Games PC MAGIC-THE GATHERING-BATTLEGROUNDS User Manual

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TABLE OF CONTENTS
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Saving and Loading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Welcome to Magic: The Gathering™— Battlegrounds . . . . . . . . 4
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Options Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
General Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Quest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
VS Duel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Arcade Duel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Duel Online . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Spell Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Atari Web Sites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
End-User License Agreement . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
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GETTING STARTED
The ReadMe File
The Magic: The Gathering™— Battlegrounds CD-ROM game has a ReadMe file where you can view both the License Agreement and updated information about the game. We strongly encourage you to read this file in order to benefit from changes made after this manual went to print.
To view this file, double-click on it in the Magic: The Gathering — Battlegrounds directory found on your hard drive (usually C:\Program Files\Atari\MagicTheGathering).You can also view the ReadMe file by first clicking on the Start button on your Windows®taskbar, then on Programs, then on Atari, then on Magic: The Gathering — Battlegrounds, and then on the ReadMe file.
5. Once installation is complete, click on the Start button on the Windows®taskbar and choose Programs/Atari/MagicTheGathering/MagicTheGathering to start the game.
Note: You must have the Magic: The Gathering — Battlegrounds Play Disc in your CD-ROM drive to play.
Installation of DirectX
The Magic: The Gathering — Battlegrounds CD-ROM requires DirectX®9.0b or higher in order to run. If you do not have DirectX®9.0b or higher installed on your computer, click “Yes” to accept the Direct X®9.0b License Agreement. This will then launch the Direct X
9.0b Install.
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System Requirements
Operating System: Windows®98/Me/2000/XP
Processor: Pentium®III 800 MHz (Pentium®4 1.3 GHz recommended)
Memory: 128 MB RAM (256 MB RAM recommended)
Hard Disk Space: 1.4 GB Free
CD-ROM Drive: 8X Speed
Video: 32 MB video card with Hardware T & L support*
Sound: Windows®98/Me/2000/XP-compatible sound card*
DirectX®: DirectX®version 9.0b (included) or higher
Internet Connection: Broadband Internet connection required for online play
* Indicates device should be compatible with DirectX®version 9.0b or higher.
(64 MB video card with Hardware T & L support* recommended)
(Sound Blaster®Audigy™series sound card recommended)
Setup and Installation
1. Start Windows®98/Me/2000/XP.
2. Insert the Magic: The Gathering — Battlegrounds Install Disc into your CD-ROM drive.
3. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled, or the installation does not start automatically, click on the Start button on your Windows taskbar, then on Run. Type D:\Setup and click on OK. Note: If your CD-ROM drive is assigned to a letter other than D, substitute that letter.
4. Follow the remainder of the on-screen instructions to finish installing the Magic: The Gathering — Battlegrounds CD-ROM game.
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SAVING & LOADING
At startup, the game will automatically scan your hard disk for saved duelist information. If one or more duelists are present, the game will prompt you to load a duelist or create a new one. All duelist data, including acquired spells, is saved onto the hard disk.
CONTROLS
PLAYER 1 KEY PLAYER 2 KEY ACTION
W Arrow up Up
A Arrow left Left
S Arrow down Down
D Arrow right Right
J NumPad 1 Sorceries
K NumPad 2 Creatures
L NumPad 3 Enchantments
U NumPad 4 Page left
O NumPad 6 Page right
I NumPad 5 Reset
I NumPad 5 Increase mana
(tap repeatedly)
Spacebar NumPad 0 Attack
/ (Slash) NumPad + Shield
Q NumPad . (period) Taunt
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WELCOME TO MAGIC: THE GATHERING
BATTLEGROUNDS
Take control of powerful duelists and engage in epic duels for magical supremacy online. Whether cracking the earth with powerful spells or summoning ferocious minions, you will have to use both brains and brawn to defeat your enemies. Overwhelming challenges sur­round you — the time has come to focus your energies and unleash the power within!
A Note to Players of the Magic: The Gathering®Card Game
If you have played the Magic: The Gathering®card game, then you already understand the fundamentals of mana, life points, creatures, enchantments, sorceries, and other important game rules. Although Magic:The Gathering Battlegrounds uses many of the same game mechanics, it played in real-time, which fundamentally alters certain aspects of the game. The following concepts do not translate to Battlegrounds:
You do not draw and discard cards — all of your spells are available at all times.
There is no graveyard.
Spell stacking is not applicable.
There is no four-card limit for spells — you can cast a spell as many times as
you are able. You are limited to two colors per deck.
You are limited to 10 spells per deck.
Mana costs are different than the cards.
Sorceries and instants are combined under sorceries.
There are no creature enchantments.
There are no artifacts.
You can only have two enchantments in play at once.
You can only have five creatures in play at once.
You have a shield.
You have a duelist attack.
Creatures fight until they are dead.
Damage is permanent.
Some creatures block.
The video game takes place in an arena.
Spells are cast by picking up mana crystals not by playing Lands.
Mana regeneration occurs over time.
Most creatures attack, but some block. Others run to the back and perform
an ability. Unsummon forces creatures to respawn, not to re-summon.
Flying creatures do not interact with ground creatures. They attack only other
flying creatures or directly to the enemy duelist.
Since the game takes place in a 3D environment, strategies that are not possible in the card game quickly emerge and become key elements in determining victory. These include:
Creature placement
Speed and timing of spells
Timely mana collection
Size and height of creatures
Speed of creature
Wizard movement
MAIN MENU
From the Main Menu, you can choose from the following options:
Quest
Quest is a six-chapter adventure that will teach you basic and advanced dueling techniques and tactics. Complete the entire adventure to unlock duelists that are hidden in the game. See “Quest” on page 8 for more information.
VS Duel
Put your customized duelists and spellbooks to the test against human opponents. Choose the duelists and spellbook, determine the length of time for each round and the number of rounds, and duel! See “VS Duel” on page 9 for more information.
Arcade Duel
In the mood for a quick series of duels? Arcade Duel lets you duel against computer­controlled opponents using predetermined characters. See “Arcade Duel” on page 9 for more information.
Duel Online
Got your spells sorted and your strategies dialed? Then you’re ready to take it to the next level — online play against human opponents from around the world. See “Duel Online” on page 9 for more information.
Demo
If you leave the game idle for a period of time, it will switch to Demo, where you can watch two random computer-controlled opponents duel for a single round.
Note: Press any key during a Demo duel to return to the Start Screen.
Options
Adjust game and duel settings. See Options below for more information.
OPTIONS MENU
Controls Configuration – Customize commands for keyboard, mouse and gamepad controls. Click on the Switch Player button to customize controls for a partic­ular player.When you are satisfied with your configura­tion, click on the Save button to save your setup and the Back button to return to the Options Menu. Note: Gamepads are the recommended controller. Although it is not recommended, it is possible for two players to share one keyboard.
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Audio Options
Set volume for music, sound effects and voice.
Game Options
Set time limit of the match, the number of rounds (1, 3 or 5), Quest difficulty and spell­book display.
Edit Spellbook
The Spellbook Editor allows you to create new spellbooks or modify existing spellbooks. The Spellbook Editor will lead you step-by-step through the creation of a new book. The following rules apply to spellbook creation:
Spellbooks must be either one or two colors.
You cannot have more than ten spells in your spellbook.
You cannot have more than nine sorceries in your spellbook.
You cannot have more than four enchantments in your spellbook.
You cannot have more than seven creature spells in your spellbook.
GENERAL RULES
Mana
Mana is magical energy, the firepower that allows you to cast spells. Every spell requires a certain amount of mana to cast — more powerful spells require more mana.
As the duel progresses, mana appears on the ground as crystals. Simply run over a mana crystal to add it to your Mana Bar.
available to you, but does not regenerate all of the mana in your Mana Bar. Each time you pick up a mana crystal, a mana timer begins that determines when the next crystal becomes available. The faster you gather mana crystals, the faster the next one appears.
Mana Regeneration
Mana slowly regenerates after you cast a spell. However, there are other ways to regenerate mana. For example, you can repeatedly tap the I key for a slight boost in regeneration. Also, as creatures die, they drop mana shards equal to their casting cost. You can run over these shards to regenerate mana, but doing so will not increase your current Mana Bar. In addition, the more mana available in your Mana Bar, the faster it regenerates.
Some Green spells and creatures have mana-generating abilities. See “Spell Reference” on page 10 for more information.
Spell Types
There are three types of spells: creature, sorcery and enchantment.
Creature spells summon physical beings to fight on your side against an opposing
duelist. Each creature has two statistics: power, which indicates the amount of damage that creature deals when it attacks, and toughness, which indicates how much damage a creature can sustain before it dies. Some creatures also have special abilities. See “Spell Reference” on page 10 for more information.
Picking up a mana crystal increases the total amount of mana
Sorcery spells are powerful incantations that produce a wide variety of results.
Depending on a sorcery’s color, its results can range from powerful direct damage to creature enhancement, from regeneration to life-draining, and more. See “Spell Reference” on page 10 for more information.
Enchantments are like permanent sorcery spells that produce global effects, such
as speeding up one duelist’s creatures. Once cast, an enchantment functions con­tinually until it is removed by a spell. Each duelist can have only two enchant­ments in play at a time. Note: Not all of the colors of magic have enchantments.
Casting Spells
Each spell requires you to spend a certain amount of mana, specified by the Mana Bars. You can cast any spell in your spellbook at any time if you have the required mana. Each spell category is associated with a key: J for for sorceries; K for creatures; and L for enchantments. Pressing one of these keys opens your spellbook and displays the spells in that category.
cast by pressing the J, K or L keys. You can press U or O to turn to a new page in your spellbook. Press I to return to the Spell Casting category selection.
Each page of your spellbook contains three spells, which you
Casting Time
The time it takes to cast a spell is directly related to the amount of mana it takes to cast that spell. The more mana a spell requires, the longer it takes to cast that spell.
Creature Combat
When you cast a creature spell, it comes to life at a speed relative to its casting cost. While a creature is being sum­moned it cannot attack or defend.
Most creatures will rush toward the opposing duelist and attempt to deal damage. (Some creatures have other special purposes and do not attack.) If a creature reaches an enemy
directly to the duelist’s health points. If the creature crosses paths with another creature, it will deal its damage to that creature. It will also take damage equal to the opposing creature’s power.
If either creature sustains damage equal to its toughness, it is destroyed. Once a creature deals its damage, it fades away and rematerializes at its casting point.
Note: Some creatures have special abilities — such as flying, regeneration and trample — that alter the basic rules of combat. See the “Glossary” on page 16 for more information about special abilities.
duelist unopposed, it will do damage equal to its power
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Using Your Shield
The best way to defend yourself from enemy attacks is to cast a creature that can block, and hopefully kill enemy crea­tures before they reach you. As a last line of defense, howev­er, you can raise a shield by pressing the / (slash) key as you are being attacked. Holding the / (slash) key will defend any oncoming attacks as long as it is up, but slowly drain your Mana Bar. Note: Blocking with the shield prevents only half
of the damage inflicted (rounded down) by the attackers.
Using Your Melee Weapon
You can use your melee weapon to directly damage the nearest creature or duelist. Press the Spacebar to do a single point of damage to the nearest enemy creature. If used correctly, this attack can stop the annoying bites of weaker creatures or help defeat larger foes.
Life and Mana
The life and mana levels of each duelist are displayed above his or her side of the arena during a duel. The Mana Bar shows the amount of mana a duelist has accumulated. The Life meter displays a duelist’s overall condition.
Each duelist starts with 20 life, which decrease as he or she receives damage. When a duelist’s Life meter is depleted, he or she is defeated.
Crossing the Line
If you cross over the center line onto your opponent’s half of the arena, your duelist will begin taking damage every two seconds. You cannot cast spells, regenerate mana or raise your shield while you are on your opponent’s side of the arena, but you can steal your opponent’s mana crystals and shards, and possibly perform carefully timed melee attacks.
QUEST
Before you can begin a Quest game, you must first select and name your duelist.
Quest consists of six chapters broken into a variety of quests. When you successfully complete a quest, you will acquire a new spell that you can add to your duelist’s spell­books. This spell will immediately appear in your duelist’s spell collection. Completing a chapter unlocks other special items.
Tutorial
The first chapters of Quest contain an interactive tutorial that explains the basics of how to play Magic: The Gathering — Battlegrounds. The tutorial runs automatically the first time you play, and covers the following subjects:
Collecting mana crystals/shards
Casting spells
Creatures
Sorceries
Enchantments
Flying creatures vs. ground creatures
Creature power/toughness
Understanding creature attributes (first strike, trample, haste, etc.)
Duelist attack
Shielding
VS DUEL
In this mode you can try out new spellbooks and strategies against your friends. Just select duelists and spellbooks, choose an arena, set the duel length and number of rounds, and go!
ARCADE DUEL
In Arcade Duel, you can quickly delve into a dueling tournament using pre-built characters. Arcade Duel consists of an opponent ladder that shows the next opponent that you will be fighting.
Note: You initially have a choice of five duelists, one for each color and each with a limited spellbook. You can also create your own spellbook. After battling through a series of six opponents, you unlock the next duelist in the color that you just played.
DUEL ONLINE
Ready for some real competition? Duel Online mode lets you compete against other players via the Internet, using your choice of duelists and spells. You can also download exclusive spells and accessories, as well as participate in online tournaments.
First you need to create an account from the login screen. Once you have an account you can log into the match making server where you can chat with and challenge other players.
For up-to-date information about online dueling, consult the ReadMe file (see “The ReadMe File” on page 2).
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SPELL REFERENCE
Spell Colors
Black
Black spells are best at creature destruction — even regenerating creatures don’t stand a chance against black’s abilities. A duelist commonly uses black spells to drain life from opponents and the creatures they summon — this provides the duelist the necessary strength to cast his or her pain-inflicting creatures.
Blue
Blue spells focus on confusing the enemy by draining mana, canceling spells and even making copies of other creatures! The blue duelist must always be vigilant toward others — paying close attention to his opponent’s incantations and Mana Bar — in order to defend himself against powerful spells.
Green
Green spells do two things extremely well: generate mana and summon creatures with high power and toughness for a relatively low mana cost. The trample ability is strictly a green mechanic that boosts a creature’s aggressiveness, and regeneration helps keep creatures alive at minimal cost. While green duelists can’t cast flying creatures, their ground creatures are so good that it usually doesn’t matter.
Red
Red spells rely on direct damage to rapidly reduce an enemy’s resources and health. Creatures with haste move considerably faster than most, getting to an enemy sooner. Once an enemy is low on health, red direct damage spells can finish the job.
White
White spells are defensive in nature and many can help you gain health and increase the chances of winning a duel. However, creatures with first strike can be quite fearsome, since they deal all of their combat damage before other creatures. White is also excellent at destroying enchantments.
Black Spells
SPELL TYPE ATTRIBUTES DESCRIPTION
Carnophage 2/2 Creature Carnophage drains 1 life from
Dark Banishing Sorcery Dark Banishing destroys the
Death’s-Head Buzzard 2/1 Creature flying When Death’s-Head Buzzard is
Harbinger of Night 2/3 Creature ability Harbinger of Night causes all
Havoc Demon 5/5 Creature flying When Havoc Demon is
Hellfire Sorcery Hellfire destroys all non-black
Infest Sorcery Infest makes each creature
Juzám Djinn 5/5 Creature Juzám Djinn drains 1 life from
Krovikan Vampire 3/3 Creature blocking change If Krovikan Vampire destroys a creature,
Liability Enchantment Liability drains 1 life from a
No Mercy Enchantment No Mercy destroys any creature
Sengir Vampire 4/4 Creature flying Sengir Vampire gains +1/+1
Soul Feast Sorcery Soul Feast drains 4 life from the
Vicious Hunger Sorcery Vicious Hunger drains 2 life
its controller each time it respawns.
closest non-black enemy creature.
destroyed, each creature temporarily receives -1/-1 until it respawns.
creatures, including itself, to receive -1/-1 permanently every 5 seconds.
destroyed, each creature temporarily receives -5/-5 until it respawns.
creatures and drains 3 life, plus 1 life for each creature destroyed, from the caster.
temporarily receive -2/-2 until it respawns.
its controller each time it respawns.
that creature comes into play under Krovikan Vampire’s controller’s control and attacks the enemy duelist. If Krovikan Vampire’s controller loses control of Krovikan Vampire, all such controlled creatures are destroyed.
duelist each time one of that duelist’s creatures is destroyed.
that deals full damage to No Mercy’s controller. If No Mercy’s controller successfully shields the damage, the creature is unaffected.
permanently each time it destroys an enemy creature.
enemy duelist and gives it to the caster.
from the closest enemy creature and gives it to the caster.
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Blue Spells
SPELL TYPE ATTRIBUTES DESCRIPTION
Air Elemental 4/4 Creature flying Clone Sorcery Clone summons a new instance
Counterspell Sorcery Counterspell cancels any spell
Cowardice Enchantment Cowardice makes any creature
Deluge Sorcery Deluge freezes all ground
Fighting Drake 2/4 Creature flying Horned Turtle 1/4 Creature blocking Mage’s Guile Sorcery Mage’s Guile makes the caster’s
Mahamoti Djinn 5/6 Creature flying Mana Short Sorcery Mana Short drains all the
Pendrell Mists Enchantment Pendrell Mists makes each
Spelljack Sorcery Spelljack steals any spell the
Unsummon Sorcery Unsummon forces the closest
Wind Drake 2/2 Creature flying
of the closest creature.
the enemy duelist is currently casting.
targeted by a spell respawn instead of that spell resolving.
creatures for 5 seconds.
closest creature unable to be targeted by spells until it respawns. Mage’s Guile does not work against spells that affect more than one creature.
enemy duelist’s mana.
creature drain 1 mana from its controller every time it respawns. If the mana doesn’t exist, the creature is destroyed.
enemy duelist is currently casting.
enemy creature to respawn.
Green Spells
SPELL TYPE ATTRIBUTES DESCRIPTION
Ancient Silverback 6/5 Creature regeneration Avatar of Might 8/8 Creature trample Avatar of Might costs if
Defiant Elf 1/1 Creature trample Elvish Warrior 2/3 Creature Giant Growth Sorcery Giant Growth gives the caster’s
Giant Spider 2/4 Creature blocking Giant Spider blocks flying
Gorilla Chieftain 3/3 Creature regeneration Llanowar Elves 1/1 Creature ability Llanowar Elves generates 1
Overrun Sorcery blocking change Overrun gives each of the
Priest of Titania 1/1 Creature ability Priest of Titania generates 1
Run Wild Sorcery blocking change Run Wild gives the caster’s
Rushwood Elemental 4/4 Creature trample Rushwood Elemental gains
Tranquility Sorcery Tranquility destroys all
Untamed Wilds Sorcery Untamed Wilds causes 1 mana
the enemy duelist controls 4 or more creatures than the caster.
closest creature a +3/+3 bonus until it respawns.
creatures as well as ground creatures.
mana shard every 5 seconds.
caster’s creatures a +3/+3 bonus and trample until it respawns.
mana shard for each Elf in play every 5 seconds.
closest creature trample and regeneration until it respawns.
+1/+1 permanently whenever it respawns.
enchantments.
crystal to appear immediately. It does not affect the genera­tion of other mana crystals.
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Red Spells
SPELL TYPE ATTRIBUTES DESCRIPTION
Engulfing Flames Sorcery Engulfing Flames deals 1
Fervor Enchantment Fervor gives all of the
Goblin Hero 2/2 Creature Goblin King 2/2 Creature Goblin King gives each Goblin a
Goblin Sky Raider 1/2 Creature flying Gratuitous Violence Enchantment Gratuitous Violence doubles the
Inferno Sorcery Inferno deals 6 damage to all
Magma Giant 5/5 Creature Magma Giant deals 2 damage
Raging Goblin 1/1 Creature haste Reckless Charge Sorcery blocking change Reckless Charge gives the
Retromancer 3/3 Creature Retromancer deals 3 damage to
Scorching Missile Sorcery Scorching Missile deals 4
Threaten Sorcery blocking change Threaten gives the caster
Volcanic Dragon 4/4 Creature flying; haste
damage to the closest enemy creature or duelist. If a creature takes damage from this spell and is destroyed before it respawns, it cannot regenerate.
controller’s creatures haste.
+1/+1 bonus as long as it lives. This bonus does not apply to Goblin King.
damage dealt by the controller’s creatures.
creatures and duelists.
to all creatures and duelists when it comes into play.
caster’s closest creature a +3/+0 bonus plus haste until it respawns.
any duelist who targets it with a sorcery.
damage directly to the enemy duelist.
control over the closest enemy creature, gives that creature haste, and makes it attack the enemy duelist until it respawns.
White Spells
SPELL TYPE ATTRIBUTES DESCRIPTION
Angel of Retribution 5/5 Creature flying;
Blessed Orator 1/4 Creature blocking Blessed Orator gives its
Demystify Sorcery Demystify destroys the enemy
Divine Presence Enchantment Divine Presence reduces all
Guided Strike Sorcery Guided Strike gives the caster’s
Spiritualize Sorcery Spiritualize gives the caster’s
Suntail Hawk 1/1 Creature flying Test of Endurance Enchantment Test of Endurance enables
Thunder Spirit 2/2 Creature flying;
Venerable Monk 2/2 Creature Venerable Monk gives its
Warrior Angel 3/4 Creature flying Warrior Angel gives its
Warrior’s Honor Sorcery Warrior’s Honor gives each of
Wrath of God Sorcery Wrath of God destroys all
Youthful Knight 2/1 Creature first strike
first strike
first strike
controller’s other creatures a +0/+1 bonus as long as Blessed Orator lives.
duelist’s last cast enchantment.
damage of 4 or more to 3.
closest creature a +1/+0 bonus and first strike until it respawns.
closest creature the ability to give its controller life equal to the damage it deals until it respawns.
either duelist to win by achieving 50 or more life.
controller 2 life when it comes into play.
controller life equal to the damage it deals.
the caster’s creatures a +1/+1 bonus until it respawns.
creatures.
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GLOSSARY
Ability – This creature performs a special ability instead of attacking. It moves to the back of the arena, out of the way of combat. It may attack after being affected by certain spells.
Blocking Change – If a blocking or ability creature is affected by this spell, that creature will attack.
Blocking Creature – This creature stays where summoned and attacks any enemy crea­ture or duelist that comes near. It may attack after being affected by certain spells or creatures.
Creature Battles – Creatures fight until one is destroyed. The surviving creature respawns at its casting point.
Creature – Creatures have a power and toughness that can be used for offense or defense.
Enchantments – Enchantments are like permanent sorceries that continuously function until the end of the match or until they are removed with a spell.
First Strike* – This creature deals its combat damage before other creatures do. If a creature with first strike deals lethal damage, it takes no damage from the other creature.
Flying – This creature cannot interact with ground creatures.
Haste* – This creature moves significantly faster than other creatures. Hasted creatures
cannot be additionally hasted.
Health – Each duelist begins a duel with 20 health. The first duelist to lose all of his or her health loses the duel. If time runs out, the duelist with the lowest health loses. If both have the same amount of health, it is a draw.
Health Bar – Each duelist begins a duel with 20 health — when a duelist’s health drops to zero, that duelist loses. If health rises above 20, the Health Bar will change color.
Mana – The energy that duelists use to cast spells.
Mana Bar – Displays the amount of mana crystals that have been picked up. The mana
bar replenishes itself over time. The more mana you have, the quicker your mana regen­erates.
Mana Crystal – Picking up one mana crystal increases your overall max mana by one.
Max Mana – The number of mana crystals that a duelist has picked up.
Mana Shard – Mana shards are generated by some creatures with special abilities. They
also appear in the arena after a creature dies. Four shards equal one mana point. Mana shards replenish but do not increase your mana pool.
Power/Toughness – Power is the amount of damage a creature deals per attack. Toughness is the amount of damage a creature can take before it is destroyed.
Regeneration* – When this creature takes lethal damage, it respawns with full power and toughness for a cost of . If that mana is not immediately available, the creature is destroyed.
Sorcery – Sorceries have an instant effect, such as countering a spell, dealing direct dam­age, or creating a mana crystal.
Spell Casting – To cast a spell, press the appropriate key. The more the spell costs, the longer it takes to cast.
Trample* – This creature does not respawn until it successfully attacks the enemy duelist.
*An icon will appear beneath any creature that has this ability.
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CREDITS
Secret Level
Jeffrey Tseng
Director
Leif Jensen
Producer
Chris Bretz
Art Director
Josh Adams
Lead Programmer
Kern Nembhard
Lead Artist
Peter Clark
Lead Designer
Jon Cortelyou Mike Humphrey Owen Lockett Al McElrath Taylor Martin Robaszewski
Programmers
Louise Bell Jay Fitt Michael Friedrich Clarence Johnson Richard Katz Chris Kniffen Jon McBain Ryan Savas Laura Smith
Artists
Lane Daughtry
Technical Artist
Jeremy Gordon
President/CEO
Angus Chassels
VP Operations
Reeve S. Thompson
Director of Production
New Pencil, Inc.
Additional Art
Special Thanks
Matt Schumaker Ben Herrera Otavio Good Alex Theodoropulous Steve Prideaux Tony Desangles Rei Nakazawa Micah Pearlman Stacy Adams Brie Welden, Jensen Family Jennifer Rivas, Justin Jaeger Peter Friedrich, Linda Friedrich
Red_Ridinghood and the (grand)Parental Units Lisa Donahue, Jefferson Wilson Hsiao-Yi Lin, Tseng Family Stephanie, Levi and Sagia Humphrey Joe Graf and Al Reed Everyone else on #undev, #xbox and #h-p The Epic Crew The good folks at Xbox ATG
Production Babies
Karina Skye Adams – September 2002 Sagia Jean Humphrey – March 2003 Alexander McDowell – May 2003 Melanie Sumana Gordon – August 2003
Atari
Steve Ackrich
Executive Producer
Kirby Fong David T. Brown
Producers
Steve Allison
V.P. of Brand Marketing
Jean Raymond
Director of Brand Marketing
Scott McCarthy
Brand Manager
Kristine Keever
Director of Marketing Communications
Steve Martin
Director of Creative Services
Elizabeth Mackney
Director of Editorial & Documentation Services
Dave Gaines
Art Director
Erica Hoppe
Graphic Designer
Kurt Carlson
Documentation Specialist
Norm Schrager
Copywriter
Michael Gilmartin
Director of Publishing Support
Ken Ford
I.T. Manager/Western Region
Michael Vetsch
Manager of Technical Support
Chuck “What's Magic?” Nunez Dave “Sharpshooter” Strang
Q.A. Supervisors
Joe “Avatar of Might” Acedillo
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Joe “Texas r0x0rz ur b0x0rz” Fried
Lead Testers
Michael “Counterspell” O’Shea
Assistant Lead Tester
Mark Alibayan Jason “Cap’n”Anderson Deepak B.L. Mark Baylon Shashi Bushan S. Dennis Chan Clement Cherlin Sarah “Space Mutant” Cherlin Jaison D'Souza Jaime “Kamehameha!” Gonzalez James “861” Harriss Richard “Viking King” Higbee Brad “Gratuitous Violence” Johnson Franco “Off-Site” Junio Jeff “Nice Guy” Loney Sam Mansour Swetha Narayan Amy-Elyse “Tink” Neer Owen Nelson Stefan Nelson Amy “Tinkerbell” Patterson Paul “Sharks-Fan” Phillips Aaron “BetaMan” Ricks Kenny “Test of Endurance” Robinson Cher “Bunnie(TC)” Rocha Juan “Dead Man’s Hand” Sanchez Mike “Reckless Charged” Shamsid-Deen Piers “678” Sutton Ravishankar Venkatachalam Carl “Havoc Demon”Vogel Alvin “Raging Goblin”Wong Kenny “Heroes” Yan
Testers
Cecelia Hernandez
Sr. Manager Strategic Relations
Joy Schneer
Sr. Manager Strategic Relations
Shaila Patel
Strategic Relations Specialist
Tim Campbell
Director, New Business Development
Mark T. Morrison
Content Manager
Brandon Smith
Senior PR Manager
Jon Nelson
Director, Online
Kyle “Pezman” Peschel
Senior Producer, Online
Gerald “Monkey” Burns
Senior Programmer, Online
Richard Leighton
Senior Web Designer, Online
Sara Borthwick
Online Marketing Manager
Special Thanks
Christian Lee Alexander Taylor Lisa Leong Erick Fernandez Christophe Gomez Francois Lourdin Jean-Philippe Agati Alex Cabal Mr. Soop… Who is Mr. Soop? Brady Dommermuth Patti Roakes
Music
In Geer Music
Stephen Geering
Sound Effects
Soundstorm Inc.
Brian Min Wade Wilson
Cinematics
Mondo Media
Directed by Stephane Cros Screenplay Written by Phillip Simon Executive Producer: Phillip Simon Producer: Lourdes Alba Supervising Sound Editor: Jim Lively Lighting Production Supervisor: Sean Murphy Animation: Ross Armstrong, Andrew Moffett, Animator Studio Visual Effects: Brian Levy
Voice Cast
Evelyn Huynh Andrew Chaikin Christiane Crawford Timothy Enos Daron Jennings Monica Murray Abie Hadjitarkhani Melissa Hutchinson Mark Atherlay
Cast, Directed and Recorded by WEBTONE
Greg “G-Dub”Weber Steve “Big Data” Duell Christian Pizzirani v2.0 THE Kevin Miller Always Kim Weber The Princess: Jaime Weber And introducing Scout as “The dog”
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ATARI WEB SITES
To get the most out of your new game, visit us at:
http://www.us.atari.com
To send e-cards to your friends, download wallpapers, or get access to other free stuff, visit our Freebies section at:
www.us.atari.com/freebies
If you would like to chat with other gamers, as well as developers, visit our Community Forum area at:
www.ataricommunity.com
Kids, check with your parent or guardian before visiting any web site.
Chat Messages: Atari does not monitor, control, endorse, or accept responsibility for the content of chat messages. You are strongly encouraged not to give out identity or other personal information through chat message transmissions. Kids, check with your parent or guardian if you are concerned about any chat you receive.
Use of Atari web sites is subject to terms and conditions, which you can access at:
www.us.atari.com/terms_of_service.asp
TECHNICAL SUPPORT (U.S. & CANADA)
Via the Internet
Help
Up-to-the-minute technical information about Atari products is generally available 24 hours a day, 7 days a week via the Internet at:
http://www.atarisupport.com
Through this site you’ll have access to our FAQ (Frequently Asked Questions) documents, our FTP (File Transfer Protocol) area where you can download patches if needed, our Hints/Cheat Codes if they’re available, and an E-Mail area where you can get help and ask questions if you do not find your answers within the FA Q.
Note: In the event we must send you a Hint Sheet, FAQ document, patch or update disc via E-mail, we may require verifiable consent from a parent or guardian in order to protect children’s privacy and safety online. Consent Forms are available at the web site listed above.
Help Via Telephone in the United States & Canada
For phone assistance, call Atari Technical Support at (425) 951-7106. Our Interactive Voice Response system is generally available 24/7, providing automated support solu-
tions immediately.
Great News! We’ve improved our Automated Systems so that you can get product-spe­cific Troubleshooting help more quickly. All you need to do is enter the product’s Part # when prompted to do so. This will take you directly to all of our known issues and solu­tions for this title. The product’s Part # is located in several places (on the CD label, package and/or plastic disc case) and is usually identified by a number such as 04-12345. When prompted by the Automated System, enter the last five digits of your
product’s Part #. (For example, Part # 04-12345 would require that you enter the “12345” portion of the number for that product.) Note: Some products simply feature a five-digit Part # without an “04-” prefix.
Live support is generally available Monday through Friday, 8:00 AM until 6:00 PM (Pacific Time). Note: We may be closed on major holidays.
Before making your call, we ask that you be at your computer, have the following infor­mation available, and be ready to take notes:
• System Make and Model
• Processor Type
• Operating System, including version number if possible (such as Windows®98; Windows®Me)
• RAM (Memory)
• Video and sound card data and drivers
• Any screen or error messages you’ve encountered (and where)
oduct Return Procedures in the United States & Canada
Pr
In the event our technicians at (425) 951-7106 determine that you need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number (RMA#) supplied to you by the technician, and your telephone number in case we need to call you. You will receive the mailing address when the technician gives you the RMA#. Any materials not containing this RMA# will be returned to you unprocessed.
Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Atari will replace the item free of charge, to the original purchaser, if the item is accompanied by the original dated receipt and packaging.
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END-USER LICENSE AGREEMENT
IMPORTANT — READ CAREFULLY: Please be sure to carefully read and understand all of the rights and
restrictions described in this End-User License Agreement (“EULA”).
AGREEMENT
This document is an agreement between you and Atari, Inc. and its affiliated companies (“Company”). The enclosed software game disc(s), cartridge or Game Pak (“Software”) and any accompanying printed materials are licensed to you only on the condition that you accept all of the terms contained in this EULA.
By opening this package and installing or otherwise using the Software you agree to be bound by the terms of this EULA. If you do not agree to the terms of this EULA you may not install or use the Software and within 15 days of pur­chase you must call the Tech Support telephone number listed in the manual accompanying the Software (the “Manual”). Select the Automated Phone System’s Main Menu option for Consumer Services and follow the prompts.
You will be given a Return Merchandise Authorization number (RMA #) by the technician. You then have 15 days from the date of this contact to return the Software in its protective covering, the Manual and the original sales invoice to the address supplied to you.
If this is a PC product, when you install the Software you will be asked to review and either accept or not accept the terms of the EULA by clicking the “I Accept” button. By clicking the “I Accept” button you acknowledge that you have read the EULA, understand it and agree to be bound by its terms and conditions.
COPYRIGHT
The Software is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties. All title and copyrights in and to the Software (including but not limited to any images, photographs, animations, video, music, text and “applets” incorporated into the Software) and any printed materials accompanying the Software are owned by the Company or its Licensors.
GRANT OF LICENSE
The Software is licensed and not sold to you and its use is subject to this EULA. The Company grants you a limited, personal, non-exclusive license to use the Software in the manner described in the user documentation. The Company reserves all rights not expressly granted to you in this EULA.
PERMITTED USES
1. If the Software is configured for loading on a hard drive, you may install and use the Software on a single computer.
2. You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and copy of the Software are kept in your possession.
3. You may permanently transfer all your rights under this EULA, provided you retain no copies, you transfer all of the Software (including all component parts, the media and printed materials and any upgrades) and the recipient reads and accepts this EULA.
RESTRICTIONS
1. You may not delete or obscure any copyright, trademark or other proprietary notice on the Software or accompany­ing printed materials.
2. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software.
3. You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create derivative works based on the Software (except to the extent expressly permitted in the Editor and End-User Variation section of this Agreement or other documentation accompanying the Software) or otherwise commercially exploit the Software.
4. You may not electronically transmit the Software from one computer, console or other platform to another or over a network.
5. You may not use any backup or archival copy of the Software for any purpose other than to replace the original copy in the event it’s destroyed or becomes defective.
EDITOR AND END-USER VARIATIONS
If the Software includes a feature that allows you to modify the Software or to construct new variations (an “Editor”), you may use such Editor to create modifications or enhancements to the Software, including the construction of new levels (collectively the “Variations”), subject to the following restrictions. Your Variations: (i) must only work with the
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full, registered copy of the Software; (ii) must not contain modifications to any executable file; (iii) must not contain any libelous, defamatory or other illegal material, material that is scandalous or invades the rights of privacy or publicity of any third party; (iv) must not contain any trademarks, copyright-protected work or other property of third parties; and (v) may not be commercially exploited by you, including but not limited to making such Variations available for sale or as part of a pay-per-play or timesharing service.
TERMINATION
This EULA is effective until terminated. You may terminate this EULA at any time by destroying the Software. This EULA will terminate automatically without notice from the Company if you fail to comply with any provisions of this EULA. All provisions of this EULA as to warranties, limitation of liability, remedies and damages will survive termination.
LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
You are aware and agree that use of the Software and the media on which is recorded is at your sole risk. The Software and media are supplied “AS IS.” Unless otherwise provided by applicable law, the Company warrants to the original purchaser of this product that the Software storage medium will be free from defects in materials and workmanship under normal use for ninety (90) days from the date of purchase. The warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. If the Software fails to conform to this warranty, you may at your sole and exclusive remedy, obtain a replacement free of charge if you return the defective Software. Follow the Product Return Procedures described in the Manual. The Company does not warrant that the Software or its operations or functions will meet your requirements, or that the use of the Software will be without interruption or error.
TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, EXCEPT FOR THE EXPRESS WAR­RANTY SET FORTH ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING AND WITHOUT LIMITA TION, THE IMPLIED W ARRANTIES OF MERCHANTABILITY AND FIT­NESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. EXCEPT FOR THE EXPRESS WAR­RANTY SET FORTH ABOVE, THE COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY REP­RESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. SOME JURISDIC­TIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO YOU.
LIMITATION OF LIABILITY IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCI-
DENTAL, INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAMAGES WHAT­SOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR INJURY TO PERSON OR PROPERTY, FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, LOSS OF PRIVACY, FAILURE TO MEET ANY DUTY AND NEGLIGENCE) ARISING OUT OF OR IN ANY WAY RELAT­ED TO THE USE OR INABILITY TO USE THE SOFTWARE, EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSE­QUENTIAL DAMAGES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU.
IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFT­WARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE.
CHOICE OF LAW AND VENUE
This EULA is governed by the laws of the United States of America and the State of New York, exclusive of its conflicts of law provisions. The exclusive venue for litigation regarding or arising from this EULA is New York County, New York and you agree to submit to the Jurisdiction of the courts of New York County, New York for any such litigation.
MISCELLANEOUS
If any provision or portion of this EULA is found to be unlawful, void, or for any reason unenforceable, it will be sev­ered from and in no way affect the validity or enforceability of the remaining provisions of the EULA.
This EULA constitutes the entire agreement between you and the Company regarding the Software and its use.
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Magic: The Gathering, Wizards of the Coast and its logo, and the symbols are trademarks of Wizards of the Coast, Inc. All Magic:The Gathering character names and their distinctive likenesses are property of Wizards. ™ and © 2003 Wizards. Used by Atari, Inc. under license. All rights reserved. Software © 2003 Atari, Inc. All rights reserved. “Secret Level” is a registered trademark of Secret Level, Inc. and is used with permission. HASBRO and its logo are trademarks of Hasbro, Inc., and are used with permission. All rights reserved. Windows and DirectX are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Pentium is a trade­mark or registered trademark of Intel Corporation or its subsidiaries in the United States and other countries. All other trademarks are the property of their respective owners.
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www.greyhawkgame.com
Atari, Inc. 417 Fifth Avenue New York, NY 10016 USA MADE IN THE USA.
The Temple of Elemental Evil: A Classic Greyhawk Adventure, Dungeons & Dragons and its logo, D&D, Greyhawk and Wizards of the Coast and its logo are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries, and are used with permission. © 2003 Wizards. Software © 2003 Atari. All rights reserved. HASBRO and its logo are trademarks of Hasbro and are used with permission. All other trademarks are the property of their respective owners.
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