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<!--- AD END BANNER --></CENTER><PRE>S H A N N A R A:   T H E   U N O F =
F I C I A L   W A L K T H R O U G H
By
Steve Novicki


Contents


1 =96 Introduction
2 =96 The Forest
3 =96 Leah
4 =96 Tyrsis
5 =96 Arborlon
6 =96 The Streleheim Plains (War Encampment)
7 =96 Storlock
8 =96 Culhaven
9 =96 Gnome Camp
10 =96 Hall of Kings
11 =96 Legal Information
12 =96 How to Contact Me
13 =96 Farewell

1 =96 Introduction


Hello!

I am Steve Novicki, and I will be your guide throughout the awesome RPG=20
Shannara. It is not a long game to complete; I am able to complete it=20
in a day now. Just remember to talk to everyone in your party, and also=20
the fact that everything in the game is put there for a reason; nothing=20
was put in to make it look good.=20


2 =96 The Forest


After that big introduction in the game, you will be in a fishing hole.=20
Take the stick, fishing pole, and journal. Look in the stream; you will=20
see a glint of something coming from the trees. Tie the stick to the=20
fishing pole and part the tree branches with it. It will reveal a bird=20
with a locket in its nest. Snag the locket with the pole and the bird=20
will fly away, and also attract a monster from the corner of the=20
screen. Doesn't matter what you do in combat because sooner or later=20
the Druid Allanon will come, save you, and heal you. He will tell you=20
that the Warlock Lord Brona has returned from the dead, and you (Jak=20
Ohmsford) are the only one who can stop him. He then wanders off into=20
the forest and leaves you to go back home. On the map, continue off to=20
the east; you should run into the Princess of Leah (Shella) soon. Push=20
the rock at the base of her feet, and then move the log off of her=20
using the fishing pole tied to the stick. Talk to her and give her the=20
locket. The two of you will then head to Leah to warn King Menion of=20
the attacking monsters soon to overthrow Leah. You need to journey to=20
the far north, avoiding the monsters, and cross the Rappahallodron=20
River; if you try to cross anywhere else, it will be too deep. Now go=20
south and to the east. Shella should soon say that she knows exactly=20
where they are, and she will take the both of you to Leah.


3 =96 Leah


Thomas, the guard, will tell the two of you that King Menion is ill.=20
You will go up to his room to see him along with Shella. Take the=20
teacup sitting in Menion's room. Now go down to the herbalist (Jonas)=20
and give him the teacup. He will tell you that the cup contained the=20
leaves of the Dreaddire plant, and that the tea was made from the=20
Dreaddire plant, which has poisoned Menion. He then tells you that he=20
can make an antidote, but he needs some charcoal, dogwood blossoms, and=20
cloves. The charcoal is in the steaming brazier in Menion's bedroom;=20
the cloves are in the potpourri; and you need to perform a little magic=20
to get to the dogwood blossoms. If you didn't already, take the steam=20
pot in Menion's room and pour it on the fire to extinguish it. Take the=20
charcoal. Head down to where Winston is and take the potpourri, if you=20
haven't done so already. Now, go into the herbalist's shop, and take=20
the little green bottle sitting on Jonas' table. Head out to the front=20
of the mansion and pour the little green bottle onto the dogwood tree;=20
it will blossom. Take the flowers. Now go over to Jonas' shop once=20
again; he has been murdered. Take the paper from his hands; it is the=20
antidote for Dreaddire poisoning. Now put the dogwood flowers in the=20
mortar and pestle on Jonas' table. You and Shella will make the=20
antidote now, and give it to Menion. Watch the sequences. Allanon shows=20
up, and he sends you off to Tyrsis to get the Sword of Shannara to go=20
after the shade of Brona. Shella wants to come, but her father will not=20
let her. Now leave the room and go out front, Shella joins you from=20
behind the fountain. You go together to talk to the gate guard and get=20
him to open the gate, but he cannot. Now go back to the front of the=20
mansion. Shella gives you her locket and tells you to meet her in the=20
library. Go to the library and show the locket to Winston. He bows and=20
leaves the room. Now use the locket to unlock the dragon design; put=20
the locket into the dragon's eye. Shella shows up and you both go=20
through the secret passage together. Shella leads you down to the toad=20
that fork into three roads. You must take the far-left road, and go=20
west and north together. Keep going until you reach the broken ferry.=20
The two of you are in for your first battle now. Remember the new=20
gardener back at the mansion? The one with the blurry left eye? He was=20
a minion of Brona's. You need to fight him and two other monsters now.=20
Just tell Shella to follow your lead; this will ensure that the=20
monsters are brought down quicker. Now that they are out of the way,=20
catch the broken rope and pulley in the river. Now tell Shella to shoot=20
one of her arrows at the brake lever. Watch the sequences now, and the=20
two of you will cross the ferry. Now just follow the path and you will=20
get to Tyrsis, safe and sound.=20


4 =96 Tyrsis


This is where the real adventure begins. You will be facing the gates=20
of Tyrsis, where walking corpses are trying to break into the city.=20
Talk to the guard; he will deny you any help and close the window to=20
the guard tower. You now have to go to the Far Eastern side of the=20
castle (to the right) until you find a little hut with smoke coming=20
from the chimney. Knock on the door twice and the inhabitant will open=20
the door. The inhabitant's name is Brendel, and he is a dwarf from=20
Culhaven sent to get back Hendel's great mace. Give some of your food=20
to Brendel and he will tell you about the laurel wood around the other=20
side of the castle that drives off the living dead. Go around to the=20
far side of the castle and grab some laurel wood from the tree. Now=20
head back to Brendel's hut and give the wood to Brendel; he will make a=20
torch with it. The three of you will now go and harass the guard some=20
more to let you in. You are unable to convince the guard to let all=20
three of you in; he will only let in your and Shella. In the morning,=20
the guard takes you to see the Seneschal. You must talk to the=20
Seneschal and convince him to let you talk to King Balinor Buckhannah.=20
Do this by showing him Shella's locket. Now you talk to the king in his=20
chambers. He will talk to you, inform you of what's happening in=20
Tyrsis, and give you permission to wander around Tyrsis. You must now=20
go into the wine cellar and take the empty bottle and fill it up with=20
the spoiled wine from the cask. Leave the wine cellar. After you return=20
to the Seneschal's area, go through the left door. You should be in a=20
big library. Read the big book that is open for a synopsis of the War=20
of the Races. Look at the locked cabinet and then go back to the=20
Seneschal, talk to him, and he will open the cabinet for you. Take the=20
book and read it. You will learn about the secret passage behind the=20
throne, and how Stenmin used it to endanger the crown. Cut the book=20
with the knife or sword =96 you will get a parchment that is a pact=20
between Stenmin and Brona. Notice that it is written in Stenmin's=20
blood. Now you have to talk to the Seneschal to get permission to enter=20
the throne room. Once inside the throne room, note the lion's jaw on=20
the throne. It is rusted. Pour some oil on it and then pry it open with=20
the knife/dagger. You get a skeleton key. Now push the horse's head on=20
the wall to reveal a secret keyhole. Push the tapestry on the far wall=20
to reveal a door. Unlock the door by putting the skeleton key in the=20
keyhole. Enter the secret room and light your lantern. Examine the=20
skull; you need more light. Light the two candles hanging on the wall.=20
The dark mirror will come to life. When the voice tells you that you=20
are released, attack the mirror with your sword. Watch the sequence.=20
You will be back inside the secret room and automatically take the=20
incense. Open the skull drawer and take the parchment. Now head back to=20
the Seneschal and use the Spell of Revealing on Stenmin's book. Read=20
the book again (the new entries) and you will then be able to speak=20
with the king again. Watch through the sequence. After it is over,=20
Brendel is with you. Take the mace from the main hall. You now have=20
everything you need to summon the ghost of Stenmin. Go into the wine=20
cellar again. Place the incense, the mace, and the parchment on the=20
floor. Light the parchment. Invoke Stenmin's book on the pact, and then=20
invoke it on the mace. This summons the shade of Stenmin. Talk to him,=20
at first he refuses to help. When he refuses to help you, invoke his=20
book on Stenmin. He will then help you. Talk to him and learn all you=20
can. He tells you that you need a special elixir to disrupt the flow of=20
magic on the fire barrier around the vault containing the Sword of=20
Shannara. He doesn't tell you this, but the ingredients for making the=20
elixir are mistletoe, laurel leaves, and rose petals. The mistletoe=20
grows in that big oak tree looming over Brendel's hut outside. Have=20
Shella climb the tree and get it. The rose petals are inside of the=20
potpourri that you got from the mansion in Leah. Finally, the laurel=20
leaves are on that bush that you got the laurel stick and gave Brendel=20
to make the torch out of. After you have all of the ingredients, put it=20
all into the bottle of spoiled wine. Now that the spell is complete,=20
head over to the vault holding the Sword of Shannara and pour the=20
potion on the flame barrier surrounding the vault. It will disappear.=20
You black out and awaken to discover that Allanon has come. You also=20
discover that the Sword of Shannara is broken. You will need the=20
cooperation of all the races to repair it: the Elves from the West, the=20
Trolls from the North, the Dwarves from the East, and the Gnomes from=20
the South. Now it is time to journey to Arborlon to begin your quest.=20
On the map, journey to the west and north to get to the ferry. Take the=20
ferry and then just keep following the path to get to Arborlon and to=20
avoid the monsters.=20


5 =96 Arborlon


As soon as you arrive at the Arborlon gates, the guard, Lessa, greets=20
you. Note the unusual flagstone in the road. Go into the city and=20
admire all of the beautiful scenery. Have Brendel use his pot to get=20
some of the clay. Now go into the manor house. The scholar and=20
historian Davio greets you. Look around, and take note of the=20
fireplace. Read the Rhyme of the Rune on the far wall; this is going to=20
be used later. Now go outside, and let the rune hunting begin! First of=20
all is the water rune. Have Shella place her kerchief in the little=20
hole located on the water fountain outside the manor house. You will=20
automatically pick up the water rune. Now put that clay to use; go back=20
to where Lessa is in her tree, where you noted the flagstone. Have=20
Brendel put the clay into the odd-looking rock on the left side of the=20
road. Now pour water on the flagstone in the road. Pick up the=20
flagstone. Now put the flagstone in the little indentation on the rock=20
that has the clay in it. You will get the Earth rune. Now go back to=20
outside the manor house, only go the other way now. You should be=20
facing the Garden of Life. Remove the vines from the gates. Close the=20
gate. Now simply pick up the Life rune. Now go down to Lessa. Talk to=20
her; you must convince her to let you borrow her ladder in return for=20
the rope you have. Give her the rope to initiate the conversation that=20
allows you to do that. Once you have the ladder set up, climb up it.=20
Now push the bird's nest off of the chimney. Also get the shingles. Oil=20
the weather vane using your oil. Now push the weather vane. You will=20
sketch a picture of the image you see in your journal. Now go back down=20
and give the shingles to Brendel, and give him your journal. He carves=20
you the air rune. Now go into the manor house where Davio is, go and=20
talk with Prince Arion (hopefully learning some stuff), and light a=20
fire in the fireplace. Climb back up the ladder and put the shingle in=20
the glowing metal piece on the side of the chimney. You get the fire=20
rune. You should now have five out of the six rune diamonds. The sixth=20
diamond lies on the neck of Prince Arion. You must first take the=20
ladder (your party automatically takes it back to Lessa). Now she asks=20
you to take a ring to Prince Arion. Take it to Davio, and then when=20
Davio asks you, go talk to Prince Arion. He gives you a ring to give to=20
Lessa. When you are leaving, Shella notes that the pendant Arion is=20
wearing looks like the Elf rune. He won't give it to you. Now go back=20
to Lessa and give her the ring Arion gave to you. Talk to her now until=20
she goes and tries to convince the prince to give you the Elf rune. He=20
gives it to you. You should now have all six rune diamonds. Go into the=20
Garden of Life, where the rune rock is. Now is where the Rhyme of the=20
Rune comes in; it tells you the order in which to place the rune=20
diamonds into the rock. In case you don't know the order, it is Elf,=20
Earth, Air, Fire, Water, and Life. Take the Elfstones and leave. Now go=20
back to the manor house to where Davio is. Talk to him, he will tell=20
you that he can't accompany you on your quest. Give Davio the=20
Elfstones. He will go with you. Follow Davio's directions; if I recall=20
correctly, I believe that he tells you to go east to the Streleheim=20
Plains to rendezvous with the two encampments. Therefore, go east. As=20
you go, you should soon see a little symbol. This symbol is a man=20
(Panamon Creel) fighting a lot of monsters (seven, to be exact). Go=20
join him, and Telsek, his Troll companion, will join the battle. As=20
soon as the battle is over, you will learn that Panamon and Telsek are=20
searching for the Black Irix too, the Trollish award that gives the=20
bearer super strength. Telsek will then guide you along the Streleheim=20
Plains to a box canyon. The next major battle is now. Have Telsek use=20
the Black Irix. Now have him pick up the big boulder and then throw it=20
at the rocky arch. Trolls and Elves (who aren't really Trolls and=20
Elves, but evil minions of Brona's instead) appear and attack. The=20
Shifter is the leader of the attack. In battle, have Davio use the=20
Elfstones. This will prevent any other monsters from joining the=20
battle. Now just keep fighting until you have won. Now you will journey=20
to the two armies in the Streleheim Plains. If I remember correctly,=20
Telsek guides you to the two army encampments. If he does not, just=20
follow Davio's directions. That is it for Arborlon.



6 =96 The Streleheim Plains ( The War Encampment)



Once there, go into the Troll camp (to the right of the promontory).=20
You will be captures once you go inside. When inside, you must convince=20
the troll king to let you go to the elf encampment and challenge them=20
to a Challenge of Champions. If your talking is right, this will=20
happen. Once the trolls let you go, go to the elf camp. Hani (the=20
guard) will not let you through. Show him the letter that Prince Arion=20
gave you and he will let you through. Go into the elf camp and talk to=20
the people. Then the challenge begins. Wait until the first riddle is=20
spoken. Telsek is the troll champion, and you are to aid him in his=20
quest to win the challenge of champions.

Riddle #1: The object you need is a feather. This is located in the=20
bird's nest on the promontory. Search it and you will get the feather.=20
Give it to Telsek and you will return to the middle grounds.=20

Riddle #2: A fish is needed to complete this riddle. The first thing to=20
do is to get some bait. Go to see Brendel in the elf camp. Get the=20
spoiled wine (vinegar) from him. Now go to the troll camp's cook. Talk=20
to him until he gives you some worms in exchange for the vinegar. Now=20
go to just outside the elf camp, where Hani is standing and where the=20
small stream flows. Bait your fishing rod with the worm. Now fish in=20
the river. You will get a fish. Give this fish to Telsek and the two of=20
you will return to the troll camp.=20

Riddle #3: The answer is a leaf, but since there is no leaf, a shield=20
with a picture of a leaf on it will have to do. Hani has such a shield;=20
your task is to convince him to fork over the shield. This will be=20
difficult, considering that he is an elf, and you need his shield to=20
help a troll. But talk to him, and give him the Sword of Shannara. He=20
will give you his shield to aid you on your quest to destroy the=20
warlock lord. Give the shield to Telsek and the two of you will return=20
to the middle grounds.=20

It is now your turn to ask a riddle. The one to end the challenge is to=20
ask a riddle about the Elfstones, but if you enjoy solving the riddles,=20
here are the rest of the answers.

Riddle #4: The answer is an arrow. Shella has these, so go see her and=20
get one from her. Give it to Telsek, as usual.=20

Riddle #5: The answer is spice. Get some from your potpourri.=20

Riddle #6: The answer is a helmet. Get this one from the troll camp=20
behind the troll guarding Panamon Creel.=20

Now you have to ask about the Elfstones. This is not legal, and the=20
trolls win because the elves went against their own rules. Then some=20
monsters in disguise attack the two camps. After you defeat them, you=20
will be on your way to Storlock.=20


7 =96 Storlock


To get to Storlock, you need to head east and then south to get to=20
Jannison Pass. About halfway into the pass, you are ambushed by=20
monsters, with none other then the Shifter leading the attack. Davio is=20
poisoned by an arrow. Once the fight is over, you need to get to=20
Storlock pronto. Just keep going south and east and you will arrive at=20
Storlock soon; it is near the Rabb River. Once in Storlock, you learn=20
that the Blue Pond has been poisoned and they cannot save Davio.=20
Therefore, you need to restore the clarity to the Blue Pond. Follow the=20
river upstream and you will find the cause of the pollution: an injured=20
spider/monster whose poisonous ichor is draining into the river. You=20
need to kill the spider, but first weaken it =96 since there is kerosene =

in there, if even the tiniest speck of flames were to hit the spider,=20
he would go up like a huge balloon. Therefore, tie Shella's scarf to=20
one of her arrows. Now soak it in oil. Lastly, light it with the=20
tinderbox. Shoot the flaming arrow at the spider/monster; this weakens=20
him greatly. Telsek will push the rock onto the spider. Now it is=20
simple: you must fight the weakened monster, and win. Once you win,=20
head back down to the camp and learn from the gnome about the Magical=20
Torc and the Helm of Command. Now your party must head southwest and=20
then south to the Silver River, where there is an army of thousands of=20
monsters surrounding you. You are rescued by the King of the Silver=20
River, and he foreshadows a loss coming your way while giving you magic=20
powder. You are then on your way to Culhaven.


8 =96 Culhaven


Once you arrive at Culhaven, you are taken to see Toban, the dwarf=20
king. You tell him that your party needs the Hammer of Power, but the=20
dwarves do not let you take it. Overnight, the Hammer is stolen. Your=20
party is blamed for it and locked up all except you, who is free to=20
search for the Hammer. First, talk to the king and Kili, the dwarf who=20
is watching over you. Note Kili's unusual appearance. Now go east into=20
the main room; there are pottery shards on the floor. To see your=20
companions, you must talk to them from behind the bars. Go north into=20
the weapons room. Note the slide marks in the floor leading to the=20
chair. Now push the chair. Talk to Kili. Look at the hole on the right=20
side of the fireplace. Return to your party's cell and talk to Davio=20
about the stein. He will hand you the one in the stockade. Open it to=20
find the red sash. Now go find Kili and show him the sash. A combat=20
scene occurs in which you discover that Kili is actually the Shifter in=20
disguise. About halfway through the battle, Telsek breaks free and=20
joins the battle. Once the Shifter is defeated, talk to Toban. He asks=20
you to find the Hammer of Power. To do this, find the backpack in the=20
main room, it is red and lying on the floor. Open it and get the flue=20
handle. Now go to the weapons room and use that flue handle in the hole=20
to the right of the chimney. The Hammer of Power falls down. Take it=20
and then talk to Toban again; you learn that Culhaven is under attack=20
by monsters. You must now stop the monsters from invading Culhaven. Now=20
go upstream to the small pond. Davio tells you what you are to do. Talk=20
to him. Now use the magic powder on the pond. After that, tell Davio to=20
use the Elfstones on the dam to release the water. The water releases=20
and you go downstream to see what damage it has caused. After this, you=20
must fight seven of the monsters on the bridge. Following this fight,=20
the raft breaks and your entire party is carried downstream by the=20
current. Now after you wake up, you have to get to the Dragon's Teeth=20
Mountains. Go north and then a little bit east until you see some big=20
mountains. Go to them. Allanon will meet your party. However, notice=20
that his voice sounds a little monochrome (hint, hint, hint=85). Now =
tell=20
Davio to tie the rope around his waist. 'Allanon' then reveals himself=20
as the Shifter, and tries to kill you. Shella stops him by shooting him=20
with an arrow, but the Shifter wounds her seriously. Davio then nukes=20
him with the Elfstones. This next decision is crucial. Shella is dying=20
from the Shifter's attack. If she dies, she will become a mindless=20
servant of Brona. You can either have Davio use the Elfstones to heal=20
her or kill her and use the Ritual of Release on her. If Davio uses the=20
Elfstones, this ends the game, so if you choose this option, make sure=20
you save first. Anyway, you have to kill Shella if you want to=20
continue. Attack her with the sword (not with the Sword of Shannara,=20
but with your fighting sword). You then start to invoke the Ritual of=20
Release on Shella. After this is done, the gnomes come and capture you.=20
You are off to the Gnome Camp.


9 =96 Gnome Camp


In the gnome camp, you are tied up and blind-folded. In the darkness,=20
move the cursor around until you find a boot heel. Pull it to discover=20
that it is loose. Now use the boot heel to cut through the rope=20
bounding you. You will then be able to see again. Once able to see=20
again, take the course rope lying on the ground. Now use the boot heel=20
and cut a hole in the left tent flap. Enter the flap. Now use the boot=20
heel on the next piece of tent flap you come to. Now you might want to=20
save, because the next part is really tricky. Go through the second=20
opening to find the Gnome Shamen asleep. Take the ritual dagger on the=20
table. Now use the now-in-your-possession blindfold and gag the Shamen.=20
Before he can do anything, take the Magic Torc from around his neck.=20
Now tie him up with the course rope you should have. You will now get a=20
keyring set. Go back to the first tent and open those two big metal=20
chests with it. Your supplies are replenished. The second box contains=20
all of your parties' equipment, but it is too heavy to drag around. Now=20
go back to the Shamen's tent; he has been killed by Geeka. Talk to=20
Geeka to learn that he is a power-hungry, greedy, little gnome=20
(surprise!). You agree that if he helps you free your friends and joins=20
your party, you will give him the Helm of Command. Now tell Geeka to=20
use his turn handle on the hole near the pit door. Now go to the first=20
tent and tell Geeka to help you with the second metal chest. Tie the=20
course rope to it and then lower the chest into the ground through the=20
pit. Tell Geeka to enter the pit, and then you enter the pit. Now look=20
for a hole near the top of the ladder; use Geeka's handle to close the=20
door. Keep going; you'll soon come to a grating. Have Brendel use his=20
warhammer on the grating. Tell Brendel to enter the hole. He gives you=20
a box containing some cubes. Use those cubes in the little panel next=20
to a huge door further on down. Get Telsek to use the Black Irix, turn=20
the wheel, and open the door. Go forward through the door. Allanon=20
joins your party soon. Go to the Hadeshorn, the home of Bremen. Bremen=20
uses the magic of all of the Four Lands, along with Allanon, to reforge=20
the Sword of Shannara. Your party is now on the way to the Hall of=20
Kings.


10 =96 Hall of Kings


After the Sword is reforged and whole again, your party heads to the=20
Hall of Kings, the sacred place where the Helm of Command was said to=20
have been buried long ago. In the beginning, a battle takes place at=20
the entrance. Like Allanon says, don't use any of your magic (except=20
for Geeka and Allanon). If Davio uses the Elfstones, your party is=20
killed and fails the mission. Just have everybody follow your lead. Now=20
then, after the fight, go forth into the Hall. Allanon stays behind to=20
fend off the approaching army of monsters. The first order of business=20
is to block the two doors so no monsters can escape. Have Telsek use=20
the Black Irix and push the two statues to block the doors. Now go=20
through the center door. The Shifter appears now, in his true form. Can=20
we say FIGHT?? What happens now is very sad, as you are about to lose=20
Davio. But when the fight starts, tell Davio to use the Elfstones. He=20
does, and puts the Shifter down, but the Shifter then uses magic to=20
reappear. Davio says that the mission would be lost if he doesn't use=20
the Elfstones again, so he does, destroying the Shifter along with=20
himself. After the small yet intense battle, pick up the magical diadem=20
that came from Davio's body. Your wounds are healed. Now go through the=20
door, and when you come to the wide chasm, go back and have Telsek pick=20
up the broken door and place it along the chasm. As you and Brendel=20
leave, Telsek says he is staying to fight the monsters. Now go through=20
the door; you are trapped in a cage. Have Brendel help you lift the=20
cage. Geeka gets out, and his greed takes over him, as you will soon=20
find out :) Push the cage with Brendel over the floor to get to the=20
recently-made hole in the floor. Tie the rope to the cage bars and go=20
down through the hole. Brendel breaks his arm (not that apparent, as he=20
still fights with the best of them, but he does break it) on the way=20
down. Look at the top of the idol and notice the crystal eye. Have=20
Brendel throw his warhammer at the eye. Now you fight the corpses.=20
After that, climb the idol and go through the eye. As you exit the=20
corridor hidden by the eye, you see none other than the Warlock Lord=20
himself (or at least, an apparition of himself). He does some junk that=20
isn't really important, and then frees you for a second. In that=20
second, draw the famed Sword of Shannara. Now you click through the=20
sequences. Just click on the doors and choose appropriate responses to=20
the questions. (I personally thought that that sequence was long and=20
really boring.) After you get through all that junk, you are freed. Now=20
you must choose your enemy, and choose him well. When you have your=20
enemy sighted, attack him with the Sword of Shannara. If you didn't=20
choose the Illdatch (the book on the altar)... I don't even want to=20
know how you end up! Now just watch through the sequences and you, my=20
friend, have just completed The Sword of Shannara!


11 =96 Legal Information


This FAQ/Walkthrough on The Sword of Shannara is protected by the=20
International Copyright Laws, and is therefore Copyright =A9 June 12,=20
2000 by Steve Novicki himself. All rights reserved. No part of this=20
document may be reproduced in whole or in part, or stored in a=20
retrieval system, or transmitted in any form or by any means,=20
electronic, mechanical, photocopying, recording, or otherwise, without=20
written permission from the author of this document. I know that this=20
stuff sounds really trivial, but I take it seriously because I worked=20
hard on this FAQ. Also, none of that stuff up there applies to you if=20
you have my permission through e-mail. One more thing: this FAQ my not=20
AT ALL, repeat, AT ALL, have ANYTHING to do with commercial purposes=20
and/or making a profit unless you have my written permission. With that=20
said, have a nice day.=20


12 =96 How To Contact Me


The only way you can contact me is by means of e-mail. My one and only=20
address is Aristotle47@aol.com, and yes, I am with AOL, with a screen=20
name of Aristotle47. I normally check my mail around twice or three=20
times a day, and I will be happy to reply to any questions you might=20
have with The Sword of Shannara. Thank you!


13 =96 Farewell


I must say, it has been a lot of fun writing this FAQ. Most of that fun=20
comes from the euphoric feeling that a lot of people are hopefully=20
going to read my FAQ, and even more hopefully, understand my FAQ. Just=20
so long as you obey the legal stuff above, you'll be my best friend.=20
Thank you, and I hope you have enjoyed my FAQ on terry Brooks' game,=20
The Sword of Shannara!


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