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Walkthrough

by RedIsPoetic


                         O========================O
                         |                        |
                         |        THEOCRACY       |
                         |                        |
                         | FAQ/Walkthrough by     |
                         |            RedIsPoetic |
                         | Version:          0.12 |
                         | Last Updated:          |
                         |             21/08/2011 |
                         |                        |
                         O========================O

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|                                                                             |
|  1.0                          Game Basics        [BASM]                     |
|                                                                             |
 =============================================================================

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|                                                                             |
|  1.1                          Introduction       [BAS01]                    |
|                                                                             |
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Welcome to my guide for Theocracy, a Real-Time and Turn-Based Strategy fusion.
The developers themselves describe the game as a fusion of Command & Conquer
and Civilization, including what they believe to be the best of both parties.

Theocracy itself is actually quite original in what it does, bringing a whole
new style of gameplay to the table. Being honest there are a fair few flaws in
the pacing of the game, change in dynamics as the Prophecy Mode progresses,
battle gameplay and a few other things. my biggest issue is the level of
micromanagement needed later in the game. I mean sure, AI was implemented for
you to use so that you don't need to micromanage so much, but I just don't
find it precise enough for my liking. Plus extra options needed to be added
such as automatic placement of slaves on birth and making sure your subjects
have enough food. I mean realistically, if a province contained a governor he
should have the wit to command a few people to farm instead of just standing
around doing nothing.

But this said, the game offers a lot too. You feel quite a sense of
accomplishment when the blue of your tribe, the Atlans, covers the whole
continent. And the game does feel quite personal. I wouldn't have thought this,
but I ended up feeling quite a lot of sympathy for my little virtual subjects
and pride when they managed to conquer another province. I also think that the
fact Theocracy isn't known of by many people at all can be embraced and really
enhance the intimacy in the game, knowing that this is a story and experience
only a few have ever really experienced.

I personally think that the game gives an interesting challenge and that the
mixture of Turn-Based Strategy and Real-Time Strategy was actually pulled off
beautifully. I quite easily look over the games faults and focus on the
strengths. I don't find the faults too overwhelming bad and if looked at
optimistically, adds to the challenge.


On to information on the guide itself. Basically I've been looking at a game to
write an FAQ on for sometime. Every game was either so popular that many
guides had been written already and I didn't find any sense of purpose
creating a guide for it or I simply didn't like the game.

After a long time searching I realised Theocracy didn't have an FAQ written
for it. After thinking about it I realised it wouldn't be too daunting or
ambitious (in comparison it isn't a huge game in relation to most others) and
that I would actually be contributing to the gaming community, reward enough
for creating a guide. Pretty soon I had started writing a guide for it. And
here it is.

I'm *aiming* to get a full guide for Theocracy, including information on each
and every aspect on the game. Obviously I'm unlikely to complete it in truth.
But even so, a fair portion of the guide shall be done.

Hope you enjoy the guide =D



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|                                                                             |
|  1.2                            Contents         [BAS02]                    |
|                                                                             |
 =============================================================================



        1.0            Game Basics             [BASM]
       ===============================================
            -   1.1    Introduction            [BAS01]
            -   1.2    Contents                [BAS02]
            -   1.3    The Basics              [BAS03]    


        2.0            Prophecy Walkthrough    [PROM]
       ===============================================
            -   2.1    Getting Started         [PRO01]

            -   2.2.0  Initial Expansion       [PRO02]
            -   2.2.1  Nine Hills              [PRO021]
            -   2.2.2  Sacred Groves           [PRO022]
            -   2.2.3  Blizzard Hills          [PRO023]
            -   2.2.4  White Peaks             [PRO024]
            -   2.2.5  Sentinal Peak           [PRO025]
            -   2.2.6  Fields of Life          [PRO026]

            -   2.3    War and Diplomacy       [PRO03]

            -   2.4.0  Special Missions        [PRO04]
            -   2.4.1  Blizzard Hills          [PRO041]
            -   2.4.2  Fields of Life          [PRO042]
            -   2.4.3  Fields of Red Curse     [PRO043]
            -   2.4.4  Gardens of Silence      [PRO044]
            -   2.4.5  Halls of Time           [PRO045]
            -   2.4.6  Nine Hills              [PRO046]
            -   2.4.7  Rockgates               [PRO047]
            -   2.4.8  Sentinal Peak           [PRO048]

            -   2.5.0  Axocopan Provinces      [PRO05]
            -   2.5.1  Crying Springs          [PRO051]
            -   2.5.2  Halls of Fear           [PRO052]
            -   2.5.3  Lizard Harbour          [PRO053]
            -   2.5.4  Mirror of Kauni         [PRO054]
            -   2.5.5  Napochka's Castle       [PRO055]
            -   2.5.6  Shark Coast             [PRO056]
            -   2.5.7  Snake Throat            [PRO057]
            -   2.5.8  Stairs of the Rain      [PRO058]

            -   2.6.0  Yaxuna Provinces        [PRO06]
            -   2.6.1  Halls of Honour         [PRO061]
            -   2.6.2  Huap's Dam              [PRO062]
            -   2.6.3  Inkas's Gate            [PRO063]
            -   2.6.4  Silversand              [PRO064]
            -   2.6.5  Spearhills              [PRO065]
            -   2.6.6  Sword Ring              [PRO066]
            -   2.6.7  Tuap's Dam              [PRO067]

            -   2.7.0  Huatepec Provinces      [PRO07]
            -   2.7.1  Halls of Wealth         [PRO071]
            -   2.7.2  Mochi's Lagoon          [PRO072]
            -   2.7.3  Raider Paths            [PRO073]
            -   2.7.4  Root of Rivers          [PRO074]
            -   2.7.5  Tlaloc's Coast          [PRO075]

            -   2.8.0  Iztahuacan Provinces    [PRO08]
            -   2.8.1  Anaconda Fields         [PRO081]
            -   2.8.2  Answering Ravines       [PRO082]
            -   2.8.3  Halls of Might          [PRO083]
            -   2.8.4  Halls of Time           [PRO084]
            -   2.8.5  Lizard Fields           [PRO085]
            -   2.8.6  Monkey Hills            [PRO086]
            -   2.8.7  Red Fields              [PRO087]

            -   2.9.0  Teotitlan Provinces     [PRO09]
            -   2.9.1  Halls of Souls          [PRO091]
            -   2.9.2  Misty Peaks             [PRO092]
            -   2.9.3  Ratfields               [PRO093]
            -   2.9.4  Rockgates               [PRO094]
            -   2.9.5  Stairs of the Wind      [PRO095]
            -   2.9.6  Well of Souls           [PRO096]
            -   2.9.7  Wormgulch               [PRO097]

            -   2.10   The Spanish Invasion    [PRO10]


        3.0            Chronicles Walkthrough  [CHRM]
       ===============================================
            -   3.1    The Trader              [CHR01]
            -   3.2    The Commander           [CHR02]
            -   3.3    The Priest              [CHR03]
            -   3.4    The Captain             [CHR04]
            -   3.5    The Architect           [CHR05]
            -   3.6    The Hero                [CHR06]
            -   3.7    The Governor            [CHR07]
            -   3.8    The Revolt              [CHR08]


        4.0            Other Info              [OTIM]
       ===============================================
            -   4.1    Advanced Mechanics      [OTI01]
            -   4.2    Hints & Tips            [OTI02]

            -   4.3.0  Structures              [OTI03]
            -   4.3.1  Resource Production     [OTI031]
            -   4.3.2  Non-Military Training   [OTI032]
            -   4.3.3  Military Training       [OTI033]
            -   4.3.4  Services and Storage    [OTI034]
            -   4.3.5  Pyramids                [OTI035]

            -   4.4.0  Units                   [OTI04]
            -   4.4.1  Non-Military            [OTI041]
            -   4.4.2  Military                [OTI042]

            -   4.5.0  Heroes                  [OTI05]
            -   4.5.1  Swordsman Heroes        [OTI051]
            -   4.5.2  Spearman Heroes         [OTI052]
            -   4.5.3  Archer Heroes           [OTI053]

            -   4.6.0  Magic Items             [OTI06]
            -   4.6.1  Masks                   [OTI061]
            -   4.6.2  Shields                 [OTI062]
            -   4.6.3  Rings                   [OTI063]
            -   4.6.4  Battle-Axes             [OTI064]
            -   4.6.5  Spears                  [OTI065]
            -   4.6.6  Bows                    [OTI066]
            -   4.6.7  Blades                  [OTI067]
            -   4.6.8  Magic Jewels            [OTI068]
            -   4.6.9  Other                   [OTI069]



        5.0            General FAQ Stuff       [FQSM]
       ===============================================
            -   5.1    Version History         [FQS01]
            -   5.2    Legal Notice            [FQS02]
            -   5.3    Contact Me              [FQS03]
            -   5.4    Credits                 [FQS04]
            -   5.5    Final Word              [FQS05]




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|                                                                             |
|  1.3                           The Basics        [BAS03]                    |
|                                                                             |
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Coming in Later Versions!


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|                                                                             |
|  2.0                      Prophecy Walkthrough   [PROM]                     |
|                                                                             |
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*In-Game Prologue*

                   Welcome to Central America, the land of
                   mysteries and myths. You wre born as the
                   son of the Atlan ruling dinasty in 1398, and
                   took the throne of your ancestors at a young
                   age. At this time the Atlans were living in
                   oppression under the rule of the Axocopan
                   empire. Most Atlans were trained to be
                   warriors in the Axocopan army and lost their
                   lives in unknown lands wearing Axocopan
                   armour. Your capital city, the Halls of
                   Freedom, had been deprived of all young
                   blood, but the Axocopan ruler was still not
                   satisfied. He wanted to annihilate the
                   entire Atlan nation. Following the advice of
                   his commander, Kathapi, he accused you of
                   supporting the secret traitors that work
                   against the empire. The warriors sent by the
                   ruler to the Halls of Freedom only managed
                   to capture the royal Atlan guards and their
                   leader, Jarakhi, your foster brother. You
                   managed to hide in the thicket and, under
                   the cover of darkness, organised a revolt.
                   The next day you overran the Axocopan
                   garrison. After you had freed your subjects,
                   nothing could save the Axocopans. You
                   regained the freedom of your people, but how
                   much did it really cost you? Most of your
                   men have been killed and the revenge of the
                   Axocopan empire is prevented only by the
                   Yaxunas, those wild people of the forest
                   that attack the Axocopan borders. It is time
                   to begin to organise your future empire so
                   that the Atlans can take their rightful
                   place among the wild Yaxunas, the ruthless
                   Axocopans, the fanatic Iztahuacans and the
                   wise Teotitlans. The founding of the Atlan
                   empire has suffered unfortunate setbacks
                   such as droughts, arson and comets. The
                   priests whisper that the exiled god, the
                   Feathered Snake, makes his presence felt in
                   his old country and perhaps the time will
                   soon come when he will return to the Earth
                   Snake. However, when the priests were trying
                   to determine the exact time of his return,
                   the priest performing the oracle was struck
                   by lightning. For seven days afterwards, the
                   sky roared and lightning struck the
                   province. However, not a single drop of rain
                   fell.

*End Prologue*



I thought the prologue given by the game was fitting enough to begin the guide
for the main mode of the game. Just a piece of trivial information: the revolt
mentioned in the text is in fact the final chronicle, creatively named
'The Revolt'. Playing that first can really help you get into the spirit of the
game. Plus it's also just a great challenge.

It's a good idea to mention that as daunted as the sheer amount of options
there are (especially in terms of where to expand your empire to) can seem a
little daunting. The fact is, there is only one good way to start the game.
This is to take all the neutral areas to your north-west that you can without
attacking another tribe's province. It's simply the smartest way to go. If you
attack another tribe too early in the game you'll get crushed. Below the best
early-game play order is listed. After that there will be a list of all the
provinces in the game (not including the seven provinces that you should
always conquer, these are covered in the first sections). These lists will
provide you with helpful information so that you can choose where to attack
next and strategies on how to most successfully conquer each province.
Hopefully this shall all be a great help.

Anyways, onto the Prophecy guide!

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|                                                                             |
|  2.1                        Getting Started      [PRO01]                    |
|                                                                             |
 =============================================================================

When you begin your empire consists of one province. Not exactly impressive,
but the greatest of things arose from nothing (Just as a forewarning there
will be random moments when I write philosophical crap. I've learnt to embrace
it as to be at war with oneself is [blah blah blah] I rest my case). Anyway,
you begin with one province the known as the 'Halls of Freedom'. This province
will be home to you and will most likely be the most familiar sight (besides
the world map) of the whole game.

The date is 1419/07/04

You begin with:

Men
---

63 Slaves
2 Scouts
12 Swordsmen
18 Spearmen
12 Archers
2 Commanders
Jarakhi


Resources
---------

310 Corn
180 Meat
780 Wood
680 Stone
450 Jewels


Buildings
---------

1 Quarry
5 Lumberyards
5 Small Farms
2 Fishing Huts
1 Ranch
3 Provision Stores
1 Small Store
1 Small Barracks (Swordsmen)
1 Palace


Magic Items
-----------

Immortal Shield
Grappling Spear


Nothing to be ashamed of. There's 3 things that need to be done immediately
whenever you start a game in Prophecy mode:

1. Set up food production

Set your slaves to work in the Fishing Huts, Ranches and Small Farms
located in Halls of Freedom. Ideally you should only place enough slaves in
food producing buildings to make sure you're not running out of food. This
frees up more slaves to produce wood and stone, build and train and also frees
up storage space. You don't want a large amount of food clogging up your
stores. Instead you want stockpiles of more valuable resources, such as wood
and stone that you can use to construct buildings.

To check whether you are making food faster than your subjects consume it, go
into the Province Info Panel. You will see a bar with a little slave standing
next to it and the words 'Food Supply' above. Green means you are fine,
whereas red means you need to have more slaves producing food. It is best to
have the food supply just in the green so that you aren't keeping much food and
filling your stores with worthless crap and freeing up as many slaves as
possible. Unfortunately, as more slaves are born you will need to micromanage
the amount of slaves producing food (there are obviously more mouths to feed).
This can become tedious and eventually you will end up having as many as 5 or
even 10 extra slaves producing food in a province as your empire gets larger
and micromanagement becomes frustrating.

Early on however, the micromanagement gives you something to do and an extra
man working to construct a building can cut construction time by a 100 days
with ease. This is extremely helpful at the start of your empire.

It is worth noting that 1 slave producing meat feeds more than 1 slave
producing corn. So unless you need the corn for a specific reason (ie. to feed
llamas) it is better to send all your slaves first to meat producing buildings,
then if food is still needed, to corn producing buildings.


2. Set any extra slaves to gather wood or stone, begin constructing buildings
and begin training swordsmen.

Any extra slaves you have should be set to one of the above tasks.
The best thing to do is set two slaves to the Small Barracks and begin
creating Swordsmen. Warriors are the most valuable asset in the game and
everything you do in the game should be to support your army, make it easier
to build more men or make the army more powerful itself.

With this in mind, it is best to make schools and barracks. I personally
usually start by building a medium-school for builders. Builders make all
construction much quicker and so it is wise to build a school for them as
early as possible.

The other option is to create a small or medium-size barracks to begin
producing men. This is helpful and you can fairly easily create both
a medium-sized barracks and medium-sized school within 500.

I personally prefer medium-sized barracks as they produce units quicker and
don't cost a whole lot more than a small barracks. You might not think that an
extra 45 days per warrior is a whole lot of difference, but you'll continually
be producing warriors for 100 years and if you're anything like me, you'll
have *at least* 10 barracks in your starting province.

Let's compare the production of 10 Small Barracks for Swordsmen over a period
of 100 years to that of 10 Medium-Size Barracks:

It takes 120 days for a Small Barracks to create a Swordsman
It takes 75 days for a Medium-Sized Barracks to create a Swordsman

100 years = 100 x 365 days = 36500 days

36500/no. of days to create a swordsman = No. of swordsmen created in 100 yrs.

Small Barracks:

36500/120 = 304 warriors x 10 barracks
          = 3040 warriors

Medium-Sized Barracks:

36500/75 = 486 warriors x 10 barracks
         = 4860 warriors

For an extra 50 wood and 70 stone per barracks, you can produce over 1800
extra warriors over 100 years. Obviously some would only be built 10-15 years
into the game, but it's more to prove a point. If the above information
doesn't convince you to use Medium-Sized Barracks, I don't know what'll
change your mind.

It is all fairly open-ended and the choice is entirely yours. What I suggest is
merely that, a *suggestion*. It has proven to work for me, but I'm sure alot
of other strategies are viable, if not better, than mine.

On the topic of sending slaves to produce wood and stone, I personally prefer
to first focus on building (you are given a fair stockpile at the start to
create a few buildings). Just remember as you're stockpile declines in size
that slaves can only produce resources so quickly. Don't let the stockpile
disappear before producing more, be proactive and start producing before and
prepare yourself. That way construction will be much, much more efficient.

Personally I generally start the game by setting 18 slaves on meat production
and around 14 on corn production (a few more than needed, but means I won't be
constantly micromanaging every two births in the province).

I then begin building a medium-sized school for builders and a medium-sized
barracks for Spearmen (to have a mixture of the units produced; you already
have a Small Barracks for Swordsmen). I set them so that they will both
finish at about the same time.

3. Conquer Nine Hills

I can safely say that you should *always* attack Nine Hills as soon as possible
(ie. send out a caravan containing warriors to attack the province on Day One).

Here's why you should:

- You gain many more slaves to use
- You gain the use of Llamas (you can transport resources between provinces)
- It can be done with NOT ONE single casualty. I've done it numerous times,
it truly isn't too hard. It simply requires patience and caution. To find the
strategy I employ, check the information on the Nine Hills province.

The only possible negatives is that:

- You're hero will get injured a bit and you may lose a few other warriors if
you aren't careful enough.

But overall, the positives simply curb-stomp the negatives.

DO IT. STRAIGHT. AWAY.

'Nuff Said XD.

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|                                                                             |
|  2.2.0                     Initial Expansion     [PRO02]                    |
|                                                                             |
 =============================================================================

From here you will be given a guide to each province, how to conquer it,
rewards, usefulness etc.

After this, the best line of action is to always conquer the neutral lands that
you can without attacking other tribes. This expands your empire and you can
then begin to wage war on the other tribes. If you attack them too early you're
going to get easily crushed.

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|                                                                             |
|  2.2.1                         Nine Hills        [PRO021]                   |
|                                                                             |
 =============================================================================

Owner: Neutral
Special Mission: Yes
Buildings:

7 Small Farms
5 Llama Lairs
3 Provision Stores
2 Lumberyards
1 Fishing Hut

Enemies:

79 Warriors
4 Llama Masters
35 Slaves
16 Llamas

Magic Items:

None

Recommended Force:

Jarakhi

Optional:

1-5 Archers
1-2 Scouts

Battle Strategy:

This is a perfect learning tool on how to use stealth in special missions.
For the first time doing this mission, it is best to use Jarakhi only.
'But why only bring *one* warrior?' I here you ask. 'Surely it'd be easier to
win with more men.' True. It would be *easier*, but certainly not better for
you. The negatives of taking more men are worth looking at. Firstly, it can
be a constant battle between you and your units AI. If sighting an enemy they
will run after and attack it. Often this puts them in sight of other enemies
who then come over and attack, your units move towards these new enemies,
drawing even more enemies. If you only bring as many as you need, you don't
need to fight to control as many men. Secondly, the less men you bring the
easier it is to sneak past enemies. This might seem cowardly to you but the
game promotes this sort of behaviour greatly, placing many woods to hide in
throughout all maps. You might not see any point in killing as few enemies as
possible but remember that for every enemy you keep alive, at the end of the
mission you'll get one extra slave to raise your growth rate, produce
resources or train into warriors or workers. Sneaking past most of your
enemies army can leave you with 20 or 30 more slaves to do your bidding.
Plus, you'll take less casualties as your fighting less. Unless you fail at
being stealthy, then your going to die, plain and simple.

The main rules about Special Missions:

1. Use Stealth
2. Kill as few enemies as possible
3. Take as few casualties as possible

Using these rules, you are going to fare far better in these missions.

The best thing you can do to learn how to lessen you and your enemies
casualty rate is to simply play the special missions. Save before you send
your warriors to attack and if you die or think you could do better you just
have to reload your game. Just give it a go, you aren't risking anything.
Try and work out the mechanics of the enemy AI, how stealth works and also the
freewill AI mechanics of your own units and how to combat them doing something
stupid. I can tell you how the mechanics work and the best way to act to
take advantage of the mechanics but until this is actually put into
practise it won't mean anything to you.


Quick note:

You may wish to bring a few extra men (preferably archers due to their long
range). If there are enemies you *must* kill and you've already maxed
Jarakhi's experience you might want to instead kill these men with your
archers. It's generally best to use all of them so that you kill enemies
before they can damage you too much. Just be careful to not accidentally
bring extra enemies upon you. Stealth is key.

You may also wish to take scouts so you have a larger line of sight. Get them
to tag along behind Jarakhi and make sure they don't stumble upon any enemies.

Here's the actual battle strategy:

Your objective is to capture all 5 Llama Lairs. First scan across the screen
and work out where each one is. The first to take is on the east side of the
river. Jump Jarakhi from wood to wood, first going south from his spawn point
into the massive forest. You're aiming for the woods just east of the
entrance to the hill containing the first Llama Lair. Move to the fairly small
wood that's north of the circular valley landmark. The wood east-north-east of
that one contains two archers just on its north-east edge. Run towards
this wood and kill the two archers that attack. After that move to the wood
west of this and you'll be just east of the entrace to the Llama Lair hill.

You'll notice there
are men guarding the entrance to both the Llama Lair hill and the hill above
you that contains two small farms and a provision store. Basically what you 
want to do is lure one enemy (two at most) away from their posts until they
are isolated. To lure them simply come out of the woods for a moment so that
only one or to enemies will see you. They'll move towards your position. Sink
back into the woods and then attack as soon as they're in range. Spearmen will
require two shots so you want to make sure the first on is right on the edge of
Jarakhi's range. He'll throw the second one before the spearman can even get
into range. If too many enemies diverge on you at once, don't panic. All you
need to do is move around in the woods a bit. They only home in on the point
that they saw you last and then search around that point for a bit. If you're
far enough away from there, they won't find you. Then just allow everyone to
go back to their posts and try again.

You'll need to kill all the men on the Llama Lair hill but you can leave the
archer that is posted just beneath the Small Farm on the left of the hill
above you. Sneak Jarakhi onto the Llama Lair hill. To overtake it simply
right-click on the building. It's smart to overtake any building that you can
without being attacked. You'll own all buildings when you complete the mission
anyway but it means that some of the Fog of War is cleared because of the
building's view range. This will make it easier for you to spot enemies and
lessen the chance of being attacked unexpectedly. Make sure to not kill any
slaves either, by the way. It'll be one less person to serve you when you
conquer the province.

Once you've captured the first Llama Lair you need to get to the other side of
the stream. All three bridges are guarded. The northern one is so insanely
guarded that there's no point in even trying. The middle bridge has two
spearmen openly guarding it and a few archers waiting in ambush, meaning you
can't prevent getting at least a little hurt. The southern bridge is only
guarded by two spearmen and is surrounded by swampland. Swampland can be your
greatest friend or your greatest enemy depending on whether you're attacking or
defending. It impedes the movement of any troops travelling through it, so if
you stick a bunch of archers (or a single Spearman Hero by the name of Jarakhi)
in it and let a group of men attack you (ideally swordsmen, but it will work
with spearmen and archers too), you'll notice how quickly the opposing group
get crushed. This is because your range is longer so there is a distance that
the enemy needs to cover where you can attack them before they can get into
range themselves. The fact that swampland slows enemies down means that it
takes them longer before they can actually get within range to fight back.
Jarakhi against two spearmen is nothing. Place him so that the enemy needs to
run through swampland as much as possible before they can attack. Watch them
run at him and fall before his spear. After that just cross the bridge and run
into the woods.

It's easiest to take the south-western Llama Lair next. To capture the Lair
in the south-eastern on the western side of the stream you'll be so close to
this one you may as well take it now. Run from the woods across the road to
the conglomeration of trees on the other side (not too high up to make sure
you aren't attacked). Take the woods right up to the edge of the entrance
of the hill. Move up so that the man
guarding the entrance itself sees you. Isolate and pick him off. Move onto the
hill and towards the trees closest to you. Two archers will attack. Kill them
and move into the trees. All you have to do now is sneak through the trees
until you're next to the Llama Lair, capture it, sneak away again and leave
the hill.

Move up the north-eastern edge of the
wood you're in at the moment. You're going to leave yourself very open here.
There is a scatter of trees on the western edge of the hill of the
south-eastern Llama Lair on the west side of the river. Move Jarakhi from tree
to tree up the west side of the hill. On your way up you'll find a single
archer concealed in one of the trees so look out. At the last tree before
you come around the corner to the north side of the hill you'll also be shot
at by and archer on the hill. Make sure to kill him too. You should there are
two archer and two spearmen at the entrance to this hill. Use the tactic
described for capturing the very first Llama Lair. Draw each one out one at a
time if you can and deal with them by themselves. If you draw the attention of
an extra person or two when trying to capture this Lair don't worry too much,
it can be difficult to get this one clean and perfect. It's best to deal with
the spearman guarding the centre bridge now as you will have to deal with him
soon anyway. After he's dead simply go in and take over the third Lair.

The fourth lair is the one further to the east of the remaining two that is
on the same hill as the town centre (where slaves, workers and warriors are
spawned). Go north from the third Lair. Be careful of the first patch of trees
just north of the exit from the hill, it contains three archers. Try to hug the
hill containing the one small farm as you go past to avoid unnecessary
bloodshed. Clear the lone spearman at the entrance to the hill containing the
fourth Llama Lair and move into the wood just outside of the entrance.
Archers should come from the hill, kill them. A few other men from the west
side of the road may see you attacking these archers so be ready to kill them
off to if necessary. The best way to capture this Lair is simply run in,
capture it and move away as far away from the entrance to hill as possible.
Enemies will swamp the entrance and one or two may find you on the hill so
again, be ready. After this simply run off the hill and away as quickly as
possible. Enemies should stop following you pretty quickly. Now onto the final
Lair.

Retrace your steps back to the second Lair (the most south-westerly one).
Remember to dodge the ambush near the centre bridge too. You can't go directly
across the road to reach the final Lair because of an ambush waiting on the
edge of the trees. When you get back to the wood outside of the second Lair,
go right around the western side of the hill and up to the woods there. You
are going to take the path between the hills of the second and final Lairs. Run
from the woods to the patch of trees just under the lumberyard and from there
to the patch of trees just to the east of the lumberyard. You'll see two
spearmen and an archer guarding the entrance to the hill. Pick these off one
at a time, as per usual. The final thing to do is charge in, kill the last
archer and capture the Llama Lair. A moment later the mission will end
and you'll be debriefed. If it doesn't then make sure each Lair is in fact
captured (it can sometimes happen, I've done it).

I managed to only kill 31 of the total 79 enemy warriors, so you should get
somewhere around this mark too. You'll get the 16 Llamas (unless you killed
some) and a good 85-95 slaves. Not a bad day's work.

Messages related to the 'Mystery of Nine Hills' mission:



Conditions for message: The player must not have yet attacked the Nine Hills
province and the date must be 1424/07/05.

Following its foundation, your young empire
lives its first years. A trader, who has
returned from one of the western provinces,
Nine Hills, brings exciting new.
"Mighty Lord, I have seen animals that I
have not even heard of before. Their fur is
pale, they have four legs and feed on grass.
They have immense strength and one of them
can bear three times more than the strongest
load bearer. If we had these animals,
transportation would become a lot easier
between our provinces".
"He speaks well, mighty Lord", says your
counsellor approvingly. "It is said that the
province's line of defense is so weak that
we could conquer the province and obtain
these valuable animals".
"Tell me trader, what is the name of this
creature?"
"Llama, mighty Lord!"



Conditions - Plays the first time you invade Nine Hills

Mystery of Nine Hills

Chilly morning. The breeze dishevels the
hair of the warriors gathering at the foot
of the Nine Hills. A confident smile flits
across the face of the men painted with the
colours of war. A gray shadow skips across
the cliffs and the wind blows the noise of
this movement far away into the morning
mist. The commander of the conquerors gives
orders for the attack.

Mission Objectives:
- Occupy the llama houses.



Conditions - Fail in the 'Mystery of Nine Hills' mission.

Defeat!

Perhaps the news you received underestimated
the strength of the enemy or it was you who
overestimated yours. Whatever happened, your
first mission has ended in a humiliating
defeat that brings discredit to your new-
born empire.

Pray to the gods, Emperor, to make your next
mission more successful!



Conditions - Succeed in the 'Mystery of Nine Hills' mission.

Victory!

Your reward after completing the mission:

From now on you can build Llama Lairs!

"Look what we found, mighty Lord!" One of
your commanders approaches, leading a
strange creature tied to a rope. The animal
has dirty-white fur and four legs.
"What is this creature, commander?"
"The natives call it the Llama, might Lord.
It feeds only on vegetables, but can bear
three times more than the strongest load
bearer. With the help of these animals,
transportation would become a lot easier
between our provinces".


 =============================================================================
|                                                                             |
|  2.2.2                       Sacred Groves       [PRO022]                   |
|                                                                             |
 =============================================================================

Owner: Neutral
Special Mission: No
Buildings:

4 Small Farms
3 Provision Stores
2 Lumberyards
5 Fishing Huts

Enemies:

41 Warriors
43 Slaves

Magic Items:

None

Recommended Force:

60 + Warriors
(Can be done with 50 or so however)

Battle Strategy:

Unknown


 =============================================================================
|                                                                             |
|  2.2.3                       Blizzard Hills      [PRO023]                   |
|                                                                             |
 =============================================================================

Owner: Neutral
Special Mission: Yes
Buildings:

5 Ranches
3 Provision Stores
2 Lumberyards
2 Hall of Wonders

Enemies:

Unknown

Magic Items:

Unknown

Recommended Force:

Unknown

Battle Strategy:

Unknown

 =============================================================================
|                                                                             |
|  2.2.4                        White Peaks        [PRO024]                   |
|                                                                             |
 =============================================================================

Owner: Neutral
Special Mission: No
Buildings:

3 Small Farms
3 Large Farms
4 Provision Stores
2 Lumberyards
1 Fishing Hut
1 Small Barracks (Spearman)
1 Quarry

Enemies:

Pocotli (Swordsman Hero)
56 Warriors
63 Slaves

Magic Items:

None

Recommended Force:

Unknown

Battle Strategy:

Unknown

 =============================================================================
|                                                                             |
|  2.2.5                       Sentinal Peak       [PRO025]                   |
|                                                                             |
 =============================================================================

Owner: Neutral
Special Mission: Yes
Buildings:

3 Small Farms
1 Ranch
2 Provision Stores
2 Lumberyards
1 Fishing Hut

Enemies:

Unknown

Recommended Force:

Unknown

Battle Strategy:

Unknown

 =============================================================================
|                                                                             |
|  2.2.6                       Fields of Life      [PRO026]                   |
|                                                                             |
 =============================================================================

Owner: Neutral
Special Mission: Yes
Buildings:

1 Ranch
2 Small Stores
2 Lumberyards
4 Fishing Huts
1 Palace

Enemies:

Unknown

Recommended Force:

Unknown

Battle Strategy:

Unknown



 =============================================================================
|                                                                             |
|  2.3                       War and Diplomacy     [PRO03]                    |
|                                                                             |
 =============================================================================

Sections 2.3 - 2.10 are coming in future versions!

 =============================================================================
|                                                                             |
|  3.0                     Chronicles Walkthrough  [CHRM]                     |
|                                                                             |
 =============================================================================

In each section listed below information will be given on each of the eight
Chronicles listed in the game. These are scenarios that test you on and teach
you about certain elements of the game. Playing through these and winning *can*
actually help with the Prophecy mode. You get a better understand of game
mechanics and how to abuse mechanics to win.

Onwards to the Chronicles! XD

 =============================================================================
|                                                                             |
|  3.1                           The Trader        [CHR01]                    |
|                                                                             |
 =============================================================================

In-Game Chronicle Background:

Every child has heard of the famous
Humopochi. He is a popular hero of old
legends, a plump and clumsy trader who
is always escaping thieves and whose
quick-witted mind helps him to avoid
their vicious traps. Every trader and
traveller knows who he is. If there is
any trouble, they immediately think of
him and wish he was with them. However,
only those who know the legends and the
eldest of wise men know who Humopochi
really was. Only they know that, besides
being a brilliant trader, he was indeed
the savior of his people, the peaceful
Huatepec tribe. Humopochi become a
legend following his memorable escape in
1309 when the survival of his people
depended entirely on this escape from
the Province of Silversand.


In-Game Chronicle Briefing:

Humopochi was born on the shores of the
Large Eastern Sea in the 13th century. As
a child he had always wanted to enter the
trading profession and by the age of
twenty he had become a skillful trader.
Although at that time the Huatepec and
the Yaxuna were hostile towards one
another, Humopochi occasionally visited
Yaxuna villages and even their capital,
the Halls of Honour, to ply his trade.
One day when Humopochi happened to be in
the capital, he overheard the
conversation of two prominent Yaxuna.
They were discussing the implications of
an all-out attack against the Huatepec!
The Trader sneaked off, prepared his
llamas to leave as quickly as he could,
hired a few warriors and set out for
home. However, he was soon discovered and
the Yaxuna leaders sent warriors to chase
him. In spite of Humopochi's relentless
march lasting many days and nights, the
hunters caught up with him in the
Province of Silversand on the border with
the Yaxuna Empire. They massacred the
caravan and set out to track down
Humopochi and his men, making their way
along a narrow mountain pass. Even though
they had to cross deep jungles and
marshlands while the Yaxuna were looking
for them, the small Huatepec group
managed to cross the border.

Now it is your turn to do the same
adventurous journey. If you are successful,
this will mean that you have acquired the
skills necessary for moving around in the
wilderness.

Scenario Objectives:
- Lead the trader into one of the escape
circles.

 =============================================================================
|                                                                             |
|  3.2                         The Commander       [CHR02]                    |
|                                                                             |
 =============================================================================

In-Game Chronicle Background:

The legend of Zalpochi, which dates back to
ancient times, is widely known. Zalpochi
was an eminent Chief of the Axocopan tribe,
a good leader in both war and peace. He is
the author of the famous book on the
'theory of tactical fighting'. The Axocopan
tribe has been very successful in battle
ever since as the war chiefs learn how to
put his valuable knowledge into practice
(many of the original Zalpochi tactics are
still in use). Now that you understand his
eminence, let's see whether you are as
skilled as the Great Zalpochi.


In-Game Chronicle Briefing:

Zalpochi and his exhausted warriors were
returning home from faraway lands. Weakened
by fierce battles and relentless marching,
they arrived in the Province of White Peaks,
knowing that they still had a long way to
go. It is not surprising that when they
stumbled upon the camp of a Teotitlan army,
they were completely unprepared. The enemy
was almost equal in number and had a priest
with them. The Teotitlan warriors intended
to attack at once, but Zalpochi avoided this
by ordering his army to retreat into the
thicket. The Teotitlans then changed tactics
and decided to search the province for the
famous Chief. Meanwhile, they started to
organise their attack. During those hours,
Zalpochi found himself in a very difficult
situation as food was scarce and they were
unable to flee the province or face the
mighty Teotitlan priest in an open battle.
Zalpochi's only help was his brillian mind,
which did not let him down.

According to the legends, this was the first
time an army had fought in formation.

Now it is your chance to show that you can
handle the situation just as resourcefully.

Scenario Objectives:
- Kill all of your enemies.

 =============================================================================
|                                                                             |
|  3.3                           The Priest        [CHR03]                    |
|                                                                             |
 =============================================================================

In-Game Chronicle Background:

This legend tells of old times when the wise
Iztahuacans first offered sacrifices to the
Stars in return for their power. It was so
long ago that the tribe did not yet know the
secret of how to build a temple for the
Stars. It took several years and many bloody
battles to obtain a Pyramid of the Stars,
which was built by the Olmeks long ago.
Unfortunately, the Pyramid was situated in
the Province of Crying Spring in a small
village close to the border, which was often
attacked by the Axocopan. Nevertheless, this
was just one of the problems Ateocatlal, the
province's new ruler, had to face.


In-Game Chronicle Briefing:

For a long time, Ateocatlal served the
Iztahuacan religious community as a priest
with no special qualifications. Finally, his
diligence, experience and hard work paid off
and he was appointed to lead the Province of
Crying Spring. His fellows were not very
hopeful and thought it was just a question
of time before the Pyramid was lost.
Therefore, they wished to gain as much
magical energy out of it as they could even
though they knew that the province's small
and stagnating economy could not afford to
sacrifice many slaves. Ateocatlal was
charged to produce a huge amount of mana.
This order aimed to accelerate production.
Of course, everyone was amazed when
Ateocatlal fulfilled the requirements and
repelled the Axocopans' repeated attacks. He
handed a stable, flourishing and well-
protected province over to his successor and
soon became High Priest of the Stars. He
wrote several studies on this sphere and,
according to the legends, he was the
inventor of the Shield of Reflection, a
powerful magic armour.

Do not erase the memory of this great man
from your mind when trying to complete his
mission.

Scenario Objectives:
- Gather 7000 mana within 10 years by
making sacrifices.

 =============================================================================
|                                                                             |
|  3.4                          The Captain        [CHR04]                    |
|                                                                             |
 =============================================================================

In-Game Chronicle Background:

This is one of the Axocopans' most famous
and popular legends as it reflects all the
important qualities of a true warrior:
heroic tenacity, responsibility,
organisational skills and a good sense of
strategy and tactics. Kathapi possessed all
these qualities, which enabled him to become
the hero of the Axocopan army. His career
started at the beginning of the 14th century
in the thicket of the Province of
Spearhills. He quickly rose up through the
ranks and soon found himself at the head of
the Axocopan army. Yaxuna warriors gave him
the name 'The Lion of the Woods', and even
now when they hear this name they think of
Kathapi with fear and respect. Now let us
see what actually happened in the Province
of Spearhills at the beginning of the 14th
century.


In-Game Chronicle Briefing:

If you look at early maps, you will notice a
strange spot at the heart of the Axocopan
Empire. It seems very strange indeed that a
region as strategically located as the
Province of Spearhills remained neutral for
such a long time. The reason becomes clear
as soon as you take a closer look at this
'blind spot'. In the middle of a vast and
seemingly impenetrable jungle there stands a
few ramshackle cottages surrounded by a
shaky fence. There is no farm and no garden.
It is almost impossible to produce anything
there. One may wonder how its residents
could survive at all. This has always
remained their secret. It is quite obvious
that the village is unable to support
soldiers. Yet at the beginning of the 1300s,
the Axocopan War Chief realised its
stategic location and so acted promptly. He
commissioned young Kathapi to set up a sound
garrison within ten years, which would be
able to check the violent Yaxuna attacks.
Kathapi set about this accordingly. He
hunted for food resources, organised
provisions, and by the end of the 10th year,
had created a strong fort that could easily
repel hostile attacks. The Province of
Spearhills soon became the strongest bastion
of the Axocopan Empire.

Now it is time for you to check out what you
can accomplish.

Scenario Objectives:
- Defend the Province of Spearhills at
all costs for 10 years.
- Kathapi has to survive.

 =============================================================================
|                                                                             |
|  3.5                         The Architect       [CHR05]                    |
|                                                                             |
 =============================================================================

In-Game Chronicle Background:

The High Pyramid of the Province of
Ratfields was the largest building on the
continent for a long time. Even today,
decades later, it is one of the greatest
miracles ever constructed by man. Its
construction required vast amounts of jewels
and building materials, and the final result
was so grand that it exceeded even the
wildest expectations. The Teotitlan
architects were particularly proud of their
creation as its construction was hindered in
several ways. Chief Chimoki, the leader of
all Teotitlans, did not support the plan at
first and only provided provinces at the
border. In addition, the Iztahuacans got
wind of the plans and decided to prevent its
construction by carrying out a massive
attack.


In-Game Chronicle Briefing:

The Teotitlan priests wished to build the
largest pyramid ever seen on Earth in which
fantastic sacrifices could be offered to the
gods. They also hoped to obtain two new
spells, the Mouth of Nothing and the Souls
of Betray, which the underworld promised to
hand over to the newly ordained High Priest.
Despite the fact that the Emperor did not
favour the expensive plan and only provided
small provinces on the border with a 10-year
deadline, the priests did not give up. They
hired the best architects in the Empire,
engaged traders to transport the raw
materials, and ordered Morhamum, their own
demonic creature, to command the protection
forces. Despite their efforts, they faced
obstacles which were more difficult to
overcome than they had imagined. The
Iztahuacans found out that the Teotitlan
priests were building up more mana
resources than the continent had ever seen
and promptly started to organise their
attacks. They sent larger and larger forces,
but could not halt construction. Finally,
they called their demons together and sent
them to destroy the pyramid. However, this
savage regiment also failed. All Iztahuacan
attacks were warded off by the Teotitlans
under the leadership of the great architect
and war chief whose name has fallen into
oblivion forever.

Scenario Objectives:
- Finish the high pyramid within 10 years.

 =============================================================================
|                                                                             |
|  3.6                            The Hero         [BAS03]                    |
|                                                                             |
 =============================================================================

In-Game Chronicle Background:

Tlechlal was born sometime around the turn
of the millenium in a small, unknown
village. Even during his childhood he showed
considerable strength, physique and courage,
and he soon became the best hunter in his
tribe. In his early twenties, the Yaxuna
attacked his village, killing everyone they
found. He was the only survivor. The
Huatepec people, who were then waging war
with the Yaxuna, invited him to join their
tribe. Tlechlal then swore that he would
fight all forms of tyranny, and acted
accordingly. He wandered near the borders
and fought as many Yaxuna and Axocopan
warriors as he could. Sometimes he
accompanied Huatepec caravans in order to
offer them protection. On one of these
journeys, he disappeared and accomplished
one of the most famous of his brilliant
deeds.


In-Game Chronicle Briefing:

Tlechlal soon found faithful friends in the
Huatepec army. There was a Priest of Nature,
who accompanied the hero wherever he went,
and 15 veteran warriors, who had been
fighting on his side for more than a decade
and were even prepared to follow Tlechlal
into the underworld. One day they were on
their way home from the Halls of Souls, the
Teotitlan capital. They traded successfully
and left all the merchandise there, and so
no longer had the caravan with them. They
intended to pass by a village called
Wormgulch to get some food, but when they
reached the border of the province they saw
something strange. A few men came running
towards them and, without a word, sprinted
off into the forest. Soon bizarre creatures
appeared following their tracks. The
creatures' skin was as grey as a shadow, and
indeed, they were shadows. The spiritual
fighters of the Stars approached quickly and
pounced on Tlechlal and his companions.
However, the Huatepec warriors were skilled
enough to destroy the Shadow Warriors. They
then proceeded to kill all of these grey
fighters in the town. After a vicious fight,
they found footprints leading to the
neighboring province of Ratfields.

Scenario Objectives:
- Kill all of the shadows.
- Tlechlal has to survive.

 =============================================================================
|                                                                             |
|  3.7                          The Governor       [CHR07]                    |
|                                                                             |
 =============================================================================

In-Game Chronicle Background:

This odd legend does not tell the usual
tale of glory. On the contrary, it tells
of the darkest years of the Axocopan
Empire. The Empire was established around
the turn of the millenium when the
Axocopans ruled over a vast number of
small tribes and thus gained an immense
amount of territory. It became a very
powerful Empire, as you already know from
chronicle 4. However, it now seems that it
is about to collapse. Under the leadership
of Head Chief Huormuah, the hostile Yaxuna
Empire achieved a decisive victory over
the Axocopan army. Realising what a great
opportunity this was, the subordinate
tribes also started to revolt, almost
completely destroying the Axocopan army
during the fighting. In this seemingly
hopeless situation, the Emperor appoints a
new Governor and passes all authority to
him.


In-Game Chronicle Briefing:

In the past, the Axocopans had to face and
put down several rebellions. They knew
rebellions were a natural phenomenon and
their army was so strong that they need not
fear. No wonder they were completely shocked
when several subordinate tribes successfully
revolted shortly after the war against the
Yaxuna Empire. These tribes, much smaller in
number and less organised, attacked and
defeated the local Axocopan garrisons. From
then on, no one could halt their unified
armies. Despite the efforts made, the tribes
gained independence while the Axocopan army
was practically destroyed. The Yaxuna soon
joined the fighting again and overran the
Eastern territores of the Empire. At this
point, the Axocopan Emperor realised his
responsibility and withdrew. He appointed a
new Governor to govern the Empire for twenty
years (although he was sure that the Empire
would be conquered in less than twenty
months) and gave him full authority. The new
Governor, called Itzilcatza, represented a
ray of hope for the people in this otherwise
hopeless situation. Everyone said that he
was talented, which is a very modest way to
describe him in view of what he did for the
Empire. He was a brilliant strategist
driving back the Yaxuna forces one by one, a
great war chief reorganising the military
and a remarkable leader reviving the Empire.
The situation he had to face was probably
the most desperate ever.

Itzilcatza is said to be the finest governor
of all times. Or is this status thrown into
question by a newly appointed governor about
to start the same mission?

Scenario Objectives:
- Protect the province of
- Halls of Fear
- Stairs of the Rain
- Mirror of Kauni
- Napochka's Castle

 =============================================================================
|                                                                             |
|  3.8                           The Revolt        [CHR08]                    |
|                                                                             |
 =============================================================================

In-Game Chronicle Background:

The last legend of this chronicle is indeed
a very new one. It tells us about the events
that took place on the fourth day of the
first month of 1419, just one day ago. This
story is not a lesson and will not teach you
anything new. It is not even a legend. It is
actually an epilogue which introduces the
people whom you will have to lead in the
next decades to come. They are called
Atlans. Just a few centuries ago, the Atlans
left the jungle and founded their capital,
the Halls of Freedom. It is a sad irony that
the Halls of Freedom were soon annexed to
the Axocopan Empire and the Atlans were
forced into slavery. Yesterday changed all
this as the Atlans started their brave
revolt to regain their freedom.


In-Game Chronicle Briefing:

Only the old wise men remember the glorious
moment when Chief Legachque left the jungle
and stabbed his spear into the ground. The
Halls of Freedom were later erected on this
very site, but unfortunately were soon taken
over by the Axocopans. The Atlans were then
forced to serve them for much too long. A
few of them remained in the capital, working
hard under the constant surveillance of the
slave-drivers. A large part of the
population were taken to the Axocopan army
and trained to be warriors. Many were killed
in far-away battles fought against the
Axocopans' enemies or rebels. As Legachque
had surrendered of his own free will, the
Emperor showed mercy on him and his people
and the Atlans were given some power in
their internal affairs. You were born as a
member of the Legachque family at the turn of
the century. Your brother, Jarakhi, had to
join the army where he was promoted several
times and is now of a high rank. Although
you have always been faithful to the
Emperor, he turned against you not long ago
for the simple reason that he wants to
remove you from power, however limited that
power might be. He said you had helped a
rebellious tribe and sent warriors to
capture you. The Axocopan warriors occupied
the Halls of Freedom, imprisoned Jarakhi and
his warriors inside the old Governor's
Palace and were looking for you to sacrifice
you all on the altar of the Sun. You have
been lucky so far and found a hideout in the
thicket. Meanwhile, the Axocopan fighters
have been searching for you and setting up a
strong garrison around the old Palace. It is
now time for you to start the ball rolling:
organise and launch a rebellion to free your
people from the chains of slavery. Remember
that the majority of your tribe served the
military for some time and almost everyone
has some type of a gun under their bed.

Now go, your people are waiting for you.

Scenario Objectives:
- Kill the Governor.
- Occupy the Palace.

 =============================================================================
|                                                                             |
|  4.0                           Other Info        [OTIM]                     |
|                                                                             |
 =============================================================================

 =============================================================================
|                                                                             |
|  4.1                       Advanced Mechanics    [OTI01]                    |
|                                                                             |
 =============================================================================

Coming soon!

 =============================================================================
|                                                                             |
|  4.2                          Hints & Tips       [OTI02]                    |
|                                                                             |
 =============================================================================

Coming Soon!

 =============================================================================
|                                                                             |
|  4.3.0                         Structures        [OTI03]                    |
|                                                                             |
 =============================================================================

 =============================================================================
|                                                                             |
|  4.3.1                    Resource Production    [OTI031]                   |
|                                                                             |
 =============================================================================

Lumberyard

Wood: 100

Small Farm

Wood: 120

Large Farm

Wood: 220

Fishing Hut

Wood: 210

Ranch

Wood: 130

Jewelry manufacture

Wood: 160
Stone: 220

 =============================================================================
|                                                                             |
|  4.3.2                   Non-Military Training   [OTI032]                   |
|                                                                             |
 =============================================================================

Small School

Wood: 190
Stone: 120

Medium-size School

Wood: 240
Stone: 240

Large School

Wood: 380
Stone: 360
Jewel: 180
Builder required

Palace

Wood: 760
Stone: 560
Jewel: 360
Builder required

Education Centre

Wood: 760
Stone: 560
Jewel: 460
Builder required

Llama Lair

Wood: 190
Stone: 140

 =============================================================================
|                                                                             |
|  4.3.3                     Military Training     [OTI033]                   |
|                                                                             |
 =============================================================================

Small Barracks

Wood: 190
Stone: 120

Medium-size Barracks

Wood: 240
Stone: 190

Large Barracks

Wood: 380
Stone: 280
Jewel: 180
Builder required

Jaguar Lair

Wood: 30
Stone: 120
Jewel: 120
Builder required

Hall of Wonders

Wood: 280
Stone: 360
Jewel: 180
Builder required

 =============================================================================
|                                                                             |
|  4.3.4                    Services and Storage   [OTI034]                   |
|                                                                             |
 =============================================================================

Provision Store

Wood: 150

Small Store

Wood: 280
Stone: 40

Medium-size Store

Wood: 350
Stone: 300

Large Store

Wood: 400
Stone: 400
Jewel: 80
Builder required

Small Hospital

Wood: 100
Stone: 80

Medium-Size Hospital

Wood: 180
Stone: 120

Large Hospital

Wood: 240
Stone: 240
Jewel: 90
Builder required

Weaponsmith's Workshop

Wood: 290
Stone: 160
Jewel: 90
Builder required

 =============================================================================
|                                                                             |
|  4.3.5                          Pyramids         [OTI035]                   |
|                                                                             |
 =============================================================================

Soul Pyramid

Wood: 720
Stone: 720
Jewel: 360
Builder required

High Soul Pyramid

Wood: 720
Stone: 1000
Jewel: 540
Builder required

Nature Pyramid

Wood: 720
Stone: 720
Jewel: 360
Builder required

High Nature Pyramid

Wood: 720
Stone: 1000
Jewel: 540
Builder required

Sun Pyramid

Wood: 720
Stone: 720
Jewel: 360
Builder required

High Sun Pyramid

Wood: 720
Stone: 1000
Jewel: 540
Builder required

Moon Pyramid

Wood: 720
Stone: 720
Jewel: 360
Builder required

High Moon Pyramid

Wood: 720
Stone: 1000
Jewel: 540
Builder required

Star Pyramid

Wood: 720
Stone: 720
Jewel: 360
Builder required

High Star Pyramid

Wood: 720
Stone: 1000
Jewel: 540
Builder required

 =============================================================================
|                                                                             |
|  4.4.0                           Units           [OTI04]                    |
|                                                                             |
 =============================================================================

 =============================================================================
|                                                                             |
|  4.4.1                        Non-Military       [OTI041]                   |
|                                                                             |
 =============================================================================

Slave

Hit Points	50

Basic units of the Empire. They can be trained to be Fighters,
Craftsmen, Priests, Scouts, Traders or even Governors. The
Slave is capable of any Craftsmen's work but with a lower
efficiency. Within the borders of the province the slave is the
only one to be able to complete transportation, consequently an
active building always requires slaves to be able to operate.



Farmer

Hit Points	60

Producers of food. Farmers can work on Farms, Ranches or in
Fishing Huts. They are educated in Schools and are recruited
from the Slave class.



Lumberjack

Hit Points	70

Lumberjacks cut wood and work in Lumberyards. They are
educated in Schools out of Slaves.



Miner

Hit Points	70

Miners can work in three different types of mines: stone, gold
or jade. They are educated in Schools and are recruited from
the Slave class.



Builder

Hit Points	60

Builders are the construction experts. They shorten the building
construction time and are essential in order to start work on
some buildings, including the Large Schools, Large Storehouses,
Large Barracks, Heavy Armouries, Large Hospitals, Palaces
and the Pyramids (all sizes). They are trained in the
Medium-size and Large Schools and recruited from the Slave
class.



Jeweller

Hit Points	60

Jewellers make Jewels (from gold and/or jade). They work in
Jewellery shops and are educated in Medium-size and Large
Schools from Slave recruits.



Llama Master

Hit Points	70

Llama Masters are the only unit capable of driving the llamas.
Llama Masters are not able to fight. They are educated in the
Llama Lair using recruits from the Slave class. Llamas will only
follow the orders of the Llama Master if you group the llamas
and their master into one unit on the Side Panel.



Llama

Hit Points	120

Llamas are the means of transportation between the Provinces
and are controlled by the Llama Master. Llamas are born in the
Llama Lair if there is enough corn in the province and the
Llama Master is in the Llama Lair.



Trader

Hit Points	140

Traders are necessary for advanced transportation. This means
that if there is a trader in the caravan, transportation will be
uninterrupted and you will not have to repeat the orders. Just
set the type and quantity of the resource to be transported
between the two provinces once, and the caravan containing a
Trader, Llama Master and llamas will transport the goods
between the two provinces without stopping. Traders are
educated in the Palace from Slaves recruits.



Governor

Hit Point 240

Governors help govern the Province and, when present in a
Province, will co-ordinate the work there. Using the sliders in
the Province Info Panel, you can set the rates of construction
and exploitation of all six provincial resources (corn, gold,
stone, jade, wood, meat). Governors are appointed from Palace
and their promotion will also cost you some Jewels.

 =============================================================================
|                                                                             |
|  4.4.2                          Military         [OTI042]                   |
|                                                                             |
 =============================================================================

Swordsman

0 Experience Stats

Hit Points	120
Stamina		120
Attack		40
Defense		30

1000 Experience Stats

Hit Points	190
Stamina		178
Attack		66
Defense		53

Basic units of the Army. Swordsmen are excellent in close
combat and are trained in barracks from Slave recruits.



Spearman

0 Experience Stats

Hit Points	90
Stamina		90
Attack		30
Defense		15

1000 Experience Stats

Hit Points	150
Stamina		188
Attack		58
Defense		35

Spearmen are basic units of the Army. They possess average
ability in both close combat and long-range attack. Spearmen do
not attack from the same distance as Archers, though the
wounds they cause are more severe. They are trained in
barracks from Slave recruits.



Archer

0 Experience Stats

Hit Points	80
Stamina		80
Attack		25
Defense		10

1000 Experience Stats

Hit Points	140
Stamina		160
Attack		55
Defense		20

Basic units of the Army. Archers are incapable of close combat
but are excellent in long-range battle. Although archers can
shoot farther than Spearmen can throw, the wounds they cause
are less severe. They are trained in barracks form Slave
recruits.



Commander

0 Experience Stats

Hit Points	150
Stamina		130
Attack		10
Defense		25

1000 Experience Stats

Hit Points	250
Stamina		250
Attack		20
Defense		45

Commanders of the Army lead troops into battle. They have the
ability to handle the troops: that is, they can arrange units into
formations and change formations in battle. Commanders are
fighters promoted to the Commander position.



Scout

0 Experience Stats

Hit Points	90
Stamina		200
Attack		0
Defense		30

Though incapable of fighting, Scouts possess excellent
observational ability and can detect enemies lurking nearby.



Wonderbow

0 Experience Stats

Hit Points	300
Stamina		200
Attack		200
Defense		30

1000 Experience Stats

Hit Points	300
Stamina		200
Attack		200
Defense		30

The Wonderbow is a fearsome weapon made of wood;
wonderbows shoot gigantic arrows and possess devastating
power. To build a Wonderbow you need five slaves, plus
another five to operate the weapon after it is complete.
Wonderbows are made in the Hall of Wonders out of wood.



Jaguar Master

0 Experience Stats

Hit Points	150
Stamina		130
Attack		15
Defense		25

Jaguars Master are both leaders of jaguars and fighters. They
are trained from Slave recruits in the Jaguar Lair. Jaguars will
follow the orders of the Jaguar Master only if you group the
jaguars and their master into one unit using the group icon on
the Side Panel.



Jaguar

0 Experience Stats

Hit Points	180
Stamina		150
Attack		100
Defense		50

Jaguars are tamed wild beasts that are extremely effective and
strong units in battle. Note that only the Jaguar Master can tame
and control them. Jaguars feed only on meat. If they run out of
meat, they starve and die. Jaguars are born in the Jaguar Lair if
there is enough meat in the province and the Jaguar Master is in
the Jaguar Lair).



Hero

Stats vary depending on Hero.
Heroes use either use swords, spears or bows.

Heroes are fearsome fighters who have an enormous influence
on the outcome of battles. A hero is God's bliss on your
Empire. They join you after the completion of a mission or the
expansion of the Empire. Besides their tremendous strength,
Heroes possess Magic Items and the team-handling abilities of
the commanders.



 =============================================================================
|                                                                             |
|  4.5.0                           Heroes          [OTI05]                    |
|                                                                             |
 =============================================================================

 =============================================================================
|                                                                             |
|  4.5.1                      Swordsman Heroes     [OTI051]                   |
|                                                                             |
 =============================================================================

Garkuna

0 Experience Stats

Hit Points	300
Stamina		220
Attack		102
Defense		61

He is the head of the mystic Jaguar Masters' tribe and is
immune to all spells of the sphere of Nature. Jaguars do not
wound him. Although he has never learned to fight and his
defense is weak, throughout the long years spent in the
wilderness his body learnt stamina and his blows are as strong
as anyone else's.



Tlechlal

0 Experience Stats

Hit Points	250
Stamina		180
Attack		69
Defense		67

He was born in an unknown village deep in the forest and is
the great hero of the Huatepec army. He has almost no
weaknesses. Tlechlal is lethal and tenacious in combat.


 =============================================================================
|                                                                             |
|  4.5.2                      Spearman Heroes      [OTI052]                   |
|                                                                             |
 =============================================================================

Jarakhi

0 Experience Stats

Hit Points	230
Stamina		180
Attack		70
Defense		59

1000 Experience Stats

Hit Points	230
Stamina		180
Attack		70
Defense		59

Your foster brother and best friend, commander of the Atlan
army. He is not an extremely good fighter, but his loyalty and
stamina are honourable.



Kathapi

0 Experience Stats

Hit Points	255
Stamina		216
Attack		86
Defense		55

Kathapi is the commander of the Axocopan army and the mortal
enemy of your foster brother, Jarakhi. He possesses outstanding
abilities and is an excellent fighter. He has the most stamina and
strength of any Axocopan warrior.



Kukurbuki

717 Experience Stats

Hit Points	230
Stamina		210
Attack		70
Defense		55

He is the head of an ancient, forgotten tribe who possesses
unique abilities: Kukurbuki is able to gain vitality from his
environment and to continually heal himself. He is extremely
enduring and immune to the spells of Nature.



Toomoo

0 Experience Stats

Hit Points	255
Stamina		210
Attack		80
Defense		55

Toomoo is a warrior who was enclosed in a stone statue six
hundred years ago. Toomoo has just returned to real life and is
an excellent fighter in every respect. He possesses a special
ability to wound the priests and the creatures of the Moon very
efficiently. He is immune to the spells of Moon and also knows
the weak points of the Wonderbow.


 =============================================================================
|                                                                             |
|  4.5.3                       Archer Heroes       [OTI053]                   |
|                                                                             |
 =============================================================================

Morhamum

0 Experience Stats

Hit Points	239
Stamina		204
Attack		80
Defense		45

He is the dark offspring of the alliance between the Teotitlan
priests and the Underworld. His body has been taken over by a
daemon and is enduring and as strong as a bull. Morhamum's
shots are incredibly strong and he hunts for hostile priests with
fantastic aggression. They could be killed by Morhamum's
single arrow. He is completely immune to the spells of the



 =============================================================================
|                                                                             |
|  4.6.0                        Magic Items        [OTI06]                    |
|                                                                             |
 =============================================================================

 =============================================================================
|                                                                             |
|  4.6.1                           Masks          [OTI061]                    |
|                                                                             |
 =============================================================================

 =============================================================================
|                                                                             |
|  4.6.2                          Shields         [OTI062]                    |
|                                                                             |
 =============================================================================

Immortal Shield

The shield increases the vitality of the user,
who will be able to take more blows without being wounded.

Stat Increase:

+ 300 Hit Points

How to Obtain:

Jarakhi is equipped with it at the beginning of Prophecy mode. He's found in
the Halls of Freedom.



Shield of Reflection

This shield possesses a special quality: the
sword blows taken by its user are reflected back to the enemy.

Stat Increases:

NONE


 =============================================================================
|                                                                             |
|  4.6.3                           Rings          [OTI063]                    |
|                                                                             |
 =============================================================================

Dragonring

This item was created solely to combat the flying
snakes of ancient times. Its wearer will possess the strenth of a
wild beast and his blows will hit with the force of a large
battle-axe. If placed into the dragon's nest, the ring can also kill
the dragon.

Stat Increase:

+ 80 Attack



Ring of Concordance

This magic item was handcrafted by the
Goddess of Nature herself, who created the Ring as a token of
an ancient alliance. It is saturated with the essence of Nature,
protecting the wearer against some parts of physical wounds.

Stat Increases:

NONE


 =============================================================================
|                                                                             |
|  4.6.4                        Battle-Axes        [OTI064]                   |
|                                                                             |
 =============================================================================

Axe of Flame

The blade of this fearsome weapon is steeped in
the magic of the Sun, and the signs carved upon it create a
steady glow. The extreme heat of the Axe of Flame melts flesh
and bone like butter cut by a knife. One blow has three times
the strength of an ordinary weapon.

Stat Increase:

+ 60 Attack



Axe of Nature

Users of the Axe are the favored children of
Nature. While they hold the Axe of Nature in their hands, they
grow harder and become stronger and healthier. The weapon
itself does not do more damage than an ordinary axe, but its
possessor will strike harder and die only after a fierce fight.

Stat Increases:

+ 50 Hit Points
+ 20 Attack

How to Obtain:

Complete the 'Gardens of Death' mission in the Gardens of Silence (Equipped to
Garkuna).



Headcutter's Axe

The dreaded weapon of the God of
Execution. Users land blows so strong that no creature has yet
survived attack -hence its name. The axe's wide blade also
protects users against physical attacks.

Stat Increases:

+ 80 Attack
+ 5 Defense


 =============================================================================
|                                                                             |
|  4.6.5                           Spears          [OTI065]                   |
|                                                                             |
 =============================================================================

Spears of Thunder

The counterpart to the Spears of
Lightning, Spears of Thunder were made by the God of Clouds
to fight his opponent. After his defeat however, the weapon
disappeared and no one has ever learned where it is. Legends
suggest that the Spears of Thunder are just as frighteningly
strong as the Spears of Lightning.

Stat Increase:

+ 35 Attack



Jaguar Killer

The magic weapon's name derives from the fact
that it can kill even the thick-coated and bloodthirsty animals of
the jungle with one blow. Only a few people have ever survived
the lethal blow of the Jaguar Killer. Actually, this is one of the
most dangerous weapons on the continent.

Stat Increase:

+ 80 Attack

How to Obtain:

Complete the 'Gardens of Death' mission in the Gardens of Silence.



Grappling Spears

This magic weapon increases the strength and
skill of its user, who can strike much heavier blows and deflect
attacks more successfully.

Stat Increases:

+ 20 Attack
+ 8 Defense

How to Obtain:

Jarakhi is equipped with it at the beginning of Prophecy mode. He's found in
the Halls of Freedom.


 =============================================================================
|                                                                             |
|  4.6.6                            Bows          [OTI066]                    |
|                                                                             |
 =============================================================================

Jade Bow

Jade bows were fashioned from the sacred stone of
the Nature Sphere and can send heavy but supple arrows great
distances. Jade Bows are extremely efficient in wounding
Nature Sphere priests and jaguars but also cause death when
used against ordinary people.

Stat Increase:

+ 25 Attack



Vulture Bow

The Vulture Bow is an extremely strong and
dangerous weapon. Its gigantic, heavy arrows pierce the body
like the sharp beak of a vulture and in most cases result in
instant death.

Stat Increase:

+ 40 Attack


 =============================================================================
|                                                                             |
|  4.6.7                           Blades          [OTI067]                   |
|                                                                             |
 =============================================================================

Sword of Might

This special sword is exceptionally easy to
handle. It is a heavy and very sharp weapon that causes
extremely deep wounds.

Stat Increase:

+ 30 Attack



Axitars Blade

This blade is covered with the same lethal poison
as the Snake Bow. Anyone wounded by Axitars Blade slowly
weakens and dies. The only exceptions are heroes, high priests
daemons and other similar creatures, which suffer a wound like
that of an ordinary blade.

Stat Increases:

NONE


 =============================================================================
|                                                                             |
|  4.6.8                        Magic Jewels       [OTI068]                   |
|                                                                             |
 =============================================================================

Earring of Shielding

While the user is wearing this earring,
he will be a lot more flexible and skilled -better at both attack
and deflection.

Stat Increases:

+ 15 Attack
+ 10 Defense


 =============================================================================
|                                                                             |
|  4.6.9                           Other           [OTI069]                   |
|                                                                             |
 =============================================================================

Stinning Mace

[No details given]

Stat Increases:

NONE


 =============================================================================
|                                                                             |
|  5.0                       General FAQ Stuff     [FQSM]                     |
|                                                                             |
 =============================================================================



 =============================================================================
|                                                                             |
|  5.1                        Version History      [FQS01]                    |
|                                                                             |
 =============================================================================


Version 0.01     Started 6:15 PM 14/08/2011      To 11:21 PM 14/08/2011

Found the Theocracy FAQ file. Checked what info it contained.

Created files - Brainstorming, Artifact Info, Building Info, Lumberjack
Slaves Vs Builders Construction Time Graph, Unit Info and Version History.

Brainstormed random ideas and saved in Brainstorming file.

Added the names, resources needed and whether a builder is required to
construct all buildings.

Added most units along with stats and details given by the game.

Added alot of Artifacts, along with the official in-game details and any
stat increases I noticed. Re-testing of these stat increases is required.

Found small portion of information already written down




Version 0.02     Started 9:37 PM 15/08/2011      To 10:49 PM 15/08/2011

Added Garkuna, the Jaguar Master and Jaguar to Unit Info, along with the
0 Experience Stats for each.

Added Axe of Nature, Jaguar Killer, Sword of Might, Jade Bow, Axe of Flame,
Vulture Bow, Stinning Mace, Axiters Blade (that there is at least two) and
that the Shark Axe may possibly cause the game to crash all to Artifact Info.

Added a little more to the Brainstorming file.

Wrote up the rest of stuff added in Version 0.01

Just feeling generally enthusiastic about the FAQ, at this point in time at
least =P.




Version 0.03     Started 8:07 AM 16/08/2011      To 8:11 AM 16/08/2011

Added the GameFaqs FAQ Submission Help File and Morrowind FAQ Files (these
files are going to be used for the format of the Theocracy FAQ. Still need
to clean these files up and delete ones that are unneeded.




Version 0.04     Started 11:28 AM 16/08/2011     To 11:48 AM 16/08/2011

Cleaned up the Morrowind FAQ folder. Deleted most folders, bar four.

Started formatting the contents page.




Version 0.05     Started 3:56 PM 16/08/2011      To 7:48 PM 16/08/2011

Begun the Prophecy Walkthrough.

Added alot of info (sometimes unrelated to Prophecy mode itself) to the file.
It will most likely take a long time to format it all =P.

Began a 'getting started' unofficial section. It needs to be more concise, with
much of what is said there instead added to Hints and Tips, but it's a start
nonetheless.

Almost fully formatted the Contents page, only a few minor changes should
really be needed. Just need to add huge amounts of information and add a
couple extra things to it.

Began the PROPER FAQ, any complete sections will be placed in the FAQ and will
be fully formatted. Preparation for first published version.




Version 0.06     Started 8:46 PM 16/08/2011     To 10:00 PM 16/08/2011

Added a huge amount to the official guide in the hour or so it has been.
Done alot of formatting. It will most likely get reformatted again and the
contents page HAS to be reformated to allow for longer section titles.
The main prophecy mode has been begun. I'm hoping to start adding my ratings
and opinions to heroes and artifacts fairly soon.




Version 0.07     Started 7:46 PM 18/08/2011      To 9:47 PM 18/08/2011

Started brainstorming and formatting the information that can be included
for the province section in the Prophecy mode guide.

Started strategies and information on Nine Hills.

Added heaps to the introduction to the Prophecy mode guide.

Worked out the approximate times tribes overtake neutral provinces.

Overall size of information that's already in the FAQ or going to be added is
now about 48kb. Surprised at the rate at which the FAQ is growing.




Version 0.08     Started 4:35 PM 19/08/2011      To 6:12 PM 19/08/2011

Whoo, the weekend! Time to get into the real meat of this FAQ :D

Realised that the proper term for magic items is well, magic items. I've been
calling them artifacts for want of a better term (or maybe I thought I'd seen
it written that they were artifacts somewhere. I can't remember).

Changed anywhere the word 'artifact' was written to 'magic item' in the
current version.

Began the 'Mystery of Nine Hills' mission strategy.




Version 0.09     Started 12:24 PM 20/08/2011     To 7:00 PM 20/08/2011

Finished the strategy for the first mission in Prophecy! Very proud :D XD

Shortened any lines that were above the 79 Character limit.

Reformatted the contents table and section headings.

Added a few mission briefing/debriefing entries.

Added a couple notes into Brainstorming file.

More or less completed the contents page (properly this time). Added in
what is most likely to be all the sections and given each a unique tag.

Added many of the section headings.

Found a legal section I'd wrote for a decrepit Road Trip Adventure guide I'd
started. Sounded good so I used it with small edits and additions here and
there.

Added Contact Me, Credits and Final Word Sections.

Started on the subsections in the Initial Expansion section.




Version 0.10     Started 7:46 PM 20/08/2011      To 10:21 PM 20/08/2011

Added more section headings.

Added unit information to the Units section.

The guide has reached 50kb! Milestone =D XD

All sections have been accounted for in some fashion within FAQ.

Created the Chronicles Walkthrough file. Wrote out all the messages that
appear when you first click on a Chronicle. Added them to the FAQ without
annotation as of yet.

Title needs to be remade to be more visually appealing.

Added my tag to the end of the FAQ. Doesn't look too bad, I must admit.




Version 0.11     Started 8:04 AM 21/08/2011      To 8:41 AM 21/08/2011

Added an introduction in 3.0 the Chronicle Walkthrough section.

Added a few 'Coming Soon!'s here and there.

Added Subheadings under the Heroes and Magic Items sections. Also worked out
what Magic Items I still haven't found.




Version 0.12     Started 10:16 AM 21/08/2011     To	3:00 PM 21/08/2011

Added all of the Magic Items and Heroes that I have found so far to the FAQ
file. Realised that I need to double check that there are no errors or
information missing from any of the entries. Noticed that Morhamum has info
in his bio missing and that the Headcutter's Axe and possibly other items
are missing their stat increase information.

Added Subheadings under the Units and Structure sections.

Added an extra idea to Brainstorming.

Added the Structure to the FAQ itself.

Found the cost of the Jaguar Lair and added it to the FAQ.

Verified the hero Garkuna and the Magic Item, Jaguar Killer.

Verified and Fixed the entries for the magic items, Axe of Nature and
Headcutter's Axe and hero Kukurbuki.

Added a generic 'Hero' entry into the Units section.

Added the in-game briefing of each Chronicle.

Decided to swap the order of the Legal Notice and Version History sections.
It made more sense as you read it.

Version History (what you're seeing right here) was added to the FAQ itself.

Realised the Palace can be upgraded to an Education Centre. Was added to the
Structures section.

Added what the stat increases are for every Magic Item (if there was none, then
a 'NONE' was added).

Added all the messages related to the 'Mystery of Nine Hills' mission into
the FAQ.

Guide has reached 100kb! That's pretty much 50kb in the space of a day! =D XD

FAQ was prepared for publication.



I've decided that today will mark the first publically released version of
the FAQ, only one week after starting it. I'm immensely surprised how quickly
the guide has taken shape and become ready to publish. I plan to send it for
publishing before at 6:15pm, the time when it was officially started.



 =============================================================================
|                                                                             |
|  5.2                          Legal Notice       [FQS02]                    |
|                                                                             |
 =============================================================================

Copyright (C) 2011 Jesse Paech (aka. RedIsPoetic).
This guide is the property of Jesse Paech (aka. RedIsPoetic) and is
protected under copyright laws. It cannot be reproduced or edited in any form.
It is for personal use only, unless I grant permission to do otherwise. No
profit is to be made from this guide, directly or indirectly, it is totally
free. I take no responsibility for any error or mistake found within this
guide.

The following sites have my permission to host this guide:

www.gamefaqs.com

If you want this placed on your site, ask permission. It is illegal to host
this on an unauthorized site.

If you would the guide placed on your site, email me: [email protected]
Make the subject of your email something related to the guide and I'll
eventually end up reading it.



 =============================================================================
|                                                                             |
|  5.3                           Contact Me        [FQS03]                    |
|                                                                             |
 =============================================================================

If you have any additions, constructive criticism, want to say thanks or
anything relating to the guide in general feel free to contact me at:

[email protected]

Make the subject something like 'Theocracy FAQ' or something like that.

No spam or any other crap though please.


 =============================================================================
|                                                                             |
|  5.4                            Credits          [FQS04]                    |
|                                                                             |
 =============================================================================

Thanks to Philos Laboratories for creating a good and original game and thanks
to Ubisoft for publishing it.

Thanks to you the reader for reading this guide. A great and free way to say
thanks is to recommend this guide to other users. It would be greatly
appreciated.

 =============================================================================
|                                                                             |
|  5.5                           Final Word        [FQS05]                    |
|                                                                             |
 =============================================================================

I hope you've enjoyed reading this guide as much as I have writing it. I hope
it has managed to help in at least some small way. Thanks for reading, look
out for more guides by me in the future.

- RiP

            ___         _____   ___
          _|___\__________|____|___\________________
         | |   / __    |  |   _|   __   __ _|_' __  |
         | |__/ /  \__/|  |  / |__/  \ /  \ | ||    |
         | |  \/___/   |  |  \ | /    \___/ | ||    |
         | |   \___\__/|__|__/ | \____/___  |/||__/ |
         |__________________________________________|

Copyright (C) 2011 RedIsPoetic