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CONTENTS
Welcome to the Viking Invasion™ …………………………………………………76
About this Manual ………………………………………………………………76
So What’s New? ………………………………………………………………………76
The Battle Deployment Screen ………………………………………………………77
Reinforcements …………………………………………………………………78
Artillery and Fire on the Battlefield …………………………………………………79
Sieges, Buildings and Fire ……………………………………………………79
The Organ Gun …………………………………………………………………79
The Vikings Campaign Game …………………………………………………………80
The Vikings Campaign Map Screen ……………………………………………81
Buildings and the Technology Tree ……………………………………………81
Viking Raids …………………………………………………………………………82
Religion in Viking Invasion™ ………………………………………………………83
Viking Conversion ………………………………………………………………83
Custom Battles and Multiplayer Games ………………………………………………84
Play On GameSpy ………………………………………………………………84
Historical Battles ………………………………………………………………84
Appendix: New Units in Medieval: Total War™ ……………………………………85
Credits
Warranty
………………………………………………………………………………87
……………………………………………………………………………88
Product Support ………………………………………………………………………88
Licence to use the game software ……………………………………………………89
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WELCOME TO THE VIKING INVASION™
This expansion pack to PC Gamer's “Best PC Game of All Time 2002”-Medieval: Total War™
takes the action in the game back in time to the period between 793 and 1066. This is the
time before the British Isles were even vaguely united, and when the greatest threat faced by
the Kingdoms of Britain was posed by savage pagan marauders from across the North Sea:
The Vikings.
ABOUT THIS MANUAL
This manual is broken down into several important sections.
The So What’s New? section is an overview of the expansion pack.
The Battle Deployment Screen and Artillery and Fire on the Battlefield sections apply to both
the original game and the new Viking campaign.
All other sections deal with changes to gameplay only in the Viking campaign.
SO WHAT’S NEW?
If you’ve played Medieval: Total War, you will find the basics of the game work as they always
did, with one important exception that we’ll come to in a minute. However new features have
been added to many parts of the game by Medieval: Total War™ - Viking Invasion™:
• A new pre-battle system that allows you to organise your army and reinforcements,
particularly the order in which reinforcements appear during a battle. This system works
in the “old” Medieval: Total War periods, and in the “new” Viking period.
• A new campaign set on an expanded map of the British Isles.
• Eight new Viking era factions, including the Vikings themselves! The Vikings have special
abilities to reflect their skills as raiders and seafarers.
• A new technology tree for the Viking era allowing construction of Dark Age buildings and
the training of new unit types.
• Three new playable factions for the original starting dates in Medieval: Total War – the
Aragonese, Hungarians and Sicilians, complete with their own specialised unit types.
• New unit types for many of the existing factions in Medieval: Total War. Some new units
will only appear as rebel forces, so it’s worth keeping a sharp eye out for new and
interesting opponents too – perhaps they can be bribed!
• Taverns and Brothels can be upgraded to produce Assassins and Spies with high
starting valour.
• New artillery features for use in both Viking Invasion and original Medieval: Total War
such as flaming catapult missiles, boiling oil and (for the original game only) the Organ
Gun, a fearsome multi-barrelled anti-personnel cannon.
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THE BATTLE DEPLOYMENT SCREEN
When a battle is generated you will be taken to the new
Battle Deployment screen, as shown above. This gives
you a chance to review details of the coming battle before
you commit your army to the fight. It also gives you the
chance to “tailor” your army to meet specific threats in
a coming battle.
• Immediately below the screen title are quick save and
quick load buttons. You can save the game away before a
battle starts, but this will use the Quicksave file, so be
sure you don’t mind overwriting this saved game!
• The rolling panorama shows you the landscape of the battlefield you are about to fight
across. Take a moment to examine this view, as it may help your troop deployment.
• There is a summary of the action to come, giving a straight numerical comparison of the
armies involved.
• The screen shows portraits of the commanders involved, along with their command rating
(if any) shown as command stars down the right hand side of their portraits.
• Immediately below each commander is his faction shield. If there is more than one
shield shown then allies are present. Click on the relevant faction shield to show the
details of an allied army.
• The grid shows the main field army of each side. If there are more than 16 units
available, then a Reinforcements button will be shown below the grid. This is explained in
greater detail below.
• You’ll only be shown details of the enemy army if you have a Spy in the province or your
army started the current turn in the province, otherwise you’ll have to go into battle with
incomplete information due to the “fog of war”. This can make Spies a very useful tool
in warfare beyond simply stirring up trouble in enemy territory!
• When you’re happy with the organisation of your army click on one of the options shown
at the bottom of the screen in the centre. Click on Command the Attack Personally to enter
the battle system!
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REINFORCEMENTS
Battles during campaigns can sometimes involve more
than 16 units on one or both sides. In this case you now
have a chance to organise your main army and
reinforcements before the battle starts.
• Click on the Reinforcements button to show the
reinforcement pool grid, and the units it contains.
• Your main army will always contain 16 units; your
reinforcement pool may contain any number of units.
• If there are more than 16 reinforcements, you’ll see two scrolling arrow buttons so that
you can move up and down the extended reinforcement pool.
• Left click on any unit in the reinforcement pool grid to pick it up. The unit is now shown
next to the cursor. Left click on any unit in either grid to replace it. The replaced unit
will now be held by the cursor.
• Left click in an empty box on the reinforcement pool to drop the selected unit. It is
automatically put in the last (lowest right) vacant box on the grid.
• If you left click on a unit in the field army you will pick it up, leaving a gap in the army. If
you drop this unit into the reinforcement pool it is automatically placed in the last vacant
box, and the first unit of reinforcements (top left box) is moved into your main army.
• The order of units on the reinforcement pool grid determines the order in which they
appear during the battle. The unit in the top left hand box appears first, each row is
taken in turn from left to right and the unit in the lowest right hand box will appear last.
• If you move the army’s general to the reinforcement pool the game will automatically
pick the next best general and place him in command of the field army. Likewise, a
better general from the reinforcements pool dropped into the main field army will
automatically be given command of the army.
• Artillery in the reinforcement pool will never appear in a battle, as was the case in the
original game.
Once you’re happy with the army and its reinforcements
click one of the options in the middle of the screen.
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ARTILLERY AND FIRE ON
THE BATTLEFIELD
There are new features in Medieval: Total War - Viking Invasion that apply specifically to
the original game as well as the new Viking period – fire and flaming missiles. There is
also a new artillery piece for the original game.
SIEGES, BUILDINGS AND FIRE
In all periods of the game attackers can now fire flaming catapult missiles, and castle
defenders can now use deadly boiling oil!
• Flaming catapult missiles are automatically used when the catapult targets a building or
castle wall. They will set fire to any wooden structure that they hit.
• Boiling oil is automatically poured from the gatehouses of a castle when it is under
direct attack by an enemy unit. Attackers should be prepared for possibly very heavy
casualties when they send men to hack at a castle’s gates! The defenders will not use
boiling oil when being attacked by artillery.
THE ORGAN GUN
The Organ Gun is a new artillery piece specifically for use against other units (it isn’t
much use as a siege weapon). As with other artillery, the Organ Gun requires its
crew to function properly, and it can be destroyed and the crew killed separately.
An Organ Gun consists of many small barrels (roughly the same as very large arquebuses) on
a common mount. When fired it shoots a devastating and demoralising salvo into the enemy!
Once positioned at the start of a battle an Organ Gun cannot move, but it can rotate to
fire at target units within range. Like other gunpowder weapons, it may explode instead
of firing properly. It also has a lengthy reload time, thanks to the number of barrels that
have to be primed by the crew.
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THE VIKINGS CAMPAIGN GAME
As in Medieval: Total War selecting Single Player from the Main Menu and then Full
Campaign starts a new campaign game:
Difficulty: You’ll be asked to select the difficulty setting for your game. Click on the setting
you want, which will then apply to all parts of the game – expect enemies to be very smart
and tough on Hard and Expert settings, and rebellions to be more likely.
Campaign Selection: This allows you to choose the starting date for your campaign: the
Early, High or Late medieval periods (as before) or The Vikings, which covers the period
from the beginning of the Viking incursions (793AD) to the Norman Conquest (1066).
Click on the period you want to play.
If you select The Vikings you’ll notice that the map of Europe changes to an expanded map
of the British Isles that shows the provinces as they were in the Dark Ages. The Vikings is
solely concerned with the campaigns to dominate the British Isles. There’s also an
overview of the period to give you an idea of the situation from a historical perspective.
Whereas in the original periods you could select to win through Domination or Glorious
Achievements, when selecting The Vikings campaign Domination is the only option. Click
on Continue to confirm your choices.
Faction Selection: There are 8 playable factions in Viking Invasion. Click on a faction’s
name to see the provinces it controls and read a brief description of its strengths and
prospects. The factions are not identical by any measure, although each faction’s ratio of
resources to threats and opportunities is about the same. If you want to get a full flavour
of the period and not be a potential victim, just remember to select the Vikings!
Click on Continue to confirm your choice and begin the game.
As before, click on the ‘go back’ arrow at the bottom of any dialogue panel or parchment
to return to previous options.
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THE VIKINGS CAMPAIGN MAP SCREEN
The campaign map screen is your window into the detailed world of Viking
Invasion. This map is divided into over forty provinces representing the British
Isles in the Dark Ages. Many of the provinces on the game map won’t have the
‘modern’ name you might think belongs to a place – quite a few counties and
borders have yet to come into being when the game starts!
Here you can plan your conquests at your leisure; there are no time pressures as your
moves can be changed right up to the moment you end the turn. It’s from this screen and
its assorted information parchments that you control your provinces, issue orders to your
armies, assassinate and bribe enemies, train new soldiers and keep track of diplomacy,
your royal family and your finances, as in the original Medieval: Total War.
The remainder of this section talks about the differences between the Viking campaign and
the original game.
BUILDINGS AND THE TECHNOLOGY TREE
By comparison to Roman times, the Dark Ages were just that – a time of ignorance, when
civilisation collapsed and learning was forgotten. This is a bit of a simplification, but the rule
of Rome was replaced by the rule of the sword. In the 8th century the world was beginning to
emerge from the darkness, but the process was by no means complete.
The Viking era campaign in Medieval: Total War - Viking Invasion reflects this period of
history. You’ll see that the technology tree for this campaign is very different from the one for
the original game. You’ll find the technology tree as a .pdf file on the DVD. To read this file
you’ll need Adobe Acrobat Reader installed on your PC. You can download a free copy of
Adobe Acrobat Reader from www.adobe.com or install the copy provided on the DVD.
It’s worth taking a few moments to look at the new technology tree,
because following the same building strategies as you did in an
original Medieval: Total War campaign will probably result in an
early defeat! You will notice that Dark Age buildings have replaced
many familiar ones. For example, Viking-era Blacksmiths train troops. You’ll also see that
familiar units are produced at different buildings: Peasants, for example, are trained at Forts
in the original game; here they are trained at a Muster Field.
What hasn’t changed is the need for a stronghold, fort or castle of some sort before many
buildings can be constructed. The technology tree shows which buildings are linked to the
strongholds – these should be seen as early forms of castle and will appear on battle maps
during assaults.
Not all factions can construct every building on the Technology Tree. Only the Vikings can
build Pagan Shrines, for example, while the Irish can’t build any of the archery-related
buildings. Other restrictions such as tradable goods, coastlines and the presence of iron
deposits also limit the buildings that can be constructed in a province.
The other effects of buildings may also not be quite what you would expect. However, some
things haven’t changed: buildings still cost money and time to construct – some can take
several years to finish.
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Agriculture is not very advanced at this point in history and may not
generate very much money, so any economic investment can be quite
expensive, time consuming and may take many years to earn a profit. It’s
worth noting that some provinces on the map don’t have any agriculture
much beyond the basics needed to feed people and don’t generate large incomes. This is why
the Forest Clearing and Basic Farm have been included.
Whenever you upgrade a building to the next level it keeps all its previous training abilities –
you’ll never lose the ability to train a unit as a result of upgrading a building. Some buildings
also train improved versions of soldiers, such as the Fyrdmen +1 trained at a Mead Hall, who
gain the appropriate Valour bonus.
VIKING RAIDS
As has already been mentioned, the Vikings are expert seafarers and raiders. In Viking
Invasion they get a couple of special abilities to reflect these talents for violence from the
sea. In short, the Vikings can raid more effectively than any other faction in the game.
Historically the Vikings raided for two reasons: firstly, the farmland in Scandinavia in the
8th and 9th Centuries was limited. There was just enough food to eat, but not enough to
allow any large economic surplus to develop, or new land to open for settlement. Raiding
the lands of others was the only way the Vikings could ensure that they flourished as a
people. The second reason was that the Vikings discovered they had all the elements
needed: a surplus and warlike male population, good ships, and a taste for adventure!
The Viking faction has the following special abilities in Medieval: Total War - Viking
Invasion to allow Vikings to carry out raids:
• Ships: Most Viking ships have a range of 3, allowing them to move to distant sea
regions quickly.
• No need for ports: Vikings armies can embark onto fleets without a port in the province they
are leaving. The Vikings’ superb ship designs allowed them to use almost any beach as a
harbour. As always, an army can carry out an amphibious attack on any province providing
that there are no hostile fleets in the final sea region being used to mount the attack.
• Destruction bonus: Any building that the Vikings destroy on the battlefield earns them
gold. This is also true of any buildings destroyed during a siege. Destroying buildings
using the Destroy button in the building’s information parchment only gives half the
building’s value.
The end result of these special abilities is that Vikings can attack a coastal region from the
sea, destroy any buildings (and get the value of those buildings in gold), and then move
somewhere else immediately without necessarily conquering the province. They don’t need
a port in a province to move again by sea, or wait for four years for one to be built!
Conquest becomes a secondary consideration to getting the gold that other factions have
spent on improving a province!
Viking armies must still obey the other rules of travelling by sea:
there must be a chain of fleets on the route taken,
one per sea region crossed and enemy ships in the
final sea area can still prevent a landing.
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RELIGION IN VIKING INVASION
Religion played an important part in life during the time of the
Vikings. Apart from anything else, the monasteries and abbeys
established by the Church were centres of learning, medicine
and great wealth.
Religion during the Viking campaign in Viking Invasion works a little differently from the
original game:
• The religious buildings on the Viking era technology tree are different from those in the
original game. Abbeys, for example, are not the same as Monasteries in the original game.
• All factions are Catholic, except for the Vikings at the start of the campaign.
• Only the Vikings may build Pagan Shrines, and only before they are converted to Christianity.
Pagan Shrines increase the Pagan population of a region in the same way Chapels, etc.
do for Catholic populations.
• There are no Crusades in the Viking period. The Church had yet to formalise the concept
of “Holy War” in this way.
• The Pope does not appear in the Viking campaign, and therefore Christian factions will
not be excommunicated for attacking their fellow Catholics.
• Inquisitors do not exist in the Viking campaign. The Inquisition as an arm of the Church
did not appear for hundreds of years.
VIKING CONVERSION
The Vikings were a pragmatic people in matters of religion, often worshipping both the
Old Gods and the God of the Christians – after all, divine help is always a good idea!
Eventually Christianity gained the upper hand over the Old Ways. In Viking Invasion
this has the following effects:
• The Vikings retain their raiding destruction bonus only as long as they are officially
pagan. Once they convert to Christianity the Vikings only receive half the value of any
buildings that they destroy.
• The Vikings convert to Christianity once 80% or more of the Viking people are Christians.
• Christian Vikings lose the ability to build Pagan Shrines and Sacrificial Shrines.
• Non-Viking factions can aid the conversion to Christianity sooner by sending Bishops
into pagan Viking territories.
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CUSTOM BATTLES AND
MULTIPLAYER GAMES
The Custom Battle and Multiplayer features from Medieval: Total War now have a bonus:
the Viking period is now a playable option. Simply select the period to fight battles using
all the units that appear in Viking Invasion. You can also use these units on any battlefield,
not just the temperate lands of Britain.
PLAY ON GAMESPY
If you have a GameSpy ID this will enable you to battle straight away with up to three other
players on the Internet. In order to play you will need a 56 Kbps or faster modem connection.
Enter the email address, online name and password you used to register with GameSpy
and type in the CD key code that can be found with your original Medieval: Total War
packaging. After clicking on Continue you will then be logged on to GameSpy.
In multiplayer games please note that it will not be possible for players with versions v1.0
or v1.1 of Medieval: Total War to play against those with Viking Invasion installed.
All players will need to be using the same version of the game.
HISTORICAL BATTLES
Viking Invasion features a new Historical Battle in the shape of Stamford Bridge, which
recreates the English King Harold Godwinson’s victory over the Vikings near York in 1066.
A few days later Harold marched the length of his kingdom and was defeated at Hastings
by William the Bastard of Normandy. William was later known by the more respectful title
of “the Conqueror”
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APPENDIX: NEW UNITS IN
MEDIEVAL: TOTAL WAR
This expansion pack gave us the chance to include new units for the original game, as well
as units just for the Viking campaign. This table summarises the new forces that you’ll find
in the game. Note that some units are listed as “Rebels only”, so if you want to command
them in battle you’ll have to bribe a rebel general!
Many of the units and fighting styles from the Viking period survived until the Early period
of the original Medieval: Total War, so we’ve also included some of these in the other
campaigns as well. The buildings where they are trained may not be the same as those in
the Viking campaign.
Unit Name…
Trained by…
Available To…
In these provinces…
Arab Infantry
Swordsmith
Almohad, Egyptian
All
Armoured Spearmen
Spearmaker's
Workshop
Polish, Russian,
Hungarian, Novgorod,
Swiss
All
Avar Nobles
Horse Breeder +
Armourer
All
Moldavia
Rebels only
Norway, Sweden
Spearmaker's
Workshop +
Horse Breeder
Byzantine
All
Berserkers
Byzantine Lancers
Early and High
Eras only
Early Era only.
Early and High
Eras only.
Celtic Warriors
Swordsmith
All
Ireland, Wales
Early Era only.
Druzhina Cavalry
Horse Breeder +
Swordsmith
Novgorod, Russian
All
Early and High
Eras only.
Faris
Bowyers Workshop
+ Swordsmith's
Workshop +
Horse Breeder.
Egyptians and
Almohads.
All
Early and High
Eras only
Rebel only
Wessex, Mercia,
and Northumbria
Early Era only
Danish, Hungarian,
Polish
All
Early Era only
Fyrdmen
Horsemen
Horse Farmer
Jobbagy
Fort
Hungarians
All
Rebels only
Khazar
Master Foundry +
Gunsmith's Guild
All
All
Late Era only
Rebels only
Scotland
Early Era only
Spearmaker
Byzantine, Danish,
English, Polish,
Russian, Hungarian,
Sicilian, Turkish
All
Khazar Royal Cavalry
Organ Gun
Pictish Cavalry
Round Shield
Spearmen
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Unit Name…
Rus Spearmen
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Trained by…
Spearmaker
Saxon Huscarles
Sherwood Foresters
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Available To…
In these provinces…
Novgorod
All
Rebels only
Wessex, Mercia,
Northumbria
Rebels only
Mercia
Slav Javelinmen
Spearmaker
All
Prussia, Pomerania,
Poland, Silesia,
Bohemia, Lithuania,
Smolensk,
Chernigov, Muscovy,
Moldavia, Volhynia,
Kiev, Croatia,
Serbia, Bulgaria
Slav Warriors
Fort
All
Prussia, Pomerania,
Poland, Silesia,
Bohemia, Lithuania,
Smolensk,
Chernigov, Muscovy,
Moldavia, Volhynia,
Kiev, Croatia,
Serbia, Bulgaria
Early Era only
Early and
High Eras only
Spanish Javelinmen
Spearmaker
Spanish, Aragonese
All
Steppe Heavy
Cavalry
Master Horse
Breeder + Armourer
All
Muscovy,
Volga_Bulgaria,
Khazar, Pereyaslavl,
Chernigov, Ryazan,
Kiev
Swabian Swordsmen
Swordsmith's
Workshop
German
Swabia
Szekely
Horse Breeder
Hungarian
Hungary, Volhynia,
Moldavia
Viking Huscarles
Swordsmith +
Armourer
All
Denmark, Sweden,
Norway
Early Era only
Viking Carls
Royal Palace +
Swordsmith
All
Denmark, Sweden,
Norway
Early Era only
Viking Landsmenn
Trained by Fort
and Motte
All
Denmark, Sweden,
Norway
Early Era only
Viking Raider Cavalry
Horse Farmer +
Armourer
All
Denmark, Sweden,
Norway
Early Era only
Viking Thralls
Fort
All
Denmark, Sweden,
Norway
Early Era only
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Early Era only
MTW_VI_Manual Inside
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CREDITS
CREATIVE ASSEMBLY
Project Director
Mike Simpson
PROGRAMMING:
Lead Programmer
A.P. “Tag” Taglione
Battle Logic & AI
R.T. Smith
FE Core, Strategy Map UI and
Infrastructure
Shane O’Brien
Multiplayer, FE, Castle AI
Gil Jaysmith
Historical Campaigns, FE, Agents,
Mercs
Dan Parkes
Strategy MAP AI
Ting Li
Fleets, Glory Goals and Tutorial
Matteo Sartori
VnV’s & Heroes
Mike Simpson
Battle Tutorials & Pathfinding
Dan Triggs
Battle UI
John McFarlane
Events
Melvyn Quek
Core Code
The Shogun Team
Installer
Lee Cowen
ART:
UI Graphics & Maps
Joss Adley
Battle Graphics, Textures & Maps
Howard Rayner
Event & PR Drawings, Textures & Maps
Nick Smith
Portraits, PR Art & Strategy Map
Ester Reeve
Glory Art & Buildings
Irina Rohvarger
Portraits, Textures & Maps
Greg Alston
Design
Mike Simpson
R.T. Smith
Mike Brunton and the Whole Team
Writing
Mike Brunton
Producer
Luci “Loki” Black
Product Evangelist
Michael de Plater
Executive Producer
Tim Ansell
Supporting Roles:
QA Manager
Graham Axford
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Testers
Jeff Woods
James “Azimoth” Buckle
Chris Morphew
Ken Rafferty
Intro & PR Art
Alistair Hope
Jude Bond
Programming
Richard Broadhurst (FLE)
Dan Laviers
Manual
Mike Brunton
Webmaster
Richie “Web Dad” Skinner
PR & Marketing
Ian “Sorry to be a pest, but….”
Roxburgh
Cathy Campos, Panache PR
Tools
Richard Broadhurst (FLE)
Mark Milton
Nick Tresadern
Additional Content
Tim Ansell
Ross Manton
Assistant Producer & Catering
Chris Gambold
Consultant on Muslim Culture
Kaushar Tai, Chairman of the InterFaith Council
AUDIO:
Music & Sound Effects
Jeff van Dyck (www.dnama.com)
Additional Music
Richard Vaughan
Saki Kaskas
Additional Sound Effects
Richard Vaughan
Nathan McGuiness
Karl Learmont
Sam Spanswick
Trumpet Fanfares
Dale Richardson
Special audio thanks to
Living History Australia for running
around and screaming
Di the camel lady at Bos Camel
Farm for making her camels sing
Casting and Voice Production
Philip Morris at AllintheGame Ltd.
Voices
Sean Pertwee
Sulayman Al-Bassam
Boris Sosna
Nadim Sawalha
Audio Scripts
Mike Brunton
Special Thanks
Dr Ken Turner
Gareth Hailes
87
SEGA EUROPE LIMITED
CEO of SEGA Europe / SEGA America
Naoya Tsurumi
President/COO of SEGA Europe
Mike Hayes
Development Directo
Gary Dunn
Head of Development Europ
Brandon Smith
Production
James Brown
Darius Sadeghian
Creative Director
Matthew Woodley
Director of European Marketing
Gary Knight
Head of Brand Marketing
Helen Nicholas
Brand Manager
Darren Williams
European PR Manager
Lynn Daniel
Kerry Martyn
International Brand Manager
Ben Stevens
Creative Services
Tom Bingle
Keith Hodgetts
Akane Hiraoka
Arnoud Tempelaere
Alison Warfield
Online Marketing Manager
Morgan Evans
Web Editor
Romily Broad
Senior Web Designer
Bennie Booysen
Head of Development Services
Mark Le Breton
QA Supervisor
Marlon Grant
Master Tech.
John Hegarty
Lead Testers
Denver Cockell
Rickard Kallden
Winson Ting
Testers
Hany Gohary
Hercules Bekker
Andrzej Lubas
Dominic Taggart
David George
This product contains software
technology licensed from GameSpy
Industries, Inc.
© 1999-2003 GameSpy Industries, Inc.
GameSpy and the "Powered by
GameSpy" design are trademarks of
GameSpy Industries, Inc. All rights
reserved.
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WARRANTY
WARRANTY: SEGA Europe Limited warrants to you, the original purchaser of the Game, that this
Game will perform substantially as described in the accompanying manual for a period of 90 days
from the date of first purchase. If you discover a problem with the Game covered by this warranty
within the 90 day period, your retailer will repair or replace the Game at its option, free of charge,
according to the process identified below. This limited warranty: (a) does not apply if the Game is
used in a business or for a commercial purpose; and (b) is void if any difficulties with the Game are
related to accident, abuse, virus or misapplication. This limited warranty gives you specific rights,
and you may also have statutory or other rights under your local jurisdiction.
RETURNS WITHIN A 90 DAY PERIOD: Warranty claims should be made to your retailer from where
you bought the Game. Return the Game to your retailer along with a copy of the original sales receipt
and an explanation of the difficulty you are experiencing with the Game. At its option, the retailer
will either repair or replace the Game. Any replacement Game will be warranted for the remainder of
the original warranty period or 90 days from receipt, whichever is longer. If for any reason the Game
cannot be repaired or replaced, you will be entitled to receive your direct (but no other) damages
incurred in reasonable reliance but only up to the amount of the price you paid for the Game. The
foregoing (repair, replacement or limited damages) is your exclusive remedy.
LIMITATIONS: TO THE FULL EXTENT ALLOWED BY LAW, NEITHER SEGA EUROPE LIMITED, ITS
RETAILERS OR SUPPLIERS ARE LIABLE FOR ANY SPECIAL, INCIDENTAL, PUNITIVE, INDIRECT OR
CONSEQUENTIAL DAMAGES ARISING FROM THE POSSESSION, USE OR MALFUNCTION OF THIS
GAME
Information in this document, including URL and other Internet Web site references, is subject to
change without notice. Unless otherwise noted, the example companies, organizations, products,
people and events depicted herein are fictitious and no association with any real company,
organization, product, person or event is intended or should be inferred. Complying with all
applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright,
no part of this document may be reproduced, stored in or introduced into a retrieval system, or
transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or
otherwise), or for any purpose, without the express written permission of SEGA Europe Limited.
PRODUCT SUPPORT
Please check www.sega.co.uk for details of product support
in your region.
Register online at www.sega.co.uk for exclusive news,
competitions, email updates and more.
Visit SEGA CITY today!
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LICENSE TO USE THE GAME SOFTWARE
NOTICE TO USER: PLEASE READ THIS LICENCE AGREEMENT CAREFULLY
PLEASE READ the following information carefully as it sets out the terms upon which you are allowed by Sega
Corporation of 1-2-12, Haneda, Ohta-ku, Tokyo, 144-8531 Japan and its associated companies (“Sega”) to use the
Game Software incorporated in the game.
IF YOU DO NOT AGREE DO THESE TERMS your use of the Game Software will not be granted. Sega requests that
you contact one of the customer service centers advertised in the information accompanying the Game Software.
Please note that there may be a charge for the telephone call to the customer service centre.
1. Licence to use the Software
The term "Game Software” includes the software included in this game, the associated media, any software
associated with the online mode of the game, any printed materials, and any online or electronic documentation,
and any and all copies and derivative works of such software and materials.
Sega grants to you the non-exclusive, non-transferable, limited right and licence to install and use one copy of the
Game Software solely for your personal and non-commercial use. All rights not specifically transferred by this
Licence remain with Sega. The Game Software is licensed to you and not sold.
This Licence does not give you any title or ownership in the Game Software and should not be construed as a sale
or transfer of any intellectual property rights to the Game Software.
2. Ownership of the Game Software
You agree and acknowledge that all right, title, interest and ownership rights in any and all copyright, design right,
database right, patents and any rights to inventions, know-how, trade and business names, trade secrets and trade
marks (whether registered or unregistered) and any applications therefor and other intellectual property rights
(“Intellectual Property Rights”), in or connected with the Game Software and any and all copies thereof (including
in particular but not limited to any data, database, designs, titles, computer code, themes, objects, characters,
character names, stories, dialogues, catch phrases, places, concepts, artwork, animation, sounds, music, audiovisual effects, text, methods of operation, moral rights and any related documentation) are owned by Sega or its
licensors. The Game Software contains certain licensed materials and Sega or its licensors may protect their rights
in the event of any violation of this Agreement.
3. Use of the Game Software
You agree only to use the Game Software or any part of it in a manner which is consistent with this Licence and
you SHALL NOT:
(a) without the permission of Sega use the Game Software or any part of it for commercial use, for example use
at a Internet cafe, computer gaming center or any other location-based site;
(b)without a further licence, use the Game Software, or permit the use of the Game Software, on more than one
computer, game console, handheld device or PDA at the same time;
(c) make copies of the Game Software or any part thereof;
(d)use the Game Software, or permit use of the Game Software, in a network, multi-user arrangement or remote
access arrangement, including any online use, except as otherwise explicitly provided by Sega and subject to
acceptance of the terms and conditions of use;
(e) sell, rent, lease, license, distribute or otherwise transfer this Game Software or any copies without the express
prior written consent of Sega;
(f) reverse engineer, derive source code, modify, adapt, translate, decompile, disassemble, or create derivative
works of the Game Software or any part of it (save as the applicable law expressly permits whereupon all and
any modification, adaptations, improvements etc shall belong to, vest in and be the exclusive property of Sega
on creation in any event);
(g) remove, disable or circumvent any proprietary notices or labels contained on or within the Game Software;
(h)export or re-export the Game Software or any copy or adaptation in violation of any applicable laws or
regulations;
(i) create data or executable programs which mimic data or functionality in the Game Software; and
(j) otherwise use, copy, transfer or distribute the Game Software or part of it except as expressly permitted by this
Licence.
You agree to read and abide by the Game Disc Precautions and Maintenance Instructions and the Safety
Information which is set out in the documentation accompanying the Game Software.
4. Warranty
The Game Software is provided without any warranties or guaranties save as specifically provided in these
conditions and to the extent permitted by the applicable law.
This Licence does not affect your statutory rights as a consumer.
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5. Liability
Sega and its licensors will not be held responsible for the risks connected with lost profit, damage to property,
lost data, loss of goodwill; console, computer or handheld device failure, errors or loss business or other
information as a result of possession, use or malfunction of the Game Software, even if it has been advised of the
possibility of such loss.
Sega and its licensors will not be held liable for any damage, injury or loss if caused as a result of your negligence,
accident or misuse, or if the Game Software has been modified in any manner (not by Sega) after it has been
bought.
The liability of Sega and its licensors shall not exceed the actual price paid for the Game Software.
Sega and its licensors do not seek to exclude or limit their liability for any death or personal injury arising from
their negligence
If any of the conditions in this Licence are held to be invalid or void under any applicable law, the other provisions
of these conditions will be unaffected and remain in full force and effect.
6. Termination
In addition to other rights of Sega and its Licensors that may be available to them, this Licence will terminate
automatically if you fail to comply with its terms and conditions. In such event, you must destroy all copies of
the Game Software and all of its component parts.
7. Injunction
Because Sega and its licensors could be irreparably damaged if the terms of this Licence were not adhered to, you
acknowledge that they, together or alone, may take such action as may be deemed to be required, including
seeking an injunction and other equitable remedies, in addition to any other remedies available under the
applicable law.
8. Indemnity
You agree to indemnify, defend and hold Sega, its licensors, its partners, affiliates, contractors, officers, directors,
employees and agents harmless from any claims, costs and expenses (including legal expenses) arising directly or
indirectly from your acts and omissions to act in using the Game Software otherwise than in accordance with the
terms of this Agreement
9. Miscellaneous
This Licence [together with the Subscriber Agreement that you will enter into if you wish to play the Game
Software online] represents the complete agreement between Sega and yourself in relation to the use of the Game
Software and supersedes all prior agreements and representations, warranties or understandings (whether
negligently or innocently made but excluding those made fraudulently).
If any provision of this Licence is held to be unenforceable for any reason, such provision shall be reformed only
to the extent necessary to make it enforceable and the remaining provisions of this Licence shall not be affected.
Nothing in this Licence gives or claims to give to any third party any benefit or right to enforce any term of this
Licence, and the provisions of the Contracts (Rights of Third Parties) Act 1999 (as amended or modified from time
to time) are expressly excluded.
This Licence is governed by the laws of England and is subject to the exclusive jurisdiction of the English Courts.
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