                        FANTASY GENERAL V1.0
                        Edited on 2/17/96

I. Install.
II. Windows95 Users.
III. Sound Card Disc Composers.
IV. Game Clarifications. 
V. Rule Clarifications or changes.
VI. Last minute strategy.

I. Install.
 When you installed the game, if your computer said that you didn't have
 a VESA driver, then you must use the generic one supplied with Fantasy
 General. Go to the FG directory and enter the subdirectory called
 EXE. From here, type UVCONFIG. This will detect what type of video card
 you have and create a VESA driver for your system. Once you have
 done this, you will have to go back to the FG directory and type
 FGVESA to start the game. Keep in mind that the UVCONFIG will take up
 memory and may cause you to need a boot disk. If this is the case then
 you will most likely get the error mentioned below. See the data card
 on how to create a boot disk.

 If you get the "failed to init heap" error when you begin the game,
 then you must create a boot disk. What this error means is that your
 computer doesn't have enough EMS/XMS to run the game.

II. Windows95 users.
 Though Fantasy General is a DOS game, we have tried to make it run in
 Windows95. We strongly suggest that your run Fantasy General in Dos
 mode. If you decide to run in Window95, then you may notice the game's
 speed is reduced, and has random freezes when playing. We have also noticed
 that if Screensavers are being used then the above problems are more
 likely to occur, thus we also suggest that you turn your screensavers
 off.

III. Sound Card Disc Composers.
 If you are playing the game and you are getting no music, make sure your
 speakers are hooked up correctly. If there is still no music, then try
 plugging headphones into your CD-ROM. If you still don't get music,
 then try the MIXER software that comes with your sound card. This will
 allow you to raise the volume of your CD-ROM. Below is a list of some
 Mixer software out on the market.
  1.Jazzmix
  2.Mixerset
  3.Pmix

IV. Game Clarifications. 
 When you conquer a region, your units are made full strength, just as
 if you did a recruit for each unit. This is done at not cost.

 If you change your research percentages, they will not take effect until
 the next battle.

 When you activate a siege unit, a button will appear on the lower
 left of the screen with a cannon icon. This button will allow you to
 shoot the siege unit before moving. The reason for this button is that
 any unit may enter a hex with a flying unit, and there will be times
 when you don't want to go into the hex of a enemy unit, but just shoot
 it.

V. Rule Clarifications or Changes.
                                  
 Below is a list of Shadowlord heroes that didn't make it to the rule book.

 Witch of Icethorn
 The Witch of Icethorn has long coveted the dark powers and has recently
 risen in favor with the Shadowlord. She can cast Charm on an enemy unit
 within three hexes.
	Lt. Infantry, Mortal
	Life/Atk:	10
        Armor:          17
	MR:		80
	Move:		4, Open
	Spot:		4
	Melee		18M
	Skirmish:	0
	Range:		8M
	Spell:		Charm
	Specials:	Hero, Individual, Mystic Fighting

 Pale Marshal of Barrow's End
 The Pale Marshal is the field commander for Maloch of Blacklance whose
 name strikes fear into the hearts of the people of Pothia, for he often
 rides out of the night to destroy whole villages and never leaves any
 survivors. He may cast Death Wounds on any adjacent friendly unit.
	Cavalry, Mortal
	Life/Atk:	10
        Armor:          27
	MR:		100
	Move:		5, Cavalry
	Spot:		5
	Melee:		26P
	Skirmish:	0
	Range:		0
	Spell:		Death Wounds
	Specials:	Hero, Individual, Invulnerable to Magic

 Kraekvar the Demonspawn
 Kraekvar is a demonic servant summoned from the netherworld by Alecar
 the Shadow Wizard. Kraekvar guards Aelcar's fortress and spreads terror
 across the Isle of Four Winds. He has the ability to cast Fear once
 per turn.
	Hvy. Infantry, Magic
	Life/Atk:	10
        Armor:          20
	MR:		90
	Move:		4, Open
	Spot:		3
	Melee:		22P
	Skirmish:	0
	Range:		0
	Spell:		Fear
	Specials:	Hero, Individual, Vulnerable to Mech

 Claw the Assassin
 Claw the Assassin was the key to Ssazikar the Snake's rise to power,
 eliminating rivals for the sorcerer and sabotaging opponents' plans.
 Rumor has it that Claw still serves Ssazikar, though nothing is known
 of his whereabouts. He has the ability to cast Invisibility once per turn.
	Skirmisher, Beast
	Life/Atk:	10
        Armor:          14
	MR:		80
	Move:		5, Open
	Spot:		5
	Melee:		4
	Skirmish:	18
	Range:		0
	Spell:		Invisibility
	Specials:	Hero, Individual, Mystic Fighting
	
 Grimal the Rat Lord
 Grimal the Rat Lord has raised himself and his army into a position of
 great power by controlling the often overlooked bureaucracies of the
 Shadowlord's rule with ruthless aggression. He may cast Death Wounds
 once per turn.
	Life/Atk:	10
        Armor:          17
	MR:		80
	Move:		4, Open
	Spot:		4
	Melee		20P
	Skirmish:	0
	Range:		0
	Spell:		Death Wounds
	Specials:	Hero, Individual, Battle Lust

 Malkin Nightwing
 Malkin Nightwing escaped the netherworld during the Shadowlord's rise to
 power and has been terrorizing Aer ever since with her furious attacks.
 She has the ability to cast Berserk once per turn.
	Fighter, Magic
	Life/Atk:	10
        Armor:          22
	MR:		90
	Move:		7
	Spot:		5
	Melee:		21M
	Skirmish:	0
	Range:		0
	Spell:		Berserk
	Specials:	Hero, Individual, Vulnerable to Mech

 Morg the Lasher
 Morg the Lasher is the Shadowlord's henchman, the hand which carries out
 the despot's unspeakable acts. Rarely challenged in battle, Morg the
 Lasher is a formidable foe who takes great pride in his ability to
 destroy. He may cast Armor on any adjacent friendly unit.
        Hvy. Infantry, Mortal
	Life/Atk:	10
        Armor:          30
	MR:		80
	Move:		4, Open
	Spot:		3
	Melee:		32P
	Skirmish:	0
	Range:		0
	Spell:		Armor
	Specials:	Hero, Individual, Battle Lust

 Deathlord Rapax
 Deathlord Rapax is a seeker of souls with an insatiable hunger for death.
 In the employ of the Shadowlord, he finds ample opportunities to indulge
 his appetite. He has the ability to cast Fear once per turn.
        Cavalry, Mortal
	Life/Atk:	10
        Armor:          30
	MR:		90
	Move:		5, Cavalry
	Spot:		5
	Melee:		28M
	Skirmish:	0
	Range:		0
	Spell:		Fear
	Specials:	Hero, Individual, Undead

 Leech King
 The Leech King rose from the swamps of Avernion during the dark days of
 the Shadowlord's conquest and has recently been preying on the unwary
 with increasing boldness. The Leech King has the ability to cast Berserk
 once per turn.
	Lt. Infantry, Mortal
	Life/Atk:	10
        Armor:          22
	MR:		90
	Move:		4, Open
	Spot:		4
	Melee:		19P
	Skirmish:	0
	Range:		0
	Spell:		Berserk
	Specials:	Hero, Individual, Regeneration

 Goat King
 The Goat King is a capricious creature whose avarice is matched only by
 his overweening pride. He may cast Pathmaster on any adjacent friendly
 unit.
	Lt. Cavalry, Beast
	Life/Atk:	10
        Armor:          20
	MR:		80
	Move:		6, Cavalry
	Spot:		6
	Melee:		8P
	Skirmish:	22M
	Range:		0
	Spell:		Pathmaster
	Specials:	Hero, Individual, Negate Cavalry Bonus

VI. Last minute strategy.

 Make sure to keep a balanced army. This means don't have your army consist
 of only three unit types. The AI checks to see if you have a specialized
 army and then builds higher grade units with more experience.

 When moving, make sure to move your units that are farther away from the
 enemy first. This will allow you to create a constant wave attack going
 against your enemy. You will also move quickly across the map, and
 you won't bottleneck.

 Don't leave troops unprotected or isolated near the enemy.

 Change the percentage of spending to 35% on continent two, this will allow
 you to buy new units and increase your limit army.

 Try to rest your units when possible, this will reduce your chances of
 retreating and being destroyed in one attack.

 Good luck and don't forget to save often.



                        
