Spectrofon #22
20 июля 1997 |
|
Debut - there are not many games, for writing which would be needed for three years, Bloodwych one of them.
(C) Maxim Lebedev B L O O D W Y C H (C) 1988,89,90 Philip M. Tagilone Published by MIRRORSOFT I. A bit of advertising Not many games, for writing which would be needed for three years. "BLOODWYCH" is just one of them. The game is written in such an unusual for the Speccy genre as a RPG (Role Playing Game). On the background of already existing games in this genre "BLOODWYCH" compares favorably with the beautiful graphics, modern interface. Himself gameplay happens in real time, rather than in steps. Provides a unique opportunity for games of this type - the simultaneous play of two people. All this and many other nice (And not) stuff and put it in a single row with such masterpieces as "HERO QUEST" and "THE BARD'S TALE". II. Sneaky enemy Space game consists of a ten underground labyrinths to be held consecutively. Each of the these levels consists of several floors and contains a set of monsters, puzzles and items. Your main task are search and destroy the evil magician Zendika (Zendick), which is in end of the tenth of the maze. Minor problem: the collection of six fairy precious rocks (GEM), as well as training squad adventurers, who, under your sensitive management will make a research expedition to the cave. III. Brave adventurers Before starting a hike deep into the earth to you will recruit a team of fearless heroes who are ready to follow you to whatever. It may enter no more than four people. The services you offer sixteen characters, which differ from other racial and occupational characteristics, holding various magic and subjects. Each adventurer the following parameters: A role. In the game there are four roles, denoted by card suit: 1.1 peaks - the warriors. They are most development of physical strength (STRENGTH). Each warrior in service has long sword and buckler. This class should include: BLODWYN STONEMAD - Man-snake, the whole covered with a shiny green scales, which replaces his armor. Was expelled from his tribe for some crimes. Snake is devoted to magic. Owns spell ARMOUR. Despite the average physical parameters, has a good defense. ASTROTH SLAMWORT - Mountain Troll. Very aggressive, a good fight. Not married. Devoted to the magic of chaos and has a protective spell DEFLECT. Good physical parameters. SIR EDWARD LION - Man. Knights of the Old Testament. Vowed to cleanse the land of vermin. Has average physical indicators. Dedicated to Dragon Magic. Owns combat spells MISSILE. ULRICH STERNAXE - Barbarian. The mighty giant wield enormous power. Rumor has it that he single-handedly dealt with the twenty orcs, attacked him. Dedicated to the Lunar magic. He speaks a spell BEGUILE. 1.2 Clubs - wizards. Differ high level of intelligence (INTELLIGENCE). In the equipment of each of them is a staff. The class of wizards include: MURLOCK DARKHART - A mysterious person about which nothing concrete is unknown. Constantly wears a black cloak, and never open face. Dedicated to Chaos Magic. He speaks and spells DEFLECT TERROR. Good physical parameters. ZOTHEN RUNEMAKER - A graduate of the prestigious magic school. Powered by kontraktam. Dedicated to Dragon Magic. He speaks and spells MISSILE MAGELOCK. It has good physical properties. MEGRIM MOONWYCH - Elf. Is Guild magicians. City Works magician. Dedicated to the Lunar magic. Owns BEGUILE spells and CONFUSE. Average physical indicators. ZASTAPH MANTRIC - a long time lived in East, where he learned magic. Acquired reputation as a professional in your field. Snake is devoted to magic and spells ARMOUR owns and PARALYZE. 1.3 WORMS - priests. Out of all abilities are best developed in the charm (CHARISMA). Every priest armed with a short sword and leather shield. This class includes: ELEANOR D'AVALON - A foundling, grown in the village of forest gnomes, where trained possession of weapons and magic. Follower of the cult of Mithra. Devoted to Dragon Magic. Owns spell MAGELOCK. Has average physical parameters. BALDRICK DUNG - The wandering monk Order Talisman sworn to destroy any evil. Dedicated to the Lunar magic. Owns spell BEGUILE. SETHRA BHOAGHAIL - mutant, the result the failed experiment of Black magicians. Was raised by wild druids. Devoted Snake magic. Owns spell ARMOUR. Possesses great physical strength. HENGIST HIRUDIN - Graduated from the Theological Seminary. Worships the goddess Ishtar. Long traveled, learned to wield weapons. Dedicated to Chaos Magic. Owns spell DEFLECT. Good physical performance. 1.4 Bubi - crackers. The strongest of all abilities developed dexterity (AGILITY). The classic weapons: dagger, bow and arrows. The class of hackers include: ROSANNE FLYHAND - Born and raised in major city. Since childhood, learned to steal and had great success. Is Thieves' Guild. Dedicated to the Lunar magic. Owns spell CONFUSE. ELFRIC THE ROSE - Elf. Throughout his life, spent in the woods. Excellent shot. Snake is devoted to magic. He speaks a spell PARALYZE. Good physical performance. MR.FLAY SEPULCRE - Once upon a time he was a man, but imposed a wizard spell turned it into a zombie. Mediocre physical parameters are balanced by a fairly high level of protection. Devoted Chaos Magic. Owns spell TERROR. THAI CHANG YINN - received special training in school theft. Master of his craft. It has good physical indicators. Dedicated to Dragon Magic. Owns spell MISSILE. 2 LEVEL - level. Shows the degree of experienced and highly trained hero. In the beginning game, each character has the first level. By the game level will rise, and with him and other parameters. 3 STRENGTH (ST) - Physical force hero This indicator determines how strong will the hero blows in combat. 4 AGILITY (AG) - Agility. Defines how quickly the character will dodge enemy attacks. 5 INTELLIGENCE (IN) - IQ hero. Determines how well hero has magic. 6 CHARISMA (CH) - The charm of the hero. Indicates how well the character can talk enemies. 7 HIT POINTS (HP) - Points of damage. Show how many strokes can withstand hero, before he would be killed. Raspberry color shows the current status of the HP this hero, and blue - the maximum. 8 VITALITY (VI) - Endurance. In people more commonly known as STAMINA. Indicates how tough hero. Raspberry color shows the current status of endurance, and the maximum state - blue. 9 ARMOUR CLASS (AC) - degree of protection. This indicator determines the security Hero of physical attacks. AC can be both positive and negative, but less than he is, the better protected by the hero. 10 SPELL POINTS (SP.PTS) - items of magical energy. Show how many spells can cause a hero. Raspberry color shows the current state of SP.PTS, and red - max. IV. Magic, as it is In the game there are four kinds of magic. Each species has its own name and color: Magic Snake (SNAKE) - green dragon (DRAGON) - red moon (MOON) - Blue and Chaos Magick (CHAOS) - yellow color. Each hero to some extent has magical powers and is dedicated to one kind of magic. At the beginning of the game, each of heroes owns at least one spell, and wizards - to two. As the game progresses, with increasing experience of heroes, spells can be bought for money. To call something or other spell, you must spend a certain amount of magical energy (SP.PTS). For each spell it differently, depending on the experience level of the hero, as well as from his dedication to the type of magic spell which it causes. The following list shows all spells, creatures in the game. For each kind of magic there are eight different spells. All of them are listed as their increasing complexity: 1. Moonlight Magic BEGUILE - Deception. This spell brings confusing the enemy and allows you to sell (Buy) items in it for the higher (lower) price. CONFUSE - Embarrassment. Opponent affected by this spell begins full swing embarrassed and does not pay any attention to your party, though, unfortunately, temporary. CONCEAL - Hiding. On subjects lying on the ground, drops the magic veil making them invisible. Used to hide unnecessary items from the second player. TRUEVIEW - The true vision. Allows to see the hidden passages in the walls. Duration of spells - the average. VANISH - extinction. Detachment becomes completely invisible to the enemy until long as there will not be made an attack or will not end the spell. MINDROCK - Illusory stone. This spell creates a detachment to the illusory wall through which you can pass. Distinguish this from an ordinary wall can spell TRUEVIEW. ILLUSION - Illusion. Calling the illusory warrior. He's fighting mediocre and bad protected. Used to distract the enemy. When you call illusory warrior should be careful because, without finding any enemy, he will attack your party. WYCHWIND - Witching wind. A gust of wind sweeps away the witch out of the way all alive. Only very strong warriors can to resist this spell. 2. Chaos Magick DEFLECT - Deviation. Before you have caused This spell, there is a magic shield, which protects it from physical attacks. There has not a very large duration. TERROR - Horror. The enemy is subjected to this spell panics, and often just runs away from the place of battle. ANTIMAGE - Antimagiya. Around caused This spell forms a force field which does not pass the magic attacks opponents. ALCHEMY - Alchemy. This spell turns the subject, which is in the right hand the caller in gold coins. Moreover, the coins will turn as much about is the subject. SPELLTAP - Magic attack. Central power of magic projectile darts finger causes and explodes on contact with a living creature. SUMMON - call. This spell allows you to call a living soldier, having great strength and defense, which will be to fight with those whom he sees first. Be very careful, not that it first counter may be your detachment. VIVIFY - Quickening. A bright flash of light enlivens the eldest of all the dead in Your party. But the health of their very small, so it is better to rearrange in the end detachment. DISRUPT - Tearing. Immense power magic ball flies off his hand with the caller and destroys all life in its path. Virtually no one living creature can not survive after that. 3. Green - the magic of the land ARMOUR - Armour. This spell allows you to install more magical protection. It is not too much protection from physical attacks, but it works very long. LEVITATE - Levitation. Under the action this spell detachment occurs powerful magic field, which prevented it from falling into the hole, often occurring in the maze. Unfortunately, small duration of action ... COMPAS - Compass. Glowing image compass appears before the eyes of the caller, allowing him to navigate in space. Valid for long. PARALYZE - paralysis. From the hands of the caller breaks the ice ball. If you hit a living creature causes temporary paralysis of the whole organism. RENEW - Update. Magician, called to the natural forces of earth, restores some HIT POINTS. WARPOWER - military force. Flows of primordial energy, rising from the surface land deposited on the body of the caller, thus increasing its strength by half. ARCBOLT - Ball Lightning. Fireball slips from the hands of the caller. Coasting around all obstacles it will not explode until the meet a living creature. Do not call it spell in the absence of the enemy. FORMWALL - The construction of the wall. Under the spell out of thin air elementals of earth arise, which immediately begin to build this wall in front of you. Be careful. Unwary may simply a wall up. Well, if it yet occurred, the cry "Let me out, Demons! "is not worth it - a spell DISPELL wall can be removed. 4. Dragon Magic MISSILE - Magic missile. Fiery projectile comes out of the hands of the caller and explode on contact with an obstacle. Causes minor damage. MAGELOCK - Magic Castle. Acting a similar vein, COMMON KEY This spell opens and closes the door. VITALISE - Recovery. Vivifying strength of original fire recovers of endurance (VITALITY). DISPELL - Disappointment. Dispel spell of long-acting through direct destruction of his magical structure. FIREBALL - Fireball. With the magician's finger glowing crystal ball breaks and causes damage to medium strength. FIREPATH - Fiery path. With the palm of your hand causing flies hot clot plasma, which flew above the floor, lights it. Step on the burning pavement extremely dangerous - get a very strong burns. Using spell LEVITATE, You can fly over burning stoves and entice them enemies. RECHARGE - Recharge. This spell recharges the energy of magic rings and rods. BLAZE - Fire. With the thumb of the calling Kris flaming fire ball, which flew over the pavement, lights them. When contact with an obstacle ball flies in the opposite direction and continues flying back and forth on burning pavement until do not hit a living creature. V. Inventory, which we choose To survive in the underground labyrinths of your squad will need different things. At the beginning of the game, each character has there is some sort of inventory. In the compulsory kit includes food, water, 5 keys a few coins and weapons. All in all, the game there are more than 70 different subjects. Below are their main types: 1. COINS - Coins. Local currency unit. For coins purchased spells and items from monsters. Maximum number one hero - 99 coins. 2. KEYS - keys. Used for opening doors locked. There are several types of locks and, accordingly, the keys to him. The most common are the simple keys (COMMON KEYS). Lock of this type is painted in blue color. Simple keys can open most of the locked doors in dungeons as well as the lock open. Maximum number one hero - 99 simple keys. There are also several kinds of locks, keys that you want to look for in dungeons. Each of these keys has its own name and color: SNAKE KEY - Snakes on a key (Green). MOON KEY - Lunar key (blue). DRAGON KEY - Dragonball key (Red). CHAOS KEY - Key of Chaos (White). CHROMATIC KEY - Chroma key (Raspberry). We should add that such keys usually guarded by monsters. 3. FOOD - food. Over time, your the hero always hungry and if he time does not eat, you will begin to weaken until did not die. Per serving food enough on three receptions. The current state of satiety shown as a red strip. Than it length, the less the hero wants to eat. Replenish stocks of food to have slain enemies or purchased from the living. 4. DRINK - water. Besides hunger, your character can experience and thirst. One water bottle is enough for three sips. 5. N'EGG - Mysterious fruit, which you can eat. There are three different colors. K Unfortunately, it was not possible to ascertain on what parameters it affects. 6. POTIONS - potions. Sometimes, in dungeons you can find colorful vessels. All of them have medicinal properties: SNAKE SLIME - Snake mucus (green). Restores to its original condition points of damage (HP). DRAGON BROTH - Dragonball broth (Red). Restores to its original condition endurance (VI). MOON ELEXIR - Moon Elixir (Blue). Restores to its original condition items of magical energy (SP.PTS). BRIMSTONE ALE - El Sulphur (Yellow). Restores some points of damage, points of stamina and magic points energy. 7. SWORD - the sword. Classical kolyuscherezhuschee weapons. Distinguish how long (LONG SWORD), and short swords (SHORT SWORD). Suschestvuet as "gift" kind of sword, made from mithril (MITHRIL). Mithril - a legendary magical metal that is unparalleled in hardness. For the truncated versions of the sword, a dagger can be attributed (DAGGER). As in the game there are a few swords with magical properties, and proper names. For example, a sword FLASHBANE. 8. AXE - Axe. Powerful slashing weapon. There are several types of axes: BATTLE AXE - Battle Axe. Classical model. MITHRIL AXE - same thing, but made in Mithril. TROLL'S AXE - Enlarged version, made especially for Trolls. There is also some magical axes, for example - DEATHBRINGER. 9. STAFF - Staff. The main weapon of magicians. Is of several types: STAFF - The classical model, there is no different decorations. BATTLE STAFF - Battle Stave. Performed with a comfortable groove in the handle, the better to keep. The length of the stick in half times more than usual. They better batter on top of enemies back of the squad. POWER STAFF - Powerful staff. Retained all of the improvements of military staff, but added weighted tip from this mithril to be enemies painful. Also added black runes carved along the length of a staff to intimidate opponents. 10. BOW - Bow. The only non-magical long-range weapons. Onion convenient arming the fighters are in the back some detachment. There are three types of onions: LONG BOW - Longbow. Better than nothing. CROSSBOW - Crossbow. Beats stronger bow. FROST BOW - freezing onions. Paralyzes at the time of the enemy. 11. ARROWS - boom. Necessary addition to each bow. Arrows are simple (red) and elf (green, of course). One character can not be more than 99 arrows each. 12. ARMOUR - armor. Reduces class protection (if you still remember what he was less - The better hero is protected). Distinguish leather armor (LEATHERS), coat of mail (CHAIN) and Shell (PLATE). Armor and chain mail may be normal (MAIL), mithril (MITHRIL), Adamantine (ADAMANT) and crystalline (CRYSTAL). Each type of armor differently reduces AC. For example, leather Armor reduces it to 3 units, and a heavy crystal shell - 19 units. 13. SHIELD - Shield. Also reduces the class protection. The following types of billboards: leather shield (HIDE SHIELD), buckler (BUCKLER), rune shield (RUNE SHIELD), large shield (LARGE SHIELD), Lunar Shield (MOON SHIELD), the dragon shield (DRAGON SHIELD), a military shield (WAR SHIELD). All boards are listed by increasing their protection. For example, lightweight leather shield reduces AC by 1 unit, and the best, military shield, reduces it to more than 11 units. 14. GEM - a gem. Has magical properties. In the world of them remained only a few pieces. According to rumors, all of them were created by crazy magician who used to live in these instances, for teleportation. Although, who knows what they really were intended. If you have not found a gem in the this level, you will not miss the next one. 15. WAND - baton. Possesses magic properties, but no one has yet been able to unleash its power. Each rod is used for their own kind of magic: SNAKE - for the snake magic, CHAOS - Magical Chaos, DRAGON - For the dragon and the MOON - to the moon. 16. RING - Ring. Too magical. Has a definite charge of magic energy. If you wear a ring on my finger and say a spell, then the caller is not will be spent magical energy. One charge of the ring is enough for about 3 call spells. It's also worth noting that for every kind of magic there is my ring: SNAKE, CHAOS, DRAGON and MOON. 17. PLAYER 1 (2) RIP - dead player. When playing alone, if one party of the players completely lost, then it place appears the subject, which You can pick up and carry in the regeneration room and revived. VI. Natural Science A world that gets your party, not is particularly diverse. Each underground labyrinth consists of approximately the same set of "attractions": 1. WALL - is the foundation of the maze. Walls can be both real and illusory. The main difference is that through these walls can not be held, and through illusory - it is possible. Distinguish between their friend from each other can spell TRUEVIEW. Sometimes there are walls with rectangular button in the middle. If you "click" on a wall, somewhere in the maze will open the secret passage or door. Just sometimes come across the wall with a diamond indentation. Usually you can find there a precious stone. Such walls are used as teleportatory. 2. DOORS - no less important than the walls part of the maze. There are three states: open, closed and locked. Open the locked door can only be defined key. Doors are a major obstacle detachment on his way out of the dungeon. 3. LP - consists of stone slabs, tight-fitting to each other. Sometimes in the floor come across the hole, the attack on which the whole squad falls to the floor below. To avoid this it is necessary to use a spell LEVITATE, allowing fly over them. Just sometimes there are floor plate, made in the form of the checkered field. If step on a plate, then somewhere in the maze opens a door or disappear part of the wall. Sometimes be found in such places, the attack on which the entire squad expands to 90 degrees. 4. LADDERS - used to move from one floor to another. Typically, each subterranean level contains at least three floors. 5. Regenerative ROOMS - are intended to raise the dead heroes of your team. If your squad is not far from this room, then dynamics can be heard the characteristic sounds. 6. MONSTERS - an integral part of each maze. In each group they are 1 4. After the destruction of the monster on his place is always what or object which you can then pick up. Also with monsters can trade: buy, sell or trade items. Sometimes there are monsters that do not attack, and only sell the potion. VII. Interface The entire game screen is divided into three parts. In the center of the screen is the image of cave. Left and right of the center hosts a variety of icons and menus. The left side of the screen are images of heroes. If anyone of the characters dead, his portrait is painted in blue color. The currently selected hero is depicted in full growth. Next to his image has three bands that characterize the main parameters: the Blue strip - points of damage (HP), green - Stamina (VI) and red - items of magical energy (SP.PTS). If "Click" on the left side of the screen, then place settings for the selected character will appear four icons, and on-site portraits of other heroes menu appears. These icons are as follows: Pause. Border becomes Mali new color. Menu of disk operations. Consists of the following points: Load file - get the position. Save file - to ship the current position. Rename file - change the file name. Catalogue - directory of the drive. Exit - exit the game. Sleep. The whole team becomes dormant. In during sleep, if the heroes have reached defined lennogo experience, they raise the level of (LEVEL), as well as offering to buy spells. This option is recommended used after each bout. Exit from the menu. Menu that appeared on the spot portraits characters, consists of the following items: 1. OFFER - Offer. Used to attract the attention of monsters, giving them know that you want to trade with them. Is also used to confirm your offer for the purchase and exchange subject. 2. BUY - Purchase. This option allows purchase items from monsters. For this you need to put some coins and to confirm its offer, "click" on OFFER. If the monster will assume that you put a little coin, then place them more and repeat the whole procedure. 3. SELL - For Sale. Is a major source of income for your heroes. Each Monster can sell unwanted items. It is best to deal with it, no matter how Strangely enough, the priest. In response to your proposal, the monster says its price. You may agree to sell (YES), and can not agree (NO), but its price he still does not change. 4. EXCHANGE - Exchange. This option allows you to share with the monster about the same cost items. You posting his subject and click on the button "on OFFER, then the monster can either refuse to exchange or offer a subject to the exchange. You, in turn, can either accept the exchange, or abandon it. 5. YES - Yes. Confirm your consent to the sale, purchase or exchange of an object. 6. NO - None. The refusal from the purchase, sale or exchange. The right of the center of the screen are following icons: Backpack - "Clicking on this op tion you get into a menu of inventory. Each character can carry up to 12 items. Four of them it is like to me: chainmail, shield, and two subjects in the hands of The remaining eight are in the Backpack bag. All items can be sent to each other. SCROLL - Information about individual characteristics of the hero: the level of (LEVEL), strength (ST), Agility (AG), Intelligence (IN), charm (CH), damage items (HP), Endurance (VI) and food (F). DOOR - Used to open and closing, as well as to call Spell harvested in advance. Shows included a long spell action. Spellbook - Every hero has a book of spells. She coc toit of 8 pages, each of which toryh can has 4 spells. Spells Known painted in the color of that magic, to which they belong, and the unknown - in black. When you select one of the known spells, a message appears on the likelihood of response to Percentage (CAST%), the cost in points magical power (SP.PTS), as well as the current state of the magical power of the hero. The cost of spells can be changed. When This will change the probability of operation. Any spell can be used immediately but can be stored and used at any time. To do this, select the spell and exit the menu. On DOOR icon appears appropriate symbol, "Clicking on that and activates spell. VRASCHAYUSCHIYSYA sword and shield - Two different versions of the attack. In the first case, your detachment will cause more strikes, but bear and big losses. In the second case squad will be better defended, but weaker attack. ARROWS: Progress Turn left Turn right Move left move right Backward SYMBOLS OF CARDS MUST - Impressions vayut location of the heroes in the unit. The first two characters in combat may fight and injury. The second two - just use magic and bows. The selected character is outlined in a frame. Living Heroes can be moved from one row to another VIII. Tales from the Underground √ Never stick at here! √ Well, if all still decided, first of all, enjoy a mapping. √ Carefully inspect all the angles - more all, and that is where the fun lies. √ During the fight, do not stand in one place continually move, try to go to the enemy side. √ All the best weapons and the protection available to Detachment, pass the heroes who are in front row, and all the coins and the keys will come together and give the deposit of one hero. √ When you buy spells do not accept the first offer - perhaps perepadet something better. √ quickly as possible to train your magician. √ not fear doppelgangerov (Completely absent). √ more actively use the CHEAT MODE (As turn it on - read the newspaper ON-LINE!). IX. More about something ... Below will be a speech about the sad history This game in Russia with a happy ending. In Moscow has long been the 48th version "BLOODWYCH", there are only 6 levels instead of by 10. To me she came across OLDMAN'a. Not for long having rummaged in it, I realized that this version is incomplete. Long and fruitless search for a normal version of INTERNET'u not been successful. Desperate, I decided zadiskovat incomplete version. Soon, all the same OLDMAN took me a full 128th version (for which he thank you!), Which differed from the 48th only the fact that all 10 levels of fully deployed in the memory. After a month of full-disc version was ready. I was built menu of disk operations, CHEAT MODE, and 15 scanned images: at first at each level, as well as some other situations. All images scanned by Anton Trofimov (ANTONY / FFC), a that he, too, thank you very much. I would also like to thank Andrew Shkolnikov, to seek, but he who has found a full-fledged version of the game, but nevertheless, who had a great help in writing this guide, and no less important, moral support. Maxim Lebedev (MAX / FFC) (095) 242-61-61 ■ ■ ■
Other articles:
Similar articles:
В этот день... 21 November