MTW_VI_Manual Inside 13/2/06 14:17 Page 2 MTW_VI_Manual Inside 13/2/06 14:17 Page 75 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 75 MTW_VI_Manual Inside 13/2/06 14:17 Page 76 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. 76 MTW_VI_Manual Inside 13/2/06 14:17 Page 77 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! 77 MTW_VI_Manual Inside 13/2/06 14:17 Page 78 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. 78 MTW_VI_Manual Inside 13/2/06 14:17 Page 79 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. 79 MTW_VI_Manual Inside 13/2/06 14:17 Page 80 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. 80 MTW_VI_Manual Inside 13/2/06 14:17 Page 81 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. 81 MTW_VI_Manual Inside 13/2/06 14:17 Page 82 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. 82 MTW_VI_Manual Inside 13/2/06 14:17 Page 83 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. 83 MTW_VI_Manual Inside 13/2/06 14:17 Page 84 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” 84 MTW_VI_Manual Inside 13/2/06 14:17 Page 85 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 85 MTW_VI_Manual Inside Unit Name… Rus Spearmen 13/2/06 14:17 Trained by… Spearmaker Saxon Huscarles Sherwood Foresters Page 86 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 86 Early Era only MTW_VI_Manual Inside 13/2/06 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 14:17 Page 87 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. MTW_VI_Manual Inside 13/2/06 14:17 Page 88 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. 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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. 89 MTW_VI_Manual Inside 13/2/06 14:17 Page 90 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. 90 MTW_VI_Manual Inside 13/2/06 14:17 Page 91 MTW_VI_Manual Inside 13/2/06 14:17 Page 92 BACK COVER
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