Overlord – Dungeon Overlord Guide
Xbox 360
Dungeon Overlord Guide by Shadows_Heir
Version: 1.4 | Updated: 07/15/2007
Highest Rated Guide
Overlord Dungeon Guide Austen La Place (AKA Shadows Heir) Version 1.0 Version History - 1.0 - First submission 1.2 - Reader strategies added 1.4 - Added sites allowed to host, more strats O-------------------------------------------------------O | - Table of Contents - | O-------------------------------------------------------O ---Introduction -------------------- [INT] ----Achievements -------------------- [ACH] -----The Equipment -------------------- [EQUIP] -----The Groups -------------------- [GRP] ------The Battles -------------------- [BTL] -------Farming -------------------- [FARM] --------Credits -------------------- [CRED] ---------Legal -------------------- [LEG] ----------Contact -------------------- [CON] O-------------------------------------------------------O | - Introduction [INT] - | O-------------------------------------------------------O Overlord, a fun game that tends to get on ones nerves from time to time. It is populated by all manner of creatures, and most of them will end up in your dungeon after you kill them. The dungeon is an interesting place, primarily because its challanges tend to see-saw from the pitifully simple to the absurdly difficult without any real warning. This FAQ is designed to help counter the unpredictability of the dungeon, and explain how to master its various denizens. Dungeon Basics - You can take any minions you have unlocked. You don't have access to your spells, melee only. Your health is restored at the end of each fight. Minion deaths/equipment is permanent. You keep all gold / lifeforce you aquire. O-------------------------------------------------------O | - Acheivements [ACH] - | O-------------------------------------------------------O The following Acheivements can be earned by following this FAQ: ===================== Dungeon Dabbler | 15 Dungeon Overlord | 30 Ultimate Steel | 10 Ultimate Durium | 20 Ultimate Arcanium | 40 Minion Harvester | 10 Amass Minions | 10 Minion Hoarder | 15 Minion Multitude | 40 ===================== Total | 190 O-------------------------------------------------------O | - Equipment [EQUIP] - | O-------------------------------------------------------O I'd recommend Arcanium (Duh) but if you don't have that, then Durium will do fine, or even Steel if your feeling gutsy. Helm doesn't matter nearly as much as armor. Most of the good enemies appear after you get Durium anyway. For weapons, go with a Mace, you'll need the damage boost. O-------------------------------------------------------O | -Minion Equipment [Subsection] - | O-------------------------------------------------------O I didn't really think about equipping my minions in this, because I had already upgraded my blues and browns through Rose. Note that the Beer Kettle gives all your minions a permenant boost as well, and if your going evil then Velvet will upgrade your reds and greens, which for the purpose of this guide is probably superior. Fortunately, Evnev8 was not so lax in this area, and has submitted his plan for a well-equipped horde. Crates and barrels and things drop items as you play, but you have to load out of an area and back in to get them to respawn, which takes some time. In the dungeon, as soon as you mop up a horde, you can immediately jump into another battle - just like harvesting lifeforce. --- After Mellow Hills The Halfling Cooks drop good items for their stage in the game, but the first great battle is the Zombie horde. The second is the Dwarven Warrior. Anytime I lost minions (especially browns) I'd come here and get fresh ones geared back up in no time. I noticed you mentioned melee is a mistake with zombies, but I actually think it is the best. Since your FAQ is a dungeon guide, and you already mention lifeforce farming, I think it would be incomplete not to mention this usefullness as well. -- After Heaven's Peak The thing I do for Zombies is like fishing. Park your reds and blues and sweep your greens and browns just close enough to lure a gaggle of the corpses out, pull them back to you and rush them with the browns and greens. As soon as all of your melee minions are engaged, get in there and start wacking. You have to keep a watchful eye out because if you see a minion go down, get over to it so that your blues can rush in and pick up the body safely. They drop so many minion items it isn't funny. Of course, an army of reds works wonders here too, but I think it is the Brown and Green minions that benefit from the drops the most. With fresh minions, you can probably safely pull out 10-12 zombies without things getting out of hand. But once you've gotten a good amount of Browns beefed up, you can pull more without any worries. Earlier on, before you get your blues, this is still a cake walk, but you have to be active in controlling your minions and shouldn't enter the fight as your reds will be following you. Stack up on mostly browns and 5 reds. In the opening of the match select just your browns and play the fishing game.When the Zombies get close enough for your reds to start chucking, sic your browns on them. As soon as the last brown is engaged, call them all back. When they all get back to you, rush em out again. Trust me, you won't lose any browns this way and the Zombies will be toast in no time. I use this hit and run method to deal with most melee monsters in the game, as armored browns really don't start dying unless you leave them engaged too long. Works well against the Halfling Cooks too if you haven't gotten to the zombies yet. --- After Golden Hills The dwarven warriors drop the best gear before you get to the desert. Stack up browns, about 10 blues, and 5 greens. If you get close enough, you can pull the front five of the Dwarven Warriors off and lure them back. As soon as they get close enough, rush them with the Browns and greens, just like with the Zombies. (The greens automatically position themselves to jump on their backs). Getting over to the fallen ones is so important here, because if you don't, the splash damage of the Dwarves will knock your blue minions over. Of course, this method works best if you have atleast a Durium weapon. I find it is better to buy a sword and pump all your minions into the extra fire and physical damage, since it attacks faster, the dwarves can't be knocked back, and clumped foes tend to distribute the heavy blow damage. (Actually, this is why the sword is my favorite weapon since anything worth worrying about can't be knocked back anyway...) This method will kill the dwarves quickly and you will have a small army running around with Double Axes and little birdie helms in no time. Of course this becomes pointless when you reach the desert, but works wonders finishing the dwarven level and up until you minions start to get their desert gear. Kudos to him for typing all of that and being nice enough to send it to me. O-------------------------------------------------------O | - The Groups [GRP] - | O-------------------------------------------------------O The Dungeon is not a complicated place really, you only need two different groups of minions to lay waste to everything in it with minimal loss of life. Of course, you'll be doing most of the grunt work, but these groups will make it much easier. I've put the projections at 30 minions max, as that is what I used to beat them. If you have more, just up the reds or greens. The Ranged Group - Red Minions x25 Blue Minions x5 This group will waste about 3/4 of the dungeon with no problems. When the fight begins, just waypoint them slightly back from the middle of the dungeon and lure your enemies to them. Stay in front of them and be a damage sponge while hacking away at your foes, and they'll end up killing about as many as you do. On some matches, they'll kill all of them, without your assistance in the least. The blues are there to make sure you still have 30 in event that one or two enemies get by you and start slaughtering your minions, as the Reds are the second weakest in the game. The Melee Group - Brown x10 Green x20 The 25% or so of the dungeon that the Ranged won't get is mostly the nasty enemies like trolls and rock giants and rabid unicorns and whatnot. Greens waste these with their sneak, the browns are there for distraction. When the fight begins, waypoint the greens off to the side and keep your browns close. Lure your enemies by the greens, and attack when they do to quickly kill the opponent. This group will take a lot of casualties, unfortunately, given their up close and personal combat style, so be prepared to replace them. Ars Arcanium - Solo If you have maxed out Arcanium equipment, you don't need minions at all. Most of the fights can be done with no problems, and the few that prove harder I've pointed out. ---Submitted by Evnev8 Balanced - 15 Browns 5 reds 5 blues 5 greens I up the browns and blues as I get more minions. O-------------------------------------------------------O | - The Battles [BTL] - | O-------------------------------------------------------O For you convience, I've marked these B1-B33 as well as labling them. B1 - Battler Beetle Group to use - Ranged Difficulty - 2/5 First Encountered - Castle Spree Waypoint your group to the middle and engage the beetles as you see fit. Make sure you lure them into the Red's firing range, they'll make your life much easier. --- Submitted by Zing Freelancer I use to fight them with 10 browns (Or more if possibel, 15 is best) 10 greens and 10 blues. Firs when I come before I hit the middle I place my blues on guard and then right in front of the greens and in front of the browns. You should have browns selected as they usually mess up their formation and won't fight properly. So you need to recall them and replace guard marker. What I do then is to pull 10-12 of beetles into my browns and then do a quick sweep. Greens will jump from behind and help as well. Be careful as if beetles attack you before you they hit browns greens will jump out and attack, then you have to help out as many might die... After you do so 2-3 times you can call all back and just send them to finish the rest of beetles remaining and then lets this small evil creatures collect life force for you. Works totaly on all types of beetles. However, I would approach Magma beetles with caution. B2 - Bloody Unicorn Group to use - Melee Difficulty - 3.5/5 First Encountered - Evernight Size - 6 (Six) Ugh. I hate these things. Waypoint your greens to the side, and wait for their charge. Hopefully it will miss you and the greens, but if you have to make a choice, the browns are fodder. The unicorns are very good at close combat, and while they aren't hard hitters it does add up. B3 - Boulder Beast Group to Use - Melee Difficulty - 4/5 First Encountered - Golden Hills (Pass) Size - 6 (Six) Since you only had to deal with one of these at a time before, the advent of six staring you in the face will probably be a surprise. Don't panic, if you do, you die. Waypoint the greens near the entrance, and then get of the way, at least two will be coming for you. Try to kill these before the others notice you, and don't go to far into the arena. If all six come after you, melee as fast as you can and stay away from your greens. Invisibility won't stop the beasts roll, and if you lose the greens it will get much more difficult. B4 - Dazzler Beetle Group to use - Ranged Difficulty - 2/5 First Encountered - Evernight More beetles. Waypoint your group to the middle and engage them as you see fit. Make sure you lure them into the Red's firing range, they'll make your life much easier. B5 - Dwarf Bomber Group to use - Solo Difficulty - 0/5 First Encountered - Golden Hills (Pass) Size - 5 (Five) These guys are cake. Your up against five of them, and all they do is throw bombs. One at a time. Make with the whacking. B6 - Dwarf Crossbowman Group to use - Melee Difficulty - 3/5 First Encountered - Golden Hills I thought these guys used guns, but whatever. They fire rather fast firey projectiles at you that hurt quite a bit. Ranged is suicide on these guys, use your browns to distract a few of them while waypointing your greens behind the main line. Then help them as best you can. Try to corner them, they don't shoot when their running and are very weak physically. B7 - Dwarf Miner Group to use - Ranged Difficulty - 2/5 First Encountered - Golden Hills These are the basic dwarfs with pickaxes you killed by the hundreds in Golden Hills. They hurt a bit, and theres a lot of them, but the only thing you should worry about is that they tend to go for your minions first, and Reds are weak to everything. Kill them before you have a lot of dead fire throwers. B8 - Dwarf Warrior Group to use - Ranged Difficulty - 2/5 First Encountered - Golden Hills These guys are the bigger dwarfs wielding large axes. They don't pose any more of a challange then thier lesser kin either. Lure one line into the Reds range, then finish them off. Rinse and repeat. B9 - Flamer Dwarf Group to use - Solo Difficulty - 3.5/5 First Encountered - Golden Hills Size - 10 (Ten) In another wierd difficulty spike, the dungeon throws out ten of these guys at once, which makes rushing them impossible. Fortunately, they are incredibly stupid. Head the side of the arena (either one works fine) and approach the first dwarf until he shoots fire at you. You'll know this by its distinctive vacuum sound. Back out of its range and note the distance you need to be to trigger it. Now stay just outside that line and the silly dwarf will attempt to waddle towards you. Keep stepping back in time to its' movements until its away from it's companions, then activate the flames. As soon as their done, rush in and deal him three sharp whacks, which will set off his canister and make him pop like a festive firecracker. Repeat this for the other dwarfs, and yes, it's going to take a while. Keep in mind that the arena floor is not an even surface, so you need to note the range at which the dwarf starts waddling, not the range the flames go. Failure to do so will end up with you getting roasted once the dwarf crests a hill you didn't notice. --- Submitted by Kresselack I had 40 reds and 10 greens. (Probably don't need that many reds with you, and browns can work instead of/with greens) At first I was pulling the dwarves out one by one like in the guide, except I used reds instead of my overlord since they are immune to fire. I killed two of them that way, then started thinking of how you are supposed to beat them. I had just fought the ones in the arcanium mines, so it dawned on me that I could guard marker my reds and move them all behind the dwarf line, which made all the dwarves attack them, to no avail of course. All you need to do then is move in with greens/overlord/browns and start picking off the dwarves once they start firing. When you get one down, you probably need to run/call them back since at least one dwarf seemed to focus on me/my minions after his flame salvo ended, but he will go back to the reds when you get out of range. --- Submitted by Evnev8 Create a small army of red minions. Seriously, it can be 5.. When the match starts, sweep your reds around the back of the flamers and once you have all of their attention, plant them there. This is where you walk up behind them and start pounding out a calypso tune on their backs. They will just keep torching your Red Minions, who will keep laughing and taunting them with harmless little fireballs. Keep on your toes though, not only to move away from the exlposions, but also because occassionally, one will decide it wants to turn back to you. Simply move away. When his fire dies out, he'll turn right back to the reds. They will all be dead in no time. --- Submitted by Freaky Tiger Here's a great way of dealing with the flamethrower dwarves - send one red minion forward right into the center of the dwarves, putting it on a guard marker. They'll try to light his ass up but being fire minions they are immune to this attack. Most (but crucially, not all of) the dwarves will mainly face inwards in the direction of the lone red minion, forever flaming it but doing no damage. This allowins you the option of sending some browns and greens down the side of the arena and onto the backs of the dwarves. After getting a few good blows in, some of the nearer dwarves will turn around and waste your browns / greens, but the idea here is just to whittle away at their health. Its best to send single minions at a time to do this - they'll knock off about a third to a half of a dwarf's health before being toasted - and its important to keep attacking the same dwarf so as to reduce their numbers. Note that after killing your minion, all dwarves will then refocus their attacks on the lone red, and so you send another minion to attack. B10 - Fallen Knight Group to use - Ranged Difficulty - 2/5 First Encountered - Heaven's Peak (City) The good Sir William's retainers (NOT the cultists, their later). They aren't much of a threat, though they tend to go for your minions before you. Show them their error. B11 - Forest Troll Group to use - Melee Difficulty - 5/5 First Encountered - Evernight Size - 8 (Eight) (Nice mis-leading name, no? >_<) You remember the trolls of Evernight? Big bastards, favored the paint? Never had to face more than 2? The game pits you against 8 here, and they all rush you at once. Not fun. Waypoint your greens to the side, and stay near them until the trolls get there, then attack any troll the greens do. You WILL lose minions, as the trolls here are overly fond of their "belly flop" move, which squishes all minions on their back (WTF?), but hopefully you'll end up with one or two trolls left when your minions bite the dust, which you can easily solo. B12 - Ghost Elves -- Submitted by Freaky Tiger Looking at your list I can see I'm missing the ghost elves on my own dungeon list. That's probably because I played straight through on my first attempt trying to get the 0% corruption achievement, so I've never actually attacked one. Might be worth mentioning that in your guide. Freaky Tiger makes a good point here. The ghost elves in Evernight can be safely attacked at any point in the Mother Goddess Temple without any fear of corruption gain. You only have to kill one, but wiping them all out makes moving around much easier. Group to use - As many blues as you can summon Difficulty - 2.5/5 First Encountered - Evernight (Mother Goddess Temple) This is the only group you can't solo, because only blue minions can affect the ghost elves. You can't do a thing in this fight, so just mass blues and rush the Elves. You should get them easily. B13 - Halfling Cook Group to use - Ranged Difficulty - 2/5 First Encountered - Mellow Hills A bit of a breather. The halflings, in general, suck, and the cooks are the best of their sad army. The Reds will handle crowd control, so you can mix it up as you see fit. Just don't let them get to close. B14 - Halfling Rocktlobber Group to use - Melee Difficulty - 1.5/5 First Encountered - Mellow Hills Their attacks hurt a bit, so just rush them with your minions for a quick victory. B15 - Halfling Spearman Group to use - Ranged Difficulty - 1.5/5 First Encountered - Mellow Hills They have a bad habit of standing at attention while your minions set them on fire. Take advantage of this. B16 - Halfling Swordman Group to use - Ranged Difficulty - 1/5 First Encountered - Mellow Hills You really don't need minions for these guys, but bring ranged for insurance. They die by the dozen. B17 - Hulking Toad Group to use - Ranged Difficulty - 1/5 First Encountered - Evernight These guys are a joke. A single salvo from the Reds toasts one, so just lure them in one by one. B18 - Magma Beetle Group to use - Ranged Difficulty - 2/5 First Encountered - Castle Spree More beetles. Waypoint your group to the middle and engage them as you see fit. Make sure you lure them into the Red's firing range, they'll make your life much easier. B19 - Puff Beetle Group to use - Ranged Difficulty - 2/5 First Encountered - Evernight More beetles. Waypoint your group to the middle and engage them as you see fit. Make sure you lure them into the Red's firing range, they'll make your life much easier. B20 - Red Priest Group to use - Solo Difficulty - 0/5 First Encountered - Halfway to Heaven Inn (Heaven's Peak) Size - 5 (Five) You don't need help for this. It's the stupid cultists. Go crazy. B21 - Rock Giant Group to use - As many greens as you can summon Difficulty - 3/5 First Encountered - Golden Hills Size - 6 (Six) These guys are actually easier than the trolls, because they don't have a "death to minions" move. Waypoint the greens near the wall and lure them in. They'll probably all come at once, but since their so big they won't be able to attack you all at once. Again, follow the greens to end the fight quickly. B22 - Ruborian Fighter Group to use - Ranged Difficulty - 3/5 First Encountered - Castle Spree These are the annoying looters that travel with Jewel and hang out in the desert. They wield two blades and generally make your life difficult by wiping the floor with your minions. Try not to let them do that here, they aren't good against your Mace. B23 - Ruborian Bomber Group to use - Ranged (Modified, see notes) Difficulty - 2/5 First Encountered - Ruborian Desert Just bring 30 Reds to this, as they're immune to the bombers projectile attack while being able to damage them. Sponge for them if they get close, but the bombers are weaker than the fighters and shouldn't give you much trouble. B24 - Skull Boar Group to use - Ranged Difficulty - 2/5 First Encountered - Evernight These are the big pig-men from Evernight that wield giant hammers. They are also much easier than they look. Waypoint your Red's in the center, and lure about 3 or 4 of them at a time to their firey doom. When they get close enough to burn, run back and forth to make them do their immensely slow hammer move. You can whale on the them yourself from behind with absolutely no risk. --- Submitted by Zing Freelancer I used to pull 2-3 of them from the horde having my minions standing on guard at start, then when they are relatively long from the rest, I just walk to them and they will launch their attack, When they do it is question of timing. As fast as they start attacking you pull all your minions back and send them on this creatures when their hammers hit the ground. With 3 Skull Boars you should manage to kill the last one just before he starts a new attack. They drop cool skull helmet and hammers, good for grinding red's and/or greens as well as browns. B25 - Skull Rat Group to use - Melee Difficulty - 2.5/5 First Encountered - Evernight The little archer bastards that liked popping out of the ground in Evernight. Only here, there's say, 30 of them. This poses problems because while they deal little damage 30 arrows still manages to hurt something fierce. Send your minions in to deal with the main bit, then help them mop up. B26 - Skull Stag Group to use - Solo Difficulty - 1/5 First Encountered - Evernight Size - 5 (Five) These are the wierd priest things from Evernight, and they suck just as much here. Solo this fight if you want. One thing to watch out for is that they can resurrect others, so keep hitting them until nothing moves. B27 - Sluglet Group to use - Solo Difficulty - 0/5 First Encountered - Golden Hills Size - 5 (Five) In the weirdest dungeon switch ever, your pitted against five of the tiny slugs. Solo this, then go to the next fight to discover WHY it's the weirdest. B28 - Slug Group to use - Solo Difficulty - 5/5 First Encountered - Golden Hills (Glittering Mine) Size - 10 (Ten) When they say Slug, they mean the giant, three eyed monstrosity you only had to face one at a time before (and two in Glittering Mine). They pit you against ten here. The trick is to get them apart and whack it until it's brethren notice you by it. You need to keep moving, because if they box you in your dead, and as they are very big bastards they have an easy time of it in this regard. Typically, the majority will rush you while one or two stay in back just sitting there. Go whack them. Depending on how you imbued your mace, one four hit combo (Yes, four, for some reason the hitbox requires such nonsense if your locked on to the slug) consisting of three normal swings and a power hit will knock off roughly a quarter of the slugs health. This is why you only want to attack one slug at a time, because if you hit another slug on the backswing the damage is distributed among them equally, and they will sponge for each other. You'll probably only get one combo on each slug before the others move in to consume you, so stay light on your feet and find a new one to whack. This fight will take some time, but it gets easier as you kill the fat bastards. Keep in mind that when they die, their bodies still block that space for a while longer, so don't get trapped by a deflating sack of slime. B29 - Succubus Group to use - Ranged Difficulty - 4.5/5 First Encountered - Heaven's Peak (Swamp) Size - 5 (Five) Ugh. These ladies of the night suck more than one thing. Waypoint your group to the side and wait for the onslaught. All five will probably try to gank you at once by getting a minion and running off to a corner to stomp on it. This is unavoidable, just target one and bring it down as quick as you can. Melee if you can, but be aware that they have some nasty close combat moves. B30 - Troll Group to use - Melee Difficulty - 2/5 First Encountered - Slave Camp (Mellow Hills) Size - 2 (Two) (WTF?!) I don't know who decided that one troll encounter should have 8 trolls, and the other two, but he/she should not get a raise for a very long time. This is cake compared to the other battle, just rush them for an easy victory. B31 - White Priest Group to use - Ranged Difficulty - 1/5 First Encountered - Heaven's Peak (City) Size - 5 (Five) Like the Skull Stags (B25) these guys can resurrect each other, and like the Skull Stags, they suck. Solo. B32 - Zombie Group to use - Ranged Difficulty - 2.5/5 First Encountered - Understreets The arena is infested with about 40 zombies, so melee is out. Lure them to your Red's and watch the fire works. Mop up any they miss. B33 - Zombie Lord Group to use - Melee Difficulty - 3.5/5 First Encountered - Understreets They like casting spells that wreak havoc on your minions, so try to kill them quickly. They aren't bad with a sword either. Stronger than your average Zombie. O-------------------------------------------------------O | - Farming [FARM] - | O-------------------------------------------------------O If you have maxed out Arcanium Equipment, the dungeon is the best place for farming lifeforce. The four beetle battles give 75 lifeforce each every time, and you can solo them in about two minutes (though it will still take forever to get the 10000 lifeforce acheivement >_<) Here are the beetles: B1 - Battler Beetle - Brown Lifeforce x75 B4 - Dazzler Beetle - Blue Lifeforce x75 B18 - Magma Beetle - Red Lifeforce x75 B19 - Puff Beetle - Green Lifeforce x75 Note that if you just want to mass lifeforce, the brown beetles take roughly three hits to kill, as do the reds. The green and blue beetles take two. --- Submitted by Khaotik08 If you get as many reds as possible and sweep them to the second far right or far left pillar on the wall. Station them there and then pull in bugs a few at a time. the reds will take the outside bugs while you work on the inside ones. This way you can do it with just durium equip, (maxed out prefered). When I do it like this, I can pull up to 10-12 of the bugs, kill around 8 and the minions will get the others. Quick, easy and safer. --- Submitted by Lord_Josmar What I do when I am going to farm lifeforce is get 1/2 greens and 1/2 blues. Guard post the blues at the very enterance before moving then guard post the greens a little before the halfway point. Then lure the beetles to the invisible greens and if one of the greens die then a blue will run up grab it and bring it back to life. p.s. It is also a good idea if you have an uneven minion cap to have more blues then greens. I havent tested this technique on anything else so I dont know how well it will fair. O-------------------------------------------------------O | - Credits [CRED] - | O-------------------------------------------------------O Freaky Tiger, Khaotik08, Kresselack and Evnev8 for pointing out that reds are immune to fire, and thus are very good against the flamer dwarfs. Evnev8 for his massive minion equipment guide. Freaky Tiger for pointing out that you can and should kill the ghost elves if your going for 0% corruption. Khaotik08 for his farming strat. Lord Josmer for his farming strat Zing Freelancer for his strats on the Skull Boar and Beetles Me, for typing this GameFAQs, for allowing this sort of thing Codemasters, for making a game I actually wanted to write a FAQ on O-------------------------------------------------------O | - Contact [CON] - | O-------------------------------------------------------O Want to help me out? Think your strat is better? Want to host this guide? Shoot me an email at shadowsheir@gmail.com and I'll see whats up. If your strategy works, I'll add it in here. Note - I still haven't found any better stratagy for the Slugs [B27] beyond a solo run (Khaotic8 sent one, but either he's a genius or I'm bad with minion control, as the minion loss was just to great >_<). If you can make them die with less than 15 dead minions, I'd love to hear it. O-------------------------------------------------------O | - Legal [LEG] - | O-------------------------------------------------------O Sites that can host this guide: Gamefaqs (www.gamefaqs.com) Neoseeker (www.neoseeker.com) This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site not listed or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This FAQ is copyrighted by Austen La Place 2007.
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