire
40  Any  6
MOLOCH            370    0    -     -     Slash               80    110 Weapon
35  Adj  1
ONYX GARGOYLE     170   65  Poison Mind   Onyx Shards         80     85 Weapon
60  Any  1
OVERLORD          570    0    -     -     Infernal Blade      80    170 Weapon
40  Adj  1
PANDEMONEUS       135    0    -     -     Fire Storm          80     60  Fire
40  Any  6
POSSESSED         120    0    -     -     Short Sword         80     25 Weapon
50  Adj  1
SORCEROR           75    0    -     -     Fire Rain           80     30  Fire
40  Any  6
SUCCUBUS          145    0    -     -     Polymorph           40      0  Mind
20  Any  6
TIAMATH           495    0    -     -     Slash/Lower Damage 80/80  100  We/Mn
20  Any  6
WITCH              75    0    -     -     Polymorph           80      0  Mind
20  Any  1



=================================================================================
=========
=================================================================================
=========


                  ===    === ======== ========  =======\    ======== ========
                  ¦ ¦    ¦ ¦ ¦      ¦ ¦       ¦ ¦       ¦   ¦      ¦ ¦       ¦
                  ¦ ¦    ¦ ¦ ¦ ==== ¦ ¦       ¦ ¦  ¦\    ¦  ¦   ===  ¦   ====
                  ¦ ¦    ¦ ¦ ¦ ¦  ¦ ¦ ¦       ¦ ¦  ¦ \   ¦  ¦   ¦    ¦   ¦
                  ¦ ====== ¦ ¦ ¦  ¦ ¦ ¦  =====  ¦  ¦  ¦   ¦ ¦   ==   ¦   ====
                  ¦        ¦ ¦ ¦  ¦ ¦ ¦   \     ¦  ¦   ¦  ¦ ¦     ¦  ¦       ¦
                  ¦ ====== ¦ ¦ ¦  ¦ ¦ ¦    \    ¦  ¦  ¦   ¦ ¦   ==   =====   ¦
                  ¦ ¦    ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦\  \   ¦  ¦ /   ¦  ¦   ¦         ¦  ¦
                  ¦ ¦    ¦ ¦ ¦ ==== ¦ ¦ ¦ \  \  ¦  ¦/    ¦  ¦   ===  =====   ¦
                  ¦ ¦    ¦ ¦ ¦      ¦ ¦ ¦  \  \ ¦       ¦   ¦      ¦ ¦       ¦
                  ===    === ======== ===   === =======/    ======== ========

                                 THE UNITS OF THE UNDEAD HORDES

                               LEADER UNITS (Party Leaders, etc.)

			HP    AR   IMM   WARD   ATT                % HIT  DAM
SRC  INIT REA TAR

ASHGAN            900  50+40  -     -     Wind of Death       95    250  Life
90  Any  6
DEATH KNIGHT      150    0  Death   -     Undead Blade        80     50 Weapon
50  Adj  1
NOSFERAT           90    0  Death   -     Drain Life          80     10 Death
50  Any  6
LICH QUEEN         65    0  Death   -     Fire Storm          80     30  Fire
40  Any  6
BANSHEE           100    0  Death   -     Paralyze            70      0  Mind
20  Any  1
THIEF             100    0    -     -     Daggers             80     30 Weapon
60  Adj  1

                             SUBORDINATE UNITS (Group Members, etc.)

			HP    AR   IMM   WARD   ATT                % HIT  DAM
SRC  INIT REA TAR

ARCHLICH          170    0  Death   -     Plague              80     90 Death
40  Any  6
DARK LORD         200    0     -  F,W,A,E Undead Blade        80     75 Weapon
50  Adj  1
DEATH             125    0  Wea,De  -     Death Touch/Poison 80/50  100 De/De
60  Any  1
DEATHDRAGON       375    0  Death   -     Breath              80     55 Death
35  Any  6
DOOMDRAKE         300    0     -    -     Breath              80     40 Death
35  Any  6
DRACOLICH         525    0  Death   -     Pestilence Breath   80     75 Death
35  Any  6
DREADWYRM         450    0  Death   -     Plague Br/Poison   80/40   65 De/De
35  Any  6
ELDER VAMPIRE     210    0  Death   -     Drain Life Overflow 80     60 Death
40  Any  6
FIGHTER           120    0     -    -     Sword               80     25 Weapon
50  Adj  1
GHOST              45    0  Death   -     Paralyze            65      0  Mind
20  Any  1
INITIATE           45    0     -    -     Pestilence          80     15 Death
40  Any  6
LICH              140    0  Death   -     Plague              80     70 Death
40  Any  6
NECROMANCER       105    0     -   Death  Pestilence          80     45 Death
40  Any  6
PHANTOM WARRIOR   320    0  Death   -     Un.Blade/Paralysis 80/50  125 We,Mn
50  Adj  1
SHADE             135    0  Death   -     Paralyse            50      0  Mind
20  Any  6
SKELETON CHAMPION 270    0  Death   -     Long Sword          80    100 Weapon
50  Adj  1
SKELETON WARRIOR  220    0  Death   -     Long Sword          80     75 Weapon
50  Adj  1
SPECTER            90    0  Death   -     Paralyse            70      0  Mind
20  Any  1
TEMPLAR           160    0     -  F,W,A,E Lance               80     50 Weapon
50  Adj  1
VAMPIRE           185    0  Death   -     Drain Life          80     50 Death
40  Any  6
WARLOCK            75    0     -    -     Pestilence          80     30 Death
40  Any  6
WEREWOLF          100    0  Weapon  -     Slash               80     40 Weapon
50  Adj  1
WIGHT             105    0  We,De   -     De.Touch/Drain Lvl 80/80   75 De/De
50  Any  1
WRAITH             75    0  We,De   -     Pestilence          80     60 Death
60  Any  1
WYVERN            225    0     -    -     Breath              80     25 Death
35  Any  6
ZOMBIE            170    0  Death   -     Slash               80     50 Weapon
50  Adj  1

=================================================================================
=========
=================================================================================
=========



              ======== ======== ===  === ======== ========   ====   ===
              ¦      ¦ ¦      ¦ ¦ ¦  ¦ ¦ ¦      ¦ ¦      ¦   ¦  ¦   ¦  ¦
              ¦      ¦ ¦  ====  ¦ ¦  ¦ ¦ ¦      ¦ ¦      ¦   ¦  ¦   ¦  ¦
              ¦ ==== ¦ ¦  ¦     ¦ ¦  ¦ ¦ ===  === ¦      ¦  ¦    ¦  ¦  ¦
              ¦ ¦  ¦ ¦ ¦  ==    ¦ ¦  ¦ ¦   ¦  ¦   ¦  ====   ¦    ¦  ¦  ¦
              ¦ ¦  ¦ ¦ ¦   ¦    ¦ ¦  ¦ ¦   ¦  ¦   ¦  \      ¦    ¦  ¦  ¦
              ¦ ¦  ¦ ¦ ¦  ==    ¦ ¦  ¦ ¦   ¦  ¦   ¦   \    ¦      ¦ ¦  ¦
              ¦ ¦  ¦ ¦ ¦  ¦     ¦ ¦  ¦ ¦   ¦  ¦   ¦    \   ¦ ==== ¦ ¦  ¦
              ¦ ¦  ¦ ¦ ¦  ====  ¦ ==== ¦   ¦  ¦   ¦ ¦\  \  ¦ ¦  ¦ ¦ ¦  =====
              ¦ ¦  ¦ ¦ ¦      ¦ ¦      ¦   ¦  ¦   ¦ ¦ \  \ ¦ ¦  ¦ ¦ ¦      ¦
              ===  === ======== ========   ====   ===  === ===  === ========

                                    THE NEUTRAL UNITS

[PLEASE NOTE THAT THIS CATEGORY INCLUDES ALL SUMMONED CREATURES, THE MARSH
DWELLERS,
GREENSKINS, BARBARIAN TRIBES, ETC.]

			HP    AR   IMM   WARD   ATT                % HIT  DAM
SRC  INIT REA TAR

AIR ELEMENTAL     100    0   Air    -     Slash               80     30   Air
40  Any  1
BARBARIAN CHIEFTN 275    0    -     -     Great Claws         80    100 Weapon
40  Adj  1
BARBARIAN WARRIOR 250    0    -     -     Axe                 80     80 Weapon
40  Adj  1
BLACK DRAGON      800    0  Death   -     Acid Breath         75    125  Death
40  Any  6
BLUE DRAGON       700    0  Water   -     Steam Breath        75    100  Water
40  Any  6
BROWN BEAR        270    0    -     -     Claw                80     60 Weapon
65  Adj  1
CENTAUR           140    0    -     -     Arrow               80     40 Weapon
60  Any  1
CENTAUR LANCER    225    0    -     -     Lance               84     89 Weapon
55  Adj  1
ELF LORD          195    0    -    Air    Lightning           80     50  Air
50  Any  6
ELF RANGER         45    0    -     -     Arrow               80     25 Weapon
65  Any  1
FAT IMP           100    0    -     -     Slash               70     30 Weapon
50  Adj  1
FOREST ELF        100    0    -     -     Spear               80     40 Weapon
65  Adj  1
GIANT BLACK SPIDER 370   0    -     -     Pincer/Paralyse    80/90  120  We/De
35  Adj  1
GIANT SPIDER      420    0    -     -     Pincer/Paralyse    80/80  130  We/Mi
35  Adj  1
GOBLIN             50    0    -     -     Spear               80     15 Weapon
30  Adj  1
GOBLIN ARCHER      40    0    -     -     Arrow               80     15 Weapon
50  Any  1
GOLEM             150   50  Ea,Po   -     Earthquake          80     70  Earth
70  Any  6
GREEN DRAGON      600    0  Fire    -     Fire Breath         75     60  Fire
40  Any  6
IMP                50    0    -     -     Tail Whip           80     20 Weapon
30  Adj  1
KRAKEN            350    0    -     -     Tentacle            80    120 Weapon
40  Adj  1
LIVING ARMOUR     175    0  Mi,Po   -     Great Sword         80     65 Weapon
55  Adj  1
LIZARD MAN        200    0    -     -     Swords              80     75 Weapon
50  Adj  1
MAN AT ARMS        95    0    -     -     Axe                 80     25 Weapon
50  Adj  1
MASTER THUG       110    0    -     -     Short Sword/Paralyse 80/80 35  We/De
75  Adj  1
MEDUSA            115    0    -     -     Petrify             60      0  Earth
20  Any  6
MERMAID            75    0    -     -     Maelstrom,Paralyse 60/50   20  Wa/Mi
20  Any  6
MERMAN            140    0    -     -     Trident             80     40 Weapon
50  Adj  1
OCCULTIST		 75    0    -     -     Summon             100      0
Death 40  Any  1
OGRE              300    0    -     -     Giant Club          80    130 Weapon
20  Adj  1
ORACLE ELF        125    0    -    Air    Healing            100     60  Life
10  Any  6
ORC               200    0    -     -     Axe                 80     55 Weapon
40  Adj  1
ORC CHAMPION      220   20    -     -     Flail               80     80 Weapon
40  Adj  1
ORC KING          295   30    -     -     Mace                80    115 Weapon
55  Adj  1
PEASANT            40    0    -     -     Pitchfork           75     15 Weapon
30  Adj  1
POLAR BEAR        300    0    -   Water   Claw                80     80 Weapon
70  Adj  1
PRIMITIVE GIANT   310    0    -     -     Giant Mace          80    100 Weapon
30  Adj  1
RED DRAGON        800    0  Fire    -     Fire Breath         75    125  Fire
40  Any  6
SEA SERPENT       400    0    -     -     Bite                80    125 Weapon
70  Adj  1
SKELETON          100    0  Death   -     Bone                80     40 Weapon
60  Adj  1
SPEARMAN          140    0    -     -     Spear               80     50 Weapon
50  Adj  1
THUG               65    0    -     -     Daggers             80     25 Weapon
65  Adj  1
TROLL             350    0    -     -     Slash               80    120 Weapon
40  Adj  1
VALKYRIE          250    0    -     -     Ice Storm           80     55  Water
60  Any  6
WHITE DRAGON      700    0   Air    -     Vapor Breath        75    100   Air
40  Any  6
WOLF              180    0    -     -     Bite                80     55 Weapon
50  Adj  1

=================================================================================
=========
=================================================================================
=========

                      ====  ==== ======== ===== ======== ===  === ========
                      ¦  ¦  ¦  ¦ ¦      ¦ ¦   ¦ ¦      ¦ ¦ ¦  ¦ ¦ ¦      ¦
                      ¦  ¦  ¦  ¦ ¦      ¦ ¦   ¦ ¦      ¦ ¦ ¦  ¦ ¦ ¦  ====
                      ¦  ¦  ¦  ¦ ¦ ==== ¦ ¦   ¦ ¦ ==== ¦ ¦ ¦  ¦ ¦ ¦  ¦
                      ¦  ¦  ¦  ¦ ¦ ¦  ¦ ¦ ¦   ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦  ==
                      ¦  ¦  ¦  ¦ ¦ ¦  ¦ ¦ ¦   ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦   ¦
                      ¦  ¦  ¦  ¦ ¦ ¦  ¦ ¦ ¦   ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦  ==
                      ¦  ¦  ¦  ¦ ¦ ¦  ¦ ¦ ¦   ¦ ¦ ==== ¦ ¦ ¦  ¦ ¦ ¦  ¦
                      ¦  ====  ¦ ¦ ¦  ¦ ¦ ¦   ¦ ¦    \\¦ ¦ ==== ¦ ¦  ====
                      ¦        ¦ ¦ ¦  ¦ ¦ ¦   ¦ ¦     \\ ¦      ¦ ¦      ¦
                      ========== ===  === ===== =======\ ======== ========

                                         UNIQUE UNITS

[Obviously THIS section contains the stats for as many UNIQUE units as I have
encountered.]

			HP    AR   IMM   WARD   ATT                % HIT  DAM
SRC  INIT REA TAR

ASTEROTH (good)   523    0  Mi, Fi  -     2 x Infernal Blade  80     99 Weapon
50  Adj  1
ASTEROTH (bad)   1020    0  Mi, Fi  -     2 x Infernal Blade  80    150 Weapon
50  Adj  1
ATHRON THE BLACK  110    0    -     -     Short Sword/Poison 80/80   35  We/De
75  Adj  1
BEASTKEEPER       140    0    -     -     Spear               80     50 Weapon
50  Adj  1
BETHREZEN         300    0    -   MDFWAE  Fire Ball/Paralyse 90/90  100  Fi/Mi
60  Any  1
BONE LORD         400    0  Mi,De   -     Drain Life Overflow 80     65 Weapon
50  Adj  1
DARK ELF LYF      300    0  Mi,Wa   -     Summon             100      0  Life
60  Any  6
DAGARIK STORMCALLER 185  0    -     -     Crossbow            85  65+16 Weapon
50  Any  1
DEMON UTHER     1,500    0  Mi,Fi D,W,A,E Inferno/Paralyse  90/60   150  Fi/Mi
65  Any  6
ELF LORD HYLLIA   275    0    -    Air    Lightning           84     70   Air
50  Any  6
ERHOG THE DARK     95   0+15  -   F,W,A,E Drain Life          80     45  Death
40  Any  6
ERHOG THE
     NECROMANCER  300    0    -   F,W,A,E Drain Life          80     60  Death
50  Any  6
FRELAN            135    0    -     -     Dagger, Poison     85/75   60  We/De
60  Any  1
GURKENASH         800    0  Death   -     Acid Breath         75    125  Death
40  Any  6
GYMNER CLOUDKEEPER 115   0    -     -     Earth fall          82     40  Earth
30  Any  6
HEL                95    0    -     -     Earth fall          80     30  Earth
30  Any  6
HUBERT DE LAYLE   200   30    -     -     Mace                90     75 Weapon
60  Adj  1
HUBERT'S GUARDS   135    0    -     -     Dagger/Poison     85/75    60  We/De
60  Any  1
HUBERT'S SCOUT    130    0    -     -     Falcon Arrow        84     60 Weapon
60  Any  1
KALEN              95    0    -     -     Lightning           80     45   Air
40  Any  6
KELEGGH           220  20+10  -     -     Flail               80     80 Weapon
40  Adj  1
KING AKGRAAK      295  30+25  -     -     Mace                80    115 Weapon
55  Adj  1
KING GURKENASH    --------------------------> [See Gurkenash]
<------------------
--------
KNIGHT DASANNAR   225   30    -     -     Sword               80    125 Weapon
70  Adj  1
LORD HYLLIA       -----------------------> [See Elf Lord Hyllia]
<---------------
--------
LOLLENA GREENLIEF 225    0    -     -     Lance               84     89 Weapon
55  Adj  1
MAGE HUGIN        900    0  Mind   Air    Tornado             80     70   Air
40  Any  6
MANTICORE       1,152   30   Mind   -     Poison Tail/Poison 80/90  199  We/De
50  Adj  1
MASTER OCCULTIST  310    0    -     -     Summon             100      0  Death
90  Any  6
MOROK CLOUDKEEPER 691   40    -     -     War Hammer          80    132 Weapon
55  Adj  1
NEUTRAL MALE      110  0+10   -     -     Short Sword/Poison 80/80   35  We/De
75  Adj  1
NHIDDOG (V.1)   4,976    0  MDFWAE  -     2 x Bite/Poison   90/90   150  We/De
50  Adj  1
NHIDDOG (V.2)   2,000    0   Mind   -     2 x Bite/Poison   90/90   150  We/De
50  Adj  1
NOBAR theTRAVELER 135    0    -     -     Dagger/Poison     85/75    60  We/De
60  Any  1
PEASANT EMAND      40    0    -     -     Pitchfork           75     15 Weapon
30  Adj  1
SLOOKARIJJ
   BLACKSTONE     250   20    -     -     Ice Shard/Low Init 80/33   60  Wa/Wa
48  Any  6
TALADRIELLE THE
    SORCERESS     800  30+20 Mind   -     Dragon Breath       95    125  Life
60  Any  6
THUG RONON         65    0    -     -     Daggers             80     25 Weapon
65  Adj  1
UKKHENGA          446    0    -     -     Giant Mace          80    100 Weapon
55  Adj  1
UTHER (Human Boy) 300    0    -  F,W,A,E  Sword/Paralyse    80/60    80  We/Mi
50  Adj  1
UTHER (Demon Boy) 300    0    -   MDFWAR  Fire Ball/Paralyse 90/90  100  Fi/Mi
60  Any  1
WIZARD HOREK       95    0    -     -     Lightning           80     45   Air
40  Any  6
WIZARD TIOREK      95    0    -     -     Lightning           80     45   Air
40  Any  6
YNNGREL THE SWIFT 110    0    -     -     Short Sword/Poison 80/80   35  We/De
75  Adj  1
ZUNTHER            95    0    -     -     Lightning           83     45   Air
40  Any  6


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-
¦                                        SECTION
SEVEN                                     ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-

RULERS AND LEADERS

The first decision you really have to make insofar as your RULER is concerned is
whether he
(or she) is going to be a Fighter/Magic User/Thief ... this is your RULER we are
talking
about - i.e. you.

If you choose to make your Ruler a FIGHTER, your units will heal a percentage of
their Hit
Points at the end of each turn ... that's ... ALL your units ... so that's quite
a natty
power.  To counter this, there is an upper limit on the level of spells you can
research and
cast.

If you choose to make your Ruler a MAGE LORD, your Capital City will
automatically have the
Magic Tower constructed at the beginning of each level, you will be able to
research all
spells at HALF their original cost, AND you can (provided you have the mana)
cast each spell
TWICE per turn ... MAGE LORDS ROCK MAN !! =D

If you choose to make your Ruler a GUILDMASTER (aka Thief), your Capital City
will
automatically have the Thieves' Guild constructed at the beginning of each
level, you will be
able to make your cities grow at half the normal cost, and your thieves will
have LOADS more
options available to them than the thieves of a Fighter or Mage Lord.  Options
like changing
the orders of your opponents, so as to confuse them ... things like that :">

If you click on the portrait for your Ruler, you can change your Ruler's face if
you like.

From this screen you also pick the difficulty setting (and, if you are playing
in a Quest
rather than a Saga, you can also import a previously exported hero to assist you
should you
wish).

Switching now to your leaders ...

Your Unit Leaders will level up just like any other unit ... however, certain
types of
Leaders (three per race) will an extra skill per level UP TO AND INCLUDING LEVEL
15 when
they level up.  These skills are VITALLY important, so don't just choose them
willy-nilly.
They can range from the humble Pathfinding (which increases your movement rate
by 20%) to
the FANTASTIC First Strike (which increases your initiative by a whopping
50% !!), so I
would pay GREAT attention to the skills you pick when you level up if I were
you.

The skills you pick will depend on what you, as a player, place emphasis on in
your leader.

Since I always play magic-users, mine are centered around a) keeping them alive
longer, and b)
making the stronger ... other types of players will have other preferences,
obviously ;)

ALSO bear in mind that you can only take ONE leader with you to the next level,
so I would
*STRONGLY* suggest that you focus on building on just ONE leader ... just use
the others as
cannon-fodder and scouts basically ;)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-
¦                                        SECTION
EIGHT                                     ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-

COMMENTS ON UNITS AND SUGGESTED UPGRADE ROUTES

A VERY brief section with my comments on units I really like and which upgrade
paths I
choose whilst I am playing :-

[NOTE:  Where I say "hit for six" I mean hit all the units in your opponent's
team at once]

THE EMPIRE

TYPE OF UNIT         UPGRADE ROUTE

Fighter Units        Stable --> Imperial Stable --> Shrine  --> Holy Statue
                     Knight --> Imperial Knight --> Paladin --> Holy Avenger

Nothing worthy of comment here ... I don't like the Inquisitors because I hate
their taste
in headwear !! :">

Mage Units           Library --> Tower  --> Arcane Tower
                     Mage    --> Wizard --> White Wizard

The Elementalist being the only other option for these guys, and him only being
able to
summon (which is no good if you are in a unit which is already maxed out with 6
characters), I
think this is a fairy decisive win for the White Wizard (PLUS Gandalf - the
ORIGINAL White
Wizard - ROCKS !!) =D

Range Attack Units   Archery Range --> Imperial Guild
                     Marksman      --> Imperial Assassin

There's no other option !!  But the Imperial Assassin ROCKS, which is faBOO :">

Support Units        Church --> Cathedral --> Basilica
                     Cleric --> Matriarch --> Prophetess

The choice here is a clear-cut one.  The Priests heal more damage, but can only
heal one
character at a time ... the Clerics heal less damage, but can heal ALL your
characters at the
SAME time which makes the TOPS in my book :">

MY BEST EMPIRE UNIT COMPRISES :-

                    Archmage, Prophetess, White Wizard, 3 Holy Avengers


=================================================================================
============

THE MOUNTAIN CLANS

TYPE OF UNIT         UPGRADE ROUTE

Fighter Units        Brewery --> Outpost     --> Snow Den
                     Warrior --> Mountaineer --> Hermit

I LOVE using the Hermits !!  These guys ROCK - they hit for six, are tough
enough to stand
in your FRONT line, and lower their enemies initiatives with successive strikes
too !!
GO HERMITS !! =D

Mage Units           Cottage --> Alchemy Tower
                     Novice  --> Alchemist

Alchemists are KICK@SS dude ... even though their initiates are low, they feed
another unit
an extra attack, so stick two of these on the back line with a strong
spellcaster and that
spellcaster will be able to hit THREE TIMES PER ROUND !! =D

Range Attack Units   Shooting Range --> Engineer's Guild
                     Crossbowman    --> Flame Caster

Flame Casters can hit for six and are warded against Fire Attacks, which
prolongs their
life-expectancy against Legions' Units - a great freebie bonus :">

Support Units        Mountain Peek --> Cloud Keep     --> Bifrost Bridge
                     Rock Giant    --> Tempest Giant  --> Elder One

I personally favour units which can hit for six as they can greatly weaken the
overall combat
effectiveness of your opponent without really DOING anything special ... that's
why I have
gone for the Tempest Giant and Elder One ... I personally wouldn't use giants in
combat, as
I would prefer Alchemists and Hermits, but there you go :">

MY BEST MOUNTAIN CLANS UNIT COMPRISES :-

                           Loremaster, 2 Alchemists, 3 Hermits

=================================================================================
=============

THE LEGIONS OF THE DAMNED

TYPE OF UNIT         UPGRADE ROUTE

Fighter Units        Unholy Portal --> Tower of Souls --> Bethrezen's Idol
                     Berzerker     --> Anti-Paladin   --> Infernal Knight

Infernal Knights are the mainstay of your melee fighters ... there is no other
way to go, and
it's probably just as well, as the Infernal Knights are KICK@SS fighters ;)

Mage Units           Occult Abbey --> Soul Keep
                     Sorcerer     --> Doppelganger

Doppelgangers are THE coolest units in the game in my humble opinion, as at the
start of
each combat session they can assume the form of any other single-square (i.e. no
Giants, etc.)
character on the field ... the only thing they CANNOT mimic is experience ...
but using a
Doppelganger to mimic an Empire's Hierophant or similar is HILARIOUS !! =">

Doppelgangers are SUPAFLY =D

Range Attack Units   Spire           --> Onyx Spire
                     Marble Gargoyle --> Onyx Gargoyle

You don't have a choice on the upgrade path here - there's only one ;)

Support Units        Unholy Gate --> Torment Chapel --> Unholy Altar --> Slave
Dungeon
                     Demon       --> Moloch         --> Beast        --> Tiamath

I would opt for the Beast and the Tiamath, because they hit for six and, as
stated above, that
is something I DEFINITELY look for ;)  It can EASILY help turn the tide in
battle ... six-
hitters are SO COOL !! =D

MY BEST LEGIONS OF THE DAMNED UNIT COMPRISES :-

                   Arch-Devil, 2 Doppelgangers, 3 Infernal Knights

=================================================================================
=============

THE UNDEAD HORDES

TYPE OF UNIT         UPGRADE ROUTE

Fighter Units      Unholy Ground --> Graveyard        --> Vault of Souls    -->
Crematorium
                   Zombie        --> Skeleton Warrior --> Skeleton Champion -->
Phantom Warrior

Phantom Warriors are FANTASTIC fighters that have a HIGH chance of paralysing
their opponents
with a successful strike.  I strongly suggest incorporating them into your
armies if at all
possible.

Mage Units           Dark Temple --> Occult Temple --> Crypt   --> Stronghold
                     Warlock     --> Necromancer   --> Vampire --> Elder Vampire

Elder Vampires are GREAT spellcasters who have Drain Life Overflow as their sole
attack - it's
a life-stealing attack that heals characters in your unit where needed - it's a
GREAT troop-
management unit to have ;)

Range Attack Units   Sepulchre --> Catacomb
                     Specter   --> Shade

No alternative, but Shades ROCK 'coz they have a six-hit paralysis attack !! =)

Support Units        Cavern    --> Boneyard     --> Cursed Cemetery
                     Doomdrake --> Death Dragon --> Dreadwyrm

Dreadwyrms have a two-tier attack that can leave an opponent poisoned ...
KILLER ;)  I
wouldn't ordinarily include them in my units though, as they take up 2 squares
and you can do
better ;)

MY BEST UNDEAD HORDES UNIT COMPRISES :-

                     Lich Queen, Shade, Elder Vampire, 3 Phantom Warriors


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-
¦                                        SECTION
NINE                                      ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-

TIPS AND TRICKS

Here are a couple of tricks that I have picked up ... I don't feel the need to
give credit
to anybody for these, as I honestly came up with them myself !!  It MAY be that
they are
printed elsewhere - I really don't know ... (God how bolschy eh !!)

HEAL YOUR TROOPS

     If you are playing as the Empire, and you have destroyed all but one unit
in your
     opponent's army ... IF that unit does less damage when it attacks than your
healer
     would do when he/she heals, then have all your units EXCEPT the healer
defend, and
     tend to their wounds during combat ... then slay the remaining unit when
all your
     characters are back to 100% health !!  This trick works ESPECIALLY well if
you are
     using a six-hit-healer ;)

MAKE THE COMPUTER FLUFF UP ITS CHANCE OF HITTING YOU ?

     Whilst I have been reasonably criticised for mentioning this before, I
HONESTLY believe
     that, if you click the mouse at a certain point during the computer
opponent's attacking
     animation, you can increase their chances of missing you.  I might be
talking UTTER cack,
     but I'll settle for that ... if I'm onto something it would be remiss of me
not to
     mention it :">

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-
¦                                         SECTION
TEN                                      ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-

CREDITS

Credit must go to the following people :-

My best friends Peter, Matthew, Simon and Jo, for being there for me through
thick and thin -
I have NUTHIN but luv for ya ;), my brother Simon, for always keeping me on the
straight and
narrow, mand to my parents for being a non-stop source of love and encouragement
for me.

On a work-note, a big up to Michy, Angel and Juliet ... thanks for keeping me
sane !! =)

This FAQ has been in no small part inspired by the people on the gamefaqs.com
message boards,
without who's insight and suggestions I would not have had the interest to do
this walkthrough.

THANK YOU ALL !! =D

                                                                      - Mister
Sinister, 2003

=================================================================================
=============

                                                                   Copyright
David Booth, 2003

=================================================================================
=============

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