Heroes of Might and Magic II

Heroes of Might and Magic II

Author: Joe Grant Bell

Publisher: Prima Games

Published: 1996

Total Pages: 247

ISBN-13: 9780761508632

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Heroes II is expected to follow the original game in format. It is a strategy game featuring near-endless game play. The goal is to expand from one castle to ruling the realms of Might and Magic, and to achieve that goal, the game addictively forces players to think and plan. This is where and what makes this strategy guide key for any player.


Heroes of Might and Magic 2

Heroes of Might and Magic 2

Author: Joe G. Bell

Publisher: Prima Games

Published: 1997

Total Pages: 0

ISBN-13: 9780761511458

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To thine own self be true. The world of "Might and Magic" continues to change. Change with it or perish. Be a hero or be a villain, be true or be a traitor, but be a victor with these game secrets. Inside "Heroes of Might and Magic II: The Price of Loyalty- The Official Strategy Guide" you get: - Grand Strategy- Overall plans and specific opening gambits for the expansion pack scenarios - Game options- Tips for building the perfect hero and exploiting other game features to the hilt - The world of "Might and Magic"- Crucial information on all the heroes, events, and artifacts - Gameplay- The latest on player capabilities, scoring, single-mission play, campaigns and multiplayer modes, and more!


Might and Magic: The Sea of Mist

Might and Magic: The Sea of Mist

Author: Mel Odom

Publisher: HarperEntertainment

Published: 2001-09-04

Total Pages: 336

ISBN-13: 9780061031632

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Rising up from the unstoppable Sea of Mist -- a magical void carrying armies of bloodthirsty undead to every land it touches -- a champion fights his way toward destiny. Trained since infancy in the arts of war, magic, and the secret sects of the rouge, Praz is unwilling to accept a single skill in the magical towers of The Order. Long denied the truth about his unknown past, he seethes with anger, rejecting convention as he leans toward darkness. But the foul slaying of his life-long mentor and the abduction of his only love have drawn Praz out beyond the citadel's walls for the first time in his life to undertake an epic rescue. Traveling through a world distorted by the Sea of Mist and hounded by a mysterious clark lord, Praz slowly begins to unravel his past. Along the way he's joined by warriors from multiple dimensions, battles demonic brothers, and confronts the most terrible foes of all: two lowly servants who've somehow stumbled upon the power of gods.


Half Magic

Half Magic

Author: Edward Eager

Publisher: Houghton Mifflin Harcourt

Published: 1999

Total Pages: 212

ISBN-13: 9780152020682

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Tom Clancy's Rainbow Six

Tom Clancy's Rainbow Six

Author: Michael Knight

Publisher: Prima Games

Published: 1999

Total Pages: 244

ISBN-13: 9780761520641

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Covers all new "Eagle Watch" missions In-depth strategies for planning every mission and for executing your strike with utmost precision Detailed intelligence maps for all "Rainbow Six" and "Eagle Watch" missions Dossiers on all 24 playable characters, including the new "Eagle Watch" operatives Covers all new "Eagle Watch" multiplayer modes Basic anti-terrorist tactics every aspiring Special Forces commando should know


Blue Magic

Blue Magic

Author: A. M. Dellamonica

Publisher: Macmillan

Published: 2012-04-10

Total Pages: 385

ISBN-13: 1429987197

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The sequel to Indigo Springs, "A psychologically astute, highly original debut—complex, eerie, and utterly believable." —Kirkus Reviews, Starred Review This powerful sequel to the A.M. Dellamonica's Sunburst Award–winning contemporary fantasy Indigo Springs starts in the small town in Oregon where Astrid Lethewood discovered an underground river of blue liquid—Vitagua—that is pure magic. Everything it touches is changed. The secret is out—and the world will never be the same. Astrid's best friend, Sahara, has been corrupted by the blue magic, and now leads a cult that seeks to rule the world. Astrid, on the other hand, tries to heal the world. Conflicting ambitions, star-crossed lovers, and those who fear and hate magic combine in a terrible conflagration, pitting friend against friend, magic against magic, and the power of nations against a small band of zealots, with the fate of the world at stake. Blue Magic is a powerful story of private lives changed by earthshaking events that will ensnare readers in its poignant tale of a world touched by magic and plagued by its consequences. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.


Close Kin

Close Kin

Author: Clare B. Dunkle

Publisher: Macmillan

Published: 2006-12-26

Total Pages: 228

ISBN-13: 9780805081091

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After the mostly human Emily rejects the elvish Seylin's marriage proposal, both undertake separate quests to learn about their true natures and discover a royal elf and orphaned goblin to bring to the goblin kingdom.


Heroes of Might and Magic III

Heroes of Might and Magic III

Author: Tom Ono

Publisher: Prima Games

Published: 1998

Total Pages: 0

ISBN-13: 9780761512479

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Complete item, resource, and treasure tables Strategies for defeating all enemies Essential town type flowcharts Creature generator production and creature cost charts In-depth walkthroughs of all scenarios


An Unwelcome Quest

An Unwelcome Quest

Author: Scott Meyer

Publisher: Magic 2.0

Published: 2015

Total Pages: 0

ISBN-13: 9781477821404

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Ever since Martin Banks and his fellow computer geeks discovered that reality is just a computer program to be happily hacked, they've been jaunting back and forth through time, posing as medieval wizards and having the epic adventures that other nerds can only dream of having. But even in their wildest fantasies, they never expected to end up at the mercy of the former apprentice whom they sent to prison for gross misuse of magic and all-around evil behavior. Who knew that the vengeful Todd would escape, then conjure a computer game packed with wolves, wenches, wastelands, and assorted harrowing hazards--and trap his hapless former friends inside it? Stripped of their magic powers, the would-be wizards must brave terrifying dangers, technical glitches, and one another's company if they want to see Medieval England--and their favorite sci-fi movies on VHS--ever again. Can our heroes survive this magical mystery torture? Or will it only lead them and their pointy hats into more peril?