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TABLB OF CONTBNTS

INTRODUCTION ....................................................................................................... 1
Using Menus ............ ......................................... ....... .. .... .. ... ... .. ..... ... .... ....... 1
Beginning to Play .................................... ................. ... ... ...... ....................... 1
TRAINING CHARACTERS ... .. ........................................ ............................................. 2
Non-Player Characters (NPCs) ...................................................................... 3
Viewing Characters .. ...... .... .... .. ... ... ... .. ............................................. ..... .. .... 3
Character Status ............... .. ....... .... ... ......... ........................................ ......... 3
View Menu .................................. ... .. .......................................... .... .. ........ .. 4
Items Menu .... .. .................................. .. .................... ........... ............. .......... 4
ADVENTURING ............................................................................................. ..... ..... 5
Display Screens and Points of View ................. .... ...... .................................. 5
Adventuring Options ..... ... ................................... .......... ....... ... ... .. ....... .. ...... 6
Adventure Menu ......................................................................................... 6
Encamp .......................................................................... ...... .... ..... .... ........ 6
Encamp Menu .. : .......................................................... ....... ................... ..... 6
Rest Menu ....................................................................... ... ... .......... .... ..... .. 6
Magic ................................................................... ...... .. .. ..... ............. ........ 7
Magic Menu .. ........................ ...................................................................... 7
Memorize Menu .......................................................................................... 7
CIVILIZATION ....... ............. ..... .............................................................................. 8
Arms and Armor Shop Menu ...................... .. ........ .. ..................................... 8
Temple Menu ......................................... ................. .. .......... .... ......... ... ....... 9
ENCOUNTERS ..... ... .. ......................................................... .... .. ......... .. ............ ....... 9
Sample Encounter Menu .............................................................................. 9
Combat ..... ..................... ... ..... ...... ... ....... ... .... ... ... ..... ....... .. ... .... .. ................ 9
Combat Menu ........... ... ............. ... ...... ........... .. .......... .. ..... ........................... 9
Aim Menu ..... ... ........... .... ........ .. ......... ........ ..... ........................................... 9
Done Menu .... ......... .................... ...... ... ...................................................... 10
Treasure ........ .......... .......... ... ... ... .................... .......... .............. ........... ...... .. 11
Treasure Menu ....... ....... ..... .. .. .. ... ........................... .. ..... ....... ............... ........ 11
Take Menu .. ... ....... ........... ................... ....... ............ ............. ............. ... . ... .. 11
INTRODUCTION All commands are menu-based. Menus CREATE NEW CHARACTER is used to build After saving your character, you are given
are displayed either vertically or horizon- a character. Detailed information about a new menu:
Welcome to the official ADVANCED
tally. Vertical menus select the character, characters, races, classes and so on is
DUNGEONS & DRAGONS® computer
item, or spell to be acted upon. If there available in the Journal. This command VIEW CHARACTER
product, NEVERWINTER NIGHTS, a
are more choices than will fit on the displays the following menus to define RETIRE CHARACTER
FORGOTTEN REALMSTM fantasy role-playing
screen at one time, use the NEXT and the character: BEGIN ADVENTURING
epic based on the rules and background
PREV commands to view the additional EXIT TO THE SYSTEM
created by TSR, Inc. and a story line
selections. PICK RACE lists six races a
created by Beyond Software, Inc.
especially for this game. player-character can be in the VIEW CHARACTER gives you the menu
Example: When purchasing items, selections are Forgotten Realms. explained in 'Viewing Characters," on page .3.
made from a vertical menu list of equipment.
This rule book is designed to explain all
your options and guide you through PICK GENDER lists the sex the RETIRE CHARACTER deletes the character
Horizontal menus list what that character character can be. Gender affects the you just made and returns you to the
playing the game. If you are not familiar can do or what can be done to the
with the ADVANCED DUNGEONS & DRAGONS character's maximum strength . original character creation menu.
character. In the rules, menus are shown
game system, you will find helpful with all their options. In some cases,
information about how things work in the PICK CLASS lists the class or classes BEGIN ADVENTURING places your
options are not available every time a for which the character is qualified character in the center of the city of
Adventurer's Journal. menu appears. based on race. Neverwinter.
The Adventurer's Journal contains a Example: The Treasure menu includes options to
variety of information, including details PICK ALIGNMENT lists all the possible EXIT TO THE SYSTEM returns you to the
VIEW TAKE POOL DETECT and EXIT. alignments for the character based on online system.
about character classes, magic, combat
and an introduction to the adventure story. character class.
The TAKE option appears only if there
is treasure to take. The DETECT option
Training Characters
The computer randomly generates the
Using Menus appears only if there is treasure and The Training Hall menu shows your
character's ability scores. If you are not
The concept of the active character is your character has a Detect ~agic happy with the character's scores, you character and lists the commands for
central to the game. Outside of combat spell available. may reroll them. modifying your character:
the active character's name is highlighted
on the display. During combat the active The rule book lists the general menus only. SELECT COMBAT ICON allows you TRAIN CHARACTER
character is highlighted at the start of his With many encounters special menus to design the shape that represents HUMAN CHANGE CLASS
combat segment. appear that indicate available options. the character in combat. Customize VIEW CHARACTER
this icon to represent the character's RETIRE CHARACTER
During combat the active character is Beginning to Play favorite weapon , armor, and colors. BEGIN ADVENTURING
chosen automatically according to a Different graphic adapters have EXIT TO SYSTEM
To begin playing the game you must
character's initiative and random factors. generate a character. You can have one different capabilities; experiment to
other times the active character may be create the best icon for each character. TRAIN CHARACTER increases a character's
character per screen name. If you already
selected by you before choosing any The combat icon may be altered level when he has gained enough experi-
have a character for the screen name you
commands. during the game to reflect new armor ence points (XP). If a character has gained
are using, you re-enter the game at your
or weapons using the ALTER command enough XP to advance more than one
last position . If you do not have a
Example: To look at your character's items, select from the Encamp menu. level, he advances one level, then loses
character, you are taken to the Create
that character, choose the VIEW command , and all XP in excess of one point below that
New Character menu. This first menu
then choose the ITEMS command. The computer SAVE CHARACTER saves your required for advancement to the next
gives you the initial options:
displays a list of your character's items and their new character. level. See the section on 'Experience
readied status. Points" in the Journal for an example.
CREATE NEW CHARACTER
EXIT TO SYSTEM EXIT TO SYSTEM ends play. You are
returned to the network.
2
Advancing in levels takes no game time. same values. Platinum coins are the most View Menu Choose the item to trade and then the
When magic-users advance, they may add valuable while gold and copper are more character to trade to. You can only
From the View menu, several options are
a spell to their grimoire (spell book). See common. The relative value of each kind trade to another character if he is in
available to inspect the active character.
the "Maximum Level Limits by Race, of coin is: the same location as your character.
Not all of these commands are available
Class, and Prime Requisite" chart in the
at all times. You can only view other
Journal for level limits. Training costs I platinum piece (pp) = 5 gold pieces (gp) = 10 DROP permanently removes items
players when they are in the same
1000 GP. electrum pieces (ep) = 100 silver pieces from a character. Dropped items may
location as your character. Only limited
(sp) = 1000 copper pieces (cp) not be recovered.
information can be found by viewing
HUMAN CHANGE CLASS allows a human
another character. When viewing your
character to become a dual class charac- Encumbrance is the total weight the HALVE divides a bundle of some item
character the following menu may be seen:
ter. A dual class character loses the character is carrying. into two bundles. For example, halve
advantages of the first class until that would turn one bundle of 42 arrows
ITEMS SPELLS TRADE DROP HEAL
level is exceeded in the new class. For Combat Movement is how many squares into two bundles of 21 arrows each.
CURE UN FOLLOW EXIT
more information about dual class a character can move during a combat This is handy for dividing items to
characters, look under "Character Classes" segment. This is based on the character's distribute among party members.
ITEMS will show all the equipment the
in the Adventurer's Journal. Non-human readied armor, strength, and total
character is carrying. Items preceded by a
characters do not see this option. encumbrance. JOIN combines all similar items into
YES are ready for use. Not all commands
one line. No more than 255 similar
in the Items menu are always available.
VIEW CHARACTER displays a character. Character Status items can be joined on one line.
The following commands may be avail-
For more information see the 'Viewing Some items, such as potions, cannot
OKAY status means that the character has able when Items is selected:
Characters' section below. bejoined.
positive Hit Points (HP) and can move and
fight normally. READY USE TRADE DROP HALVE JOIN
RETIRE CHARACTER permanently deletes SELL is described under the Arms
SELL ID EXIT
your character, letting you create a new and Armor Shop menu.
character for your current screen name. VERY WEAK means your character has
only I HP. He can move and fight nor- READY is used to change the status of
ID is described under the Arms and
mally, but any additional damage taken a weapon, armor, or other item. Only
BEGIN ADVENTURING starts the game. Armor Shop menu.
causes unconsciousness .. . or worse! readied items can be used in combat.
A character cannot ready more than
lYon-Player Characters (lYPCS) SPELLS shows a listing of the spells a
UNCONSCIOUS status means that the two hand-held items at once. Arrows
character has memorized and can cast.
During the game your character will character has 0 HP. He cannot move and crossbow bolts are assumed to be
encounter non-player characters (NPCs) . or fight, but is in no danger of dying. in a quiver and can be readied at all
TRADE is used to transfer money, gems,
They may talk to your character or attack He will awaken near the entrance to times. Some items take both hands
and jewelry from one character to
your character. the current region with some hit points when readied (bows, quarter staffs, etc.),
another. Indicate which character is to
returned. some take only one (long swords,
receive, and then indicate what and how
-Viewing Characters wands, etc.) and others take no hands
much is traded to the other character.
DYING status means that the character (rjngs, armor, etc.).
The VIEW command displays the charac- You can only trade to characters in the
has taken more damage than he has HP. same location.
ter summary screen. He will awaken , partially healed, near the USE activates an item. If you are using
entrance to the current region. an item in combat, the Aim menu
Characters have little money at the start DROP permanently removes coins from a
appears if the item can be targeted.
of the adventure. Your character can character. Dropped money may not be
STONED status means that the character See the "Combat" section on page 9
accumulate wealth, in the form of gems, recovered. Exception: If you drop coins
has been turned to stone. Characters who for details about the Aim menu.
jewelry, and coins, through adventuring. while in a shop, you may TAKE the coins
have been turned to stone are returned to back while you are still in the shop.
The value of gems and jewelry varies, and Neverwinter and healed at the temple TRADE is used to transfer an item
can only be determined by having the there for a price. from one character to another.
items appraised. Coins always have the
3 4
HEAL is an ability of paladins
(described in the Adventurers Journal
under 'Character Classes'). Paladins may
and sometimes has to stop, recuperate,
and memorize spells for future use.
] Adventuring Options
The Adventure menu offers the following
options:
character moved into the current square
with SEARCH on. When you select LOOK,
you are given the choice of looking HERE,
heal two HP per level of damage a day. Display Screens and Points NORTH, SOUTH, EAST, and WEST.
Select the HEAL command and then select of View MOVE AREA CAST VIEW ENCAMP
the character to be healed. This command ENCAMP
Neverwinter Nights uses three different SEARCH LOOK
is only displayed when a paladin has a
heal available. points of view: 3-D, area and combat. The Encamp menu includes options
MOVE is used to change your character's like saving the game, resting to heal and
3-D appears in town, underground, and facing or to move forward. Your character memorize spells, and changing items
CURE is another ability of paladins. A
so on . This view appears at the top left can tum right or left, tum around, or move such as your character's combat icon.
paladin may perform one disease cure
of your screen and shows the surrounding forward. Moving with SEARCH on increases It includes:
per week at levels 1-5, two cures a week
area from the character's perspective. the chance of a random encounter, but
at levels 6-10, and three cures a week at
Rotate your character's facing and move will alert you to the presence of secret QUIT VIEW MAGIC REST ALTER
levels 11-15. This option is only displayed
using the directional controls. The doors. Refer to the Data Card for specific FIX EXIT
if the paladin has a cure available.
directional controls are described on the movement information. Select EXlT to
Data Card. return to the Adventure menu. QUIT allows you to quit out of Neverwinter
UNFOLLOW lets you stop following
another player. Nights and return to the system. Your
AREA provides an overhead view of your AREA toggles between the area and 3-D character information and location are
character's surroundings, replacing the view. In many regions this command may saved on the host computer (not on your
If you are viewing someone else's
3-D view. Choose the AREA command not be available. disk), letting you continue from the same
character, the following menu items may
be available: from the Adventure menu. This view is point the next time you play the game.
not available in all regions. In the area CAST displays the Cast menu if the active
display a cursor shows your character's character is a spell-casters. See the Magic VIEW displays the View menu and the
FOLLOW UNFOLLOW EXIT
position. The cursor is an arrow that section on page 7 for more information. character screen of the active character.
indicates current party facing. You may Some spells only have an effect in combat.
FOLLOW allows you to let another player
guide your character through a region. move around while in the area view. MAGIC is a very important part of
VIEW displays the character screen and Neverwinter Nights and is described
Your character moves exactly where his
To the right of the point of view window, the View menu. under its own heading on page 7.
does. To stop following a character, select
UN FOLLOW from your Veiw menu. in either 3-D or area, are the map
coordinates, current time, facing direction ENCAMP displays the Encamp menu. See REST allows characters to memorize spells
(N , S, W, E) and what your character is the "Encamp" section which follows for a and to heal naturally. Characters catch
UN FOLLOW lets you stop another player
doing (searching, camping, etc.) . description of the available commands. their normal sleep without having to
from following you. This item only
appears if a player selected FOLLOW encamp. When spells are being memorized,
COMBAT view occurs automatically SEARCH toggles searching on and off. A the initial rest time is established by the
while viewing your character. The other
whenever your character engages in character moving with SEARCH on is time necessary to memorize any spells
character is retumed to manual movement.
battle. The combat screen is a detailed more likely to have a random encounter selected from the MEMORIZE command in
view of the area your character was in than a character moving with SEARCH off the Magic Menu. For every 24 uninterrupted
when the encounter began . because he is checking for secret doors,
ADVBNTURING hours of rest in camp, a wounded character
traps, etc. instead of moving stealthily. regains one HP. Rest can be interrupted by
After setting up your character and When a character has SEARCH on , encounters. If possible find safe places to
reading the background information in SEARCH is displayed on the screen to the take long rests, such as an inn or places
the Adventurer's Journal, it is time to right of the point of view window. that you are told are safe during the game.
head for adventure, fame, and glory.
During your adventuring your character LOOK is used to search an individual REST DAYS HOURS MINUTES ADD
engages in fierce battles, finds treasures, square . A LOOK command acts as if your SUBTRACT EXIT

5 6
REST begins the resting process. The Magic menu options include: Indicate any spells to be scribed into the Lord Nasher gives Quests to characters
Unless interrupted, your character character's spell book. Once you have who enter his palace. Successfully
rests for the indicated time. CAST MEMORIZE SCRIBE DISPLAY indicated the spells you want your completing a Quest and returning a
REST EXIT character to scribe, choose the REST certain object to Lord Nasher gains a
DAYS, HOURS, MINUTES selects the command to actually scribe the spells. character experience or treasure.
unit of time to be changed by the ADD CAST displays the cast menu and the Scribing a spell takes the same amount of
and SUBTRACT options. character's list of memorized spells. time as memorizing the same spell. The Arms and Armor Shops provide
Select the spell to cast and then indicate places to buy and sell equipment using
ADD, SUBTRACT increases or decreases the target of the spell. Once a spell is DISPLAY lists the magic that currently the Shop menu.
the time that your character attempts cast it is gone from memory until it is affects your character. This includes
to rest. Decreasing the time may not memorized again. Some spells only have spells like Bless or Invisibility plus effects When you enter an Arms and Armor Shop
allow spell-casters to memorize all an effect when cast during combat and like disease. This is an -important command or general shop, the following menu
their spells. others may be cast only while encamped. because diseased characters cannot options will be available:
regain HP until they have a Cure Disease
ALTER is used to change the characteristics MEMORIZE displays the Memorize menu, . spell cast on them . BUY VIEW APPRAISE EXIT
of your character and the parameters of the character's grimoire of spells or
the game. The Alter menu includes: clerical spell list, and how many spells of REST displays the Rest menu referred to BUY displays the items available in the
each level the spell-casters may memorize. in the 'Encamp' section. Arms and Armor Shop or other shop.
RETIRE ICON EXIT Once you have selected the spells you Select the items that the active character
want your character to memorize, choose Remember: A character's spells are not is buying. The shops allow you to purchase
RETIRE permanently deletes your the REST command to actually memorize memorized until he has rested the miscellaneous items, such as a silver
character, letting you create a the spells. Remember that a spell-casters necessary time. mirror, which may be useful in your travels.
new character for your current can have the same spell memorized
screen name. mUltiple times. A SPELL is defined by who can cast it VIEW displays the character screen with
(cleric, magic-user, or ranger), when it can the SELL and IE> commands available in
ICON is used to change a character's MEMORIZE NEXT PREV EXIT be cast, its range, duration, area of effect, the Items Menu.
combat icon. and, of course, its actual effect. The Spell
MEMORIZE selects a spell to be memo- Parameters List summarizes all the SELL causes the shopkeeper to make
FIX will let clerics and spell-casting rized. A spell is not actually memorized available spells. When using spells from an offer on the highlighted item. Sold
paladins automatically memorize and until it has been chosen from the the Encamp menu or the Adventure items may not be recovered.
cast Healing spells. After casting, they Memorize menu and the character has menu (such as Find Traps), remember that
will rememorize their normal spells. rested long enough to imprint the spell one round equals one minute of game time ID is used to identify an item. There is
.Characters who cannot cast Healing on his mind. After selecting the spells to (one normal move) and one tum equals ten a 100 gold piece charge for this service.
spells will rest for one day, gaining memorize, the computer verifies your minutes of game time (ten normal moves).
back one HP. choices. The system remembers which For more information about magic and the APPRAISE, available at Arms and Armor
spells you have cast and will give you the effects of spells look under 'Spells' on ShOps, other shops, and temples, finds
Magic option to memorize those spells again. page 17 of The Adventurers Journal. the monetary value of any gems or
To memorize different spells, select NO jewelry the character has. Choose a gem
To get the Magic menu options, your
at the prompt. or item of jewelry and an appraisal and
character must be able to cast spells.
Spell-Casters can get a list of their
CIVILIZATION purchase offer is made. Accept the offer
SCRIBE displays the Scribe menu and a and the item is sold. Reject the offer and
memorized spells from the CAST option The town of Neverwinter provides many
list of all of the spells on magic-user scrolls. the gem or piece of jewelry becomes an
of the Magic menu or from the SPELLS valuable services and supplies for the
Before spells can be scribed, they must item on the character's item list.
option of the View menu. They can get a adventurer. In the town you will find Arms
either be identified at the Arms and Armor
list of their spells on scrolls from the and Armor ShOps, Training Halls, Temples,
Shop or temple, or the magic-user must The Training Hall is where the characters
SCRIBE option of the Magic menu. Shops, and Lord Nasher's Palace.
have cast a Read Magic spell on them. can advance levels. Here you can modify
7 8
your character using your character Combat NEXT is used to look at all possible TURN is a clerical power that attempts to
Training/Hall menu. The Temples offer targets, starting with the closest target destroy undead monsters or drive them
In combat with more than one character,
healing spells and perform other cleric al and then going to the next farthest away from your character. This does not
the computer chooses the active character.
services. The commands on the Temple and so on. NEXT and PREV only affect the more powerful undead types,
Characters with higher dexterity tend to go
menu are the same as those on the Arms indicate targets in the character's line and has no effect on any other kind of .
before characters with lower dexterity. A
and Armor Shop menu with the addition of sight. monster. Only clerics and paladins see
character may hold his action until later
of the HEAL command: this option.
with the DELAY command.
PREV (Previous) is the opposite of the
HEAL VIEW TAKE APPRAISE EXIT NEXT command. Use this command DONE brings up the following menu:
The active character is centered on the
to look at the possible targets starting
screen at the start of his combat segment.
HEAL displays a list of the temple's healing with the farthest target and working GUARD DELAY PASS ALTER EXIT
The active character's name, HP, AC,
spells. Select the character on whom to back toward the character. This
and current weapon are displayed. The
cast the spell, and then the spell to be command is most often used to select GUARD sets a character to stand and
Combat menu lists the character's options:
cast. Each healing service costs a certain a target for a missile or magic attack. attack the first enemy that moves
amount of gold pieces. adjacent. GUARD is only an option if a
MOVE VIEW AIM USE CAST TURN
MANUAL permits the player to aim character is armed with a melee weapon.
DONE
anywhere on the map. Only targets in
BNCOUNTBRS MOVE allows a character to move. Attack
the character's line of sight can DELAY causes the character to hold his
actually be targeted. turn until after the other characters and
When a character comes across monsters by moving the character into an enemy's
monsters have acted.
or NPCs, an encounter occurs. Most of the square. If the character moves away from
TARGET is used to fire a missile or
time, your character immediately enters an adjacent enemy, the enemy gets a free
spell at the enemy where the cursor is PASS ends a character's turn.
combat. However, occasionally you are attack at the character's back.
currently located. This command can
presented with the menu shown below. If also be used to attack an adjacent ALTER brings up the following menu:
your character attacks immediately he may VIEW displays the character screen and
enemy with a melee weapon (sword,
receive a bonus for his initiative in View menu. The USE command appears AUTO QUIT EXIT
mace, etc.). If this option is not
combat. If the monsters surprise your on the Items menu to permit items such
displayed, the target is out of range,
character, the monsters can attack as wands to be used in combat. AUTO turns control of the character
not in line of sight, invisible, or under
immediately and get a bonus for their over to the computer. Press the ESC
the effect of a Blink spell.
initiative in combat. If the monsters do not AIM allows weapons or spells to be key to regain control of your character.
attack immediately, your character can targeted. When aiming a ranged weapon, Under computer control, a fighting
CENTER centers the screen around
react by choosing from an Encounter the range to the target is displayed above character with a readied missile
the cursor. This is helpful when
menu. Encounter menus vary but they all the menu bar on some systems. If a weapon tends to hang back and attack
targeting manually.
list options for new situations. A sample character moves adjacent to an enemy, from a distance. If the character has
Encounter menu may include: and has no more movement remaining, no readied missile weapon, he readies
USE allows a character to activate an item
the AIM command can be used to attack a melee weapon and charges. Single
without having to go through the View
COMBAT WAIT FLEE ADVANCE/ PARLAY with a melee weapon (sword, mace, etc.). class magic-users fire missile weapons
menu. Items such as scrolls and wands
The AIM command can also be used to and cast spells if magic is turned on
may then be targeted with the Aim menu.
In this menu you have opportunities to survey the condition of your party and (see your Data card for details). They
fight immediately, wait and see, run away, enemies. As you move the aim cursor never rush into close combat, even if
CAST is only available to spell-casters
or try to talk. over a character or monster, information all of their missile attacks are expended.
when they have spells available. The
about him is displayed on the right of
spell-caster selects from the list of
your screen . The Aim menu will appear Characters remain under computer
available spells and then targets with the
as follows: control for all subsequent combats
Aim menu. If your character has been hit
until manual control is again selected.
recently his concentration may be broken
NEXT PREV MANUAL TARGET When a spell-caster character is on
and the CAST command does not appear.
CENTER EXIT
9 10
AUTO, you may toggle his spell casting MONEY displays the number and type
on and off. Consult your Data Card of coins, gems, and jewelry in the
for instructions on how to do this on treasure. Indicate the type, then number
your computer. of items the active character takes.

QUIT takes you out of Neverwinter DETECT casts a Detect Magic spell from
Nights and returns you to the system. the current active character. Magic items
in the treasure are marked with an
EXIT backs you up to the DONE menu. asterisk (*). This option only appears if
the active character has a Detect Magic
Treasure spell available.

When combat is over you will see how EXIT leaves the scene of the battle. If any
much experience (XP) your character treasure remains, the option to return to
receives and then the Treasure menu is the Treasure menu is displayed.
displayed. Most of the Treasure menu
commands work like the commands in
the Temple and Arms and Armor
Shop menus. Treasure menu options are:

VIEW TAKE DETECT EXIT

VIEW displays the character screen and


View menu.

TAKE permits the active character to pick


up treasure from defeated monsters. This
will only appear if the monsters had a
treasure. A character carrying a large
number of coins and heavy equipment
can be slowed in combat. The options
on the Take menu are:

ITEMS MONEY EXIT

ITEMS lists the equipment found in


your share of the monsters' treasure.
Frequently, the weapons and armor
used by monsters are not listed
because they are poor quality and not
worth taking.

II
Questions 'or Problems?
Your best source of help with Neverwinter Nights is online in the AD&'D®•
Online area (keyword: AD&,D). Ir:tforrnation about other SSI games can be
found in the StrategiC Simulatio'l1~' Inc. Forum in Computing and Software's
Industry Connection.lr"you experience trouble launchin~ .the game or
connecting to the service, please call
1-800,- 827 -63"!4

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