0% found this document useful (0 votes)
297 views13 pages

Shadowbane

Shadowbane Risee of Chaos game manual

Uploaded by

Himmlischjager
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
297 views13 pages

Shadowbane

Shadowbane Risee of Chaos game manual

Uploaded by

Himmlischjager
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 13

UBI SOFT LOGO ARCS

(Front of Box Only)

FILE NAME: SHBN_PCJ_MnlCvr_outside.ai


MODIFIED: 11/03/03
BY: Jasmine

IMPORTANT: FILL (don't


stroke) arcs with one of the
16 Pantone match colors
below.
As a starting point, set
transparency to 60%,
Normal mode.

EXPANSION PACK REQUIRES FULL VERSION OF SHADOWBANE


Ubisoft, Inc.
625 Third Street, Third Floor
San Francisco, CA 94107

WIN

2003
2003 Wolfpack Studios, Inc. All Rights Reserved. Ubisoft, ubi.com, and the Ubisoft logo
are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Shadowbane
and the Shadowbane logo are trademarks of Wolfpack Studios, Inc., under license to
Ubisoft Entertainment. Software platform logo TM and IEMA 2003. Made in the U.S.A.

MAC

CD-ROM

651727-MNL

UBISOFT LOGO (Cover)


Ubisoft logotype may print either
white or black as shown above. If
you need black type for a light
background change the color of the
type on the frontliner logo - DO NOT
ATTEMPT TO REPLACE IT USING THE
EXAMPLE ABOVE.

Exclusion zone
Do not print

Exclusion zone
Do not print

UBISOFT LOGO
Ubisoft logotype may
print either black or white.
White version is shown
on a black background
which does not print.

FOR
MOCKS
ONLY
8/16"

11/16"

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 1

Table of Contents
Welcome to The Rise of Chaos.......... 2

Formorr ................................................ 15

The Creeping Doom:


Chronicles of Chaos........................ 4

Gorthale................................................ 15

New Race: The Nephilim................ 5

Nelchael ................................................ 16

New Classes.................................... 7

Qualgnarr.............................................. 16

Doomsayer .......................................... 7

Saargoth ................................................ 16

Mulcigorr .............................................. 16

Sentinel ................................................ 10

Valphagorr ............................................ 16

New Disciplines ............................ 13

New Zones .................................... 17

Conjurer................................................ 13

Bastion ................................................ 17

Darksworn .......................................... 13

Battlegrounds........................................ 17

New Island: Maelstrom .................. 14

The Chaos Gate .................................. 18

New Foes: The Hordes of Chaos ...... 14

Extra Character Slot ...................... 18

Atlaach.................................................. 14

Character Selection Screen.............. 18

Barbatorr .............................................. 14

Character Creation Screen .............. 19

Doomspawn.......................................... 15
Draatch ................................................ 15
Eyrene .................................................. 15

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 2

Welcome to The Rise of Chaos!


Theyre not evil. Just misunderstood.
Well, maybe they are evil. If its true that you can measure the quality of your story by
the quality of its bad guys, then we can expect great things from The Rise of Chaos, the
next chapter of Shadowbanes story. How can you turn down the opportunity to
stump for unspeakable, indescribable nasties bent on invading the world and ending
existence as we know it?
The Chaos Gate is the door that youre not supposed to open, but you do anyhow. Its
Pandoras Box. The Dark Lords, waiting just beyond the boundaries of the universe, are
submitted as an answer to the timeworn questions: Is it possible for you to go too far?
Are there really things that man wasnt meant to learn, and shouldnt trifle with?

has given everyone warning of the impending Doom. Despite being under-funded,
neglected, and even scorned, theyve held the line against the night. Perhaps if you
lend your sword to their cause, their sacrifice will not be in vain?
Choose your side, intrepid adventurer. The Rise of Chaos awaits you.

The Shadowbane Team

To you, the Shadowbane player, this is your e-ticket to front-row seats and a starring
role in this chapter of the story. The cast of characters is expanded, the battlefield
changes, and the stakes are raisedand you get to be right in the middle of it!
From the very outset of Shadowbane, our philosophy has been to make the major factions
open to the player base, and that should be readily apparent in The Rise of Chaos. The
Nephilim, insidious and duplicitous, are the harbingers of the Dark Lords invasion. Aided
by priests of Chaos and others whove made unholy pacts, all of Aerynth stands on the brink
of invasion. Will your role be that of an agent of Chaos?
Let it not be said, however, that we are entirely rooting for the bad guys. The
Sentinels, an ancient order of the Holy Church, still stands vigil against the forces of
Chaos, and despite centuries of neglect, their honor and steadfast adherence to duty
2

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 4

The Creeping Doom: Chronicles of Chaos

New Race: The Nephilim

The Dark Lords have always ruled in the Pit of Chaos, subjugating the unnumbered
demons of the Abyss to their evil will. The All-Father and His companions fought the
Hosts of Chaos before the creation of Aerynth, a dreaded battle recalled in the most
ancient Elvish epics, but still bitterly remembered by the demons themselves. The AllFather and His companions slew Kolaur, Dread Overlord of Chaos, and the Dark Lords
have longed for vengeance ever since. Thousands of years ago, the Dark Lords took their
revenge in the War of the Scourge, when swarms of demons teemed across all the lands
of Aerynth, and the strength of Men, Elves, Centaurs, and Giants together could not
defeat them. The All-Father Himself turned the tide, driving back the infernal hosts and
closing the Chaos Gate. The Dark Lords were defeated, but not destroyed

Their Lore

Vranaxxas the Mauler, one of the Dark Lords, was subdued and bound by a trio of
Archons toward the end of the War of the Scourge. In the centuries that followed, the
guard on the Dark Lords prison grew lax, and with the Turning the demon was
forgotten entirely, forgotten amidst a sea of troubles. The peoples of Aerynth were
blind to the danger in their midst. Vranaxxas called out through dreams and sorcery to
corrupt souls, building the Cult of the Scourge, a hidden cabal devoted to freeing
Vranaxxas, finding the Chaos Gate, and opening the way for a second great invasion.
In the 97th year of the Age of Strife, the Cult of the Scourge finally loosed their terrible
lord. The Dark Lord jarred the Chaos Gate, and now the legions of Chaos march
again! Through some foul craft, reflections of the baleful isle of Maelstrom have been
cast across all the known fragments, and all Aerynth trembles at the Rise of Chaos

As the first century of the Age of Strife draws to its close, another strange new race has
emerged onto the face of Aerynth. They are often called the Tainted Ones, but the
learned know them as the Nephilim, after the
name they use amongst themselves.
The ongoing strife and confusion
of this new age has left even
the wisest Sages and
Wizards unsure of the
Nephilims origins, but no one can deny
that the Nephilim have come.
Tall and graceful, the Nephilim are
obviously kin to Humanity. Their skin
ranges from gold to deep blue, and the
Nephilim might be the most beautiful of all
the Man-like races, if not for some disturbing
differences. Parts of their bodies are covered in
serpent-like scales, and cruel horns sprout from their
brows. Most shocking of all, bat-like wings sprout from the
shoulders of every Nephilim, letting the Tainted Ones fly
like the Aracoix do. Nephilim are renowned for their
strange beauty, their cruelty, and their aptitude with
magic. The most frightful of their powers is their ability

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 6

to alter their appearance, donning a magical guise indistinguishable from an ordinary


Human. Master spies and infiltrators, the Nephilim have spread throughout Aerynth in
secrecy, and perhaps only the Dark Lords know precisely how many there are.
Some say that the Nephilim are the result of magical experiments, similar to the rites
that created the Minotaur in the Age of Days. Others believe that the Nephilim are
the offspring of Humans and summoned demons, hybrids who work to spread torment
and Chaos through the ravaged lands of Aerynth. Still others claim that the Tainted
Ones are not Human at all, but demons born of Chaos, the first wave of a new
invasion. Whatever the case, the Nephilim have emerged into the Age of Strife as
staunch supporters of the Dark Lords of Chaos, devoted to the destruction of Aerynth
as it once was.
The Nephilim are a strong and intelligent race. A good choice for all sorts of
professions, their natural aptitudes can work for any template that needs high skills or
good casting abilities, with the additional benefit of being well prepared to use
strength-based weapons. Their ability to fly is formidable, and spies will make good use
of their disguise power.

Enchanter
Gladiator
Huntsman
Rat Catcher

Summoner
Traveler
Wyrmslayer

Powers
Mundane Eidolon

Personal Human Transformation

The Nephilim have long wandered the world in Human form. This power allows
players to do so.

New Classes

Mage

Healer

Rogue

Legend has it that as he lay dying, Kolaur the Dread Overlord laid a great curse upon
the All-Father, and called upon all the Dark Lords to avenge him. The Dark Lords
have spent all the ages since then brooding in their hate, longing for the chance to take
their vengeance on Pandarrion and all of his creations.

Channeler
Doomsayer
Fury

Scout
Thief
Warlock

Warrior
Wizard

Through the long history of Aerynth, the Children of the Gods have ever been loath
to worship the Dark Lords of the Pit. The archmages of the Deathless Empire
learned their ways and names in the Age of Dawn before Times beginning, but

Professions Available
Assassin
Barbarian
Bard

Archer
Black Mask
Bounty Hunter
Commander

DOOMSAYER: Their Lore

Base Classes Available


Fighter

Disciplines Available

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 8

offered them pacts and bargains instead of


worship. It was not until the Demon Hordes
walked upon Aerynth in the War of the Scourge
that the Dark Lords won their first mortal
converts. Some turned to Chaos to bargain for
their lives; others were driven mad by horror or
despair. In a time when many felt the Gods of
Aerynth had failed them, the Dark Lords call
was irresistible. By the wars end, cults of Chaos
had sprung up, each centered around a prophet, a
Doomsayer who strove to bring Kolaurs curse
upon the All-Fathers Children. As hideous as the
Hordes of Chaos were in battle, time and again
the Grand Alliance found its efforts hampered by
traitors within their own ranks, devotees of Chaos
who received their orders through the mouths of
Doomsayers.
The final defeat of Chaos cut those first Doomsayers
off from the favor of the Dark Lords, and the early
cults were quick to fall before the sweeping purges led
by the Holy Church. It was not until Morloch returned
from the Pit late in the Age of Kings that the Dark Lords gained new servants among
the peoples of Aerynth. The Maimed God took the Minotaurs as his own, and invested
the worthiest chieftains of the bull-men with the power of Chaos. So the Doomsayers
were reborn, serving as shamans of Morloch to the savage clans, and spreading the
message of Chaos to others who would listen. In time, new cults arose, and soon there
8

were many Doomsayers hidden among the ranks of the disillusioned or the insane.
Remembering the lessons of the past, the new cults of Chaos worked in secret, awaiting
the day when the Chaos Gate would open yet again and the masters might purge the
world again.
That day may be close at hand. Late in the 97th year of the Age of Strife, the seals on
the Chaos Gate weakened, and the taint of Chaos began to flow through once more.
The Nephilim emerged from hiding, convinced that their time had finally come. Now
Doomsayers operate openly, decrying the feeble Gods of Aerynth, spreading strife and
madness where they can, and offering the disillusioned new paths to power.
Focus Skill: Corruption.

Disciplines Available
Blade Weaver
Enchanter

Rat Catcher
Summoner

Traveler

Elf
Minotaur

Human
Nephilim

Races Available
Aelfborn
Irekei

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 10

SENTINEL: Their Lore


Nearly 1300 years ago, the Chaos Gate was flung wide, and the endless legions of
Chaos invaded Aerynth. For nearly a century, the Children of the Gods stood in a
Grand Alliance against them, but no mortal power could turn the demonic tide. The
War of the Scourge ravaged entire regions, shattered kingdoms, and eradicated entire
peoples. When the hour seemed darkest, the All-Father Himself intervened, and took
the field at the head of His host of Archons. The All-Father led His Children in a great
invasion of the Pit of Chaos, and finally, Hedrusiel, Archon of Strength, closed the
Dark Gate, though all the hosts of the Pit strove against him.
The lords of Men, Elves, and Centaurs withdrew from the Chaos Gate after the
victory, looking to heal their wounds and rebuild their ravaged nations. The clergy of
the Holy Church, however, saw that the very existence of the Chaos Gate served as a
dire threat. The Gate was closed but not unmade, and what opened once might open
again. Cardinal Ellidaern of the Elvish Church decreed that a new Holy Order should
be founded, open to all of the Children of the Gods, to stand watch over the Chaos
Gate and serve as the first line of defense should Chaos stir again. Many warriors and
pious priests flocked to join the Order of Sentinels, and thus the Long Vigil began.
The Sentinels raised many stout fortresses around the Chaos Gate, praying, training,
and contemplating how best to defend Aerynth from the Hosts of Chaos. The order
drew Centaurs, Elves, and the Sons of Men alike, and the Sentinels liturgy
incorporated worship elements from all three races. Indeed, though their role has
largely been forgotten, the cooperation within the Order of Sentinels served as a model
for the great unification of the Elvish and Human churches of the All-Father and the
creation of the modern Holy Church as we know it.
Heroth the Vigilant, later canonized as Saint Heroth, is still revered as the greatest
10

master the Order of Sentinels has ever known. A pious


Centaur, Heroth first formulated the secrets of
Abjuration, revealed to him in visions by
Nandramiel, Archon of Judgment. Nandramiel
revealed the Nine Holy Bindings, words of
power that overpower the will of evildoers
who hear them. Only those purified by
meditation and the proper regimen of prayer
may utter the divine Bindings without being
destroyed. Abjuration has always served the
Sentinels well.
The Sentinels tireless vigil has slowly been
forgotten over the centuries, as the temporal
realms of Men and Elves and even the Holy
Church itself have grown distracted by other
concerns. When Morloch and the Twisted
Breeds came through the Chaos Gate in the year
799 KY, the order had long since diminished in
numbers and support. The Sentinels did not shirk
their duty, however, and their tenacious resistance
and swift warning ensured that the nations of the
Grand Alliance were able to thwart the Maimed Gods ambitions. For a brief time, the
Sentinels again enjoyed the renewed support and attention of the Patriarch and
Temporal kings, but as the centuries ground on, the order again faded into obscurity.
In the waning years of the Age of Kings, ominous warnings came from the Sentinels
that foul things were again trickling through the Gate. Divinations warned of a great
stirring in the Outer Chaos. Alas, the Sentinels appeals for aid fell on deaf ears the
11

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 12

lords of Men and Elves were embroiled in the War of Tears, and even the Holy Church
was paralyzed with indecision.
Since the Turning, matters have grown even worse. Morloch and other powerful
minions of Chaos have been freed, and the Sentinels have found their position growing
precarious indeed. At the end of the 97th year of the Age of Strife, the seals on the
Chaos Gate slipped, and for the first time in centuries the Dark Legions again set foot
upon Aerynth. The Dark Lords cannot yet pass the Gate, but the Sentinels fear a
second Scourge is inevitable. Many Sentinels have left the Gate to appeal to the nations
of Aerynth for aid, and many newcomers are flocking to the forgotten order. Aerynth
needs the Sentinels now more than ever.
Focus Skill: Abjuration.

Disciplines Available
Blade Master
Forge Master
Giant Killer

Huntsman
Knight
Rune Caster

Undead Hunter
Wyrmslayer

Dwarf
Human

Nephilim

Races Available
Aelfborn
Centaur

12

New Disciplines
CONJURER: Their Lore
The great magi of the Deathless Empire
perfected a dangerous art long before the
beginning of time: Maelarchor, or Conjuration.
The Conjurers of old learned how to send their wills out into the spaces Beyond,
contacting the dread presences of Chaos. In time they learned to summon all manner
of demons, devising arcane Binding Incantations to command them. Most of the
original Elvish secrets have been lost, but some latter Conjurers still practice this
dangerous art, calling forth the minions of Chaos to use as servants.

DARKSWORN: Their Lore


The Dark Lords have only manifested themselves upon Aerynth once, but their unholy
wills have been focused on the world from the time of its beginning. There have always
been a precious few who heard the Call of Chaos in their dreams, dark souls who felt the
presences Beyond. Many were driven mad by the baleful influence of Chaos, but those
who endured the touch of Chaos were drawn into the service of the
Dark Lords, offering up their very souls to the masters of
Chaos in return for power. Until the Chaos Gate began to
open, none could say how many hidden heretics lay
within the churches and conclaves of the Wise. Now
these pawns of Chaos stand revealed, spreading the
terror of their dark masters wherever they tread.
13

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 14

New Island: Maelstrom

weapons of black steel they wield are terrible indeed. When The Chaos Gate first
opened, these fell troops formed the vanguard of the invasion and served as the shock
troops of Chaos.

Maelstrom is a realm torn from another plane and moved through the shards of reality
until it came to rest in Aerynth. It bears the stress of the transit openly, the land is
violently malformed, and gives every indication of being a place where natural laws
have been violated and where the bounds of reality have been stretched and broken.
The nature of Chaos is wanton change and the destruction of Order, and the land bears
evidence of this dark and terrible influence.

DOOMSPAWN / Level Range: 3545


Touched by the corrupting forces of raw Chaos, these tortured souls are being
consumed by a noxious green blight that slowly covers their bodies, twisting their flesh
and consuming them.

New Foes: The Hordes of Chaos


A fragment of the Istolliath Maugrillion (whose title means Book of Aberrations in
the ancient Elvish), pertaining to the infernal minions of Chaos

ATLAACH / Level Range: 3545


The countless spawn of Xalthotlan, the Dark Lord known as the Crawling Killer,
these violent eight-legged monstrosities are cunning, acting with uncanny precision.
Their front legs end in long, jagged blades of glassy chitin as hard and sharp as any
steel, and their bite is death.

BARBATORR / Level Range: 4560


These great demons are some of the Dark Lords most powerful minions. Huge and
muscle-bound, their scaly green hides are almost impervious to attack, and the wicked
14

DRAATCH / Level Range: 3045


These tiny imps serve primarily as a source of food and labor to the Dark Lords of the
Pit. Witless, weak, and wretched, they are nonetheless spiteful, and when they escape
the realms of Chaos, they constantly strive to sow wickedness and Chaos in the
material world.

EYRENE / Level Range: 3050


Temptresses who seek ever to corrupt the pious and doom the unwary, these wicked
spirits are female in shape, though their bat-like wings and horns betray their
parentage. They are powerful magicians.

FORMORR / Level Range: 5060


Originally a troop of Giants who aided the grand invasion of Chaos at the end of the
War of the Scourge, the Formorr were trapped in Chaos with Malog and his legions.
During their captivity, their bodies and minds were twisted and warped by the touch
of Chaos, leaving them hideously deformed.

GORTHALE / Level Range: 4050


Also called Night Fiends, these creatures of darkness strike with venomous claws and fangs.
15

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 16

MULCIGORR / Level Range: 5060


Twisted and hateful, these entities are often called slime demons for the viscous,
acidic secretions that ooze from their pockmarked skin. The very embodiment of
corruption, these demons are despised even by their own kind, and are often sent ahead
of the legions of Chaos to blight regions before they are attacked.

NELCHAEL / Level Range: 55+


Also called Banelords, these tall fiends are gaunt and thin, their black skin stretched
thin over their bones, with wicked barbs and spurs showing through at their joints.
These powerful demons serve as the generals of the armies of Chaos, and are feared
second only to the Dark Lords themselves.

Maelstrom was once a blighted region, far from the mighty empires of Aerynth, a
realm known only for its desolation and the presence of the Chaos Gate. For centuries,
the vigilant Sentinels were the only inhabitants of Maelstrom, but now demons swarm
here again, and to make matters worse, the Dark Lords have somehow managed to
duplicate the realm, casting reflections of it across Aerynth. A new island broods off
the shores of every fragment.
Those brave enough to venture to Maelstrom will discover the following features:

QUALGNARR / Level Range: 5560

BASTION

These massive, reptilian horrors arose in the Pit of Chaos, and are unleashed by the
Dark Lords whenever the legions of Chaos seek to terrify their foes. Fiercely territorial,
these mindless beasts live only for the taste of flesh and blood. Even the generals of
Chaos can barely keep these beasts under control.

Once, dozens of Sentinel fortresses stood on Maelstrom; now, only one remains.
Bastion is the final redoubt of the Order of Sentinels, and the forces of Light and
Order are massing there, hoping to mount a defense against the growing threat of
Chaos. The Lord Commander learned long ago that the easiest way to thwart the
demons was to provide aid to any and all who sought fame or adventure in the twisted
lands of Maelstrom.

SAARGOTH / Level Range: 3550


Also called Hellhounds, these feral beasts follow the hosts of Chaos, feasting upon the
carrion they leave in their wake. Some powerful demons keep them as pets, and in lands
where the Chaos Gates have opened, foul packs of these beasts roam far and wide.
VALPHAGORR / Level Range: 4555
These trusted lieutenants of Chaos are often used as intermediaries and messengers.
They are potent spell-casters, and their shrieks can stun the unwary.
16

New Zones

BATTLEGROUNDS
Once the Order of Sentinels held the Chaos Gate in a great cordon, defending it with
stout fortresses to the north and south. When Vranaxxas slipped the seals of the Gate,
these lines became battlegrounds, and the Sentinels held as best they could, but within
weeks the demons had seized control of both of them. Now the infernal hordes are
raising fortifications of their own, and legions of the misguided are flocking to the Dark
Lords banner. These ravaged regions serve as the front lines in the war against Chaos.
17

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 18

THE CHAOS GATE


The dark heart of Maelstrom, this blighted place contains the Chaos Gate itself,
surrounded by dark, new edifices. Since the slipping of the seals, demons have swarmed
here in numbers unknown since the War of the Scourge, and rumor has it that they are
raising their own dark temples and building an army. It remains to be seen whether
these tales are true, or are lies spread by the Nephilim to dispirit the defenders.

Extra Character Slot


Registering your expansion pack will open a sixth character slot. The Character
Selection screen will then show six pedestals where your avatars can stand.

Character
Selection Screen
When you bring up your Character
Selection screen, you will be met with
a picture of desolation, the wasteland
18

that remains after the passing of the Scourge. Upon the field, youll see all of your
current characters, as well as empty pedestals for any free slots.

Character Creation Screen


The revised Rise of Chaos Character
Creation screen offers you four modes in
which to create your character:
Race: You will now be able to choose
the Nephilim race, as well as all the
other races of Shadowbane. A Lore
window will give you the background
on the currently selected race.
Class: Each of the four base classes is
listed, along with the lore relating to
the currently selected class. You will also note the Promotion window, which gives
all of the available options for promoting to professions, based upon your currently
selected race, class, and gender.
Traits: This provides an extensive list of background traits and merits which you can
use to flesh out your character.
Origin: In this mode, you set your characters name, gender, and world of origin.

19

SBTROS_PCJ_Mnl.qxd

11/6/03

1:57 PM

Page 20

Shadowbane:
The Rise of Chaos
Proof-of-Purchase

20

FILE NAME: SBTROC_PCJ_MnlCvr_inside.ai


MODIFIED: 10/28/03
BY: Jasmine

WARRANTY

TECHNICAL SUPPORT

Ubisoft warrants to the original purchaser of its products that the products will be free from defects in materials and workmanship for a period of ninety
(90) days from the date of purchase. Ubisoft products are sold "as is," without any expressed or implied warranties of any kind, and Ubisoft is not
liable for any losses or damages of any kind resulting from use of its products. Ubisoft agrees for a period of ninety (90) days to either replace defective
product free of charge provided you return the defective item with dated proof of purchase to the store from which the product was originally purchased
or repair or replace the defective product at its option free of charge, when accompanied with a proof of purchase and sent to our offices postage
prepaid. This warranty is not applicable to normal wear and tear, and shall be void if the defect in the product is found to be as a result of abuse,
unreasonable use, mistreatment, or neglect of the product.
LIMITATIONS: This warranty is in lieu of all other warranties and no other representations or claims of any nature shall be binding on, or obligate
Ubisoft. Any implied warranties applicable to Ubisoft products, including warranties of merchantability and fitness for a particular purpose, are limited to
the ninety (90) day period described above. In no event will Ubisoft be liable for any special, incidental, or consequential damages resulting from
possession, use, or malfunction of Ubisoft products. Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or
limitations of incidental or consequential damages. So the above limitations and/or exclusions of liability may not apply to you. This warranty gives you
specific rights, and you may also have other rights that vary from state to state.
NOTICE: Ubisoft reserves the right to make improvements in its products at any time and without notice.
REFUNDS: Ubisoft cannot provide refunds or otherwise process returns for credit of any kind other than an identical product replacement. Any
product refund request must occur at the place of purchase, as the individual retail outlets set their own refund policy. This policy covers identical product
replacements only.
PRODUCT/DOCUMENTATION REPLACEMENTS: Please contact a Ubisoft Technical Support Representative directly before sending
your product to us. In many cases, a replacement is not the best solution. Our Support Representatives will help you determine if a replacement is
necessary or available. You will need to first acquire an RMA (Return Materials Authorization) number to process your return or replacement. Without an
RMA number from a support representative, your replacement request will not be processed.
IF WE DETERMINE A RETURN OR REPLACEMENT IS NECESSARY:
Within the 90-Day Warranty Period: Please return the product (media only) along with a copy of the original sales receipt, showing the date
of purchase, a brief description of the difficulty you are experiencing including your name, address (no PO boxes), and phone number to the address
below. If the product was damaged through misuse or accident (cracks, scratches), or if you do not have a dated sales receipt, then this 90-day
warranty is rendered void and you will need to follow the instructions for returns after the 90-day warranty period.
After the 90-Day Warranty Period: Please return the product (media only) along with a check or money order for the amount corresponding to
your product (see replacement fees below) made payable to Ubisoft, a brief description of the difficulty you are experiencing, including your name,
address (no PO boxes), RMA number, and phone number to the address below.
REPLACEMENT FEES: Our most recent replacement fee schedule is available online. Please visit http://support.ubi.com for an updated price list.
WARRANTY ADDRESS AND CONTACT INFORMATION
Phone: 919-460-9778
Hours: 9am9pm (EST), MF
Address: Ubisoft Support, 3200 Gateway Centre Blvd., Suite 100, Morrisville, NC 27560
Please use a traceable delivery method when sending products to Ubisoft.
To order Ubisoft products in the United States, please call toll free 888-824-7038.

Before contacting Ubisofts Technical Support department, please first read through this manual and the README file (on the game CD). Also browse
through our FAQ listings or search our support database at our website, http://support.ubi.com. Here you will find the most recently updated
information since the games release.
Also, please make sure that your computer meets the minimum system requirements, as our Support Representatives will be unable to assist customers
whose computers do not meet these criteria.
Whenever you contact the Technical Support department, please include the following information or have it available if you are calling:
Complete product title (including version number).
Exact error message reported (if applicable) and a brief description of the problem youre encountering.
Operating system.
Processor speed and manufacturer.
Amount of RAM.
Video card that you are using and the amount of RAM it has.
Type of sound card you are using.
Maker and speed of your CD-ROM or DVD drive.
Contact Us over the Internet: This is the best way to contact us. Our website is open 24 hours a day, 7 days a week, and it contains the most
up-to-date Technical Support information available, including patches that can be downloaded free of charge. We update the Support pages on a daily
basis, so please check here first for solutions to your problems: http://support.ubi.com/.
Contact Us by Email: For fastest response via email, please visit our website at: http://support.ubi.com/.
From this site, you will be able to enter the Ubisoft Solution Center where you can browse through our listings of Frequently Asked Questions (FAQ),
search our database of known problems and solutions, or, for fastest email response, you can send a request for Personal Assistance from a Technical
Support Representative. It may take up to 72 hours for us to respond to your email depending upon the volume of messages we receive.
Contact Us by Phone: You can also contact us by phone by calling 919-460-9778 (for our customers in Quebec, we provide French language
support at 866-824-6515). Please note that this number is for technical assistance only. No hints or tips are given over the Technical Support line.
When calling our Technical Support line, please make sure you are in front of your computer and have all of the necessary information listed above on
hand. Be advised that our Technical Support Representatives are available to help you MondayFriday from 9am9pm EST (French language support is
available from 7am4pm EST). While we do not charge for Technical Support, normal long distance charges apply. To avoid long distance charges, or to
contact a Support Representative directly after these hours, please feel free to use one of the other support avenues listed above. Email issues usually
receive a response within 2 business days.
Contact Us by Standard Mail: If all else fails you can write to us at:
Ubisoft Technical Support
3200 Gateway Centre Blvd.
Suite 100
Morrisville, NC 27560
Return Policy: Please do not send any game returns directly to Ubisoft before contacting Technical Support. It is our policy that game returns must be
dealt with by the retailer or online site where you purchased the product. If you have a damaged or scratched CD, please visit our FAQ listing for your
game and get the latest replacement policy and pricing. We will not accept unsolicited returns/exchanges without prior approval and an RMA (Return
Materials Authorization) number from a Support Representative.

inside front cover

inside back cover

You might also like