War Wind Readme Document
Version 1.0
10/10/96
1:19 PM 

IMPORTANT NOTE!

INSTALLING DIRECTX MAY PROMPT YOU TO OVERWRITE YOUR 
SOUND AND VIDEO CARD DRIVERS. PLEASE REFER TO THE 
DIRECTX SUPPORTED SOUND AND VIDEO CARDS LISTED BELOW.


Some sound and/or video cards are not supported by 
Windows 95 and DirectX. If you do not have the 
following Sound or Video cards, the game may not work.

Direct X Supported Sound Cards: 

	Aztech, Creative Labs, Ess, MediaVision, Microsoft

Direct X Supported Video Cards:	
	2D: ATI, Chips @ Technologies, Cirrus Logic, 
	Matrox, S3, Tseng Labs, Western Digital, 
	3DLabs, ATI, Creative Labs, Rendition 


THIS GAME REQUIRES DIRECTX 2 AND CAN BE INSTALLED FROM 
THE CD. ANY OTHER VERSION OF DIRECTX MAY CAUSE THIS 
GAME TO OPERATE INCORRECTLY.

 


TABLE OF CONTENTS
+++++++++++++++++
A. INSTALL OPTION DESCRIPTIONS
	1. Multi-Disk Changer Note
	2. Sound Card Note
	3. Playing on the Internet

B. GENERAL GAME PLAY NOTES
	1. Race Difficulty Levels
	2. Units in the Wilderness
	3. End Markers
	4. Pre-Building Border Colors
	5. Units on Guard
	6. Hall of Heroes
	7. Warning Siren

C. NETWORK SETUP NOTES
	1. Playing a Network game without connecting 
		to a server

E. MANUAL ERRATTA

F. THE SCENARIO EDITOR AND MAP EDITOR

G. SCENARIOS 1 & 2 HINTS FOR ALL FOUR RACES

H. UPDATED UNIT STATISTICS


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A. INSTALL OPTION DESCRIPTIONS

Compact Install (5 MB)
	This installation only installs the absolute 
	minimum of components to your hard drive: The 
	War Wind executable, and three other files. 

	NOTE: This install is provided for users with 
	limited hard drive space. The game will play 
	slowly due to the fact that it has to access the 
	CD for Text, Menus, and Graphics. Users with a 
	6X or 8X CD-ROM drive should have faster game play.

Typical Install (80 MB)
	This installation includes the files which speed up 
	Single-Player games (but the CD must be in the CD-ROM 
	drive), and for Network games (with which one of three 
	players needs the CD, two for six players, and three 
	for eight players).

Custom Install (10-90 MB)
	This installation gives you total control over what 
	is copied to your hard drive:

NOTE! EACH OF THE FOLLOWING ITEMS MUST HAVE A CHECK MARK NEXT 
TO IT IN ORDER TO INSTALL IT! ANY ITEM WITHOUT A CHECK MARK
WILL NOT BE INSTALLED.

	Single Play (10 MB) For faster game speed
	
	Network Play (80 MB) For playing network games
	
	Editor (10 MB) For editing Maps, and creating 
		new scenarios.
		NOTE: This is the only way to install the 
		Scenario Editor and Map Editor

	Mplayer (14.2 MB) Installs Mplayer to your hard drive.

1. CD-DISK MULTICHANGER NOTE:
	Using a CD-ROM multi-disk drive has not been fully 
	tested on this game. The multi-disk changer may not 
	support the War Wind install program, so to install 
	War Wind, go to the "Add/Remove Programs" section 
	of your Control Panel. Click on the "Install" button 
	and insert the War Wind CD into your CD multi-disk 
	changer. Click on the "Next" button and when it sees 
	the SETUP.EXE file on the War Wind CD, click on the 
	"Finish" button.

2. SOUND CARD NOTE:
	Users with Gravis Ultrasound sound cards should be 
	aware of the fact that War Wind sound effects may 
	be accompanied by small popping noises.

3. PLAYING ON THE INTERNET
	War Wind will be carried on Mplayer, and there is an 
	install for Mplayer on the War Wind CD-ROM. If you 
	have auto-run turned off in Windows 95, you can 
	Explore the War Wind CD-ROM, open the Mplayer folder, 
	and double-click on the computer-icon "Setup" to install
	a connection to Mpalyer on your hard drive.

B. GENERAL GAME PLAY NOTES
	NOTE: To play the campaign games and built-in scenarios,
	you MUST have the War Wind CD in the CD-ROM drive. 
	If you do not have the CD, you will only be able to 
	play a Network Game with someone who has the CD.

1. Race Difficulty Levels
	We suggest that beginning players play the Tha' Roon 
	campaign as it is the least difficult of the four races 
	to play. Each race has more difficult scenarios than the 
	last. Below is a list which details the general difficulty 
	levels for each race.

	Tha' Roon 	(Easy)
	Obblinox 	(Challenging)
	Shama' Li	(Difficult)
	Eaggra		(Expert)

2. Units in the Wilderness
	During the campaign games you can often find units in the 
	wilderness that can either be hired, or are willing to join 
	your clan for free. To have units who are free join your clan,
	move one unit next to the new unit. The new unit should 
	then be able to be selected and will be a part of your clan.

3. End Markers
	Your Clan Leader is the only unit which can enter the end 
	marker and end the scenario.

4. Pre-Building Border Colors
	There are three pre-building border colors which appear when 
	a unit is ordered to build: 

	Green indicates that the area is in visible range and building
		is approved; 
	
	Yellow indicates that a part of the build area is not in 
		visible range and that building there may not work if 
		there is an unseen obstacle hidden within the Fog of 
		War; 

	Red indicates that the unit cannot build at that location.


5. Units on Guard
	When you have units guarding (using the ALT key to set patrol
	destinations), they will not attack enemy units unless they 
	are attacked. Guarding provides a wider range of sight through
	the Fog of War.

6. Hall of Heroes
	The following units cannot be placed in the Hall of Heroes: 
	War Machines: Jump Troop, Colossus, Grenadier, Elemental; and
	Heroes for each race. 
	

7. Warning Siren
	When your units are attacked or are taking damage when they 
	are not on screen, a loud siren sounds and your Leader's 
	portrait animates. Left-click on the Leader's Portrait and
	the game screen will center over where the battle is occurring.



C. NETWORK SETUP NOTES:

1. PLAYING A NETWORK GAME WITHOUT A SERVER. 
	If you want to play War Wind over a network, but do not have 
	a server (or do not want to sign on to one), here is a way 
	the game can work. 

	(These instructions assume that your machine is already 
	connected to a network)

	a. Choose "Settings" from the Start Menu. 
	b. Open the Control Panel and double-click on "Network"
	c. From the "Connection" menu, select the "IPX/SPX..." setting
	d. Click on "Properties"
	e. Select the "Advanced" menu
	f. Under the "Property" section, select "Frame Type"
	g. Under the "Value" section, select an option (like 
		"Ethernet II")
	h. After selecting a new value, your machine will need to 
		restart
	i. Make sure that all of the machines playing War Wind have 
		the same setting you selected in step "g".
	j. After restart, a menu usually appears prompting you to sign 
		on to the server; do not sign on to the server by 	
		clicking on "cancel"
	k. Make sure that all players do step "j", above
	l. Play the game. Remember one of three players has to have 
		the CD, two of six players need to have CDs, and three 
		of eight players need CDs 


D. NETWORK PLAY NOTES

NOTE! 
It is not reccommended that you bring up the Options Menu or Online
Tutorial during network play as it may cause the game to go out of
sync.

Loading a network saved game may take a few minutes to load as the 
computer gets the players' machines in sync; the more players, and
the more network traffic there is, the more time it takes. If the 
game is out of sync, or doesn't load, try loading the game again. 

NOTE: To play the campaign games and built-in scenarios, you MUST 
have the War Wind CD in the CD-ROM drive. If you do not have the CD, 
you will only be able to play a Network Game with someone who has 
the CD.


1. On the Main Menu, if you click on the center selection for "Custom 
	Scenarios and Multiplayer Games" without having the Network 
	and/or the Editor components installed, you can enter the menu 
	system but will find no games to choose from. You must 
	reinstall the game, using the Typical install for Network 
	Play, or choose Network and Editor from the Custom Install 
	option.

2. Sending Messages to Specific Players. 
	Press CTRL-F1 to see a list of which network players you can 
	send a message to. The default is for all the players to see 
	all of the messages. To toggle the messages OFF, press CTRL 
	and the Function key listed next to the player’s name.

3. When assigning player positions, any position labeled "Computer" 
	MUST be assigned to the computer player.

4. In a Multi-player game the Computer will not ally with any Human 
	players.


E. MANUAL ERRATTA
Following are both changes from the User Manual and additional helpful 
information regarding War Wind.

1. You must have a Cathedral in order to build an Obblinox Colossus 
	(along with other dependency conditions as stated in the User 
	Manual and Dependency Chart)

2. You cannot build on all surfaces. You can only build on clear, 
	unoccupied, land (exception - bridges are built across water).
	You cannot build on beaches, sand, desert, gravel, etc. When 
	selecting a site, a green placement cursor (box) indicates a 
	favorable place to build. A yellow box indicates a site where 
	building may be successful, and a red box indicates a site 
	where building definitely cannot take place.

3. When a building is destroyed, it leaves behind a set of ruins that 
	will rapidly erode and vanish. In the minute or so you have 
	before they vanish, the rubble may be repaired into a full 
	structure for substantially less cost than just rebuilding the
	structure. You can also use this technique to take control of 
	your opponents' buildings!

4. The numbers given in the unit dependency text are ratios. For 
	example, you must have four rouges for EVERY assassin you have 
	and are trying to make. In other words, to make your fourth 
	assassin, you need to have SIXTEEN rogues in play! 
	(All races obey such dependencies.)

5. Different units have modifiers on their to hit rolls reflecting 
	training and experience. As a general rule, advanced warriors 
	and scouts are better shots than basic warriors, Mages and 
	workers have a penalty in combat, and the Shama' Li are very 
	adept at melee combat. 

6. Some spells that may only be researched by an advanced mage may 
	still belearned and cast by regular mages. (all races)

7. If a vehicle is stated as a dependency for your race's cruiser,
	it must actually be built by a member of your clan before 
	the cruiser may be researched and built.

8. Every building has a maximum capacity of units that may stand 
	inside it.
	This is especially important with advancement buildings, 
	since it means you can only advance three units at a time 
	(standing in the doorway counts) and Inns, which will only 
	hold six units for hiring at a time (new units will cease 
	to show up if your Inn is full). (all races)

8. Setting the AI Profile ONLY applies when designing a custom 
	scenario, and is not accessible in campaign play!

9. Units DO NOT regenerate at the inn during scavenger hunt scenarios.
	(User Manual page 18)

10. The Tha' Roon have the least combat capable workers. (User Manual 
	page 21)

11. You may walk through your own offensive walls without injury or
	hindrance. In addition, they may now be destroyed by using 
	the attack icon or the 'A' key (User Manual page 45)

12. Attack Cruisers are hovercraft that move with equal ease over 
	land or water. As hovercraft, however, they are incapable of 
	flying over the jagged formations of rock crystals or over 
	cliffs. (User Manual page 48)

13. Ferries run automatically, moving in a straight line from dock to 
	dock. To make use of one just wait for it to arrive at its' 
	dock (a small wooden pier at the water's edge) and then board
	it. Funds will be deducted automatically, and you will be 
	automatically dropped off when the ferry reaches the opposite
	shore. Sorry, no refunds! (User Manual page 48)

14. Attack Drones are now medium (instead of full map) ranged weapons.
	They have a maximum range of about three screen widths. (User 
	Manual page 49)

15. The Eaggra spell Tree Growth only works on recently cut trees 
	(stumps), not on open land. (User Manual page 74)

16. The Shama' Li spell Insight will grant any one random technical
	advancement that you have not yet achieved. Insight may only 
	be researched by a guru, but can be learned and cast by 
	shamans. This spell is the only way that an elemental may be 
	researched. (User Manual page 75)

17. The Mondra Harth is completely immune to magic of any sort, and 
	cannot be summoned. (User Manual page 78)

18. When you are targeting for an attack (after pressing the "a" key 
	or selecting the "attack" unit icon), the pulsing target 
	cursor changes from red to blue. (new)

19. Once you possess a technical facility, you may downgrade any unit,
	anywhere, anytime. (new)

20. We have added a feature that makes a huge difference in play. 
	See "Patrolling and Waypoints" in the online help. (new)

21. You can adjust the ratios of units appearing at Inns. This is 
	controlled via the Tankard icon that your leader gains once 
	an Inn is built, or via the function keys F9 - F12. The 
	different packages recruit units at the following rate: 
	Desired unit type (85%),  secondary unit type (10%), Hero (5%).

22. You MAY NOT use more than two computer opponents on any map during
	custom scenario or network play. The rest must always be human 
	or closed. (Network)

23. In the "Confluence" network map, there are snipethorn under your 
	control. This is not a bug, this is a pleasant surprise! 
	Enjoy. (Network)

24. If the computer's units seem to be attacking much faster than you, 
	it's not a bug - the enemy has activated their battle cry.

25. If an Obblinox mage seems to kill your units with just one use of 
	his Fiery Bolt spells, he's actually casting it repeatedly, 
	just very quickly, because the enemy is using their battle cry.

26. Buildings, Vehicles, Mercenaries, Heroes, and War Machines may 
	not enter the Hall of Heroes.

27. You cannot place a new mine on a detonated mine.

28. Your leader can see invisible units.

29. If your resources are mysteriously dwindling for no apparent 
	reason, you're the victim of theft from either Dinge Vermin, 
	the computer, or another player. Resources stolen by Dinge 
	Vermin are carried back to their lair, and may be recovered.

30. If your unit cannot step off a bridge, it may be that you actually 
	need to build an additional piece of bridge because it is not 
	touching the coast.

31. You must meet all of a hero's requirements for hiring before he 
	will appear at your Inn. The same requirements must also be 
	in place for you to actually hire him. As such, it is possible 
	that the conditions that allowed him to appear may no longer 
	be present when you go to hire him. Solution: if you have 
	sufficient Resources and Influence, hire heroes as soon as 
	they appear!

32. If a unit will not obey your orders, issue that unit the "Stop" 
	command and then give it the new command.

33. In the Sixth Shama' Li campaign scenario, your goal is to retrieve 
	the Tablets of Unification and return them to the End Marker. 
	To win, make certain you have the Tablets of Unification, and 
	not one of the spell scrolls dropped on the map.



F. THE SCENARIO EDITOR AND MAP EDITOR

The Scenario Editor is a utility that allows you to create and edit
scenario description files. You may use the Scenario editor to alter
starting resources, race limitations, winning conditions, and other
aspects of the custom missions that you create. The terms used in the
scenario editor, regarding the nature of the scenarios you can create
and the play style of the computer AI, are detailed in your War Wind
User Manual on pages 18 - 19.

A scenario description file is a file whose file name ends with the 
extension ".wsc". A scenario file of this kind tells the computer what 
parameters you want to use for the maps you edit. Scenario files do 
not contain any information about units or terrain, just the starting 
conditions and goals that you want to assign for your custom maps. Map 
terrain and units are changed and set via the map editor, and that 
information is stored in the ".lvl" files. 

Here's a couple of tips on its use -

	1. If you want to be able to build in a scenario that you are 
	creating, give your characters starting resources of at least 
	3000 or they will not be able to afford a Courthouse house.

	2. You must associate a scenario file with a map file (that is,
	edit and save both a .wsc file and an .lvl file).

	3. While you can type the name of the map you want to 
	associate to directly, its a better idea to use the browse 
	button. That way, you avoid anything like typing errors.

	4. The computer cannot be the Rabbit in rabbit scenarios, and 
	may not escort or be escorted on Escort scenarios. Also, the 
	computer cannot be used in treasure hunts.

	5. Remember - if you use "Save" to save your new scenario file,
	you are overwriting the old version (if there was one). 
	Therefore, unless you want to overwrite (permanently change) 
	the old file, use the "Save As" command, and give your 
	scenario file a new name. You may name your scenario file 
	anything you wish, as long as it has a .wsc extension. Save 
	your scenario files to the default directory or War Wind will 
	not be able to find it! 

	6. When saving Map files (.lvl files), also remember to save 
	them as a different .lvl file name, otherwise the original 
	file will be overwritten.

	7. You can use the keyboard numbers 1 through 8 to select or 
	change the active player number being assigned to units, 
	buildings, creatures, land mines, etc.

	8. When placing items on the map, the mouse cursor becomes an
	image of the item being placed. This item can be placed 
	multiple times, as it remains the cursor until another item is 
	chosen, or a right-click frees the cursor.

	9. A right-click closes the information window. 

	10. If you Create a scenario with a Computer Player:
		1) Give the computer plenty of room to build and move 
			around
		2) Make sure the computer has
			a) a worker
			b) a courthouse -OR- enough resources to build 
				a courthouse.
		3) Make sure you set the computer stance.
		4) Do not isolate a computer player on an island 
			unless you don't want it to move off of the 
			island. It will use barges and cruisers and 
			bridges if you supply them. It will not build 
			them.

	11. When using the information button to gain information 
	about a unit, you will notice that you cannot select vehicles. 
	Vehicles have no player number (as they are generic to all 
	players). The information window gives you player information 
	about the item selected. Therefore, since trucks have no 
	player information associated with them, they cannot be 
	selected using the information button. This also applies to 
	any item which does not have a player number associated with 
	it, such as resources, a weapons box, and bioslag.

	12. Offensive and solid walls, roads, bridges, buildings, 
	units, monsters, and land mines all have player numbers 
	associated with them. This is important because offensive 
	walls will not harm units with the same player number as the 
	wall. Land mines will not harm units with the same player 
	number as the land mine.

	13. After placing roads or walls, you cannot "undo" placing 
	the road or wall. You can delete it.

	14. All players must have a Clan Leader.

	15. If you put down multiple races belonging to the same 
	player number, all units and buildings will be remapped to the
	race of the Clan Leader. If you wish to mix races under one 
	player's control, place down "passive join" units for each 
	additional race you wish to include under one player's control. 
	Place them right next to your own units. Once the game starts, 
	moving your units next to the "passive join" units will ask 
	them to join your Clan.

	16. If you are experiencing sync problems in network play with
	a map that you built in the map editor and scenario editor, 
	be sure that the maps .lvl files and the scenario .wsc files 
	that the players are using are identical with the same date 
	and size.

	17. A vehicle dropped via the map editor must be placed as 
	having no clan, a drone must be dropped AS a specific clan. 
	(User Manual page 87)

	18. In the User Manual the sentence starting "When placing a 
	Ferry" should read "When placing a Ferry, the Text / Ruler Bar 
	will prompt you to click on the water, anywhere in the path of
	the Ferry (User Manual page 87)

	SCNEARIO EDITOR PATH PLANNING NOTES
	1. Units will move through and around almost any obstacle, but
	malicious mazes will cause problems. The units can only 
	navigate around so many obstacles before they give up. Keep 
	this in mind when designing scenarios.

	2. Dinge Vermin will try to find players' courthouses when 
	placed down on the map as No Clan. If the Dinge Vermin have a
	complicated path to tread to get to the courthouse, it could 
	slow down gameplay. Keep this in mind when designing scenarios.


G. SCENARIOS 1 & 2 HINTS FOR ALL FOUR RACES

Tha’ Roon Campaign Scenario One
+++++++++++++++++++++++++++++++

Objective: Slay all Eaggra units on the map. Escaping units will lower 
	your clan’s prestige.

NOTE: You cannot build any structures in this scenario. You must 
	eliminate the Eaggra with what you have and what you find.

Where are the Enemy Units? 
	Two Eaggra war parties are looking to destroy your attack 
	force before you find their village. You will be attacked 
	within seconds of starting the scenario. The village will be 
	guarded and the Eaggra will attack your force on sight.

What can I find?
	Follow the roads and search the surrounding areas to find a
	Destroyer and Psionic unit. These units will join your force 
	when you move adjacent to them.

	There is also Explosive Round that you may find. Have your 
	Leader move over this item to pick it up. The Leader’s range 
	attack will now be improved. 
 
The Wild Life of Yavaun.
	There are Ionic Brakus all over the map. These creatures will 
	not attack, unless attacked. Please refer to page 78 of the 
	User Manual for more information on Ionic Brakus.

How do I solve the scenario?
	Once you have fought of the two Eaggra war parties, search the 
	map for the Destroyer, Psionic, and Explosive Rounds. Once you
	have found everything move across the bridge at the lower-left
	of the map. Once you have crossed the bridge move right until 
	you find the village. You will be attacked upon crossing the 
	bridge and when you come within sight of the village. Focus 
	your attacks on one unit at a time. Once you have destroyed 
	the building (click on the side of the building structure to 
	attack it), move around the village searching for straggler 
	Eaggra. Once you have eliminated all Eaggra the Scenario will 
	end.

NOTE: There are blue walls on this map. These wall are Offensive 
walls and will damage your units if they cross them. Refer to Page 45 
of the User Manual for more information about walls.



Tha’Roon Campaign Scenario Two 
++++++++++++++++++++++++++++++

Objective: Build 5 Homes (Manors), 1 Courthouse (Citadel), 1 Inn 
	(Grande Parlour), and 1 Technical Facility. Architects are 
	unavailable in this Scenario.

Where are the Enemy Units? 
	There are ten enemy units scattered over the map. Some of 
	these units will attack you when you cross the bridge or ferry. 
	Other units will attack when you have built up your village.

What can I find?
	You can find a scroll in the lower right of the map. You will 
	have to fight a nest of Snipethorns, which is never fun.

The Wild Life of Yavaun.
	Scattered in the West side of the river (Your starting 
	position) are Bonca and Fledgling Bonca. These creatures will 
	not attack the you, unless attacked. Once you have your village
	started some of the Fledgling Bonco will cross the bridge and 
	attack your structures. Beware the Slinck Weed near the ferry, 
	these creatures must be destroyed before your workers arrive 
	on the scene.

How do I solve the scenario?
	Follow the road to the ferry and load your warrior and clan 
	leader first. Once across the river load your two workers 
	onto the ferry. You will be attacked as soon as you get off the
	ferry. Destroy the Eaggra and move your force South along the 
	river until you come across a open area to build your village. 
	Waiting in the open area is two Eaggra, have your force attack 
	with your workers waiting in the forest shadows. Once the 
	Eaggra are eliminated build a courthouse and have the other 
	worker gather resources. Once you finish building the 
	Courthouse, build a Inn, then build two Homes. By this time 
	you should have been attacked by Eaggra. Recruit Mercenaries 
	units as soon as possible to help stop the Eaggra attack. Late 
	in the scenario, you will be attacked by Snipethorns. You must 
	attack these creatures in groups and quickly. Build a Technical
	Facility to give your units Bio-upgrades and so you can heal 
	damaged units.



Obblinox Campaign Scenario One
++++++++++++++++++++++++++++++

Objective: Build 7 homes (Dormitories), a courthouse (Stronghold), an 
	inn (Mead Hall), and a War College (Military Base) in which 
	you have to train 2 veterans. There is no technical facility 
	(Garage) in this scenario.

Where are the Enemy Units? 
	The rebel Eaggra have sent unit to harass your Obblinox as they 
	build. When you begin the game two scrubs attack; one from the 
	north, and one from the south. After the scrubs, at various 
	times an Eaggra Squire, Scout, and other workers will appear 
	to interrupt the Obblinox.

What can I find?
	There is a Dinge Vermin nest far off to the West. In it you can
	find stolen sacks of resources and an Armor item. Have your 
	units move over the items to pick them up. Armor decreases the 
	amount of damage it takes, and sacks of resources can be 
	returned to the courthouse where it increases the number of 
	resources you have.

The Wild Life of Yavaun.
	There is a Bonca in the clearing where you start. The Bonca 
	will not attack unless your units attack it or its young. Other
	Bonca packs inhabit the other clearings arcoss the whole map. 
	For more information on Bonca and their Fledglings, refer to 
	page 76 and 77 of the User Manual.

	An Ionic Brakus to the southeast emits a field which effects 
	motorized units like mercenaries and trucks. This creature can 
	be ignored unless it actively seeks out and attacks your units. 
	For more information on Ionic Brakus, refer to page 78 of the 
	User Manual.

	Once your workers have built a courthouse (Stronghold), Dinge 
	Vermin will seek it out in order to steal resources. Dinge 
	Vermin usually travel in pairs and have a nasty bite attack. 
	For more information on Dinge Vermin, refer to page 77 of the 
	User Manual.

How do I solve the scenario?
	Group select all of the Obblinox units and have them search for
	the attacking Eeagra. One Eaggra scrub will attack from the
	North, and another from the South. 

	Once the initial Eaggra are dispatched, have your two Obblinox 
	workers build a courthouse (Stronghold) and an inn (Mead Hall) 
	to the south, near the edge of the trees. Don’t worry about 
	the Bonca in the middle of the clearing. It won’t attack your 
	units unless they attack it first, or by attacking the Bonca 
	Fledgings.

	While the workers build, have the remaining units go on patrols
	to intercept and thwart Eaggra attacks.

	Make sure that your units do not wander too far away. Eaggra 
	can move more quickly through the trees and can stage surprise 
	attacks.

	After a Stronghold and a Mead Hall have been built, have the 
	workers mine the forest for resources so that they can then 
	build the 5 homes (Dormitories) and the war college (Military 
	Base).  Each Obblinox home supports 3 units.

	If you are finding that your Leader is losing a lot of health 
	points, you can hide her in one of the buildings for 
	protection. 

	Once you have enough homes to support your units you can hire 
	new units that have appeared in the inn. To see how many units 
	you have and how many your houses currently support, left 
	click on a house. Its statistics appear under its portrait on 
	the right side of the screen.  Workers and Mercenaries (Bikers)
	are the most common units that appear in the inn, and if you 
	hire a Biker be sure to keep him away from the Iconic Brakus 
	or his motorbike will freeze.

	Once the Military Base is built, you can upgrade two workers 
	into a veteran and complete the scenario.


Obblinox Campaign Scenario Two 
++++++++++++++++++++++++++++++

Objective: Prevent the Eaggra from escaping to the south. Destroy 
	them all.

Where are the Enemy Units? 
	13 Eaggra slaves are running from the north to seek safe 
	haven in the two Eaggra compounds to the South and Southeast. 
	They do not all flock at once, but leave in small groups. 

	In the Eaggra compound to the south there is a Weed guarding a 
	technical facility, two disguised Eaggra units on the bridge, 
	4 Scouts and a Grenadier. Across the bridge are 3 more 
	scouts.

What can I find?
	There is a truck to the South, near an Eaggra technical 
	facility, and in the Northwest corner of the map there are two
	items of Explosive Rounds. The Battle Truck can help protect 
	your units from Eaggra attacks, and can help deal out damage 
	at the same time. Units with Explosive Rounds do more damage 
	when they shoot enemies.

The Wild Life of Yavaun.
	There are no native creatures in this scenario.

How do I solve the scenario?
	Use the Mini map to see where the Eaggra units are. They appear
	as yellow dots and Obblinox houses and units appear as red 
	dots. 

	Spread your units out across the map and kill off the fleeing 
	scrubs first. Stagger your units so that the veterans are 
	closest to the top of the map and use them to spot the fleeing
	Eaggra. Then keep the Obblinox Agents, Spies, and Bikers 
	closer to the middle of the map who can then use their ranged 
	weapons or chase the fleeing units down. 

	Once all of the fleeing units have been dispatched, your 
	battle-hungry Obblinox can defeat the Weed who guards the 
	technical facility, board the Battle Truck, move up and east 
	to cross the bridge and then travel south to invade the two 
	Eaggra compounds to the south and southwest. 

	Following this plan is a good idea so that your units can 
	destroy the Eaggra Grenadier from behind before it can squeeze 
	off one of its deadly ranged attacks.


Shama’ Li Campaign Scenario One
+++++++++++++++++++++++++++++++

Objective: Intercept and destroy the Tha’ Roon forces to the North and 
	Northwest before they find the town. No technical facility 
	(Guild House) or war college (Outpost) in this scenario.

Where are the Enemy Units? 
	There are 5 Tha’ Roon units patrolling to the North and to the 
	Northeast.

What can I find?
	You can find the Tha’ Roon hero Ptasha Selver, who is tolerant
	of the Shama’ Li, in the field of Bonca to the Northeast. 

Also there are two Shama’ Li workers (Initiates) who can be hired and 
	will join your clan. One is to the West, and the other is to 
	the Southeast.

The Wild Life of Yavaun.
	There is a large pack of Bonca to the Northeast. The Bonca will
	not attack unless your units attack it or its young, called 
	Bonca Fledglings. Other Bonca packs inhabit the other clearings 
	arcoss the whole map. For more information on Bonca and their 
	Fledglings, refer to page 76 and 77 of the User Manual.

How do I solve the scenario?
	Have one of your Shama’ Li workers (Initiates) build an inn 
	while the other gathers resources from the south of the 
	compound. While they are doing so, have the other units begin 
	security sweeps around the compound to check for Tha’ Roon. 
	The goal here is to build up a strong force before the Tha’ 
	Roon attack.

	Once the inn is built, press the F9 key or select the tankard 
	icon from the Leader’s command options, to have Mercenaries 
	appear in the inn. Once they appear, hire them and add them to 
	the security patrol. You may need to build more homes as each 
	Shama’ Li home supports 5 units.

	Once an inn is built, have one of the workers build an arcanery
	(Temple). There the shaman and the Clan Leader can learn spells. 

	Use the Seer spell to see remaining portions of the map, and 
	then send your mercenaries to dispatch the Tha’ Roon.


Shama' Li Campaign Scenario Two 
+++++++++++++++++++++++++++++++

Objective: Destroy all Obblinox forces. No technical research is 
	available other than for a barge or bridge. 

Where are the Enemy Units? 
	The Obblinox have a base established on an island to the south. 
	There are many units as well as warlocks who can cast the 
	"firey bolt" spell.  

What can I find?
	The  remains of a cruiser lie in the Southeast corner. Beware, 
	however, as they are guarded by two Rubble Fiends.

The Wild Life of Yavaun.
	There are large packs of Bonca where you begin. The Bonca will 
	not attack unless your units attack it or its young, called 
	Bonca Fledglings. Other Bonca packs inhabit the other 
	clearings arcoss the whole map. For more information on Bonca 
	and their Fledglings, refer to page 76 and 77 of the User 
	Manual.

	In the forest to the Northeast there are groups of Slinck Weeds 
	who are disguised as trees and attack unsuspecting passers by. 
	In some cases there are three Slinck Weeds in each group, so be
	careful! Please refer to page 79 of the User Manual for more 
	information on Slinck Weeds.

	Foul Fess infest the waters to the south. The best defense 
	against Foul Fess is to move to a new location, unless you can 
	use your barges to kill them. This is not recommended, however,
	because of the damage that Foul Fess incur.

	To the south is a bridge which leads to an island with 
	resources and treasure.

How do I solve the scenario?
	First travel East and South until your units find small pockets
	of forests. Ignore the Bonca as they will not attack you unless
	you attack first. 

	Once your units have reached the forest, build a courthouse and
	begin to gather resources. Be wary, however, and send out a 
	security patrol to check for Slinck Weeds which are disguised 
	as trees. There is a nest of Slinck Weeds in the upper 
	northeast corner and near the southeast as well. Once a unit 
	has been spotted by a Slinck Weed it will follow and attack 
	that unit until it is dead.

	After the courthouse has been built, build an inn and several 
	homes to support the units you’ll need. Next, build a technical
	facility (Guild House), an arcanery (Temple), and a war college 
	(Outpost). Upgrade a worker to an advanced worker (Designer) 
	and have him build a Battle Truck to help flush out the rest of
	the Slinck Weeds.

	When you’ve built up your forces, research how to build barges 
	or bridges so you can take the truck to the bridge to the south.
	Then have your designer build barges or bridges. 

	With a barge or a bridge you can then lay siege to the Obblinox
	island. The first step to this is to set up a force on the 
	island starting from the Southeast corner. There you will have 
	the least number of units to fight all at once.  Before 
	attacking, shamans can cast Vision Quest on defenders, giving 
	them bonuses attack, heal, and move. 

	Once the initial Obblinox are defeated, retreat to heal your 
	units, then return and slowly work your way around the island. 

	One opponent to be especially wary of is the Obblinox warlocks 
	who, while the battle cry is sounded, can repeatedly cast the 
	Fiery Bolt spell. This spell can eradicate small groups of 
	units in a flash, so be careful!


Eaggra Campaign Scenario One
++++++++++++++++++++++++++++

Objective: Defeat all Obblinox and Tha’ Roon forces. Build 5 homes 
	(Greenhouses), a technical facility (Plant), and a courthouse 
	(Plantation). No arcanery (Conservatory), war college 
	(Garrison), or inn (Watering Hole) in this scenario.

Where are the Enemy Units? 
	The Eaggra slave camp is guarded by 6 Obblinox Veterans. There 
	are four Tha’ Roon units: 2 to the Northwest and 2 to the 
	Southwest. If you attempt to build a structure within the slave 
	camp the Obblinox will automatically attack.

What can I find?
	Just below the Eaggra slaves and Clan Leader are the Hero 
	Tywald and a Scout with the stealth level of invisibility. 
	These are "rescue" units which will join your force when you 
	move adjacent to them. Outside of the slave camp to the West 
	is a Weed, an Eaggra mercenary. Four other Weeds are located to
	the Northwest, Southwest, Northeast and Southeast; they can be 
	rescued and help you win the scenario.

	To the Northeast is a forest perfect for gathering resources 
	and building the Eaggra homes, technical facility, and 
	courthouse. Nearby is a nest of Dinge Vermin as well as two 
	items of Armor and a Treasure chest. Have your units move over 
	the items to pick them up. Armor decreases the amount of damage
	it takes, and treasure can be returned to the courthouse where 
	it increases the number of resources you have.

The Wild Life of Yavaun.
	There are Snipethorn in various spots over the map. These 
	creatures will seek out your units and attack them. Please 
	refer to page 79 of the User Manual for more information.

	In the forest to the Northeast there may also be Slinck Weeds
	who are disguised as trees and attack unsuspecting passers by. 
	Please refer to page 79 of the User Manual for more 
	information.

How do I solve the scenario?
	Move a unit close to Tywald and the Scout to have them join 
	your clan. Then move all of your units to the West, outside of 
	the camp, and rescue the mercenary Weed. The Obblinox will not 
	attack until your clan has built a building. As your units walk 
	through the blue Offensive walls they will take a small amount 
	of damage. This can be healed once you’ve built a technical 
	facility (Plant). Next, move all of the units to the forest in 
	the Northeast corner of the map. There they can rescue another 
	Weed, as well as raid the Dinge Vermin nest, and get the 
	Armor and Treasure. 

	Once the Dinge Vermin are defeated, have Tywald build a 
	courthouse while your Leader and the Scrubs mine the forest 
	for resources. The Weeds and Scout should be placed at the 
	lower corners of the forest to intercept the coming Obblinox 
	and Tha’ Roon invasions.

	Once the courthouse has been built, build a technical facility 
	(Plant). Once built, your units can receive Treatment to heal 
	lost health points, and upgrade their Speed and Strength. As 
	soon as possible, Train a Scrub to be an advanced worker 
	(Artisan) and have him build a Battle Truck (or two!). Trucks 
	can help protect your workers when the Obblinox attack, and 
	can help deal out damage at the same time.

	In no time at all the Obblinox will show up and attack your 
	compound. After they are defeated you can have a few Scrubs 
	build the 5 required houses, and have the trucks search out 
	and eliminate the Tha’ Roon to the West and Southwest. 


Eaggra Campaign Scenario Two 
++++++++++++++++++++++++++++
Objective: Capture 10 weapon crates from the Obblinox base of Ghumb and
	return them to the designated location near your starting 
	point.

Where are the Enemy Units? 
	There is an Obblinox army base at the Southeast corner of the 
	map. Some of these units will attack you when you cross the 
	bridge or ferry. Other units will attack when one of your units
	attacks one of them, or if on of your units attacks the wall 
	in front of the building where the weapon crates are stored.

The Wild Life of Yavaun.
	Hiding beneath the waves of the Yavaun waters are Foul Fess 
	which rise up attack your barges. The best defense against 
	Foul Fess is to move to a new location, unless you can use both
	of your barges to kill them. This is not reccommended, however,
	because of the damage that Foul Fess deal out.

	In the Northeast corner are Snipethorns in a crystal maze. 
	These Snipethorn attack on sight and relentlessly pursue their 
	prey until they are killed.

How do I solve the scenario?
	Take your barges to the West, where there is a ferry dock. 
	Unload your units, and have the Scout unit with invisibility 
	board the ferry for the cost of 100 resoucres. Keep at least 
	one scrub in each barge in case Foul Fess attack them. The two 
	barges should be able to defeat the Foul Fess, and the barges 
	can be repaierd by the remaining scrubs.

	When the invisible scout unit is dropped off by the ferry, he 
	will see that he is in the middle of the Obblinox base. Have 
	him walk around but not attack any Obblinox until he has found 
	the building which stores the weapons crates (it’s the building 
	with the wall in front of the door). 

	Do not attack the wall with your scout! If you do, the Obblinox 
	will respond and kill the scout. Instead, have a scrub you want 
	to sacrifice board the ferry and cross over to the base (for 
	100 resources for the ferry toll). Once spotted, the scrub 
	will be shot at by the Obblinox veterans. Run the scrub as fast
	to the south as you possibly can. The battle-hungry Obblinox 
	will then abandon their posts and leave the weapons crates 
	unguarded. 

	The remaining units can then board the barges, go to the 
	northern shore of the Obblinox compound and then steal the 
	crates once the wall to the weapons creates building has been 
	broken. Once the crates have been taken, board the barges once 
	again, and then have each unit drop its weapons crates onto 
	the end marker.


H. UPDATED UNIT STATISTICS

     Melee / Ranged Damage		Armor
Descriptor      Average Damage	|	Descriptor	Armor Rating
----------------------------------------+----------------------------
Poor		4 or less	|	None		0
Average		5-6		|	Minor		1
Above Average	7-9		|	Good		2
Good		10-12		|	Great		3
Great		13-15		|	Super		4 or more
Super		16-18		|
Awesome	19 or more		|



Tha'Roon
+++++++++                     Rate Melee/Ranged        	 	 Magic 
		  HtH  Range    of   to-hit   Range      Sight   Points
	  HP  Mv  Dmg  Dmg    fire  modifiers   | Stealth  | Armor  |
	  |   |   |     \       |   /     \     |    |     |   |    |
LEADER	 100  8   1-16  1-14   FAST NONE  NONE  6  MASKED  7   2   60
WORKER    40  7   1-8    N/A   AVG  MINUS NONE  1  NORMAL  3   0    0
ADV. WRKR 45  8   2-9    N/A   AVG  NONE  NONE  1  NORMAL  3   0    0
MERCENARY 50  10  1-10   N/A   FAST NONE  NONE  1  NORMAL  5   0    0
SCOUT     40   8  1-12   5-23  AVG  NONE  PLUS  7  DISG    8   0    0
ADV SCOUT 45   9  3-14   9-27  FAST PLUS  PLUS  8  HIDDEN  9   1    0
WARRIOR   70   8  2-16   7-21  AVG  PLUS  NONE  5  NORMAL  6   2    0
ADV. WARR 75   7  3-17   9-23  FAST PLUS  PLUS  6  NORMAL  7   3    0
MAGE      55   9   1-6   1-6   SLOW MINUS NONE  7  NORMAL  8   0  100
ADV MAGE  60   9   2-7    2-7  AVG  MINUS NONE  8  MASKED  9   0  120


Obblinox
+++++++++
LEADER   100   8  4-18  2-16  FAST  PLUS  PLUS  3  NORMAL   5   2    0
WORKER    50   8  2-8   N/A   AVG   NONE  NONE  1  NORMAL   3   0    0
ADV WRKR  50   8  3-9   N/A   AVG   NONE  NONE  1  NORMAL   3   0    0
MERCENRY  50  10  1-12  N/A   AVG   NONE  NONE  1  NORMAL   4   0    0
SCOUT     50   7  3-13  1-17  SLOW  NONE  NONE  5  DISG     6   1    0
ADV SCOUT 55   9  4-14  2-18  AVG   NONE  PLUS  6  HIDDEN   7   1    0
WARRIOR   75   6  2-20  2-13  SLOW  NONE  PLUS  4  NORMAL   5   2    0
ADV WARR  85   8  4-22  3-14  AVG   PLUS  PLUS  4  MASKED   5   3    0
MAGE      60   8  3-12  3-12  AVG   NONE  NONE  6  NORMAL   7   1   70
ADV MAGE  70   9  3-12  8-17  FAST  NONE  NONE  7  NORMAL   8   1   90

Eaggra
+++++++++                  
LEADER   115   8  1-12  4-16  FAST NONE   NONE  7  NORMAL   8   2    0
WORKER    40   8  1-10   N/A  SLOW NONE   NONE  1  NORMAL   3   0    0
ADV WRKR  45   9  2-11   N/A   AVG NONE   NONE  1  NORMAL   3   0    0
MERCENARY 55   8  1-10   N/A   AVG NONE   NONE  1  MASKED   5   0    0
SCOUT     50   8  2-9   2-20  SLOW MINUS  PLUS  8  DISG     9   1    0
ADV SCOUT 55   9  3-10  7-25  AVG  NONE   PLUS  8  INVIS    9   2    0
WARRIOR   65   6  1-12  1-12  AVG  PLUS   MINUS 5  NORMAL   6   2    0
ADV WARR  70   7  2-14  1-12  AVG  PLUS   NONE  6  NORMAL   7   3    0
MAGE      60   8  4-8   4-8   SLOW MINUS  NONE  6  NORMAL   7   1  120
ADV MAGE  65   9  6-10  6-10  SLOW NONE   NONE  7  NORMAL   8   2  140

Shama'Li
+++++++++
LEADER   115   9  5-18   N/A  FAST NONE   NONE  1  HIDDEN   6   2   50
WORKER    40   7  2-9    N/A  SLOW MINUS  NONE  1  NORMAL   4   0    0
ADV WRKR  40   8  3-10   N/A  AVG  NONE   NONE  1  NORMAL   4   0    0
MERCENARY 55  10  3-18   N/A  AVG  MINUS  NONE  1  NORMAL   5   1    0
SCOUT     50   9  8-16  4-14  SLOW PLUS   PLUS  4  DISG     6   0    0
ADV SCOUT 55  10 11-21  6-16  AVG  PLUS   PLUS  5  HIDDEN   7   1   50
WARRIOR   60   7 11-25  1-10  AVG  NONE   MINUS 3  NORMAL   5   1    0
ADV WARR  70   7 12-30  1-12  FAST PLUS   MINUS 4  NORMAL   5   2    0
MAGE      55   9  1-8   1-8   AVG  MINUS  PLUS  6  NORMAL   7   0   85
ADV MAGE  60   9  6-11  6-11  AVG  MINUS  PLUS  8  NORMAL   9   0  110


Tha'Roon Jump Troop	
          75  10  4-15  5-25  FAST PLUS   PLUS  7  NORMAL   9   1    0

Obblinox Colossus	
         100   7  5-24  5-18  AVG   NONE  NONE  3  NORMAL   4   4    0

Eaggra Grenadier	
          85   6  N/A! 10-46  SLOW  NONE  PLUS 15  NORMAL   8   1    0

Shama Li Elemental	
         110   9 11-38   N/A  FAST  PLUS  NONE  1  NORMAL   5   3    0

Ptasha Selver    
	  60   9  7-16  10-30 FAST  PLUS  NONE  8  INVIS    9   2    0

Taybius o'Mort   
	  80   8  4-24   8-20 FAST  PLUS  NONE  8  NORMAL   9   4    0

Prime Minister of Death
         300   6 10-100  N/A  SLOW  NONE  NONE  1  MASKED   9   4    0

Jynni Creeper   
	  65   9  2-9   1-30  SLOW  MINUS NONE  7  INVIS    9   2    0

Tolk Barkborn    
	  60   7  5-12  N/A   SLOW  NONE  NONE  1  NORMAL   7   1  160

Tywald Chainbreaker
          85  10  4-40  N/A   FAST  PLUS  NONE  1  MASKED   9   3    0

Grandmaster Ieo  
	  65  10 10-25 10-25  FAST  PLUS  NONE  6  INVIS    8   2   80

Jyo the Helper   
	  55   8  3-9  10-40  AVG   NONE  NONE  7  NORMAL   8   1   90

Eva the Old    
	  95   6  4-40  3-30  AVG   PLUS  NONE  3  NORMAL   6   3    0

Ramita Abad      
	  70   8  2-20  N/A   FAST  PLUS   NONE 1  NORMAL   7   2   90

Haggus Herofreed 
   	  100 10  5-50  5-50  FAST  PLUS   NONE 5  NORMAL   9   5    0


N.P.C.'s

Addonna    30   7  N/A   N/A  SLOW  NONE   NONE 5  NORMAL   4   0    0
Dui Grien  30   5  N/A   N/A  SLOW  NONE   NONE 5  NORMAL   5   0    0

The Critters!
Bonca      90   7  4-14  N/A  SLOW  MINUS  NONE 1  NORMAL   6   1    0
Bonca Flg  30   9  1-10  N/A  AVG   PLUS   NONE 1  NORMAL   6   0    0
Dinge Verm 40   9  3-9   N/A  FAST  MINUS  NONE 1  HIDDEN   4   0    0
Foulfess  120   8  5-18  N/A  AVG   NONE   NONE 1  NORMAL   6   0    0
Ionic Brks 80   7  1-8        SLOW  NONE   NONE 1  NORMAL   5   3    0
Mndra Hth 200   8  8-35  8-35 AVG   NONE   NONE 6  NORMAL   6   2    0
		(the Mondra Harth is immune to magic!)

Rubbf Fnd 115   6  9-10  N/A  SLOW  MINUS  NONE 1  MASKED   5   2    0
Slinck Wd  60   7  2-20  N/A  SLOW  PLUS   NONE 1  MASKED   4   0    0
Snipethrn  55   8  3-7   3-12 FAST  NONE   NONE 12 NORMAL   6   0    0 
Countnce  500   0   N/A    N/A                              6




	"If there is any period one would desire to be born in, 
	is it not the age of Revolution; when the old and the 
	new stand side by side, and admit of being compared; 
	when the energies of all men are searched by fear and 
	by hope; when the historic glories of the old can be 
	compensated by the rich possibilities of the new era?"

	-- Ralph Waldo Emerson, U.S. essayist, poet, philosopher.
	"The American Scholar," lecture, 31 Aug. 1837, delivered before
	the Phi Beta Kappa Society, Harvard University (published in
	Nature, Addresses and Lectures, 1849). 


	"Cry havoc and let loose the dogs of war!"

	Antony, in Julius Caesar, act 3, sc. 1.
	William Shakespeare

