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Areala

Retromags Curator
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Files posted by Areala

  1. Super NES Games Secrets

    Hey all you 'Secrets of the Games' collectors out there! Welcome to volume 1 of Prima's Super NES Games Secrets, where GamePro's Andy Eddy compiled strategies shared by Zach Meston, Rusel DeMaria, and Donn Nauert into a book covering most of the original releases for the console. Expect to see Super Mario World, Pilotwings, U.N. Squadron, F-Zero, Super R-Type, Gradius III, and (admit it, the real reason you bought this book) True Golf Classics: Waialae Country Club!
    Otherwise, why are you reading this? There were something like two dozen books in this format put out by Prima. You know what they look like. You know what you're getting. You already downloaded it. Click 'Thanks' to pay your tribute, and await the release of Volume 2 as soon as I get it finished. ❤️

    240 downloads

    8 comments

    Updated

  2. Sega Genesis Games Secrets Greatest Tips, 2nd Edition

    Straight from Prima, the official book publishers of GamePro (according to the small print on the back cover), here's ONE THOUSAND freaking hints, tips, secrets, passwords, cart swap tricks, and other assorted nonsense from the Pros. If you've been struggling with Sonic the Hedgehog, bogged down in Beast Wrestler, stuck in Splatterhouse 2, caught up in Castle of Illusion, wrapped up in Wings of Wor, traumatized by Trampoline Terror, paused in Predator 2, grounded in Gaiares, broken by Burning Force, tripped up by Teenage Mutant Ninja Turtles: The Hyperstone Heist, agonized by After Burner II, demented by Dark Castle, pounded by Pit Fighter, thrashed by Technocop, menaced by Might and Magic, abused by Arnold Palmer Golf, outgunned in Onslaught, mystified by Mortal Kombat, dizzied by DecapAttack, harassed by Heavy Nova, crushed by Chakan the Forever Man, undone by Universal Soldier, zonked by Zombies Ate My Neighbors, shamed by Stormlord, kicked by Klax, lambasted by The Last Battle, rattled by Rolling Thunder 2, embarrassed by El Viento, or mauled in Mutant League Hockey, then maybe, just maybe, the stuff you need to win can be found in this handy-dandy booky-wook.
    Download it, slap that 'Like' button, and leave a comment so I can afford a new thesaurus.
    Enjoy! ❤️

    195 downloads

    4 comments

    Submitted

  3. Nintendo Game Boy Secrets

    You know what this is. I know what this is. You know you're going to download it. I know you're going to download it.
    Volume 1 of Prima's Nintendo Game Boy Secrets is Rusel DeMaria and Zach Meston doing the thing they did for Nintendo NES games, Super NES games, and Sega Genesis games, only for (wait for it) the Nintendo Game Boy!
    See? I didn't even have to write that. You didn't have to read it. But I did. And you did. Now, download the file, pay your tribute to your Retromags Goddess by smacking that 'Thanks' button like you're trying to smack the batteries out of your portable system, and prepare for the next release in the "Secrets of the Game" series, coming soon from my bookshelves.

    201 downloads

    1 comment

    Submitted

  4. Super Mario World Game Secrets: The Unauthorized Edition

    This was one of the best-selling video game guidebooks of the 90's. It's a bit odd, in that there were two different versions of this book published (one with this name, the other with the slightly different title of Super Mario World Secrets), and I'm unsure of the reason behind the name change. I have both books, but aside from some minor changes on the Library of Congress page and some slight differences in cover design, I can't tell a difference. This one is copyright 1991, while Super Mario World Secrets is copyright 1992. But they otherwise have exactly the same information, the same page count, the same screenshots and information. They even use the same ISBN. I haven't done a page-by-page, line-by-line comparison on my copies, but if there are any differences, I've been unable to find them.
    This is entirely different from the Legend of Zelda: A Link to the Past book from the 'Secrets of the Game' series, where one version contained tips for Link's Awakening on the Game Boy, while the other had strategies for Legend of Zelda and Zelda II on the NES. So while I did scan both versions of that book, I don't see any reason to do so for Super Mario World Secrets unless someone can point out some major differences or discrepancies in the text.
    In any case, this is a perfectly awesome walkthrough for the game, even if it's only black and white. It won't help you break a speedrun record or anything like that, but it does actually feature a small section on getting through the game as quickly as possible, using only 13 of the game's stages (or 11 if you're willing to skip the Yellow Switch Palace), which I absolutely used back in the day.
    In any case, enjoy! ❤️

    183 downloads

    2 comments

    Submitted

  5. Book of Adventure Games, The

    Unless you were alive back then, it's almost impossible to understand just how massive the adventure genre of gaming was for personal computers. Exhibit one, were I attempting to make a legal case, would have to be this book right here. It covers seventy-seven adventure programs released across various computer platforms, everything from Adventure to Zork III, and had a cover price of $19.95. Twenty bucks probably seems like an average price for a strategy guide, especially a 350-page behemoth like this guy, but in 1984 that was the equivalent of sixty US dollars in today's currency. How on earth could publisher Arrays, Inc. get away with charging that much for a black-and-white, mostly-text guidebook?
    To put that a bit more in perspective, purchasing a copy of Zork I: The Great Underground Empire for your Apple II home computer back in the halcyon days of 1981 would have set you back $39.95 (or roughly US $120 in today's money). Computer games weren't just costly, they were downright extravagant. And that was after you factored in the several thousand dollars that buying the home computer itself had already set you back. Sure, there were deals to be found when shops were looking to clear out last year's inventory to make room for the next wave of software, but there was no Steam Summer Sale where you could pick up a bunch of AAA-blockbusters for 75% or more off their list price. If you wanted to play Zork, or Wizardry, or Ultima, it was going to cost you. Minimum wage at the time was $2.75/hour, so you can do the math.
    Nobody wanted to dump $40 on a game they couldn't beat, there was no internet where you could consult a FAQ, and while BBS systems were a thing, modems were not a part of the typical home computer installation. So the notion that, for half the cost of a typical adventure game, you could get puzzle solutions and maps for over seventy-five of the most popular titles from the last few years? That was a no-brainer. It was such a no-brainer that one year later, Kim Schuette put out The Book of Adventure Games II, which covered forty-five more adventures that had either been left out of the first volume, or had come out in the meantime, and it too sold like gangbusters.
    I've had this book for almost as long as I've been alive. It (and its sequel) are long out of print, expensive on the second-hand market, and highly sought-after by retro adventure game enthusiasts and collectors. Chopping this one up was hard. But putting it out here, so it can have a new life and be seen and appreciated by others who may never have even known of its existence before now, gives me a warm and fuzzy feeling. I hope you enjoy looking through it as much as I have done over the years, back when I was just a little girl, doing her best hunt-and-peck typing on her TRS-80 keyboard, trying to figure out how to beat The Sands of Egypt.
    This isn't just a piece of gaming history. This is a piece of my history. I hope you'll treasure it with me. ❤️

    166 downloads

    5 comments

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  6. Mastering Nintendo Video Games

    The first of a four-book, me-too Nintendo video game hints series. It was followed by "Mastering Nintendo Video Games II" which was a minor updated edition that reused much of this book's content. "Tricks of the Nintendo Masters" came next, and the series flared out and died with "Beyond the Nintendo Masters".
    "Mastering Nintendo Video Games" was clearly inspired by Corey Sandler and Tom Badgett's "Ultimate Unauthorized Nintendo Game Strategies", what with its reliance on cute little icons and block text. Like other books of the time, this one focuses mainly on tips and strategies for accomplishing specific things in each game, like beating Elecman in Mega Man, or finding the raft in Zelda II. There aren't any pictures or screenshots of any kind, although some of the sections (especially the one on Super Mario Bros. 2) contain some computer-drawn diagrams to illustrate what you're going to face or what you should do.
    The bad news is, the book also contains a number of hints that are either of little to no use, or are flat-out wrong. The Castlevania II portion, for instance, suggests that you should show the Ferryman some garlic, but this will do absolutely nothing except waste your garlic. Otherwise, this is a paint-by-numbers strategy book with tips mainly cribbed from the pages of Nintendo Power and GamePro.
    My copy was acquired second-hand and the previous owner had made notes in pen on a few of the pages. I did my best to clean these up, but my background is in writing and not image manipulation so...sorry.

    141 downloads

    3 comments

    Submitted

  7. How to Beat the Video Games

    Now this is a piece of retro gaming history. While not the first book written describing strategies for winning in the arcade, Michael Blanchet was among the earliest authors putting pen to paper and explaining the ins and outs of video games as he saw them. A recent college graduate, he worked in an arcade by day, dispensing both quarters and tips for fellow gamers, and picking up strategies from his regular customers. It didn't take long for him to realize there was a thirst for this kind of knowledge, and after winning top marks in an arcade gaming tournament for his performance in Battlezone, he got noticed by an agent for Simon & Schuster. They were looking for a book about arcade games, since "Mastering Pac-Man" by Ken Uston and "How to Master the Video Games" by Tom Hirschfeld had both become recent best-sellers. Blanchet said he had some ideas he'd been kicking around, and the result was the publication of this book in 1982, which reportedly sold over 80,000 copies.
    Blanchet was able to parlay the success of this book (and its successor, "How To Beat Atari, Intellivision, and Other Home Video Games") into a regular newspaper column which ran twice a week up until the industry crashed, at which point Blanchet left video games journalism and moved on to the next phase of his life.
    Your Retromags Goddess is pleased as punch to be able to bring you this awesome piece of early video game history as her first scan for 2024.

    125 downloads

    3 comments

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  8. Official Duke Nukem 3D Level Design Handbook, The

    Getting in just under the deadline for this to be possibly the final release for 2023, I present to you, my lovely Retromags family, friends, and followers, this wonderful showpiece of DOS gaming history! Matt Tagliaferri got the goods straight from the 3D Realm gurus themselves so he could explain how the Duke designers pulled off all those nifty tricks with the Build engine: moving subways, reflective mirrors, destructible walls, swimming pools, sector-over-sector placement, you'll learn how to do it all with this book at your side!
    Also included are full appendixes which break down the ins and outs of CON file editing, a listing of all the sound effects from the game with their appropriate reference data, and full breakdown of the commands build into the DukeC scripting language. Finally, the CD-ROM gives out a plethora of new art assets, fifty ready-to-play levels from other designers, shareware versions of Duke 3D and a bunch of other Apogee and 3D Realms titles, and a utility allowing you to convert maps from Doom, Heretic, and Hexen to play within Duke Nukem 3D. 😵
    And I, your beloved Retromags Goddess, has included the CD-ROM (as a bin/cue file combo) right within the download so you can extract it and play to your heart's content! Holy cow, it's a New Year's Eve holiday miracle! ❤️
    Thanks to all of you Retro-maniacs for encouraging me to continue radically downsizing my personal library. No thanks to whomever assembled my copy of this book for pasting the CD-ROM sleeve on the inside back cover upside down, which is why it looks that way in the scan. Sure, I could have flipped it, but I'm preserving these things as I found them.
    *huggles*
    Areala

    154 downloads

    6 comments

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  9. Best Action & Arcade Games Strategies & Secrets

    Well, here's something completely different! Your beloved Retromags Goddess providing you (yes, you specifically!) with a book about games from the MS-DOS era!
    Wait, sorry, I got my notes mixed up. This is actually just the next in a long line of books dealing with classic DOS games brought to you by yours truly.
    In order, this book covers:
    Duke Nukem 3D Quake MechWarrior 2 Crusader: No Remorse Hexen Heretic Star Wars: Dark Forces Descent Doom II Doom Earthsiege 2 Earthsiege Terra Nova Wing Commander IV Wing Commander III Fury3 Magic Carpet Renegade Now, you don't get full walkthroughs for all of these games. What you get instead for most are general, overall strategies that will serve you well throughout a playthrough, taken from articles and reviews written by the staff members of Computer Games Strategy Plus.
    The book also came with a CD-ROM containing playable demos for nearly all of the games covered by the book, plus eighteen other games not covered between the covers. My copy, sadly, is lacking this disc, but the good news is that some other enterprising soul uploaded it to Archive.org, and you can grab your own copy of it to play around with!
    Now, enough words! Download this book, enjoy the nostalgia, pay me my tribute by kicking that 'Thanks' button like you're Duke Nukem's mighty boot, and prepare for the next awesome release from your Retromags Goddess! ❤️
    *huggles*
    Areala

    170 downloads

    6 comments

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  10. Unofficial Quake Level Design Handbook

    You've no idea how long I've wanted to bring this one to the site.
    Stupid expensive on the second-hand market, even moreso if you want a copy with the CD intact, but not as outdated as you might think considering people are still making levels for the original Quake to this day! Matt Tagliaferri knows his game level design, and this book brings together every trick and tip in his arsenal to help you build the best Quake level your heart can dream up.
    I've included a rip of the ISO file for the CD-ROM within the download, so you can mess around with that. The qED software itself won't work with current versions of Windows, but the bonus levels are playable in the main game or any one of its many source ports as-is. Just open the .cbz file with your favorite file compression software, and you'll see the QUAKE_LEVEL.ISO file right in the front. You know I wouldn't be your Retromags Goddess if I left it out.
    Pretty straightforward, but I need to point out the back cover text promises the level editor will be compatible with Duke Nukem Forever, because that game was on track to come out a year after this book was published!
    Enjoy! ❤️

    179 downloads

    1 comment

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  11. Quake II Authorized Strategy Guide

    It's a Quake II strategy guide which printed the maps twice: one in green-and-greyscale, once in full colour! And they're just as useless no matter which version of them you're viewing! Hooray!
    Otherwise, this is just your bog-standard strategy guide to an FPS. There's the obligatory enemy list, weapons load-out, multiplayer tips, a page and a half on using the console, and those full colour maps!
    Also, whoever had the bright idea to only put page numbers on every other page, or just stop them for a bit then start up again later, deserves to be dipped in horseradish and thrown to the jellyfish. 😡
    You don't need this. You're going to download it anyway, because you're a digital hoarder, and that's totally fine. I'm just pointing out the obvious.
    Enjoy! ❤️

    252 downloads

    0 comments

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  12. Totally Unauthorized Combat Guide to Duke Nukem 3D

    Guides which brand themselves as "totally unauthorized" are a mixed bag. I mean, the writers of the authorized guides get their info from the game's publisher and developer, they get the rights to use artwork, screenshots, and other assets, and typically offer some bonus features like interviews with the developers, a CD-ROM stuffed with extra goodies, and other tidbits. The "unauthorized" guys, though? They have to make do with whatever artwork the in-house artists come up with, don't get any special access to designers and programmers, and have to build their strategies from scratch. To stand out, the unauthorized guides are usually a few bucks cheaper than the official one right next to it on the shelf, and that's usually all they've got. But occasionally an unauthorized guide will go above and beyond the call of duty to kick ass and take names, making itself worthy of your cash despite not being authorized.
    This book, my friends, is one of those special snowflakes. Because despite Sybex buying the right to make the official guide for Duke Nukem 3D (and making a kick-ass guide in their own write, complete with its own CD on the back cover), Steven Schafer and the hooligans at Brady Games laced up the combat boots and waded into the trenches to make their combat guide totally worth the money.
    In here, you'll find the normal write-ups on weapons, enemies, and power-ups. In here, you'll see the same level maps as you'd see in the official book. But that's only the first 150 pages. From page 152 on, you're treated to an orgy of information concerning configuring and playing multiplayer DukeMatch games, a comprehensive breakdown of all the game's media files (textures, sprites, sounds, etc...), and a complete tutorial on how to make your own levels using the Build Engine (which is where all that index info on the game's internal media files comes in handy, and can help you best utilize and/or replace assets as needed).
    The official guide devotes a whole two pages to this. They're basically like, "Yeah, um, Duke Nukem 3D includes a level editor. It's called Build. Check it out!". Probably this was so people would feel enticed to fork over another $24.99 in order to get Sybex's Duke Nukem 3D Level Design Handbook (which is a great book in its own right, well worth the buy if you want to get into the nitty-gritty of level creation, and will be appearing here in the not too distant future), but I'm not joking when I tell you this unauthorized book can teach you enough to make the level design book almost completely unnecessary.
    It also covers the secret DukeMatch-only level, "Faces of Death", which comes with the game, but requires a command-line interface trick to get working if you want to see it in single-player, and is something even the official guidebook doesn't bring up.
    I reiterate: the official guide leaves out all mention of the fact this level even exists, but the Brady gang gives it two full pages of maps and basic level info. What?!
    This book kicks some serious ass, and as far as I'm concerned, if you're a Duke Nukem 3D fan, you need it in your library.
    Enjoy! ❤️

    175 downloads

    1 comment

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  13. Quake III Arena Official Strategy Guide

    I'm not sure why Prima (or anybody, really) thought this game needed a strategy guide. I mean, Quake III Arena was literally nothing more than 'deathmatch-on-demand' with the possibility of fighting against AI bots if you didn't have any real-life friends. All the weapons and power-ups were culled from iD Software's previous Doom and Quake titles, and chances are if you bought Quake III you had already been playing deathmatch with your friends for five years and had a solid understanding of techniques like rocket jumping. The only thing really new for this game were the levels themselves. But, you know, props to Prima for managing to still get 200 pages' worth of content out of it somehow. Good on you, guys!
    Unlike previous guides to Quake games, this one's also in full colour, so there's that...
    Enjoy! ❤️

    194 downloads

    0 comments

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  14. Ultima Online: Age of Shadows Official Strategy Guide

    Age of Shadows was the fifth expansion for Ultima Online, released in early 2003, and like the previous year's Lord Blackthorn's Revenge, also featured a darker vibe. The primary purpose of this expansion was to add a crap-ton more land to help with the player housing situation. To that end, the team created a new land mass called 'Malas', an area that was essentially a giant, broken-up continent with hundreds of smaller island-like locations connected by bridges. Major changes came to the housing system, allowing players to customize and create structures of much broader and grander design than the small number of prefab options which had been available for the last five years. Established players who had already built and maintained homes were allowed to convert their old homes to the new design standard, ensuring they wouldn't be left out of the fun. In addition to alleviating the housing bubble, the expansion also introduced two new playable classes (the Paladin and the Necromancer), and added a Diablo-style explosion of magical item attributes and properties, allowing for a much greater range of possibilities for the loot tables. 
    But it wasn't all fun and games. All that extra stuff came with an increased monthly fee, and players discovered the new and powerful magic items turned the UO experience from a skill-based roleplaying experience into a loot hunt for the best gear so as to allow accelerated character growth. The combination turned off veteran players, who left the game in droves, and marked a significant downturn in the game's place in the much more crowded MMO marketplace.
    This guide is an oddity, being mostly a reprint of the Lord Blackthorn's Revenge book (minus the Todd "Hey, I'm the Spawn Dude!" McFarlane interview), with only the last fifth or so being devoted to the new content unveiled in the expansion itself. Not bad if you skipped buying the LBR guide in 2002, but otherwise...
    Enjoy! ❤️

    119 downloads

    2 comments

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  15. Ultima Online: Lord Blackthorn's Revenge Official Strategy Guide

    This was published in 2002 to coincide with the release of the expansion, the fourth for Ultima Online, which was noteworthy for none other than Todd "You're Damn Right, I Created Spawn!" McFarlane joining the design team to populate a new zone within the now much larger map of Britannia with all sorts of twisted nightmares from his imagination.
    For some reason, the two expansions that happened prior to Lord Blackthorn's Revenge (Ultima Online: Renaissance and Ultima Online: Third Dawn) both dropped without getting corresponding strategy guides, official or otherwise. Because of that, the guide to Lord Blackthorn's Revenge had to cover an awful lot of territory, as the playable world within the game had more than doubled since Second Age, with entire new continents now populated with extensive new dungeons. But in addition to covering all the updated content, this book offers a slew of extra content of use/interest to fans of Ultima who couldn't care less about playing the MMO. This includes an overview of the grand Ultima timeline featured in all the games which had released up to that point, a character glossary for major NPCs, significant events that had taken place both in the online and off-line games, a guide for new players, an interview with Todd "Did I Mention I Created Spawn?" McFarlane, and a bunch of other goodies. Even if you couldn't care less about a twenty year old expansion to an MMO, you'll probably find something worth reading if you have even a passing interest in the Ultima world or RPGs in general.
    This is a remarkably well put together book, with a lot of great information. Obviously it's more useful if you're familiar with Ultima Online, but even if you don't know much (I never played the game myself, though I had friends in college who did, so most of my knowledge comes from their accounts), it's still a really cool book that deals with far more than just stat tables and skill progression lists.
    Enjoy! ❤️

    109 downloads

    0 comments

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  16. Ultima Online: The Second Age Official Strategy Guide

    Ultima Online: The Second Age was the first major update/expansion to Ultima Online. Released in 1998, a year after Ultima Online's debut, it added a new swamp/marsh zone called "The Lost Lands" (which included two new cities), a plethora of new enemies to fight, and the ability for players to construct their own cities. A plethora of other mechanics were implemented and enhanced as well, including a real-time text translation service allowing players world-wide to break the language barrier, modifications to the user interface, and an expansion of in-game chat features.
    For many, The Second Age is considered the definitive version of the game, as a massive number of players joined UO with this specific edition. This has led to a plethora of user-created servers (known as 'Shards') dedicated to running versions of the software that most closely mimic the look, play style, and features of this specific instance versus the version of the game running today. Indeed, if you want to see what all the fuss is about, the shard is free to play, with the software that can be found here:
    https://www.uosecondage.com/
    Because of that, this guide has actually retained its value on the second-hand market, making it a $20-30 acquisition for anyone wanting their own copy. After learning this, it pushed this book to the top of the preservation stack, and I'm delighted to offer it up for your perusal and digital hoard.
    The only down side? My copy was acquired second-hand, and is lacking the full-colour poster map that came bound as a tear-out sheet between pages 144 and 145. If anyone else has a copy of this poster already scanned, please don't hesitate to contact me, and I'll add it to the file with full credit to you.
    Otherwise, enjoy the download, smack that 'Thanks' button, and I'll see you with the next upload shortly! ❤️

    110 downloads

    0 comments

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  17. Ultima Online Unofficial Strategies & Secrets

    Considering it's an outdated strategy guide for a version of a game that's been unplayable since the early 2000's, this book is oddly expensive on the second-hand market, with listings usually in the $20-40 range. Equally unusual, this guide was essentially co-authored by a bunch of members of the same guild, who shared their tips and techniques with Sybex, making it something of a curiosity for that alone. In any case, this is the very definition of a historical artifact of a bygone era, which is why it's so important for us to preserve it. Ultima Online is still around, and still playable today, but it looks nothing like it did in 1997 when this came out.
    Use it as anything but a trip down memory lane at your own risk.
    (Blank pages were omitted to save time and space, so if you notice page numbers skipping, don't worry, you aren't missing any content).

    129 downloads

    0 comments

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  18. Heretic: The Official Strategy Guide

    Written by Ed Dille, who was responsible for a number of guides for Prima, including Doom II: The Official Strategy Guide. In fact, a number of the Deathmatch and Co-op tactics in this book are lifted straight from that guide. In fairness, Heretic runs on a slightly modified Doom engine, and the goals revolve around shooting things until they're no longer moving so there's no real need to re-invent the wheel here.
    What hasn't carried over is Dille's frustrated drill instructor persona, replaced here by one of Mustafa, a powerful wizard and historian out to offer you, his novice trainees, the information to succeed in their dangerous quest. He's dialed it down a notch here, which will either be welcoming or disappointing depending on how you enjoyed the style of the Doom guide.
    Aside from that, every level gets its own map and walkthrough, and the book ends with a series of appendices describing everything from running Heretic from the command line to setting up a service like DWANGO for modem-to-modem play. Oh, how far we've come...
     
    Enjoy! ❤️

    341 downloads

    1 comment

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  19. Quake II: The Unauthorized Guide

    What's more extreme than an unauthorized guide to the sequel to the biggest FPS on the planet?
    NOTHING, THAT'S WHAT!
    We've got black-and-white pages, we've got computer-drawn maps, we've got all the cheat codes, we've got an all-text walkthrough, we've got multiplayer strategies, and we've got an interview with John-F&@$ing-Romero's girlfriend-to-be-soon-to-be-ex-, the terror of the DeathMatch arena, Stevie 'KillCreek' Case herself! SHE IS A WOMAN, AND THIS TEXT IS AS CLOSE AS MOST OF YOU WILL EVER GET TO A GIRL, SO YOU HAD BETTER DOWNLOAD THIS GUIDE RIGHT NOW OR E-DAY WILL PERSONALLY DEFILE YOUR VERTICAL SMILE WITH A STEEL-WOOL-WRAPPED TOILET BRUSH!
    *ahem*
    Enjoy! ❤️

    235 downloads

    0 comments

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  20. Quake Authorized Strategy Guide

    Flying into 2023 with this first release of the year, what could be more epic than another strategy guide for the behemoth FPS known as Quake?
    Yeah, yeah, I know, almost anything else.
    But it's Quake, so you're going to download this, you're going to slap the 'thank you' button to pay me my tribute, and you're going to wait for the next strategy guide with baited breath, because you all love me.
    Happy New Year!
    Enjoy! ❤️

    316 downloads

    0 comments

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  21. Quake Unauthorized Map Guide

    Sorry for the sticker and damage to the front cover. The book came this way when I bought it. Otherwise, the rest of the guide's in fine shape.
    Except, wait a minute, I'm sorry..."Unofficial Map Guide"? I mean "Strategy Guide", right?
    Nope. This is literally just a book of stage maps that point out where all the goodies and secrets are located. There aren't any hints for actually tackling the various areas or anything like that, just maps and how to access the secret areas. Prima put out an unofficial strategy guide for the game too (along with that abomination of a guide to the shareware version which I already inflicted upon you) which also sold well for them, meaning there were some lunatics who forked out over $50 for those three different books because they just loved Quake so much.
    Well, you don't have to do that now, because I got yer "Unofficial Map Guide" right here, fanboys!
    Download it, smack that 'Thanks' button, and pay me my tribute.
    Enjoy! ❤️

    201 downloads

    0 comments

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  22. Chaos Island Official Strategy Guide

    A relatively rare guide for a relatively unknown game.
    Chaos Island is sort of like Jurassic Park meets the RTS genre. It tasks you with guiding various characters from the film The Lost World around Isla Nublar to accomplish a variety of tasks to protect the dinosaurs from hunters, gather eggs and other resources, and avoid dying while you're doing it. Of all the games made under the JP license, this is one of the strangest. That, combined with the guide's own obscurity, made it an obvious choice for archival here.
    Enjoy! ❤️

    180 downloads

    0 comments

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  23. 3D Action Gamer's Bible

    Another entry in Prima's ubiquitous "Secrets of the Game" series. This one talks about first-person shooters, and contains minimal, text-only walkthroughs and cheat codes for Ultimate Doom, Doom II, Heretic, Hexen, Duke Nukem 3D, and Quake. Beyond the walkthroughs for the solo campaign, you get some tips and tricks for deathmatch, a chapter dedicated to using level editors for some of the aforementioned games along with general tips for making your own levels as interesting and fun as possible, and a final roundup of cheat codes for some other 3D action titles such as Dark Forces and Magic Carpet.
    All in all, this isn't a terribly compelling book considering the lack of even a single screenshot to add zest to the presentation. There are even a couple of times where it directs the reader to visit a game's FAQ on Usenet or some of the various fan websites in order to get more information, which is an odd thing to tell the person who just paid $20 for your book, but OK...
    The games it covers all received better, more full-featured strategy guides, complete with artwork and screenshots galore, so all that information can be found elsewhere with better presentation. If you want to design levels for these sorts of games, there were specific books written for that purpose for Doom, Quake, and Duke Nukem 3D, while larger and more advanced level design bibles like 3D Game Alchemy and Tricks of the Doom Programming Gurus exist to better fulfill that niche.
    It's not a bad book, per se, and it's great from a historical perspective to have it preserved, it's just not all that exciting or interesting to either peruse or use. But now that it's out there, you can explore for yourself!
    Enjoy! ❤️

    235 downloads

    2 comments

    Updated

  24. Diablo II Ultimate Strategy Guide

    There were multiple versions of this guide published and updated by BradyGames over the years. This particular edition is keyed to the Lord of Destruction expansion pack which came as part of the Diablo II Battle Chest boxed set. Since the guide makes no references to skill synergy bonuses but it does reference "the first patch", it likely corresponds to v1.08 of the game. Given the game's current edition is v1.14d, much of the information in this file will be outdated and inaccurate except to someone playing a pre-v1.10 copy in a solo campaign.
    Enjoy! ❤️

    550 downloads

    3 comments

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  25. Master of Magic: The Official Strategy Guide

    This is a testament to how useful a well-written game guide can be. Master of Magic is an incredibly complex and deep RPG/turn-based strategy hybrid, easily capable of overwhelming novice players before they've had a chance to get a handle on the rules. More than a simple walkthrough, this behemoth of a guide explains everything you never even knew you wanted to know about the game: its units, spells, weapons, monsters, diplomacy, missions, everything.
    It was one of the most popular titles of its ilk in the 90s, and remains accessible to this day thanks to being re-released on platforms like GOG and Steam, which include a number of quality-of-life improvements and bug fixes. This is a gold-standard guide book, pretty much the opposite of Complete Final Fantasy III Forbidden Game Secrets, written in conjunction with people who actually made the game to ensure every bit of it is accurate down to the last decimal place.
    Blank pages have been omitted in order to reduce file size.
    Long out of print, commanding a price ten times that of the game itself, your Retromags Goddess has lovingly sacrificed her copy to the guillotine so that players everywhere no longer have to scrape together fifty bucks or more to access it. You can show your love by leaving her a like.
    Enjoy! ❤️

    592 downloads

    5 comments

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