Paladin II - Manual
Paladin II - Manual
Paladin II - Manual
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duced, translated or reduced to any electronic medium or machine-readable form
without the prior written consent of Impressions Software Inc.
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~=R:::=;;;;;;;;;E;;;;;;;;;;;N~D~
Impressions
D M N I
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Credits:
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
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:
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 -·"'·:•<_-,-.,,,;, -.·....•.. .·.,·~-.
J.~~
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.
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.
--·-------------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
(
(
iit-1E: 00:10:00
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.)
l>I'l'fiL:
HEfiL'l'l:'t:
E~CUMB: 0
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t1I;LEE:
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aox
50'<:
1\tl.ovement: Point:s
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SEEHK•:
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2.0'<:
10
( 1\tl.oves)
BoL·rs: 10
----- -- . - 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.
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.
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 .
.. ~--~~----~--~--. .--~-~c==
. .._. . . .~~-.................~..
··-~--~. .---.~....... . .
~---e~...e-e---£22-···------------~~~----~-F.a'"CidrnJr
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.
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
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 .
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:
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.
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.
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.
"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.
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 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.
n each quest, you control the actions of the Paladin and all of his
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.~..
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 .
M
oving characters in Paladin 2 is easy. There are two different
methods, which can be used in any combination:
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.
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.
""'-··"'-
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 .
..,._
----- 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 .
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 .
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 .
. .~----..-~~~--==--·==--·==~..~·-~-------....--~----- ..
.. ~ ...~......~_..........-~~~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.
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 .
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.
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.
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.
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.
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.
--·------------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.
~--..--- ...-·--·-------------e="ll!:'-·-----""-------------.····---
.
.-.-·. .
·-----·--·--------------~1!'!::-------~-------- . .-----··----·-··-· -~
.. ~·--------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.
•
.,~ .,~~. . . ._.._.•rms_._.. .~-~~-•cnn ..
. .~----~~~-·==--~nm· ~----~.-.-'•=~.-.-..-..~........ ~
guest Builder _______-----~~-----
ncluded with Paladin 2 is a powerful scenario build er program . It
(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 .
..
~~ ................ .....
~-~ ~----~
-~.-
- .................~................
-~ ........
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.
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.
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
__ __
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.
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.
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.
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LICENSE
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