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Manual
Bloodwych 1989, Image Works

Bloodwych - 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:

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 control
display. The important attributes for the current leader are also displayed
in the statistics box situated to the right of the leader icon. The three
bars in this box show, fron top to bottom, hit points, vitality, and spell
points.

MOVING CHARACTERS
      When moving or perfoming any other significant action in BLOODWYCH it
is the currently selected party leader who performs the action. The other
members of the party respond on their own initative. The current leader is
indicated 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 the
party. To do this simply click once on a members Suit icon. This will now
become gray. Now click once on the new position and the marching order will
change appropriately.
        Movement is achieved by clicking on the appropriat movement icon
(figure two). Note that Turn Left or Right makes your character turn through
ninety degrees on the spot, whereas Step Left or Right makes your character
move 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      -
        -                                                           -
        -------------------------------------------------------------

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 your
character will move appropriately. If you attempt to move into a space that
is already occupied, by a pillar or another character for instance, the
icon will flash but no movement will occur.

STAIRWAYS
        To ascend or descent a stirway merely step onto it. It is not
necessary to be facing the starway to do this. If you turn on a stairway you
will move up or down depending on whether you were initiakky at the top or
bottom.

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 a
continuous spell,or there is a spell waiting to be cast then the door icon
will be conceald by the spell icon. In order to use the door icon it is
necessary to first cancel the spell. Attempting to open the door will
result in the word  LOCKED appearing. Locked doors can be unlocked with an
appropriate key or spell. See section on spells and the inventory for an
explanation 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 book
forward or backward. Clicking on the central double arrow will close the
book and return the main control display.

PREPARING SPELLS.
        To prepare a spell you must first click on one of the four runes on
each page. Only known spells may be selected, and these are coloured after
their magical alignments( green, blue, red or yellow). A spell not yet known
will be in grey and cannot be selected. The currently selected spell is
identified below the spell book by its name , colour , and present cost. If
no spell is currently prepared the area below the book will have grey stars
and 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 the
arrows on either side of the current value. Raising the cost of a spell will
improve its power and cast percentage. Your current maximum spell points are
shown beneath the spell. Successful use of a spell will increase your
proficiency at that spell which will make the spell cheaper and / or more
powerful for future casts. A spell whitch has been prepared will remain so
until 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 the
spell name. If the spell book is closed before a prepared spell is cast then
the door icon will be replaced by a star icon, whitch may also be used to
cast 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
character to cast a spell which requires more spell points than he or she
currently has available. A spell with a low cast percentage may fial and
this will be indicated by a appropriate message. After casting a spell the
castor will endure a temporary penalty on all spells while he recovers from
the efforts of casting. This recovery time is longer for higher level
spells.

SPELL EFFECT
        All spells have a variable effect which is a combination of your
ability as a magic user, the energy you expend on a spell,your experience in
the spell being cast, and luck. the cast percentage bar gives a clear
indication of whether you are likly to cast the spell successfully. Once
your ability to cast the spell reaches 100% the effects of the spell begin
to 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 by
clicking on theis icon. No other spells can be cast while a continuous
spell is in use. If another spell is cast from the spell book while a
continuous spell is in use,then this will also cancel the continuous spell.
 You may have another spellprepared while a continous spell is running. The
prepared spell may either be cast from the spell book , or by cancelling
the continuous spell to reveal the star icon on the main panel.

SPECIALISATION
        All characters are specialised in one of the colours of migic
according to their alignment. This is indicated by the colour of the Suit
icon and Shield. Spells of natural colour are easier to cast, easier to
develop proficiency in, and more effective than the spells of another
colour. 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 by
the 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 inventory
display ( Fig Four). The inventory for each cheracter shows Twelve item
slots. The first four of these are for an item held in the left hand,an
item held in the right hand, armour worn, and shield. The classes of Clubs
and 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 the
characters current armour raiting.This indicates howeffective the charicters
armour is at absorbing blows.

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






                        BLOODWYCH CHARACTER EDITOR

 Using the Bloodwych Character Editor couldn't be simpler. Control is by
using 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 many
different keys as you want, thus enabling you to take shortcuts ( you
could, for instance, tackle the final tower without completing the rest
just 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. Most
combinations 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 items
into 'dedicated' pockets or slots; for instance, putting a sword into
the armour slot may produce some funny results! Similarly coinage and
keys; The maximum of each allowed a character is 99. You can start out
with more but when you manipulate the inventory the program steals them
back!
   Please note that the maximum level for each attribute is 99, with the
exception of Hit Points which is 255.

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