Magellan's Maps Submission

Name- Wizard's Door
Players- 1 human, 1 computer
Difficulty- Tough
Size- Medium (And packed with stuff!)
Special Victory- Capture (and burn!) the city "Rypar".
Bug?- Some tavern rumors have the "okay" button 
      obscuring the last part.
Author- Peter Ingraham, Absecon, NJ 
        E-mail commets to snowball56@worldnet.att.net

	You've tolerated the wizard folk over at Rypar,
even after the "magical joy buzzer" incident.  But this
is too far.  They've sealed off what's kept you strong 
all these years- the Emerald Valley!  Filled with gold
and lepruchauns giving out emeralds, Rypar spies sealed
it off and started teleporting it back to their castle.
Retake the Emerald Valley (and your source of income),
then burn Rypar to the ground!  The specifics will be
revealed in the events.  Have fun and have revenge!
	
Tips below!  Don't read unless stricken with trouble
             or various deadly illnesses and you want
             to read this before going blind!(?)
	     (Don't ask)








	TIPS AND HINTS- First, a little about castle
selection.  Knight and Barbarian are good as they allow
you to build up to level 5 dwellings without rare
resources, as well as early range troops.  They falter a
bit against strong spell casters, though, later in the
game.  The sorceress has compatibility with the town
nearby, and excellent range troops.  The necromancer
also has compatibility with a town nearby, and dosen't
require horrendous amounts of one resource, making him
a good choice.  The wizard works great after you retake
the Emerald valley, and dosen't require a ton of one
resource for the ivory tower, as well as compatibility
with enemy towns.  The warlock is a tough road to 
follow, since you'll have to wait until you get a gems
mine just to build your level 4 dwelling.
	Now, for the strategy, collect your wood and ore 
factorys and collect goodies.  Do not attack monster
guarding artifacts (and if they are valueless, never
bother).  Week 2- Enter stables (since you went and 
stood next to them on day 7) and return to Tarey, 
collecting troops.  Crush weak monsters in east and head
into the Purva Moors, stopping by the gazebo.  Turn 
south, listen to the spy's report, and enter the hut.
Head north and crush the peasants in Lily River
(originally it WAS undefended, as the captain says, but
then the CPU would add defenders on its own volition.)
Go slightly west, take the lab, and then go north to the
Windy Plain.  You now have your rare resources!  Go east
and take the mines.  Here pathes diverge.  Those who
want to go for the jugular of the enemy will send 
reinforcements, march north, and try and take Northtown.
You can then jump through the lith and march on Rypar,
hopefully while their hero is out and they haven't 
upgraded to Titans yet.  More cautious players who want
a surer and slower path to win will use their 
reinforcements to scout(conquer?) the southern part of 
the lava region while moving through the Kirselee Mts.
toward Books.  When facing Books, try not to let him
escape, as he's got some excellent spell scrolls and
is a powerful hero rehired.  His forces are a lot easier
to defeat them it seems from the eye; the trick is to
kill 'em before he fries you with spells!  Once the
Valley is yours again, the end is near: you're rolling
in cash, while their supply just ran dry.  The summit
in the mountains can make your main hero nice and 
powerful, while you now have the money to hire the 
elementals at the altars.
	Some notes- the northwestern enemy hero seems a
lot more agressive than the one that starts near Rypar,
who seems to wander mindlessly for the first few weeks.
The computer doesen't use the lith connecting Rypar and
Northtown as much as I had hoped.  The path through the
Barbarian desert to Northtown/Rypar isn't guarded as
heavily as the long way around (It's because deserts are
so wide open!  You can't make a forest and block every
pass with monsters!).