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Today another description is published with comments from a familiar
Here's to DIMON already.
_______________________________________________________________
(C) Maxim Lebedev
(C) DIMON, comments
(R) Spectrofon #22
B L O O D W Y C H
═════════════════════ ═════════════════════
(C) 1988.89.90 Philip M. Tagilone
Published by MIRRORSOFT
I. A little advertising
There aren't many games that would require
for three whole years. "BLOODWYCH" is one of them. Game
written in such an unusual genre for Speccy as RPG (Role
Playing Game). Against the background of already existing games of this genre "BLOOD-
WYCH" stands out thanks to its beautiful graphics, modern inter-
face. The game process itself takes place in real time, and not in
step by step mode. A unique opportunity for games is provided
This type is a simultaneous game of two people.
All this, as well as many other pleasant (and not so pleasant) little things
put it on a par with such masterpieces as "HERO QUEST" and "THE
BARD'S TALE".
II. Sneaky enemy
The game space consists of ten underground labs
rints to go throughsequentially. Each of these
levels consists of several floors and contains many
monsters, puzzles and items. Your main task is
search and destruction of the evil magician Zendick, who
is located at the end of the tenth labyrinth. Secondary tasks:
collecting six magical gems E(GEM), as well as re-
troop of adventurers, who, under your sensitive guidance,
leadership will make a research expedition into the dungeons.
III. Brave adventurers
Before starting your journey into the depths of the earth, you will have to recruit a
mand of fearless heroes, ready to follow you anywhere -
but... No more than four people can enter it. Our services to you
offer sixteen heroes, differing from each other in their
owl and professional characteristics, mastering various magic and
objects. Each adventurer is characterized as follows:
general parameters:
1. ROLE. There are four roles in the game, designated by
cut card suits:
1.1. SPEAKS are warriors. They have the most developed physical strength
(STRENGTH). Each warrior is armed with a long sword and
buckler.
This class should include:
BLODWYN STONEMAD - Snake man, all covered with shiny green
flaxen scales, which replace his armor. Was expelled from his
tribe for some crimes. Dedicated to Snake Magic. Vlad-with the ARMOR spell. Despite average physical parameters,
has good protection.
ASTROTH SLAMWORT - Mountain Troll. Very aggressive, good de-
rushes. Not married. Devoted to the magic of Chaos and owns a protective spell
DEFLECT knowledge. Good physical parameters.
SIR EDWARD LION - Man. Knight of the Old Testament. swore
cleanse the earth of evil spirits. Has average physical characteristics
teles. Dedicated to Dragon Magic. Possesses a combat spell
MISSILE.
ULRICH STERNAXE - Barbarian. A mighty giant with enormous
by force. Rumor has it that he single-handedly dealt with twenty
the orcs that attacked him. Dedicated to Lunar magic. Owns a spell
knowledge of BEGUILE.
1.2. CLUBS - wizards. They are distinguished by a high level of intelligence
ta (INTELLIGENCE). Each of them comes equipped with a staff.
The wizard class includes:
MURLOCK DARKHART - A mysterious person about whom nothing is known
specific is not known. Always wears a black cloak and never
doesn't reveal his face. Dedicated to the magic of Chaos. Masters spells
DEFLECT and TERROR. Good physical parameters.
ZOTHEN RUNEMAKER - Graduate of a prestigious magic school. Ra-
works on kohtpaktam. Dedicated to Dragon Magic. Possesses a spell-
names MISSILE and MAGELOCK. Has good physical para-
meters.
MEGRIM MOONWYCH - Elf. Member of the Wizards Guild.
Works as a city magician.Dedicated to Lunar magic. Owns a spell
knowledge of BEGUILE and CONFUSE. Average physical indicators.
ZASTAPH MANTRIC - Lived in the East for a long time, where he studied
magic. Gained a reputation as a professional in his field. Dedicated
Puppy of Snake magic and masters the spells ARMOR and PARALYZE.
1.3. WORMS are priests. Of all the abilities, the best
developed charm E(CHARISM). Each priest is armed with a short
sword and leather shield.
This class includes:
ELEANOR D'AVALON - A foundling raised in a forest village
mov, where she learned to use weapons and magic. Follower
cult of Mithras. Dedicated to Dragon magic. Possesses a spell
MAGELOCK. Has average physical parameters.
BALDRICK DUNG - Wandering monk of the Order of the Talisman, vowed-
determined to destroy any evil. Dedicated to Lunar magic. Owns a contract
line BEGUILE.
SETHRA BHOAGHAIL - Mutant, the result of a failed experiment
that of the Black sorcerers. Was raised by forest druids. Dedicated to the Snake
different magic. Possesses the spell ARMOR. Has great physical
chesical force.
HENGIST HIRUDIN - Graduated from theological seminary. Worships
goddess Ishtar. He wandered for a long time, learned to wield weapons well,
I eat. Dedicated to the magic of Chaos. Possesses the DEFLECT spell. Not bad
physical indicators.
1.4. BUBI - burglars. The most developed of all abilities is fishing.
bone (AGILITY). Classicweapons: dagger, bow and arrows.
The class of burglars includes:
ROSANNE FLYHAND - Born and raised in a large city. With children
I learned to steal and achieved great success. Consists in gil-
Dii thieves. Dedicated to Lunar magic. Possesses the CONFUSE spell.
ELFRIC THE ROSE - Elf. He spent his entire life in the forests. Excellent
but it shoots. Dedicated to Snake Magic. Possesses the spell PARA-
LYZE. Good physical characteristics.
MR.FLAY SEPULCRE - Once he was a man, but superimposed
The wizard's spell turned him into a zombie. Mediocre physical
These parameters are balanced by a fairly high level of protection.
Dedicated to the magic of Chaos. Possesses the TERROR spell.
THAI CHANG YINN - Received special training at school
equality. Master of his craft. Possesses good physical
zatelei. Dedicated to Dragon Magic. Possesses the MISSILE spell.
2 LEVEL - level. Shows the degree of experience and training
hero. At the beginning of the game, each hero has level 1. Along the way
The game level will increase, and with it other parameters.
3 STRENGTH (ST) - The hero’s physical strength. It was this show-
The tel determines how strong the hero’s blows will be in battle.
4 AGILITY (AG) - Dexterity. Determines how fast the hero will be
dodge enemy attacks.
5 INTELLIGENCE (IN) - The hero’s intelligence indicator. Defines
how well does the hero speakmagic.
6 CHARISMA (CH) - Hero's charm. Indicates how good the hero is
can talk to enemies.
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Has little effect on conversation
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7 HIT POINTS (HP) - Damage points. Show how much
blows a hero can withstand before being killed. Malinov
color shows the current HP state for a given hero, and blue
- maximum.
8 VITALITY (VI) - Endurance. Popularly known as
STAMINA. Indicates how durable the hero is. Raspberry color
the current state of endurance is shown, and the maximum state is
nie - blue.
9 ARMOR CLASS (AC) - protection class. This indicator determines
does not protect the hero from physical attacks of the enemy. AC can
be both a positive and a negative number, but what is it
the less, the better the hero is protected.
10 SPELL POINTS (SP.PTS) - points of magical energy. Shows-
They determine how many spells a hero can cast. Raspberry color
the current SP.PTS state is shown, and the maximum state is shown in red.
IV. Magic as it is
There are four types of magic in the game. Each type has its own
name and color: snake magic (SNAKE) - green, dragon
(DRAGON) - red, lunar (MOON) blue and chaos magic (CHAOS)
- yellow color. Each hero possesses magical powers to some extent.abilities and is dedicated to one type of magic. At the beginning of the game everyone
of the heroes has at least one spell, and magic
ki - two. During the game, with the increase in the experience of the heroes, spell-
knowledge can be purchased with money.
In order to cast a particular spell, you must
spend a certain amount of magical energy (SP. PTS). For
Each spell is different and depends on the level of experience
hero, as well as from his dedication to that type of magic, spell
whom he calls.
The following list contains all the spells that exist.
in the game. For each type of magic there are eight different
spells. All of them are listed in order of increasing complexity.
ty:
1. Moon magic
BEGUILE - Deception. This spell confuses the enemy and
allows you to sell (buy) items from him for a higher price
(low) price.
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Sometimes (very rarely) it can reduce the price of one coin.
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CONFUSE - Confusion. Opponent affected by this spell
begins to become completely embarrassed and does not pay any attention to your squad
attention, however, unfortunately, temporarily.
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Acts doubtfully----------------------------------------------------------------
CONCEAL - Concealment. Falls onto objects lying on the ground
magical cover, making them invisible. Used for
to hide unnecessary items from the second player.
TRUEVIEW - True vision. Allows you to see hidden passages
in the walls. The duration of the spell is average.
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And also objects hidden by another player
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VANISH - disappearance. The squad becomes completely invisible
for the enemy until an attack is made or
The spell will not end.
MINDROCK - Illusory stone. This spell creates before
squad an illusory wall through which you can pass. Otli-
You can change such a wall from an ordinary one using the TRUEVIEW spell.
ILLUSION - Illusion. Summon an illusory warrior. He fights after
sparsely and poorly protected. Used to distract
attract the enemy's attention. When summoning an illusory warrior, you should
be careful because if you don't find any enemy, he will
attack your squad.
WYCHWIND - Witchcraft wind. A gust of witchcraft wind sweeps away
from its path all living things. Only very strong warriors can pro-
resist this spell.
2. Chaos Magic
DEFLECT - denial. Beforewho caused this spell,
casts a magical shield that protects him from physical attacks.
Unfortunately, it does not have a very long duration of action.
actions.
TERROR - Horror. An enemy targeted by this spell falls into
panic, and often simply runs away from the battlefield.
ANTIMAGE - Antimagic. Around the one who caused this spell,
a force field is created that does not allow magical blows to pass through
Tivnikov.
ALCHEMY - Alchemy. This spell transforms an object by finding...
held in the right hand of the caller in gold coins. Moreover, coins
it will be approximately the cost of this item.
SPELLTAP - Magic strike. Medium power magical sleep
the row is torn from the caller's fingers and explodes when it hits
living creature.
SUMMON - Challenge. This spell allows you to summon a living warrior
on, with great strength and protection, who will fight
with the one he sees first. Be extremely careful or else
this first person they meet may be your squad.
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Although it is stronger than illusion, strong monsters still kill
him with one or two hits.
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VIVIFY - Revitalization. A bright flash of primordial light revives
all the dead in your squad. But they have very little health, so...
It’s better to move them to the end of the squad.DISRUPT - Tearing. Enormous power magic ball flying -
comes from the caller's palm and destroys all living things in its path.
Almost no living creature can survive after this.
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Even at the third level, monsters can easily withstand two or three
discharge and nothing...
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3. Green - earth magic
ARMOR - Armor. This spell allows you to install additional
personal magical protection. It doesn't protect too much from fi-
ical blows, but it lasts for a very long time.
LEVITATE - Levitation. Under the influence of this spell, under
A powerful magical field appears nearby, which prevents him from
fall into holes, which are quite common in labyrinths. To co-
Sorry, short duration of action...
COMPAS - Compass. A luminous image of a compass appears
before the eyes of the caller, allowing him to navigate the space
travel Doesn't last long.
PARALYZE - Paralysis. An icy cold bursts from the caller's hands.
ball Causes temporary paralysis if it hits a living creature.
the whole body.
RENEW - Update. The magician, appealing to the natural forces of the earth,
restores part of HIT POINTS.
WARPOWER - Military power. Streams of primordial energy, lifting
rising from the surface of the earth they settle on the body of the caller,increasing
thus its strength is doubled.
ARCBOLT - Ball Lightning. A fireball flies from my hands, calling
no matter what. Flying around all obstacles, it will not explode until it meets
living creature. Do not cast this spell unless there is opposition.
Nick.
FORMWALL - Construction of a wall. Under the influence of a spell directly
earth elementals arise from the air and immediately begin
build a real wall in front of you. Be careful. Unstable
the horny ones can easily wall themselves up. Well, if it’s still about
came out, then shout “walled up, demons!” not worth it - spell
DISPELL the wall can be removed.
4. Dragon magic
MISSILE - Magic projectile. A fiery projectile erupts from
hands of the caller and explodes upon contact with an obstacle.
Causes minor damage.
MAGELOCK - Magic castle. Acting similarly to COM switches
MON KEY is a spell that opens and closes doors.
VITALISE - Recovery. The life-giving power of the original fire
restores some stamina (VITALITY).
DISPELL - Disappointment. Dispels a lasting spell
action by directly destroying its magical structure.
FIREBALL - Fireball. A flaming ma-
gical ball and inflicts moderate damage.
FIREPATH - Fire path. A color flies from the caller's palm -
a filamentous clot of plasma, which, flying over the floor,lights up
him. Stepping on burning floor slabs is extremely dangerous - get
very severe burns. Using the LEVITATE spell, you can follow
hover over burning slabs and lure opponents onto them.
RECHARGE - Recharge. This spell recharges energy
magic rings and wands.
BLAZE - Flame. Flaming fire flies from the caller's finger
a ball that, flying over the floor slabs, lights them up. When sop-
When it hits an obstacle, the ball flies in the opposite direction and goes through
must fly back and forth across the burning floor slabs until
encounters a living creature.
V. Inventory that we choose
To survive in the underground labyrinths, your squad will need
various items. At the beginning of the game, each hero already has
some kind of equipment. The required set includes food, water, 5
keys, some coins and weapons. In total, the game contains
more than 70 different items. Their main types are listed below:
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63 different items
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1. COINS - coins. Local currency. For coins you can buy
Spells and items from monsters are removed. Maximum quantity
your one hero has 99 coins.
2. KEYS - keys. Used to open doors that are locked
to the castle. There are several types of locks and,accordingly,
keys to them. The most common are simple keys
(COMMON KEYS). This type of lock is painted blue. Simple
keys can open most locked doors in dungeons,
and also lock the open ones. The maximum number for one gene is
swarm - 99 simple keys. There are also several other types
castles, the keys to which must be found in dungeons. Each of
These keys have their own name and color: SNAKE KEY - Snake
key (Green). MOON KEY - Moon Key (Blue). DRAGON KEY -
Dragon Key (Red). CHAOS KEY - Chaos Key (White). CHROMA-
TIC KEY - Chroma key (Crimson). It should be added that
such keys are usually guarded by monsters.
3. FOOD - food. Over time, your hero will definitely pro-
is hungry and if he doesn’t eat on time, he will begin to weaken until
won't die at all. One serving of food is enough for three meals. Current
the state of satiety is shown as a red stripe. How long is it?
her, the less the hero wants to eat. You need to replenish food supplies from
killed opponents or buy from living ones.
4. DRINK - water. In addition to hunger, your hero may experience
I'm thirsty. One bottle of water is enough for three sips.
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The same as food. If you're hungry, you can either
drink or eat (which is the same thing).----------------------------------------------------------------
5. N'EGG - Mysterious fruit that you can eat. There are three
different colors. Unfortunately, it was not possible to find out which
parameters it influences.
--------------------------------------------------------------
This food also replenishes from half to a whole band (depending on
depends on the color.
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6. POTIONS - potions. Sometimes, in dungeons you can find various
colored vessels. All of them have healing properties: SNAKE
SLIME - Snake slime (Green). Restores to original
state
damage points (HP). DRAGON BROTH - Dragon broth (Red-
ny). Restores stamina (VI) to its original state.
MOON ELEXIR - Moon elixir (Blue). Restores to used
current state of magical energy points (SP. PTS). BRIMSTONE
ALE - Sulfur Ale (Yellow). Restores some of the damaged points
denia, stamina points and magical energy points.
7. SWORD - sword. Classic piercing weapon. Distinguish
both long (LONG SWORD) and short swords (SHORT SWORD). Su-
There is also a “gift” type of sword made from
mithril (MITHRIL). Mithril is a legendary magical metal, not
having analogues in hardness. To a shortened version of the sword,
can be attributed to the dagger (DAGGER). Also in the gamethere are several
to swords with magical properties and proper names -
mi. For example, the FLASHBANE sword.
8. AX - axe. Powerful slashing weapon. There are several
varieties of axes: BATTLE AX - Battle axe. Classical
model. MITHRIL AX - the same thing, but made in mithril.
TROLL'S AX - an enlarged version made specifically for trolls
lei. There are also several magic axes, for example -
DEATHBRINGER.
9. STAFF - staff. The main weapon of wizards. It happens that
how many types: STAFF - Classic model, without different decorations
sheny. BATTLE STAFF - Battle staff. Made with comfortable recess
mi on the handle to make it easier to hold. The length of the staff is half
one times more than ordinary. They better hit the poppy-
to the enemies from the back rows of the squad. POWER STAFF - Powerful staff.
All improvements to the combat staff have been retained, but a weighted one has been added
a tip made of real mithril to make it more painful for enemies.
Also added black runes, hollowed out along the entire length of the staff
to intimidate opponents.
10. BOW - bow. The only non-magical long-range weapon
actions. It is convenient to equip fighters in the back row with a bow
squad. There are three types of onions:
LONG BOW - long bow. Better than nothing.
CROSSBOW - crossbow. Hit more powerful than a bow.
FROST BOW - freezing bow. Paralyzes the enemy for a while.
11. ARROWS -arrows. A necessary addition to every bow.
Arrows come in simple (red) and elven (green, of course).
One hero cannot have more than 99 arrows of each type.
12. ARMOR - armor. Reduces the protection class (If you still use
Please note, the smaller it is, the better the hero is protected). There are skin-
armor (LEATHERS), chain mail (CHAIN) and carapace (PLATE). Panzi-
ri and chain mail can be ordinary (MAIL), mithril (MITHRIL),
adamant (ADAMANT) and crystal (CRYSTAL). Each type of bro-
does not reduce AC differently. For example, leather armor reduces
it by 3 units, and the heavy crystal shell by 19 units.
13. SHIELD - shield. Also reduces the protection class. There are following
Available types of shields: leather shield (HIDE SHIELD), buckler (BUCKLER),
rune shield (RUNE SHIELD), large shield (LARGE SHIELD), lunar shield
(MOON SHIELD), dragon shield (DRAGON SHIELD), war shield (WAR
S.H.I.E.L.D.). All shields are listed in order of increasing their defense. Yes,
for example, a light leather shield reduces AC by 1 unit, and the most
the best, military shield, reduces it by as much as 11 units.
14. GEM - precious stone. Has magical properties.
There are only a few of them left in the world. According to rumors, they were all
created by a crazy wizard who used to live in these sub-
lands, for teleportation. Although, who knows what they are for?
were actually intended. If you haven't found your precious...If you are less at this level, you will not be allowed to move to the next one.
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They are needed for teleportation (like a key).
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15. WAND - wand. Has magical properties, but not yet
I couldn't release his power. Each wand is used for
their type of magic: SNAKE - for snake magic, CHAOS - for magic
Chaos, DRAGON - for the dragon and MOON - for the lunar.
16. RING - ring. Also magical. Has a certain
nearby magical energy. If you put such a ring on your finger and
say a spell, then the caller will not expend ma-
gical energy. One charge of the ring is enough for about 3 shots.
call of the spell. It should also be noted that for each type
magic has its own ring: SNAKE, CHAOS, DRAGON and MOON.
17. PLAYER 1 (2) RIP - dead 1 (2) player. When playing together,
If the squad of one of the players is completely killed, then in its place
this item appears, which can be taken and taken to regen-
ration room and revitalize.
VI. Natural history
The world your squad finds itself in is not particularly different -
variety. Each underground labyrinth consists of approximately one
and the same set of “attractions”:
1. WALLS are the basis of the entire labyrinth. Walls can be like
real and illusory. The main thing isthe difference is that
You can't go through real walls, but you can through illusory ones.
but... You can distinguish them from each other using the TRUEVIEW spell. Sometimes
there are walls with a rectangular button in the middle. If
“click” on such a wall, then somewhere in the labyrinth a
secret passage or door. Sometimes you also come across walls with diamond-shaped
a visible depression. Usually you can find a gem there.
Such walls are used as teleporters.
2. DOORS are no less important than the walls part of the labyrinth. There are
in three states: open, closed and locked. Open locked
This door can only be used with a certain key. The doors are
a new obstacle for the squad on the way to exiting the dungeon.
3. FLOOR - consists of stone slabs tightly fitted to each other
to a friend. Sometimes there are holes in the floor that, when stepped on,
the entire squad falls to the floor below. To avoid this you need to use
use the LEVITATE spell, which allows you to fly over them.
Also sometimes there are floor slabs made in the form of checkered
th fields. If you step on such a slab, then somewhere in a labyrinth
the door will open or part of the wall will disappear. Sometimes they come across
such places, when attacked, the entire detachment turns around
90 degrees.
4. STAIRS - used to move from one floor to another.
As a rule, each underground level contains at least three
floors.
5.REGENERATION ROOMS - designed to
resurrect dead heroes of your squad. If your squad finds-
not far from such a room, then from the speaker it will be possible to hear
make characteristic sounds.
6. MONSTERS are an integral part of every labyrinth. In every
there are from 1 to 4 of them in a squad. After destroying the monster, on its
There is always some object left in place, which can then be
pick up. You can also trade with monsters: buy,
sell or exchange items. Sometimes there are monsters
who do not attack, but only sell potions.
VII. Interface
The entire game screen is divided into three parts. Center of the screen
there is an image of the dungeon. Left and right of center
There are various icons and menus.
On the left side of the screen there are images of the heroes. If
If one of the heroes is dead, then his portrait is painted blue.
The currently selected hero is depicted in full growth. Rya-
house with its image there are three stripes characterizing
main parameters: blue stripe - damage points (HP),
green - endurance (VI) and red - points of magical energy
gies (SP.PTS). If you “click” on the left side of the screen, then in place
parameters of the selected hero, four icons will appear, and in place
A menu will appear for the portraits of the remaining heroes. These icons mean
the following:
Pause mode. Borderturns crimson.
Disk operations menu. Consists of the following items:
Load file - load a position.
Save file - download the current position.
Rename file - change the file name.
Catalog - disk directory.
Exit - exit to the game.
Dream. The entire squad goes into hibernation. During sleep, if the heroes
have achieved a certain experience, they increase the level (LEVEL), and
They also offer to buy spells. This option is recommended for use
use after every battle.
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However, keep in mind that while you are sleeping, the enemy is not asleep.
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Exit menu. The menu that appears in place of the hero portraits
consists of the following points:
1. OFFER - Offer. Used to attract attention
monsters, letting them know that you want to trade with them. Yes
is also used to confirm your offer when purchasing
and exchange of the item.
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You could just as easily use any of these instead
another icon from this window to attract attention.
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2. BUY - Purchase. This option allows you to purchase items from
monsters. To do this, you must lay out a few coins and
repeat your offer by clicking on OFFER. If the monsterthere will be
assume that you have put in few coins, then lay them out
more and repeat the whole procedure.
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Buying items from monsters is a futile exercise, since
by killing him, you can take the item for free, but you need money (IMHO)
but spend it on spells.
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3. SELL - Sale. Is the main source of your income
heroes. You can sell unnecessary items to each monster. Better
Strangely enough, the priest handles all this. In response to
Your offer, the monster says its price. You can agree
agree to sell (YES), or you can disagree (NO), but your
he still won't change the price.
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If you suddenly decide to sell an item necessary for a pass-by
level, the monster will refuse to buy it.
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4. EXCHANGE - Exchange. This option allows you to exchange with mon-
three items of approximately the same value. You are laying out
eat your item and click on OFFER, after which the monster can
either refuse the exchange, or offer your item for exchange
men. You, in turn, can also either agree to the exchange,
or refuse it.----------------------------------------------------------------
If you have arrows (more than one), then consider yourself infinite
extremely rich: sell all but one of the arrows for a coin
arrow. When you have only one arrow left, select it and
click exchange. The monster will give you some arrows for it. As required
need to repeat.
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5. YES - Yes. Confirmation of your consent to sell, purchase
ku or exchange of an item.
6. NO - No. Refusal to buy, sell or exchange.
To the right of the center of the screen are the following icons:
BACKPACK - By clicking on this option you will be taken to the menu
inventory. Each hero can carry up to 12 items. Four of
he carries them as if on himself: chain mail, a shield and two objects in hand -
kah The remaining eight are in the shoulder bag. All items
can be passed on to each other.
SCROLL - Information about the individual characteristics of the hero:
level (LEVEL), strength (ST), agility (AG), intelligence (IN), charm
power (CH), damage points (HP), stamina (VI) and food (F).
DOOR - Used to open and close doors and
also for calling spells prepared in advance. Shows
included long lasting spells.
SPELL BOOK - Each hero has his own spell book -
ny. It consists of 8 pages, each of which canfind-
lasts 4 spells. Known spells are colored in the color of that ma-
gia to which they belong, and unknown ones are black.
When you select one of the known spells, a message appears
about the probability of its operation in percentage (CAST%), cost in
points of magical energy (SP.PTS), as well as the current state
magical energy of the hero. The cost of the spell can be changed.
At the same time, the probability of its operation will also change. Any
the spell can be used immediately, or you can memorize and use
call at any time. To do this, you need to select a spell and
tee from the menu. The corresponding symbol will appear on the DOOR icon,
“clicking” on which activates the spell.
ROTATING SWORD and SHIELD - Two different attack options. In the first
In this case, your squad will inflict more blows, but also suffer pain.
big losses. In the second case, the squad will defend better, but
attack weaker.
ARROWS: Move forward, turn left, turn right,
movement to the left, movement to the right, movement back.
CARD SUIT SYMBOLS - Show the location of the heroes in
squad. The first two heroes in battle can fight and get injured.
The second two are to only use magic and bows. Selected hero
framed. Living heroes can be rearranged from one row
to another.
VIII. Tales from the Dungeon
√ Never meddle here!
√ Well, what if after allIf you decide, then first of all take care of
mapping.
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I reached the seventh and didn’t draw a single card... And even then
I didn’t get lost on the seventh, but who the hell knows what’s needed with the de-
bark.
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√ Carefully examine all corners - most often this is where
the most interesting thing is hidden.
√ During the battle, do not stand in one place, constantly move
get away, try to approach the enemy from the side.
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Better yet, from behind.
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√ Give all the best weapons and protection available in the squad
to the heroes in the first row, and collect all the coins and keys
together and give it to one hero for safekeeping.
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Coins should be given to sorcerers for spells.
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√ When purchasing spells, do not agree to the first offer.
situation - perhaps something better will come out.
√ Train your wizard as quickly as possible.
√ You don’t have to worry about dopplegangers (completely absent).
√ Use CHEAT MODE more actively (How to enable it - read
in the newspaper ON-LINE!).
IX. One more thing...
Belowwe will talk about the sad history of this game in Russia since
happy ending. The 48th version existed in Moscow for a long time
"BLOODWYCH", which has only 6 levels, instead of 10. To me
she got through OLDMAN. After rummaging through it for a while, I realized
that this version is incomplete. A long and unsuccessful search for normal
INTERNET versions were not successful. Desperate, I decided to
disk an incomplete version. Soon, the same OLDMAN got me
the full 128th version (for which many thanks to him!), which
differed from the 48th only in that all 10 levels were completely spaced
puppies in memory. After a month of work, a full-fledged disk version
was ready. I built in a disk operations menu, CHEAT
MODE, as well as 15 scanned pictures: 1 for each level
Ven, as well as some other situations. All pictures are scanned
was written by Anton Trofimov (ANTONY/FFC), for which he is also very grateful
sibo. I would also like to thank Andrei Shkolnikov, who searched for
but never found a full-fledged version of the game, but nevertheless
who provided great assistance in writing this manual and,
her important, moral support.
Maxim Lebedev (MAX/FFC)
(095)242-61-61
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