games-pc siege of avalon-anthology Manuale Utente

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Some Party members need to be able to stand some distance from you and/or from the enemy
they are fighting in order to be effective.  This is especially true for any character casting magic,
or for any archer using “Melee Ranged” setting.  In order to use these members effectively try
to draw your enemies out away from walls or other confined spaces, so that members can move
about efficiently.
Many enemies will turn their attack towards the last creature/character that attacked them.
This means that it is possible for some creatures to engage in battles with others you also 
consider enemies, so do you really want to interfere and risk drawing the wrath of both of them
down on you?  This also means that if an enemy is inflicting serious harm on a Party member
then you might attack that enemy to draw their attention to you so you can bait them away from
the more vulnerable member.  If you and a Party member (particularly a magic caster or archer)
trade attacks on an enemy and keep him switching directions between the two of you then you
might defeat that superior enemy without either of you taking the full damage of a concentrated
solo attack.
All Training Points earned, and coins looted or earned, by Party members are credited to your
player character.
There are some non-obvious “tricks” that you can use for interesting benefit.  For example, 
if you leave one Party member by a map entrance, then you (and perhaps a second Party
member) advance deeper into the map and encounter an overwhelming confrontation you can
switch control to the member by the entrance and simply walk off to another map - magically
transporting you and all the Party members to the safety of the other map.  Another related
“trick” is if you need to relay information between two game characters at distant parts of the
same game map then leave one Party member with one such character while you travel to the
other - and simply by switching your control between your two Party members you can convey
information without walking the distance between the characters.
Game Chapter Skipping
Before the start of the “Expansion Chapters” - numbers 3, 4, and 5 - the CD version of the game
will provide a conversation option allowing you to decline to take on the quest central to that
Chapter.  If you decline then you completely bypass that Chapter of the game.  
Chapter 3 focuses on fighting, Chapter 4 focuses on scouting, and Chapter 5 focuses on magic.
The game is balanced so that any class of player can play any and all of the Expansion
Chapters, and we do in fact encourage you to do so since you will get the full benefit of the
whole story of the game.  
All players must complete Chapters 1, 2, and 6.  You can skip over any of the three Expansion
Chapters that you desire; however, once skipped you cannot return and play that Chapter out 
of order.  Once you accept the challenge of a Chapter you cannot simply elect to skip out of it
without completing it; you’ll have to return to the Saved Game and select to not start the 
Chapter at all.  The game will automatically make a Saved Game for you before you make the
critical decision to skip any Chapter so that you can regress the game to that point and make 
a different selection if you desire.
MELEE: Use for allies skilled in fighting.
* Ranged: This setting will make your ally generally attempt to attack with 
a bow at a distance.
* Aggressive: This setting will make your ally “seek and destroy” — he will 
pursue (if necessary) and attack any enemy he sees.
* Defensive: This setting will make your ally stay near you, but he will 
attack, using his primary weapon, any enemy who nears him.
MAGIC: Use for allies skilled in magic.
* Aggressive: This setting will make your ally use combat magic against 
enemies within range; otherwise, he will use defensive or healing magic 
on you and/or your other ally.
* Defensive: This setting will make your ally use defensive magic, meaning 
that he will cast Heal (if necessary) and any defensive spells he knows 
on you and/or your other ally.
HOLD: Use when you don’t want your allies to move.
* Aggressive: This setting will make your ally stand his ground and fight until 
critically wounded, at which time he will flee.
* Defensive: This setting will make your ally stand his ground and fight until 
he is damaged to or past half his total hit points, at which time he will flee.
* Run: This setting will make your ally stay where he was when you entered 
combat mode.  However, he will flee if attacked.
Hints about Party Members
In Chapter 2 you encounter your first opportunity to recruit characters to join your “Party” to
adventure with you through the growing environments of the game.  Be patient with your Party
members, and take the time to learn their various capabilities.
By clicking on the Party member’s image in the game control panel (far bottom left of the screen)
you can “take control” of that character and do with them pretty much anything you can do with
your main player character.  This includes the ability to loot bodies so that you can equip the
member with various weapons and armor found throughout the game.  This can prove to be very
helpful in advancing through the game.  You can also exchange inventory between your player
character and the Party members.
Taking control of a Party member also offers another battle strategy.  You can leave the Party 
in Combat mode, and position the Party at a strategic ambush point.  Then take control of a
member and venture forward (the others will not follow if you are not the main player character)
to explore and/or bait some of the enemy to follow you back to the ambush point.  Be sure to
switch your control back to your main player character immediately when he comes into view,
since he needs your commands in order to defend himself.
The Party members are most useful if you work with them cooperatively during combat, instead
of expecting them to just lay down their own lives for you.  You are better able to think your 
way around the attack of any enemy, so draw the enemy’s attention to you and let the members
support you with their skills.
It is very prudent to run away when facing impossible odds or when you or a member needs a
little time to recharge.  To draw your Party close to you and follow your retreat hit the SPACE 
bar to toggle out of Combat mode then run (or even walk) away.  When you reach a better place
to fight turn to face the enemy (so your Party will try to form behind you) and press the SPACE
bar again to rejoin the fight.  Most enemies can run as fast as you, so lengthy running is usually
only useful if you are waiting to recharge your abilities, unless you are rather clever with your
maneuvering and manage to trap a number of those chasing you behind fences or other 
obstacles that will cause them to stop active pursuit.
As you advance into the game you’ll find that it is not always possible to prevent casualties
among your Party members (one member’s self-sacrifice is vital to completing Chapter 2), 
but generally you should not be wasteful of their lives and talents.