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ACTIONS SPEAK LOUDER THAN WORDS ~Gerry宅~ Gerry No one's here. Just you and me. 誰もいないぞ。俺とお前だけだ。 Gerry Come in, come in. Beer? まぁ入れよ、ビールは飲むか? Niko No, thank you. いや、けっこうだ。 Gerry Oh, I agree... なるほど… Gerry Let's have whiskey instead. じゃ、代わりにウィスキーといこうか。 Gerry Packie swears by you, absolutely swears by you. Packieはすっかりお前に頼り切っているらしいな。 Niko Yeah? そうなのか? Gerry You handled yourself well on that bank job. この前の銀行強盗でも活躍したそうじゃないか。 Niko It was fun. あぁ、面白かったぜ。 Gerry Fun? 面白かった? Gerry Too much fun - that's always been this family's problem. 面白がりすぎなんだよ―いつもそれがウチの奴らにとって問題になるんだ。 Gerry Fun, good causes, a good laugh, some stupid dream or some stupid distraction. 面白いこと、大義、大爆笑、バカげた夢にバカげた気晴らし。 Gerry But never any fuckin' focus. Never! だが計画性がねぇ。まったくねぇんだ! Niko Mmm, focus... うーん…計画性か… Gerry All we've been is bitches. Working for guineas, working for niggers, any asshole with a buck. 俺たちずーっとパシられてばっかりだ。ギニア野郎(イタリア人)だろうが、黒人野郎だろうが、1ドルもらえりゃ誰にでも、だ。 Gerry The whole lot spent in the proper manner, oh yeah, 稼いだ金のほとんどは有効に使った、そうさ、 Gerry wine and women, as quick as possible, and remain a slave forever. 女と酒に湯水のようにつぎ込んで、それで永遠に奴隷のままでいるのさ。 Niko Very poetical. えらく詩的だな。 Gerry Yeah, I know, national tragedy. あぁ、そうだろうな、国単位の悲劇だ。 Gerry But I got a plan. You down, friend? だが計画はある。乗るか、相棒? Niko Maybe. What is it? いいんじゃないか?どんな計画だ? Gerry Well first up, we gotta create a little problem between the Ancelottis and their Albanian muscle, for Jimmy P. まず最初にだ、Ancelottiと奴らお抱えのアルバニア人のパシリどもの間にちょっとしたいざこざを起こすんだ。Jimmy Pのためにな。(※muscle=始末屋) Gerry You're gonna plant a bomb in Tony Black's car. It'll be rigged to a phone. お前にはTony Blackの車に爆弾を取り付けてもらいたい。電話と連動する爆弾だ。 Gerry Thing will go off with when you dial a number. ある番号に電話すると起爆するように設定してある。 Gerry I want it to blow when they get back from their meeting. やつらが会合から戻ってきたときに車もろともふっ飛ばしてやるんだ。 Niko So the Ancelottis think the Albanians did it? それがアルバニア人の差し金だとAncelottiに思わせるって寸法だな? Gerry Exactly. Bomb's in an alley off of Inchon Avenue. そうだ。爆弾はInchon通りそばの路地にある。 Gerry Get it, give me a call. 手に入れたら電話してくれ。 Gerry You know, Packie was right for once. よお、今回ばかりは珍しくPackieが正しかったな。 Gerry I'm glad you're on board. おまえが計画に乗ってくれて嬉しいぜ。 ~外~ Pick up the Bomb on Inchon Ave. <Inchon通りで爆弾を手に入れろ> ~爆弾を入手してGerryに電話~ Niko So Gerry. I got this bomb. Gerry、爆弾を取ったぞ。 Gerry Alright listen, the Ancelottis and the Albanians are meeting in Little Italy. よし、聞いてくれ。Ancelottiたちとアルバニア野郎がLittle Italyで会合を開いている。 Gerry Tony's car is parked in an alleyway off of Feldspar Street. Tonyの車はFeldspar通りそばの路地に駐まってる。 Gerry Now you put the bomb in the trunk, then follow the wiseguys from their meeting back to the rest of their crew, そのトランク下に爆弾を設置して、幹部たちの後を尾けて会合からアジトに帰っていくのを見届けろ。(※wiseguy=マフィアの幹部) Gerry then you blow the bomb. Make sure no one walks away. It's easy, right? そこで爆弾を起爆させるんだ。一人残らず消し飛ばしてやれ。簡単だろ? Niko So easy I don't see why you ain't doing this yourself. そんなに簡単なら、どうして自分でやらないんだ?(前の時みたいに罠があるんじゃないのか?とNikoは言いたいようです) Gerry Niko, I wouldn't trust myself with this task. You ain't got a gallon of whiskey in your system, and besides, you're bein' paid, ain't ya? Niko、俺にゃこんなヤマをさばき切れる自身がねえ。お前はウィスキーで酔っ払ってないし、それに稼ぎたいんだろ? Gerry Call me when it's done. 終わったら電話してくれ。 Go to the Ancelottis' car and rig it when the bomb. <Ancelottisの車に行って爆弾を仕掛けろ> ~ターゲットの車に到着~ Go to the back of Ancelottis' car to rig it with the bomb. <爆弾を仕掛けるためにAncelottisの車の後ろ側に行け> Press LT or L1 to rig the car. <LT か L1を押せば爆弾を仕掛けられる> ~爆弾装着~ Get a vehicle and move away from the rigged car. <乗り物を見つけて爆弾を仕掛けた車から離れろ> ~指定場所で待機~ (車に乗り込むターゲット) Ancelottis A Hey, Big Tone, did you kick some ass or what? おい、Big Tony、お前の大物ぶりを奴らに見せ付けてやったか? Tony The Albanians know they got us over a barrel, Sal. アルバニア人どもは置かれている立場を分かってんだ。 Tony At least it's better than dealing with those fucking drunken Irish bastards though. 少なくともアル中ぞろいのアイルランドのドアホどもよりはやりやすいだろ。 Tony Forget about it. 気にすんな。 Follow the Ancelottis. Don't let them know you're following them. <Ancelottisの後をつけろ。後をつけてるのを見つかるな> ~追跡開始~ Don't get too close or the Ancelottis will spot you. <近づきすぎるな、Ancelottisに気づかれるぞ> (ターゲットに接近しすぎた時) You better back off, don't spook the Ancelottis. <もっと離れろ、Ancelottisに気付かれる> (ターゲットから離れすぎた時) Get closer to the Ancelottis. <Ancelottisにもっと近づけ> (ターゲットに気づかれた時=ミッション失敗) You spooked the Ancelottis, the meeting has been abandoned. <Ancelottisに気づかれた。会議は中止になった> (ターゲットを見失った時=ミッション失敗) The Ancelotttis got away. <Ancelotttisを見失った> ~工場に到着~ Go to a safe point and detonate the bomb. <安全な場所へ行って爆弾を起爆しろ> Call Gerry to detonate the bomb. <Gerryに電話し、爆弾を起爆させろ> Select 'Detonate' to explode the bomb. <爆弾を爆発させるには、携帯電話の'Detonate'を選べ> ~工場爆破後~ Take out the remaining Ancelottis. <生き残りのAncelotti一味を殺せ> ~ターゲット全滅後~ Get out of there and lose the wanted level. <そこから出て手配レベルを消せ> ~Gerryに電話~ Niko Gerry, I hit the Ancelottis crew real hard. Everyone got taken down. Gerry、Ancelottiの連中に思い知らせてやったよ。全員あの世に逝ったぜ。 Niko The rest of them should think the Albanian muscle is making a play. 連中の生き残りはアルバニアのパシリがやったと思うだろうな。 Gerry I knew me brother wouldn't put his faith in a bum. They'll be at them Albos in no time. もともとあいつらのことなんて信用してはいないだろうからな。すぐにでもアルボ(アルバニア人)どもに報復をしかけるはずだ。 Gerry That's step one of the plan complete. Come see me. We'll talk about step two. よし、計画の第一段階は完了だ。俺のとこまで来てくれ。第二段階のことについて話そう。 ~Gerryに電話(ミッション失敗時)~ Niko Gerry, I lost Tony's car. I couldn't blow the bomb when they were with their crew. Gerry、Tonyの車を見失った。一網打尽にはできなかった。 Gerry That ain't gonna cut it, Niko. The rest of the Ancelottis won't get properly pissed unless everyone goes. それじゃダメだ、Niko。あいつらが全員逝くまで、Ancelottiが動くことはないだろうからな。 Gerry Get your ass back here. 戻って来い。
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Legends of Norrath Release Date News - 8/31/07 Article - 8/31/2007 4 30 PDT Article - 8/31/2007 4 30 PDT Legends of Norrath™ Oathbound is releasing live in EverQuest® and EverQuest II® on September 5th, 2007! Legends of Norrath is an online-only trading card game, based on the richly-detailed sword-and-sorcery world of Norrath from the massively multiplayer online role-playing games EverQuest and EverQuest II. Playable from within the two MMOs, Oathbound, the first set for Legends of Norrath features over 375 digital cards and is available in both a 55-card digital starter deck and 15-card digital booster packs. Play as one of many Oathbound avatars and decide your own fate as you choose between the paths of good or evil. Features Include EverQuest® and EverQuest®II Interactivity Legends of Norrath works both with and within your existing EQ and EQ®II games. Launching directly from your in-game menu, players can challenge others from either game. Also included are randomly inserted reward cards from potions to mounts that will enhance your EQ and EQII MMO game. Complimentary Starter Packs EQ and EQII players will be awarded a complimentary random Oathbound digital starter deck. Single-Player Campaigns or PVP Test your skills against a sophisticated, re-playable AI system and earn special reward cards by completing campaigns... or challenge players all over the world in online game lobbies where you can play both casual games and high-level tournaments. Sophisticated Online Play Legends of Norrath provides you with all the tools needed for the complete online TCG experience. Featuring tools perfected through five previous collectable trading games, utilize the Deck Builder, Collection Manager, Trade Lobby, Tournament Lobby and numerous Casual Games Lobbies where you can find opponents any time of the day or night. Multiple Ways to Win Win by completing a series of four quests or reduce the health of your opponent s avatar to zero. Be the best ultimate strategic mastermind as you choose your path towards victory. Original Fantasy Artwork Featuring original interpretations by experienced fantasy artists, players of EverQuest and EverQuest II will find themselves reacquainted with legendary EverQuest and EverQuest II characters, creatures, locations, and items. In addition, witness new avatars and minions introduced for the very first time. Get great rewards in EverQuest® and EverQuest II® With each booster pack of Legends of Norrath cards, you will have the chance of receiving special cards that grant you actual in-game items that can be claimed by one of your characters. If you would like to find out more about the EverQuest in-game items please visit this link. Also, if you would like more information on the EverQuest II in game items feel free to visit this link. Who Is Good at What? Article - 8/29/2007 3 10 PDT Article - 8/29/2007 3 10 PDT Who Is Good at What? by Chuck Kallenbach, Game Designer When we came up with the plan to provide four archetypes for Legends of Norrath, the next step was to divide up the various actions and effects between them. What does each archetype do well? What does each archetype do poorly? Who is second-best at each? There are lots of fours in the game. Four archetypes, and four icons on the left side of your avatar card. Perhaps the simplest division was to assign each of those icons to an archetype. Fighters provide defense. Mages have lots of attack. Priests specialize in health. Scouts like damage bonuses. Of course, these assignments fit well with the MMO concepts of Fighters as tanks, Mages as casters, Priests as healers, and Scouts as melee support. Another set of four was found in card types. Excluding your avatar and your quests, there are four card types that you use to make your deck. You ll find a correlation between Fighters and items, Mages and units (pets), Priests and abilities, and Scouts and tactics. Each archetype has more cards available in the card type it s associated with. Some concepts are too universal to be limited to one archetype. We decided that Scouts and Fighters would be best at beginning combat with the opponent s avatar, but later we found this to be too important to limit to those two archetypes. You ll find cards that allow avatar attacks in every archetype, although those two are still the best at it. What about the more undefined concepts like drawing cards and gaining power? We decided that drawing cards represented intellect, so Priests and Mages were best at that. We also gave those classes the most power-gaining effects, to illustrate Priestly prayer and the Mage s mastery of elemental forces. If you look carefully, you ll see cards that represent haste, pickpocketing, levitation, disarming, mind control, and raising the dead. All of these effects are designed to represent the vast array of spells and skills from the MMOs. Discuss this article in the forums. Legends of Norrath Preview Eluviel the Priest Starter Deck Article - 8/23/2007 3 30 PDT Article - 8/23/2007 3 30 PDT Legends of Norrath Preview Eluviel the Priest Starter Deck by Chuck Kallenbach, Game Designer Our Priest archetype includes several kinds of healer classes. Priests are most concerned with healing and readying units. Their revitalizing effects allow you to use and reuse abilities and keep your units healthy for another raid next turn. The key characteristic of Priests is health. (While health isn t really an attribute since you don t have to exert to use it, it s obviously an important stat for all avatars and units.) Eluviel s deck includes many light cards, illustrating a deck build that is more Templar than Inquisitor (to use examples from EverQuest II). As with the other archetypes, Oathbound includes both light and shadow Priest cards for you to explore both factions when building your own deck. Priests have great abilities, and often their decks are good for questing. You ll find three copies of the excellent Forge Ahead in this deck, which has three levels and is great for completing quests. One of the best defensive abilities in the game is the Priest s Holy Armor. For a cost of only 1 power, you can exert this ability for its defense of 1 and then, in the same combat, use its game text to destroy it for 2 more defense. That s 3 defense in one combat for only 1 power, a great bargain. When you play this ability, you may take a unit card from your discard pile, play it to a quest for no cost, and exert that unit. One of the signature Priest abilities, especially for light deck builds, is the card Resurrection. Playing a unit from your discard pile at no cost is a terrific way to hold on for a quest win or reinforce for another raid. Combo this with the many ways to ready a unit in this deck, such as Restoration or Rod of Faith, and you ve got a unit to use right away for free! When you play the fifteen single-player scenarios, you ll find a couple of burly Barbarians as key figures in our unique Oathbound storyline. Barbarian units are well-represented in your Priest starter deck, with no less than 5 different kinds. The Barbarian Warrior and Wild Barbarian have the Frenzy keyword. Whenever you play another card, your unit that has Frenzy gets +1 attack until the end of the turn. It s important to take an extra second to plan your turn to make best use of Frenzy. If you re going to play an item, an ability, and a Frenzy unit, make sure you play the unit first; that way, he ll get +2 attack from the other two cards you played afterward. The fattie unit in your Priest starter deck is the Howling Frost Giant. This guy reduces the defense of all opposing units, avatars, and abilities on the turn you play him. He s also got Frenzy, so include him in your plans along with the frenzied Barbarians in your deck. We haven t even mentioned the items and tactics in this starter, but let s just say they help reinforce the themes of readying cards and provide some cool surprises for your opponents. The Eluviel Priest Starter Deck is a solid quester backed up by quality units you can use for defense or frenzy em up for an awesome attack. Discuss this article in the forums. Legends of Norrath Preview Cyndra the Scout Starter Deck Article - 8/22/2007 4 00 PDT Article - 8/22/2007 4 00 PDT Legends of Norrath Preview Cyndra the Scout Starter Deck by Chuck Kallenbach, Game Designer The Scout archetype provides lots of surprises. Clever tactics and comes-into-play effects on abilities simulate stealth. Scouts are all about damage bonuses and mixing it up mano-a-mano. (That s Spanish for attacking your opponent s avatar. Sort of.) Ruthless, deadly, lovely Cyndra is the avatar in your Scout starter deck. She does lots of nasty things to your opponent. To play this deck well, you ll have to master some main phase combos and combat tricks. When you play this ability, you may destroy a damaged unit. Agonizing Wound is a great ability, destroying an enemy unit with any amount of health if you play it at the right time. Your job is to leave a wake of damaged units behind you -- wounded with your tactics, items, and abilities -- and then finish them off. Dirty Tricks makes your opponent damage one of his own units, so the coolest combo is following that with Agonizing Wound, playing both abilities on the same turn. Your opponent s Howling Frost Giant got you down? Poke it with your Darkwood Shortbow or Pick Off and then Agonizing Wound lets the gangrene take effect. Even your units can damage the enemy, with the activated actions on Gnoll Archer and Gnoll Shaman. Keep in mind that when you re playing this deck, you can quickly turn a damaged unit into a dead unit. A simple weapon made powerful by the Hidden keyword, you can play Steel Dagger as a surprise during combat. Let s say your avatar is exerted and you have no abilities. You re rolling into a pile of units in your Quest Phase that have 1 defense. When the combat begins, play the dagger, exert it for 2 attack, and then play Vicious Flurry to ready your avatar. That s a combat win with two damage, and all from surprises you played during combat. When you play this ability, choose an opponent. He destroys one of his own abilities. You ll get most of your wins with this deck by cleaning out units and killing your opponent s avatar. Thief s Vengeance slows down your opponent s questing, but its main virtue is to get rid of abilities that provide defense. If you re the kind of player that enjoys beatdown decks, designed to mix it up with your opponent, then Cyndra s deck is the deck for you. Abilities that allow avatar combat and cards providing damage bonuses mean that this Scout deck can defeat your opponent s avatar before she can complete four quests. Discuss this article in the forums. Four Archetypes, Two Alignments Article - 8/21/2007 1 45 PDT Article - 8/21/2007 1 45 PDT Four Archetypes, Two Alignments by Chuck Kallenbach, Game Designer As game designers, it s great for us to get the chance to develop a game for properties like EverQuest and EverQuest II. Of course, our card game can t have all the variety you can find in these two long-standing MMOs. For Oathbound, our first set, we couldn t include all the classes from both games. It s over forty at my last count! We decided to use umbrella categories called archetypes, as found in EverQuest II, that include groups of classes within them. As development continued, we found ways to provide cards that allow you to customize your deck to fit your character concept. The most obvious way is to choose either Light or Shadow to build your deck, which provides a way to further customize your character. For example, if your main is a Shadowknight, play Fighter cards like Sap Strength and Drain of Blood. If you play a Paladin, stock your Fighter deck with Lay on Hands and Holy Aura. Other ways to create a personality for your deck include specializing in fire or cold for Mages, and stealth (Rogues) or archery (Rangers) for Scouts. Evil Priests (Inquisitors) can use cards like Wave of Fear, and good Priests (Templars) will make use of cards like Celestial Strike. We re also excited about the ability to mix and match in the same deck. You can blend classes that exist under the same archetype to create a new kind of character who walks the line between Light and Shadow. Those of you arriving here from the MMOs may notice missing classes. Where are the open-hand Fighters like Monks and Bruisers? Looking for shape-shifting Priests like Druids and Furies? How about Necromancers and Magicians, the evil Mages? Or Troubadours and Bards, the singing Scouts? During the early brainstorming days of development, we wrote cards for these classes. Later, we decided to focus on a more limited set, to create the critical mass of cards needed to play an archetype correctly. Those of you familiar with trading card games will realize that we ll be adding cards for these classes in future expansions. That way we can give each of the new classes enough cards to make them viable for deck building. In addition, we re planning to add new races for avatar creation with upcoming sets. Norrath is a vast landscape filled with limitless possibilities for our game, and we re anxious to start including more with each expansion set! Discuss this article in the forums. Legends of Norrath Preview Karlemayn the Mage Starter Deck Article - 8/20/2007 4 45 PDT Article - 8/20/2007 4 45 PDT Legends of Norrath Preview Karlemayn the Mage Starter Deck by Chuck Kallenbach, Game Designer The Mage archetype s key attribute is attack. Mage cards have many ways to enhance the attack attributes of their avatar and units. Mages are somewhat lacking in defense, but this is the classic glass cannon analogy; pouring out tons of damage before the opponent can overcome their weak defenses. Pets are another keystone for the Mage archetype. They are the only units that have an archetype in the first set. Mages have ways to heal their pets and fetch them from their decks, and your starter provides many pet units. The Karlemayn the Mage Starter Deck features Karlemayn as your avatar. The action in her game text exerts a unit, and that s an example of one of the effects of cold magic in the game. There are a couple of fire abilities in this deck as well, and you ll find that fire magic usually does direct damage to units and avatars. There s a little of both kinds of magic in this starter deck to give you samples of what kinds of decks you can build when you add cards. Along with elemental-based spells, you find an assortment of manipulative abilities to thwart and confuse your opponent. Let s take a closer look at some of the cards in your deck. As always, if you don t have a level 2 ability to play on your first turn, redraw your hand. For this deck, that means Column of Ice, Renew Servant, or Decoy. Sure, they all have great effects to use later in the game, but you want to complete a level 2 quest right away. Whenever you have a choice as to which of two abilities to apply with this deck, try to leave a cold ability in play. For example, when you re questing and have Decoy and Column of Ice to apply, choose Decoy. You have a tactic called Aqueous Stalkers that gets better for every cold ability you have, and it s free! Using Assault and extra attack provided by cards like Roaring Flames and Brittle Bone Wand, you should be able win with an avatar kill. Even though your abilities have low levels, you have Aery Stalkers to boost the levels of abilities you apply. Keep them alive and win by questing. This deck has ten Pet units, and Renew Servant heals each of them, so spread the damage around. The advantage of playing a Mage deck is using your extra attack to win combats. You don t have much defense, so use it sparingly. Make your opponent exert an extra card for attack to save yourself from suffering an ugly damage bonus. This deck is built with lots of cold effects that exert your opponent s cards. Use this judo-like capability to win combats and prevent extra damage against you. Of course, the big bomb in this deck is Lava Storm, one of the best cards in the game for mass unit damage. Karlemayn s deck is fun, flexible, and a great introduction to the many types of Mage cards available to customize your deck and fit any style of play. Discuss this article in the forums. Legends of Norrath Preview Gnoll Courier Article - 8/17/2007 3 30 PDT Article - 8/17/2007 3 30 PDT Legends of Norrath Preview Gnoll Courier Why does anybody but a Gnoll care what the Gnoll Courier has to say? It s a mystery, but light units seem very interested. In fact, when you use the Courier s activated action, a light unit at the same quest becomes exerted. That s what I call interest; taking the turn off just to hear what he has to say. Even if it is just Bark! Bark! Bark! This action can be used offensively, to exert your opponent s light units. Of course, this depends upon your opponent actually playing a light unit, which she may not have in her deck. You can add light units to your deck, and that way you re sure to have one available to exert when you need to draw a card. Discuss this card in the forums. Legends of Norrath Preview Cloudsong MaidenArticle - 8/16/2007 2 00 PDT Article - 8/16/2007 2 00 PDT Legends of Norrath Preview Cloudsong Maiden The Maidens of Everfrost Peak are one of several groups of light units found in Oathbound. Each Maiden features a different interaction with shadow cards. They are examples of opposite faction interaction, which is to say they are light units that have game effects based on combat against shadow units. The Cloudsong Maiden seems to be much hated by all shadow units. When she dies, each shadow unit at the same quest heals itself. That s a strong incentive for your opponent to attack her quest with shadow units. It s also possible to mix her with shadow units of your own, and then when she dies, all your shadow units will heal. The interactions of light and shadow are designed to provide many possibilities for deck building. Discuss this card in the forums. Legends of Norrath Preview Light and Shadow Article - 8/15/2007 7 30 PDT Article - 8/15/2007 7 30 PDT Legends of Norrath Preview Light and Shadow by Chuck Kallenbach, Game Designer I ve designed cards for over a dozen paper TCGs, but I m fascinated by the possibilities that online games offer. Mechanics in the tabletop world are often simplified to keep the burden of rules manageable by the players. For an online TCG, we can provide more depth by using the computer to do the bookkeeping. A good example is the tracking of faction in Legends of Norrath. The Oathbound story concept describes the player as an agent of Order, working for The Tribunal on the Plane of Justice. You fight against the forces of Chaos, represented in our ongoing scenarios by Chaos Lord enemies. Good and evil, however, are tools for you to use as you see fit. As long as you persevere against the Chaos Lords, you are free to use helpful, healing ways as well as life-draining and poison. You can even use some of both! Light and shadow are factions in the game, as explained in the tutorials. Some cards have the light or shadow trait, and when you play enough of them, your avatar gains that trait as well. Light cards have a predominately white background, while shadow cards are mostly black. Each time you play a card that has the light or shadow trait, your faction meter changes. The amount of change is equal to the cost of the card. A three-cost shadow card moves you three points toward shadow, for example. When you reach 10 points of either light or shadow, your avatar gains the appropriate trait. When your avatar becomes light or shadow, you can use bonus game text on your cards. In the simplest implementation, there are light cards that give other light cards bonuses, and the same is true for shadow cards. For example your Gnoll Scout, a shadow unit, gets +2 health when your avatar becomes shadow. This unit gets -1 damage bonus. This unit gets -1 health. Cards that have neither the light trait nor the shadow trait are called neutral. Neutral is not a faction, it is actually the absence of faction. Cards like the Giant Field Rat are happy to exist without either faction, and actually get rather surly when your avatar gains one. All light units get +1 defense. All shadow units get +1 attack. Some cards, however, give bonuses to both light and shadow, which is to say it s a drawback to be neutral. Balance is a card that allows players to mix light and shadow units together and provide a bonus for both. This unit gets +1 attack for each light unit at the same quest. There are also cards that receive a bonus when with cards of the opposite faction. Many of these are based on your opponent s cards and beyond your control, but the Thought Defiler can get her bonus from your other light units as well. Each time you build a deck, you ll have to take into consideration the number of light and shadow cards in it. Most decks will choose to include either light or shadow cards, and not both. The starter decks are all constructed with this in mind. When you become more experienced with deck building, you can include cards from both factions. However, once your avatar becomes light or shadow, you ll take 2 damage for each card of the opposite faction you play. Decks that have both light and shadow cards have to watch out for this penalty. A balance is the symbol most often seen for The Tribunal, since shadows can t exist without light. Too much of either and the symmetry of the universe suffers. Examine the benefits and penalties for light and shadow cards and you ll become an expert deck builder for Legends of Norrath! Discuss this article in the forums. Legends of Norrath Beta Test General - 8/14/2007 2 30 PDT General - 8/14/2007 2 30 PDT Welcome to the Legends of Norrath Beta Test! Legends of Norrath is a brand new strategy game based on the richly-detailed world of Norrath from the massively multiplayer online role-playing games EverQuest and EverQuest II. The game is mostly done now, but Sony Online Entertainment is offering select players an advanced look at the game via a private beta test. There are still things to be done, and we would love your input in making this the best game possible. Everyone that attended Fan Faire 2007 has been selected to participate in the Legends of Norrath beta and soft launch roll-out. Starting next week, when you patch your EverQuest or EverQuest II client (We ll announce when this patch will happen.) it will automatically have the game program downloaded and ready to go. This will give you access to the game and allow you to start learning and playing against other players. Your beta account will automatically be credited with some cards for you to open and start building decks, but the first thing you are going to want to do is play through the tutorials – which can be launched from within the MMO by clicking the Legends of Norrath icon. Each person that participates in the Legends of Norrath beta will instantly be given one of two random starter decks, and two booster packs when you log into Legends of Norrath for the first time. Then, each week, for the duration of the beta test, you will be given two additional booster packs to open and include in your decks. All you need to do is go to your collection and open the packs to see what you get and start constructing decks. After you feel that you have a firm grasp of the rules, head over to the casual games lobby to play against other players, or test your mettle against the computer in skirmish mode or the scenarios. Eventually there will be other features we ll include, like trade and beta sealed deck and constructed tournaments! To challenge other players you can either launch the game within EverQuest or EverQuest II and head over to the Casual Game lobbies, or you can challenge other players within the MMO by clicking on the challenge button which will automatically launch the game application should they accept your challenge (be sure to have their server and character name handy). If you find any problems along the way, or have any suggestions for things you would like to see included, please visit our Beta Forumsto post about all things Legends of Norrath beta. At the end of the beta, each player that has helped us test will get to keep all cards or versions of cards that we carry forward to the live game– including any of the highly sought after loot cards they might get in their packs! SOE doesn t design cards with the intent of removing or changing them and our intention is to move all cards forward, but occasionally cards need to be balanced in order to preserve fair game play. These final versions will be automatically transferred to your live account. Legends of Norrath Preview Loot Card Overview Article - 8/14/2007 2 30 PDT Article - 8/14/2007 2 30 PDT Legends of Norrath Preview Loot Card Overview Legends of Norrath ties the fantastical worlds of EverQuest and EverQuest II together with ground-breaking features! One of these features is a completely integrated loot card system. Randomly distributed in booster packs of Legends of Norrath are special loot cards that allow a player to gain new in-game items for EverQuest or EverQuest II. Players can choose whether they want EverQuest or EverQuest II loot to drop from packs, and can change this at any time in the Collection Manager or in Account Preferences. Collection Manager Preferences Loot cards can be found in Legends of Norrath booster packs in approximately one in every eight or nine packs and have multiple rarities. Some items, like health and experience potions, can be easier to find, but extremely powerful or special items like mounts are much harder to get your hands on. Additionally, some loot cards will be given as rewards to players that compete in certain tournaments. And of course, the first ever Legends of Norrath loot cards will be given away today to Fan Faire 2007 attendees -- Lamp of the Djinn and Noble Dojom s Lamp. Any loot card you receive can be redeemed right away, or can be traded for other loot cards, regular cards, packs and decks, or event passes within the Legends of Norrath client. There are 28 loot cards each for EverQuest and EverQuest II available to be discovered in Oathbound, the first set of Legends of Norrath. To redeem a loot card, simply right-click on it in the Collection Manager. That will bring up the redemption window. From there, just follow the directions in the redemption window, and you ll have redeemed your loot card. Any loot cards you redeem in the Legends of Norrath client will create a redeemed version of that loot card that you can view within your Collection Manager for reference. This redeemed card is just a placeholder in your collection to let you keep track of the Legends of Norrath cards you ve redeemed. The next and last step is to log into your EverQuest or EverQuest II account (or simply minimize Legends of Norrath, if you re already logged in!) and claim the loot item on the character of your choice (associated with the same Station account). The EverQuest, EverQuest II and Legends of Norrath teams have come up with some exciting loot cards. We can t wait to see you running around in-game on your new mounts or wrecking other players disguised as an inconspicuous crate! Discuss this article in the forums. Forum Maintenance for August 14, 2007 @ 4 00 AM PDT General - 8/13/07 4 30 PDT General - 8/13/07 4 30 PDT Forum Maintenance for August 14, 2007 @ 4 00 AM PDT All forums and Players sites will be down on August 14th, 2007 starting at 7am PDT. The downtime will be approximately 7 hours. The forums and players sites should be up again at 11am PDT. Thank you for your patience and understanding. Legends of Norrath Preview Item Card Type Article - 8/13/2007 3 30 PDT Article - 8/13/2007 3 30 PDT Legends of Norrath Preview Item Card Type by Paul Dennen, Sr. Game Designer Today is the last day of Card Type Week -- yeah, I know it s weird ending a week on Monday but the first article of the series was on Tuesday! -- and to celebrate the conclusion, today is a double-shot day to finish off the card types. We finish up with the simplest two of all card types. There are not many new rules to show off here but, at the same time, both of these card types are very important to the game and to competitive decks. Items First up, we have items. Like abilities, items are played onto your avatar and provide support in a variety of ways; they can provide extra defense or attack, or grant miscellaneous non-combat effects to bolster a particular strategy. Unlike most abilities, items are not applied to quests. Thus, items are generally permanent and remain in play until destroyed by a card effect. Items represent all sorts of things armor, weapons, magical baubles, tomes, you name it. Today, we take a look at a scout item. It s technically armor because it has the armor trait, but it doesn t provide protection for your scout avatar. No, these boots were made for walking, stalking, and generally causing a large pain in your opponent s butt. Take a look Take a look at that game text. To players like me who like to play with tricky tactics and strategies as opposed to brute force, that game text is pure gold and I hope you re excited by it. Just like the other cards, this card has a card type icon in the top left on which is printed the card s cost. The archetype icon in the top right is, in this case, a scout icon. Underneath the name we have a trait armor, which as we ve said before carries no intrinsic value but it is something that other cards can refer to. On that same line, on the right side, is something new. Feet is a term that we call a restriction. EQ and EQII players are quite familiar with item slots, and this is basically the same concept you can only have one item in play for each restriction. You are allowed to upgrade your items for a particular restriction, however. For example, if you draw Boots of the Slickfinger early in the game but later in the game you draw Journeyman s Boots, another item with the Feet restriction, you are allowed to play the Journeyman s Boots. When you do so, two things happen Your old item is destroyed (sent to your discard pile from play). You draw a card. This bonus card draw is a counterbalance to the fact that you had to lose your old card to play the new card. These rules mean you can stock multiple copies of your favorite item without feeling that you are going to be stuck with useless extra copies in your hand. And that s really the only new mechanic related to items. Tactics Tactics are even easier to understand. These are simply cards that you stock in your deck to affect key combats during the game. You can only play them during combat. When you do play a tactic, you simply execute its game text and then discard it. Let s take a look at a tactic card. So the mage players won t feel left out, it s time to show a mage card There are two interesting things to note about this card. First of all, note that it has no printed cost on the tactic icon in the top left corner. That means it s free, no power needed to play! You will find that it is a good idea to stock your deck with some of these no-cost cards because the power resource is a premium commodity you probably won t be able to generate enough power to play all your cards if they all cost power. The second thing to point out about this card is the sword icon at the beginning of the game text area. That icon simply means that you can only play this in combat while you are on the attack. This makes sense when you read the rest of the card, because the card is only useful when you are on the attack -- if you could play it while you are defending, it would do you no good anyway. Swarm of Bats is a solid card for a mage avatar who doesn t want to be afraid of a large group of opposing units during the quest phase. The more defenders there are, the more useful your bats become! Every Ending is a New Beginning That wraps up Card Type Week! If you ve read along since last Tuesday, you now know just about all there is to know about the cards in the game. We will continue to spoil preview cards as the beta test proceeds, and we do have some interesting twists to reveal, so stick around if you are interested in even more details about Legends of Norrath. Discuss this article in the forums. Legends of Norrath Preview Unit Card Type Article - 8/10/2007 1 45 PDT Article - 8/10/2007 1 45 PDT Legends of Norrath Preview Unit Card Type by Paul Dennen, Sr. Game Designer The last two preview articles described quests, the cards that form the landscape of the game, and then abilities that are used to complete quests. Today, we cover the type of card that essentially lives at quests a unit card. Let s take a look at a unit If you ve been following along with Card Type Week, you already know what the numbers on Savage Dire Wolf mean. As a quick recap, the 2 on the unit icon in the upper-left corner is the cost, the 2 on the sword icon is its attack attribute, the 2 on the shield icon is its defense attribute, and the 2 on the heart icon represents its health. Wow, for some reason Savage Dire Wolves like the number 2! Unlike all the other cards that you ll play from your deck, you have a placement decision to make when you play a unit. You can place your unit at the left quest or the right quest. Wolf Trap One thing that units can do is make questing difficult for your opponent. By placing a unit at a quest that your opponent wants to complete, your opponent must face a dangerous situation every time he approaches that quest. Make your opponent pay health points for his foolish questing habit! Savage Dire Wolf is not the best unit for this tactic, but with a 2 defense he s no slouch either. Hounding the Enemy Setting up defensive ambushes for your opponent s quest phase isn t the only use for units. During your main phase, you can attack with your units - once per quest per turn. When you do initiate this attack, which in technical game terms is called a raid, you check if your opponent has units at the same quest. If he does, your units fight those units. If there are no opposing units at the same quest, then your units fight against your opponent s avatar. It is in these fights that Savage Dire Wolf s ability shines, as it gets +1 attack for each ability on the defending avatar. Of Mice and Dragons Units come from all over the world of Norrath. Low-cost units can be simple creatures such as a lowly Giant Field Rat, while high-cost units are powerful bosses with game text that can strike fear into mere mortals. And then there are also personalities (which is really why the card type is called unit as opposed to something like monster or creature ) such as Firiona Vie and Lucan D Lere. We ll certainly be taking a look at some more powerful units in the weeks to come, but today is a simple wolf s day to shine. We ll finish up Card Type Week on Monday. Have a great weekend! Discuss this article in the forums. Legends of Norrath Preview Ability Card Type Article - 8/09/2007 10 30 PDT Article - 8/09/2007 10 30 PDT Legends of Norrath Preview Ability Card Type by Paul Dennen, Sr. Game Designer Yesterday we talked about quests and how they are the heart of what the game is about. Today we ll take a look at ability cards, which are used to complete quests. Yesterday s article mentioned that each player brings four quests to the game, of various levels 2, 4, 5, and 6. Those level numbers are critical, as they determine just how hard it is to complete the quest. The higher the number, the harder the quest will be to complete. Ability cards also have levels. You will use these levels to place level tokens on quests. When you have placed a number of level tokens on a quest equal to or exceeding that quest s level, you complete it. So, for example, a level-2 ability is enough, by itself, to complete a level-2 quest. But that same ability will only get you halfway toward completing a level-4 quest. Let s take a look at today s preview card, an ability called Firiona s Blessing When you apply this ability at a quest, heal 1 damage on your avatar. Let s walk through the elements of this card, step by step The 4 in the upper-left corner of the card represents the cost to play the card, measured in power. As we discovered yesterday, each player receives at least 3 power at the beginning of his or her turn. As such, 4 power is a relatively-expensive ability; most abilities will cost 2 or 3 power. As was covered in the fighter preview article, the sword icon in the top-right corner represents that this card falls under the umbrella of the fighter archetype. We also learned about the shield icon which represents the defense attribute. In the same way that an avatar can exert itself for defense, it can also exert one of its own abilities for defense. (Although note that not all abilities have a defense attribute.) Firiona s Blessing has a 3 for defense, which is really good. Apparently, when Firiona blesses you, she doesn t mess around. The third number on the card, the 2 represents the level of the ability. It is the same icon that is used on quests. The game text area, as always, indicates the special rules that the card introduces. In this case, Firiona s Blessing heals 1 damage on your avatar when you do decide to apply it to a quest. Pretty nice stuff. Thanks, Firiona! Toward the bottom-left of the card is an icon that looks like a rolled up scroll. This is a lore button that you can click to swap back and forth between game text and lore. This button didn t exist on Seek the Adventurer s Stone preview because the game text and lore were short enough to fit together. But Firiona just had too much to say for this card, and rather than suffer the wrath of a misquoted high elf, we decided to include her full statement There are a couple final things to mention about the elements of this card. First of all, the F in the collector information represents that this is a fixed card. That means you won t find it in a booster pack. You will earn this card by defeating one of the 15 single-player scenarios. To Quest or not to Quest Back to game mechanics! The ability card type, like no other card type in the game, best exemplifies what I meant in the introduction article when I said that LoN is a game of tradeoffs. This is because of how the core questing mechanics work. Let s go over them You have one quest phase at the beginning of your turn. It comes before your ready phase which is when all your exerted cards become ready to use again. You can only quest if you have at least one ready ability with at least one level. You must quest if you can. (Legendary heroes don t make their names by staying at home.) When you do quest, you must choose one of your ready abilities to apply to a quest. When you apply an ability at a quest, you create level tokens at that quest and discard that ability. One of the most critical ramifications of these rules is that, during a round of play, you can only use an ability for its defense or for its levels. What this means is that you must often make a decision of whether to protect yourself or push forward. If the game was merely about eliminating avatars in combat, the decision would be a trivial one protect myself. But since the game has two main victory conditions, the decision becomes interesting. You can trade health for quest advancement, or, conversely, trade quest advancement for health. This decision is further complicated by the following rules Both players can attempt the same quest! When a quest is completed, all opposing level tokens on it are destroyed for no effect. In other words, just because you put Seek the Adventurer s Stone into your quest pile, doesn t mean you re going to be the player who finishes it. Quests simply provide the landscape for the game; they are not working for either player. I left out these details in yesterday s article about quests because the full ramifications only become clear when you understand how abilities work. Now, you can start to see that the race to finish four quests can be a challenging one, as you and your opponent can apply abilities to the same quest. And just because you are the first player to put level tokens on quest does not mean you ll be the first to finish it! Join us tomorrow when Card Type Week continues. Discuss this article in the forums. Legends of Norrath in the Press General - 8/9/07 10 30 PDT General - 8/9/07 10 30 PDT Legends of Norrath in the Press Legends of Norrath is featured in the September 2007 issue of InQuest Gamer magazine! Check out the preview article on page 48 of issue #149. SOE Gen Con Celebration General - 8/9/07 10 30 PDT General - 8/9/07 10 30 PDT Are you ready for one of the best gaming convention around? If you enjoy playing games—tabletop or desktop—we invite you to join us at Gen Con this year in Indianapolis, IN for the time of your life! As part of the festivities for Gen Con in Indianapolis, Sony Online Entertainment will be hosting a Meet and Greet for those of you in the area. Join us at Jillian s on August 17th from 7 00 PM to 10 00 PM. Food and drinks will be provided, along with entertainment and fun. Address 141 S. Meridian St., Indianapolis, IN 46225 Phone 317-822-9300 E-mail ecindianapolis@jilliansbilliards.com Web Site Jillian s Distance from Monument Circle 0.27 miles We look forward to seeing you there! If you are going to make it, let us know in the Forums Legends of Norrath Preview Quest Card Type Article - 8/08/2007 9 45 PDT Article - 8/08/2007 9 45 PDT Legends of Norrath Preview Quest Card Type by Paul Dennen, Sr. Game Designer Questing is at the core of Legends of Norrath. The first player to complete four quests wins the game immediately, so completing quests and thwarting your opponent s quest attempts should be high priority for virtually all LON decks. Quests are represented by a special card type. Here s an example When a player completes this quest, he draws two cards. Like the avatar card type and all other card types for that matter, quests have a title at the top and underneath that a traits line. In this case, the only trait is Reward. A quick note about traits traits are simply labels on a card; they have no inherent meaning. But they can be referred to by the game text on other cards. The lack of an archetype icon, and the fact that this card s template is gray, indicates that this is a generic card that can be put into any play deck. The icon on the left of the card is the level symbol, indicating that this card is a level-5 quest. I ll explain fully what that means tomorrow but, as you might expect, the higher a quest s level is, the harder it is to complete. Finally, each quest has a unique piece of game text that distinguishes it from other quests. In this case, Seek the Adventurer s Stone has a piece of game text that is fairly self-explanatory When a player completes this quest, he draws two cards. Drawing additional cards is a good bonus effect in LON, so the player who does complete this quest will have a leg up on his opponent. Quest Piles A player s quests, unlike his or her other card types, are placed into a special quest pile at the beginning of the game. When building your play deck, you must include four quests in your quest pile, and they must be of four different levels. The quest levels are 2, 4, 5, and 6. At the beginning of the game, players reveal their level-2 quests and put them into play. The other three quests remain in the quest piles until quests are completed. This will mean that there are always two quests in play. Each time you complete a quest, you take your next quest from your quest pile and put it into play. You always put the lowest-level quest you have into play. So, when you solve one quest, you put your level-4 quest into play. When you solve a second quest, you put your level-5 quest into play. When you solve a third quest, you put your level-6 quest into play. When you solve a fourth quest, your quest pile is empty but you ve won the game! Keeping Score Quests perform two critical components of gameplay. The first is that they are one of two methods of keeping score during the game. If you ve completed three quests to your opponent s one, then you re ahead in that category. However, the other important score-keeping category is damage on avatars. You might be ahead on questing, but if your avatar card sustains damage equal to its health, your questing was for naught. Remember, you can win the game by completing four quests or defeating your opponent s avatar. Power Escalation The other critical component of gameplay that quests influence is the escalation of power. In yesterday s article we talked about Eluviel s special action and how it requires 3 power to activate. Power is the resource system in the game. Unlike many other trading card games, you do not need to include resource cards in your deck. Instead, you start with 3 power at the beginning of the game. And at the beginning of your turn, your power refills, so even if you spend 3 power on your first turn, you ll get a full new tank of power to work with on your second turn. Furthermore, this power tank goes up as the game goes on. Specifically, each time a quest is completed -- by any player -- each player s power allotment goes up by one. I emphasized that part about any player because it s important. Even if your opponent is winning the quest race, your power still goes up. This ensures that players will get a chance to play their high-powered cards even if they are struggling to complete quests early in the game, and it prevents a rich-get-richer breakdown from occurring. Card Type Week continues tomorrow when as we reveal the card type that is used to complete quests. Discuss this article in the forums. Legends of Norrath Preview Avatar Card Type Article - 8/06/2007 4 00 PDT Article - 8/06/2007 4 00 PDT Legends of Norrath Preview Avatar Card Type by Paul Dennen, Sr. Game Designer Welcome to Card Type Week! Each day this week, we ll take a look at one of the card types in Legends of Norrath. By the end of the week, you ll know everything about how the game is played. Today s card is an avatar card. You re not going to see many of these because your play deck needs only one avatar. Unlike the other card types, your avatar card automatically begins the game in play. Let s take a look at an avatar Exert this avatar and pay 3 power Choose an opponent. He discards a card at random. There s a lot going on here, so let s take things one by one. First of all, the yellow template and the archetype symbol in the top right indicate that this avatar is a priest. This piece of information will be used when you are deck-building. Your other cards must either have that same priest symbol (and yellow border), or they must have no archetype symbol at all. The avatar s name is at the top of the card. This avatar s name is Eluviel. To the left of the name, in the top-left corner, is the card type symbol. This particular symbol is found on all avatar cards. Right underneath the name is a traits section. The only trait that Eluviel has is Dark Elf. You probably knew that from looking at his picture. Combat Attributes On the left side of the card are Eluviel s combat attributes. Starting from the top, these are This is the attack attribute. It can be used when it is your turn and Eluviel is attacking his enemies. This is the defense attribute. It can be used when it is your opponent s turn and Eluviel is under attack. This is the damage bonus attribute. It can be used at the end of a combat to deal additional damage to Eluviel s foes, but only if Eluviel wins. This is the health attribute. Unlike the other attributes, this is a passive attribute, you never explicitly choose to use health. Instead it defines the amount of damage Eluviel can take before he is eliminated. Finally, like all avatars, Eluviel has a special action, written in the game text area at the bottom of the card. Let s come back to that and first talk about exertion. Exertion One of the important game concepts to understand about Legends of Norrath is that you generally have multiple ways to use a card, and that it s up to you to decide when to go ahead and use one. The decision aspect is important, because typically you can only use a card once per round - where a round is defined as each player taking one turn. For example, if you decide to use Eluviel s attack attribute to win a fight, you won t be able to use his damage bonus in that same fight. When you do decide to use one of Eluviel s active combat attributes, he becomes exerted which means he cannot be exerted for another attribute until you reach the ready phase during your turn. (We ll cover the entire turn sequence in an article next week.) Special Action With exertion explained, I think we can go back and tackle Eluviel s special action. It says Exert this avatar and pay 3 power Choose an opponent. He discards a card at random. There s a couple things to learn here. First of all, this is an activated action, meaning it is something you must choose to do, rather than a passive action which is happening all the time. You will find out that some avatars have passive actions, but most have activated actions. The arrow symbol in the middle of the sentence is a cost-to-effect icon, meaning that the text to the left is the cost and the text to the right is the effect. In other words, in order to trigger Eluviel s special effect, you must pay its cost. The cost in this case is twofold you must exert Eluvial and pay 3 power. Power is a resource that you will use during the game to both play cards and trigger actions on your cards in play. We ll talk more about power in tomorrow s article. The final thing to point out about Eluviel s special action is just what that symbol means at the beginning. All activated actions are preceded by a timing symbol. In this case, that symbol represents the main phase, meaning that you can only use Eluviel s special power during the main phase on your own turn. Eluviel s special action is not something you would use at the beginning of the game, for two reasons. First of all, 3 power is a lot to pay at the beginning of the game, as we ll explain tomorrow. Secondly, from what you ve learned about the exertion rules, once you exert Eluviel for any purpose, you can t exert him for another reason until your next ready phase. Early in the game, before he s fully equipped and has mustered a sufficient army to his side, you ll be very tempted to use Eluviel for one of his combat attributes. How Do You Get Avatars? The last piece of the card to talk about is that information in the lower-left corner. This is called collector information, and is shown in set-rarity-card number form. Eluviel s collector information is 1-F-5 which indicates the following 1 This simply means that Eluviel is part of set 1 (called Oathbound) of Legends of Norrath. This number will increment as game expansions are released. F Indicates that Eluviel is a fixed-rarity card which means it is not found randomly in booster packs. Eluviel is found in the Oathbound Priest Starter Deck. 5 This indicates that Eluviel is the fifth fixed card in the Oathbound set. There is one last final thing to talk about concerning avatars, and I ve saved the best for last. Legends of Norrath avatars are not considered part of the Oathbound card set, and they re never found in booster packs. Instead, as a player, you will have access to an avatar creation tool, which lets you create your own custom avatar cards! Revealing all the details of this process is beyond the scope of this article, but I thought you should know. Eluviel is one of the four story avatar cards that come packaged in starter decks, so you don t have to use the avatar creation tool if you don t want to. But I have a feeling that avatar creation will be something that many players will gravitate toward, so that you can create your own Legend of Norrath -- perhaps named after your favorite EQ or EQII character! Discuss this article in the forums. Introduction and Fighter Starter Strategy Overview Article - 8/03/2007 6 00 PDT Article - 8/03/2007 6 00 PDT Legends of Norrath Preview Introduction and Fighter Starter Strategy Overview by Paul Dennen, Sr. Game Designer Greetings,fellow gamers. My name is Paul Dennen, and I m lead designer for Legends of Norrath. It is my privilege to be able to introduce the game with this article. I ll briefly describe the overall game, and then I ll talk a little about the Terin the Fighter Starter Deck, one of four starter decks in Legends of Norrath s first set, which is called Oathbound . What Is Legends of Norrath? There is a What Is It? section on this website, but I ll give you my take on what it is and a little bit of insight into how it was designed. Legends of Norrath (or LoN for short) is a trading card game designed especially for Everquest and Everquest II players. It was designed specifically to make sense as a game that residents of Norrath would play. It s even possible for your EQ or EQII character to find LON cards while adventuring. The material on these cards will make sense from that perspective. For example, you might find a card called Dain Frostreaver based on the legendary Lord of Icewell Keep. Conversely, you would not find cards named from out-of-character perspectives such as Train to Zone . It is also very easy for your character to challenge an opponent on your server to a quick duel. The same LON server is accessible from any EQ or EQII server, and thus it is possible to play with other gamers who aren t even on the same server. We designed the game to play quickly, so that it can serve as a distraction during downtimes. But it s not just a minigame that you ll play a few times and get bored with -- it is a full-fledged trading card game with over 350 cards. This translates into many strategies and styles of play, so that you and your friends can explore the game for a long time. We also plan on introducing expansions from time to time to mix things up. One of the best things about a trading card game is the ability to customize your deck to your own liking. However, your first experience should really be with a starter deck. A starter deck is a deck that is preconfigured specifically for new players. These may not be the most powerful decks in the world, but they are balanced for play against each other and they don t contain any cards that are difficult to understand. And best of all? If you are an EQ or EQII player, you will receive a free random starter deck when LON launches! Terin the Fighter Starter Deck Overview Every deck starts with an avatar card. In this case, that avatar card is Terin, as you would suspect from the name of the deck. That s a picture of him on the deck itself, and as one of the featured characters of the Oathbound storyline, he makes an appearance on some of the cards in the game. LON is a game about powerful heroes doing legendary things, and we decided to break up these heroes into four archetypes, encompassing the various flavors of fantasy heroes but in a way that gives players a lot of freedom while building their own decks. In other words, you ll find some cards in the fighter archetype that have paladin-like effects, others that feel have effects you d expect from a berserker, etc. We re giving you a lot of freedom in customizing a fighter to your liking. Look for an article called Four Archetypes, Two Alignments in a couple weeks which will fully explain what I m getting at. How Do You Win? Before talking about what the Terin starter deck is good at, it s worth taking a peek at how you win a game of Legends of Norrath. There are actually two main paths to winning questing and elimination. To win by questing, you must be the first player to complete four quests. To win by elimination, you must defeat your opponent s avatar in combat. LON is a game of tradeoffs, and these two victory conditions are at the heart of many of the tradeoff decisions you will make while playing. The most common tradeoff decision is whether you want to put your avatar in harm s way to complete a quest. You ll be trading health for quests. On the other hand, you may decide to give up on a quest in order to protect your avatar. Each game is dynamic, and a good player will learn to be flexible and be willing to win using either method, depending on the game circumstance. The Fighter s Advantages As a fighter, Terin has access to cards with particular advantages. First and foremost, fighters have access to heavier armor than the other archetypes. This gives Terin a clear and powerful advantage as his opponents will find it difficult to inflict damage on him. This defensive strength is accented by powerful defensive abilities. Secondly, fighters have access to powerful weaponry and the Terin deck has two copies of a particular weapon that will put fear into your opponent when it hits the table. The third advantage that fighters get is leadership-based effects. Leadership is not a game term, but rather a category of cards that we ve assigned to fighters. These cards give bonus effects to cards that you ll muster into your avatar s army. The Terin deck actually has very little leadership cards, but the ones it does have can easily win games when played at the right moment. The Terin deck can sometimes start slowly - you may have to fall behind on questing to give Terin some time to equip his powerful items. But once Terin is equipped, you should be able to create board advantage by clearing out your opponent s cards. This board advantage should translate into your opponent having a difficult time with finishing his final quests, as he ll be flailing to stay alive against your army s attacks as well as Terin s own relentless onslaughts. Here s a sneak peek at a few of the cards in Terin s deck When you play this ability, choose an opponent. That player s avatar gets -1 damage bonus. Your avatar gets +1 damage bonus. Deal 1 damage to a defending combatant. Next week is Card Type Week here at the LON website. Each day, we ll explain one card type, including what those numbers and icons mean. By the end of the week, you ll understand how all the card types work. This is going to be an exciting few weeks of previews leading up to the game s release. Discuss this article in the forums. Legends of Norrath Beta Test General - 8/03/2007 6 00 PDT General - 8/03/2007 6 00 PDT Welcome to the Legends of Norrath Beta Test! Legends of Norrath is a brand new strategy game based on the richly-detailed world of Norrath from the massively multiplayer online role-playing games EverQuest and EverQuest II. The game is mostly done now, but Sony Online Entertainment is offering select players an advanced look at the game via a private beta test. There are still things to be done, and we would love your input in making this the best game possible. Everyone that attended Fan Faire 2007 has been selected to participate in the Legends of Norrath beta and soft launch roll-out. Starting next week, when you patch your EverQuest or EverQuest II client (We ll announce when this patch will happen.) it will automatically have the game program downloaded and ready to go. This will give you access to the game and allow you to start learning and playing against other players. Your beta account will automatically be credited with some cards for you to open and start building decks, but the first thing you are going to want to do is play through the tutorials – which can be launched from within the MMO by clicking the Legends of Norrath icon. Each person that participates in the Legends of Norrath beta will instantly be given one of two random starter decks, and two booster packs when you log into Legends of Norrath for the first time. Then, each week, for the duration of the beta test, you will be given two additional booster packs to open and include in your decks. All you need to do is go to your collection and open the packs to see what you get and start constructing decks. After you feel that you have a firm grasp of the rules, head over to the casual games lobby to play against other players, or test your mettle against the computer in skirmish mode or the scenarios. Eventually there will be other features we ll include, like trade and beta sealed deck and constructed tournaments! To challenge other players you can either launch the game within EverQuest or EverQuest II and head over to the Casual Game lobbies, or you can challenge other players within the MMO by clicking on the challenge button which will automatically launch the game application should they accept your challenge (be sure to have their server and character name handy). If you find any problems along the way, or have any suggestions for things you would like to see included, please visit our Beta Forumsto post about all things Legends of Norrath beta. At the end of the beta, each player that has helped us test will get to keep all cards or versions of cards that we carry forward to the live game– including any of the highly sought after loot cards they might get in their packs! SOE doesn t design cards with the intent of removing or changing them and our intention is to move all cards forward, but occasionally cards need to be balanced in order to preserve fair game play. These final versions will be automatically transferred to your live account.
https://w.atwiki.jp/niconicokaraokedb/pages/2595.html
I sing for you あいしんくふおおゆう【登録タグ:VOCALOID パワーコードP 巡音ルカ 曲 曲あ 曲あい】 曲情報 作詞:? 作曲:パワーコードP 編曲:パワーコードP 唄:巡音ルカ ジャンル・作品:VOCALOID カラオケ動画情報 オフボーカルワイプあり コメント 名前 コメント
https://w.atwiki.jp/bemanilyrics/pages/2572.html
SO DANCE!/ダンキラ協会 Stand together Dance forever I'm gonna be on the stage when you're looking for me So dance Let's take a chance chance free your mind So dance And make the music come alive So dance Oh never never thought I'd be Strong and proud of me Didn't know how I'd make it through I didn't think I'd come this far Halfway to the stars Gonna gonna show them what I do (You like it) Today we start making waves Hey baby I'm breaking the barricade Yeah baby it's you and me And everybody else gon' know my name Take a chance now Get up and dance The universe makes the music we can't help feeling Oh oh oh Stand together Dance forever I'm gonna be on the stage when you're looking for me So dance Let's take a chance chance free your mind So dance And make the music come alive So dance long ver Stand together Dance forever I'm gonna be on the stage when you're looking for me So dance Let's take a chance chance free your mind So dance And make the music come alive So dance Oh never never thought I'd be Strong and proud of me Didn't know how I'd make it through I didn't think I'd come this far Halfway to the stars Gonna gonna show them what I do (You like it) Today we start making waves Hey baby I'm breaking the barricade Yeah baby it's you and me And everybody else gon' know my name Take a chance now Get up and dance The universe makes the music we can't help feeling Oh oh oh Stand together Dance forever I'm gonna be on the stage when you're looking for me So dance Let's take a chance chance free your mind So dance And make the music come alive So dance Oh gotta do the music proud Gonna gonna show the crowd Never gonna be someone like me Oh running running like a train Like a bullet through the brain I'd better be the last thing that they see (You like it) Hey baby it's not okay The way we keep hiding ourselves away Hey baby come shine with me And everybody else will just fade away Find my dream If I beleive I wanna do something I can remember Oh oh oh Hold my head high Reach for the sky I wanna be dancing dancing forever So dance Let's take a chance chance free your mind So dance And make the music come alive So dance So tell me are you ready Cuz baby we're got only one today I'm waiting to blow you away And everyone will say he-y hey Are you ready Oh oh oh Take a chance now Get up and dance Oh oh oh Take a chance now Get up and dance The universe makes the music we can't help feeling Oh oh oh Stand together Dance forever I'm gonna be on the stage when you're looking for me So dance Let's take a chance chance free your mind So dance And make the music come alive So dance Stand together dance forever Let's take a chance chance free your mind So dance Hold my head high reach for the sky And make the music come alive So dance
https://w.atwiki.jp/famicomall/pages/402.html
############################## ## Area 4 ## ############################## Start ===== 3面でハートをとらなければ4面でパワーアップできない。もし3面が終わったときにハートを取ってなければ、パワーアップとはお別れだ。もしハートを取っていれば、全てをキープできるが、一度死ぬと全て失う。なので、また別のハートを見つけるまでは注意深く進みなさい。もし前の面(3面)が終わるときに何も身に着けていなくても、失うものは大きくなく、進む時にまだ守られている。 すぐに背景色が違うことに気づくはずだ。あなたは今、内部要塞にいて、暗い背景の中で戦っているのだ。左側にいて、上がっていくと、黄色い戦車がいる。赤い敵兵が右側から現れる。彼はBを落とす。北側にはまた別の黄色戦車がいる。それは赤い床に沿って、斜めに動く。それを破壊すると、別の黄色い戦車が右側に見つかる。これも破壊しよう。 さて床が戦車のすぐ傍で黒い三角形になったのに気づくはずだ。黒い三角形の右側に立つと右の赤い床の隣にいる。次に北に向かって、上に射撃し、隠されたSSを見つけなさい。前進すると、両側に2人の要塞番人が見える。中心には赤い兵士がいる。彼はBを落とす。この2つの要塞番人の間には動く大砲がある。2人の要塞番人を最初に破壊せよ。それから動く大砲を破壊せよ。あなたが真ん中に向かうとさらに2人の赤い兵がみえる。彼らはどちらも後ろにFを落とす。 さて、真ん中を走ると橋が見える。橋の足元の地雷に注意せよ。両側に神風兵がいて、あなたが橋に上がる前に落としてくる。すぐにその交差を渡れ。その交差部分の左側足元を撃つと、隠されたトリプルショットが見つかる。橋を渡り続けよ。自爆兵が橋の両側に現れるので、彼らを殺すようにおびき寄せろ。橋の終わりに自動誘導式ミサイルがあるので、それを避けるために水の中を歩け。2人の赤兵が橋の最後の真ん中辺りから降りてくる。彼らは二人ともLを持っている。左側のあなたの上に要塞番人がいる。彼の隣に戦車がある。それを得たいなら、B手榴弾で彼らをしとめろ。もしできなければ、要塞番人を最初に倒せ。さて真ん中を突き進め。 たくさん戦車が見える。そのほとんどは動いてない。黄色い戦車が左から攻撃してくる。どの戦車が攻撃してるのかはとてもわかりやすい。それを破壊して進め。真ん中部の地雷に注意せよ。二つの黄色い戦車に攻撃されるだろう。一方は真ん中から下がってきて、もう一つは右側にいる。真ん中を裂きに壊せ。それから右の戦車を壊せ。赤兵が真ん中の戦車の後ろから追尾してくるはずだ。もしその赤兵が見えなかったら、真ん中の戦車を破壊した時に殺したんだろう。彼はSしかもってないので大きな損失はない。左側に戦車が見つかるが、まだ乗ってはいけない。北側に二人自動誘導式ミサイル兵がいる。戦車に乗る前か、その兵が戦車を壊す前に左の兵隊を殺しておきたい。もう1人の兵隊はスルーするか、手榴弾兵になると殺せる。最初のゲートの元についた。硬い門の周りに同じく前に見た要塞番人がいる。彼らを倒し、門をぶち破れ。後ろに残ってる燃料と銃弾を手に入れ、通り過ぎろ。 Gate 1 ====== 門のすぐ北側にある黄色いパイプを撃て、すると隠しSSが見つかる。左側にいる黄色戦車から攻撃されるのでそれを壊して進め。ただし地雷に注意せよ。右側に別の黄色戦車がいる。それを壊して進め。すると赤兵が見える。彼を殺してBを得よ。さて中心に要塞番人と動く大砲がある。時間を置いて大砲が戻ってくるまで待って壊せ。その間に要塞番人を殺せ。死にやすいので大砲を追いかけてはいけない。さて通る道が二つある。左側は3つ自動誘導式センサーがお互い近くに置かれているので、右側の道を通れ。右の道を進むと、赤兵が見える。かれはFを落とすが心配するな。あなたの上の壁に2人兵がいる。左はFL兵で、右側は要塞番人だ。FL兵が最 優先だ。何よりまず彼を倒せ。要塞番人はその後だ。 進むと4つの紫トンネルがあり、ピンクのパイプで隔てられている。それぞれのトンネルに2つの区画がある。どのトンネルを通ってもそれぞれのトンネルに何かがある。ここでこのトンネルを左から順に1~4と呼ぶ。一番左がトンネル1で、一番右がトンネル4だ。それぞれのトンネルには隠しアイテムがあり、進みながら撃つと簡単に見つかる。 トンネル1前半部には隠しナイフと手榴弾がある。 トンネル2後半の終わり近くに隠しハートがあるが、ハートの近くに自動誘導式センサーがある。 トンネル3の前半部にはトリプルショットがある。 トンネル4の後半部にはゴールドボックスがあるが、トンネルの後半部に2つ自動誘導式センサーがある。この記述に基づき、私は最初にトンネル1前半部のナイフを取り、それからトンネル2に切り替えてハートも取る。もしあなたが何もなしで燃え尽きたいなら、トンネル3を通れ。神風兵がトンネルを追っかけてくるが、戦車があるはずなので、脅威にはならない。トンネルを過ぎた後、中心に要塞番人が見える。彼の左に赤兵がいて、Lを落とす。これをどちらも殺して、右側を通れ。壁の上にFL兵が見える。彼を殺し、中心部を進め。2人の赤兵に出くわす。彼らはどちらもSを持ってる。2人の赤兵の右にいる自爆兵に気をつけて。彼を殺すためにFL兵の壁に退却することを勧める。それから中心部に自動誘導式ミサイル兵が見える。彼を注意深く見ろ。門の元に到着する。3つ硬い扉があるが、要塞番人はいない。扉を壊せ。左の扉に燃料が落ちており、真ん中の扉には手榴弾、右の扉には銃弾が落ちている。左と右の扉はどちらも下に地雷があるので、通り過ぎる時にそれを避けろ。私は弾薬を補充するために燃料を取り、そして真ん中の扉には地雷がないので通るのを勧める。(扉を全部通れとは誰も言わない)2人要塞番人が見える。どちらも殺せ。すると硬い扉が見える。ドアの上に要塞番人がいる。そいつを殺せ。それから左はフェイクなので、右の扉を壊せ。燃料を得て、通り過ぎろ。 Gate 2 ====== 上に水地帯が見える。まだ入ってはいけない。門と水の間の床を見てみろ。上半分に紫のタイル床があて、下半分は黒いはずだ。黒床の左に沿って進み、一番左の床を撃て。すると隠しゴールドハートが見つかる。 さてあなたは水をわたるために必要な射撃能力を持っている。なので水の中を進め。右側にいろ。すぐに上から神風兵がくる。彼を殺して進め。2人赤兵がみえる。左側は本物でFを持っているが、右側はフェイクだ。先へ進むと3つのものが見える。1つ目は右側からの赤兵で彼はBを持っている。2つ目は北の陸地にある要塞だ。3つ目は自爆兵で、左側からあなたの方へ向かってくる。まず最初に近づいてくるので、赤兵を倒せ。これは先にとってるゴールドハートのおかげで問題はない。最後に要塞兵を殺せ。 先へ進むとすぐに神風兵が見える。その後ろにいる水中兵は自爆兵だ。それから中心部の小さな島に要塞番人が見える。彼を殺して進め。緑兵が左側から突進してきて、自爆兵が右側から近づいてくる。緑兵を殺してKを手に入れ、自爆兵を殺すためにそれを使え。先へ進み、もしあなたがKで彼をしとめていたら、別の自爆兵が見える。もし見えたら殺せ。再びオイル缶の土地にいることがわかる。全てのドラム缶を手榴弾で撃ち、それらを全部壊せ。兵隊が落とす燃料はあまるくらいあるので、どんどん手榴弾を使ってもいい。 もしたくさんのドラム缶が集まっているなら、その一つ以上がドラム缶兵だと予測できることを覚えておけ。ドラム缶の最後で赤兵に出くわす。彼はFを落とす。 左側の壁には動く大砲がある。赤兵が左の通路から出てくる。彼はBを持っている。あなたは2つの道を通れる。右側を行け。地雷を避けるために右の壁にいなさい。両通路の最後に火炎瓶を投げてくる兵隊がいる。その火のラインの後にいれば大丈夫。あなたの上に赤い8角形のものがあるはずだ。その中心を撃つと隠しハートが見つかる。左側に動く大砲がいる。斜めに動くのでこれを撃つのは難しい。その近くにいて手榴弾でしとめなくてはいけない。それから先に進むと左にヘリコプターがあって乗れる。2つ動く大砲が右側にある。ヘリコプターに乗る前にそれを壊す必要がある。この地帯の赤兵はLを落とす。 ヘリコプターに乗れ。28秒の燃料が残っているが時間はない。左側に飛んで、最短距離をまっすぐ進め。絶対に止まるな。注意すべき唯一のものは自爆兵と地雷だ。爆発に巻き込まれるから敵のヘリを吹き飛ばすな。飛んでいる時に赤兵に出くわす。かれらはF,B,S,Sの順にアイテムを落とす。ヘリの上の最初の紫トライアングルの壁の右にある黄色パイプを撃つと、隠しトリプルショットが見つかる。さて北に飛んでいるがずっと左にいるか確かめなさい。まもなくピンクと黄色のパイプの中心に陸地が見える。下に水中兵がいるが、単なる神風兵なので心配いらない。左側に狭い滑走路がある。もしあなたがいちばん左側を飛んでいるならあなたの下にあるはずだ。この滑走路を飛びながら北を撃ち続けろ、そうすれば半分行ったところに隠しSSが見つかる。 北を飛び続けろ。ヘリは中心を通るが無視しろ。すると北に主に黄色いパイプのある陸地が見える。未が身側の中心を撃つと隠しゴールデンボックスが見つかる。そして北を撃ち続けろ。小さい陸地と別のヘリが見える。もしいちばん左側を飛んでいれば、左側にいる自爆兵はあなたを殺せないだろう。3つの陸地をすぎるとすぐに燃料が尽きる。歩いて北に進むと、3つの門の前に出る。左側を経由して、ピンクのパイプを進め。両扉を破壊すれば使える弾丸と手榴弾が見つかる。左の扉に入ってはいけない。その通路には地雷が設置されている。通路の傍に沿って進むことによって歩いて通り抜けられる。右側の扉を通る方がラクなことに気づきました。地雷を全て避ける必要がないからだ。 Gate 3 ====== Head up and you ll see plenty of tanks. A yellow tank appears from the middle. Destroy it. Then you ll see a yellow tank move across from the left side. Destroy it and then head left until you are standing between the two left columns of tanks. You should have triggered a land mine. Shoot the floor above the mine to find a hidden heart. Now go north and stay between the left tanks. Now you ll see another yellow tank to your north and two more yellow tanks on the right hand side. A red soldier will also be there. He drops a B. Destroy only the left yellow tank. Then head up until the bottom tank on the right goes off the screen. Now you only have one tank to deal with. Be careful when going near the center because there are land mines and homing sensors placed in the center. 進むと戦車がたくさん見える。真ん中から黄色い戦車が現れる。これを壊せ。それから黄色戦車が左側から来るのが見える。それを破壊して左に向かい、残った戦車の間に立て。そこで地雷を駆動させなくてはいけない。地雷の上の床を撃ち、隠しハートを見つけよ。北に向かい左の戦車の間にいろ。北側にまた別の黄色戦車が見え、さらに右手側にさらにまた黄色戦車が見える。赤兵がそこにいて、彼はBを落とす。左の黄色戦車だけを破壊しろ。右側の下の戦車が画面外に出るまで進め。処理する戦車は一つだけだ。中心には地雷と自動誘導式センサーが置かれているので、近づく時注意せよ。 You will see another red soldier approach from the center. He has a B. Now there will be more purple tunnels to pick from. There are five altogether. I will label them 1-5 again starting from the left. Tunnel 1 has a missile soldier inside. Tunnel 2 has nothing. Tunnel 3 has a land mine at the end. Tunnel 4 has nothing. Tunnel 5 has a hidden knife. Just fire up into it to find it. Based on this evaluation, tunnel 5 is the preferred tunnel if you don t have a knife. Otherwise go for tunnel 4. Now you ll see an area split into three paths by pink pipes. The left path has a homing sensor at the opening in the pink pipes to the left so don t take it. Go for the middle path instead. If you are in a tank, then you are probably running low on fuel. Quickly navigate your way to the northernmost cone. Shoot the yellow pipes directly south of this cone to find a hidden H. This will add 200 seconds of fuel which is far more than you need. 中心からまた別の赤兵が近づいてくるのが見える。彼はBを持っている。紫のトンネルがあって5つの進路を選べる。また左から順に1~5と名づける。トンネル1の中にはミサイル兵がいる。トンネル2には何もない。トンネル3には最後に地雷がある。トンネル4にはなにもない。トンネル5には隠しナイフがある。そこを撃って見つけよ。これに基づくともしナイフを持っていないならトンネル5が好ましい。そうでなければトンネル4だ。ピンクのパイプの通路は3つのエリアに別れているのがわかる。左の通路には最初に左の方に自動誘導式センサーがある。真ん中の通路を進め。もし戦車に乗っているのなら、少ない燃料で走っているだろう。ずっと北の円錐にいって、すぐ南の黄色パイプを撃て。すると隠しHが見つかる。これは燃料を200秒増やしてくれる。 Head up and you ll see a yellow tank. Don t bother hiding behind the cones because it is equipped with missiles. Destroy the tank and head up by way of the left side. There is a homing sensor near the center so keep an eye out for it. You will now see four land bridges leading up. Yellow tanks will be patrolling every bridge except the far left one. Take the left bridge. This means that you only need to destroy the left tank. Then you can cross without fear of getting shot. You will see some water after you cross the bridges. There will be two red soldiers on the screen. Kill them both for L s. Now I hope you haven t moved the screen too much. You should still be able to see the end of the four bridges. Now look at the water between the two bridges closest to the left. Line yourself up so that you are north of this water. Then head up and fire at the second stream of water (the one with the land mine) to find a hidden SS in the water. If that sounds confusing, then just stand on the land between the two water streams and then stand on the fourth block from the left side. Fire north and you ll find it. 進むと黄色戦車が見える。ミサイルが装備されてるので、わざわざ円錐の後ろにかくれなくていい。この戦車を壊して左側経由で進め。4つの橋が続いてるのが見えるだろう。黄色戦車は一番左以外の全ての橋をパトロールしているので、左の橋を通れ。これは左の戦車だけ破壊すればいいということだ。そうすれば撃つ心配なく渡れる。橋を渡った後、水辺が見える。画面に2人赤兵が現れる。Lを持つ彼らを殺せ。次はあまり画面を動かないことだ。まだ4つの橋の最後部が見えるはずだ。左にいちばん近い二つの橋の間の水を見てみろ。あなたが北に進めるようにラインを引け。進んで2つの水の流れ(一つには地雷がある)を撃って、水中の隠しSSを見つけろ。もしよくわからないなら、2つの水の流れの間の陸地に立って、左から4つ目のブロックに立て。北を撃つと見つかる。 Now you ll see a yellow tank moving across the land bridge. Destroy the tank from the southern land bridge or you ll get hit by the mines in the water. Cross after you ve taken care of the tank. Head up and you ll see stairs that cover nearly the entire screen. You don t have time to admire the scenery though because a self destruct soldier will be coming at you from the left side. He is the one that runs down the left side of the steps near the mine. You might want to move left or right because he has difficulty climbing stairs. As an aside, if you get the self destruct soldier to explode near the land mine, it will also be destroyed. Anyway, head up along the left side of the stairs and you ll see a second self destruct soldier coming towards you from the right side. Kill him and then get in the water. Face north and fire at the steps. You ll find a hidden heart. 黄色戦車が陸地の橋にそって移動してくるのが見える。南の橋からその戦車を壊せ、さもないと水中の地雷にやられるだろう。戦車に注意した後渡れ。先に進むと、画面全部近くを覆う階段が見える。その画面をすげえと思ってる時間はない。なぜなら自爆兵が左側からやってくるからだ。かれは地雷近くの階段の左側から突進してくる。階段を上るのに苦労するので、左か右に移動せよ。脇によって、もし自爆兵が地雷の傍で爆発したら、巻き込まれるだろう。とにかく階段の左側を進め、すると、2人目の自爆兵が右側から近づいてくるのがわかる。彼を殺して水中に入れ。北に向かって足元を撃て。隠しハートが見つかる。 Now head up and you ll see more stairs and two tanks on a narrow path cutting through the stairs. Do not enter the bottom tank because there is a land mine placed directly under that tank. Take the top tank instead. There are two things to do before you enter the top tank. First, get on top of it first. Then turn right. Fire at the steps directly to the right of the tank to uncover a hidden triple shot. Now the second thing you need to do is to slowly move up until you can see the two homing missile soldiers to the north. Do not move too far up or you ll lose the tank or get attacked by the homing missile soldiers. Now here s how to take them out. You probably have noticed that you automatically start sliding whenever you are on any stairs. Well, you are going use this knowledge to your advantage. Make sure that you are out of the homing missile soldiers attack range. Now you will get on the stairs, face north and start sliding. Then fire and kill the soldiers as they come into your line of fire. Note that this tactic only works if you have long range shots. Otherwise you may have to sacrifice your tank to get past them. 先へ進むとさらに階段と、そこの狭い通路を横切ってくる2台の戦車が見える。下の戦車のすぐ下には地雷があるので入ってはいけない。上の戦車に乗れ。ただその戦車に乗る前にやることが2つある。一つは、その上に乗って右を向き、戦車のすぐ右の足元を打って、隠しトリプルショットをとることだ。次にやることは北側に2人の自動誘導式ミサイル兵を見つけるまでゆっくり進むことだ。戦車を失ったり、その兵隊に攻撃されるので上の方に行ってはいけない。階段があると自動的に滑ることに気づいていただろう。これを有利に使える。自動誘導式ミサイル兵の攻撃範囲から確実に逃れられるのだ。階段に乗って、北を向き滑り、次に彼らが射程範囲に入ったら撃って殺せ。この戦略は長い射程範囲の銃を持ってるときだけしか使えない。さもないとあなたの戦車が犠牲になってしまう。 Now you will see a land bridge zigzagging to the northeast. The red soldier in the water drops an F. The submerged soldier is just a kamikaze soldier which is nothing against your tank. Head up and you ll see another submerged soldier north of the land bridge. This one is a self destruct soldier so take him out while he s still in the water. You ll now see a red soldier coming from the center. He has a B. Don t go after the red soldier because there are land mines on the bridge. It is very easy to lose your focus and land on the mine if you re too busy going after the red soldier. It should not be a surprise that the red soldier appears directly north of a mine. Now you ll see a bunker at the end of the land bridge. Watch out for the mine south of the bunker. Destroy the bunker for bullets and grenades. Now you have two paths heading north. Take the left one and fire at the floor tiles as you head up. You ll uncover a knife on the tiles left of the top right pool. 橋が北東にジグザグに伸びてるのが見える。水中の赤兵はFを落とす。水中兵は神風兵で、あなたの戦車に対して何もしない。先へ進むと別の水中兵が端の北側に見える。これは自爆兵なので彼が水中にいる間に倒せ。中心から赤兵が近づいてくる。彼はBを持っている。橋に地雷があるので赤兵を追いかけるな。もし赤兵を追いかけたらすぐに焦点を失い、地雷を踏んでしまう。赤兵が地雷のすぐ北に現れても驚くな。橋の終わりに燃料庫が見える。この南にある地雷に気をつけろ。この燃料庫を破壊して、弾丸と手榴弾を手に入れろ。北に向かうと2つ通路がある。左側を通り、進みながら床を撃て。右上の水溜りの左のタイルにナイフが隠されている。 Now you ll be fighting black soldiers. Don t worry because they die as easily as regular soldiers. You ll then be in front of four tunnels. I ll call them tunnels 1-4 starting from the left again. Tunnels 1 and 4 are safe. Tunnels 2 and 3 both have land mines in them and there is no way to walk around them. Taking tunnels 1 or 4 would be the smart thing to do right? Well, tunnel 3 has a hidden triple shot in it. It s not particularly useful unless you don t have other gun powerups. However, if you do choose to get it, then you need to stop right after you get it because there is a land mine directly above the spot it appears. Now take either tunnel 1 or tunnel 4 up to the gate. You ll then realize why tunnels 2 and 3 both had mines. The reason was to make killing the two fortress guards by the gate more difficult. This isn t a problem for those with long range or B- grenades. However, killing them without powerups requires good timing and a little luck. Take them both out and then destroy the skull door. Then get the fuel and head through the gate. 次に黒兵と戦うことになるだろう。彼らが普通の兵と同じくらい容易く死んでも心配するな。4つのトンネルが目の前にある。これをまた左から1~4と呼ぶ。トンネル1とトンネル4は安全だ。トンネル2とトンネル3は共に地雷があり、歩いて通りぬけられない。トンネル1か4を通るのが賢いやり方だ。ただトンネル3には隠しトリプルショットがある。もし銃をパワーアップさせないなら特に使わない。しかしもしここを通ることを選ぶなら、その場所のすぐ上に地雷があるので、入った後にすぐ撃つのをやめるべきだ。トンネル1か4はもに続く。そこで何故トンネル2と3に地雷があるか気づくでしょう。その理由は門の傍にいる2人の要塞番人を殺すのが難しいからだ。これは長距離銃かB手榴弾をもっていれば問題はない。しかしパワーアップなしで彼らを殺すのにはタイミングと少しの運が必要だ。彼らを二人とも殺して硬い扉を破壊せよ。すると燃料が得られ、門を通り抜けられる。 Gate 4 ====== You ll be greeted immediately by a fortress guard on the wall above you. Clear the area of soldiers first. The red soldier drops an S. Grenade the guard after you have cleared enough soldiers. Now head up along the right side. Stay close to the right side the entire time. You ll come across another red soldier. He also drops an S. Now you ll see a very tight opening between the purple walls on the right. You should be able to see the mine. What you need to do is to carefully move into the small space between the left of the mine and the purple wall. It is tricky but possible to squeeze through. As you head up you will see an FL soldier on the wall to the north. Squeezing through the small space gives you a perfect vantage point from which to kill the soldier. The red soldiers that you see on the screen both have L s. Carefully head down the center but keep an eye out for land mines. Now stay to the left side. You ll see fortress guards on the walls on both sides. Two flame thrower soldiers are between them. Kill the fortress guards first. Then pick off the flame thrower soldiers. You ll need to do all this on foot. This also applies to those with tanks because the tank will not be able to past the stairs so there s no point in staying in the tank any longer. There is a hidden heart under the left flame thrower soldier. You should have found it as you were killing the soldier. After you wipe out everyone, just head north. Stay on the steps. They may slow you down but not as much as walking in water does. Watch out for kamikaze soldiers as you charge ahead. You ll soon come to two tunnels. A fortress guard is positioned high atop the wall between the tunnels. Take him down first. Now you have a choice. The left tunnel has a hidden H in it while the right tunnel has a hidden SS. Both are found by just shooting inside of each tunnel. Unless you really, really need ammo, I advise taking the right tunnel. If you are careful, you can get your cake and eat it too because you can move up to get the H and then double back around to the right tunnel and be on your way. Watch out for a self destruct soldier in the tunnels. Now on the other side of the tunnel is the reason why we took it instead of the left one, the FL soldier. He is high on the right wall. If you had taken the left route, then he would have had an easier time sniping you. In the center is a fortress guard. Left of him is a homing missile soldier. Kill the fortress guard. Don t waste your time with the homing missile soldier. Just head up the right path. You ll now be at the foot of a gate. Shoot the top of the oil drum to find a hidden heart. Now you have the same old fortress guards to take care of. Kill the left one first because he s easier to kill. Now the cone on the right will make killing the right guard a pain. Try to find a good angle and let him have a taste of your grenades. Destroy the skull door afterwards. Grab the fuel and bullets that the door leaves behind. Now move up slowly until you see the next pair of fortress guards. Killing these two will be tough without F or L powerups. If you have them both, then just run back to the front of the gate, line up under them, and fire away. If you don t have these powerups then you ll need to quickly run up, turn and toss a grenade, and then run back. Hopefully, you will dodge the guards B-grenades. Now head through the rest of the gate. Gate 5 ====== You ll immediately see a red soldier. He carries an F. Then you should spot a homing missile soldier on an island to the northwest. Head down the center of the screen and you ll see a self destruct soldier rush out from the center. You are in the perfect position to kill him so waste him before he wastes you. Head up and you ll now see a missile soldier to the right. A red soldier appears in the center. He carries a B. Now head up and you ll see a stationary yellow tank on the left island. Although the pink pipes to the left prevent an easy grenade toss, it won t matter since you picked up B- grenades. A red soldier will come at you from the right side. He also drops a B. Head up the center and a self destruct soldier comes down. Kill him quickly. Now you should see that pink pipes split the path forward in two. Do not go up the right side. It leads to a dead end. However, if you stand on the far right side and shoot north towards the water at the top, then you will find a hidden heart. Unfortunately, after you get this heart, the screen will be too far up and you will be forced to die. This renders getting the heart completely useless and detrimental if you already had a heart because now you will lose everything if you die again. Save yourself the headache and take the left side instead. Now you should have already spotted the two yellow tanks waiting for you ahead. Destroy the left one by attacking from atop the yellow pipes. Then run up along the left side. Turn right and destroy the other tank. Do not engage the other tank while you are in the water or you will surely die. Head north until you see another yellow tank to the left. It will be on top of pink pipes. Grenade it and then look at the island east of the one that the tank was one. It will have four purple floor tiles on it. Shoot the northern purple floor tile to find a hidden SS. Head up the middle and you ll see another yellow tank on the left island. Stand to the right of the leftmost pink piping and face north. You ll be safe from the tank s missiles at that location. Then grenade the tank. Now you have two paths to take. Do not go right or you ll get stuck in a dead end and this time there is no hidden heart there to save you. Continue to head down the center. You ll quickly spot a self destruct soldier swimming towards. Take him down and continue onward. You ll see four land bridges leading up. Two yellow tanks patrol the two middle bridges. You can destroy them both with one B-grenade by tossing it in the center pool of water. The explosion radius is wide enough to take them both out. Now head up through the middle pool of water. A red soldier comes at you from the right pool of water. He leaves an L behind. A self destruct soldier will run at you from the left pool of water. Killing him will be easy since he has trouble scaling the steps. Don t get careless and get shot by him. Now you will come across four tunnels. I ll label them 1-4 starting from the left. Tunnels 1 and 3 both have homing sensors in them so take tunnel 4 instead. Tunnel 2 is also safe but tunnel 4 is faster. Now you ll see three skull doors but no fortress guards. Take out the doors. The right door is the only one that drops nothing behind. The other two both have land mines in them so take the right door to avoid the mines. You ve now passed through gate 6. Gate 6 ====== You ll be immediately attacked by two moving cannons. The right cannon will be your immediate threat if you took the right door through the gate. Destroy whichever cannon is closest to you. Then take out the other. Now head up along the left side. You ll see two more moving cannons on the right side. You should see a red octagon pattern on the left side. Stand under it. Now wait for an opportunity to attack the left cannon. Then you should have noticed that the other cannon is nowhere to be found. It actually went up off the screen and will return in a little while. Move over to the right and wait for it to come back. You can move the screen forward to help speed things up. Destroy the cannon after it reappears. Then stand to the right of the red octagon pattern and head up to fight a super tank. It s been awhile since you last fought one of these so take it out with some grenades. Now head up. You ll see five tunnels. I ll label them 1-5 starting from the left again. Do not take any of them. Every one except the middle one is rigged with a land mine that is unavoidable. Instead, stand in front of tunnel 4. Then shoot up through it. You ll uncover a hidden heart. Then head up. You will see a new enemy, the armored soldier. This guy can be treated like a regular soldier except for two differences. The first difference is that he fires lasers. Although the lasers may look deadly, they will not kill you if you have a knife. The second difference is that the soldiers will explode (regular grenade sized explosion) if you kill them. This means that you cannot use the knife powerup to kill them through contact. Getting the immunity from lasers more than justifies losing the ability to kill the soldiers through contact. Just keep away from them and you ll be fine. Now you should run up through the opening between tunnel 2 and the cone. Then you will see two moving cannons. You only have a second to quickly toss a B-grenade up after you see them. The grenade will destroy both cannons if you threw it fast enough. If you weren t fast enough, then you will need to move left or right to avoid the missiles that got fired by the cannons. Head up and you ll see red carpeting going down the center. This should clue you in that you are in the final area if you haven t already figured it out from fighting the armored soldiers. Head up the center of the carpet and fire away. You ll find a hidden heart on the near the center of the carpet between the second and third row of purple floor tiles on the sides of the carpet. Head up the middle and you ll soon see two more moving cannons. Quickly toss a grenade to destroy them. Now to the right is an armored L soldier. Think of him as an FL soldier. Take him down. Then head up and you ll see another armored L soldier come out from the left side. Take him down as well. You ll now be at a gate. The left soldier above the gate is an armored L soldier. The right one is an armored fortress guard. Take out the L soldier first. Then kill the fortress guard. Destroy the door to find fuel. Head on through the gate. Gate 7 ====== Start firing down the middle to find a hidden heart at the bottom of the carpet. Now I hope you still have a knife on you or the armored soldiers will be difficult to pass. Leave nothing to chance and waste everyone as you head up. Stay to the left of the carpet. You ll soon come to gray flashing floor tiles. To your north are two armored missile soldiers. These guys will chase after you and explode with B-grenade radius if you kill them. The left soldier will be your immediate threat. Quickly shoot or grenade him from a distance. Do not kill him in close range or the explosion will kill you. The other soldier should have been caught against a wall if you were far enough to the left. Run diagonally to him and finish him off. Now stand on the far left or far right side of the carpet. I strongly recommend the far right side. Make sure that you are still on the carpet however. Then head up and you ll face the final boss of the game. Since he looks like a skull, why not call the boss "Skull Face?" Now his attack is to spit out two fireballs that explode like B-grenades. However, his aim is just like every other enemy in the game. So if you stay to one side of his face, you can dodge his shots. Do not stand left or right of the red carpet or Skull Face will shoot diagonally at you. Standing directly in front of Skull Face is obviously a suicide mission. Before I forget, you can no longer use the continue code once you start fighting Skull Face. Now if you look carefully, you should see six blocks in front of Skull Face that look different from the other floor tiles. These blocks cannot be passed through. This is the reason why you should stay on the right side of the carpet. If you look at it, you will see that you can approach Skull Face from the right side without having to waste time going around the blocks. However, heading up via the left side of the carpet will force you to go around the block in your way. Doing so will definitely cause Skull Face to fire diagonally at you. It should be apparent that the black and gray striped lines running diagonally out from Skull Face are actually walls and cannot be passed through. It is also interesting to note that you can stand on Skull Face himself without dying. Only his shots can kill you. Anyway, just get within grenade range and toss grenades at Skull Face until he blows up. You need to be close enough or you ll get caught by Skull Face s shot explosions. His face will start to flash red after you inflict enough damage. It takes around 10-15 grenades to destroy him. He will leave a gold heart behind. Now you have two options. You can finish the game now or continue playing from the beginning with your score intact. If you want to win the game now, then grab the gold heart. You will get 40,000 bonus points. You should have over 500,000 points if you never continued since the start of the game. If you want to keep playing then recall how you finished area 3. Recall that you found a hidden staircase by tossing a grenade at the right spot. For this part, the right spot is on the row of spaces directly above the red carpet and below the six impassable blocks. Just systematically grenade each spot along that row and you ll find a hidden staircase. The location is different every time but it usually is around the center although it sometimes can be found farther out. Enter it to finish area 4. You ll get 40,000 bonus points like usual. Then you won t see the congratulatory message. Instead, you will start at area 1. Your score will remain intact as will your items if you still had a heart when you entered the stairs. Congratulations on finishing the game no matter what option you choose. Now I present the ending in all its glory. Trust me it s not that great. Yes, the text is the exact message that is said. begin quote You have accomplished the mission. You are the very prevailer that protect right and justice. I would express my sincere. Thanks to you. Take good rest! General Kawasaki end quote ============================================================================= IX. SECRETS AND CODES ============================================================================= Secrets ======= Continue Code Press A, B, B, A after you die to continue. Player 2 may use this code to enter a one player game at any time. Stage Select This code must be done at the title screen after both Paul and Vince finish firing and you can see the text "1 Player 2 Players." Press on controller one up, down, A, A, B, left, right, A, B, up, A, down, right, right, left, B, up, left, A, right, B, left, right, A, left, up, A, down, A, right, left, B, and start. You may press SELECT at any time during the code to pick the 2 player option. You will see the plane crash sequence. Then the word "area 1" will appear on the screen. Press the A or B buttons to change the number. Press START again to begin playing at the selected area. The code needs to be entered before the game starts playing the demo. Share a Vehicle If you are playing with two players, there are situations where you will only find one tank/chopper or where one of you has lost his/her tank/chopper. In that case, you can share the vehicle. First have both players be outside the vehicle. Now position both players near the vehicle. Then have a player enter the vehicle. While that player is still entering the vehicle and making the "glowing effect," just have the other player enter the vehicle. The result is that both players will each get a copy of the vehicle. The player with the duplicated vehicle should be careful when leaving it because it has a high rate of self destruction if you leave it before it is damaged. Should both players leave their vehicles freely, then the duplicated one will disappear. Game Genie codes (from GameGenie.com) ===================================== Begin with 1 life PAUYPTLA Begin with 6 lives TAUYPTLA Begin with 9 lives PAUYPTLE Begin with 50 bullets instead of 99 ZUNNLZLT Begin with 25 grenades instead of 50 PPEYALZU Begin with 99 grenades instead of 50 LTEYALZL Infinite lives SXSNZTVI Infinite bullets SZONZSVS Infinite grenades SXEYZSVS Infinite tank rounds SXXNVUVS ============================================================================= X. FREQUENTLY ASKED QUESTIONS ============================================================================= Q I m at the end of area 3 and there is a desk with a dead body. What do I do now? A You need to first kill the body off by tossing grenades at it or letting the missiles destroy it. After you kill the body off, you need to throw grenades at the row of spaces in front of the desk (area with the shadows on the floor) but between the yellow piping. There are a total of 10 squares between the yellow piping that you can grenade. One of them has the hidden staircase in it. The location is different each game so keep tossing grenades at each square until the staircase appears. You can usually find it in the shadows. You must have destroyed the dead body or the staircase will not appear. Q Is it really possible to finish the game without dying? A Yes, but you d probably have a better chance at winning the lottery than accomplishing this goal. Q The scoreboard has room for up to one million points. How do I get that many points? A Well first you need to make sure that you don t game over or you ll lose your score. The second is that you can play the game forever. Each time through the game will net you 500,000 points so you need to win twice to get a million. Q How can I play the game forever? Doesn t the game end eventually? A Well it depends. You see, after you defeat the final boss, you can choose to see the ending by grabbing the gold heart or continue playing by finding the hidden staircase and entering it. The staircase is found by tossing a grenade at the row of spaces just above the red carpet. Q I m stuck in a wall. How do I get out? A Try moving around or grenading a wall section. If you are stuck in a wall then you can just wait for the missiles to get fired. Their purpose is primarily to kill you but I think of it as a way to unjam yourself. This will cost you a life though. Q Which player is Paul and which one is Vince? A Paul is the one in red while Vince is the one in blue. Player 1 controls Paul and player 2 controls Vince. ============================================================================= XI. CREDITS ============================================================================= This FAQ used information from the following sources. GameGenie.com http //www.gamegenie.com/ - Game Genie codes. Nintendo Power vol. 6 (May/June 1989). - stage select code Rovin, Jeff. "How to Win at Nintendo Games" St. Martin s Press. 1988, 1989. - names of Little Athena, macho men, oil drum soldiers, task force soldiers, info on H powerup, continue code ============================================================================= XII. CONTACT/LEGAL INFORMATION ============================================================================= Disclaimer and FAQ Distribution This FAQ is neither affiliated nor endorsed by SNK Electronics Corp. It may be distributed FREELY so long as it remains unaltered AND is the latest version (see above for where to obtain the latest version). It is intended for PRIVATE USE and may NOT be reproduced for commercial or non-commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. In addition, this FAQ may not be used for personal gain by submission to game magazines, web sites, etc. It may not be used as part of any archive, compilation, or anything similar without prior consent by me. Contact Info Any tips, corrections, suggestions, etc relating to the game may be sent to me via email at darktoshi@yahoo.com. Include the game title in the email subject so I will know what game that you are talking about. Also, please make sure that you are reading the latest version BEFORE you email me. Copyright © 2003 Wilson Lau.
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Artist The Jackson 5 Lyrics When I had you to myself I didn t want you around Those pretty faces always made you Stand out in a crowd But someone picked you from the bunch One glance was all it took Now it s much too late for me To take second look Oh baby give me one more chance To show you that I love you Won t you please send me back in your heart Oh darlin I was blind to let you go But now since I see you in his arms I want you back Yes I do now I want you back Ooh ooh baby Yeah yeah, naw Trying to live without your love Is one long sleepless night Let me show you girl That I know wrong from right Every street you walk on I leave tear stains on the ground Following the girl I didn t even want around Oh baby give me one more chance To show you that I love you Won t you please send me back in your heart Abuh buh buh buh All I want! Abuh buh buh buh All I need! Abuh buh buh buh
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GENRE TITLE ARTIST bpm notes ROCK NEEDLESS MY LOVE FOR YOU Pizuya's Cell 182 1301 攻略・コメント Let me be your cureのアンサーソング的な曲。譜面はBPMはそれなりに早いけど8分主体で小難しい16分が無いからとにかくスコアが出る。1クレ目の判定合わせとかに使えそう。 -- 名無しさん (2024-08-17 09 51 05) 名前 コメント
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位置 Vahnatai Lands中央部、Egli北東の山の中の洞窟 解説 Vahnataiの試練のための洞窟。 内部は一種のパズルになっており、ブロックを押して指定された目的地まで運ぶことで合格を判定する。 ここ、Test of Strength、Test of Speedの3つの洞窟のうち、いくつか(数はそれ以前の業績によって異なる)の試練に合格した者は、Olgaiの氏族から一種の名誉市民として認められる。 居住・滞在するNPC 名前のあるNPCは存在しない。 備考
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You Inner Passion in Your Heart.Everyone -every person in this world has a Dream a passion, a vision in their life that pulls them and urges them to move forward in life. You, my friend have this vision within you, it "whispers" to you occasionally, but in some cases it cries out. It cries out to be listened to and acted upon because this vision comes from your soul.Find your inner fire, your sense of purpose; this fire will help you harness strengths you re not even aware you have. Be connected with your inner passions - your Life s Dreams, and live that passion every day. Fantastic website! Great post, I will come again. Thank you for sharing your thoughts, I have never thought about it before, please continue to post information! Thank you all for your kindness and wish you happiness Official website https //www.aussietopescorts.com