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STRATEGY GUIDES BOOKS

Posted in Strategy Guides (Saturday, September 6, 2008)

Written by Greg Kramer. By Prima Games. The regular list price is $19.99. Sells new for $3.38. There are some available for $3.49.
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5 comments about Sims 2 Bon Voyage: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides).
  1. i was very excited when this ep came out and hurried out to buy it. it has its glitches and changes. no longer can one delete various custom content as before in eyes, makeup..., problems like sims being stuck on vacation, beach towels multiplying over the entire vacation lot,ordering and paying for room service food but none shows up, vacation lot became corrupted, unusable, it would take up space to list it all, but they all do spoil game fun.

    the biggest problem is the use of an anti piracy sony securom7, which lodges in ones computer with hidden files, registry keys which need hi tech knowledge to remove due to remaining after the game is uninstalled. many including myself have had our norton firewall quietly disabled , other reports have been disabled cd devices, unable to access email, sluggish internet to computer crashes. i have had some these problems myself and a search of other securom protected software have experienced these same problems and more.

    i have uninstalled it as the glitches, in game errors, and securom7 do not equal enjoyment nor money well spent for me.


  2. I have been playing the Sims 2 since it first came out and have purchased all of the E.P.'s and mini E.P.'s. Bon Voyage is by far the one of the most enjoyable E.P.s . Not only do your Sims get to go on vacation to one of 3 exotic locations, but they get treasure hunt, dig for treasure maps and collectables, shopping for souveniers, and visiting each locations secret lots. There's lots to do and each location has it own unique style of hotels/camp grounds and locals who can teach your Sims a multitude of new interactions and skills. One even has a ninja that can teach your Sim how to "teleport" and make travelling from within a lot much faster. Also, there's "Big Foot" whom your Sims can meet at one of the secret lots and can befriend him, maybe even move in with your Sims. These are just a few of the many fun things to do with your Sims in this E.P.
    I give it * * * * *


  3. This is even better than I expected; it is my favorite expansion back. I highly recommend this one to all Sims players.


  4. I just got this game today and have just ordered the strategy guide from this site because it's no longer carried in stores.I'm really looking foward to getting this guide because I want to see where all the new stuff is located.Prima is usually pretty good at listing new stuff like funiture,electronics,plumbing etc.I'm also getting this guide to find out which motels have the best stuff with them.There is a patch that has just been released for this expansion pack so most of the problems listed by other reviewers should be fixed with it.From starting the game today this ep has new hairstyles,new turnons and turnoffs,you can get married and go on a honeymoon at one of the vacation locations,you can buy vacation homes etc.I really like that Maxis added the ability to swim in the ocean.I also like the new vacation tourist clothes they thru in.I've only been to 2 locations so far but there are 3 and after the install you can install all 3 of them at your location at one time.Example Pleasentville.I like the Tikki Beach area best because of the ocean and one of the vacation homes are located on the beach.If you don't have the money use the motherlode cheat to buy the vacation homes.You must get on the computer at your home and click on realestate then buy the vacation home.You can't do it while your on the island.I bought one of these homes their nice they have huge bedrooms and a big interior.I will probebly buy one at the other locations too.Their the same price as most homes in the neighborhoods.More info will be forthcoming when I get the guide.


  5. Sims 2 Bon Voyage: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides)I have bought all the guides for the Sims2 games. This one is the best so far. In fact, I doubt I could play the "vacations" strategy very well if I did not have it. The information and instructions are also very well laid out. For example, the user needs to know how to set up, save money for and establish a "home base" for his or her vacation. Choices for the three vacation sites and what to do, if you have Seasons 2 loaded, are helpful too. Otherwise, much time will be lost trying to figure it all out. This manual includes enhancements to Sims2 game play which are great! Buying this guide is a must!


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Posted in Strategy Guides (Saturday, September 6, 2008)

Written by BradyGames. By BRADY GAMES. Sells new for $29.99.
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No comments about Fable II Limited Edition Guide (Brady Games).



Posted in Strategy Guides (Saturday, September 6, 2008)

Written by BradyGames. By BRADY GAMES. Sells new for $15.99. There are some available for $14.50.
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5 comments about Castlevania?: Curse of Darkness(tm) Official Strategy Guide (Bradygames).
  1. Wow I love the devil forging in this game. Since you start out as Hector, a former devil forgemaster for dracula, you create all of your weapons and armor from materials that your enemies drop. They do also drop certain items eventually but you have to be about level 70 for that to start happening. Supposively you can steal from all of your enemies but I have never succeeded in doing so. As you play you get 6 different types of Innocent Devils a.k.a I.D. Types. First you get a fairy type which is good for healing, opening chests and certain passages, and making you invincible depending on how you evolve it. It also has 2 modes, auto and command. Battle types have 3 modes auto which lets it attack as it wishes, command lets you tell it what skill to use, it gets more as you level it up, and guard mode which allows it to defend itself and you so long as you stand behind it and in the highlighted circle are but certain creatures still can get you. The Iyaeti is a must so you can get into a certain area. Bird types help you reach areas that you can't jump to with their glide ability. Some can get the long glide ability if you evolve it properly which is needed to get to the tower of evermore I believe, it's in the distance when you reach the top of the tower of eternity. Very difficult I recommend you do some leveling up before you go there. Devil type is useful to get under small spaces. Don't ask me why it merges with you to make a glowing circle thing but at least your invincible. Although to fully evolve him you need a certain weapon I haven't found it yet but it tells you what the name is in Cordova Town. Mage types use a lot of magic spells which is great in order to reach other areas as well. Thank god they brought back the warp gates. The memorial tickets don't work in this game fyi for what reason I don't know. The pumpkin type is totally optional and the only thing he does is give stat bonuses. Other than that he is practically useless. Other than the pumpkin type being useless and that one pointless area in the game that explains what a savepoint is etc. this game rules. oh also all along the game they have relatively modern items in some of the oddest of places. It gives the game a bit of humor to it but I seriously wonder which person working on this game came up with such a goofy idea. It's kinda funny finding a chair out in the middle of nowhere, BUT COME ON PEOPLE I CAN THINK OF FUNNIER THINGS TO PUT IN A VIDEO GAME IF YOU WANT TO GIVE A GAME A HUMOR ASPECT.


  2. Wonderfully done, Perfect Monsters that still give me problems ever time I play the game


  3. I have purchased this guide because i love the CASTLEVANIA series. But i hoped more for a guide like this. For me, this guide is incomplete. It don't show us the exact time to steal from enemies.That was the main reason for my average evaluation. However, CASTLEVANIA games, are so good!


  4. It came on time with no delays or hassels. Was very happy with my order.


  5. Lord, I hope these authors were fired.

    When I purchased Brady Games' official "Castlevania: Curse of Darkness" strategy guide a couple of years back, I mistakenly thought I was buying a guide. To help me...strategize. I didn't realize I'd be getting an abridged art collection with big sections missing.

    I'll be the first to admit this was probably my fault. I didn't take the time to read through the whole thing before setting money down on the counter, and it had words like "guide," "strategy" and "official" right there on the cover. Positive experiences with similar-looking pamphlets in the past must have lulled me into a false sense of security.

    So, yeah, it served me right. But maybe I can keep it from happening to you.

    No joke: This guide devotes more time to reproducing non-player character profiles straight from the game's instruction manual than it does to boss-fighting tips. The Innocent Devil evolution charts are ridiculously primitive-looking and tricky to navigate, and the type is so small that you may need seeing-eye insects to read it for you. (You are familiar with seeing-eye insects, don't you? I understand they're a fad in Japan.)

    Here's the biggie: There's no stealing guide. None. At all. You'll get the occasional blurry screenshot of a purple bulls-eye in some of the one-page boss fight sections. But as for advice on when to block, when to jump and when to mash the circle button? I'm sorry, you must be thinking of GameFAQs.

    You people who've played this game, you know what a crushing failure this is. Ten straight minutes of trying to find a boss's opening, then another thirty trying to pull off the actual grab, is enough to make you want to headbutt Mr. Rogers' corpse. And if I hadn't seen someone steal from Death on YouTube, I'd have sworn it couldn't be done.

    I suspect they cheated somehow. They went back in time and worked some Game Shark wizardry before the codes had come out yet, and that's how they were able to print what monsters give you which items. It's the only reason I can think of why they wouldn't tell you how to do it all yourself.

    It would've been a much better deal if Brady had stapled together some cocktail napkins and sold them for $2.50. They could've rendered the official Konami artwork with crayons and sparkle glitter, and the strategy section would just say "avoid taking damage." After you beat the game, you could go out to Tony Roma's for ribs and use the napkins to clean up, which is way more useful than anything the $12 version does.

    This guide gets two stars from me simply because it points out some breakable walls on the area maps. Also, as bad as it is, it didn't infect me with smallpox.

    You, of course, may not be so lucky.


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Posted in Strategy Guides (Saturday, September 6, 2008)

Written by Bryan Stratton and Stephen Stratton. By Prima Games. The regular list price is $14.99. Sells new for $63.89. There are some available for $8.07.
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5 comments about The Legend of Zelda: The Wind Waker (Prima's Official Strategy Guide).
  1. I just got Zelda-the Wind Waker for Christmas and it's a great game! Though this isn't the game, I'd think the book would be good too. You start out as Link to run to your grandma's house. You get dressed in the green uniform and you save a girl from a bird. The bird kidnapps your sister and then your story begins.I'll try to find the game to tell more about it.....


  2. what can I say, it has everything I need to know and more. Its Good.


  3. First, let me state that this review should be considered only by those who play games for FUN.. This means, NOT those who play first person shooters online for 16 hours at a time, but those who play video games as a hobby, not a lifestyle; i.e. a few hours a week. Second, don't even consider this book if you're looking for help on the Ocarina of Time, because it won't help. Someone stated previously that it looks like a review out of a video game magazine, and their absolutely right. I've used an Ocarina book I got right here from Amazon for that game, and it was perfect..

    On to the review: The game is GREAT, and the book certainly compliments that. I know the first thing potential buyers are looking for is PROBLEMS, so instead of pretending there aren't any, I'll hit those first.

    The main problem here (as previously mentioned) is the organization of the book, and it all comes down to your playing style.. If you want to play the game yourself and only have the book as a reference for when you get stuck or for finding little extras, than it's perfect. However, if you want to have everything spelled out for you and not play the game at all without first consulting the book, than this probably isn't the right one for you.. It walks you through the quests for the first 3/4 of the book, and has little footnotes at the bottom of each page, referring you to the side-quests which are detailed towards the end of the book..

    If you've played the game, then you know that it's a HUGE ocean, broken up into 49 different squares, with 49 different islands, and once you've passed a few preliminary tasks, the entire world is open to you to explore on your own.. In my experience with the game, this book worked PERFECTLY, because the best part was sailing around the map and stumbling upon new islands and landmarks on your own, without someone or something telling you where to go.. The book complimented this, because it has an entire section showing what you can do on each island, and how far into the game you need to be in order to accomplish each task. This is separate from the walkthrough, which details the actual quests, and not the hidden items and extra goodies available on each island. Again, the organization of the book may be a problem for some, but it will be perfect for others..

    Otherwise, the problems are VERY minimal.. There are a few instances where the book will tell you something is worth 100 rupees (dollars) when in fact it's worth 200, or vice versa, but these are few and far between.. I'm 4/5 of the way through the game and I could count those mistakes on less than one hand..

    The pictures are clear and crisp, and plenty large enough to see if you have the ability of sight, and the walkthrough itself is well written, inclusive, and comprehensive. It's gotten me through all of those spots where your just scratching your head wondering what to do next, but at the same time the game is simple enough that you should be able to get through the majority of it without help.. Besides, exploring the vast world they created is the best part of the game!


  4. The best ever,Prima's done it again...
    Prima made winners of all us gamers with this guide.


  5. This guide was great it was helpfull in all the dungeaons and MOST of the ftriforce(More on this later). It helped me from Dragon roost to all the mini games. The one thing i found to my displeasure was that they messed up on the triforce pieces. When it shows you were to find them, it is messed up and i had to work for like a half an hour to match them. Also it is missing one ALL together. Again this one the best strategy guide i have used but I would not be so quick to buy it if you are nt great with the maps.


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Posted in Strategy Guides (Saturday, September 6, 2008)

Written by BradyGames. By BRADY GAMES. The regular list price is $19.99. Sells new for $24.97. There are some available for $15.16.
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5 comments about Neverwinter Nights(tm) 2 Official Strategy Guide (Forgotten Realms) (Forgotten Realms).
  1. Do you remember when games were an actual an art-form and were sold with respect to the paying customers? Innovative games that came in beautiful detailed cardboard boxes. Included were a number of artwork items (paper or cloth maps, pewter figurines) and thick, detailed guide booklets. Nowadays, all we get is a cheap plastic case. Usually broken.

    Well, now the faceless accountants that run the gaming business decided to take the next shameless step: they are trying to sell the Game Guide as a Strategy Guide! Yes, this is the case here: a weak walkthrough (one can find much more detailed and helpful ones on the internet) and then whatever should have been included in a classic Game Guide: general maps, weapons list (without unique items), and incomplete lists of NPCs & enemies (bestiary).
    Check your good old BALDUR's GATE: the above were all included in the Game guide!

    My advice: Don't even think about it!


  2. It was very informative on the new structure of NWN2 over what we are used to from the original NWN but as most guides go it could use more detail on actual gameplay (walk-through) and not spend so much of the book on character creation & game stats.


  3. I have only just gotten to the city Neverwinter, but have already noticed a number of things that don't sync up in the game and the guide. The most likely reason is patches have changed certain things. All in all a good guide, but not the best I have ever had. The maps are just so so, often not containing all the information that you might need, as well as some maps not being included at all. Also the orientation of the maps is often much different than the starting point in game, which calls for alot of book turning. There also doesn't seem to be a list of crafting recipes in the book, only a list of items that you can make.

    You most likely will need another source of information (online guide, etc) if you are like me and want to find and locate all the items and quests located in this game.

    Good luck!!!


  4. Invariably, when you play this game, you're not going to have a clue as to where to go or what to do next. To this extent, getting this guide is a major Godsend. This gives you maps for what to do, where to go and how to get your alignment to the one you're aiming for. So if you plan to spend several hours trying to figure out the next big move in Neverwinter Nights 2, this is the guide that puts it all together for you.


  5. This is perhaps the worst strategy guide I have ever purchased. The only thing I can say that is even a little positive is that it has maps. Other than that this was a waste of money. There are at best a small blurb on a very select few side quests. No information on item creation and even the walkthrough portion is lacking critcal details. Go to GameFaqs and save your money.


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Posted in Strategy Guides (Saturday, September 6, 2008)

Written by Peter Olafson. By Prima Games. The regular list price is $19.99. Sells new for $4.99. There are some available for $3.65.
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5 comments about Elder Scrolls IV: Shivering Isles (Expansion): Prima Official Game Guide.
  1. This is very helpful and lets one expore more and find ways to beat difficult areas of the game.


  2. The book is written very well and is in full color. If you have the Prima guide for the full Elder Scrolls IV it is written in the same fashion. I find it a must to have a guide for this game if you want to truely explore every inch! Buy it when you buy the expansion, you won't be sorry!


  3. The Prima Guide is so complete. Has a sence of humor in scripting and is very detailed in what you should know and what you need to find out on your own... I got one for Dungeon seige, Elder Scrolls Oblivion and now Shivering Isles. It is a must have side kick!


  4. I've using the Oblivion guide for the main game and it had helped me wonders. The information is accurate and bast. It includes details of all the missions including main and side missions plus a lot of additional information on maps and points of interest as well as books, spells and other goodies.

    If you are completist, buy the guide.


  5. Book was in good condition and is very usefull for completing all tasks in the game.


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Posted in Strategy Guides (Saturday, September 6, 2008)

Written by Michael Lummis and BradyGames. By BRADY GAMES. The regular list price is $19.99. Sells new for $174.29. There are some available for $19.90.
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5 comments about Final Fantasy XI Online Official Strategy Guide (Fall 2003 Version).
  1. This is a great book for those JUST STARTING OUT on FFXI, much of the information from Fall of '03 still works with the current incarnation of FFXI, however, due to the ever-changing nature of FFXI, it will be out of date sometime next year. The job guidelines are great, and it's really geared to the new player. A good buy for any wanting to know a bit more about the game, but don't expect everything in here. There's a level 50 Cutoff on spells, equipment, and information in general (the game currently goes up to level 75) My copy has gotten much use, and I still break it out once in a while. ^_^


  2. This guide is nothing more than a decent instruction manual for FFXI. The idea was good and if you started playing the game, let's say, back when it was first released in Japan, this so-called guide may have been helpful. But times change and so do MMORPG's. Don't get this guide unless you have a time machine so you can go back to when it would have been useful.


  3. because online games such as these change on a regular basis, this particular book is out of date as a newer version has been issued. also since there is another expansion for teh final fantasy 11 game called Chains of Permathia, another version, probably called fall 2004 will probably be released soon.


  4. This book is not even in print anymore. There are three expansion packs out now. This book only covers the first one (Rise of the Zilart) and does not cover Chains of Promathia or Treasures of Aht Urghan at all. It is useful to newbs who are trying to find their way around the game, but there is nothing in this book that cannot be found on the internet if you just search for it. There are numerous sites that contain much more useful information (Such as allakhazam) but the problem with them is that the way this game is written, you cannot Alt-tab out of it to view another web page. Once you are in the game, you have to exit it to access any other programs on your pc (I play pc version exclusively....this doesn't apply to PS2 or X-Box players).


  5. Gives good information, but disappointed there aren't better details on objects.


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Posted in Strategy Guides (Saturday, September 6, 2008)

Written by Haden Blackman. By Del Rey. The regular list price is $24.95. Sells new for $13.65. There are some available for $7.82.
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5 comments about The New Essential Guide to Weapons and Technology, Revised Edition (Star Wars).
  1. I was extremely pleased with what I got when I purchased this guide. It gives a detailed description of the anatomy, history, and use of every item in Star Wars. This guide is broken into sections. These are ranged weapons, melee weapons, starship and planetary weapons, superweapons, defenses and armor, security, and other equitment. The ranged weapons section covers everything from the simple dart shooter to the lethal disruptor rifle. Melee is similar, and it gives many descriptions of Yuuzhan Vong melee weapons(ugh). Starship and planetary weapons section covers many things, and the superweapons section is a very interesting section. I value this guide over the Vehicles and Vessels guide. Its setup is more structured and organized. In the beginning of this guide you can find a Major Manufacterers guide. Ian Fullwood has done an excellent job illistrating this guide. You can see everything. I strongly reccomend this guide to anyone who likes Star Wars, and it really helped me get into Star Wars. A must-have.


  2. Nice Diagrams, a few VERY good light saber comparison pages, nice description of companies that make the weaponry but mostly underwhelming with little information or obvious information on the actually weapons as well as very poor renders of the few that were rendered. I never got the original of this book but I did have the original Essential guide to vehicle's and vessels and it was MUCH better with no render only black and white artist sketches as well as more interesting diagrams.


  3. This book is good. There are plenty of pictures, sourcing for items and where the surface in the universe, even a fairly decent description of most of them. But it didn't have the technical specifications that you would expect from a Star Wars Manual. It was lacking in a lot of fine details, and seemed ti have been made just to gloss over everything and make it look good. Ok, but not great.


  4. I bought this as a Christmas present for my nephew. He is 9yrs old. He absolutely loved it. He can barely put it down. What a great purchase! I will definitely be ordering him the other Essential Guide Star Wars books too.


  5. It's finally great to see the weapons that they've been talking about in the books.!!!!!


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Posted in Strategy Guides (Saturday, September 6, 2008)

Written by Double Jump. By Double Jump. Sells new for $19.99. There are some available for $19.73.
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2 comments about Disgaea: Afternoon of Darkness - The Official Strategy Guide.
  1. Doublejump Books made a name for themselves when they published their first strategy guide: Disgaea: Hour of Darkness. The guide was a success and has gone on the be a rare find indeed. Luckily, since Disgaea: Afternoon of Darkness if a port of the original Playstation 2 Cult Classic with a ton of extras, Doublejump specifically made this guide able to cover both versions of the game in one of the most user friendly ways.

    The guide begins, like many, with all the game basics. Disgaea is a very complex (and somewhat complicated) game to learn. This guide will help any newcomer get started on Disgaea. Explaining all the basics of combat, the Geo Panels, the Item World and everything else. The guide doesn't just cover these basics, it also gives you tips. The game basics section is not just a rehash of the instruction manual. There are even moments where the guide insists on going over points the game or manual won't tell you.

    Once you dwell into the walkthrough, the guide becomes a close friend. As mentioned earlier, the guide covers the PS2 and PSP versions. It may seem confusing on how to tell when they're speaking of the PS2 version or PSP (being that the PSP version has many extras), but Doublejump has made it really easy. The portions of the guide that cover PS2 and PSP are white pages. If the page is black it only covers the PSP version. Very straightforward and gets rid of any confusion the player might be feeling.

    The layout of the walkthrough is exactly like the Phantom Brave guide. It tells you the title of each chapter and shows you a screenshot map of the battlefield. The tactics listed are expert tactics that'll help you get through most battles without much hassle at all. There are also some pretty clear screenshots complete with step by step actions to utilize. They also give you the info on enemy units. The guide also covers Etna Mode in the same fashion and it also covers all the extra and hidden stages as well as all the exams. All of them complete with expert strategies.

    Afterwards there are all those appendices that list all the items and classes and such. Basic everyday things that most guides don't ever forget. There's also info on all the weapons, skills and magic. The secrets section gives you the lowdown on all the extras in the PS2 and PSP games, again making it easy to tell if something you can do in both games or just the PSP version. The guide also comes with its own brand of humor. In many cases they crack jokes. It makes the guide very easy and refreshing to read.

    If there were anything wrong with the guide it would probably be the size. While it's a nit-picky thing, I'm only pointing it out because while the text is no problem to read, many of the screenshots are hard to make out because they're so small. Just the same, the maps of each area are not all that big either, and unlike many other tactical RPG guides, they don't provide a grid based map. This would probably be an even bigger issue if you needed the maps that heavily. Luckily you don't and all the written information is good enough to help you buy.

    This is the perfect Disgaea companion. Not only does it cover the PSP version, but also everything the PS2 in a user friendly way. So even if you don't have the PSP, you're better off buying this guide so that you don't have to pay ridiculous prices for the original. Easily one Doublejump Books best guides to date.


  2. I just received this purchase and the pages are coming apart from the binding with no excessive useage or abuse. I am very disappointed in the products quality and I am disappointed in the product's ability to enhance my gaming experience. What options to I have for refund or exchange?


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Posted in Strategy Guides (Saturday, September 6, 2008)

Written by James Wyatt and Keith Baker and Luke Johnson and Steven Brown. By Wizards of the Coast. The regular list price is $29.95. Sells new for $4.84. There are some available for $3.95.
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5 comments about Player's Guide to Eberron (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement).
  1. I picked this book up somewhat reluctantly - my budget for D&D books is pretty tight - but I'm glad I did. The title is misleading - it's an EVERYONE Guide to Eberron, and if you like the setting, this book is a definate must-buy. My only complaint is that it was too short.

    Because Wizards of the Coast limited the book to 160 pages [in line with other, similar releases], there just wasn't enough space to cover everything I wished this book had covered. For example, the Five Nations get a 2-page spread, the Demon Wastes get 4 pages, Droaam gets 52 pages, the Eldeen Reaches get 4 [but that also covers Druidic Sects], The Mournland gets 2 pages, Q'Barra gets 2 pages and Valenar gets 6 pages [including a new prestige class] - but Aundair, Breland, Karnath, the Mror Holds, the Shadow Marches, the Talenta Plains, Thrane and Zilargo, DON'T get their own entries - and they should have. Sure, they get a *little* coverage under other entries, but I would have appreciated a more thorough overview. The information on the other continents and the oceans of Eberron is terrific.

    But WotC cut out *everything* that can be found in other references, so this book is almost 100% pure new material - which is its blessing and its curse. If the encyclopedia-style layout bothers you, there is an excellent Index in the back of the book [which is too often missing from WotC products] in addition to a detailed Table of Contents. The book is fun to browse through, and it's easy to find a specific piece of information if you need it.

    I especially like the way this book ties together supplemental game stuff into Eberron. Use any of "The Complete..." books and you'll find suggestions for where the new core classes and prestige classes will work. Races for the "Races of..." series find out-of-the way homes in Eberron - so if you use those books, they're covered - and if you don't use them, you lose nothing from the game world. The book is worth the cost just for that help.

    I would have been willing to pay more for more content, though - especially if it were of the same quailty as what was included. That is the only reason I rated this book at 4 stars instead of 5. Actaully, I think it deserves a 4-and-a-half.


  2. This is a 160 page Player's Source Book Not an Art or Picture Book. Wizard's made the decision to limit most of their source books to 160 pages. Frankly I'm getting tired of reading Wizard Web articles about "All the Material" they had to cut and couldn't fit into a source book after it is released when almost a quarter of this source book like most of their recently published books have to much of the book devoted to art, pictures and reprinting already published material.

    Is it useful? Yes and it introduces some new material but it also Fails to Make the Grade. Unless you have money to burn in my opinion this source book only rates the status of a single group source gaming reference versus purchasing as a personal reference book.

    The first four pages are a cover page, a credits page and two full pages of pictures. Lose the 2 picture pages and combine the credits and the cover page in the future frees up 3 pages for material.

    Basically 15% of the source book 24 & 1/4 pages of 160 are devoted to art and pictures. Things like 4 pages of Full Page Art, 6&1/2 pages of Half Page Art, 4 & 3/4 pages of Quarter Page Art, 1&1/3 pages of One Third page Art and 3 & 2/3 pages of 1/6 or less page Art. Quit reprinting old art and the same old maps again and again.

    The Player's Guide to Eberron was produced after the Eberron Campaign System but well over 10 pages are devoted to Reprinting established material. Something a single sentence can reference which they already do for monsters and spells like: The Basics of The Sovereign Host or The Dark Six or The Blood of Vol were introuduced and covered in ECS page....


  3. I run an Eberron campaign and was really eager for one of my players to get this. I thought it would hold most of the information from the Eberron Campaign Setting book, only with the 'behind the scenes' details and story paths ripped out. I was hoping it would provide the players with a great explaination of the lands, the houses, etc., but it really falls short. The format is really strange, and I find it hard to find what I'm looking for. The information is also not nearly as useful as anything in the campaign setting book, so usually I end up just pulling information from there, rewriting it sometimes to take out details that my players shouldn't know about. Kind of a bummer, as I really liked the idea of this book.


  4. Of all the books at my fingertips in a gaming session, this one (besides the core Eberron book, PHB, DMG, MM) gets the most use. I really like the information provided to the players based on their skills. Furthermore, it is easier to track down this information than in the Eberron Campaign Setting book.


  5. THis book has basicly two parts, both entirely designed for players. The first one contains some information about how to roleplay your character according to the personality options that an Eberron adventurer is likely to develop. There is pretty cool information and it helps define the PC, so he finds himself more at home. This chapter goes fome page 7 to 13. The rest of the book is part two.

    Chapter 2 is an encyclopedia containing most of the most interesting topics in the Eberron Campaign Setting. There is a lot of inspiration for players in there, as every topic is very player oriented, with explanations about how a PC may get involved with different aspects of the world and society. It's prett cool, but for players only. For DMs, I think almost the whole of this information can be found in the Eberron Campaign Setting. (of course, with some mor searching through the book, since the ECS is not alphabetically ordered as this Player's Guide)

    I hate the way prestige classes, feats and new spells or items are presented in this book. They don't have their own chapter; they are instead scattered through Chapter 2, and not even the index shows which enrty refers to a prestige class. So, you may sometimes "discover" a new PrC you never heard of while looking for information about Valenar, for example. Maybe that reinforces the way a PC aqquires knowledge: by asking the DM about a specific topic. But as I said, this book is meant to be in the hands of a Player, not a DM.

    There are a lot of sidebars in this book showing the Knowledge DC for most of the information provided in the book, but i guess its purpose is to save he DM the time it takes to think about the appropiate DC.

    Well, in short, it is a book for players really into the ECS and/or those incapable of waiting fo their Eberron DM to throw in some information about the world. If you are an Eberron DM, there are a lot of books you should buy before this one.


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Last updated: Sat Sep 6 19:15:55 EDT 2008