Paladin II - Manual

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The document discusses the gameplay and objectives in the game Paladin 2, including details about characters, quests, and gameplay mechanics.

The document provides an overview of the gameplay objectives in Paladin 2, which involves improving a character's skills and stats by completing quests.

Details are provided about character statistics, enrollment in quests, and different character abilities like movement, combat, and magic.

Copyright 1992 Omnitrend/ Impressions

All rights reserved worldwide

Manual Copyright 1992 Impressions

All rights reserved worldwide. No portion of this manual may be copied, repro-
duced, translated or reduced to any electronic medium or machine-readable form
without the prior written consent of Impressions Software Inc.
Thank you for buying this product. It is the result of a great deal of hard
work and careful thought, and we hope that it will give you many hours
of enjoyment.

We are proud of our games, but we know that they can never be perfect.
If you have any ideas about how we can improve, we would be delighted
to hear from you . Please take the time to fill out the enclosed registra-
tion card. We can then add you to our mailing list, and keep you
informed of new products and special offers as they come out.

~=R:::=;;;;;;;;;E;;;;;;;;;;;N~D~
Impressions
D M N I
SOFTWARE
Credits:

Programming Andrew Prime, Thomas Carbone


Design Chris Bamford, Thomas Carbone
Graphics Erik Casey, Jon Baker

Sound & Music Chris Denman

Manual Chris Bamford, Chris Foster

"Paladin's Primer" by Chris Foster

Quests Hosea Battles, Chris Bamford

Copyright Impressions, Omnitrend Software, Inc. 1992


~~-~~~._ .... .,~ ...
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:r·-a-bl·-~-o--f-·c-·-o-~---te--n-t:_s____ ;::;M;::;M_ _ _ _ _
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Introduction ......................................................................... ......... ...... 5
Copy Protection ... .. ..... .... .. ... ..... ..... ....... .. ............. .. ... ...................... .....6
Quests - An Overview ....... .......... .. .......... ...................... .. ........... ..... ...... 7
Character Statistics .. ................ ... ...................... .... ....... .. .......... ... ....... .12
Quest Enrollment ....................... ... .. .. ......................................... ... .. .. .17
The Main Screen ....... ............ ... ....... ......... .... ... .. .... .... .. .... ...... ........ .. .. .20
The Icons ..................... .. ............................. .. ....... .... ........... ...... .........21
Controlling Characters ...... .. ..... ................ ................. ..... .................. ..29
Movement ...................................... .... .. ..... ... ..... ....... ..... ............. ..... .. .32
Combat ......... .... .... .... ..... ...... .. ............................ .. .... ........ ........ ......... .35
Magic ........................ .. ... ............. .. ............ ..... ................. ....... .... .... .... 39
O bjects and their Uses ............ ... .... ........................... ...... ......... ... ........ 41
Completing Q uests ...... ................ ... ...... ........ ... ... ........... .. ... .. ..... ......... 53
Paladin 2 Suggested Tips and Tactics ..................... ................ .. .. ......... 55
Paladin 2 - Q uests ................ .. ........ .... ................ .... ......... ... ............... 56
Quest Builder ...... ............. ..... ....... ....... .... ....... .... ......... ........ .... ......... .. 65
~~~-.~._ .. ...... ~ .,_. - rns~_.. .. .-w-_.c==
• . . . . . .-.-. . ._.. .._~-~-.,_._.
. ._
. ....~.-.uaa~-.--
.
Introduction--------------~~----_
n this game, you are the Paladin - a legendary hero, and a knight of

I great renown. It is your duty to seek out and destroy evil, and to
defend and protect the weak. You will go through many adventures,
and face many adversaries. There will always be those willing to help
your cause, so you should rarely be alone. The list of your comrades in
arms may change, but the spirit and drive of your band will remain.

Object:ives
n Paladin 2, your objectives are twofold. In the long term, you must

I take your Paladin from the status of a freshly trained novice to a


hardened, matchless veteran. You do this by successfully completing
quests. The more active a Paladin is, the more likely he is to see some
improvement at the end of a successful quest.

There are always more immediate aims at hand, though . Your Paladin
wiU go through a series of adventures, or quests. Each of these will pre-
sent you with goals which you must achieve, and generally with serious
threats to your life!
Interface Introduction

T
his game has been designed with an easy to use, mouse driven
point and click interface. Each command you might want to
issue will be associated with an icon (a small picture) on the
screen. To give a command, just click on its icon: move the mouse
pointer over the icon, and the left mouse button. A right click is the
same thing, but using the right mouse button. Keyboard commands are
also included for those who prefer them - for more information on
how to use the keyboard, please see your technical supplement.

Copy Protection
n order to play Paladin 2, you will have to complete a security check.

I On loading the game, you will be asked to type in a word from this
manual. A "word" is any string of characters with a space or punctu-
ation mark at each end. As soon as you enter the word, the game will
continue.
guests ~ An Otlertlieul --~~-____
(For more detailed information on the subjects covered in this overview, see
the proper sections of this manual, and the Young Paladin's Primer.)

A
Paladin will spend his life attempting to complete a series of
quests. Having created a new Paladin, you will have to select
which quest shall be your first challenge. After completing this
adventure, you must choose another, and so on.

There are twenty of these scenarios provided with the game, and a
builder program which allows you to create more of your own . Each
quest consists of five things:

l. An introduction, telling you something about the quest.

2. The terrain over which the quest will be played out. This will
consist of between one and five levels of territory, one above the -·"'·:•<_-,-.,,,;, -.·....•.. .·.,·~-.

~:~tkv: ::~::;:::::':lf:::mp.ny yout PM•il n iliwugh ili' ;$'!~~~;!~


4. A group of opponents who will fight against you in the guest.

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..~..~~~-•c== ..•=r
. .~.-.-a-.-._•

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5. The objectives of the quest, which will be different each time .
In one, you might have to rescue some captives and capture vital territo-
ry. In another, your aim might simply be to leave the danger area alive.
Quest Brietmg - The quest briefing is a written introduction to the quest
at hand. It will provide an explanation of the quest. Additionally, it usu-
ally gives you some information on the type and strength of enemies you will
face, and hints as to the location of any quest objectives. It can be viewed by
using the quest briefing icon on the Main Screen.

Terrain - The lands over which a quest takes place are arranged into
large, square maps of various kinds of terrain. There can be up to five levels
of terrain as well; movement from level to level is accomplished through
stairs and teleporters.
The Party - The group of companions who travel with the Paladin and
aid him in his endeavors are called the party. This band changes from quest
to quest - each scenario will include new allies. When the quest is over, they
will part company with the Paladin. In the next adventure, there will be
new comrades ready to help.
Party members are measured by ten personal statistics - Movement
Points, Vitality, Health, Encumbrance, Melee, Aiming, Detecting and
Seeing, Arrows and Bolts. These attributes determine the party members'
success at the actions you command them to do.
There are four kinds of characters who will make up your party, in addition
to the Paladin. They are: swordsman, ranger, thief and mage .
. . ~ ...~. . . . . . . . . ..r=x
. .~. .~_.~,_......~----~~ ..
· =n~-==--·---~--~·-~--~ ..~-~---........
When playing a scenario, you control all of the members of the party, not
just the Paladin. He is the only one you will play again and again though,
and the only one you will see mature and change as he gains experience.
This is why you are really the Paladin.

Opponents- Each quest holds an assortment of villains to overcome.


Some of them are similar in abilities to your party members, but the rest are
monsters and supernatural creatures. All are measured by the same attrib-
utes as your party members, and some also use the same lveapons as them.

Quest Objectives - Certain objectives, or victory conditions, of a quest


will always be drawn from the follolving list:

• Rescue all prisoners held within the combat area


• Obtain all white scrolls
• Ensure all party members escape the area by the special Exit
Square
• Kill at least a specified percentage of your opponents
• Destroy all black scrolls
• Capture and hold all sentry posts

These are kept on a scroll, and are checked off as they are accomplished. To
view the scroll, 1fSe the Quest Orders icon on the Main Screen.

Also, every quest also has a time limit. All of the objectives must be satisfied
before that expires, or the quest will be a failure .
Chained Quests
Usually, a quest is a completely self-contained adventure. However, it is
possible to link several quests together and form a campaign of connect-
ed adventures.

When creating a quest, you can specifY that it is to be chained to anoth-


er. This means that when the quest is completed, the player will auto-
matically be taken into the next one in the chain. The current health and
status of the Paladin is carried over to the new quest. The same party will
also often be maintained, although a new one is sometimes provided.

:Devices and Weapons


There are numerous objects, available to your party, that may help in
their quest. Some are weapons and shields, and will augment a party
member's ability to inflict or withstand damage, respectively. Some
weapons, shields and other devices are enchanted, giving the user of
them unique, magical abilities. To utilize these objects, use the appro-
priate icons on the main screen.

--·-------------iiii~
E'- .-------------·-----···------··-·-----
.. .. .. .. ..
..-~-~ .-~~-··· ~~-- ~-- --==·-~-~
-- ._n,.__.r~~l l .
....-......~~~-..~~~~--~~--~~_.!
lVIagic
In addition to magical weapons and devices, there are two other routes
into the world of mystic powers: spells and potions. Spells are available
only to certain characters, and only to certain degrees for each character
type. Mages are the only characters able to cast all ten spells: confuse,
detect door, enchant sword, fireball, fog of evil, invisibility, mind stun,
shield, speed and wall of flame. Potions are available for use by all, and
mimic the ten spells. There are icons available on the main screen to use
potions and cast spells.

Time in Paladin 2
The game alternates repeatedly between a Player Phase, in which you
move the members of your party, and an Enemy Phase, when the com-
puter moves all of your opponents. Your phase will end when you click
on the "Advance To Next Round" icon, or when everyone in your party
runs completely out of movement points. (Movement Points are a mea-
sure of how much a character is allowed to do in a phase .) Each phase
takes up 30 seconds of game time.
-- ------------------ Character Statistics our Paladin and all of his allies and opponents are defined with

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sw ftR'T'HUR
Y ten personal statistics. The personal statistics for your Paladin and
each of his allies are displayed, in turn, on the main screen when
that character is under your control. Also, using the List Party icon will
t10IJES: 11 display statistics for all characters at once . (These features are explained

1~8~2-
later in this manual.)
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----- -- . - This a statistic that changes throughout the game, as it represents the
number of movement points (or "M.P.'s") the character has left in the
current round . Each character has his own amount of movement points,
that he is given at the beginning of each round . Movement points are
depleted by performing activities; most of them cost some number of
points to perform. For instance, moving onto clear terrain requires two
M.P., while swinging a sword requires three. All activities- attacking,
moving, using objects and so forth - can be mixed at your discretion,
but only if there enough M.P.'s left in the phase.

A character's movement points are based on a combination of factors:


Character Class, and the statistics for Vitality and.Current Encumbrance.
Vit:alit:y (Vit:al)
This is a measure of how well rested a person is. The greater the vitality a
character has, the more movement points he will have in rounds to
come. A character with 50% vitality would only be able to use 50% of
their full M.P.'s in the next round.

As characters move about and perform different tasks, their vitality is


reduced at the same rate as their actions' costs in movement points. So,
if a party member with l 00% vitality attacks with his sword (costing 3
M .P. ), his new vitality would be 97%.

Vitality recovers with time. At the start of each round, every character's
Vitality goes up by one quarter of his current Health score - if a charac-
ter has 100% Health, he will regain 25% of his Vitality in the next round.

:I-I:ealt:h
This is a measure of the amount of damage a character can take before
expiring. When a party member hits zero-percent health, he dies.
--···-- In fact, if a character with less than 50% health takes damage, the shock
can kill him even if the blow doesn't take him to zero percent. The
lower the health statistic is, the more likely it is that the sudden impact
of a attack will be fatal.

Encumbrance
(Encumb)
This is a measure of how much the character is carrying; it does not, as
you might assume, measure the maximum that he can carry. Every
object which may be found in a quest has an encumbrance value. As
one would expect, heavier and larger objects have a higher encum-
brance.

A character can only carry an item if he has encumbrance points to spare.


Each character class (and each level of Paladin) has his own maximum
encumbrance statistic, which determines how many objects that class
can handle at once.

Carrying a lot of items causes two problems. First, it slows down the
character, reducing the number of movement points available to him in
a phase. Secondly, it makes the carrier an "easier target," and he is more
likely to be attacked by foes .

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This measures how skilled the character is in hand-to-hand fighting. The
character who fights with a sword depends on his melee value to success-
fully land his blows. The higher the value, the more likely a character
will make contact and inflict damage.

Aiming
For all characters, this statistic measures a character's accuracy with
ranged weapons - bows, crossbows and arbalests. A character with a
higher aiming skill has a greater chance of hitting a target from a dis-
tance.
Aiming also has an additional meaning for mages. A mage's aiming skill
also measures his ability to target spells. A spell which misses has no
effect, even on others near the intended target.

:Oet:ect:in.g (Det:ect:)
A Wand of Detection may be used by anyone. Its powers, when success-
fully engaged, allow a character to locate all his distant enemies at once.
The detecting statistic is the percentage chance a character has to use the
Wand successfully.
..---·----------·---..------..--.-----·----~::oii·------. - ----..-·--·------·--
Seeing
Another magical device is the Ring of Farsight. which allows a character
to perceive terrain otherwise hidden to him. The seeing statistic is the
percentage chance that one has to successfully wield the Ring.

Arrovvs and Bolts


These statistics measure the amount of ammunition the character has
ready for his or her ranged weapon. For more information on ranged
weapons, see Combat, below.

Special Statistics
Armor and Svvord
:Damage
There are two additional statistics for each character. These are never
displayed during the game because they are the same for all characters of
each class. The two statistics, Armor and Sword Damage, are used
when calculating combat results (For more information, see Combat,
below, and the Young Paladin's Primer) .

-- ·-------------e- 1! !:-------------..--..-----·--------·----·-
Quest Enrollment_
. . ____ ::;;;;-=:;
__ ____ _

(If you have not already done so, use the Technical Supplement enclosed
with Paladin 2 to guide you through installing, configuring and running
the game. It will lead you to this screen.)
laying Paladin 2 begins when you enter your Paladin in one of

P several quests; this is done in the quest enrollment screen. The


screen is made up of four components:

lVlen.u Bar
The first component is a menu bar bearing the title "Quest
Enrollment." The bar also includes two icons, Help and Quit. Select
the Help icon with the mouse or press Fl for assistance in starting a
Quest. Select Q uit to exit the game.

Quests Available
The left-hand side of the screen contains a window, filled with a list of
Quests. In fact, there are more quests in the game than fit in the space
provided; to see the rest of them, use the scroll boxes at the top of the
window, or press the PgDn, PgUp and arrow keys on your keyboard, to
move through the list. To select a Quest, simply click on it with the
mouse; it will be highlighted with a yellow bar to confirm your choice.
............-.~-.. .~~~••••._. .~....~....-..~
. . ••~
- . . . .- ......~~~~~~~sau
.....-.~-~....... ._.., ....~~. .~~~

You can also add or remove Quests from the game. The Add option
allows you to add a new quest taken from another disk - either a pur-
chased add-on disk, or a disk used to store Quests made with the Builder
program. Quests added to the game are copied into the directory where
Paladin 2 is stored. If the list gets too cluttered, use Remove to delete
Quests from the Paladin 2 directory. This command permanently
deletes the currently selected quest, so use it with caution. Select these
commands by clicking on them with the mouse .

Paladins Available
The window to the upper right is a list of the Paladins that have been
created thus far. Each Paladin's entry displays his name, and either the
name of Quest he is on, or Available if he is not currently being used.
To select a Paladin to enter a Quest, just click on his entry. This win-
dow does not scroll; you may have only four Paladins created at a time .

There are three commands for this window. Create allows you to make
another Paladin (ifless than four exist currently); just enter his name
when prompted. Examine lets you view the statistics of the highlighted
Paladin, to help chart his progress as he ascends in abilities and status.
Delete permanently removes a Paladin from the roster; use this com-
mand with caution .

--- -----------~- .--------"!-- ----·--..--·------··,-···-·----


Quests in Progress
The window in the lower-right corner is a summary of the games cur-
rently in progress. A game is a Quest which has a Paladin engaged in it,
saved at a particular point in time. Up to four games may be saved here
-one for each Paladin created. A particular game can be selected with
the mouse.
The three commands for this window are Make, Stop/ End and Play.
To Make a game, select a Quest, and a Paladin listed as Available, and
click on the Make icon; you will prompted to choose a skill level (see
below), and the game will then appear on the roster. Use Stop/End to
delete a game you no longer want to play, but only if you are sure you
are through with it. Use Play to play the game currently highlighted.

Beginner and
Experienced Levels
When you create a new game, you will be asked to choose between
Beginner and Experienced skill level, which affects the challenge of a
Quest in two ways. At the Beginner level, enemies are less intelligent,
and you are always shown the area immediately around your characters.
At the Experienced level, enemies are smarter, and you will not see what
is on the other side of walls and closed doors .
Selecting Play from the Quests in Progress window begins a game and
brings you to the Main Screen.
~~-~ .. ... ...
~---- ...
~ ~-..----~--~-----f·~~-~--~----~-~- ...........__._..
~---_.~--
The Main Screen
T
he screen display which you will see most of the time playing
Paladin consists of three main elements:

Combat Window - On the left is the largest section of the main


screen, the combat window. It is a close up map of the part of the sce-
nario area, and stays centered on the currently selected character.

t1c•vr.s : 11 To the right of the combat window are a number of things:


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At the top is the countdown timer, which displays the amount of time
S :tl' l~C. : Z.C>X
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10
10
you have left to complete the quest. Each phase (yours or the enemy's)
takes 30 seconds to complete, so a full round lasts l minute.

Below the timer is a small information panel. During your movement


phase, it will display the name and rank of the currently selected charac-
ter. In the enemy phase, it will read "Enemy Attacks".

Underneath that is the statistics window. This has two functions .


During the enemy's phase, information on enemy attacks is displayed.
In your phase, the battle statistics of the current party member appear.

Below the statistics window of the main screen display are the icons you
must use to control the Paladin and his allies. They are described in
detail in the pages that follow.
The Icons__ ------.:;;~-----
. -------
T
he fourteen icons located in the bottom-right corner of the
screen offer nearly all of the controls for playing Paladin 2.
Below are descriptions of each icon and how they work; follow-
ing that are short chapters on the different facets of the game, explaining
how the icons are used in each circumstance.

List Party
This icon consists of a row of men, anywhere from one to ten men
wide.
Each figure in this icon represents a member of your party. The first is
your Paladin, and the other characters are represented in the same order
in which they are available for commands in the game. A box encloses
the currently selected character.
The color of each icon designates the current health of its representative
character. As a character takes damage, his icon darkens, starting at the
legs and ending with the head. A character with an icon nearly totally
darkened, has dangerously low health. When a character dies, he is
removed entirely from the list.
When you select this icon, a window appears listing everyone in your
party and displaying 5 of their battle statistics. By clicking on the Stats 2
button, you can see the remaining numbers. After this, this button
changes names, so you can similarly move onto screens detailing what
gear everyone is carrying, and finally cycle back to the first Stats screen.
-- ·---·---!! '!25_. _______- - - -
""!_ _ __ _ _ _..._~~------------
- --·----.- -.--
The "List Party" icon can also be used to quickly change which member
of your party is currently selected for orders. The specific figure you
clicked on when using the icon is highlighted in the stats and gear
screens. Also, while any of these screens is up, you may click on a specif-
ic name to choose a new character. By using the Change button, you
can return to the main display with that man selected, as long as he or
she has movement points remaining for the current round .

Save/Quit:
This icon consists of a picture of a computer disk.

This icon lets you either save your progress in the game, so that you can
pick up where you left off later, or quit the game without saving.

Importan t N ote: You can only save a game at the start of the Player's
phase. At any other time, you will only have the option to quit without
saving .

.........~~--------TPE-~-~·-~~-----~----~---am~~=n-~=r--~--·=··=~---------------....
Drop Object:
This icon consists of an arrow pointing away from an open hand.

Click on this icon to drop something. A dialog box will appear with a list
of all the objects the current character is carrying. Note that ordinary
swords and armor will not appear on this list, as they cannot be
removed . Select the object you want to drop by clicking on it, and then
using the OK button.

There are several reasons why you might want to drop something - per-
haps because of its encumbrance penalty, or perhaps so that another
character might pick it up. One object, the sphere of deflection, only
works when you drop it.

A dropped object always lands directly underneath the character. You


won't be allowed to drop anything if there is already an object under
you . It takes l movement point to drop an object .

Pick U"p Object:


This icon consists of an arrow pointing towards an open hand.

~~~--~._.. ...... ...--...........


~ .._.....
.-x~----~-~~~-·=== P-_~----.. ..
·==··----~ ~·-··_. ____
Click on this icon to pick something up . Doing so will change the point-
er into a pointing hand . Click with this on the object you want to take .
The object must be directly under you, or on an adjacent square. It also
must be visible on the ground - you cannot take anything directly from
another character.

Note: Some objects have a special message associated with them which
will appear whenever they are picked up .
When you pick something up, your encumbrance total increases. This
reduces the number of movement points you receive at the start of a
round. It takes 1 movement point to take an object.

"l.J se Object
This icon consists of a closed hand .
Click on this icon to use an item . A dialog box will appear with a list of
all of the objects that the current character is carrying. Click on the
object you want to use, and then on Use. Select Cancel if none of the
current character's objects appeal to you.

Different objects require different amounts of movement points to use.


The many kinds of objects and their effects are described in the chapter
on Objects and their Uses.
Show LocallVIap
This icon consists of a map scroll .

This icon displays a small scale map of the terrain surrounding the cur-
rent party member, allowing you to see more of the immediate area at
once. Only known terrain is displayed; in other words, only terrain trav-
eled to by a member of a party, or detected by Rings of Farsight and
Wands of Detection .

Cast: Spell
This icon consists oflightning bolts leaping from an open hand.

This icon will cause a dialog box to appear, containing with a list of all
spells known by the current character. Select the spell you wish to use,
and click on Cast. If the character has sufficient movement points to
perform the incantation, he may try the spell . You will either be
informed of his failure, or witness his success.

Note: Only some classes can cast spells.


...............-.... ..,...... ....
~ ~_. ~ ~GU~~uz....-.... ..
~-.aue ~~~;~--~SEU--~
- ~----------
·----·~-- .. .. --·~~~

"l.J se St:airs
This icon consists of stairs, and an arrow pointing up and down .
Click on this icon to climb up and down stairs. As long as the way is not
blocked, you will appear on the level that the stairs lead to. It takes 5
movement points to use stairs.

Note: If the corresponding square on the other level is blocked by


another party member, the mouse pointer will change to a stop sign, and
the command will be canceled . If the way is blocked by an opponent,
your character will sneak up on it, send it crashing down the steps to its
demise or disappearance, and your level will be changed .

.Advance t:o :N' ext:


R..oun.d
This icon consists of a stopwatch.

T his icon ends the Player Phase. Use it only when you are sure you have
finished all of the movement and activity you want to perform in the
current round .

..
--~- ~~. . . . . . . .
--.s
. .~--~-
.. . .....~----~~-.................~. . ,...... .. . . . . . . . . . . . . . . . . .
~-~
Upon selecting this icon, the Enemy phase will begin, and your oppo-
nents will have their chance to move and act. After they have completed
their actions (providing members of your party still live), the next Player
Phase begins.

N" ext: Character


This icon consists of an arrow pointing from one man, to the next.
Click on this icon to select the next member of your party for orders. If
you are on the last character in the list, you will be taken back to the
Paladin.

N o te: If a character has used all of its movement points for the current
phase, the Next Character command will skip over him.

Identify
This icon consists of a question mark.
This icon is there to give you on-line help during the game. Click on
Identify, and then on an area of the screen. A window will appear,
explaining what that area is. This works for terrain, objects and people in
the combat window, as well as icons and even information displays like
the Statistics Window.
Quest: Briefing
This icon consists of an open scroll.
This icon brings up a written introduction to the quest you are currently
playing. You should read this whenever you start a quest, as it sometimes
contains hints as to how to accomplish the orders at hand.

Quest: C>rders
This icon consists of a closed scroll and a small bar-graph.
This icon will display 'l summary of the various conditions which must
be met for this quest to be won, and which have been achieved so far.

"l..J nlock I>oor


This icon consists of a wooden door.
Click on this icon to open a door to which you are adjacent. The mouse
pointer will turn into a small key. Place this key over the door you want
to open, and click with the mouse. If you have enough movement
points, and are standing next to it, the door will open . Stone and secret
doors take five M .P. to open, while wooden ones require three .
.. ~ •.,~.......--.-rns
..~..-.•r-r . .~. .-.~-~-.,
~-~c== . ._......
-... . .~.,,,._._._. ..__,,~.........
Controllin9 Characters ~-=s _ ___

n each quest, you control the actions of the Paladin and all of his

I allies. You issue each character individual commands; in other


words, only one character can be controlled at a time .

This is the currently selected character. He is kept in the center of the


combat window during the Player Phase, to aid in identifying him .
Additionally, his name and statistics appear on the information panel.

Orders can be given out to all characters in any order or combination.


You do not have to complete moves for one party member before mov-
ing the next.

Selecting Charact:ers
When each Player Phase of combat begins, you will automatically be in
charge of the Paladin. To give orders to someone else, you must first
select them. There are three ways to select a character.

The first is to use the Next Character icon. This wiU automatically
select the next character in the party. If a character is out of movement
points in the current phase, he will be skipped over in moving to the
next available warrior.
. . . . . . . . .~
. . . . . . .~----·--. .r.==
. .~== ..-..... ..............
..--==~-~------~-----~~.-~~--~ ~ ~--~--~~~

The second way is to use the List Party icon. By clicking on one of the
figures on this icon (arranged to represent the battle order of your
party), a new character can be chosen. Also, you can choose another
character from the List Party window by clicking on his or her name. In
either case, you must click on the Change button to confirm your selec-
tion. If the character you wish to control is currently out of movement
points, you will be notified and the selection "'ill be canceled.

The third way to choose a new character is simply to hold down the
ALT key and select him with the mouse. The main disadvantage to
this is that you can only choose the characters within sight of the cur-
rently selected person.

Note: If you are at the beginning of the game, and are having trouble
finding or selecting all of your characters, make sure that all of your cur-
rently visible characters are off the entry pentagram. All new characters
arrive there for their first round, and can only materialize when the pen-
tagram is clear.

.. .. ................
~ ~ ~~-~ .....
~ ..
--~
_ .-
- .................................~-~, ........
...
. . . . .,.._...~~~~.......~.--~EE
. . .•WD
....~k------.----~~~.--..--~L&--P.~..

lVIovement:: Point:s and


Select:ing Charact::ers
When a member of your party completely runs out of movement points,
the computer will automatically transfer control to the next member.
The character with no M.P.'s will then be unavailable for control until
the next round.

When all of your characters run out of movement points, The phase
ends automatically. Otherwise, select the Advance to Next Round icon
to end the Player Phase if you don't want to spend all of everyone's
M.P.'s .

......-.. ..___..________________ ..,,_..~:-------0!!"


- - ..--.----···----
- --
Mo~ement

M
oving characters in Paladin 2 is easy. There are two different
methods, which can be used in any combination:

St:ep- by- St:ep lVlet:hod


This is a quick way of carefully controlling a party member in tight situa-
tions, or over short distances. In this method, the currently selected
character can only walk in the direction he is facing . To make the char-
acter walk in a particular direction, simply right-click on an adjacent
square in the direction you wish him to go. If the character was not fac-
ing the square, he will spend one movement point to do so now, and
you will have to give the command again . If he is facing the proper
direction, the character will move onto the adjacent square . You can
continue this process until the character it out of movement points.

Important: Do not use the left mouse button when moving step-by-
step . The left button is used for combat (see below) and you might end
up attacking your comrades .

.._.cn._.=r
.. ~ ...~........~--FFE_._.. ._.~~-~C""--~----~~--. ....~.. ,p ._._._....~-~........
Tracing a Pat:h
This method is best for fast movement over long distances. To use it,
left-click on the currently selected character and hold down the button.
Next, drag the mouse pointer along the path you wish the character to
take. The computer will draw out a path for the character to take, stop-
ping at obstacles, or when he runs out of movement points. If you have
made the path too long, or have chosen the wrong direction, just move
the pointer backwards along the path, and it will recede. Let go of the
mouse button, and the order will be carried out.

lVI.ovement: Cost:s
Each type of terrain has its own cost in movement points . These costs
are deducted as you move into each square.

Additionally, moving diagonally into a location carries a slightly greater


cost, as more distance is actually being travelled.

Finally, turning in place costs 1 movement point.


.... .,~ ...
~~·~-.~~._ ~~. . . ._.._.•
rns.__.. .~nr~-~cnn
. .~. . . .~......_.
...._.
.~. . .~~-•=_..__..._.-~~.,
.......

C>bstacles
There are certain things that will obstruct one's movement through a
location . First, walls are obvious obstacles. Second, you cannot pass
through any square occupied by either a party member or an oppo-
nent. Thus, one character cannot slip past another while in a narrow
corridor- this has a tremendous effect on strategy. Finally, some large
objects are such obstructions that characters cannot pass through them.
Plan your moves with all this in mind.

Animated lVI.ovemen.t
When loading the game, you will be given the option to turn animated
movement on or off. If you leave it on, you will see each character walk
to his destination with full animation. If you turn it off, the character
will just appear there. Making movement instantaneous is one way to
speed up gameplay. If you like, you can also toggle animation on and
off during the game by pressing FS.

""'-··"'-

.,~ - . .~. . . .~. .-==


...~~. . . ._.._.•rns.__.. .~n-~-~c== .._.-...,........
.._.mn-.•=r~. .~~••=~----
Combat __·-·----------~-~~~------
T
here are a number of ways to engage in combat in Paladin 2 .
Magic spells, devices and spells can be used as weapons; those are
discussed in the chapter on Magic, below. This chapter looks at
more mundane fighting techniques: swordplay and ranged weapons.

Svvord Fighting
All of your party members carry swords (although some are better with
them than others). This is for dose-range, melee fighting, and characters
can only attack enemies who are on an adjacent square.
To make the currently selected character attack an opponent, just left-
click directly on the enemy's square. A character will only strike oui: in
the direction he is currently facing, so you may have to turn around F.rst
(see Movement). A sword attack costs 3 movement points.
Of course, your character will not automatically hit his target. However,
if he does, a small skull will appear over the opponent. If the enemy is
killed, a larger skull will appear, and the opponent will vanish.
Don't forget that your party can be attacked, too. The same symbols
will appear when your party members are attacked or killed . Also, a
panel will appear when one of your party has died, to tell you who was
responsible.

Note: It is possible to hit your own troops by mistake, so think before you
swing!
-··-- .1\t:l_elee :Damage
The amount of damage a character does with a successful sword hit
depends on two statistics: his rating for Sword D amage, and the
Armor rating for his opponent. Each statistic is based on character
class.
Damage is calculated by subtracting the attacker's Sword Damage from
the defender's Armor rating; the result is how much Health the target
loses. For example, a Fighter, whose class has an Armor rating of 30%, is
hit by your Paladin, whose class has a Sword Damage rating of 80%. The
damage received by the Fighter is 80%- 30% = 50%.

Ranged Weapons
Bows, Crossbows and Arbalests are ranged weapo ns. They have an
advantage over swords, in that they can attack targets from much further
away. Their main disadvantage is that they require ammunition, either
arrows or bo lts, to fire . Firing a ranged weapon uses the Aiming statis-
tic to determine success, instead of the Melee skill.
To use a ranged weapon, be sure your character has the appropriate
ammunition ready- if he does, it will register in the statistics window.
Click on the Use icon and select the weapon you wish to fire .
After this point, Bows and Crossbows (and Arbalests) work differently.
For a bow, the mouse pointer will become a crosshair; click on the tar-
get with this and the character will fire. A character can fire at any target
within 45 degrees of the direction in which he is facing, so you may
need to turn the character before firing. Arrows are stopped by obsta-
cles, so your party member may need to move into a clear area to reach
your target.

For Crossbows and Arbalests, the character can only shoot directly in
the direction the character is facing. The character aims by facing the
character; Using the weapon is all you need to do to fire. Bolts fired by
these weapons continue until they hit a creature or a wall, or leave the
playing area.
The three weapons differ in how much damage they inflict: Bows rate
50%, Crossbows 80% and Arbalests 90%. Additionally, each weapon
has a different cost in movement points: Bows cost three points,
Crossbows cost five and Arbalests cost seven.
..
~~ .... ..
~•·•rns~-- . .~. .-.~~--.
~a-r~-~c== . ._.
...-~-.~. .~..
=••~ss-.~=- ...
-~, ...... ~

Ammunit::ion
There are two kinds of ammunition. Arrows are used in bows, and
Bolts are used in crossbows and arbalests. Party members usually
already have ammunition ready to fire, but a Paladin who picks up a
ranged weapon will have to find some.

To use ammunition found in the playing area, first pick it up. Then,
Use the ammunition; it will then be registered in the appropriate loca-
tion on the statistics window, and your Paladin is ready to shoot.

--~~ ....
~---.----~~-~--~ ... ..--~._- ............. ..
~ ~ ..................
-~ .........
. ---------_....---~:=:;;--
Ma9ic _____
T
here are ten magic spells in Paladin 2 : Confuse, Detect Door,
Enchant Sword, Fireball, Fog of Evil, Invisibility, Mind
Stun, Shield, Speed and Wall of Flame. Many of these spells
can be used as weapons against your opponents; however, there are
other spells that are at least as important as the offensive ones, and
should not be overlooked.

Of your party members, Mages have the most familiarity with magic.
They can cast all ten spells. Aside from them , Rangers are the only
characters with any magical ability. However, a ranger can only cast four
spells: Detect Doors, Confuse, Speed and Invisibility.

For more information on each spell, see the Young Paladin's Primer.

Spellcasting
To have the currently selected character cast a spell, simply click on the
Case Spell icon. A list of available spells will appear; dick on the one
you want to cast.

With some spells, you will have to choose a specific target, as if firing a
bow (see Combat, above). With others, the spell's effect will occur in
the direction that the character was facing when he cast it, as when using
a crossbow.
Pot::ions
Any character can use a Potion. There are ten kinds of potions available;
each duplicates a magic spell. A character who uses a Potion is essential-
ly casting a spell, even though he may not have any magical abilities.
However, a potion can only be used once, whereas spells can be cast
repeatedly.

lVIagical C>bject::s
There are several magical objects available to the party. Some are
weapons, like the Orb of Lightning. Others can be used to aid in a
character's defense. Still others have various benefits to the party. Each
is activated and used in different ways; for more information, read the
next chapter.
Objects and their Uses .~~- ____

T
here are many different objects which can be found within
Paladin 2. Each has a different purpose, encumbrance value and
time (in movement points ) needed for use. These objects are
summarized in the table below, and described in detail on the pages that
follow .

Encumbra nce M ovement Encumbrance Movement


Points Poin ts

Orb of Lightning 2 5 Sphere of Deflection 2 n/ a


Orb of Fire 2 5 Amulet of Levitation 1 11
Explosive Crystals 3 4 Prisoner 6 n/ a
Potion of Vitality 1 9 White Scroll n/ a
Bag of Holding 0 n/a Black Scroll n/a
Potion of Healing 9 Detect Doors Potion 5
Quiver of Arrows Confuse Potion 4
Quiver of Bolts Invisibility Potion 10
Bow 2 3 Fireball Potion 10
Crossbow 4 5 Speed Potion 10
Arbalest 2 n/ a Mind Stun Potion 10
Magic Sword 2 3 Shield Potion 5
Magic Shield 3 n/ a Wall of Flame Potion 10
Ring of Farsight 9 Enchant Sword Potion 1 5
Wand of Detection 9 Fog of Evil Potion 10

..,._
----- e=:
- -
·- -- •
...,~·--·-------- _ __Weapons and Ammunition
Quiver of Arrows
Arrows are always sold ten to the quiver. Remember that you must not
only pick up a quiver, but you must also use it, to prepare it for quick
access. Then, the arrows will be added to the Arrows statistic for that
character.

Quiver of Bolt:s
Similar to a Quiver of Arrows, this holds 4 bolts for use with Crossbows
and Arbalests. Again, the Quiver must be used before t~e bolts can be
fired . The bolts, once used, will be added to the character's personal
statistics.

Bow
The Bow is the simplest of the ranged weapons. It requires arrows to
fire, and the arrows must be used before they are made available to the
archer. The bow inflicts fifty percent damage for each successful hit.

For more information on how to fire a bow, see the Ranged Weapons
section of Combat, above.

----~~----~-.
·-zs--~=n~Mr~-~ ..... ..
~---- -~-·==--·==~·--~ ..~-~-----~.....-~.. --~
Crossbovv
A Crossbow is a crank powered, rifle type bow. A party member must be
similarly armed to use a crossbow as he must to use a bow, except that
this weapon uses bolts instead of arrows. Due to its greater strength
than a regular bow, a successful crossbow hit inflicts about eighty per-
cent damage. It is also more of a burden to carry, and takes longer to
load and fire .

For more information on how to fire a crossbow, see the Ranged


Weapons section of Combat, above.

Arbalest:
An Arbalest is the ultimate ranged weapon - it is even heavier than a
crossbow. It is identical in operation to a Crossbow (see above), except
that it inflicts ninety percent damage for each successful hit. However,
it is extremely heavy, and takes a very long time to load and fire .

For information on attacking with an Arbalest, see the Ranged


Weapons section of Combat, above.
Ma9ical Weapons
lVIagic Sword
These enchanted blades are sharper than those made with mundane
techniques. No special preparations need be performed to use a Magic
Sword; simply pick it up.

Attacking with a Magic Sword adds ten percent to the damage a charac-
ter inflicts with a successful blow. It in no way affects your accuracy.

lVIagic Shield
While not technically a magical weapon, the Magic Shield is grouped
here for its ability to protect against an enemy's weapons. Like a Magic
Sword, pick up the Shield, and it automatically begins to work for you.

A Magic Shield reduces the amount of damage a party member will take
in combat by twenty percent. In other words, if a Thief (with armor
protection of 15%) is hit by a Fireball (inflicting damage of90%), he
would normally take 75% damage. With a Magic Shield, he would take
only four fifths of that - 60%.
C>rb of Lightning
These magic orbs are powerful, explosive weapons. When used, a bolt of
lightning streaks out in the direction the user is facing. The bolt travels
in a straight line until it hits a creature or a wall, or runs out of energy.
Orbs disintegrate when used .
An Orb of Lightning inflicts ninety percent damage, in a three-by-
three square around the target. Caution should always be exercised that
allies, or items valuable to the quest, are not within the perimeter of the
blast.

C>rb ofFire
Orbs of Fire are similar to Orbs of Lightning, but with a crucial differ-
ence . The user of the Orb can direct it to attack a specific target , in the
same way one aims an arrow. First, use the orb, and the pointer will
turn into a crosshair. Point at the intended location of the blast, and
click the left mouse button to fire . You do not need to be facing a tar-
get to attack it.
If successful, the target and all standing adjacent to him will be engulfed
in a three-by-three square of flame, which inflicts ninety percent dam -
age to all characters within it. As with the Orb of Lightning, be careful
of who or what is near the intended victim .
...
. ....~------~~~~••, ......~............. .....~---~~--------......._.... ~ ..........-.r.~~
~-~-----~~

Explosive Cryst:als
Explosive crystals are a very powerful, time delayed explosive device.
They are a time-delayed explosive, that attacks all people, creatures and
items within a five by five square centered on them .

To use explosive crystals, simply drop them. A smooth surface will


appear on the floor, as a sign of imminent detonation. The crystals will
explode when the character has run out of movement points, or when
control is passed to another character. Therefore, you should always
make sure that the character dropping the crystals has enough move-
ment.points and a clear path to escape; otherwise, he will be engulfed in
the blast along with everything else. On that note, all other party mem-
bers should also clear the area before the character drops the crystals.

One hundred percent damage will be inflicted to anyone within the


crystals' blast radius. Remember also that once a crystal is detonated, it
cannot be stopped .

. .~----..-~~~--==--·==--·==~..~·-~-------....--~----- ..
.. ~ ...~......~_..........-~~~n==
MatJical Detlices _______.;;~---- -
Ring of Farsight:
This small, magical ring reveals all man-made structures on the same
level as its user. In essence, it gives you the floor plan of the level you
are on. To activate the Ring, simply use it.

A character's percentage chance of successfully using the Ring is his or


her Seeing skill. You must be standing on or next to a source of water
for the Ring to work.

VVand of :Det:ect:ion
This is a magical device that works like the Ring ofFarsight- it reveals
the layout of a large area ofland around the user, including any enemies
within that area. If the enchantment fails, then only the terrain that the
user has personally traveled is revealed. To activate the wand, simply
Use it.

The Wand of Detection has three differences from the Ring ofFarsight.
First, it has a shorter range. Second, it does not require a water source
to work its magic. And third, the percentage chance for successfully
using the Wand is the character's Detecting skill.
...,._._____.____________________ ._..~,------00!!--- ---·--·----····-----
Sphere of I>eflect:ion
The Sphere is a protective magical device. When its enchantments are
activated, it causes any Fireballs and Orbs of Fire that enter its square
to immediately detonate. The Sphere is activated by dropping it, such
that it will lie between you and the enemy. Anyone standing in an area
adjacent to the Sphere will be affected by the explosions it deflects, so
immediately step away upon dropping it, and keep all characters clear of
the area .

The Sphere is not indestructible. When deflecting a blast, there is a


one-in-ten chance of it shattering.

Amulet: of Levit:at:ion
Using an Amulet of Levitation allows a character to float above the
ground, ignoring terrain costs and movement restrictions. With an
Amulet, he can fly over every type of terrain except closed doors, solid
rocks and walls. Every terrain square costs one movement point to
cross.

--· ·--------·-----~~- .------""!------------···-------·------


The Amulet's spell lasts until another party member is selected, the char-
acter runs out of movement points or tries to perform certain actions
other than moving. The actions that will break the Amulet's levitation
spell are: taking, dropping, or using objects, attacking with a sword,
using stairs, opening doors, and casting spells.

When the character drops to the ground, there is a ten percent chance
that he will crash. Crash victims take ninety percent damage. If the
character is above a full water square or a black square (representing
nothingness) when he lands, he will die.

Bag of :I-I:olding
A Bag of Holding is a magical container that increases your maximum
encumbrance by 10. It in effect holds several objects while lightening
their weight. A bag will automatically function if you are carrying it -
the Use command is unnecessary.

It is possible to carry several bags at once - each will add l 0 encum-


brance points to your carrying capacity.
_ _ _-. -:-er:~-------· Ma9ical Potions
(To activate the enchantment of any potion, simple use it.)

Pot:ion of "Vit:alit:y
This elixir restores the "vim and vigor" of the character who uses it.
Each potion used adds fifty percent to the character's Vitality (up to the
maximum oflOO%).

Pot:ion of :I-I:ealing
This special mixture of rare herbs adds fifty percent to the character's
current Health, up to the maximum of 100%.

Spell Pot:ions
For each of the ten spells in the game, there is a corresponding spell
potion. The ten spells are explained in detail in the Young Paladin's
Primer.
__. .,. . .__.. _,_________---~;:;;u;--~araarotr
They all work in the same way - as soon as the mixture is swallowed,
the effects of the spell in question occur, as if the user had just cast that
spell . Thus, if a Swordsman uses a Fireball Spell Potion, a Fireball will
immediately roar away in the direction he is facing, just as if he had cast
the spell himself.

It doesn't matter that the Swordsman normally cannot cast a fireball-


anyone can use Spell Potions.

~~A77~~~---- ... . . ......


~ ~ _.~--.&==~==--··~~-~c====~----~
-~- -. ...mmmm.-=r-.. .~u_,,•._~--·
...-,------·-·-------
-__.. Miscellaneous Objects
Prisoner
Prisoners are unlucky people being held captive by the forces of evil.
Many quests will require that you pick up all prisoners and exit the com-
bat area with them. Prisoners are therefore burdens that can slow down
party members.

VVhi t::e Scroll


White scrolls are ancient writings by good mages and scholars.
Collecting them is sometimes one of the goals of the quest. They are
usually written using ancient and complex languages, and thus cannot be
used by the mages in your party.

Black Scroll
These diabolical tomes contain powerful black magical rituals that must
be kept out of the hands of evil arch -wizards at all costs. They should be
destroyed on sight. Their black magics are uncontrollable to your
mages, and thus they are not usable by them .
.. ~ ...- .. . . . . .~. -ms-
.. . . . . . . .-~-~
. .--~----~-~-----~==--·==~~~·-·=~-=--~
.. .....-~,.........
CompletintJ Quests ____; ._-;______
This chapter discusses some aspects of completing a successful Quest.

I>eploying Your Party


The Entry
Pentagram
The members of your party enter each quest through a special Entry
Pentagram. This must be cleared before the next character can appear -
in other words, you must move the previous one away.

Opponents~ Behavior
When your enemies spot you, they will come and attack. If they have no
clear target, they will instead guard objects in their vicinity. For example,
if a Fighter is near a white scroll which you must capture, he will guard it
until a party member enters the area.
-----,---------------""!-----·--- -----·---,~~-----------~~~------------- ...
Fulfilling Quest Goals
Each of the six Quest goals will require different actions and strategies:
• Rescue all prisoners held within the combat area - Prisoners
may be found throughout the quest area; pick them up to free them. When
all of the prisoners in the Q;test have been freed, the goal will be checked off
on your scroll.
• Obtain all white scrolls - White scroll:, are ancient writings by
good mages and scholars. Collecting them is sometimes a scenario objective.
They are not usable in the game, except as objects to be carried.
• Ensure all party members escape the area by the special Exit
Square - You have until your time limit expires to have each surviving
party member reach and step onto the Exit Squarel. It sometimes might
take you a while to find it.
• Kill at least a specified percentage of your opponents - This
is self-explanatory.
• Destroy all black scrolls - These diabolical tomes contain power-
ful black magical rituals that must be kept out of the hands of evil arch-
wizards at all costs. They should be destroyed whenever possible. They are not
usable, except by the damned and insane.
• Capture and hold all sentry posts - Note that sentry posts pro-
tect characters on them. Such characters will take only four fifths of the
damage they would usually take from combat attacks.
.. ~ ...~. .--~.- . ._.. ._.
- -.. .~-~c==-~
. . .-.P-_~··==--~-=--•mr~..-•••=~~--...--~----• ..
Paladin 2 Su99ested Tips.____
and Tactics
f the enemy has Magic Orbs or Fireballs, avoid clustering your peo-

I ple together - always try to keep a square between each. This avoids
having two or three casualties from a single blast.

By the same token, these weapons are best used against groups of foes.
Unless you have a lot of Orbs and Fireballs, don't waste them against
single targets.

Remember that your aim is to fulfill the quest objectives, not to kill all
opponents. Doing your job and getting out fast can often be much
more successful than a frontal assault.

Take advantage of any objects you can get your hands on - they are
an important part of the game. Be sure to give them to the people who
can best use them.

Use your spellcasters. Don't ignore the supportive spells such as


Enchant Sword - they can be as useful as inflicting immediate damage
with a Fireball.

The most difficult judgment is deciding how to use your Paladin. He


is a powerful character, and his abilities will only go up with personal
combat experience. However, if he dies, you have lost. Try and ensure
that he is never completely alone or unable to pull back.
~~~_.~_.,. .,~ • ...-._.......~.-•._.
. ._.. .8.-~,_...- .._...
. ._.. .._~_.--nn ._-.
..._..-~cs•••~~--
--------------____ _i!Pri!Pr---_ __ Paladin 2 Quests
Delving Difficulty: Easy
A childhood friend, Raphael Cross, has been captured in battle while
trying to drive a black magic sorcerer out of the area. You must now
confront the wizard in his stronghold, and rescue your friend and his
party. The sorcerer is known to keep his captives in dungeons deep
under the ground.
If you are sensible, you will have to do a lot less fighting then you might
think. Pick up all objects that are not too heavily guarded, especially
distance weapons.

Capture Difficulty: Easy


A group of bandits led by a local warlord, Kesrin, are overrunning an
area of quiet, peaceful countryside . It is your job to take the vital river
crossing points, so as to check their advance. Kesrin has also obtained
some excerpts from the Book ofN'Kano. You must destroy these before
he sells or gives these to a Dark Mage who can decipher them.
Take the nearest sentry post, then send some of your men to collect the
scrolls and finally reach the other post.

--·------------i!PrE--------Ool--..---.. -----·-----~~~--.-.·--·-
Escape Dif ficulty: Easy
A group of adventurers have been trapped by a large band of Trolls and
their allies. Led by you, a few have managed to keep their freedom so
far . Your party is now very close to a magical portal to safety. The portal
is supposed to be north or north east of where you start. Your one aim is
to reach it and escape.
Your party is not equipped for heavy in -fighting . Move as fast as
possible, and get out. Extra equipment may be more of a burden than a
help.

Rescue the King Difficulty: Medium


The Elven King has been taken prisoner by the Dragon Wolmire. This
threatens the alliance between the Humans, Dwarves and Elves. Without
the King's calming influence, the alliance could break down, and the
dark force army will enter our fair land unopposed. Rescue the king and
return the Elves to the alliance before the dark forces can regroup.
Enter the castle by blowing a hole through the gates. Use long-range
spells and watch out for the sorcerers and dragons. The toughest fight is
on the second level. Have several fireballs and lightning orbs ready. Pick
your way through the rooms slowly. Destroy as many opponents as you
can on the first level, as you have to return part of the way to the exit.
~~~·~~~----- .. ~-----....~--··-.&~----~~~-~----~----~-··==--·==~-----..~---~----..---~----· ..
Houses Difficulty: Medium
The shadow woods are well known for the dangerous creatures that
inhabits them. Normally, this would be the last place you would choose
to go. However, a collection of magical texts have been stolen from the
great library at Celaeno, and it is vital that you recover them before their
secrets fell into the wrong hands.
Move quickly through the woods and concentrate on the houses. You
will have to go below ground sometimes. !'reserve your one Mage
carefully.

Dark Scrolls Difficulty: Medium


You and your band of adventurers are to enter the Dungeon Kalimore
and destroy the Dark Scrolls of the dark lord. Rumors say he is preparing
to escape imprisonment in the netherworld, where he was banished 500
years before . These scrolls are crucial to his power.
This is a two-level dungeon, filled with all types of opponents. Use long
range spells and weapons whenever possible. If you suspect an enemy is
just beyond visual range, fire a lightning orb. Take your time.
........~...--~--~~---·~--~----------.==~-~-~--..-----..~~~;~---.--~~
Mage Battle Di£ficuhy: Medium
During one of the major campaigns between the forces of Light and
Dark, a brave Paladin led a group ofWhite Wizards in a surprise attack
on the Dark Mages. The ensuing battle devastated the countryside for
miles. 80% of the White Wizards perished and 95% of the Dark Mages
did not survive. The Paladin survived with serious wounds. A major
truce was called as the forces of both armies were severely decimated.
This led to the uneasy truce which exists today.
Fire lightning spells and flame potions up the middle as soon as possible.
You will be up against magic-users who will not hesitate to throw spells.
Use long-range weaponry whenever possible . If not possible, close with
the enemy and make them fire spells that will hit their own forces.

Rescue the Princess Di£ficulty: Medium


Rescue the Dwarven princess who was captured in a raid. She will be the
future Queen, so her rescue will help strengthen the alliance between
Humans and Dwarves.
This is a one-level fort full of enemies. Pick your way slowly from room
to room. Look for all the scrolls in all the rooms. Be careful when you
throw long-range spells, as you may destroy scrolls vital to your success.
... .,~ ...~_.....~_.-rns
~~~==~~~_. -~~-~===--~----·-~-·==--•-~•==~..~••••~--.-.._..-~,.......
. .- .. .-.

Coast Difficulcy: Medium


A group of smugglers have been using a remote stretch of the Denaki
coast to secretly bring weapons into the area. These are being supplied
to both sides in a bitter local power struggle. To stop the conflict and
ensure the safety of the innocent locals caught up in it, you must
convince the smugglers to leave by inflicting heavy losses.
You start with long-range weapons and magical allies. Use them . Try
and hit and run as much as possible, and don't get caught up in long
exchanges of blows.

Thieves Night Out Difficulcy: Medium


Your Paladin leads a band of thieves in an attempt to steal Dark Scrolls
from a heavily fortified fortress.
Enemies abound in this two-level dungeon. Conserve some long-range
spells for the second level, where you will definitely meet some heavy
opposition. At the chamber before the treasure room, be careful where
you throw spells as you may destroy scrolls vital to your success.

A Hunting We Go Difficulcy: Medium


Drive the Trolls and their leader from the forest of King Vaiden. You
will have a powerful Mage accompany you in case the Troll leader is well
versed in magic .
------···-iiiiio----·-·----·-
.. ~ ...~....---..--..-...-.w=:E=-·===----o'!!'-- -==-...---...
You will face many Trolls. Firing long-range spells immediately may help
you out. A Troll is waiting just north of your entry point to attack.
Ensure you keep your Paladin and Mage safe. Don't become over-eager
and rush into a magic attack.

Mansion Difficulty: Medium


The Troll Warlord Raygask has led a force of his Trolls and some
mercenaries against the against the stronghold ofEshim Venasta, a
respected mage and ally of your liege lord. If he can hold the mansion
for long enough, he will use it as the base for an attack into the
surrounding area. You must stop him from doing that, by eliminating
his troops.
You cannot avoid fighting in this scenario. Explore the area
systematically and thoroughly. Keep your force together, but don't
bunch too close, or you might all get wiped out by a single fireball.

Fortress Noirde Difficulty: Medium


The enemy quietly built a fortress in the major Eastern Passage, cutting
off our commerce. We were so busy fighting them in the south that we
were not aware of this until too late. It is not fully manned, so a small
band should be able to take the fortress . It must be taken at all costs.
Kill everything in sight. You must kill all the enemy and occupy the NE
sentry posts. Check every room for enemies.

~--..--- ...-·--·-------------e="ll!:'-·-----""-------------.····---
.
.-.-·. .
·-----·--·--------------~1!'!::-------~-------- . .-----··----·-··-· -~

Hunt Difficulty: Hard


To the north of the free city ofTorning lies an unexplored and hostile
wilderness. An expedition led by the famous scholar Paul West ventured
into the wilds. Weeks later, two of the group staggered back to Torning.
Their friends had been captured. The city has asked you to help find its
revered scholar, and retrieve the magical texts he had with him.
Lack of magical firepower is your main limitation. Pick up all of the
useful objects you can find, especially distance weapons.

Islands Difficulty: Hard


Sulis Venway was one of the greatest wizards ever to have lived. The
magical islands he created to amuse friends are a wonder of the world.
After his death, they went through a variety of owners, most recently the
necromancer Varrus. The local people wish to drive this mage out. If
you can take possession of the islands, they will follow and mop up any
resistance.
At all costs, preserve your men. You will have to take several sentry
posts, and cannot afford to lose anyone.

Ambush Difficulty: Hard


This is the first of the chained quests. Your advance scouting party has
discovered information of a major attack on the Light Armies that could

.. ~·--------nns----nr~~~·-----~~---. .--..-.----••-----·-~-·----•~
lead the Dark Forces to total victory. You must get to your army with
this vital information. On the way back, you are ambushed in a
combination magical and conventional attack. You know a powerful
Mage or Mages are in the ambush, as walls appear on all sides of you,
with the only way out being through the enemy.
This is a difficult fight. Move forward slowly, throwing long-range spells
as you move. Be careful not to get your own men in the line of fire of a
spell. You may get lucky and take out the powerful enemy mages.

The Skirmish Difficulty: Hard


This is the second of the chained quests. After getting past the ambush,
you run into the elite Dark Force squad. On either side of you is a
chasm with small crossing points on either side. There is only one way
out ... forward! But even if you survive, you will likely be captured and
imprisoned in Vales Tower.
Fire and move forward . Nothing but enemies are about. Use long range
weapons and spells. Be careful not to get your own men in the range of
your spells. Do not bunch your men together.

Escape Vales Tower Difficulty: Medium


After being captured by the dark forces, you engineer an escape . You
fight through three tower levels, rescuing some of your men on the way.
Capture any scrolls you find on the way out. This is the last of the
chained quests.
~~·~_. . ._.... .,~ ...-.. . . . . .~.-
- -.-~_.. . .~, . .~----~~··==--•-.-.•=r~..~••••~~--
. ._.===
Move slowly. You will not be up to full strength, but there will be plenty
of enemy soldiers/creatures to bar your way. Send one person out as an
advance scout. Never let your scout stray too far- always have backup.
Conserve movement points for the times you may run into heavy
concentrations of enemies.

Castle Difficult:y: Very Hard


The feud between the Castigen and Renfield families is old and bitter.
When Lord Castigen sent a delegation to negotiate with the other
nobleman however, they were kidnapped . Your old friend Castigen has
asked you to lead the rescue attempt.
Stay together and search the castle thoroughly. Your mages are your
main asset. Use any long-range weapons you can.

Catacomb Difficult:y: Very Hard


The arch-necromancer Tash Morgan has been using the infamous
Panoke Manuscripts to raise zombies. He must be stopped before he can
perfect the art, and summon whole legions of the damned to his service.
You must do this by destroying all of the Panoke volumes he holds.
You have a great deal of territory to cover. Avoid unnecessary fights, and
move as fast as possible .


.,~ .,~~. . . ._.._.•rms_._.. .~-~~-•cnn ..
. .~----~~~-·==--~nm· ~----~.-.-'•=~.-.-..-..~........ ~
guest Builder _______-----~~-----
ncluded with Paladin 2 is a powerful scenario build er program . It

I allows you to design new quests of your own, in addition to the


twenty which are supplied with the game. The quests you make can
be just as complex, and utilize all the features, of the predesigned ones
-you can even chain them into mammoth campaigns! Each quest can
take place on up to five levels of square terrain, and have its own party,
opponents, objects and goals. Creating new Quests is a good way of
sharpening your Paladin's skills; also, it's fun to challenge your friends to
conquer your latest creation!

(To learn how to run the Builder program, refer to the Technical
Supplement enclosed with this game.)

Overvievv
The builder program operates from only one screen. The largest section
of this screen is the design window, located to the left. This shows only
part of the current level of the quest you are designing. Your position
·within the whole map is shown at the bottom right of the screen. Click
on the red arrows in the same corner with the left mouse button to
scroll around the map. For a quicker way to move about, click the righ t
mouse button instead (or use the Whole M ap command from the M ap
menu- see below.)

...,Af/81"·..----·-·-- ·-------··-----~-=-.--------------------·~----·
On the right of the builder screen is a large window containing up to 30
terrain squares. This is the pallet window. When you want to add ter-
rain to the quest map, this is where you select it from. Click on any
square in the pallet, and that becomes the currently selected terrain type.
The name and picture of the selected terrain is displayed just below the
pallet window as a reminder.

To start a new design, select New from the File menu (see below). Now
you can click anywhere on the design window, and a terrain square of
the currently selected type will be placed there .

Nearly everything you need to do in the builder is accessed through the


seven pull-down menus at the top of the screen. The options on each
menu are explained on the pages that follow .

..
~~ ................ .....
~-~ ~----~
-~.-
- .................~................
-~ ........
Some :I-I:ints on
Building Quests
• When designing quests, avoid the temptation to throw everything
into each one you create. A qttest with 60 opponents and objects, 10 party
members and every victory condition required 1vill probably not be the ulti-
mate challenge, but more likely just confusing and slow.

• It's always possible to set up quests with a pathetic opposition and


huge resources for the player, and then 1vin every time. However, you will
probably get the most fun out of the game by giving yourself a real chal-
lenge. The point of the game is to test your ability to make decisions in
tough circumstances.
---·--·-·__________----~~--Quest Builder ~
The FILE Menu
The Commands in this section allow you to create, delete, modifY and
link quest files.
About - This displays the credits for this program.
New- This removes the currently opened Quest (if any), and gives you a
clear map, ready to start a new design .
Open - Use this command to load up a quest that you have saved previous-
ly. You will be prompted for the title of the quest. Use the arrow buttons to
highlight the correct quest before responding.
Save - This saves a partially designed quest, so that you can continue with it
later. Even if incomplete, a quest must have certain things set before it can
be saved. These are: Entry and Exit Squares, V ictory Conditions, and
Q uest Name.
Close - This quits the current quest without saving it. Any work done to
the quest since the last save will be lost.
Change Disk - you must use this command before switching to a new quest
disk. This is useful when accessing new Quests from a floppy.
Chain - This displays a dialog box, which allows you to enter the name of
another quest. If the player wins this quest, he and his party will move on to
the next one, listed here. This is how you chain quests.
Quit - Exits the Quest Builder.
.. ~ •.,~_.......~·•rns~.-..•wr~~_......~....~-~-==~------==--~..-•••=~-._....--~~,.........
guest Builder ----------~:~--
=:;
The MAP Menu
The commands in this menu help you better view the full scope of your
creation, as well as offer some basic commands to create or copy large
sections of terrain.

Whole Map - This shows you an overview map of the entire current level.
Click anpvhere on this map, and you will return to the normal display, but
at the location pointed to by the mouse. This is a quick way to move around
the large quest area.

Totals - This tells you how many objects, opponents and special text messages
you have placed in the quest.

You can have up to 60 creatures and 60 objects in a quest. Additionally,


your party is limited to 10 members, including the Paladin. Also, there can
be up to 20 messages associated with terrain squares in a quest, and every
object can have a text addition.

Fill Screen - This fills the whole area visible in the design window 1vith the
currently selected terrain. This will not overwrite objects or opponents, and
is a handy way of quickly creating a ground or floor pattern for the area.
~ .. .......... .......
._ ~
---------~----------...-~;;;o·------·----------
_ _ _ _!'!!!!lll'......

Fill Level - Similar to the Fill Screen command, this fills the entirety of the
current level with terrain of the currently chosen type. This will not over-
write objects or opponents.

Copy To - copies the contents of the current level to another level. Objects
and opponents are not copied. Multiple levels of the same building may be
created in this way, with each level later modified to make it unique.
Quest Builder ~-.___- ----;::;:ao~s _ !II
__ __

The LEVELS Menu


Use this menu to move from level to level (numbers 1 through 5), with -
in the quest currently being edited.

The PALLET Menu


There are too many different terrain pieces in the program, to be dis-
played in the pallet window at once. The squares have therefore been
divided into eight groups; use this menu to switch between them. For
reference, the groups are: Grass, Organic, Water, Stonework,
Woodwork, Furnishings, Objects and Opponents.

Important Note: The blank squares on various terrain pallets will erase
any terrain onto which they are placed. The blank squares on the
Opponents pallet will erase any object or opponent onto which they are
placed. However, a blank terrain square will not affect an object or
opponent in the same location, and a blank opponent square will not
affect the terrain beneath it.
-------------~a=------
- ------- Quest Builder ..
The EDIT Menu
This menu contains commands that help you personalize your quests, by
letting you determine their backgrounds and goals, and customize the
opponents, objects and terrain contained within them.
Briermg - Use this command to enter the quest)s introduction text. This
should describe the background to the adventure, and if you like) give some
hints as to how it may be completed.

Victory Conditions - Set the quest objectives here by checking off the ones
you want. Every quest must have a time limit, and at least one other vic-
tory condition.
Name Quest- This allows you to assign a name and difficulty rating to
your quest.
Edit Opponent - This command lets you customize the abilities ofyour
opponents. Select this, then click on an already placed opponent to set his
personal characteristics. You can define his current level of health, accura-
cy statistic (which sets the opponent)s melee and aiming ability), initial
encumbrance, bonus moves and spellcasting capability. Assigning a char-
acter bonus moves gives them more movement points per round than the
usual member of their character class. The more initial encumbrance you
allocate a foe, the more equipment the computer will allot him at the start
of each game.

..
----~~-------------~~-·--~---~-~--~-------~---···-~~ ----~~ .. ........
Teleport Destination - This lets you see where already-placed teleporters
lead to. Select this command, and then click on a teleporter, and its desti-
nation will be shown.

Terrain Text - This allows you to enter a text message, which will be dis-
played when a character first passes through a certain square. To use it,
select the command, then click on the square ofyour choosing. Then, enter
the text to be shown.

Object Text - Like Terrain Text, this lets you type in a text message that
will be shown whenever a character picks up the object you select. The proce-
dure is the same as for terrain.
---·--_..------~------""'-- Quest Builder ..
The PARTY Menu
These commands are for creating the party that will follow a Paladin on
this quest. Here you choose and outfit the party members.

New Member - This command adds a character to the party. You must
name party members, and set their class. A Paladin can have up to 9 allies
for a quest.

Modify Member - This is used to change the basic characteristics ofparty


members. When used, a list of the characters you have already created with
the New Member command appears. Select the one you wish to modify by
clicking on his name. Remove deletes the selected character -so be careful!
Examine allows you to see and alter his combat statistics. Outfit provides
him with some initial equipment. Click on Done when you are finished.

Create Paladin - This appears in this menu, as well as on the quest enroll-
ment screen, for convenience. However, remember that Paladins are not
part of individual quests; they are created indepentkntly of quests.

---..
~~ ....
~~--..---------.-.~-~---~----~~-- ...............
~~--~~ ....---~~ ........
Examine Paladin - Select this command, then click on a Paladin from the
list displayed to see his or her combat statistics.

Import Paladin - This allows you to take a Paladin from the original
Paladin game, or a Squad Leader from Omnitrend's Breach 2, and con-
vert them into a Paladin for use in this game. You must say which game the
Paladin is coming from, then choose the character himselffrom the list of
available leaders which appears on the screen, and confirm the choice by
pressing Select.

,~\~\1
.. :·. ... .
-::·
--- ---=~------- Quest Builder ~
The MISCELLANEOUS Menu
These are some additional commands to make scenario building easier.

Undo - Ibis command reverses all terrain alterations done since you last
selected a new terrain type from the pallet.

•.· Grid - Ibis toggles a grid which appears over the design window.
··~·.

''' ;\~i(t Cursors - Ibis displays two cursors on the screen. The one in the design
window can be moved with the cursor keys, the one in the pallet window
with the diamond of I,], K and M keys. Ibis command is useful for non-
mouse users. To place the selected terrain in the design window, press Z.

Thread Object/Thread Opponent/Thread Text - These three com-


mands provide a quick lvay to see what items, enemies and messages you
have placed so far. When you thread objects, for example, you are taken on
the design window directly to the next ob;ect in the computer's list.

Delete Object- Ibis removes the object or opponent you click on. It has the
same effect as selecting the blank square on the Opponents pallet, and plac-
ing that over the object/ opponent to be deleted.
Software License Agreement

THE ENCLOSED SOFTWARE PROGRAM IS LICENSED BY IMPRESSIONS SOFTWARE INC. TO CUSTOMERS FOR
THEIR NON -EXCLUSIVE USE ON A SINGLE COMPUTER SYSTEM PER THE TERMS SET FORTH BELOW.

LICENSE

You have the non-exclusive right to use the enclosed program on a single computer. You may not electronical-
ly transfer the program from one computer to another over a network. You may not distribute copies of the
program or documentation to others. You may make one (1) copy of the program solely for backup purposes.
You may transfer the software from one computer to another on a permanent basis only, and only when all
copies of the original software on the original computer are removed on a permanent basis. You may not use,
copy, modify, sub-license, rent, lease, convey, translate or transfer the program or documentation, or any copy
except as expressly provided in this agreement. You may not convert this software to any programming lan-
guage or format, decompile or disassemble the software or any copy, modification of merged portion, in whol~
or in part.

LIMITED WARRANTY

This program is provided "as is" without warranty of any kind either expressed or implied, including but not
limited to the implied warranties of merchantability and fitness for a particular purpose. The entire risk as to
the results and performance of the program is assumed by you. Impressions Software Inc. does not warrant
that the functions cootained in the program will meet your requirements or that the operation of the program
will be uninterrupted or error free. The sole and exclusive remedy available to the purchaser or user of this
software and accompanying documentation is a refund or replacement of the product, at the option of
Impressions Software Inc.

To the original purchaser only, Impressions warrants the magnetic diskette .on which this software product is
distributed. It is warranted to be free of defects in materials and faulty workmanship under normal use for a
period of ninety days from the date of purchase. If during this ninety-day period the diskette should become
defective, it may be returned to Impressions Software Inc. for a replacement without charge . The media war-
ranty period is automatically extended upon receipt of the registration card.
=~' ~
Impressions OMNITRENO
SOFTWARE

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