Best of
Gaming

2002

Kingdom Hearts Official Strategy Guide


Dan Birlew - 2002
    Hidden U.S. bosses, including Sephiroth, are revealed! Complete mini-game coverage of 99 Dalmatians, Jungle Slider, Mushrooms, and many more. The Gummi Garage shows gamers the ins-and-outs of building their own gummi ships. Exhaustive inventory and item lists. Plus-a bestiary, trinity locations, and magic spells. This Signature Series guide features a special cover treatement, bonus content, and a Sticker Activity Journal, to help players track their progress in the 99 Dalmatians mini-game. Gamers won't miss a single Trinity Mark with this cool poster!

Final Fantasy X: The Official Strategy Guide


Piggyback - 2002
    Includes exclusive artwork, detailed walkthrough, side quests, etc.

Robin's Laws of Good Game Mastering


Robin D. Laws - 2002
    Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist (Dragon magazine, The Play's The Thing) has sojourned long in the gaming wilderness to bring you the techniques required to take your mastery of Game Mastering to the next level.

The Art of Warcraft


Bart G. Farkas - 2002
    Art from every stage of game development will be included, from early concepts to finished pieces, along with behind-the-scenes commentary from the Blizzard development team. Enoromous coverage including " Warcraft III: Reign of Chaos, Warcraft II, and Warcraft, " plus an exclusive glimpse at the upcoming " World of Warcraft " game. Anecdotal captions relevant to the story and events of the " Warcraft " series are also included. This timeless reference piece will give countless hours of enjoyment to avid " Warcraft " gamers everywhere!

The Fallout Bible


Chris Avellone - 2002
    Put together by the Creative Director/Lead Designer of Obsidian (formerly of Black Isle).

Dark Ages Vampire


Mark Rein-Hagen - 2002
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.The Dark Medieval is a very different time than the modern Final Nights. Cainites group in clans high and low, swear fealty to ancient vampiric monarchs and follow their roads of enlightenment in the same way mortals do religions. Ashen priests and princes face off in a violent world lit only by torches and fear. Dark Ages: Vampire Revised Edition is your complete guide to this time.

Knights of the Dinner Table: Bundle of Trouble, Vol. 1


Jolly R. Blackburn - 2002
    Knights of the Dinner Table is the longest running comic on the subject of games ever! Though B.A., Brian, Bob, Dave and Sara may play different characters in different games, their personalities always shine through. KoDT also features articles for gamers from a gamer's perspective. A hilarious and hysterical slice of (fantasy) life in strips and a wonderful celebration of the gaming culture.

Metroid Prime (with Metroid Fusion) (Prima's Official Strategy Guide)


David Cassady - 2002
    The Hunter Has Returned ·Complete walkthroughs of Metroid® Prime and Metroid® Fusion ·Detailed maps to help you explore every inch of the terrain ·Explanation of Samus's abilities and how weapons enhance them ·Every enemy's weak spot revealed ·Special morphing strategies ·Locations of every power-up, including classics such as Wave Beam and Ice Beam ·Special Tactics for destroying every boss for both games ·All secret tunnels and breakaway walls exposed ·Metroid Prime Endings and other secrets revealed

The Complete Encyclopedia of Magic: The Gathering


Brian Tinsman - 2002
    Using the random decks and packs, devotees have dueled with each other every year using mana, monsters, and magic either in a serious bid to become the Magic World Champion, or simply to enjoy this intriguing tactical game. Now, for the first time in its history, all the card sets in this highly successful trading card game have been brought together in one volume. With over 7,200 cards beautifully illustrated in full color, The Complete Encyclopedia of Magic: The Gathering is a must-have for all those devotees, whether they are fans of the magnificent color artwork throughout the book, or serious traders, players, fans or collectors.

Grand Theft Auto: Vice City Official Strategy Guide


Tim Bogenn - 2002
    Set in Vice City during the 1980s, the game's theme revolves around glamour, power, and corruption. Learn all the tactics and secrets with the official strategy guide.

Dragon Reg Magazine Archive


Wizards of the Coast - 2002
    Features: - Complete archive of Dragon magazine, issues 1 through 250- Authority on Advanced Dungeons & Dragons gaming- Completely searchable- Bookmarking function allows you to save information- Mac users can view articles in Adobe Acrobat

Book of the Righteous


Aaron Loeb - 2002
    This massive, 320-page hardback provides more than 20 pick-up-and-play churches corresponding to gods that feature in most fantasy campaigns (god of war, god of justice, etc.). Each church features lavish detail, including in-depth information on its clerics, holy orders, dogma, prayers, and rituals. These churches can be used in any campaign to bring a whole new level of detail to the religious characters. Plus, for those who don't have a complete cosmology in their game, The Book of the Righteous provides a comprehensive mythology that unifies all of the gods in the book. That mythology, and its corresponding cosmology, is not tied to an existing campaign setting, making it as portable and useful as Green Ronin's critically acclaimed Freeport series. The Book of the Righteous also features a new core class, the holy warrior, and new prestige classes, feats, spells, domains, magic items, and artifacts. Third in Green Ronin's Arcana series, The Book of the Righteous is a divine sourcebook like no other.

Armies of the Aztec and Inca Empires, Other Native Peoples of the Americas, and the Conquistadores


Ian Heath - 2002
    Ian Heath has assembled 247 drawings and other illustrations to depict the native peoples of South America and the eastern parts of North America as well as Spanish, English, French and even German adventurers and explorers. The accompanying text also offers a clear account of the rise and development of the various European colonies. Includes extensive bibliography.

Ratchet and Clank: Prima's Official Strategy Guide


Dimension Publishing - 2002
    The Ultimate Gadget to Save the Universe! ·Complete walkthrough of each planet with detailed maps ·Detailed weapon and gadget descriptions ·Locations of every Gold Bolt ·Strategies for dealing with Chairman Drek's minions ·All secrets revealed

Star Fox Adventures Official Strategy Guide


Doug Walsh - 2002
    It features: a complete walkthrough including strategies for the missions; boss strategy to help players defeat General Scales and his evil henchmen; and solutions to puzzles and bonuses.

Nyambe


Christopher W. Dolunt - 2002
    Nyambe™ is a vast land of exotic creatures and wide expanses, where ancestral orishas cry for brave tribal warriors to carve out the hearts of foul mchawi wizards, and where dragon-blooded sorcerers once joined the fierce Amazons of Nibomay in the bloody Rebelling Time to win their freedom. This eagerly anticipated campaign setting for the D20 System™ brings together high fantasy and African myth, legend, and history in a hardcover sourcebook of epic proportions for both players and GMs. Nyambe: African Adventures includes: * Twelve new human tribal cultures and six variant non-human races, like the Wakyambi elves who meddle in the affairs of men from the depths of the bIda rainforest. * New core class variants and prestige classes change druids into shamen who worship the natural orisha spirits and are as comfortable in the skin of a panther as in humanoid form. * New skills and feats like Ancestral Blessing, Drum Dancer, Elephant Warrior, and Fire Blood are the heritage of every Nyamban, as well as new weapons, armor, and equipment designed for a tropical climate where the heat of the vast savannah is more dangerous than an enemy's spear. * The spirit-worship of the mortals has called upon the orisha for new spells and domains such as Darkness, Exile, Fertility, Lightning, and Plague ever since the Dark Time when the Overpower ascended into the sky on the web of a giant spider. * Mad omurogo wizards contemplate the contents of mojuba bags to prepare their divination spells, and new magic items like zombi powder turn fallen warriors into true zombis that keep a hideous memory of their former lives. Ritual masks let the wearer become an orisha, and vodou nkisi statues hurl powerful curses at those who dare to use them. * And in the dark interior of the continent lurk creatures never before seen by the men of the tamed north lands ... ravenous beasts of the jungle and desert are only the beginning of the danger that awaits those who walk the lands of Nyambe!

Hol, Human Occupied Landfill


Daniel Thorn - 2002
    The second edition of the fan favorite roleplaying game HoL, the previous edition is already a customer five star selection here on Amazon, this new edition is the same book, but at an affordable price!

Metroid Prime 3: Corruption: Prima Official Game Guide


David Knight - 2002
    Samus is the cure.• Thorough step-by-step walkthrough and maps detailing the best routes through the non-linear worlds.• Beautifully detailed maps will help you navigate the Metroid universe.• Complete the game with all 100 Pickups to unlock bonus endings!• Streamlined solutions to all in-game puzzles and boss battles.• All Credits and Friend Vouchers revealed!

Star Munchkin


Steve Jackson - 2002
    . . grabbing Lasers, Vibroswords, and Nova Grenades . . . fighting Fanged Fuzzballs, Bionic Bimbos, and the Brain In A Jar. This is a complete game using the best-selling Munchkin rules (with a few new twists like Sidekicks). Yes, it CAN be combined with Munchkin! And, of course, it features the twisted humor of Steve Jackson and the wacky cartoons of John Kovalic.

Hunter Book: Wayward (Hunter Book)


Ed Hall - 2002
    They murder, abuse and oppress humanity. They have to be stopped, at any price. A new force emerges among hunters, a new creed never seen before. These chosen are bent on obliterating the supernatural -- and anyone who gets in their way. Are these wanton killers the world's messiahs ... or destroyers?Stand or FallHunter Book: Wayward is part of a Hunter: The Reckoning series dedicated to the creeds, the character types of the imbued. Waywards are one of the two lost hunter creeds, a group of maniacs and psychopaths -- even by monsters' standards. Learn what it takes to drive these hunters over the edge -- or to make them the most prophetic among the chosen. For adults only.

Hack Master: The Spellslinger's Guide To Wurld Domination


Jolly R. Blackburn - 2002
    Includes detailed information on the 8 Specialists and 8 new Double Specialists, 19 new Sole Practitioners, over 100 new spells, 20 new magic user skills and much, much more.

Munchkin 2: Unnatural Axe


Steve Jackson - 2002
    Play a new race: Orcs! Face foes like the Hydrant and the Tentacle Demon. Equip yourself with dread armor like the Spiked Codpiece. Recruit allies like the Shoulder Dragon. Wield mighty weapons like Druid Fluid, the Slug Thrower and, of course, the terrifying Unnatural Axe . . . and show them who's the greatest munchkin of all.Munchkin 2 – Unnatural Axe is a supplement to Munchkin; you will need the original game to play. Or you could add it to any of the other Munchkin game sets instead. It'll work, and it'll be silly, and that's what we all want here.

Armies of the 19th Century: Asia. Central Asia and the Himalayan Kingdoms


Ian Heath - 2002
    During the nineteenth century these territories which are now part of or border on Russia, Iran, Iraq, Afghanistan, Pakistan, India and China were the main theater of the Great Game, in which British and Russian agents competed for influence over the native princes.

Creatures of the Dreamseed


Oliver Graute - 2002
    This journal is Friar Domenico's report and sketches of his seven years of travel tendered to the NeoBaptist Pope so that the church at its angelic orders may better know the creatures that plague the world.Creatures of the Dreamseed is an elegant journal written in character and followed by a large appendix that provides D20 statistics for all the Dreamseed creatures.

The Sims Box Set 1 thru 5 (Prima's Official Strategy Guide)


Prima Publishing - 2002
    Combined sales for the franchise have topped 16 million units life-to-date.

Buffy the Vampire Slayer Core Rulebook


C.J. CarellaAndrew Cairns - 2002
    and more?Buffy the Vampire Slayer is a complete roleplaying game. In it, you will find:• An introduction to roleplaying and the Buffyverse.• A roleplaying guide to all seven season of Buffy the Vampire Slayer.• Detailed character creation, including pre-constructed Heroes and White Hats, for your quick-play pleasure.• Roleplaying specifics for the entire Original Cast, from Buffy to Dawn, including their wild and wacky changes.• The Buffy Unisystem, streamlined for cinematic slayage and sneakage.• A primer on magic mojo, for those who dare.• A guide to the hotspots of Sunnydale.• The monsters of mayhem, all stat-ed out and ready-to-slay, and the skinny every season's Big Bad.• Blow-by-blow instructions for creating Buffy roleplaying Episodes, Seasons, and Series.• A complete Episode to get slaying fast and easy.• A guide to Buffyspeak to add sparkle to your dialogue .

Age of Mythology: Sybex Official Strategies and Secrets


Doug Radcliffe - 2002
    Age of Mythology introduces fascinating new strategic dimensions to the world's best-selling real-time-strategy game series, and this exclusive guide will help you master the mythological mayhem. Written with the full support of Ensemble Studios and Microsoft, this ultra-detailed guide is packed with the strategies, tactics, and analysis you need to become an expert Age player. Inside you'll find: * Hardcore, advanced multiplayer strategies straight from Ensemble Studios' best players * Thorough analysis of each culture, including military units, Major and Lesser Gods, and their powers * In-depth stats for everything in the game * Step-by-step walkthrough of the incredible campaign * Detailed economic and military strategies so you can build a thriving economy and survive in combat

Maps of Middle Earth: The Lord of the Rings Map Set


Daniel Reeve - 2002
    

GURPS Low-Tech


Evan Jamieson - 2002
    . . or in any fantasy game . . . GURPS Low-Tech is a universal resource for any campaign set before the age of gunpowder and the printing press. It's 128 pages of detailed research and game ideas:Weapons: Cleave an enemy's skull with a stone axe, stab him with a bronze sword, or impale him on your obsidian-tipped spear. Armor: Whether it's the crudest leather or the finest iron chain, any armor is better than none. Plus new rules for piecemeal armor!Vehicles: Steer a dogsled across the Arctic, sail a trireme across the Mediterranean, or ride your chariot over the battlefields of Asia.Equipment: Yokes and plows, adzes and hammers, sundials and locks; everything it takes to build a town or a nation. Plus shelter, science, and civilizations . . . from the Stone Age to the Middle Ages.Whether you're playing cavemen fighting to stay alive, armored knights jousting for honor, or time travelers searching for the truth about history, GURPS Low-Tech brings the past to life!

The Slayer's Guide to Orcs


Matt Forbeck - 2002
    

Path of Magic: A Character Resource for Bards, Sorcerers, and Wizards (Legends & Lairs, d20 System)


Fantasy Flight Games - 2002
    Beautifully designed and illustrated in the Legends & Lairs tradition, Darkness & Dread offers a wide variety of exciting new features, including: New rules for madness, fear, and other psychological effects, new monsters utilizing fear, a complete pantheon of god-like beings that grant their followers powers and madness, new prestige classes, feats, and spells designed for survival in a dark fantasy campaign, and information on integrating the horrific into your world setting.

GURPS Deadlands: Aces and Eights


Micah T.J. Jackson - 2002
    

Slaine: The Roleplaying Game of Celtic Heroes


Ian Sturrock - 2002
    Tir Nan Og is known as the Land of the Young, for very few of its people live to old age. The noble Tribes of the Earth Goddess keep their proud warrior traditions alive in northern Tir Nan Og, but are constantly threatened by the Fomorian sea-devils, the tribes of the evil Drune Lords, and the bloodthirsty Berserkers of Midgard. The gods and goddesses of the Land of the Young take a personal interest in its affairs, and it is quite possible to interact directly with them in their own lands, and even to call upon their aid on the battlefield. The Slaine role-playing game allows players to take the role of mighty Celtic heroes exploring a land in which legends are real and a strong warrior can carve out a reputation that may last for millennia. As members of the Tribes of the Earth Goddess, they will be called on to raid or war against rival tribes, quest after ancient treasures, or defend their lands against invading sea-devils. Over the years they will build up their honour and reputation, until one day they might join the ranks of the tribe's most elite warriors, or even become tribal leaders themselves. By playing the Slaine role-playing game, you can create a character who lives both in the magical land of Tir Nan Og and in your own imagination and that of your friends. One player will take the role of the Games Master, controlling the people and creatures who dwell within the land, whilst the other players will be either valiant heroes, wise druids, wily thieves or cunning witches. The Games Master sets Tir Nan Og before the other players, allowing them to explore everywhere from the frozen wastes of Lochlann to the north, to the magically drained Sourlands in the south and the territory of the evil Drune Lords beyond. This book will give you everything you need to create and play characters within Tir Nan Og, as well as give the Games Master enough information to accurately portray the Land of the Young. The following chapters can be found within this book; Chapter 1 - Characters in Tir Nan Og: A complete guide to creating characters for use in the game - the mighty warriors and heroes of the Land of the Young, druids both wise and evil, cunning witches, and wily thieves. Chapter 2 - Feats: Feats are special talents that may be acquired over time, permitting a player to truly customise his character. Chapter 3 - Goods and Weapons: The weapons and armour of the ancient Celtic lands are primitive and heavy, but often effective nonetheless. This chapter fully details iron and flint weapons, armour and shields, and other goods from farmland to gold torcs. Chapter 4 - Combat: Full rules for engaging in combat are covered in this chapter, whether you are a warped warrior capable of taking on dozens of foes single-handedly, a grim Sun Hero, or a noble warrior commanding a Sessair war party. Chapter 5 - Eyes Without Life, Sundered Heads, and Piles of Carcasses: Enormous battles frequently tear through Tir Nan Og, leaving great heaps of the slain on both sides. This chapter will allow you to run mass battles of every size from a tribal cattle raid with just a hundred or so warriors on each side, right up to a full-scale Fomorian invasion of the Land of the Young. Chapter 6 - Earth Power: Earth Power is the magic of Slaine's world, a subtle yet dangerous power derived from the land itself and frequently powered by human sacrifice. Most serious sorcerers are druids or witches, but anyone can learn a spell or two. Chapter 7 - A Guide to Slaine's World: This chapter contains everything a hero needs to know about day-to-day life in Tir Nan Og. Detailing everything from tribal culture and the legal system to the geography of the land, it is required reading for every player. Chapter 8 - Adventures in the Land of the Young: This covers methods of transport in Tir Nan Og, and the various benefits of adventuring - acquiring followers or even an entire tribe, and gaining levels in various prestige classes. Chapter 9 - Bestiary: This chapter details the creatures both mundane and magical that live in the Land of the Young. Chapter 10 - Religion: This covers tribal and personal gods and goddesses, and the obligations and benefits that come from worshipping them. Chapter 12 - Campaigns in Tir Nan Og: Slaine is a fantasy setting like no other and Games Masters will benefit from the information given in this chapter, allowing them to run truly unique campaigns.

Hacklopedia Of Beasts: Monster Matrix


Brian Jelke - 2002
    

StarFox Adventures: Dinosaur Planet - Prima's Official Strategy Guide


Demian Linn - 2002
    Fox lands on a mysterious dinosaur world and experiences character-based adventuring in a 3-D fantasy world. One innovation in the game is the use of sidekick characters. Players can control their sidekicks and make them distract enemies, dig holes, and uncover secrets. This latest STAR FOX adventure comes to gamers on the innovative GameCube console with new weapons, supplies, and upgraded graphics that take full advantage of the system's power. The GameCube has been hugely successful with sales of over 2.5 million units to date. Description/Sales Handle Star Fox Adventures: Prima's Official Strategy Guide is the must-have tool for helping Fox McCloud survive on the mysterious dinosaur planet. Learn how to pilot the Arwing, defeat ferocious boss enemies, and control your crazy sidekicks. Thorough walkthroughs and detailed maps make the journey much easier! Comp Titles - Banjo & Kazooie: Prima's Official Strategy Guide has sold over 150,000 copie

In the Well


Jonathan Woodward - 2002
    Hotter. Full of promise and adventure. This book includes:A detailed history of Mars, from the robot probes of the early 21st century, to the first manned landing in 2026, through the illegal terraforming plagues created by the Ares Conspiracy.The uneasy truce on Mercury, where precious metal and abundant energy draw greedy eyes.The stifling clouds of Venus, beneath which lurk a few hardy scientists, and some who are just there to hide.New character types like the Recurver and Terraformer, new biomods, and new gengineered races.A bestiary of genetically-enhanced animals, from smartcats to ice weasels.Plus campaign ideas, personal hardware, land and air vehicles, and more!Here is the heart of the solar system. The destiny of humanity is here. Seize the future.

Trollbabe


Ron Edwards - 2002
    It features art by some of the great talents in the role-playing industry today: Veronica V. Jones, Ben Morgan, Rod Anderson, Jeff Diamond, and James V. West. What's a trollbabe?Let's start with size. We're talking 6'6" at the least, with a build to match - a trollbabe is a big woman, no little aerobicized butts allowed. All trollbabes are strong, easily the match of the strongest humans, and ranging up from there. They can run all day and heft weapons and pull bows that would wear out a human in moments. Trollbabes have primarily-human facial features, and most lack the characteristic trollish body hair and posture. Their trollishness is most obvious in their horns, which range from short goaty pointy horns to big curling sheepy horns that include a ridge over their brows. Big hair is also common; think 80s rock-and-roll.Why play Trollbabe?Because a trollbabe is neither troll nor human - she is functionally apart, yet tied into the fates and interactions of both peoples. Trolls - big, shaggy, horned, grotesque, people-eating monsters - and humans - plain old humans - simply don't get along, and their conflicts are escalating. The trollbabe may be perceived as an automatic friend or an automatic foe by both humans and trolls, yet her perspective is not identical with either one.s. Her presence cannot help but destabilize the status quo in any particular situation, which makes for an interesting life. Ultimately, she may also become the means of resolution.

The Riddle of Steel


Jacob Norwood - 2002
    It is designed for role-playing in a typical swords-&-sorcery or high fantasy gameworld environment.

Spyro: Enter the Dragonfly - Prima's Official Strategy Guide


Stephen Stratton - 2002
    Fight fire with fire! ·Complete step-by-step walkthrough for all levels ·Descriptions and strategies to defeat Spyro's enemies ·Lists all items and objects and where to find them ·Tips and strategies for all 16 minigames ·Includes Gem finding secret ·Handy Dragonfly checklist ·Locations of all four Dragon Runes ·Detailed descriptions of Spyro's moves and abilities

Heresies of the Way


Michael Butler - 2002
    For centuries, however, a handful of dharmas have survived the Quincunx's tyranny, following belief structures alien to the Middle Kingdom. Now, with the Sixth Age nigh, the so-called heretical dharmas grow in strength. Do they herald an even darker future or are they merely tools of the Akuma?Five Little DancersHeresies of the Way is a Kindred of the East sourcebook dealing with the heretical dharmas and their motivations. In addition to offering greater information on their histories, abilities and outlooks, this sourcebook deals with a brand-new dharma: The Scorpion Eaters. Heresies of the Way also ties into Yearof the Damned by presenting five dharmas that have sacrificed much for power - and survival.