amiga - bloodwych manual

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Bloodwych © 1989 Image Works Manual HOW TO PLAY You are one of the Bloodwych. You must take on the persona of one of the last sixteen champions of Trazere. You must first explore Treidwyl, recruting more champions, and gathering items to aid your task. Once you are prepared you must get the four crystals of storing fron the towers. Take them to the fifth tower and there destroy Zenddick, and banish the Lord of Enthropy to the realm of chaos. To do this you will have to defeat the agents of Zendick. The Lord of Entropy has transformed many of the citzens of Tazere into weird monsters, and twisted the minds of many into those of psychotic killers. some of these citizens may aid you, but many will try to destroy you. Good luck in your mission, and remember the spirit of the Bloodwych is always with you. BLOODWYCH is played using one or two joysticks which mimic the functions of your computer mouse controller. Most of the functions of BLOODWYCH are activated by using the fire button to activate ther icon. Player ones pointer is blue and player twos pointer is red. ABOUT CHARACTERS The character selection page shows the sixteen available champions. To inspect a champion click on the Shield representing that character. The champion will appear in one of the player boxes to the right of the screen,together with with his or her attributes displayed in the Character scroll. Click on the Bag icon to view the characters inventory. The Bag icon will noe become a Book icon. Click on this to view the characters spell book. The Book icon will become a Scroll icon. Click on this to return the Character Scroll. See the section on spells and the inventory for an explanation of these displays. If you now wish to view another champion you can do so by clicking on the appropriat Shield. You may view as many champions as you whish in this way. When you have chosen a suitable champion click on the Suit icon (the playing cards) to confirm your choice. When both players (in a two player game) have selected their champions the game will begin. All other characters desired by either player will have to be recruted, as described in the communication section. PSYCHE TYPES There are four psyche types, each indicated by a different suit of cards. Each psyche type has different strengths and weaknesses. the types are: Fighters,good in combat Spades Mages, exellent at casting spells Clubs Adventurers,all-rounders and diplomats Hearts Archers / Assassins Diamonds FIG ONE-SELECTING A CHAMPION ------------------------------------------------------------- - \---- CHAMPION ICONS --------/ Selected champ/ - - ---- ---- ---- ---- -------- ------ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ---- ---- ---- ---- -------- - - - - - - - - ---- ---- ---- ---- ---- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -/ - - /- - ^ - - - ---- ---- ---- ---- ---- ---- ------ - - / / ^ - - --------------------- - - / - Champions name - - - / --------------------- - - Display icon / ^ - - / ^ - - Champion suit (type) ^ - - ^ - - Character Scroll _ ------------------------------------------------------------- Any psyche type can attempt and perform actions normally associated with another type. They may, not be very adept at it. CHARACTER ATTRIBUTES. Clicking on the Scroll icon (Figure Two) will call up the Character Scroll for the currently selected leader. This Shows the following character attributes:

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Page 1: AMIGA - Bloodwych Manual

Bloodwych© 1989 Image Works

ManualHOW TO PLAY You are one of the Bloodwych. You must take on the persona of oneof the last sixteen champions of Trazere. You must first explore Treidwyl,recruting more champions, and gathering items to aid your task. Once youare prepared you must get the four crystals of storing fron the towers.Take them to the fifth tower and there destroy Zenddick, and banish theLord of Enthropy to the realm of chaos. To do this you will have to defeatthe agents of Zendick. The Lord of Entropy has transformed many of thecitzens of Tazere into weird monsters, and twisted the minds of many intothose of psychotic killers.some of these citizens may aid you, but many will try to destroy you. Goodluck in your mission, and remember the spirit of the Bloodwych is alwayswith you. BLOODWYCH is played using one or two joysticks which mimic thefunctions of your computer mouse controller. Most of the functions ofBLOODWYCH are activated by using the fire button to activate ther icon.Player ones pointer is blue and player twos pointer is red.

ABOUT CHARACTERS The character selection page shows the sixteen available champions.To inspect a champion click on the Shield representing that character. Thechampion will appear in one of the player boxes to the right of thescreen,together with with his or her attributes displayed in the Characterscroll. Click on the Bag icon to view the characters inventory. The Bagicon will noe become a Book icon. Click on this to view the charactersspell book. The Book icon will become a Scroll icon. Click on this toreturn the Character Scroll. See the section on spells and the inventoryfor an explanation of these displays. If you now wish to view another champion you can do so by clickingon the appropriat Shield. You may view as many champions as you whish in thisway. When you have chosen a suitable champion click on the Suit icon (theplaying cards) to confirm your choice. When both players (in a two playergame) have selected their champions the game will begin. All othercharacters desired by either player will have to be recruted, as describedin the communication section.

PSYCHE TYPESThere are four psyche types, each indicated by a different suit of cards.Each psyche type has different strengths and weaknesses. the types are:

Fighters,good in combat Spades Mages, exellent at casting spells Clubs Adventurers,all-rounders and diplomats Hearts Archers / Assassins Diamonds

FIG ONE-SELECTING A CHAMPION ------------------------------------------------------------- - \---- CHAMPION ICONS --------/ Selected champ/ - - ---- ---- ---- ---- -------- ------ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ---- ---- ---- ---- -------- - - - - - - - - ---- ---- ---- ---- ---- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -/ - - /- - ^ - - - ---- ---- ---- ---- ---- ---- ------ - - / / ^ - - --------------------- - - / - Champions name - - - / --------------------- - - Display icon / ^ - - / ^ - - Champion suit (type) ^ - - ^ - - Character Scroll _ -------------------------------------------------------------

Any psyche type can attempt and perform actions normally associated with another type. They may, not be very adept at it.

CHARACTER ATTRIBUTES. Clicking on the Scroll icon (Figure Two) will call up the CharacterScroll for the currently selected leader. This Shows the followingcharacter attributes:

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LEVAEL: This is an indication of your characters experience. This affects your basic skills and speciality skills. The higher your level is, the more competent you are at everything.

STRENGTH: This affects how easily you hit during combat and how much damage you will inflict on your opponent.

AGILITY: This also affects your skill in combat, as well as your ability to dodge attacks.

INTELLIGENCE: This limits the number of spell points you have.

CHARISMA: This is an indication of how much influence you have over other characters.

HIT POINTS: This shows how much damage you can take before dying. Hit points can be restored with appropriate potions, spells, or by resting. The first figure shows your current hit points, while the second shows the maximum number of hit points you can reach.

VITALITY: This is an indication of how much energy you have. if your vitality drops to zero you will start to take damage. Potions and spells may be used to assist in recovering your vitality. As with hit points, the first figure shows your current vitality, the second shows maximum vitality.

FOOD: This bar shows how well fed a character is. If the bar is short, the character is hungary and will require food soon. The food level influences the speed at which vitality is recovered.

Click once anywhere on the screen to revert to the main controldisplay. The important attributes for the current leader are also displayedin the statistics box situated to the right of the leader icon. The threebars in this box show, fron top to bottom, hit points, vitality, and spellpoints.

MOVING CHARACTERS When moving or perfoming any other significant action in BLOODWYCH itis the currently selected party leader who performs the action. The othermembers of the party respond on their own initative. The current leader isindicated by a box around his or her suit icon (figure two).To change the leader simply click twice on the appropriate Suit icon.Note that the leader dose not have to be at the front of the party. It is possible at any stage to change the marching order of theparty. To do this simply click once on a members Suit icon. This will nowbecome gray. Now click once on the new position and the marching order willchange appropriately. Movement is achieved by clicking on the appropriat movement icon(figure two). Note that Turn Left or Right makes your character turn throughninety degrees on the spot, whereas Step Left or Right makes your charactermove left or right without facing in that direction.

FIGURE TWO - THE MAIN SCREEN ------------------------------------------------------------- - Leader Status Character Name - - Icon Panel ================ - - ------ ------ ----|--------| ---- ---- ---- ---- - - | | | | | | | | | | | | | | | - - | | | | | | 3D | | | | | | | | | - - ------ ------ | |Perspect| ---- ---- ---- ---- - - | | view |Book Scroll Door Bag - - --- --- --- | | |Icon Icon Icon Icon - - | | | | | | | | | - - (_) (_) (_) -------------- *direction see below* - - Party Shields - - /-\ ---- /\ Suit - - Strike Icon| | | | \/ Icon - - - ---- - - --- Current - - Defend Icon| | Icon - - --- - - - - * Direction ---- /\ ---- - - | / / \ \ | - - Turn Left |/ /____\ \|Turn Right - - Step Forward - - - - Step Backwards - - ---- - - /| \ / |\ - - Step Left / | \ / | \ Step Right - - \ | \/ | / - - \| |/ * Directions - - - -------------------------------------------------------------

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The following Key combinations can also be used to achieve movment:

PLAYER ONE PLAYER TWO Step Forward up arrow W Step Back Down arrow S Turn Left Delete Q Turn Right Help E Step Left Left arrow A Step Right Right arrow D

When a movement icon is activated it will flash briefly and yourcharacter will move appropriately. If you attempt to move into a space thatis already occupied, by a pillar or another character for instance, theicon will flash but no movement will occur.

STAIRWAYS To ascend or descent a stirway merely step onto it. It is notnecessary to be facing the starway to do this. If you turn on a stairway youwill move up or down depending on whether you were initiakky at the top orbottom.

DOORS Doors can be opend or closed by clicking on the door icon (fig two),or by clicking on the door in the 3D display. If you have previously cast acontinuous spell,or there is a spell waiting to be cast then the door iconwill be conceald by the spell icon. In order to use the door icon it isnecessary to first cancel the spell. Attempting to open the door willresult in the word LOCKED appearing. Locked doors can be unlocked with anappropriate key or spell. See section on spells and the inventory for anexplanation of how to do this.

SPELLS Clicking on the Book icon balls up the Spell Book (Fig Three).Clicking on the arrows above the book will turn the pages of the bookforward or backward. Clicking on the central double arrow will close thebook and return the main control display.

PREPARING SPELLS. To prepare a spell you must first click on one of the four runes oneach page. Only known spells may be selected, and these are coloured aftertheir magical alignments( green, blue, red or yellow). A spell not yet knownwill be in grey and cannot be selected. The currently selected spell isidentified below the spell book by its name , colour , and present cost. Ifno spell is currently prepared the area below the book will have grey starsand there will be no spell there.

FIG THREE - THE SPELL BOOK ------------------------------------------------------------- | | | | | Turn pages /__ Close book _ _\Turn Pages | | backwards \ -----/ \----- /Forward | | | | _________________________________ | | | | | | | RUNES ---|--*&%%$#@ | | | | | | | | | | | | | | | | | | | | | | | | |________________|_______________| | | | | * FIREBALL * | | * * COST /\01\/ * * | | * * | | Star icon / \ | | / \ | | Increase Decrease | | Cost Cost | | | |___________________________________________________________|

The cost of the spell selected may be altered by clicking on thearrows on either side of the current value. Raising the cost of a spell willimprove its power and cast percentage. Your current maximum spell points areshown beneath the spell. Successful use of a spell will increase yourproficiency at that spell which will make the spell cheaper and / or morepowerful for future casts. A spell whitch has been prepared will remain sountil it is cast or another spell is selected or the party sleeps.

CASTING SPELLS A spell is cast by clicking on the star icons ether side of thespell name. If the spell book is closed before a prepared spell is cast thenthe door icon will be replaced by a star icon, whitch may also be used tocast the spell. If a character has a spell prepared when entering combat,then the spell will automatically be cast first. It is not possible for a

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character to cast a spell which requires more spell points than he or shecurrently has available. A spell with a low cast percentage may fial andthis will be indicated by a appropriate message. After casting a spell thecastor will endure a temporary penalty on all spells while he recovers fromthe efforts of casting. This recovery time is longer for higher levelspells.

SPELL EFFECT All spells have a variable effect which is a combination of yourability as a magic user, the energy you expend on a spell,your experience inthe spell being cast, and luck. the cast percentage bar gives a clearindication of whether you are likly to cast the spell successfully. Onceyour ability to cast the spell reaches 100% the effects of the spell beginto grow stronger.

CONTINUING SPELLS Some spell have a continuing effect. When these are cast an icon,representing the spell,replaces the door icon. The spell can be cancelled byclicking on theis icon. No other spells can be cast while a continuousspell is in use. If another spell is cast from the spell book while acontinuous spell is in use,then this will also cancel the continuous spell. You may have another spellprepared while a continous spell is running. Theprepared spell may either be cast from the spell book , or by cancellingthe continuous spell to reveal the star icon on the main panel.

SPECIALISATION All characters are specialised in one of the colours of migicaccording to their alignment. This is indicated by the colour of the Suiticon and Shield. Spells of natural colour are easier to cast, easier todevelop proficiency in, and more effective than the spells of anothercolour. Each colour of magic represent a different sphere of influence:

Green Serpent Magic represents the phisical Blue Moon Magic represents the mind and illusion Red Dragon Magic is the use of fire and energy Yellow Chaos Magic effects the very nature of magic and life.SPELL ACQUISITION Spades and Diamonds will receive a new spell every second level.Hearts will receive one each level, and Clubs two per level.New spells are learned during sleep, and when a charicter may be visited bythe Spell Faeries. They will onley sell spells those ready to receive them.

THE INVENTORY AND MANIPULATING OBJECTS Clicking on the inventory icon (fig two) will call up the inventorydisplay ( Fig Four). The inventory for each cheracter shows Twelve itemslots. The first four of these are for an item held in the left hand,anitem held in the right hand, armour worn, and shield. The classes of Clubsand Diamonds may onley use small shields.

FIGURE FOUR - THE INVENTORY ----------------------------------------------------------------- | | |Character Name Hand Slot Armour slot Shield slot Backpack slot| | \ / / / / | | -----------/------------/--------------/-------/--- | | | / / / / | | ---------/------------/--------------/-------/|---- | | \\\\\ / ///// --*-- --\/-- ---- | ---- | | ||||| ||||| /| |\ | | |\/| | |\/| | | ||||| ||||| \___/ \___/ |__| | |__| | | | | | ----- ----- ----- ----- ----- / ----- | | |\ /| |\ /| |\ /| |\ /| |\ /| |\ /| | | | | | | | | | | | | | | | | ----- ----- ----- ----- ----- ----- | | ----------------------------------------------------- | | | Armour rating | | | ----------------------------------------------------- | | | | ----- /\ /\ ^\/^ ----- |\ | | | | / \ / \ \ / | | | \ | | |___| \ / \ / -- |___| |/ | | \/ \ \/ \ | \ | | Current \Character Suit\ Transfer Exit icon | | Character icons use slot | -----------------------------------------------------------------

The remaining eight are backpack slots.Below these slots is thecharacters current armour raiting.This indicates howeffective the charictersarmour is at absorbing blows.

---Typed by ???. Edited by PARASITE.

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BLOODWYCH CHARACTER EDITOR

Using the Bloodwych Character Editor couldn't be simpler. Control is byusing mainly the * , - , + and Enter keys on the numeric pad.

For example :

1 Load bloodwych editor. 2 Choose to edit a 1 or 2 player game save. 3 Insert game save disk when prompted. 4 Cycle through characters using the - and + keys until you find one you wish to edit, then press * key to select it. 5 Use the same procedure to choose which items you wish to have the character start the game with, then set the attribute levels to your liking - level, intelligence, charisma etc,. After you are satisfied with the new levels, you will be asked if you wish the character to start with all the game spells.Now do the same with the other members of your team - although you will probably find in practise that one "Superman" is enough. 6 Finally, save out your redesigned team to a fresh disk, load it into Bloodwych like any normal saved game and be amazed!

There are lots of possibilities: you can start the game with as manydifferent keys as you want, thus enabling you to take shortcuts ( youcould, for instance, tackle the final tower without completing the restjust by editing the key and the four crystals into your inventory. ) You can of course re-edit your team again at any time you wish. Mostcombinations will work, the best results being achieved by experiment,but a few cautionary words are in order:

When editing the inventory, care should be taken when inserting itemsinto 'dedicated' pockets or slots; for instance, putting a sword intothe armour slot may produce some funny results! Similarly coinage andkeys; The maximum of each allowed a character is 99. You can start outwith more but when you manipulate the inventory the program steals themback! Please note that the maximum level for each attribute is 99, with theexception of Hit Points which is 255.

---Typed by ???. Edited by PARASITE.

For more Amiga documents, visit www.lemonamiga.com