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So when you start Durlag's Tower create a "Durlag's Beginning Save" so if you screw up, you can start over from the start of the tower. So before you rest make sure to after you save it, if you are not in an inn heal everyone with spells. You get all magic memorized during the night, you do not, however, get all your HP's. In fact you only get 1 hp during a normal rest you get more in an inn if you pay for the more expensive rooms. Keep that in mind you will want to save the game before you rob someone.

Also bear in mind that the guard is strangely NOT summoned if you kill someone, like in an inn. To be more precise, the Guard is only summoned if you steal something with someone in the room who is able to summon the Guard.

I'm not saying that you should kill people so that you can rob their room, it's just that you can kill SOME people without the Guard caring. How do they know that that person attacked you?

In any case, if the Guard is summoned they will try to talk to you. If you can get away without them talking to you, you have gotten off scot free not as easy as it sounds.

You can't bribe them at least you can't do it more than once , so tell them that you'll cleave them limb from limb, then simply leave the room. Don't attack them! Once you're out of the room you're fine, you can even come back later and they'll vanish.

This way you lose only 1 reputation rather than the 5 or so you get by killing a Flaming Fist. In Nashkel or the Carnival you get Amnish soldiers, who can be bribed with gold. In Candlekeep a watcher will arrive and demand that you donate all your money to the library, and you are let off if you do this. The higher the better. Even if you have an evil party you want a high reputation.

If you have a good or neutral party, try for a reputation of 20, if you have an evil party, you still want a reputation of 18 the highest you can go before all the evil people start leaving. Because of these various things, I would not recommend having a mixed alignment party. By mixed I mean good and evil combined. You can see your reputation in your character record screen, default key: R. It is actually quite an easy thing to accomplish. Simply de-equip your weapon, and whack all the people in the room until they are unconscious be careful to not KILL the people, so turn off the AI, or de-equip everyone's weapons.

Now you can steal anything you want. Since they aren't awake to complain about it, you can't lose reputation. Use the games possibilities! Then save it. Reload agan, and the announced guards will never appear.

But the gained stuff is of course still of yours. From Dr. If the scroll is still not identified at that point you still do not know what that scroll does then it probably is a cursed scroll. Another strategy is to keep one Identify spell memorized. Simply save before you identify the scroll, identify it so you know if it is cursed or not and if it is worth keeping then reload. There are hints in their descriptions, but they are all clearly recognisable by their colours: cursed healing potions are dark pink, antidotes are purple, and oils of speed are multi-coloured as opposed to blue, green and white respectively.

The antidote in the pile of corpses in Ulcaster is cursed, as are all the potions Lucky Aello sells except the potion of perception. They won't call any wardens. Like I described above do the following: Enter the room and the mage should begin casting a spell. Quickly run out and get straight back in. The mage will cast another spell and so you should get out again. Once the mage is out of his spells he'll direct you in hand-to-hand combat where he should be a real dog-biscuit. This surely only functions if there's a "real" door, not only a hole in the wall - the game has to load another level, you get it?

Editor's Note: This doesn't work with all mages. The ones in TotSC areas particularly have scripts to prevent this. For instance, they will have several spells that they never run out of, and always recast when you enter the area like globe of invulnerability.

The first couple are "Cure Light Wounds" assuming that you have a good reputation. They come in the form of strange dreams, which usually occur at the beginning of new chapters whether you sleep in an inn or not. You are not guaranteed to gain an ability just because it's a new chapter and you are sleeping in an inn, however, it will happen eventually.

So which of the two will your character gain, good or evil? That depends on your Reputation not your alignment. If it is 10 or above, you get the good abilities, if it is less than 10 you get the evil abilities.

Reputation is checked at the time you have the "dream", not at the beginning of the chapter. Cure Light Wounds 1. Larloch's Minor Drain 2. Cure Light Wounds 2. Larloch's Minor Drain 3. Slow Poison 3. Ghoul Touch 4. Slow Poison 4. Ghoul Touch 5. Draw Upon Holy Might 5. Vampiric Touch 6. Draw Upon Holy Might 6. I don't know this for sure as the cheats have always worked for me and I use Windows 7. I would recommend installing your game to a non-standard location.

Then you activate cheats in the normal way by opening Baldur. Cheats should work. See that section below for more information. Q: How do I read the coordinates you use?

To display the x,y position at your mouse cursor press the L button. Q: How do I use magic scrolls? A: There are 3 types of magical scrolls: the Protection Scrolls they have the green icons , mage spells and divine spells.

Anyone can use protection scrolls. Only mages and bards can use mage scrolls, and only clerics, druids, paladins and rangers can use divine scrolls. To cast directly from the scroll, place it in your "Quick Item" slot on your inventory screen. Then select your character, and click on the toolbar button with the spell. With mage spells, if you right click on the spell, you can write the spell to your spellbook. Q: I had enough experience to level up, I clicked the button, but now in the level-up screen, the "Accept" button is grayed out.

How do I get past this? A: You have to assign all available weapon proficiencies and theiving skill points before you can level up.

Q: Where are the stat improving tomes and manuals? A: There are 8 stat improving books in the game. This is the only permanent way to improve your stats in the game. You can only get 3 of them before entering Baldur's Gate in chapter 5. A: This is due to the "iron shortage. How do I get cured? A: The cure is built into the quest, so you have to complete it properly to get cured. This last part is key. You can't just attack him, you have to talk to him first.

Kill him, get his antidote, drink it and you're done. Durlag's Tower Q: I can't figure out the 4 dwarven riddles, help! A: They have 4 things for you to do, and their riddle is simply telling you what on the level you need to accomplish. This is made more tricky by the fact that you have to look for the "circular chasing arrows" icon to use the various items in the area.

Find the grapes. Go to the wine press, use it to make wine. Don't drink the wine. Once those are done, turn them in to the dwarves. They will attack you, kill them, search the bodies for the Dwarven Runestone, and be on your way. Q: On the third level, I beat the second Durlag doppleganger in the sparring dummy room, but I can't get to the next room, the door is locked.

How do I get in there? A: Hit the each of the dummies once to open the doors. Q: On the level with the 4 caverns with the 4 elemental monsters, I killed them all, but it doesn't transport me to the chess board. What did I miss? A: You have to kill every monster in each cave. My guess is that you missed a Phoenix Guard in the fire cave. They can sometimes come back after you kill them rise from the ashes, as it were.

The top left of the screen is the 0,0. This is a sequential walkthrough, that is, it goes in the order that I went. I think that this is a good order, but you don't have to follow it. All the major places are the numbered sections, and the minor areas are represented by the little lettered sections. Feel free to do as many or as little of the lettered sub-sections as you wish.

The Treasures line in each section lists only major treasures, such as magical items. It does not list all the treasures, like gold or gems, in the areas.

I also don't list things like potions, and I know that I have missed some things here and there, if you find any, please email me! Note: All of the subquest rewards were taken with a high 18 or so Charisma.

If your charisma is lower than this, you may get a significantly lesser reward! If you want to do subquests here, buy some bolts while you're there Fuller's Bolts. They give a small amount of experience xp and gold, but aren't critical. She has lost her book, The History of Halruaa. Go east, you will find a shed with hay and a cow. Check one of the bales of hay for the book. Return to Phlydia for your reward, a gem and 50 exp.

He has lent a scroll to a scholar, Tethtoril, near the Candlekeep central area and wants you to retrieve it. Do so for a small reward, a Healing Potion, 50 exp and he casts Protection from Evil on you. Speaking of evil It is a bit tricky, but possible. Here is how: Buy all the items you will need before leaving with Gorion. Equip your character's ranged weapon, preferably a bow or sling.

Make sure you have arrows or bullets. After Firebead casts Protection From Evil on you, head for the foot of the stairs. Then, from that vantage point, attack him with your ranged weapon.

He will begin casting, but you can interrupt it by heading up the flight of stairs. Head down again, fire once with your ranged weapon, then quickly head up before the completion of his spellcasting. Do this repeatedly and you will end up slaying the poor mage and gaining XP before you even set foot outside Candlekeep. This will make your main character level 2 or 3! Winthrop, the guests at the inn, and the tutors will become hostile but do not kill them. Grab Firebead's things and either use them, or sell them to buy back your lost reputation.

There you will give your bolts to Fuller who apparantly can't walk up the street to get some himself. Or he's humoring you When you talk to Fuller, ask him if he has any errands for you to run. Open the chest and take the contents a sword, and a bottle. Now take the sword to Hull, who is by the main gate. Talk to him, and he'll tell you that he forgot his sword. Talk to him again to give it to him.

You get 20gp and 50 exp for your trouble. Barracks: Candlekeep x y Hull: Candlekeep x y - Nessie's Green Elixer Now we're going to finish up these subquests by going up to Nessie the cow, she's by where you got the book for Phlydia. Talk to Dreppin if you didn't talk to him before, you'll have to talk to him 3 times and he'll take the potion from you, and you get 50 exp. Dreppin: Candlekeep x y - Killing Rats Talk to Reevor by the Storehouse, and he'll pester you to kill the rats in the storeroom.

Go inside and do just that. Come back out and talk to Reevor again to get your reward, 5gp and 50 exp. Reevor: Candlekeep x y Assassination Attempts it gets its own category Your reputation doesn't decrease either.

Very nice at the start of the game. Other thieves might be able to pull this off as well, though I haven't tried. There's also some spells in a locked bookcase on the first floor, in the room behind Winslow.

If you're playing in multi-player see general strategies you can create a second character -- yes, that same halfling thief with maxed DEX and maxed pick locks -- specifically for this purpose. Once he has the gem, you can drop him and keep the spoils.

You get no items from it, however, nor do you get any experience. Orlandu sent me this: "You actually do get SOME xp from fighting in the illusionist's place, if you are fighting monsters he hasn't conjured up yet, up to the hobgoblins.

It is just a tad hard to divide 1 xp to 6 people and get a whole number. When you are taken out of it, your items will disappear! Rolf Zehb found a way to keep these NPC's: So I discovered, that those 5 npc in candlekeep which are found together with "obe" could be taken outside of candlekeep without cheating.

How to get them: - have your training solved and before talking to obe the last time dismiss all of the npc in your group. Sometimes when you are already teleported outside, a dialog-box appears and the npc ask you to join you! If all goes right you have one npc still near obe!

Let this one talk to all the remaining npc. Switch back to your main character and have him go instantly to gorion. Talk to him and leave candlekeep. The automatic scene with Sarevok starts. If finished all the npc are still with you! Some of them are very interesting one having the identification spell ready , one having lay-on-hands as special ability, one having invisibility and one having slow poision.

The dwarven fighter has a CON of 19 an he has even higher hitpoints than possible with a score of The thief has extraordinary thiefish abilities! The only lack is that none has a biography - but hey He will attack you, you attack back. Erik will sneak up behind you and shoot you with arrows. Don't worry, they don't damage you. You get nothing from this either. So, pay attention to where each subquest item is. Companions: Note: I wouldn't bother with Xzar and Montanon here unless you are forming an all evil party.

One thing to do if you don't want to keep them, is to take them temporarily, steal everything they have of value, and then leave them. Another viewpoint would be to take and keep the duo until you find better people. Note: When you first enter the crossroads area, Elminster will talk to you.

Strictly speaking, you don't have to go the Friendly Arm Inn at all. Subquests: - Chase and the Cliff Chase apparantly has nothing to live for, and is going to hurl himself off of a cliff. You can talk him out of it, but it's not readily apparent what effect this has on the game. No matter what you say to him, he doesn't jump. Kill him and take the two belts. You may want to wait to do this until you have more than 2 people.

If you want, you can return the Girdle of Piercing to its owner, Unshey, in the Friendly Arm Inn see that section below. I, however, never give it back. It is just too good against arrows.

The path has three curves in it, one to the east and two to the west. At the second curve to the west, the northern most curve, there are two trees standing on either side of the curve.

In the west tree, halfway up the treetrunk, a diamond can be found worth Gp. Rock: Area S of Friendly Arm Inn x y 2. They tell you to go to Nashkel to the south to find out about this tainted ore thing.

Don't worry, if you "forget" to go there, they will remind you. Again and again. If you give it away, you can kill him to get it back, but you will lose REP. You cannot pickpocket the belt. You can't do anything with the pantaloons so give them back to the Noble for exp.

Not bad for not doing a thing. On the other hand, if you keep the pantaloons "always keep the pantaloons" there is some payoff if you import your character into Baldur's Gate II.

Someone should tell her about the Jovial Juggler Inn, it's right next door to her house! She gives you a bunch of antidotes and promises a reward if you bring back the body of the spider, her husband's boots, and some wine. Go to Beregost, and into the house by the Jovial Juggler. Kill the spiders, loot one spider for its body, then search the house for the wine and boots.

Take the 3 items and return to Landrin for your reward: for the boots exp, gp , for the Spider Body exp, gp , and for the wine exp, 75gp. You have to turn each item in separately. Kill them to get it back. Joia is in the house just to the west of the outer gate in the inner grounds. If you move the mouse over it you will find that it is a container and contains the Ring of Wizardry x2 Level 1 spells. This is hard to find but it is there. Ring: Friendly Arm Inn x y Assassination Attempts: 1 - Steps to the Entrance x y Tarnesh -- exp, 58gp and 3 spells 3.

Beregost [3BRGST] Note: When you first enter Beregost, in addition to having to watch a little movie which is on Disc 2 , you also get some directions from Golin Vend. Subquests: - Mirianne's Letter Just south of Beregost you will find two Ogrillons, and on one of their bodies is a letter for a Mirianne, who lives in Beregost.

You can find it across the street in the Feldepost's Inn for 2gp. If he doesn't give you the subquest, you can still complete it, just buy the book and give it to him as if he had Note: If you're cheap, the book History of the Fateful Coin can be found in a bookcase in the home directly south of Firebeard's place.

Even if you do kill Firebead in Candlekeep, he manages to pull himself out of the grave and back into his house in Beregost Yep, we can put him down for good for another XP! You can use the same ranged weapon technique you used in Candlekeep if your level is still low.

He accosts you in the bar, and you can fight him exp , but you can also talk him out of fighting. Choose options 1, 1, 3, 3, 1. For your trouble you get exp. Interestingly enough, if you choose to kill him you do not get a decrease in reputation.

Marl: Beregost, Feledepost's Inn x y - Kagain's Quest Kagain lost a caravan that he was protecting, and a noble's son was kidnapped by bandits. Agree to help him get the kid back, and he will join with you. Kagain: Beregost x y - Landrin's Spiders Part 2 We first heard of this quest back in the Friendly Arm Inn, and now we can finally complete it.

Go to Landrin's house, it is the one just to the left of the Jovial Juggler Inn. Inside will be several spiders.

Kill them, and one will leave behind a spider body for you to take. Also take the Worn Out Boots and the Wine in the chest by the bed. You will find it semi-hidden under a tree.

Take it and return to Gurke, who doesn't actually want it anymore to get your reward: exp, and you get to keep the Cloak of Non-Detection. Agree to his proposal, and follow him to Silke. Talk to Silke, if she likes the look of you she will offer to pay more than what Garrick offered I got offered.

The "thugs" will show up, but act like Silke had hired them for some purpose, and now she had double crossed them. Tip: You can pickpocket each of the 3 men for potions of defense. Do this before talking to them. If you don't have enough pickpocket to get the potions, they will stay there as long as you don't talk to them.

Lastly, if you want, you can get Garrick to join your party. If you do what Silke asks and kill the three men, you get gp, lose 2 reputation points, and can't get Garrick to join you.

Then, of course, you could just kill Silke afterwards He was going about his business stealing from people like you and had his Boots of Stealth stolen by some Hobgoblins. You can find these Hobgoblins to the south of Beregost. Oh, and did I mention that he swipes gold from you everytime you talk to him? Return the boots to get your gold back, and to get a reward: exp, gp plus whatever he stole from you. Or you could give him the boots, then kill him and take the boots back, suffering no loss in reputation.

A Gnoll has stolen his short sword in High Hedge. Be careful when you talk to Perdue, because you can easily lose this subquest. Give the sword to Perdue for your reward: 50 gp and exp. The correct conversation thread is 1,2,1,1. I would send in only your thief, and once inside, immediately save it.

Then rob the house. If any of the chests are locked, try to pick it first, then bash it. If you get caught, re-load and try again.

If you don't get caught, your reputation can't go down! Pick his pocket to steal his wonderful cloak. Nothing you say will fix his irrational fear. Talk to Taerom in the Smithy about it and try to get the armor made it's the first option in your dialogue. If you have gp good, but if not, you can always go hunt down Bassilus for the money. See the 3b. Area SW of Beregost section for the Bassilus subquest. It will take him about 10 days or so to make the armor.

Smithy: Beregost x y 3a. He sells many great and wonderful things, magical items, and spells! You will have to talk to him twice to get him to talk to you. Also be wary of his Flesh Golems! He is planning the Greatest Heist of all time, robbing the High Hedge.

Of course, he gets scared and runs off. It would seem that there are Flesh Golems inside, and that they are too much for him.

Subquests: - Melicamp the Chicken In the North East of this area you will find a talking chicken being attacked by a wolf. Kill the wolf and talk to the chicken. Turns out he is Melicamp the Mage, and he appears to have polymorphed himself into the form of a chicken, but now can't reverse it.

You can try to dispel it, but if you fail, then he asks you to take him up to High Hedge where Thalantyr can reverse it. When you are back in the High Hedge area, find a skeleton and kill it they're around , and take its skull.

You'll need it. Go inside and talk to Thalantyr. Once he is done talking, and has told you to go get a Skull, talk to him again. Bassilus is located to the south and east of the area, and getting there you may encounter Footy from Beregost, who was looking at Bassilus' "spooks".

Go near him, and talk to him, he will mistake you for a long lost parent depending on your gender, mother or father. In order say this, 3, 1, 1. He will get angry and lose control of his skeletons and zombies they all fall down, dead once more. All you have to do now is to defeat him! He wants all your money. If you don't give it to him, expect a fight. He gives exp, and his 2 cronies each give , so not bad. Zargal: Area SW of Beregost x y 3c. He will ask for your help in defeating the Gnolls.

Agree and attack them. Once the Gnolls are slaughtered, you can talk to Drizzt of if you prefer, you could try to pick his pocket, although if he catches you He will tell you to try to join up with the bandits in order to defeat them. Despite what you may think, his armor is just standard enchanted chain mail. So no, you can't case arcane spells while wearing it.

The best time to do this is when your reputation is Killing Drizzt will incur the same penalty as killing an innocent. At 14, you only lose 5 points. Equip your entire party with projectile weapons, and stock up on ammunition. Have everyone carry as much ammunition as they can. Ask a sacrificial NPC to join. Garrick or Edwin are good for this purpose. Now go to the area where Drizzt is S-SW of Beregost and position your main party on the south edge of the small island in the middle of the lake.

The south shore of the lake should just be visible to them. Select your sacrificial NPC and approach Drizzt. When he tries to talk to you, lure him to the south shore of the lake so that your main party can see him. Threaten Drizzt and he will attack, and most likely smash your sacrificial NPC into pieces. He will not be able to reach the rest of your party. Select your main party and let him have it!

Because you are low-level and he has a high AC, you need to practically rely on critical hits to damage him. After you knock off his 96 HP, he finally falls and you can go get his stuff. When I tried it I found that Drizzt came around the lake and killed me.

The solution turned out to be my "path search nodes" setting. It was , which was enough for the program to find a path around the lake, but when I turned it down temporarily to the minimum using the configuration program he could not get round and I could kill him.

If you can't find it in the baldur. First have Drizzt stop walking by clicking on him as you would talk to him. But don't talk, stop and let 4 of your NPC's walk next to him so he cant move. Now go stand next to one of them. Now do this to the other 3 NPC's. After done you'll have Drizzt trapped in the middle of 4 characters, and he wont attack them because they are not in your party, and they are civilians.

Now just fire with magical arrows or take a long weapon spear, staff or halberd and go stand behind one of your NPC's. And when you kill him with only 1 or 2 characters in your party, the main character gains all of the 1 char or "only" exp. Other: - Teyngan the Bandit Teyngan is a humble bandit, all he wants is your money or your life. Him and his two bandit cohorts, Jemby and Zekar will fight you if you don't surrendur all your money.

Caution, Jemby is a mage! Defeat them and steal their treasures. Deny that you are a bandit, and explain that you are hunting bandits, because you are adventurers. Note: Or you can kill him and take his plate mail, with no loss of reputation!

Cave: Area S of Beregost x y 3e. This is probably the least important area in the game. He is from Waterdeep, and he doesn't care much for the Sword Coast. Notice how he "foreshadows" about spending some "nights" in "Neverwinter" in this coming year? There are quite a lot of NWN related easter eggs in this game.

Welcome to BestOldGames. Our goal is to revive and bring you the retro games you loved the most as a child. Even today, these games have their charm and can bring you a lot of fun for many hours. At this moment more than games are available and waiting to be played again. Old games are often referred to as abandonware - this is a term for the abandoned software - for example software that is no longer sold and its original creator does not provide any support for it.

In this game, you take on the role of the green hare Jazz, who was sent by the king of the planet Carrotus to search for the disappeared princess Eva Earlong, who was kidnapped by turtle terrorists led by their leader Devan Shell. Jazz Jackrabbit contains a total of four levels of difficulty and is divided into a total of six episodes. Each of the episodes contains 3 planets and each planet has 2 levels that you have to go through.

At the end of all episodes, you will still face the final boss. The game also includes bonus 3D levels, for the successful passage of which you will gain extra life.

You can only get to these levels if you find a well-hidden gem on the planet in one of two levels or get a perfect score. Another specialty of the whole game are secret levels, which can be accessed in specific areas.

You can tell by the fact that the sign is marked with a question mark. Individual levels also have a specified maximum time limit for their fulfillment according to the selected difficulty. If time drops to zero, you will lose one life. The game had a very solid success, mainly due to the fast tempo, advanced graphics and great soundtrack. Game received two official Christmas additions, Holiday Hare and Holiday Hare , and in also the sequel was released - Jazz Jackrabbit 2.

Sir Arthur, a knight without fear and shame, seeks the hand of the beautiful Princess Prin Prin, who reciprocates his feelings. However, the demon king Astaroth has his own unfair plans for the princess, so one day she is kidnapped by his infernals. Bold Arthur embarks on a journey to save her, involving a dark forest, a cemetery full of living dead, a house of flying bulbs, a devil-possessed city and the depths of the underworld itself. From the beginning, the game was considered one of the hardest in the platformer genre.

Arthur has to face not only the moving platforms, the threat of drowning, burning, but above all the relentless time limit in each level and also the fact that a single blow from the enemy means the loss of noble armor. If that happens, the next blow will be fatal, and Arthur must make his way through bats, ogres, and dragons in his underpants unless he finds another one along the way.

There is one clue in the middle of each level. Daggers and bombs are among the typical power-ups for platformers. After the first finish, the player learns that everything was set up by the devil and must go through the whole game once again on a higher difficulty.

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