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SpellForce: Shadow of the PhoenixDeveloper:EA Phenomic Genre:Strategy Release Date: Download Games Free Now!
About The Game
Shadow of the Phoenix adds more units, enemies, items, maps, and more to real-time strategy game, SpellForce.
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SpellForce: Shadow of the Phoenix Cheats
When entering the cheats, be sure that you use upper and lower case as specified in the list. Once you have entered a cheat, you are able to press up or down to locate the cheat code to re-use it.Where you see (x) replace it with 1 = on, and 0 = offOne last thing. When using (x), you may or may not need a space before (x).CheatEffectApplication:SetGodMode (x)God Mode. Health will go down, but you wont die.Application:SetBuildingFastBuildMode (x)Faster BuildingApplication:FastHeroCast (x)Faster Hero CastingApplication:SetBuildingTechTreeMode (x)You have all buildingsApplication:SetFigureTechTreeMode (x)You have all unitsApplication:SetNoManaUsage (x)Player's spells wont cost any manaUnExplored:Enable (x)Whole Map is VisableApplication:GiveMeGoods (1000)You get 1000 units of each material. You may change the amount to what you want.
SpellForce: Shadow of the Phoenix Game Walkthrough
SPELLFORCE SHADOW OF THE PHOENIX WALKTHROUGH BY ADK : Final Version : At least the second expansion pack is in my hand. This time you'll have to play 2 games in 1 according to the avatar you choose. This walkthrough won't be longer than the other but you must know that i am playing both story at the same time. So i may advance slowly for some of you. Site : http://www.dimensions-sega.fr.st E Mail : email@example.com Version 1.0 : The walkthrough is up to Empyria campaign for both story. Version 1.1 : The walkthrough is up to Raven Pass campaign now for both story. The review is up. Version 1.2 : The walkthrough is up to the Zerbite Campaign. Version 1.3 : The walkthrough is up to Darkwind Keep campaign. I added the location of the fourth crimson sand piece in the Red Wastes campaign. Final Version : The most complete guide possible for this game. Some details will still miss but i am very close of the perfect. Update (04/25/05) : Added lots of tips sent by people from the internet. Look at the credit section. Contents : 1 Review 2 The about section 3 Description of buildings and units 4 Your Avatars 5 Patchs and versions 6 Walktrough 7 List of all rune heroes 8 List of all main quest and side quest 9 Credits 1 Review : It's time to do a review of the second expansion pack. At the time i wrote those lines, i haven't yet completed the game. I am at the middle of the trip but i think it's enough as the difference with the other expansion pack and the original game is clear. This is practically a standalone game and not an add on. Of course you'll need to have both prevous games to enjoy fully Shadow of the phoenix butonly with order of dawn you will see how powerful this pack is. Let's begin with the story. I thought that the rune fighter of Breath of winter was the same summons years later but it is not the case. The 2 rune fighters are completely different. After he was killed by Rohen, the first continue to leave to protect the phoenix stone, which you obtain from Hokan, a ghost who wished to have the Belial mask. Darius asks for his help. After the second rune fighter saved the world from Aryn, he discovers that he was cursed by the shadow sword. Then the masked man, which is in fact Hokan, tries to help him. The story of Shadow of the phoenix is the sequel to both games. The presentation is good. The FMV are shorter than in order of dawn but longer than in Breath of Winter. The quality (graphics are thiner, animation is smooth) is excellent in overall. The package of the game is even better than the previous game is a detailed instruction manual and the so good design. Graphically the game uses the same engine. The models looks better but the mouths still didn't move. The decors are various and the area is also greater than previously. All the maps are long to explore and have small secrets sometimes heavily hidden. Also they are more original than in old Spellforce. New monsters appear and the design is very good. There are more bosses (high level monsters to be exact) to kill and also new buildings and plan to find. The number of map is lower than in order of dawn, but the 2 CDs of this expansion pack are used for wider map as i said earlier. The animation is better. It was already the case in Breath of Winter, but it seems that Shadow of the phoenix is more optimised, with less bug and a more sensitive mouse. You mustuse the 2D view most of the time, but now to find some secrets you will need to use the 3D engine. Also during the battle, the game didn't slow (on my PC) despite the fact you can have a greater army than before. The game is really smooth (60 to 70 fps and no slow down time) in 1024*768*16 with high details everywhere. I run the game in 1024*768*32 and sometimes there are loading when i try to move too quickly the mouse. The sound was excellent. Phenomic took old musics and add new ones for an even better atmosphere. The voice acting (french, english and german) is excellent with the same actors as in the previous version. The controls are the same except for that you can summon more than 1 titan, and also a small reinforcement unit as long as you have food for it. Of course the best part of this revie concerns the interest of the game. The programmers did a very good job. First of all, there are absolutely no bugs, ok i have seen bugs in the name of some creatures but i don't think they will do a patch to correct 2 names. The game runs perfectly. The 2 stories are different and perfectly synchronized. I found it very excellent to play both of them to see how each of my old characters can evolve. The shadow story seems a little harder than the phoenix one because its root in the breath of winter and not in the order of dawn. Let me explain. In order of dawn you had too much swords and armors to help the avatar to progress, there were lots of sidequests to gain exp and the monsters were easy to kill. The AI was cruel, if you die too much it was impossible to win on a map. In breath of winter, you could summon new heroes, the AI was less cruel but still cruel, there were few equipments and sidequests and the game was very hard cause of less map available. You will feel the same by playing each of your old avatar but this time you can add to both games theupgrade of shadow of the phoenix. For OOD avatar, you will have new heroes of different kind, an accurate AI and will gain easily exp and levels. For BOTW one, you will have more equipments (different to the one you can find in th other story), a new story (even if most of the events and sidequests are the same), an accurate AI and lots of sidequests. In fact it's magic. It seems that you have 2 games in one. The shadow story is harder because the avatar has a less good equipment than the phoenix avatar. In the shadow story you will use fully what you find. To behonest, in the phoenix story i am looking for better equipment than in order of dawn, but there is nothing for the moment (middle of the game). To conclude this review, i will say that you need only 5 minutes to figure out by yourself that you are playing with one of the best game ever made in the genre. This time you will enjoy fully, action, action RPG, full RPG quests and RTS phases. They are separated and well organized (that's why i said that the maps were more original). The price is low so you won't even have this lame excuse to not buy the game. With this expansion pack you have reached the near future of RTS/RPG combination. Honestly i am ready for Spellforce 2, i can't wait to have it in hand. PRESENTATION : 17/20 GRAPHICS : 19/20 ANIMATION : 19/20 SOUND : 19/20 CONTROLS : 18/20 INTEREST : 20/20 FINAL NOTE : 98% Double Rune Fighter ADK. 2 The about section : This section will be in each guide i will product from now. ABOUT MY ENGLISH : I know it's an awful one, but it's the only one i have. Correct me if you wish that's the best you can do. I am kind enough to warn you so don't expect i answer to hate mails or to a question like : "Is this your first language ?". Correct me if you wish that's the best you can do. ABOUT MY E MAIL ADRESS : Please write to me only for true questions. Most of the time, i know it by the poor questions i received, you write to me just because you have seen my name near the faq. You don't want to read my faq but you want a quick advice. Sorry to say this but i'm tired of these mails. ABOUT THIS FAQ : This faq is basically dedicated to my own site and to gamefaqs. If you wish to download it for your site, ask for the permission but it's not all misters and misses webmasters. Think to update my faq because when i correct my english or post an update with more informations, it's on gamefaqs but never on YOUR sites. THE RESULT IS EASY TO IMAGINE : I receive questions about things that are in an update and some people continue to ask me when i will complete the faq of Skies Of Arkadia... Conclusion : if you download my faqs, be sure to download the updates as you do for an emulator. It will work better for everyone. 3 Description of buildings and units : This section is identical to both guide for Order Of Dawn and Breath Of Winter except for the new buildings and armies added in the Shadow of The pohoenix expansion pack. Human Buildings : Woodcutter Hut : Allow to extract the wood, cost 40 woods. Quarry : Allow to extract the stone, cost 30 woods and 20 stones Mine : Allow to extract Iron, cost 50 woods and 30 stones Hunting Logde : Allow to hunt animals for food, cost 50 woods and 10 stones Fisher's Hut : Allow to fish for food, cost 40 woods and 20 stones Forge : Allow to recruit fighters, cost 40 woods and 30 stones Crossbow Tower : Shot arrows to ennemy to prevent them from destroying the camp, cost 80 woods and 50 stones Breeding Farm : Allow to increase the food, cost 100 woods and 60 stones Small HQ : Allow to increase the number of soldiers and workers, cost 50 woods and 50 stones There are 4 upgrades : once built give more 10 workers, 100 foods (15 soldiers), 200 foods (20 soldiers), 300 foods (25 soldiers), 400 foods (30 soldiers) Dog Kennel : Cost 40 woods and 10 stones Give 10 hounds to reinforce a position All these buildings need the small HQ : Food Store : Allow soldiers to auto regenerate, cost 60 woods and 90 stones Smelting Works : Allow to double iron production, cost 75 woods and 75 stones Aria Shrine : Allow to extract Aria, cost 20 woods and 60 stones White hand : Heal a soldier near it, cost 50 stones and 80 arias Agricol Farm : Allow to increase the food, cost 100 woods and 60 stones Shooting Range : Allow to recruit archers, cost 150 woods and 150 stones 1 upgrade : double crossbow, cost 300 woods and 100 iron, the marksmen fires at 2 ennemies. Temple of light : Allow to recruit clerics, cost 40 woods and 60 stones 1 upgrade : path of light, cost 200 irons and 100 arias, cleric receives a shield and mana regeneration is increased Medium HQ : cost 100 woods and 150 stones There are 3 upgrades : give 10 workers once built, 1000 foods (40 soldiers), 1500 foods (50 soldiers) All these buildings need the Medium HQ : Star Monastory : Cost 80 woods and 100 stones Give the stellar mage to destroy huge tower. Academy : Allow to recruit casters and mentalists, cost 100 woods, 150 stones and 100 arias 2 upgrades : Shock Wave, cost 600 arias, mentalist can cast shock wave on 3 ennemies simultaneously Clarity : cost 400 arias, enchanter increases its mana regenration and reserve. Master Armory : Allow to recruit paladins and armsmen, cost 150 woods and 200 stones 1 upgrade : Fire blessing : cost 250 irons and 250 arias, paladin receives a fire sword and high resistance to fire magic. Large HQ : cost 250 woods and 250 stones 4 upgrades : give 10 workers once built, 2000 foods (60 soldiers), 2500 foods (70 soldiers), 3000 foods (80 soldiers) Griffon Rider, cost 500 irons and 300 arias Upgraded Griffon Rider, cost 500 irons, 300 arias and 200 foods. Human Units : Recruit, need a forge, cost 50 irons Scout, need a forge, cost 40 woods and 15 irons Marksman, need a forge and shooting range, cost 30 woods and 50 irons Cleric, need a forge and a temple of light, cost 40 irons and 20 arias Enchanter, need a temple of light and an academy, cost 65 arias Mentalist, need a temple of light and an academy, cost 100 arias Paladin : need a forge, temple of light and a master armory, cost 60 irons and 30 arias Armsmen : need a forge and a master armory, cost 70 irons Hounds : need a dog kennel to have it, cost 60 foods Stellar Mage : need a star monastory, cost 140 irons and 120 arias Commentaries : The humans cost alot but their armies are strong. I regret that the griffon rider is weak. A paladin with a fire sword is fantastic for melee. I appreciate also the cleric who heals in battle, even if they don't have a lot of mana to spend. The archer towers are inefficient and the archers not as good as the one in Heroes of Might and Magic 3. This race is easy to control for a debutant but you need aria for the best troops, and usually aria is rare. You won't have many problems to reinforce your army with armsmen however. Elf Buildings : Woodcutters Hut : cost 40 woods Gatherer Hut : Allow to extract berries, cost 50 woods Hunting Lodge : cost 60 woods Armory : 60 woods 1 upgrade : Shield, cost 300 woods, Warder receives a wood shield Archer tower : cost 120 woods Small HQ : cost 100 woods Pixies house : cost 60 woods Give 10 Pixies All these buildings need the small HQ : Lenyagatherer : Allow to extract the lenya, cost 80 woods Forester : Allow to plant new tree in the area, cost 50 woods Sawmill : Double the production of wood, cost 100 woods Food Store : Allow soldiers to regenerate mana and HP, cost 150 woods Frost Bringer : Throw iceballs to ennemies, cost 20 woods and 100 lenyas Ailantery : Allow to recruit healers, cost 200 woods Archery Hall : Allow to recruit windarchers, cost 30 woods 1 upgrade : Ice Strike, cost 100 woods and 200 lenyas, windarcher shoots ice arrow and can freeze the ennemy and damage him. Medium HQ : cost 250 woods All these buildings need the medium HQ : Shrine of wind : cost 200 woods Give the Storm bringer to break through a fortress. Hunter's Guild : Allow to hunt for more food, quick food reserve increase, cost 150 woods Iron Armory : Allow to recruit wanderers and protectors, cost 400 woods 2 upgrades : Frost Shield, cost 100 irons and 300 lenyas, Wanderer receives an ice dagger, the spell ice shield and high ice magic resistance. Aryn's Wrath, cost 100 irons and 300 lenyas, Protector receives an ice sword and high ice magic resistance Hall of the Ancients : Allow to recruit wintermages and druids, cost 250 woods and 100 lenyas 1 upgrade : Elen's gift, cost 500 lenyas, Druid, Wintermage and Healer spent less mana in forest area Large HQ : cost 500 woods Elf Titan : cost 700 woods and 300 lenyas Upgraded Elf Titan : cost 700 woods, 300 lenyas and 200 foods Elf Units : Ranger, need an armory and 50 woods Warder, need an armory and 60 woods Healer, need an ailantery and 55 lenyas Windarcher, need an armory, an ailantery and an archery hall, cost 25 woods and 30 lenyas Protector, need an armory and an iron armory, cost 80 irons Wanderer, need an armory, an iron armory and an archer hall, cost 45 woods and 45 irons Wintermage, need an ailantery and an archery hall, cost 70 lenyas Druid, need an ailantery and a hall of the ancients, cost 100 lenyas Pixies, need a pixie house and cost 60 foods Storm Bringer, need a Shrine of wind, cost 140 woods and 120 lenyas Commentaries : The elves are really interesting in the way of the magic. having a healer and a wintermage is a real plus for an army. The windarchers upgraded are also very impressive when they form a battle line to support the front one. Best of all you can freeze up an ennemy who use a healing spell and they are strong enough to fight in close range, even if they are weak. The titan is also very good. The only negative point is the fighters. They need iron to be create, which means you need another race to extract it and supply it. With infinitely (virtually) woods thanks to the forester you can create every building, but the lenya is not enough to supply reinforcements. Dwarf Buildings : Quarry : Allow to extract stone, cost 150 stones Mine : cost 70 stones Moonsilver Mine : Allow to extract moonsilver, cost 150 stones Forge : Allow to reruit militias, cost 80 stones 1 upgrade : Whirl Axe, cost 100 irons and 100 moonsilvers, allow the warrior to throw his axe to an ennemy Pigfarm : to obtain foods, cost 120 stones Small HQ : cost 100 stones Stone aries : cost 40 stones and 10 irons Gives 10 aries to protect a position All these buildings need the small HQ : Smelting works : cost 140 stones Food store : cost 150 stones Stonemason's hut : Double the stone production, cost 130 stones 1 upgrade : Art of construction, cost 300 stones, dwarf buildings resist more to ennemies attack Moonsilver Hall : Allow to recruit Elites and Elders, cost 300 stones 1 upgrade : lightsilver, cost 400 moonsilvers, elite and elder receives more powerful weapon and resistance to black magic Medium HQ : cost 250 stones All these buildings need the medium HQ : Hall of courage : cost 200 stones Give assault troopers to break through a fortress Great Armory : Allow to recruit elites, elders and demolishers cost 350 stones 1 upgrade : Throwing Hammer, cost 200 irons and 200 moonsilvers, defender throw his hammer Sanctuary : Allow to recruit battlepriests, cost 350 stones 1 upgrade : Willpower, cost 200 irons, battlepriest receives a shield and high resistance to any type of magic Large HQ : cost 500 stones Dwarf Titan, cost 500 irons and 200 moonsilvers Upgraded Dwarf Titan, cost 500 irons, 200 moonsilvers and 200 foods Dwarf Units : Milita, need a forge, cost 60 irons Watchman, need a forge, cost 70 irons Warrior, need a forge and a moonsilver hall, cost 25 moonsilvers and 50 irons Defender, need a forge, a great armory and a moonsilver hall, cost 30 moonsilvers and 60 irons Demolisher, need a forge and a great armory, cost 100 irons Battlepriest, need a forge and a sanctuary, cost 80 irons Elite, need a forge, a moonsilver hall and a great armory, cost 110 moonsilver Elder, need a forge, a moonsilver hall and a great armory, cost 120 moonsilver Aries, need a stone aries and cost 60 foods Assault troopers, need a hall of courage, cost 140 moonsilver and 140 irons Commentaries : The dwarf are really strong, so strong that they don't need healers. However, you can destroy more but it can be a trap. You go so far in a camp that sometimes it's hard to retreat and you can't wait the reinforcements. I don't like the defender unit, these archers are weak and useless. The demolisher, elite and elder are excellent. Usually dwarf are intelligent and let a monument near sufficient stone resource so you can build everything. But if your camp is attacked and destroyed you will have problems to rebuild it. The titan is efficient but curiously less than the elf one. Supplying Iron is usually hard and that's why i prefer the humans. You can summon reinforcements, but you will have to manage efficiently a team because you can't really call lots of reinforcements if your army falls. Also the pigfarm for automatic food supplying is a cool feature. Orc Buildings : Woodcutter's hut : cost 40 woods Mine : cost 100 woods Hunting Lodge : cost 50 woods Boar Breeding : Allow to breed boars and obtain food, cost 150 woods Mace Carver : Allow to recruit fighters, cost 70 woods Forge : cost 100 woods 1 upgrade : Scythespear, cost 200 Irons, Spearman receives a scythe blow that can damage up to 3 ennemies. Fisher's Hut : cost 50 woods Firestarter : Throw fireballs on ennemies to defend the camp, cost 80 woods and 60 lenyas Small HQ : cost 90 woods. Boar House : Cost 40 woods and 10 irons Give 10 savage boars to reinforce a position. All these buildings need the small HQ : Shaman's Hut : Allow to recruit totems, cost 110 woods 1 upgrade : Viper's Shield, cost 100 woods and 250 lenyas, Totems receives a shield, more spell power and poisoned spear Food Store : cost 140 woods Croptent : Allow to extract lenya, cost 70 woods Smelting Works : cost 200 woods Hall of Glory : Allow to recruit drummers, cost 350 woods 1 upgrade : Glory of the Horde, cost 50 woods and 100 lenyas, drummers and hornblowers have more influence during a battle Medium HQ : cost 200 woods All these buildings need the medium HQ : Shrine of Fire : Cost 200 woods Give inferno to break through a fortress. Blood Shrine : Allow to recruit firemasters, cost 200 woods and 100 lenyas 1 upgrade : Firestorm, cost 300 lenyas, firemaster receives a wave of fire spell that can damage up to 3 ennemies Dark Forge : Allow to recruit Veterans, cost 450 woods 1 upgrade : Tunderstrike, cost 400 irons, veterans receives a tunderstrike that can cause additional damage Large HQ : cost 450 woods Orc Titan, cost 400 irons and 400 lenyas Upgraded Orc Titan, cost 400 irons, 400 lenyas and 200 foods. Orc Units : Thug, need a mace carver, cost 40 woods Spearman, need a forge, cost 50 irons Totem, need a mace carver and a shaman's hut, cost 15 woods and 30 lenyas Firemaster, need mace carver, a shaman's hut and a blood shrine, cost 20 woods and 50 lenyas Fighter, need mace carver and a forge, cost 30 woods and 30 irons Drummers, need mace carver, a shaman's hut and a hall of glory, cost 40 woods and 15 lenyas Hornblowers, need a forge, a shaman's hut, a dark forge and a hall of glory, cost 50 irons and 40 lenyas Veteran, need a forge and a dark forge, cost 80 irons Boars, need a Boar House, cost 60 foods Inferno, need a shrine of fire, cost 120 irons and 140 lenyas Commentaries : This race is efficient in the way of construction, but very poor when you come to the battle. The firemasters and totems are really useful if you can form a distant line, they will be less good in hand to hand. Drummers and hornblowers are useless and don't really fight. The spearmen are too weak to be on the front. Fortunately,the orc titan and the veteran are corrects. They both resist to fire magic. You will need them to collect resources and help the trolls for example. Note that the drummers are bugged and you can summon as many of them as you want. You will also note that when you have enough lenya for another troops, the drummers, take 50 lenyas to be created and not 15. Troll Buildings : Woodcutter's Hut : cost 30 woods and 10 stones Quarry : cost 30 woods and 20 stones Mace Carver : Allow to recruit Rowdies, cost 40 woods and 50 stones 1 upgrade : Heavy Club, cost 300 woods, smasher receives a bigger club Hunting Lodge : cost 20 woods and 40 stones Small HQ : cost 50 woods and 50 stones Nest : Cost 40 woods and 10 stones Give 10 metal birds All these buildings need the small HQ : Stonecutter : Allow to recruit devastators and throwers, cost 150 woods and 200 stones 2 upgrades : Hail of Fire, cost 400 stones, thrower bashes hot stones for additional damage Tunderstrike, cost 200 woods and 300 stones, Devastator receives a tunderstrike for additional damage Corpse Collector : Allow to increase the food reserve, cost 30 woods and 30 stones Food Store : cost 80 woods and 80 stones Stone Thrower : Throw stones on the ennemies, cost 100 woods and 200 stones Ironhouse : Allow to recruit Hurlers and Bouncers, cost 300 sotnes and 400 irons 1 upgrade : Way of the North : Bouncer receives an ice club, Hurler throw ice ball and both resist to ice magic. All these buildings need the medium HQ : Atelier : Cost 80 woods and 100 stones Give the Alive fortress to break through a fortress. Blacksmith : Allow to recruit destroyers and champions, cost 400 stones 1 upgrade : Chaos Weapon, cost 500 irons, destroyer and champion receive special weapon. Large HQ : Cost 250 woods and 250 stones Troll Titan, cost 700 woods and 300 stones Upgraded Troll Titan, cost 700 woods, 300 stones and 200 foods Troll Units : Rowdy, need a mace carver, cost 90 woods Smasher, need a mace carver, cost 120 woods Thrower, need a mace carver and a stonecutter, cost 120 stones Devastator, need a mace carver and a stonecutter, cost 70 woods and 60 stones Hurler, need a mace carver, a stonecutter and an iron house, cost 10 stones and 60 irons Bouncer, need a mace carver and an iron house, cost 70 woods and 70 irons Destroyer, need a mace carver, an iron house and a blacksmith, cost 80 woods and 100 irons Champion, need a mace carver, an iron house and a blacksmith cost 50 woods and 150 irons Metal birds, need a nest and cost 60 foods Alive fortress, need an atelier, cost 140 woods and 140 stones Commentaries : The trolls are really stupid, you feel it as soon as you controls them. Simple buildings, simple combinations to obtain powerful troops. They are so stupid that in battle they will hit the ennemies but if you don't stop them, they will attack you and then attack between each other (bug or troll reality ?). You always need to give order and to do monitoring on the troll army. They cost alot, it's hard to build a full troll army. The advantage is that it's very powerful, the dwarf are helpless in comparison. They depend also on another race, as the elves, for the iron. Dark Elf Buildings : Quarry : cost 50 stones Mine : cost 80 stones Breeder : Allow to obtain food, cost 150 stones Forge : Allow to recruit assassins, cost 80 stones 1 upgrade : Dance of Death, cost 300 irons, The assassin can do a finishing blow and when he dies, kill all the ennemies around him of same level or in critical shape Tower of Sorcery : Use a laser to defend the camp, cost 50 stones and 100 arias Small HQ : cost 110 stones Shadow Tower : Cost 60 stones Give 10 Winged demons to reinforce a position All these buildings need the small HQ : Onyxshrine : Allow to extract Aria, cost 80 stones Mindbreaker : Hypnotize the ennemy, cost 50 stones and 100 arias Onyx Tower : Allow to recruit sorcerers, cost 140 stones Food Store : cost 180 stones Dark Academy : Allow to recruit Necromancers, cost 250 stones and 100 arias 1 upgrade : Redemption, cost 500 arias, the warlock changes into a poisoned spider when he dies. Moonsilver Mine : cost 160 stones Fungus Farm : Allow to obtain food, cost 120 stones Stonemason : Allow to double the production of stone, cost 130 stones Medium HQ : cost 300 stones All these buildings need the medium HQ : Academy of Destruction : cost 200 stones Give the Chaos bringer to break through a fortress Shadowforge : Allow to recruit Deathknight, cost 350 stones 1 upgrade : Dark Bond, cost 400 moonsilvers and 200 arias, Havoc and Deathknight will resist to high magic. Moonsilver Armory : Allow to recruit battlemaster, cost 350 stones 1 upgrade : Sinister Blessings, cost 100 irons and 300 moonsilvers, Battlemaster receives a multitude of magical effects. Arkanum : Allow to recruit warlock, cost 200 stones and 150 arias 1 upgrade : Nor's Calling, cost 500 arias, Necromancer revives at midnight and fight again. Large HQ : cost 550 stones Dark Elf Titan, cost 300 moonsilvers and 300 arias Upgraded Dark Elf Titan, cost 300 moonsilvers, 300 arias and 200 foods Dark Elf Units : Assassin, need a forge, cost 100 irons Sorcerer, need an onyx tower, cost 80 aria Necromancer, need an onyx tower and a dark academy, cost 110 arias Darblade, need a forge and an onyx tower, cost 70 irons and 20 arias Battlemaster, need a forge and a moonsilver armory, cost 50 moonsilvers and 80 irons Deathknight, need a forge, an onyx tower and a shadowforge, cost 80 moonsilvers and 40 arias Warlock, need an onyx tower, an arkanum and a dark academy, cost 140 arias Havoc, need a forge, an onyx tower, an arkanum, a shadowforge and a moonsilver armory, cost 110 moonsilvers and 60 arias Winged demons, need a nest and cost 60 foods Chaos Bringer, need an academy of destruction, cost 140 irons and 140 arias Commentaries : The Dark Elf is a powerful race, they don't fear the magic but isee a lot of bad points. The titan is quick but weak, you need a lot of different resources to recruit your troops but the most important thing to note is that the unit are really long to create. It explains why you obtain them near the end of the game. You need to be experimented in defending a camp, because you need to protect a lot of buildings and sources. If you manage to create a dark elf army with all the upgrades, you obtain a powerful army but you don't forget that you can't summon quickly reinforcements. 4 Your Avatars : Ok now, great news you can use both avatars you made in previous game. Ah, you erase your old avatar of order of dawn after you regret you couldn't use it in breath of winter. Too bad man. In any case, your avatar will be recognized if and if only if you are at level 25. The instruction manual says that the game will be hard to play if you are under level 30. I began with a level 2 character each time and i have no problems. The difficulty is accurate if you have the best weapons and armors of the old games. You keep the rune heroes equipped and also all your equipment. You lose the rest. The phoenix avatar will have the phoenix stone, the shadow avatar will have the shadow sword in his inventory. If you play a new avatar the story will be the same as if you use an existing one from previous game. You must try both story and even if you advance slowly like me, play both story simultaneously. You will enjoy 2 real different way to evolve in this game. 5 Patchs and versions : So far the game is patched to 1.51 or around and no other patch is available. It adds new maps for the free play and the Lan mode and erase all the bugs for the previous game. Also if you wish to play order of dawn or breath of winter again, once installed, you will use only Shadow of the phoenix game disc for the 3 campaigns. 6 Walkthrough : PHOENIX STORY : BLACKWATER COAST CAMPAIGN : Sigfried (my hero from order of dawn) has received the message from Darius and must find him. 1) Begin to save a guard. Now he joins you. Continue and open a chest. Continue to find more creatures and then fight against a stone demon. The fountain here will summon 6 demons before it closes. You can obtain valuable items and quick level by fighting them. Fight against a giant frog and last save a second guard. Note that if a guard dies he respawn automatically. 2) Head to the camp. The guard here say that you must save Urias. Your old friend from order of dawn is being held hostage in a camp north. The camp is easy to beat. Go there and beat the archers and then the chief. Focus then on the 2 houses. urias wishes to go back to the camp. Switch on the bind stone and kill the lonely skeleton. Enter the camp. urias asks you to find a ring that can save the soldiers changed into skeletons. 3) Head south and kill 3 skeletons and a lonely one near a house. Take and equip the ring. Now for each skeletons the avatar kills, he can earn one more soldier. Advance slowly to the main camp and be sure to kill each small group of skeletons and also open the chest south of the camp. Go to the camp for a struggle not very hard. Use the avatar to destroy the archer towers and to kill the bosses (the most powerful skeletons). 4) You must open all the chests and then you can follow the enemy, Ankthar to the portal. Again switch on all the bindstones and if you wish summon your heroes. At this point you can easily outnumber the skeletons in front of the portal so it's useless. Now be sure to let your avatar fight the skeleton level 30 which is quite long because he hits also very hard your soldiers. Then kill the fallen heroes and last the archers and soldiers. You can follow Ankthar to the next map now. Don't forget to open all the chests. Your mission is to find the dryad. ONYX SHORES CAMPAIGN : 1) Begin to kill Ankthar. Now pass the door and kill the spiders here. Open the chest. Click on the hero monument. There will be a scene. 2) It's time to build your town. As usual with the human begin with stone and wood. Then build a small HQ and the forge. Build the archer building and also upgrade it. Now with only 5 archers, 5 fighters and the new horde of 10 hounds go to the first ork camp and destroy it. Don't go further as there is another fountain behind the one you have destroyed. 3) Complete your camp and build the best soldiers and a great army. This fountain will be annoying to reach and destroy because there will be waves from more further fountain. You will be attacked by both orks and hazims fighters. The hazims are even stronger because they poisoned you. The idea is to build an army of 40 soldiers to reach this fountain and destroy it. 4) Now you will have to run against the time. North of the second fountain is an iron mine. Build it and use it. You must protect it from a, isolated warrior or a spider sometimes. Once it's done visit the house north of the mine to learn information about the poisoned pond. 5) Build an army but you must know that they will serve as decoy. Build also 10 to 15 towers to protect your camp from invaders. After you destroyed 2 or 3 enemies waves you can go to the third magic fountain. In order to destroy it, you need to destroy 3 buildings. To do this i suggest you send a decoy army against the ork while you awake your heroes. Once awaken, use them as decoy while you destroy the buildings. Now the fountain is stopped and it is a matter of time before you conquer the last ork camp. 6) It's time to build an army of 60 soldiers to fight the waves you have seen in the cinematic. Fight it using archers and fighters. When you pass, i hope you'll have some remaining soldiers. Summon again your hero very quickly and run to the next problem. 7) You see a chest, a bindstone and a human monument. Cool, but it is guarded by 5 or 6 fountains. Curiously the fountain are not active for the moment. Run to the buildings to stop them all. Then you will see a large wave of foes. fall back to your camp with your soldiers and use the archer towers to kill this wave. The game will calm down a little. 8) Go to the second hero monument. You need 15 archers and 20 soldiers + your 5 heroes to fight the horde that protects the entrance of the village. Enter the village and talk to Tario. You learn of the story of Tantaro. At the same time, a dragon will attack the hero monument. Kill it to obtain a pair of gauntlet. Now go back to the poisoned pond and talk to Tantaro. Kill him and free the pond from the curse. Talk to Tario to obtain a reward. Now summon archers and soldiers to explore the map. Avoid the waves from the last fortress (let them go dying to your camp against the archer towers) and explore the map. You will fight hazim soldiers. 9) You can find some chests on this map, a boss named Gora and on the west a pond protected by fire creatures. There is a tree cut in pieces but for the moment you have no clue on what to do to here. Forget this place. Go back and go south then west to a camp. You can free a dwarf. He offers you 2 choices : you have an easy way to enter the fortress (answer 2) or you can have more resources (answer 1). If you choose the second answer, you'll have difficulties to build an army and if you choose the first answer you will have resources but a part of your army will be killed before it reaches the entrance of the camp. I have chosen the first answer. Also when you arrive in the village, Tario will offer to choose between a special help and the resources. If you choose the special help you get a honey stick. With it, go to the Bear Gora if you haven't killed him and he will become your friend. Else you kill it because you have chosen the resources. 10) In this camp there are 6 or 7 fountains to destroy, but the hazims buildings are easy to destroy. Begin to close the fountain and then only kill the soldiers and destroy the tower. I suggest that you build an army of 70 soldiers composed by 20 archers, 15 priest, 15 fighters, 10 mentalists and 10 sorcerers. Awake the titan and build all the supply building (shop and other building). Be sure to let a horde of dogs near the 10 towers to protect your camp. Heal them with a white hand. Meanwhile all your 70 soldiers and your 5 heroes must go to the hazim camp, west of the huge fortress. 11) They must arrive there safely and without fighting anyone because they are weak against the hazims. When everyone will be ready at the west hazim camp, use your avatar and heroes to fight the first soldiers that are guarding the fortress. Then fall back. You must wait that the 10 archers of the first fountain go to your human camp. When they have passed, call your army and with your heroes concentrate on the magic fountains of the camp. 12) Send your heroes destroying the first 2 towers, your archers must covers the warriors and priests and your avatar and the titan can destroy building. If you play well you can destroy at least 5 of the 7 fountains. You won't be able to win because the last fountain will summon too much soliders to protect the camp. Fall back with your avatar to save the exp earned. Now the horde that must protect the hazim fortress will goon its way to your human camp. 13) Use your avatar and Urias to access to the fortress and destroy the towers that fires on the path near the fortress. With your avatar you can destroy the sixth fountain and run (only one building to destroy) because Urias will serve as decoy. 14) Now with a last army of 40 soldiers, go to the last fountain and destroy this fortress. You can open a chest east of the portal to Empyria. Then Pass the portal. You learn that the other rune soldier have betrayed the masked man (cool !) and also that the emperor is against you. EMPYRIA CAMPAIGN PART 1 : 1) Go to the town. Talk to the guard and then to Alyah. Urias leave the team. You must find an old friend, Flinck Mc Winter to help Alyah. Then she will help you to enter the palace and find the dryad. Talk to the guard that protects the entrance of the town. As you know he works with Alyah, he lets you pass. Find Flinck. During this map you will have to deal with Nandini. The only interessant item she has is a zerbite tear. Be sure to buy it after you refuse the most expansive deal. You can buy it for 40 gold coins. I obtain it only in the shadow story, not in the phoenix one. 2) Talk to Flinck. He will run, follow him. You must chase him in the town. The first time he will teleport himself and let you kill 2 robbers. Then you will find him near the first place and you will fight 3 robbers. Then he is near a chest and you will find him in a fourth place. Now talk to him and give him 10 gold coins. Go to Alyah and you will solve this sidequest. Talk to Alyah, and she will explain that if you wish to pass a door you need to lure the guard. In town you can talk to Shazan and Ishtar. You learn that some young girls have been kidnapped and that Ishtar is looking for a guy, Brigor. 3) The first thing you can do is talking to Uzakahn. He likes cognac and vine, you can find them both in a shop in this part of the town. Give the cognac to Uzakhan. Talk to Tak and Kahled. Answer 2 and kill them. Talk to Uzakahn and answer 1, he invits you in an arena to train you. You have access to the district of the circus, the bank and also the arena now. Go to the arena. Fight Uzakahn to earn some exp. 4) You find a guard named Jarod in this area. Talk to him and go back to the arena. You will fight for him. Talk to Bostios and fight 2 kithars. Go back to Jarod and he lets you pass. I suggest you try to open the other doors to earn exp. 5) Talk to Tuomi and she will give you a quest concerning the zerbites. Talk to Jyla and she will give you a letter for her husband, Endo. Give the letter to Endo, he asks you to find a jewel lost on the east in the swamp. Kill 3 creatures and bring it back to him. Go to the locked door after he goes away and open it. Note that when you will find a zerbite tear, you can show it to Tuomi and she will give you her zerbite tear. 6) To open the part with the temple, talk to Flinck and he will become the decoy you need to open the gate. Then kill the guard and open the chest. Go to the last locked door and open it. Kill the guard near. Ok, all the gates are opened. Now find a priest named Lyrio. He is suffering. Talk to the fallen hero and he will ask for red vine from Borus and sand dream. Buy the sand dream to the seller in the part where Alyah is. Buy all that you can. Give it to the fallen hero, let him prepare at least 2 dream vine and give the rest to Ishtar. Try to buy again some sand dream but you can't and you must kill the merchant. Now go south to find 3 robbers, kill them. You find Brigor. You can let him escape against a secret about the bank or kill him and receive 10 gold coins. It's bad but i let him go. It gives a new sidequest. Of course with a level 50 you can beat the level 45 golem, but you will have more exp with another quest to solve. 7) Now in the merchant part of the town. Talk to the cloth seller. He asks you to find rares pieces of cloth for him. Talk to Lafouine and then to Zanzabar. Use the second answer. Go back to Lafouine and do the same. Now you must find Borgo. He is in the east part of the downtown. Kill him to solve this quest. There is an alternate way, talk to Flinck and he asks you to find a cursed coin which is in red wastes (one of the enemy abandons it after its death). Then come back and talk to Flinck and then to Borgo. This way is quite buggued. There are 2 gates you can open to enter the palace. To the left, a guard claim for a good thing to drink, give to him the red vine, in fact put it on the table on the left and go away, all the guards will drink it and to the right, the guard tells that he was a "super hero" (you will understand by yourself). Talk to Boron in downtown and he will kill this guard for you. You can open both door. In this part you find Niamh. In fact don't accept to repair the weapons. It is a part of another quest involving the zerbite treasure. 8) Advance toward the palace. Kill the guard and go to the left. Don't waste time to talk to the level 45 guard, go south of them and kill some hound. Now Continue around the garden to open a chest. Last come back and enter in the garden by using the crack in the wall. Now advance to the bindstone and kill the guards here to collect a key. This key open the way to the garden of the dryad. Pass the portal. DRYAD COVE CAMPAIGN : 1) Kill 2 guards and summon your 5 heroes. Follow the way, open the chest and kill everyone on the way. Go to the door and open it with the key. Follow the way to the dryad. Talk to her. Now follow the way to the elf and switch on the bindstone. She comes with you. 2) Now continue to follow the way. You will discover that the enemi is the king of the spider. Now it's a ghost. Destroy everything on the way and watch the scene between the emperor and the ghost. Now beat the ghost (level 40) and the spiders. You obtain an antidote. Use to purify the root. The dryad is safe now. Talk to her, she will show a letter from Darius. 3) Talk to the dryad of everything, because you will obtain important side quest : a quest to save her, and how to conitnue the main quest. Before you pass the portal to the palace of Empyria, go left and all around the portal. You will find a skeleton with the first seal of the bank. It is hidden on the right but you can see a light shining on it. Now pass the portal to Empyria at the end of this map. You can find a chest on the left hidden by the tree. To reach it, you can refuse to use the portal and then pass through it without being teleported. Open the chest and approach of the bindstone. EMPYRIA CAMPAIGN PART 2 : 1) Switch on the bindstone and teleport yourself to somewhere else on this map. Talk to Alyah. You learn alot about her. Before you talk again to her, talk to Urias. You will have to visit again the blackwater coast to find the soldiers of Urias. Talk to Serbio and he will free the Irfit only if you bring him the robot of the city of souls. 2) Talk to Alyah and she will ask you to go with her to the red Wastes. Follow her to the portal. The messenger will die. Open the chest and pass the portal. RED WASTES CAMPAIGN : 1) You will meet Bario. He offers his help if you help him to kill 2 brothers. Switch on the bindstone and then talk to him. You can accept or refuse, i have accepted to help him despite it seems bad. Don't go any further as you can complete now some sidequests for precious exp. A) Go to the merchant place in Empyria and give the 4 frog leather to Barbadar the cloth seller. B) Go to the blackwater coast. You will find several groups of skeletons. Kill them all. Talk to the lord in the village and you complete the sidequest for Urias. Now search on the map and near the camp a ghost named Gurim and a chest. Open the chest and talk to the ghost. First, kill Sheeha and second kill Andar on the same map. Go back to Gurim and talk to him. Now you can fight Zandar and then Iridon. Iridon will be hard to kill, i suggest you run away from his golem and concentrate then on him. Once he is dead, kill the golem and then the ice spirit. Last run quickly to Laurin. When he creates double of himself, touch the draconic rune to stop the double. You will have to kill them all, but focus first on the original. If he kills the dwarf it is over. When the original dragon dies, kill the double. Now leave this map. C) Go to Onyx Shores and purify the first root. It is north west of the huge hazim camp and it is guarded by red demons. D) If you are at level 36, talk again to Uzakahn to do the intermediate level of battle training in the arena. Now return to the main quest. The next level of training is level 40. 2) The goal is to wait that the 2 bosses Trokan and Trakan comes to the circle. Talk to Azyo and he will ask the bosses to come. When they are in the trap, press the lever. If they run before you can activate the trap, wait that they come again the next night. 3) Without building anything, destroy the 2 camps now. By doing this you will find 3 of the 4 pieces of the red sand needed, the second ingredient for Barbadar. The fourth piece is guarded by a Hazim warrior. He is hidden in a very small path to the north and east of the beginning of the map. Go to Empyria and give the four crimson sand pieces to Barbadar. In theory you must talk to Bario when it's done, but for now build an entire ork camp with the best soldiers, you need at least 40 soldiers, 20 magicians and 20 fighters plus the titan. Place them in front of the door of the djinns. Talk to Bario and when the door opens, kill all the mummies. But that's not all, with the remaining soldiers kill also other horde of mummies on the way to the south and to the west. Once the second horde of the way is destroyed, go back and run to the set of stairs to find the crypts and stop the fountain. You will obtain the third and last ingredient for Barbadar the cloth seller, the dark silk by killing four claw Mummies. Talk to Bario to obtain a reward. 4) On this map you can purify a second area to help the dryad. Then kill the last foes, the red demons and the insects. To the south of the map you find a bindstone and the portal to Raven Pass. You can pass it now, but if you explore this map to the east, near the necropole you can find a bindstone and the portal to the City of Souls. It appears as a bonus map in this story. CITY OF SOULS CAMPAIGN PART 1 : 1) For the moment, visit what you can. You find the head and the parts of a golem. You cannot approach of the 3 dark towers because they kill you instantaneously. 2) You find monument with a gargoyle in the center and also guardians level 40 each. You will have to stop here as you cannot beat them now. Go to the raven pass by using a bindstone. RAVEN PASS CAMPAIGN : 1) Alyah abandons you to ask the Kathai some reinforcements. You can see that the fortress is guarded by Rohen and lots of dead soldiers. 2) On the right you'll hear a giant complaining about himself. Talk to him. Go south and kill the goblins. Talk again to the giant. You'll have 3 choices. I recommend to use the second one. The giant will put rocks on most caverns so the skeletons won't attack you. The event is still not perfect as there will be a minimum of 2 caves the giant won't block. Note : It's a bug, if you are quick enough, you can ask the giant to come with you and then to put rocks on the caverns. You will see 2 giants, one doing the stuff, the other coming with you and then the other giant will disappear. You must be very quick in pressing the buttons on your keyboard to obtain this result. 3) Build a powerful army of 10 birds and 30 trolls soldiers (10 launchers and 20 fighters). Build the atelier, you obtain a thrower. Build 2 of them. They are the only one able to destroy the giant dark tower that are guarding the entrance of the fortress. Don't destroy those tower now however. To help you, there are 2 carts full of resources near the bindstone. 4) When your army will be ready, you will go in front of the tower. Wait here and stop an enemy unit from attacking your camp. Now destroy both tower. A group will emerge from the darkness. Send the avatar alone and retreat so you can fight a smaller horde less protected by skeletons archers. Once this one is destroyed, kill the archers and remaining foes. If you have done well, you still have an army of 32 soldiers (including the birds). Now advance to the left and let your avatar advance to the right. 5) To the left your army will occupe the horde of dead men, to the right your avatar will come to destroy the 3 crypts and stop the magic fountain. Urias will attack the guys that will shoot you. Curiously he seems stronger on this map. When the fountain is down, kill the remaining foes. Meanwhile the Ai sent something to your camp. Eliminate them with the birds and some soldiers you can summon. 6) Open all the chest. On one of the corps you find a key to open the jail of a dwarf. Talk to Jarl. He will come with you. Go to the next fortress and ask Jarl to open a way in for you. Now you will fight a horde of undead. The fortress is yours now. To reach the next step of this campaign, you'll have to switch on the monument. Upgrade all buildings and with your orc army prepare to attack the skeletons. 7) Build a dark elf army if possible (10 winged demons and other soldiers when the orcs will die, you can also summon the dark elf titan upgraded). Advance in the mountain and kill the skeletons. You must find a way to enter the third fortress. From the door, go north in the mountain and find a dark Elf you already know from Order of Dawn. Talk to him then kill the 2 assassins. Now pass the portal. 8) See it as a mini game, you must push all 5 levers in the order you wish to open the double door of the fortress. Avoid the monsters here as they are level 50. It's as in Metal Gear, infiltration. You must wait so they won't see you. Pass the portal back and go to the third fortress. Conquer it and switch on both monument. Summon reinforcements while you go to the fourth fortress. 9) The fourth and final fortress awaits. From the double door of the entrance, go south to find the exit and the way to the final fortress. Kill on the way and stop in front of the fortress. Send a chaos bringer or an alive fortress to destroy the huge tower and thenenter the final fortress. It is simple, advance and kill. You will encounter in a huge place 2 dragons level 50. Kill one and wait before attacking the other. When all the reinforcements are up, send them to the fortress. 10) Now you are ready to kill the second dragon. Kill it. You will watch a scene where Rohen will come using a gigantic horde. You will receive reinforcements from the Kathai but they are few. Count on yourself to kill the foes. Try to attack Rohen only when he will be alone or with few soldiers. After this tough battle you will finish the campaign. 11) After Rohen is defeated, don't pass the portal to Kathai to the south. Go west and you find a unit of ork. They are guarding a chest and a rune hero, Ump the ork, level 33. You can use him only at level 41. You also find another bindstone and another portal to the Blazing Stones. It appears as a bonus map. THE BLAZING STONES CAMPAIGN : 1) Talk to the ork. He will come with you. First he asks for your help. He wants you to save 5 princesses that are cursed and changed into frog. This is an action RPG map. From the beginning go to the south. You will fight some rippers and then you will find 2 princesses guarded each by 3 guardians level 35. Save them. You will find a third princess to the south. Then the road is blocked. Go all the way back to the north and continue north this time. 2) Follow the way and after some rippers you encounter a trio of guardian. That makes 4. The last princess is to the south, again follow the way, no secrets or chests, and kill 4 guardians this time. Switch on the bindstone now and wait that the fifth princess pass the portal. 3) Talk to the ork and pass the gate that opens. Your goal is to detroy some wolf camps. The first is near your own possible dark elf camp. The second is north west of the first. The third is north east of the second. If you are around level 39/40 like me, i suggest you handle it alone as you won't gain much exp by building a full dark elf camp. Find the fourth camp to the north east. This one will be hard to destroy. There is a fifth one to the north heavily guarded. It's long but you can handle them alone. 4) You won't be alone anymore. Near the sixth camp is the hero monument. There is also the seventh camp near the obelisk. After them you will be ale to proceed tothe next step of this map. For the moment let's focus on the sixth camp. To finish this one, i suggest you use a trick. Switch the dark elf monument and then a horde of wolves will abandon it. Go to the camp and finish it with your avatar. Now that your heroes are with you, kill the horde (10 wolves) and then finish the seventh camp. 5) Now all the camps are destroyed, a giant, Utrur, level 40 will appear. Kill him. Talk to Arganum and he will open the second gate. In the last area of this map the first thing to do is to destroyed the beast camp and to avoid the goblins. Let them run and break into many groups of 2 to 4 goblins and then you will be able to kill them. Follow all the possible roads to destroy the beast camp, they are easy to handle. Talk to Arganum and he will open thegate to the colosseum for you. Don't pass it now. 6) In this area you will find a chest with an arya crystal in it (as in raven pass). You will also see skeletons and lava monsters. Go to them and kill the skeletons first. You obtain a first part of the mosaic. Follow this way. Insert the first part. Kill the new horde. You obtain a second part of the mosaic. Insert it. Now the problem comes from the 3 mummies that are guarding the mosaic. Another problem is that the skeleton hordes for the third and fourth part will be very huge. I suggest you build a dark elf and/or a complete elf camp (on the goblins land) to complete this map. 7) Attack the third horde and win. Now, be sure to have at least 30 necromanicans, 40 fighters, the titan and the heroes near the avatar before he input the last fragment of the mosaic. Input it and kill the foes. Last, eliminate the horde by attacking small waves one after the other. Again the problem will be the mummies level 41 in the third and fourth horde. Look at your inventory, you have found the best equipment in the game by solving this sidequest. 8) You have probably notice the presence of fire golems on the map. Find them and kill them all. You will find near them, the second seal of the bank. The map is complete now and you have just to pass the portal to the Colosseum. COLOSSEUM CAMPAIGN : The things are very simple here. This is an arena. Talk to Zerbo but don't begin the fight now. Go all around the place and buy a cyclop for 5000 gold. Now go Zerbo and ask for a first fight. Round 1 : versus 4 gladiators level 35. Round 2 : versus 8 divine beasts level 38. Round 3 : versus 4 draconians level 45 Round 4 : versus 2 Uroks and 2 ogres level 45 and 42. Round 5 : versus 4 spirits level 45 Round 6 : versus 10 dark elf level 44 and 45. Round 7 : versus 4 elemental golems level 48. Round 8 : versus 8 skeletons level 44 and 45. Round 9 : versus 6 blade soldiers level 25 and 48. Round 10 : versus 4 red demons level 50. It's over for the colosseum and now you have to go back to the main quest. Teleport back to the portal to Kathai. If you are level 40 or higher go to Uzakahn to fight him. If you are at level 44, go again to fight him. KATHAI CAMPAIGN : 1) You can wipe out lots of camp now that youhave played the colosseum. Go to the monument and switch on the bindstone. Open the chest. With the help of the NPC chase the insects here. You will find a mentalist with some spiders. Kill him and you will obtain his rune (he is located to the west of the map). Go down. 2) By going down you will discover some of the skeletons camp and also chests guarded by Sha fighters (lizards). Continue to the south to find the hero monument. Summon them. You have now 5 powerful heroes (the one you earn in the colosseum and the one you just found) and 4 NPC. Believe me, this is enough to conquer all the skeletons and even the mummies camp. Each time let the heroes take care of the mummies, the NPC attack the skeletons and your avatar destroy the building. There is a huge oasis in this part of the map, to the south west is the skeleton that hold the third seal of the bank. 3) When all the camps will eventually be destroyed, you will want to pass the portal to the city, south of the hero monument. Save Khal and talk to him. Now find the hero monument here and summon them. Once again, no need of an army, you can beat everyone by yourself. Talk to the Uru and she will give you some reinforcements. Kill everyone here and open all the chests. Now kill the key master in front of each of the 3 doors and open them. 4) Talk to the Uru. You'll have to find 2 gons. Go to the 2 skeletons unit and kill them to obtain the gons. Go back to the Uru and talk to her. Choose an ally (i suggest Urias) and beat Xalabar and his healer. Exit. The king of Empyria will come. After the scene, Urias will die. Run to the dwarf monument and switch it on. Summon a dwarf army to fight the king army. 5) Your mission is to summon some dwarves and the titan asap by using the monument to the north. Use also the stone ram. In fact you don't really need them but it will be easier to win with a small army of 20/25 soldiers. Begin to fight the horde in town (easy) then fight the commander of the north gate. Then a reinforcement will come. Now the north gate is free. Using the titan, the heroes and your avatar kill the giant of the front gate and let your army kill the rest of the soldiers. Again kill the reinforcement. There is another unit in town, find it to the south and kill it. Last find the unit that is guarding the south gate and finish it. Be sure to let your heroes and a small army (10 soldiers) because during the next cutscene they will fight the reinforcement. Don't worry, they are able to win. 6) Now you have just to leave this map and go to the Clockwork crypt, another very original campaign. CLOCKWORK CRYPT CAMPAIGN : 1) Advance. The Uru appears. Talk to her and she will give you the combination to open the door (random, so write on a paper). Enter and watch the scene. Use then the same combination as Xalabar. 2) The combinations are not random : To the north they are : right left right right left right right left right For the first trap, right right left right left right right left right Open the chest and then check the traps south for the good way. Take the tongue from the stone head with you. To the south : right left right left right left right left right (combination of the cutscene), right right left right right right left right left For the second. Begin by the trap to the south and open all the chests, then check the one to the north. Talk to Uru and she says that you must open the chests without being seen by the guardian level 45. The chests are on the right. 3) You can look at the chests but you won't be abme to open them. You need a red key, which you have not. Here are the chests : 1 2 3 4 5 6 7 8 9 You must check them in this order : 5, 1, 8, 2, 4, 3, 6, 7, 9 You find the staff for Tuomi. You have also an air coin. From this room you can go up, east and south. 4) Go up. You will see an obelisk in the middle of a place. Click on it and redo the same sequence with the torch. You free 3 of 6 titans. There is maybe a combination to free all 6 titans. On the right you will find a hero monument and a bindstone. Summon Ankthar. A zerbite ghost appears. Talk to him and give him the rune of Ankthar. He becomes friendly with you. 5) With your 5 heroes and 3 titans go to the place with the guardian. This time go west. Kill all the spiders. The one with a level 45 gives a key. you can open the door on the north of this area. Note that you have only titan of the light. 6) You arrive in a strange place where you can use the stone tongue to hear all the messages the stone heads can deliver. You find also obelisks that opens the way for you to the treasure room. Be sure to kill the demons and to switch the bindtsone near the gate to the treasure room. You find the key to the skeletons camp which is west of the room of the guardian. Here is a representation of this room : demons obelisk for hand and sword obelisk for sword and crown demons Crown obelisk for crow and frog Mace obelisk for Storm /demons obelisk hammer,shovel demons/ obelisk for Saber Saber Dagger obelisk for dagger and diamond crow 7) you'll be happy to learn that there is an intellectual way to reach this room too. Go back to the room of the guardian and go south this time. The first thing to do is to open some chests using the obelisk here to lighten some torchs. they are represented like this A B C D A B C D CHEST CHEST E F G H E F G H The correct order for the one on the left is A, G, E and B The correct order for the second one is E, C, H and B 8) Now go down, avoid the light to not summon mummies and open the chest. When it's done, go right to the next riddle. You will see 2 chests and 7 switches. To open one of the chest, you need to lighten all the torchs and to open the other you need switch off all of them. The combination is simply impossible to describe. You need to open them to obtain the air coin inside. If it can help you, be sure to light only the torch in the middle, then light the one up and the one down. All the torches will bright. Here are some tips from John Fowler : "Torch configuration: 1 2 3 4 5 6 7 Also Torch Toggles # Torches 1 5, 7 2 1, 4 3 2, 6 4 1, 6 5 4, 7 6 3, 5 7 2, 3 Because each torch controls 3 points and I'm a visual person I found it easiest to memories the 'triangle' shapes and location each torch 'effects'then find a way to cover or uncover all the points by adding or removing these imaginary triangles to open each of the 2 chests. From this point, you can switch off all of them." Submitted by Jerome Sermadiras : "In the clockwork crypts, the solution to the opening of the chests at step 8) is as follows (torch number configuation is from top to bottom and left to right, as you suggest) : Light all torchs by activating 4 then 1 then 7 (as you said) : open the left chest Then activate all torchs in turns from 1 to 7 : they are all turned off, open the right chest" 9) Go north and here is the last riddle. A zerbite ghost is playing with the levers and tries to forbid you to pass the trap. Believe me, it works really good. If you succeed, you have very few seconds to send your heroes. They must pass the trap and the ghost will die. From Deon and Melissa Heydenrych : "My husband worked the code for me. It is as following. What you have to do is pull the levers so that the combination is: Left right Left Right right right Left right left But seeing as the one lever is broken you pull all the others and wait for the ghost to pull the broken one. Then all the eyes close and you have quite a while for you hero's to run over." Now input the air coin to open the way. To open the chest here you need 3 air coins. Input them. You obtain a star pendant. 10) Go back to the guardian room and this time search for an obelisk on the west. Use the key of the dead to open the way. Kill all the skeletons. Now advance. You arrive in front of some stairs. Never walk on a skeletons or on the blood. Beat the demons and switch on the obelisk. 11) You find another hero monument here. Summon them if you n


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Latest News
U.S. agencies suggest White House knew of foreign leader bugging
Senior U.S. intelligence officials on Tuesday staunchly defended the National Security Agency, all but confirming that the White House knew about the tapping of foreign leaders' telephones, denying that millions of European citizens' telephone data were swept up and asserting that the European allies assist the NSA even as they spy on U.S. officials.
"We only do what the policy-makers writ large have asked us to do," Director of National Intelligence James Clapper said at a House Intelligence Committee hearing.
The hearing came amid a growing outcry at home and in Europe over disclosures of some of the NSA's most secret communications collection programs in documents leaked to news media by former NSA contractor Edward Snowden. They included the tapping of telephones of 35 world leaders, including German Chancellor Angela Merkel.
The revelations have strained trans-Atlantic relations, prompted lawmakers to introduce legislation in Congress to tighten restrictions on NSA operations and ignited a Senate Intelligence Committee review of all U.S. intelligence-gathering operations.
The leaks have created new headaches for President Barack Obama, who was expected to order a ban on the monitoring of allied leaders' communications as part of an administration review aimed at balancing U.S. intelligence-gathering programs with privacy and civil liberties protections. The administration also has acknowledged that additional restraints may be required given the power of the technology now used by U.S. intelligence agencies.
The White House has cited the secrecy of intelligence operations in steadfastly refusing to answer in public questions about what Obama knew, especially whether he authorized the eavesdropping on Merkel and other leaders. At the same time, a stream of news media reports have appeared this week in which anonymous administration officials insisted that the president wasn't aware of the monitoring of Merkel.
As they defended the NSA's operations as legal and authorized, however, Clapper as much as confirmed that members of Obama's National Security Council staff knew about the tapping of the telephones of foreign leaders.
Responding to what appeared to be closely coordinated questioning from sympathetic House Intelligence Committee Chairman Mike Rogers, R-Mich., Clapper described how the requirements for U.S. intelligence collections and analyses are set in an annual National Intelligence Priorities Framework.
"It's a fairly rigorous process," which collates intelligence requirements from State, Defense and other departments "as well as those of the national security staff, and, accordingly, the president's requirements are embedded in that document," he explained.
Clapper was asked whether as "part of that framework . . . the plans and intentions of foreign leaders would be important to the United States?"
"That's a hearty perennial," Clapper answered. "As long as I've been in the intelligence business, 50 years, leadership intentions . . . is kind of a basic tenet of what we're to collect and analyze."
Knowing the intentions of foreign leaders, Clapper said, helps U.S. officials understand policies and perspectives that impact the United States. He agreed with Rogers that "the best way" to obtain that information is to "actually get communications of a foreign leader."
The hearing was briefly disrupted by protesters shouting, "What about spying on our allies? That's just ridiculous!" and "Lies, lies and more lies."
NSA Director Keith Alexander, an Army general, joined Clapper at the hearing in defending the workforce of the NSA, the agency's court-approved collections of the data of tens of millions of Americans' daily telephone calls, and monitoring of Americans suspected of links to terrorists.
The data only is available to a small number of specially trained "selectors," Alexander said, and the programs are subject to rigorous congressional oversight.
It's not "by luck" that there have been no successful terrorist attacks on U.S. soil since Sept. 11, 2001, Alexander said.
"What we do not do is spy unlawfully on Americans, or for that matter, spy indiscriminately on the citizens of any country," said Alexander. "We only spy for valid foreign intelligence purposes as authorized by law."
Alexander and Rogers engaged in a verbal pas de deux in pushing back against outrage in Europe over news reports citing documents leaked by Snowden that the NSA collected the data of telephone calls made by tens of millions of people in France, Spain and Italy.
Alexander rejected the reports as "completely false," saying that the journalists who published them misinterpreted screen shots from an unidentified "web tool used for data management purposes."
"Both they and the person who stole the classified data did not understand what they were looking at," said Alexander.
International communications data amassed by the NSA included material provided by European allies and "represents information . . . collected in defense of our countries and in support of military operations," he said without elaborating.
Alexander agreed with Rogers when asked if the European allies are spying on the United States and that U.S. officials and lawmakers should take steps to protect themselves from being spied on while traveling in European Union countries.

subset: commoncrawl


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Edward M. Marcotte and colleagues have found hundreds of genes involved in human disorders.
Edward M. Marcotte is looking for drugs that can kill tumors by stopping blood vessel growth, and he and his colleagues at the University of Texas at Austin recently found some good targets — five human genes that are essential for that growth. Now they're hunting for drugs that can stop those genes from working. Strangely, though, Dr. Marcotte did not discover the new genes in the human genome, nor in lab mice or even fruit flies. He and his colleagues found the genes in yeast.
"On the face of it, it's just crazy," Dr. Marcotte said. After all, these single-cell fungi don't make blood vessels. They don't even make blood. In yeast, it turns out, these five genes work together on a completely unrelated task: fixing cell walls.
Crazier still, Dr. Marcotte and his colleagues have discovered hundreds of other genes involved in human disorders by looking at distantly related species. They have found genes associated with deafness in plants, for example, and genes associated with breast cancer in nematode worms. The researchers reported their results recently in The Proceedings of the National Academy of Sciences.
The scientists took advantage of a peculiar feature of our evolutionary history. In our distant, amoeba-like ancestors, clusters of genes were already forming to work together on building cell walls and on other very basic tasks essential to life. Many of those genes still work together in those same clusters, over a billion years later, but on different tasks in different organisms.
Studies like this offer a new twist on Charles Darwin's original ideas about evolution. Anatomists in the mid-1800s were fascinated by the underlying similarities of traits in different species — the fact that a bat's wing, for example, has all the same parts as a human hand. Darwin argued that this kind of similarity — known as homology — was just a matter of genealogy. Bats and humans share a common ancestor, and thus they inherited limbs with five digits.
Some 150 years of research have amply confirmed Darwin's insight. Paleontologists, for example, have brought ambiguous homologies into sharp focus with the discovery of transitional fossils. A case in point is the connection between the blowholes of whales and dolphins and the nostrils of humans. Fossils show how the nostrils of ancestral whales moved from the tip of the snout to the top of the head.
In the 1950s, the study of homology entered a new phase. Scientists began to discover similarities in the structure of proteins. Different species have different forms of hemoglobin, for example. Each form is adapted to a particular way of life, but all descended from one ancestral molecule.
When scientists started sequencing DNA, they were able to find homologies between genes as well. From generation to generation, genes sometimes get accidentally copied. Each copy goes on to pick up unique mutations. But their sequence remains similar enough to reveal their shared ancestry.
A trait like an arm is encoded in many genes, which cooperate with one another to build it. Some genes produce proteins that physically join together to do a job. In other cases, a protein encoded by one gene is required to switch on other genes.
It turns out that clusters of these genes — sometimes called modules — tend to keep working together over the course of millions of years. But they get rewired along the way. They respond to new signals, and act to help build new traits.
In an influential 1997 paper, Sean B. Carroll of the University of Wisconsin, Neil Shubin of the University of Chicago and Cliff Tabin of Harvard Medical School coined a term for these borrowed modules: "deep homology."
Since then, scientists have gotten a far more detailed look at many examples of deep homology. Dr. Carroll and his colleagues, for example, recently figured out how the spots on a fly's wing evolved through rewiring modules. A tiny fly called Drosophila guttifera sports a distinctive pattern of 16 polka dots on its wings. Dr. Carroll and his colleagues discovered that the module of genes that sets the location of the spots is the same module that lays out the veins and sensory organs in the wings of many fly species. The module was later borrowed in Drosophila guttifera to lay down dots, too.
Our own eyes are also the product of deep homology. The light-sensing organs of jellyfish seem very different from our eyes, for example, but both use the same module of genes to build light-catching molecules.
Scientists are also discovering that our nervous system shares an even deeper homology with single-celled organisms. Neurons communicate with each other by forming connections called synapses. The neurons use a network of genes to build a complete scaffolding to support the synapse. In February, Alexandre Alié and Michael Manuel of the National Center for Scientific Research in France reported finding 13 of these scaffold-building genes in single-celled relatives of animals known as choanoflagellates.
No one is sure what choanoflagellates use these neuron-building genes for. The one thing that is certain is that they don't build neurons with them.
Until now, scientists have simply stumbled across examples of deep homology. Dr. Marcotte wondered if it was possible to speed up the pace of discovery.
The evidence for deep homologies, he reasoned, might already be waiting to be found in the scientific literature — specifically, in the hundreds of thousands of studies scientists have conducted on how various genes worked in various species.
Scientists have identified thousands of genes that can give rise to diseases in humans when they mutate. Other researchers have systematically mutated each of the 6,600 genes in yeast and observed how the mutant yeast fare under different conditions. If Dr. Marcotte could analyze data like these, he reasoned, he might find gene modules doing different things in distantly related species.
Dr. Marcotte and his colleagues amassed a database of 1,923 associations between genes and diseases in humans. They added more than 100,000 additional associations between genes and traits in species including mice, yeast and nematode worms.
The scientists then searched for related genes that produced different traits in different species. They discovered, for example, that five genes known to help build blood vessels were closely related to five genes that yeast cells use to fix their cell walls.
Discovering these shared genes then allowed Dr. Marcotte and his colleagues to make new discoveries. Their database had a total of 67 genes that fix cell walls in yeast. If yeast and humans inherited an ancient gene module, we might use related versions of other yeast genes to build blood vessels.
The scientists studied the 62 other wall-fixing yeast genes. To do so, they found related versions in frogs and watched how each one behaved in the developing frog embryo. The scientists discovered that five of the additional yeast genes also made proteins found in developing blood vessels. To see how important these proteins were for building blood vessels, the scientists shut down, one by one, the genes that carried the instructions for each protein, and observed how frog embryos developed.
"We ended up with a dramatic loss of blood vessels," said John Wallingford, a University of Texas developmental biologist and co-author of the study. Dr. Marcotte wondered if humans might also share modules with much more distantly related organisms: plants. He and his colleagues expanded their database with 22,921 associations between genes and traits scientists have found in the mustard plant Arabidopsis thaliana.
To their surprise, the scientists discovered 48 modules shared by plants and people. "There was a lot of screaming in the halls for that one," Dr. Marcotte said.
The scientists picked out one particularly strange module shared by plants and people for closer study. In humans, the genes have been linked to a rare genetic disorder called Waardenburg syndrome. It is caused by a disturbance in a group of cells in embryos called neural crest cells. Normally, the neural crest cells crawl through the embryo and form a strip running along the back. They then give rise to nerve cells, pigment-producing cells and some bones of the skull. People with Waardenburg syndrome have symptoms scattered across the parts of the body produced by neural crest cells. They may include deafness; widely spaced eyes; a white forelock of hair; and white patches on their face.
The scientists discovered that two Waardenburg-linked genes matched mustard plant genes for sensing gravity. If these genes are disabled by a mutation, a plant can't grow upright.
Dr. Marcotte and his colleagues found three more gravity-sensing plant genes in their database. They decided to see if any of the three also played a role in Waardenburg syndrome.
The scientists found that one of the gravity-sensing plant genes became active in the neural crest cells of frog embryos. When they silenced the gene in those neural crest cells, the embryos became deformed.
Dr. Carroll (who also writes a science column for The New York Times) saw the new research as a logical progression from early studies. "It warms our hearts that deep homology is gaining traction like this," he said.
"This is a very effective way to find human disease genes," said David Platchetzski of the University of California, Davis, who was not involved in the study. "You can move forward much more quickly."


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Sequester: Good for U.S. and GOP
"He serves his party best who serves his country best," - President Rutherford B. Hayes.
As the clock ticks down to the dreaded sequester on Friday, there is no better way for Congressional Republicans to serve both their country and their party than by standing true to this ideal. They cannot give in to the hysteria being manufactured by the White House and Senate Democrats and raise taxes to replace the fiscal discipline that is the foundation of sequestration.
Story Continued Below
In every way possible Republicans have sought to find common ground to replace the current approach of sequestration with targeted spending cuts that put us on a path to balance the budget over the next 10 years. It has been met with Democratic inflexibility along with campaign-style rallies and daily press events attempting to play to Americans' worse fears.
(Also on POLITICO: Sequester votes expected to fail)
But is the sequester as bad for our economy as President Obama and the media have made it out to be? Absolutely not. The act of fiscal discipline puts our economy on a path to stability, ultimately benefiting the American economy.
Larry Kudlow, National Review Online's economics editor, makes the case that when the government spending share of GDP declines, so does the true tax burden on the economy. As a result, more resources are left in the free-market private sector, which will promote real growth.
It's an approach that is the exact opposite of what the president and his economic team have pursued since the first day of this administration. And, tragically, the state of our economy and job market shows the results.
(PHOTOS: What they're saying about the sequester)
The U.S. Treasury tells us that last year the United States under Obama added over $3 billion of debt per day. Add to this our annual $1 trillion deficits, reduced credit rating, 7.9 percent unemployment and sub-par economic growth, and we have a recipe for long-term economic pain.
The president's response has consistently been to "ask" for more and more of our taxes to pay for it, rather than reduce wasteful or mathematically-unsound spending.
Our fiscal feebleness is the cause for long-term and damaging uncertainty that is preventing business owners from hiring and those with capital from investing.
(Also on POLITICO: Big business on sequester: Zzzz)
By taking sound, serious steps to control spending via the sequester and implement fiscal discipline, we can restore a level of certainty to our economy, begin freeing Americans to hire and invest, and get our economy moving forward again.


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January 13, 2013
by Jennifer Petro-Roy
Jennifer is a current stay-at-home Mom and a former Teen & Children's Librarian. Although she hates the cold weather, she lives outside of Boston with her husband, their one-year-old daughter, and two cats. She is a writer, reader, runner, cyclist, and trivia nerd. At any given moment, she can be found reading books of any genre, although middle grade, young adult, picture books, and women's fiction are particular favorites.


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Maybe the board of directors of Abercrombie & Fitch (NYSE:ANF) didn't want to admit publicly it agreed with activist shareholder Engaged Capital that company Chairman and CEO Michael Jeffries operated the teen retailer as his own personal fiefdom, but ever since it seemingly snubbed the hedge fund operator by doing the exact opposite of what it suggested, the board has been actively reducing his control.
Engaged said Jeffries doesn't have the acumen to lead the company, that other than its Hollister brand, Abercrombie was an also-ran in teen fashion. It was falling behind troubled rivals like American Eagle Outfitters, let alone better situated peers Aeropostale and Urban Outfitters, and comments he made years ago that came back to haunt him and the retailer last year were an unnecessary distraction that only served to hurt the brand. It was a situation the PE firm said meant Jeffries had to go, or, alternatively, it should seek a leveraged buyout.
Because it took Ambercrombie's board less than a week to respond, and do so emphatically by reupping Jeffries' contract even though it didn't expire for months, it was widely viewed as the board sticking its thumb in Engaged Capital's eye.
Yet ever since then, the board has been chipping away at Jeffries' power by adopting more shareholder-friendly governance policies, including just yesterday when it announced it would be adding three more independent directors to the board while separating the positions of chairman and CEO. It also said it would eliminate its shareholder rights plan, a so-called "poison pill" defense that entrenches management by dramatically diluting the shares of any investor that acquires more than the threshold allows.
Naturally, Jeffries says he's "thrilled" by the moves, but one can't really be happy about ceding power and control. He is likely feeling the heat for the underperformance the teen retailer is experiencing even though much of the rest of the marketplace is wobbling as well. For three straight quarters now, Abercrombie & Fitch has witnessed sales decline, and in fact the falloff is accelerating. Revenues were down 12% in the third quarter to $1 billion, a far more dramatic drop from the previous two periods and putting them back where they were in 2011.
That's worse than even American Eagle, whose sales fell 5% in the third quarter, even if it was somewhat better than the 15% plunge experienced by Aeropostale. And not many people are expecting Christmas to lift spirits, let alone sales, for the soon-to-be-reported quarter. Despite being a time when customers usually launch retailers back into the black, analysts anticipate Abercrombie's revenues falling another 8.5% on average, with the most pessimistic among them forecasting a 15% drop.
So let's just say the board of directors of Abercrombie & Fitch is being political, judiciously clipping his wings to limit how far Jeffries can fly. No, they haven't completely incapacitated him, but the shareholder-friendly actions indicate they'd like him to stay grounded.


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Published May 23, 2015
Beautiful fairways, challenging bunkers and immaculate greens. What is your favorite golf course?
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The 2015 KCRA 3 A-List awards are based on more than 207,000 votes from local Sacramento-area experts.


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BART Turns Off Mobile Phone Service At Station Because It Doesn't Want Protestors To Communicate
from the really-now? deptWith all the talk in the UK from politicians about shutting down mobile messaging services, it's worth pointing out that it apparently takes much less to shut down mobile service in the US at times. Jacob Appelbaum points out that BART -- the Bay Area Rapid Transit train system here in the California Bay Area -- apparently shut down all cell service at a station under the (false, as it turns out) belief that protesters were going to show up there:
As an added precaution, the agency shut off cellphone service on the station's platform. While Alkire said the tactic was an unusual measure, he said it was "a great tool to utilize for this specific purpose" given that the agency was expecting a potentially volatile situation.That's really quite incredible, and I'm at a loss to see how that could be allowed. Because BART feared people protesting it literally shut down mobile phone service at its station? Since this particular station is underground, it has special equipment as regular cell towers don't reach the station. However, that shouldn't give BART officials the right to just turn off the service because they're unhappy that people might protest.
Filed Under: bart, free speech, mobile phones, protests, wireless
Companies: bart


text: BOSTON (AP) - The Boston Bruins clinched the NHL's best record and home-ice advantage throughout the playoffs with a 4-1 win over the league-worst Buffalo Sabres on Saturday. It is the first time the Bruins have claimed the Presidents' Trophy since the 1989-90 season. David Krejci scored two goals, Patrice Bergeron netted his 30th of the season, one fewer than his career high set in 2005-06, and Gregory Campbell got his eighth. Cody Hodgson scored for Buffalo. Sabres goalie Matt Hackett was taken from the ice on a stretcher after Boston defenseman Torey Krug fell on his right leg with 11:35 left. He was replaced by Connor Knapp, who allowed Krejci's second goal one minute later. It is the second time the Bruins have won the Presidents' Trophy, given to the NHL team with the most regular-season points, since the award was instituted for the 1985-86 season. FLYERS 4, PENGUINS 3, OT PITTSBURGH (AP) - Mark Streit beat Marc-Andre Fleury 2:10 into overtime to lift Philadelphia over Pittsburgh and set up a first-round playoff matchup with the New York Rangers. Streit's backhand shot from the right circle caromed between Fleury's pads and into the net as the Flyers clinched third place in the Metropolitan Division. Jakub Voracek scored twice for the Flyers, and Claude Giroux added his team-high 28th goal of the season. Ray Emery made 12 saves after replacing injured starter Steve Mason to start the third period. Jussi Jokinen, James Neal and Kris Letang scored for the Penguins. Fleury stopped 17 shots and hardly looked sharp while giving up the game-winner. Letang scored in the final minute of regulation to force overtime after Giroux gave the Flyers a 3-2 lead with 1:15 left. CANADIENS 1, RANGERS 0, OT MONTREAL (AP) - Brian Gionta scored on a penalty shot at 2:04 of overtime to allow Montreal to finish the regular season with 100 points. Gionta was awarded the shot after he poked the puck away from Raphael Diaz and then was tripped by the defenseman on a breakaway. He deked to the backhand to beat Cam Talbot on the shot. Carey Price made 41 saves as Montreal moved past Tampa Bay for second place in the Atlantic Division. The Lightning can still claim home ice advantage for their first round playoff meeting versus Montreal with a victory on their final game Sunday against Washington. The Rangers have home ice for the first round. BLUE JACKETS 3, PANTHERS 2 SUNRISE, Fla. (AP) - Ryan Johansen scored the tiebreaking goal in the third period to and Columbus beat Florida for the eighth straight time. Mark Letestu and Cam Atkinson also scored for Columbus and Sergei Bobrovsky made 33 saves. Jimmy Hayes and Vincent Trocheck scored for the Panthers. Roberto Luongo stopped 35 shots. The Blue Jackets clinched the first wild-card spot and will face Pittsburgh in the first round of the Stanley Cup playoffs. Philadelphia's 4-3 overtime win over Pittsburgh earlier Saturday clinched third place in the Metropolitan Division for the Flyers and forced Columbus to the wild-card spot. Johansen's 33rd goal of the season, a one-timer from the left circle, got past Luongo at 5:58 of the third period to put Columbus ahead. SENATORS 1, MAPLE LEAFS 0 OTTAWA (AP) - Jason Spezza scored the game's only goal and Craig Anderson stopped 27 shots for his fourth shutout of the season as the Ottawa Senators beat the Toronto Maple Leafs 1-0 Saturday night. Spezza scored on the power play at 7:35 of the second period as Erik Karlsson found him alone in the faceoff circle and the Senators' captain caught the inside of the post for his 23rd of the season. Spezza now has 56 points in 56 career games against the Leafs. The Senators tied a season high with their fourth straight win. James Reimer had 36 saves, making a number of big stops to keep Toronto in the game. The Leafs capped off their season with 12 losses in their last 15 games, leaving them below the Senators in the standings. SHARKS 3, COYOTES 2 GLENDALE, Ariz. (AP) - Joe Pavelski had two goals to become the fourth player in team history with 40 goals in a season and San Jose closed out the regular season with a win. Pavelski scored his 40th goal on a power play early in the first period and added No. 41 midway through to join Owen Nolan, Jonathan Cheechoo and Patrick Marleau in San Jose's 40-goal club. Logan Couture also scored and Dan Boyle had a pair of assists for the Sharks, who will face the Los Angeles Kings in the opening round of the playoffs. Antti Niemi stopped 30 shots, including Shane Doan on a breakaway late in the third period. Mike Ribeiro and Doan scored for Phoenix, which lost its seventh straight. PREDATORS 7, BLACKHAWKS 5 NASHVILLE, Tenn. (AP) - Patric Hornqvist scored the go-ahead goal with 58.2 seconds left and Shea Weber added an empty-netter as Nashville rallied with five goals in the third period. The teams combined to score seven goals in a wild and furious final period. Chicago was up 3-2 going into the third, and Nashville finally put the Blackhawks away with the two goals inside the final minute. Nashville had scored more than seven goals only once in franchise history. Hornqvist also had an assist. Craig Smith had a goal and an assist. Ryan Ellis, Matt Cullen and Colin Wilson also scored a goal apiece as the Predators took the season series 4-1. Ben Smith, Marian Hossa, Matt Carey and Jeremy Morin each scored a goal for Chicago.


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I am a licensed Realtor/Broker specialize in representing my clients in the purchase and sale of family residences and income property within Lee County Florida. I truly love this area and pride myself on my knowledge of current transactions, school districts, neighborhood information, and related services, including mortgage, insurance and inspection information.
We are a customer driven Realty dedicated to achieving results and providing exceptional service. If you are in the market to buy or sell a home, I will put our company's 7 years of real estate expertise to work for you!


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Journal Article
Why Intellectual Capital Management Accreditation is a Tool for Organizational Development? pp235-244
© Jul 2010 Volume 8 Issue 2, ECIC 2010, Editor: Constantin Bratianu, pp181 - 266
Look inside Download PDF (free)
In March 2000, the European Council held an extraordinary meeting to agree a new strategic goal for the European Union in order to strengthen a knowledge‑based economy. The Council has a strategy ‑ the Lisbon Strategy ‑ aiming in the next 10 years to make the EU the most competitive and dynamic knowledge‑based economy in the world. Intellectual capital has become a key element of the knowledge economy. Its management is therefore a factor influencing the competitive advantage of companies, regions and even countries. The purpose of this paper is to discuss the importance of intellectual capital management accreditation as a factor in the organizational development of companies, especially small and medium‑sized enterprises (SMEs). The methodology ICMA ‑ Intellectual Capital Management Accreditation (Matos and Lopes, 2009) will be discussed here, as well as the effect of this methodology on SMEs' innovation processes. It is considered that intellectual capital management accreditation may be a relevant process in the consolidation of an innovative dynamic, which will contribute to the continuous creation of competitive advantages. There are various intellectual capital valuation methodologies, but the research about the effect of the certification and accreditation is still very limited so it is necessary to get more results. However, the methodological research that supported the ICMA system points to the fact of accreditation procedures favouring better management of intellectual capital, thus contributing significantly to improving the organizational performance of accredited companies. This paper also aims to contribute to the international recognition of the importance of the audit of intellectual capital.
Keywords: intellectual capital management, ICMA, accreditation
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After years of deliberation, the San Diego Regional Water Quality Control Board came close to voting on a new stormwater permit Thursday. But it ultimately decided to postpone the decision after a two-day hearing marked by criticism from environmental groups, builders and government officials.
The proposed permit would govern how officials in western San Diego County manage runoff and would set numeric limits for how much pollution can flow to the sea. Despite revisions by board staff to address issues raised in previous workshops, it seemed that everyone still found something to dislike.
San Diego city and county officials objected to a rule governing bacterial limits. Speakers from the building industry said a provision requiring buildings to retain 100 percent of runoff is impractical. Environmental groups said the current proposal would allow agencies to get credit for ineffective cleanup plans.
"This permit is like ... a really, really big cake that we spent a long time making," said Jill Witkowski, waterkeeper for San Diego Coastkeeper. "But now the staff went and frosted it with mud, and now I really don't want the cake anymore."
The bacteria rule would target levels of fecal indicator bacteria, which officials use to determine whether waters are safe for human contact. In 2010, the board set limits — known as total maximum daily loads — for bacteria at 20 beaches and creeks in San Diego and southern Orange counties.
On Thursday, city and county officials said the new standard would hold local governments to standards they can't possibly meet. They estimate it could cost $2 billion to $4.2 billion for bacterial control at a handful of sites.
Environmentalists criticized the board on what they called a "safe harbor clause" in the permit, which they fear would allow cities to create water-quality plans that don't achieve measurable improvements.
Jim Whalen, a land-use consultant who spoke on behalf of the Building Industries Association, said he saw some common ground.
"I haven't heard a single speaker say they're against clean water," said Whalen, who added that the issue became personal after he suffered a case of blood poisoning after a surfing injury. "But they're all pressed by various matters, mostly money. We need a stakeholder group to find ways to do it, and to pay for it."
As people in the packed room fidgeted and fretted about missing flights out of San Diego after hours of discussion, the board decided to postpone its vote until next month.
"I don't want to deny any of you the chance to speak," said water board member Henry Abarbanel. "I want you to be able to be heard."