Thank You!! for downloading "The Journey Continues..."

Please keep in mind that this map was designed with the following belief:
"Age and Treachery over Youth and Enthusiasm."

 Enjoy!!  ;o)



                       1: LEGAL STUFF
                       2: TECHNICAL STUFF
                       3: SPECIAL THANKS TO
                       4: THE STORY
                       5: THINGS YOU SHOULD KNOW
                       6: THE CAST OF CHARACTERS
                       7: SPECIAL ABILITIES
                       8: OBJECTIVES
                       9: HINTS
                     10: CREDITS
                     11: JOURNEY BACKGROUND
                     12: THE END ??
                     13: SPOILERS (Please DONT read)

******************************** 1: *******************************
                                     LEGAL STUFF: 

©Copyright 1998-1999 in whole or in part Bungie 
Software Products Corporation. Created with Bungie's Fear 
and Loathing by: T. J. LING 
Better known as: GHOST


Vista 
http://vista.theresistance.net
klicco@ihug.co.nz
FOR USE OF TEXTURES:
finalcobbles.jpg
MVC-093F.JPG
MVC-105F.jpg
"Thanks Fisj"  :o)

******************************** 2: *******************************
                               TECHNICAL STUFF:

There is none, beyond unzipping and placing the Unzipped Plug-In in 
the proper folder (That`s right, the one that say`s "plugins"  ;o)
 
FORMATIONS:
Plug-In: Bungie Defaults.
Journey`s formations are set to Myth`s Default Formations.

"formations" folder: Tighter formations.**
Designed to offset the narrow landscapes you will encounter.

**If you would prefer these, just place the included "formations" 
folder inside your local folder. 

(NOTE:: This should be the only folder in your local when playing 
Journey.)
 
******************************** 3: *******************************
                              SPECIAL THANKS TO:

Now I'd like to thank a few friends. 

FIRST, and FOREMOST, I must thank Khellek. This man gave tiressly, 
without want of reward or mention of name for his efforts. He spent 
well over a month, nearly every night for upwards of 8 hours in a 
sitting to help me bring Journey back from the brink of the Recycle Bin.
 
"Khellek, Thank You!!" :o)

HUGE THANKS to Bubba and lank, for providing insight, opinions, 
their time, their help in areas I am still majorly lacking in,  
for being so supportive and helpful, and for the well timed 
comical relief,  especially down the home stretch.
. 
 " Bubba, Thank You!!" :o)

 and

 "lank, Thank You!! "  :o)

BIG THANKS to my Beta Testers;  Rick "Star Trek is so real,.....
in another dimension" Cline, `Vid (my Bro), Bubba "with Arms Soaked 
Red", and lank "Bereft of Fear". You all helped me locate and stomp 
out more bugs than I ever care to see again. Thanks guys for putting 
in the time, and foregoing your own projects to help with me with 
mine. Couldnt have done it without you. :o) 

THANKS to Ares, for the info on how to create my first Bio-Degrader.  :o)

And of course,
THANKS to DeathWhore and his Myth II HandBook. This book supplied my 
dorfs with their special ability, gave me little nuggets of clarifying 
information that kept me going, and kicked open the door to the world 
of Myth Map Making for me. This book has been one of the best 
investments I have made in years. If you dont have it, go get it.
(>>   http://www.myth2handbook.com/   <<)

I'd also like to thank all my new friends at the VistaForum. This 
grouping of people are better than a pyschologist, funnier than a 
comedian, and much more helpful than a police officer in a time of 
need. Thank You guy`s, for talking me down, for pushing me forward, 
and for supporting me now. Its folks like you that make life good. :o)

Most of All, I thank my wife Nancy for her love, patience, and not 
divorcing me for all time I ignored her while working on Journey.
"Nan, you are ONE in a million. Thanks for being mine "

******************************** 4: *******************************
                                      THE STORY:

Sunday, November 23, The Valley of Despair.

Alric`s Legion is being decimated by Soulblighter`s Dark Forces. 
One defeat follows another as Soulblighter`s armies flood the lands.

They seem to be coming from nowhere. 
No one sees their advance until the stench of death fills the air 
and corpses litter the land.

The last defeat we suffered at Madrigal was costly. The King`s Legion 
is down to a precious few and we have begun to conscript the aid of 
all willing and un-willing to help in this desperate struggle.

It seems that during the previous wars with the Fallen, a World Knot 
had been secretly created by the Duergarr Dwarves in a place known 
as the Valley of Despair.
What it was used for is only known to the Duergarr. Unfortunately 
Soulblighter has made sure none survived to tell the tale.

The existance of the Duergarr Knot and it`s ablility to teleport 
without a receiving World Knot, had been unknown about until, 
apparently, several months ago; Precisely the time Soulblighter`s 
forces began to gain the upper hand. It seems he has been using this 
Knot to teleport his Dark Forces to strategic locations, namely the 
rear and flanks of Alric`s troops.

But now, through passages contained in the Codex, King Alric has 
discerned this hidden location, as well as a long abandoned World 
Knot that should bring us within a days march of our objective. 
With this information, we have been sent to destroy it. Should we 
succeed, it would spell a devastating blow to Soulblighter`s stategy.

We head out later this evening, in hopes of using the darkness to 
cover our advance...may Wyrd be with us as our

Journey Continues.....

******************************* 5: *******************************
                            THINGS YOU SHOULD KNOW:

#1: The Fetch have been modified; Their range has been increased nearly
2/3. The counter to this is,  they take longer to shoot, as well as the
range of your own Dorfs and Archers. BE VERY CAUTIOUS when approaching
Fetch in Journey.

#2: During testing the following Bug occurred, I think, Twice. It is
enough, though, to warrant this Heads Up and Solution.

A: The situation:: Youre at the Duergarr World Knot attempting to Destroy
it. You have shot more than 8-10 "good" Molotovs at it but no results other
than some pretty colors and dust.

B: The Problem:: Some how the Triggers I made for this can (it appears) be
actually forced under the Model of the knot by the Molotovs from your
Dorfs. The GEOM still sees it, keeping the knot from exploding, and you
cant blast the trigger I made, as its out of reach "under" the Knot Model.

C: The Solution:: Revert to Last Save, which hopefully wasnt to long before
hand. This should allow you to blow it up as the chances of the trigger
going under as stated above are very very low, and doing it twice in a row,
I would say is almost impossible. (Tested over 100 times without being able
to "Force" the bug to occur, and it has only happened once outside of the
initial Constuction/Scripting of the Expoding Duergarr Knot.

#3: Any and all items in Journey are of my own creation. Any resemblance,
similarity, or duplication to anything already created and / or existing in
public, is pure coincidance. With the following exceptions:

     A: Dwarven Mine: Courtesy of the Myth II HandBook. Created by
     following the instructions provided by DeathWhore, and not just copied
     off the provided CD.

     B: Undead Hole Projectile: Courtesy of lank and his Genius with Fear.

Everything else was created thru my limited Imagination and Trial and
Error.   :op

#4: I did not leave much room for the map edges, (learning curve), therfore
there may be times when you see beyond the edge of the map. During "my"
normal playing I rarely encountered this problem.

#5: Looking west down the river, or zoomed in low and with some cliffs
nearby can cause some minor tearing of the image near the top of your
screen.  :o(  (Again, learning curve)

#6: Small puffs of smoke are just Journey`s Bio-Degrader at work

#7: Even with the Bio-Degrader hard at work, Journey`s Reload of a saved
game can average up to 5 minutes and maybe more when you get near the end.
Please be patient, it will be worth the wait.

******************************** 6: *******************************
                       THE CAST OF CHARACTERS:
       (The names have been changed to Implicate the Guilty)

INITIAL LIGHT FORCES:
2+  Elite Molotov Dorfs 
2     Rebellious Heron Heroes
6     Elite Human Archers
16   `Zerk Mercenaries

POSSIBLE REINFORCEMENTS:
3*+  Elite Molotov Dorfs 
4     fir’Bolg Archer Heroes


DARK FORCES:
40     Ghast
36*    Wight 
62*    Ghol
96*    Souless
18**   Fetch
56**   Maul
440** Thrall 
66**   Small Myrkridia  
15**   Giant Myrkridia Tossers 


*   These amounts will vary according to Difficulty Settings alone.

**  These amounts will vary according to Difficulty Settings and the 
"Random Monster Generation" choices the scripting makes.

+ DORFS:  Acronym for  Dumb, Or Really F@%$ing Stupid. 
     I am sure you will see what I mean.  ;op

--  Also keep an Eye out for "Traps", "Rewards" and Special Items 
(Ammo)   ;o)

******************************** 7: *******************************
                               SPECIAL ABILITIES: 

::Elite Molotov Dorfs:

A: The ability to shoot a potentially powerful mine some 
distance. The damage caused will vary according to mine 
placement and other factors.
B: Start game with 1 each, with the ability to find up 
to 6 more (depending on difficulty)
C: Can carry up to 2 each.
D: Mines can be exploded by alternative measures. IE. 
Lightning, fire, molotov
E: Ammo appearance:  Satchel Charge

::Elite Human Archers:

A: A real live knife attack without any funky 
clicking if you attack an enemy within 4 W.U.
B: Can carry up to 6 fire arrows each.
C: Fire arrows are longer ranged than normal arrows.
D: Start with random amount between 2 to 6. 
E: Ammo appearance:  Green Fire Arrow Ammo.

::`Zerk Mercenaries:

A: Some Resistance to Lightning. (25%)
B: Lightning Sword Attack. A weaker version of the fetches 
Lightning with a range of 5 W.U.
C: Can carry up to 6 each.
D: Start with random amount between 0 to 2. 
E: Ammo appearance: Small, hard to see, Dead Beserk Swords

::Heron Heroe Rebels:

A: Extended Healing Range. 4 W.U.
B: Ability to Absorb blows. (10%)
C: Can carry 9 each.
D: Start with random amount between 4 to 9.
E: Ammo apperance: Yellowish Mandrake Plants / Roots.

******************************** 8: *******************************
                                     OBJECTIVES: 

OVERALL: Enjoy yourself and have fun!

PRIMARY: Locate and Destroy the Duergarr World Knot.

SECONDARY: Destroy all Forces of Dark.

TERTIARY: Accomplish the OVERALL whilst also completeing  
the PRIMARY or SECONDARY objectives. 



******************************** 9: *******************************
                                          HINTS: 

1: You are safe until you leave the world knot. Remember though, King
Alric`s Legion is being Decimated!!

2: Save Often !!

3: All your Units have Special Abilities and / or Attacks.

4: Always keep an eye on the overhead map.

5: Mandrake plants and other Special Items (Ammo) increase with your
difficulty level.

6: A Dorf Mine is a powerful explosive device that can be shot by your
Dorfs. Shooting one into the path of oncoming enemies is a great way to
create an onslaught and kill large numbers of units with a single shot.

7: Use your `Zerks Lightning attack to weaken enemies before engaging in
hand to hand combat.

8: It is best to never leave your backdoor open to your enemies.

9: Dorfs move and shoot slowly and are vulnerable to fits of stupidity,
keep them under tight reins. See Hint #10.

10: Keep Dorfs separated from each other and your other troops if you wish
to survive.  See Hint #12.

11: If a Dorf is near Death, he makes a great suicide bomber. See HINT #12.

12: A Dorf Death unleashes a powerful explosion that can create an
onslaught and kill large numbers of units. This includes your own, so be
CAREFUL!!.

13: Check your Dead for ammo they may have dropped. (Except|p Dorfs,
RUNAWAY!!)

14: Sometimes the path you take affects what becomes available to you.

15: RUNAWAY!! NO, Really, this IS a viable survival tactic.  ;o)

******************************** 10: *******************************
                                        CREDITS:

Scripting Fixes: Khellek / GHOST
Pregame Story: Khellek / GHOST
Pregame Music: Khellek / GHOST
Pre / Postgame Picture Modifications: GHOST
Pregame Picture Retiming: lank
UndeadHole Projectile: lank
Colour Map: GHOST
Colour Map Hints & Tips: lank
Flavour Texts / Names: Bungie / GHOST
Text Editing: lank / GHOST
Support and Guidance: Khellek / Bubba / lank
Alpha Testing: GHOST / Khellek
Beta Testing: Rick / `Vid / Khellek / Bubba / lank / GHOST
Final Testing: Bubba / lank / Khellek / GHOST
Map Design & Scripting: GHOST
6 months sacrificed / invested in the name of Fun!!: GHOST

Intangibles: Anybody and Everybody who has ever helped me out, one way or another, on this Journey of mine. You know who you are, I hope.  ;o)

******************************** 11: *******************************
                          JOURNEY BACKGROUND: 

Journey originally was never meant to be released. It was just an
experiment in my ability to create a map. An experiment that went extremely
overboard and has become what you now have before you. Please remember, I'm
just one guy, not a Map Making Cartel. I was  working with limited tools
(PhotoDeluxe/Windows Paint) and limited understanding of Fear and Loathing.
I am a novice in all things computer. (@ least in my mind.)

It's been an Adventure, to say the least, to make this. I really hope you
all enjoy it, and that it brings to you the enjoyment I now intend it to.

Journey grew out of an, ever so slow, advancement in the understandings of
how and why things work within Fear and Loathing, I started as most
everyone did, by making a color map and seeing if I could import it (you`d
be surprised how long it took me to figure out 8bit) ;oP

From there things just kinda snowballed. I figured out the reflection map
next, which led to models, then finding that damned flag "Models Do Not
Limit Redering" so the mesh didnt rip under the bridges, then how to do
connectors to keep the monsters and players from walking off the bridges,
and so on and so forth until I ran into my scripting problems. :o(

Here layed a whole new can of worms. It seems I have a penchant for
overdoing things. Dohhh!! Journey has been literally gone through line by
line more times than I can remember. It has been revised and tested more
times than I can count. Problems fixed and new ones arisen.Thanks to
Khellek and my friends at Vista`s Forum, I now have a much deeper
understanding of Loathing and scripting than I ever thought possible (and
I`ve just seen the tip of the iceburgh, Aarrgghh!!!) ;o0

Khellek also taught me a new way of Scripting. "Variable Programming". A
way to get multiple uses out of a single or a few MA`s. This may not seem
like much, but when you are running with 908 MA`s and Loathing is BARFING
all over you, it becomes REAL important real quick. Thanks to this type of
Scripting, and some MUNGER`S, Journey was reduced to 685 MA`s with the
exact same,(& some improved), game play.

Beyond that Khellek is responsible for pushing me to add the rest of the
features that make Journey complete. The Pregame Story, Pregame Map and
Pictures, Pregame music, and the Endgame that Journey now has, are all due
to him, and his help.

Bubba and lank both have / are teaching me the value of the "little
details" and have guided me down the home stretch as I prepared for
(eventual) release.

Thanks to them Journey isnt as rough around the edges any more and has a
more "polished" feel than what I had originally intended / accomplished for
release. Alas, it may have been even better had I not refused on most
issues. (ei: Colour Map, Fetch range,Sound FX etc.)  Next time!! MB?  ;o)

******************************* 12: *******************************
                                       THE END ??:

Well, I guess if you have made it this far, you deserve a Reward.
The secret Taunt Spot is.......




"CLOSE BY" 
hehe, sorry cant give you more than that. You will have to find it 
on your own.  ;o) 


Thanks again, Hope you have FUN!!, and that Journey keeps you 
coming back for more :o)

Good Luck, "I think" you will need it. ;o)

GHOST

Please send any and all Questions, Comments,(good or bad) or Bugs?? to:
ANGLOSHOK@HOME.COM
And put "Journey" as the Subject. 
Thanks! 




































******************************** 13: *******************************
                                        SPOILERS:
                               (Please DO NOT read!!)
           (Until you have played through Journey at least once.)
           
                              (11 SPOILERS BELOW)





































SPOILED #1:  If shot "just right", over 
your guys, you can cause the Dwarven Mine 
to become active in flight and to explode 
on impact.
                                     


































SPOILED #2:  Healing a Posted Archer 
will reinforce you with a fir’Bolg 
Archer Heroe.


































SPOILED #3:  When at the Fork in the path,
(sign), follow the Dark Path  in order to 
receieve use of the Mystical Healing Cave 
and to Activate SPOILED #5.






































SPOILED #4: The Cliffs (first cave) 
causing the Fork in the path can be 
scaled on the North side, near the 
River. Look for a bush "on" the cliffs 
between 2  trees.







































SPOILED #5:  After going down the Dark Path, 
and Eliminating "ALL" enemies between the 
Sign and the 2nd Bridge, goto SPOILED #4 
to activate a Elite Dorf reinforcement. 
(Legendary ONLY!! )






































SPOILED #6: At the Mystical Shrine, (South, 
between 2nd & 3rd Bridges), you can 
sacrifice a guy in order to receive up 
to 2 Elite Dorf reinforcements. (Dependant 
on how many Dorfs you have at the time of 
your sacrifice) If needed, see SPOILED #7






































SPOILED #7:The sacrifice is accomplished 
by activating the Rising Healing Cave, 
placing a sacrifice inside while still 
having someone in the Cobble Circle Outside 
the Cave.Then after your sacrifice is in 
place, have your guy(s) in the Cobble 
Circle retreat back away from the cave, 
leaving the sacrifice in place. 





































SPOILED #8: Eliminate Beserk Ghosts in 
order to Deactivate the Explosive Trap 
and gain Unhindered access to the 
Special Items they protect. If needed, 
see SPOILED #9.






































SPOILED #9: Only Healing, Lightning, 
and Explosives will kill Beserk Ghosts.






































SPOILED #10: Keep a man on the 3rd bridge to 
"scare" away the explosive Wights that are 
sent to Blow it up behind you. Thereby 
keeping an avenue of retreat open.






































SPOILED #11: The Secret Taunt Spot gives you Continual 
Regenerating Health and an Experience Increase. This spot is 
located..............Ah, Ah, Ah, I said you`d have to find 
that one on your own.  :op 


Well, I hope youre happy now?? So, what you waiting for?? 
Go back and try all those things you missed the first time through.  :o)



The Real End.