README File for "Illuminati 2.0" -- a map for HOMM2 + Expansion Set

Author: Charles Watkins (Shadowcaster)
Size: XL
Players: 1-5 humans vs. 1 computer
Play: Solo, co-operative, or competitive 
Objective: Capture "Shadow Tower" or regular victory
Difficulty: Tough

INTRODUCTION:

The Illuminati are mysterious forces that operate behind the scenes
to advance their plans for world control and conquest. Though their
names and agendas have shifted over the years, until recently they
had managed to settle into a configuration of four countervailing 
powers. Split along the lines of Good/Evil and Order/Chaos, the Four
Elder principalities have maintained a precarious balance for over
10,000 years. But now that balance is threatened, not once but twice,
with the arrival of new forces on the scene. 

MEET THE ILLUMINATI:

BAVARIA -- Prerogative and privilege are the core of Bavaria's power
base. Working through lodges throughout Europe and the US, the Bavarian
Illuminati have extended their tentacles into every major corporation 
and institution in the "free" world. First among equals, they are often
expected to define the agenda for the "allies". Bavaria plays BLUE and 
begins with a rather nice KNIGHT CASTLE and a veteran hero.

ZURICH -- The little-known Gnomes of Zurich control many of the world's
financial institutions and aim to control the rest through their "free
market" policies. Pinned between the lands of Bavaria and Cthulhu, the
Gnomes must follow an aggressive strategy if they aim to expand. Zurich
plays GOLD and begins with a BARBARIAN CASTLE and hero, plus a thriving
commercial interest in Zuro-Dizzy Theme Park. 

CTHULHU -- Ancient evil from beyond time and space, Mighty Cthulhu
exercises his starry influences through those willing to devote 
themselves to his service. Often working in conjunction with the League
of Assassins, Cthulhu wields a dread combination of both Might & Magic.
Cthulhu plays VIOLET and begins with a NECROMANCER CASTLE and hero,
plus an explosive little secret that could unbalance things by itself. 

DISCORDIA -- It is said that the gods themselves look after fools, and 
if that is so, much of their attention must be focused on the merry 
tricksters of Discordia. Discordia plays ORANGE and starts with a WIZARD 
CASTLE and hero, plus another Town and lots of other neat stuff to play
with.

UFOs -- Arriving from outer space, the UFOs are initially concerned with
setting down roots and getting to know this brave new world. The UFOs 
don't start with much, just a Town and a couple of boats. However, the 
UFO player has the freedom to choose any of the castle types at the start.
By choosing a type already used by one of the allies, the UFOs are in a 
position to displace them, annexing their holdings to the UFO's own.

PIRATES -- You'll discover more about the pirate menace as you go along.
All you know at the beginning is that though the pirates have been around
as long as anyone can remember, only recently have they stepped up their
raids in the Northern seas. The general opinion is that if you leave them
 alone and stay away from their base of operations, they will not 
pose any major threat. However, there is also a rumor that the Pirate 
King has made some sort of deal with Death, so that defeated pirate heroes
will often return from the dead to extract revenge on those who kill them.

MAPMAKER'S NOTES:
-- "Illuminati" was originally developed as an MP2 map without the
Expansion Set. The 2.0 version is a conversion to the MX2 format and
requires the POL Expansion set. (Players without POL can contact the
author for a version that can be played with only the original HOMM2.)

-- The first version of "Illuminati" had crash problems in the area 
south of Hollywood. These seem to have gone away with the release of the
1.02 patch for HOMM2. Players experiencing crash problems should apply
the patch.

-- If find a bug or need a hint, you can contact the author at:

	charleywatkins@worldnet.att.net

	or through "Stateman's Quill" list server.
 
 


