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STRATEGY GUIDES BOOKS

Posted in Strategy Guides (Wednesday, July 9, 2008)

Written by David Hodgson. By Prima Games. The regular list price is $16.99. Sells new for $9.95. There are some available for $4.68.
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5 comments about Star Wars Knights of the Old Republic II: The Sith Lords (Prima Official Game Guide).
  1. This guide was a HUGE help for me while playing the game. It provides a walkthrough with tips on how to defeat tough opponents, a guide to all items, and information on how to gain/lose influence with your party members, and what conversation choices will affect your Force alignment. I found this review to be a great help, although it's definitely not a necessity.


  2. great. tells you all the tip and take advantage of all the character.


  3. While this strategy guide can come in handy when you can't do the math for the computer puzzles, it fails to give an accurate description of where and what do to and see. The character guides and information is weak and often useless. If you played through the game once, the guide offers no additional use in changing your gameplay.


  4. The game guide was in excellent condition, brand new even though it was no longer in print, and the poster was in brand new condition as well. It arrived quickly and the family is now enjoying it!


  5. I wanted the one for the PC , but this one would have do just fine. very helpful


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Posted in Strategy Guides (Wednesday, July 9, 2008)

Written by BradyGames. By BRADY GAMES. The regular list price is $17.99. Sells new for $11.62. There are some available for $5.00.
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5 comments about DIRGE of CERBERUS(tm) -FINAL FANTASY(r) VII- Signature Series Guide (Bradygames Signature Series Guide) (Bradygames Signature Series Guide).
  1. This game doesn't need a guide because it is fairly simple, you are Vincent and you shoot people. Simple. However, there are extras that, Vincent or FF fans do not want to miss out on. I suggest getting the guide if you want the best out of the game. If you haven't bought the game or the guide already then do so.


  2. This strategy guide provides a very in depth analysis of every single situation, item, side mission, and extra in the game. The only thing it was missing was an analysis of the game for the 'Extra Hard' Difficulty, since there is a great difference in the game in this mode.

    If you've got Dirge of Cereberus, you might as well get this at the same time in the two-at-once-for-slightly-cheaper deal offered on this page.


  3. I thought that this game was great. I was at first a little worried that I would not be able to get the controls figured out, but I did and that was not hard at all. I just love the game cause it had a great story line and sometimes I just need to remove stress and so it is fun just to shoot around.


  4. A great guide from Brady Games as usual... helps find those nice unlockables that aren't listed in the manual...


  5. It's great game, the CG cut scenes and the music during the entire game is pretty good, some of it has an almost Matrix feel to it.
    If your a collector of the series check out the collectors edition of the game. Jody Bissoon


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Posted in Strategy Guides (Wednesday, July 9, 2008)

Written by David Knight. By Prima Games. The regular list price is $19.99. Sells new for $9.45. There are some available for $7.50.
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5 comments about Metroid Prime 3: Corruption: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides).
  1. I have all the Metroid Prime games.They get better with each new game. But they are hard for me, I'm 74 and compete with my grandsons. Wayne


  2. All the Metroid games are great and this is the best out of all of them.
    I have really enjoyed it. The control with the Wii controllers makes it even better.


  3. I haven't got in the need to use this guide as much as I thought, which is good, but in some parts of the game it was really useful. The presentation is amazing and the art in it is worth the price of the guide.


  4. Its a really complete step by step guide including ALL screens of the full path to get this game finished with all possible credits. It's AMAZING. No way to get lost in this game using this book. It's like a person who has already finished that game showing you all the solutions for this puzzle.


  5. Metroid Prime 3: Corruption was a fantastic Wii title. It contained a wonderful universe to explore and an innovative control scheme that feels comfortable. The bar was raised a little higher for the author of the strategy game. I'm pleased to see that David Knight met the bar, and exceeded.

    PROS

    + It has an outstanding overall appearance and design.
    + It is thorough and presents an easy strategy to collect 100% on.
    + The boss strategies are thorough.
    + It contains all item locations
    + The maps are beautiful, have great keys and are easy to follow.

    CONS

    - The appendices don't contain enough information, and are tad bit confusing.
    - The scan appendix has the scans in order of appearance, but not in the same order the game has them in (alphabetical) making you do a bit more searching.
    - Not enough little tricks and tips, and no Hyper difficulty tips.

    APPEARANCE - A

    The guide itself looks fantastic. The cover has a wonderful shine and texture. The overall design of the guide is beautiful, and matches the game very well. The maps also look wonderful.

    STRATEGY - A-

    The strategy is wonderful and actually tells you how to obtain 100% through the game. The Notes and Item boxes are great, and it divides each section for you to follow easily. The boss strategies are great, but they don't really have the small tricks and tips that make them so much easier. There aren't any tips for Hyper difficulty.

    APPENDICES, CONTROLS AND CONTENTS - B

    The table of contents are clear and well divided. The controls are thorough and teach well. The real problem lies in the Appendix section. It is a good appendix, but it's also confusing. The order of the scans are out of order from the in-game's list of scans. If you are missing scans in the game, you have to actually read through your scans and find the one you are missing. The Pickups section also has all of the different pickup types compiled together. It would be nicer if the Energy Tanks, Missile Expansions and Energy Cells were in separate lists. It is still a nice deep appendix through.

    OVERALL - A-

    This is one of the best game guides I own. I'm a bit harsh sometimes when it comes to reviews, so an A- is a great rating. It is highly recommended that you get this guide if you own the game. Even if you've beaten the game, and know it inside and out, the guide is still a blast to look through.


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Posted in Strategy Guides (Wednesday, July 9, 2008)

Written by Jesse Decker and David Noonan and Chris Thomasson and James Jacobs and Robin D. Laws. By Wizards of the Coast. The regular list price is $39.95. Sells new for $13.10. There are some available for $12.94.
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5 comments about Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
  1. Overall this book contains about 50 pages of useful materials. The rest is really just fluff and made for a beggining gamer/DM who needs ideas for their campaigns.

    I would recomend just buying a low level adventure if your starting out as a DM, and save your money on this book as its quite expensive for what you get.

    For those who are familiar with the game, there is usefull material in the book on items, treasure charts, etc. Its just a smaller portion of the book.

    If you have an extra $35 dollars go for it, it not don't worry your not missing much.


  2. While this book is not nearly the resource that many of the more staple books are, like the Epic Handbook and PHB2, it is still extremely useful to add more flavor to the campaign. It gives some very good tips to create details and subtlties that make the campaign much more real without seeming narrated to the players. Anyone creating a new campaign could benefit with some of the examples in the Saltmarsh city, novice and veteran players alike.

    There are also new and interesting traps, items, and rules that make this book very useful. I havn't read anyone talking about the Teamwork benefits, which are very interesting to me. I intend to implement them into my next campaign, assuming the players want to use any of them. The basic idea is that the group has worked and trained together, so they have studied each other to an extent that you gain special abilities and even feats when certain conditions are met. For example, a character with high Spellcraft and the Evasion ability can teach the rest of your party when to dodge a spell cast by a teammate. This means that the mage can cast fireball right on the fighter wading into melee and he gets to avoid the damage on a reflex save.

    The new items, magic locations, and traps have some good ideas behind them, but nothing that a clever DM can't come up with on their own. I'm not saying they are useless, but many are hard to place into a campaign. The magic locations grant the owner specific powers and abilities, but in order for the players to get the location, it almost has to be the entire focus of the campaign. Very few are "side-quest" material, and the majority can take several sessions to get to, capture, find reagents to use them, and defend in order to reap the marginally useful benefits.

    Most of the rest of the book is given over to npcs. There is a very large section of sample npcs to use for a fight. Unfortunetly, many aren't optimized, but that doesn't prevent them from being used by a lazy DM that doesn't feel like leveling up every single important npc in case the players fight him. There is also a section on making npcs more distinctive. This can easily be skipped over since DMG1 has a very similar section.

    Overall, I have to say there is some interesting material and ideas to make a campaign world more interesting and unique. On the other hand, nothing in this book is game-changing. Useful? yes. Needed in any way? no


  3. All right. Let's begin with a discussion of irony. Not irony as in the Alanis Morissette song (the greatest irony of which almost none of the things she calls ironic actually are). Instead we will talk about true irony.

    Those of you who have read my previous reviews may have noticed a certain resistance to a phenomena I call "prestige class bloat." DMG II arrived at my door a bit late for a review copy, and I had some time to think about how I would view the prestige classes in this book. Every other book has drawn my anger, my disdain, sometimes even my pity for their prestige classes. But this book, I thought, "You know . . . I'm gonna give them a pass on this book. They might put the contents into the SRD at some point (it's possible). I'll let this one go."

    And there are no prestige classes in this book.

    I might weep. I might actually weep.

    Anyway. We won't hold that against them. We won't. My review will be objective. Honest.

    Actually, that won't be very hard. There's a lot to like in this book. Almost everything is useful. Some of it is downright insightful. When I reviewed the first DMG all those year's ago (all right, the first 3.x DMG . . . I'm not that old, people) I was amazed at how good the advice was. This wasn't just a set of DM specific rules, it really was a guide to being a good DM.

    So here we are, years later, holding DMG II.

    Chapter 1 deals with the actual running of a game. Now, in many ways this chapter resembles the Gamemaster's Law product from ICE. For years I've said that was the best book on GMing ever written. I'm friends with one of the authors. I'm crushed to say this, but, I like this one better. The bits on how to actually run are pretty blaise, although if your DM routinely shows up surly, sleepy and unwashed you might make him read this book. No, the true genius is the treatment of the different play styles. There was a lot of insight here I've missed over the years. In this section they talk about the different type of players and how to tailor a game for them . . . most importantly, they talk about how to avoid the pitfalls caused by these players. For instance, I've had problems with "Outliers" over the years. These are the players that choose strange class/race combinations, bizarre backgrounds, and seem to set themselves up to fail. An outlier can cause a great deal of trouble in a game if they go out of control at a bad moment. This book gave the simplest advice, to give the outlier the opportunity, a specific set up, to allow him to fail spectacularly early in the session, when it won't hurt anything. By doing this you'll avoid the problem of the character imploding later and taking your plot line with him. It's the simplest advice, but I've missed it for years, and now I know. I'm anxious to put it into use.

    Chapter 2 deals with adventures. Now, this was sort of a ho hum chapter for me. When it's useful, I expect it to be very useful, but otherwise I doubt I'll ever look at it. It gives a section on using published adventures that I hope no one needs to read (but if you do, study it. I'm going into business as an e-publisher). It follows this up with some new traps, which are probably the most consistently useful thing in the chapter. Then it moves on to strange locations, such as the tree top city and all the rules necessary for play there. Then it moves onto special encounter rules, such as how to deal with mobs, which again, could be useful. Finally it wraps up with miniature and encounter advice, which was fine.

    Chapter 3 deals with building a campaign. Most of the advice is pretty good, but the detailed examples of some medieval environments was truly spot on. I've studied a lot about medieval culture (I'm no expert, but above the gamer layman) and I thought they did a fine job here, especially in examining the fine line between realism and the style of play that is conducive to a good game. You absolutely need to compromise to find the perfect ground between the two, and I loved this book for even trying it. The rest of the chapter treats with general subjects like building a city or magical events and I looked upon it and I called it good.

    Chapter 4 outlined the city of Saltmarsh. You know, I could have done without this chapter. I mean it was fine and all, but I thought the locale was a little too evocative of specific images to be as universal as a city in a book like this needed to be. We needed a Homlet, or better yet, a location that doesn't carry the baggage of roleplaying history with it (either good or bad). This chapter just didn't work for me as is. No offence to the writer. I believe this one went astray at conception (and as a game designer, I know the feeling. I've taken the fall for decisions that weren't mine in at least one book.)

    Chapter 5 deals with NPCs. Its starts with a treatment of contacts and hirelings, plus a section on unique abilities. Then it hops into my favorite part, the complex NPCs. Lets face it, when you suddenly need a Blackgaurd, you need it now and it's not something you can wing and do it justice. This section gives a nice sampling of these types of difficult-to-improvise characters.

    Chapter 6 is the character chapter, it starts with apprentices and mentors and moves on to running a business. Then it hits on teamwork benefits, like those given by special training in Heroes of Battle. I'm still glad these were added into the D&D system and I'm anxious to see more. Then it moves onto prestige classes. Sigh. Now, I was willing to see a few prestige classes in this book, hoping they'd make it into the SRD. Let's face it, only so many people can create versions of the Knight before you're accidently stepping on a half-dozen copyrights. I doubt anyone would sue you over retreading the same ground as everyone else, but we need to stop beating this poor horse. Still, they went a different way. This section is on how to build even more prestige classes. When I read the words, "Why make your own prestige class?" I wanted to find a set of precision needles and stick the one after another into my eyes. Flash forward ten years. "Why did he kill so many people, officer?" "Well, prestige class bloat was bad enough, but then they came out with DMG II. It was the beginning of the end." The chapter wraps up with some stuff on PC organizations.

    Finally, the finishes with expanded magic item rules. The book needed this section, and I was happy with it. Of particular note is the section on magical locations which are essentially giant, immobile magic items. These types of locations have worked their way into my campaigns several times over the years. I was happy to see them here.

    Overall, I enjoyed this book. I would recommend that everyone who intends to run a game read at least the first chapter. I thought it alone was worth the cover price, and so if you can find a good use for the other material in the book, so much the better. Now I'm going to take a nap an imagine a world where prestige classes are few, balanced, and in some way prestigious.


  4. This book has several good points. It has some new material and a few new things for players and GM's alike. It's one irritating thing is the number of "after you buy the canned game book spend 4 hours reviewing it". It could have had a lot more things to help those of us with a creative mind that like to generate our own worlds. It is, overall, worth the money.


  5. I'm not going to go into this review too much; understand that my depth of dungeon mastering goes above and beyond the norm and I can get very wordy with my critiques. The DMG 2 (Dungeon Masters Guide 2) is AMAZING and should've been the first installment instead of the second. Know this. Wizards of the Coast were under pressure to produce the 3.5 system and needed to get a guide on the shelf that cohesively conveyed game rules and mechanics. Of course there were sections to help a DM create a game world; however nothing that compares with the DMG2. As backward as this might sound, if there are any beginner Dungeon Masters out there who might be struggling with campaign/world creation - the DMG2 is going to put everything into perspective and read much more like a normal guide than stereo instructions (so to speak).


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Posted in Strategy Guides (Wednesday, July 9, 2008)

Written by Peter Olafson. By Prima Games. The regular list price is $19.99. Sells new for $10.95. There are some available for $9.75.
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5 comments about Elder Scrolls IV: Oblivion -- Revised & Expanded (Xbox360, PC) (Prima Official Game Guide).
  1. An excellent guide. Complete and thorough. Very easy to find a section for later reference. The only thing I would've done different is made different colored edges for each section so I wouldn't have to use stickies for quick flipping.


  2. Now here's an extended manual we can all love.

    Prima has always been very classy about their guides, even including a few shakey no-no's(initial guide's were not binded very well) they've always managed to put their own personal touches into certain guides, as if to let us now that this is one they enjoyed playing immensely.

    Though it does NOT include the Shivering Isle's strategy this is STILL a great purchase for those picking up the game. One of the few guides that help in varying approaches to enemies and bosses.


  3. This game has great graphics and LOTS of detail. I really don't know how someone would play it without the Guide.


  4. I got this game for my teenage kids. They talked me into playing it (I don't play a lot of video games) and I got hooked. It is amazing how a person can do what he wants, go where he wants, when he wants in a game. The scenery and animation is breathtaking and the game interaction is exciting and enjoyable. I really like the feeling of total freedom of movement and choice of adventures to partake of. If you haven't played RPG before, you'll love this one.


  5. Ah the World of Oblivion.

    Quite simply one of the most amazing games ever made, in my humble opinion.

    The game guide - well, it could be better...

    I had to return the first book - a series of pages were crimped and terribly misprinted. I would have returned the second copy but the retailer did not have another. The text in many of the sidebar sections of the pages are horribly blurred - in some sections completely unintelligible - sections that of course pertain to the main storyline of the game.

    Aside from poor printing issues, the book contains an unbelievable amount of information. The book is huge! Especially helpful is an index, which allows you to quickly get help on some of the more obscure topics of Oblivion, such as the magical soul gems, buying houses, and owning horses.

    What I especially enjoyed about this book was how it gave you a little "behind the scenes" insight into the story, the characters, and the expansive land that is Cyrodiil. On occassions when I'd get a little trigger happy and skip some dialogue, I could usually go back to the book to pick up the part of story that I missed.

    Don't buy a shrink-wrapped copy. Leaf through it to make sure it's legible, then sit down and prepare to use a lot of spare time. Also, be sure to flip through the non-quest information towards the back of the book - there's some pretty neat stuff documented that without this book, most players probably wouldn't even know about.


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Posted in Strategy Guides (Wednesday, July 9, 2008)

Written by Michael Rymaszewski and Wagner James Au and Cory Ondrejka and Richard Platel and Sara Van Gorden and Jeannette Cézanne and Paul Cézanne and Benjamin Batstone-Cunningham and Aleks Krotoski and Celebrity Trollop and Jim Rossignol. By Sybex. The regular list price is $34.99. Sells new for $16.18. There are some available for $15.00.
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5 comments about Second Life: The Official Guide.
  1. Book was what it was advertised to be. Full of easy to understand instructions. Excellent buy.


  2. Sure, sure, second life - what is that? Well, take it from someone older than 21 by many years, this is the best game around! Thanks to my daughter and son-in-law, I can shop, dance, party, meet new friends, and never leave my home! Check out this great addition to the Second Life Scene.


  3. Very good starter book for the absolute newbie. Really helps to get on and start having fun.


  4. I face this book (and the many others like it) from a different point of view... if you need a book first to find your way around in SL, you better should not be there at all. Every user with a little but of mind will not need it. On this specific title it also annoyed me to see, that knowing second life, I partially see this as a clique of SL veterans celebrating themself... always the same names.
    Just go there instead. look around, use your eyes and mind. Look at the menues. Save the money for the book amd use it to settle in SL instead...


  5. I think this book is great for learning the basics, for understanding how Second Life works, and for gaining a flavour of what awaits you.

    But, as is often pointed out, such guides are very quickly out of date. And what it doesn't give you, is a real insight into what really goes on every day in-world.

    For this, you need to check out the free guide to Second Life, The AvaStar (www.the-avastar.com). It's an online newspaper covering the news, business, fashion, travel, entertainment and events of the virtual world, and every week publishes a 'Guide to...' feature, focusing on the best places to go in-world.

    If you read through the paper once, you'll immediately gain an excellent understanding as to what is going on in the world. (All the back issues are available to download for free at the website).

    Good luck and have fun!


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Posted in Strategy Guides (Wednesday, July 9, 2008)

Written by Double Jump. By Double Jump. The regular list price is $19.99. Sells new for $16.99.
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No comments about Operation Darkness: The Official Strategy Guide.



Posted in Strategy Guides (Wednesday, July 9, 2008)

Written by BradyGames. By BRADY GAMES. The regular list price is $19.99. Sells new for $9.55. There are some available for $8.99.
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5 comments about BioShock Signature Series Guide (Bradygames Signature).
  1. Bioshock is an incredible game, no matter how you look at it. In truth, it's a game that one should explore on his or her own. However, that doesn't mean you won't get stuck, and if you happen to get stuck, this guide is a pretty good tool to use overall.

    I must say something on a personal level, though. Bioshock is a very very extraordinary game. I highly suggest one go through the game without the guide first because a strategy guide (for better or for worse) can ruin some of the fun of the game and some of its better surprises. That doesn't mean the guide is bad, it just means you're using it at your own risk. For what it's worth it's a GOOD guide and does exactly what it's supposed to do, but as with purchasing any strategy guide, you run the risk of having a less fulfilling gaming experience. If you must use the guide however, use it as you go and try your best not to read too far ahead.

    Anyway, now onto the review of the actual guide.

    The guide begins with a prologue and a bit about the guide on its own. The prologue doesn't spoil anything. It merely tells you what Andrew Ryan tells you within the first five minutes of the game. Nothing that'll give away any part of the storyline, but more or less introduce you to the philosophy of the game itself. It'll then tell you about the guide in a short intro before jumping into all the stuff you want from the guide.

    It first introduces you to the cast of characters in the game. The main guy doesn't have a name though (the guide commonly refers to him throughout the walkthrough as "Jack"), but it'll introduce you to other characters and tell you a bit about them. The guide then goes to talk about the adversaries you'll face along the way, even giving you a couple of tips to defeat them.

    The guide then jumps into the game basics section entitled: "Life Underwater." This is more or less the game basics section. Here you'll learn of the basic controls and basic combat skills. For anyone new to the game who doesn't want to read the instruction manual or learn the game for themselves, they can use this as it is a rather helpful section of the guide. Most probably won't need it too badly but it is there just in case. For the most part, though, these are some pretty good tips. Even some of which you won't find in the instruction manual, and some of which the game doesn't tell you about either. So even for those well experienced with the game you might find something good.

    We then go into weapons. Here the guide tells you about just about everything. About the upgrades, how well they perform in a firefight and how to effectively use them. It also tells you how much ammo you'll need. Again, a pretty basic thing and the guide gets through it pretty quickly.

    Then we get into the Plasmids section of the guide. Here, the guide will tell you about the Plasmids and list what they think are the best five. It'll tell you how to effectively use them, and give you a list of Plasmids you can buy with the ADAM you find. The guide does a remarkable job here. In addition here, it also tells you about all the tonics and like they did with the Plasmids, they listed their top five favorites. But the guide does talk about each and every one of them as well.

    To wrap up the game basics it then shows you about inventing items. It's pretty much the same as the two sections before it. But it is just as detailed and just as helpful to anyone who needs it.

    We finally get into the last section of the guide: The Walkthrough. Aptly titled, "City Directory." The guide is divided into sections. Each section represents a chapter of the game. For example, the first chapter is called "Welcome to Rapture" in the game, and so the first chapter in this guide is titled the same thing. In addition to that the guide also lists all the objectives you have to perform, and again, they're also titled exactly as the game titles them. The guide will also list "Any new discoveries" that you'll make. This includes Plasmids, Tonics, Weapons and enemies.

    The walkthrough is then divided by the Objectives. So even though it list them, it'll also provide a section for them outside the list and tell you everything you need to know in a detailed manner. It's very organized and goes on for a while.

    The maps presented throughout the walkthrough are pulled straight from the game itself, but for the most part they tell you where things are located, including all the radio diaries if you're interested. For the most part, however, Bioshock is a pretty straightforward game, and with being able to view the ingame map any time you want, you can actually make the maps in this guide a great ally. The in game maps don't point out all the items, but the BradyGAMES guide does, in other words, you can coordinate yourself and it's rather easy to do. You shouldn't miss a whole lot with this guide in that case.

    There are boss strategies for the games bosses and they're not so bad. For the most part they help. In fact, some of the suggestions are a must.

    There are a couple of other neat things about the walkthrough. The guide has pulled quotes from the game itself. This makes the guide very well artistically designed. Some guides have bland and boring pages, but here the pages present the look and feel of the game. From the artwork to the very font of the guide itself. So you definitely feel as though it's a companion. Equally appealing are the crystal clear screenshots taken in widescreen. They aren't grainy and clearly depict what has to be done.

    The only real problem with the guide is that it's chalk full of spoilers. As I mentioned earlier, it's the risk you run when purchasing a strategy guide, but when I say it's got spoilers I'm not kidding. A lot of the games surprises are ruined by this guide. It's a great companion, but if you're someone who is bothered by spoilers there are quite a few big ones here.

    On the whole it's a good guide. Minor spoilers aside, it is a good companion and a helpful one for when you're in trouble. Overall it's a good guide, but still you run the risk of getting a few things spoiled for you.

    The Good

    +Really great look and feel to the guide... you definitely know it's for Bioshock
    +Crystal clear screenshots
    +Detailed well organized walkthrough
    +Complete list of Plasmids, Tonics, U-Invent and weapons
    +Good, basic, and helpful tips

    The Bad

    -Story spoilers
    -Achievements section is a foldout. Not that it's a big thing, but if you lose it, you've basically lost your secrets section! Probably would've been better off had it been included in the walkthrough itself.


  2. I agree with a different reviewer in that you really don't need this book. I only looked at it while playing this game once and what I was looking for wasn't even there (don't remember what it was now or I would say). I've decreased what would've been a 3 star review to 2 because Bradygames' QA people are slipping. My cover is glued on backwards, upsidedown AND offcenter - the copy I was sent should've never made it off the production line!

    Bradygames and Prima both normally do a descent job with their guides and its not that this one isn't OK but you really don't need it at all in the the game ... I was mostly put off by Bradygames' lack of quality assurance with this one (the cover is horrible!)


  3. This is the offcial guide to one of the greatest video games in years. Unfortunately, it seems they focused on how NOT to give answers as much as possible. It is full of hints, but hardly any answers. If you want to pay money for a book to get hints and clues to the answers, then this book does its job. If you want the answers (such as the combinations to locks) then try the internet.

    It even does not give a good summary of the storyline. I have found the Wiki's version of the story to be much more comprehensive.

    The book provides good illustration of the game. It provides some good advice, such as the 5 best Plasmids and how one should spend the money at the Circus of Values. Other than that, its clues are very skimpy and even stingy. For example, I have tried to obtain the keys to the Chomper's Dental for many hours. This book merely says to look for it using newfound plasmid (Telekinesis) in the Dandy's Dental. It wasn't helpful.

    I suggest using the internet as the guide, and not this book, which annoyingly tries to be cryptic and give as few answers as possible to the paying reader.


  4. This game is great. I've been playing it for days on end. The ability to save, or if you get killed go back to a preset condition or start over at a preset game level makes getting killed not so hard to take. I've finished the game once and started all over again. It's addictive.


  5. It is a fun game, though the final boss is the easiest part of the game. I could not bring myself to play it a second time to get the few achievements I'd missed. Even changing the difficulty does not do more than affect how fast you kill and are killed. The surprise 3/4 of the way through was great, though the ensuing battle is on autopilot. Being able to hack the automatic defenses around town to use against the bad guys adds some interesting strategy against the infinite stream of evildoers. That was the most annoying part for me, to be sent back to a rez chamber (thankful that damage on enemies persists when you die) only to find an enemy right outside the chamber who esnds you right back in. Second most annoying is when you die while firing a weapon and you just keep on firing and wasting ammo against the chamber door when you come back to life. There is an option to turn the chambers off with a download, but I never did.


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Posted in Strategy Guides (Wednesday, July 9, 2008)

Written by Fernando Bueno. By Prima Games. The regular list price is $16.99. Sells new for $4.89. There are some available for $9.96.
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3 comments about Ninja Gaiden Sigma: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides).
  1. Great book it tell you where to go in the game. It helps in the game to find health and chest. and hidden art. The only thing it need is more pictures. I would recomand it If you get lost in the game.


  2. Good guide, it has everything necessary, however, it's a little bit short for my taste


  3. THIS GAME GUIDE WAS NICE. ALSO THE GAME PLAY WITHOUT IT, IT'S HARDLY WALKTHROUGH THE GAME. ALSO THE MAP DESIGN WAS GOOD. I UNDERSTAND WELL.
    IT'S NICE DESCRIPTION. IT'S GOOD GAME GUIDE.


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Posted in Strategy Guides (Wednesday, July 9, 2008)

Written by Joshamee Gibbs. By Disney Editions. The regular list price is $9.95. Sells new for $4.49. There are some available for $6.13.
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5 comments about Pirate Guidelines, The: A Booke for Those Who Desire to Keep to the Code and Live a Pirate's Life (Pirates of the Caribbean).
  1. Fanciful technical details provided by Master Gibbs provide a chance to unwind and savor the humor of the alternate reality created by Depp and crew in the POTC sagas. In addition to the "rules" regarding things piratey, we see letters from Elizabeth Swann and various side comments regarding characters and circumstances familiar to fans. A fun addition to even a modest POTC fan's collection.


  2. Just as 'Cliff Claven' had all the answers on "Cheers" (or at least he thought so), Mr. Gibbs has all the answers to your questions about POTC. This book of guidelines provides quite a bit of info on POTC and also about pirates in general. A must if you're a POTC fan. Very enjoyable!


  3. This is actually a good book. It would be really good for the tween to teen ages, but for adults, it gets the job done. It is entertaining and can actually give you a semi-working set of rules for Pirate conduct. If you have all the moves for Pirates of the Caribbean, this is a very good addition to that collection.


  4. This is a book I've wanted to buy for a long time, and I was not disappointed. Not only does it shed some light onto some mysteries of the POTC universe but its also informative about ship life and piracy in general. Great read!


  5. How can anyone not rate this book 5 stars. The book is based on the premise that Mr. Gibbs wrote down the pirate code since he was always explaining it on all three POC movies. Its an easy read and a very thorough narrative of pirate history. I would recommend to anyone interested in learning more than what POC has taught us about pirates.


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Star Wars Knights of the Old Republic II: The Sith Lords (Prima Official Game Guide)
DIRGE of CERBERUS(tm) -FINAL FANTASY(r) VII- Signature Series Guide (Bradygames Signature Series Guide) (Bradygames Signature Series Guide)
Metroid Prime 3: Corruption: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides)
Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Elder Scrolls IV: Oblivion -- Revised & Expanded (Xbox360, PC) (Prima Official Game Guide)
Second Life: The Official Guide
Operation Darkness: The Official Strategy Guide
BioShock Signature Series Guide (Bradygames Signature)
Ninja Gaiden Sigma: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides)
Pirate Guidelines, The: A Booke for Those Who Desire to Keep to the Code and Live a Pirate's Life (Pirates of the Caribbean)

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Last updated: Wed Jul 9 01:17:34 EDT 2008