From: http://project64.c64.org/ =========================================================================== The Legend of Blacksilver A Call to Adventure =========================================================================== I am no longer a simple serf. Since my special dream nothing has been the same. It was amazingly real. Princess Aylea, daughter of the king of all Thalen, had come specially to me. "We need a hero," whispered the beautiful princess. "We need one warrior to succeed where many have failed." In my sleepy dream state I must have responded "Why me?" for she told me "sleep quietly while I tell the story." "Baron Taragas has found Blacksilver in his infernal mines, and I fear for the safety of us all," she said. "Imagine it. Blacksilver! The power to raise mountains and empty the very seas. The power to destroy our lands." "My father raised a great army to march against Taragas, but was kidnapped before he could lead the charge. Now the Wizard Seravol counsels me that an army can never succeed. I must choose one person, one special warrior." After saying but a few more words, the princess pressed a feather into my hand, and departed in the way of dreams...a whisper...a memory. Begin the game -------------------------------------- After the Legend of Blacksilver loads and you get past the title screen you will come to a menu with the following selections: (S)tart a New Game--Select this option to begin a new adventure. You'll be instructed how to create a new character and put him on your character disk. Then you'll start the game from the beginning. Your character disk can store up to eight possible games in progress. Each time you stop the game (with the End command), your character will be saved to disk. The first time you start a new game, a character disk is automatically made for you. Just be sure to have a blank disk handy. (C)ontinue a Old Game--Use this option to re-start an existing character. You will be prompted to insert your character disk and to select the character you want to re-start. Your character will be brought back to life exactly where he last ended his game. (E)rase a character--Some old characters do nothing but hang around and boast of past exploits. This commamd lets you silence their bragging. (D)emonstrate Game--This command runs a preview of the game. This preview will continue until you press a key. (B)rief instructions--This option is designed especially for those who like to start a game first and read about it later. If this is your style, go for it. Just remember that you can always return to the manual. Keyboard Control -------------------------------------- @ - Forward (or up) : ;- Turn/move left or right / - Backwards (or down) Run-Stop key pauses game The Command list is shown on the left side of the screen. To select a command, press the first letter of the command's name. For instance, to rob someone press R. Joystick Control -------------------------------------- In the dungeons and archives, use the joystick to walk forward, backward or turn in place. In all other locations use the joystick to move up, down, right and left. To enter a command on the joystick, hold down the joystick button until the command list turns yellow. Release the button, use the joystick to highlight the desired command, then tap the button. Once selected, the command stays highlighted. If you want to repeat the last command, just tap the button. The Command List -------------------------------------- The command list is displayed on the left side of the screen. Different commands are available in different places, so you'll want to study the list when you change locales. To choose a command, select it with your joystick or press the first letter of the command's name. Armor--Put on your armor. Armor does you no good unless it's worn. Climb--Climb up or down holes in the dungeons, and occasionally elsewhere. Disembark--Trim your sails, drop anchor, and leave your sailing vessel. The boat MAY be there when you return. End--Save your current position in the game to the character disk. It's a good idea to end the game from time to time. This command is only available while you're roaming outside or while you're in a dungeon. Fight--Attack a target with the weapon in your hand. In some places you will be asked to specify the direction of your attack. Use the direction keys to do so. Gamespeed--Affects how long messages are left on the screen. The gamespeed starts at 4 (fairly slow). If you're getting bored then by all means turn it up. This command is also a handy way to pause a game, since the action won't continue until you've selected a new speed. Inventory--Lists your current attributes, weapons, armor, possesions and magic. The weapon and armor in use are highlighted. Your magic skill level is also listed for all magic spells you possess. Leave--Exit a place without having to walk out. A timesaver. Magic--Try to cast one of your own magic spells. Open--Open a closed item which is unlocked (such as a unlocked chest or door). Pass--Do nothing for a turn. This command may be sometimes cleverly used to get in the first blow in a battle with a guard. Rob--Steal whatever is within reach. Speak--Talk to whomever is listening. Use this command anytime you have something to say. For instance, you could use this command if you have a secret password you wish to reveal. Take--Pick up an item that is within reach. Use--Hold one of the items that you are carrying and use it. This command applies to all possesions except weapons, armor, magic, and archive gems (all of which functions in other ways). Weapon--Place one of your weapons in hand, ready for use. Xamine--Examine your surroundings for useful information. This command reveals the presence of nearby traps along your line of sight in the dungeons. Playing the Game -------------------------------------- After you start the game you'll find yourself in the countryside of Thalen. Within sight are several different types of terrain. Some make for easier travel then others, and some may seem completly impassable. To get a better idea of the types of terrains and their effects on travel, use the Xamine command. Outdoor Encounters -------------------------------------- There are 64 kinds of outside creatures many of whom stay exclusively in one particular type of terrain. Creatures who can survive in harsh environments (such as deserts or mountains) are stronger then those from less hostile places. On the other hand, stronger creatures tend to collect more gold. It's important to plan your travels accordingly. There are two basic types of creatures: Monsters are always unfriendly and not too smart. They are seldom found outside their standard habitat. Humanoids can be either friend or foe, and usually travel over many different terrains. When you encounter a creature outside, a variety of things can happen. Pay careful attention to the messages you read. You'll be able to detect whether the creature is approaching you or whether you're overtaking it. Sometimes you can tell how many or what kind of creatures they are before they are within range. About half the time, you'll see the creature before it sees you. In that case you'll have the following options: APPROACH--Move boldly toward the creature, not bothering with stealth. This option maximizes your chance of encountering the creature. However, some otherwise friendly creatures may assume your intentions are hostile. STALK--Sneak up on your potential adversary. This option gives you a very good chance to get in the first blow, but its not a good way to win friends. Stalking also slows you down, thereby increasing a creature's likelihood of eluding you. WAIT--Stand still and openly wait for the creature to approach. Waiting is a good way to demonstrate your peaceful intentions, but you'll miss a lot of creatures that go the other way. FLEE--Run away. This is a good choice for both cowards and smart adventurers. Some creatures are just too tough to fight. Besides, if the creature catches you anyway, it'll understand your lack of hostility. Just don't expect to get in the first blow. Once a creature is within range, you have several choices. If you choose to fight, you'll have the following options: BATTLE--Fight the creature with normal cautious attack. CHARGE--Attack the creature with reckless abandon, paying minimal attention to your own defense. You'll have a good chance of hitting your foe hard, but will leave yourself more vulnerable to counterattack. MAGIC--Cast a spell (if your character has magic). OTHER--Lets you select a different option from the command list. If you speak to a creature, you'll be given three options: threaten, barter or surrender. Bartering can be a good way to gain valuable weapons, armor, food or potions. Be advised that travelling creatures don't belong to the better business bureau, and may exaggerate the quality of their fine products. The Legend Of Blacksilver carries out your speaking commands in a reasonable way. For instance, threatening an enemy warrior means you shout something like "Begone, pond scum, or shall I slay you where you stand." On the other hand, threatening a non-intelligent beast means you do something like run towards it shouting, with arms waving. Towns -------------------------------------- Towns offer the opportunity to stop for a breather. There are 16 towns on Bantross. They are depicted by a bird's eye view, with trees, fences, pathways and rooftops easily visible. Buildings can be entered by pathways or entry steps. Each town has its own distinctive flavor, with different shops, gambling parlors, banks and more. The price of identical goods can vary greatly from town to town, so the prudent adventurer is advised to shop around and compare prices. Weapons Shop--Buys and sells weapons at a fixed price. Prices vary by weapon type, quality, and town. Good quality weapons work better and are less likely to be broken in use. Armor Shop--Provides the savvy shopper with the latest in personal protection. As your character progresses, increasingly better armor is available. Bank--Offers interest-bearing savings accounts and a variety of personal loans. You may notice that a few of the larger banks have guarded back rooms. Grocery--Offers travelers a way to stock up for long journeys. Broker--Might be willing to purchase your used armor and weaponry. These merchants are clever bargainers and are usually willing to negotiate prices with customers. A word of advice: the broker's opening price is usually ridiculously low. Make a higher counteroffer. Marina--Sometimes available to sell rafts. You'll be unable to buy a raft until your character is sufficently advanced to handle it. It's easier to obtain a raft for inland lakes, although these aren't available at the start of the game. Magic Shops--Sell all sorts of useful spells. A beginning player cannot buy advanced spells. There are two types of magic shops, each selling different spells. Production Shops--May offer you the opporunity to earn gold by working for a day or by running errands. You might take bread, sew clothing, or make munitions, to name a few. Casinos--Lure even the stingiest adventurers, for they can be a great way to win gold. The Dragon Wheel can increase your money 50-fold on a single spin. Just be sure not to bet too much on one spin; it's wise to expect some droughts between wins. On Thalen, Blackjack is a time-honored way to increse your holdings. Heigh-Loagh is also a great way to win money, provided you know the proper "half way" point between deuce and ace. Temples and Archives -------------------------------------- Walk reverently in the temples, for the are holy shrines to the Gods of Bantross. Built and maintained by the Brotherhood, temples offer much more then rest to the weary explorer. Some temple dwellers provide things of immediate benefit. Others will help only if you discover their secret motivation. Residing in each temple is a Gamemaster. Each Gamemaster runs a different "arcade-style" game of skill. You'll find Hard Rock Melee, Trap Shoot, and Trist. Playing these games improves your character's attributes. It'll probably take you a couple of tries to get the hang of things. But once you do, it'll really help your combat abilities. A bit of advice: return from time to time to brush up on your skills. Additionally, the Brotherhood maintains its archives beneath some of the temples. Once you discover how to enter the archives, you'll find vast underground corridors leading to a variety of special exhibits. These exhibits can be opened, although special gems are needed to activate a display. Such displays provide the adventurer with useful items, information, and even gateways to far away lands. Visitors are cautioned to spend their gems carefully. Some displays can be visited only once. Others can be used indefinitely for a single gem. Castles -------------------------------------- These strongholds go by differnt names, but all contain vast wealth, useful items, and some very memorable occupants. Patrolled by large numbers of burly guards, evil castles are no place for the weak or poorly equipped adventurer. King Durek's Castle--The beginning player should probably seek out the castle to meet Prince Arovyn and the Wizard Seravol, as well as the other castle occupants. If you aren't getting anywhere, the guards may be of help. It'll be to your advantage to consult with both Seravol and the Prince throughout your adventure. They are often a good source of important information and pertinent advice. Other Castles--These are hostile and forbidding multi-level places. You will find great wealth, but the cost of taking it is high. Be sure to talk with each castle occupant--they will be essential to your mission. Some will ask questions. Think well upon your answers. Far into your adventure you will enter the Labyrinth. This magical fortress is confusingly complex, a series of chambers interconnected by magical transports. This structure was created by Minon's evil followers at the time of the Mage Wars. Its guards are not human, but enchanted servants of a long-dead sorcerer. Be advised to notice the "floor switches" upon the ground. You can learn how to activate and de-activate these deadly magical foes. Dungeons -------------------------------------- Beneath the suface of Bantross lie the dungeons, which vary from 4 to 12 levels deep. Dungeons are dangerous places shown in three-dimensional perspective. Many date back to a time when sorcery ruled and sorcerers guarded their treasure in deep tunnels, hewn from the bedrock by blacksilver. You can find cases, urns, chests of gold, food, armor and special items. Danger abounds beneath the surface: the deeper you go the more damage you tend to receive. Part of the danger comes from the trip bars, poison darts, holes, and gas vents--these may be visible or camouflaged. A greater danger are the monsters. The types of monsters you encounter will change as you journey downward, becoming progressively stronger and more devious. Besides costing you hit points, many of the creatures employ their own unique brand of attack. Some can psychically drain your attributes; others can damage your weapons and armor; still others will steal. You may even find yourself temporarily blinded. It's wise to learn which creatures to treat with special care. You'll always be told when a creature has affected you in one of these ways. You'll have to decide how you wish to explore the dungeons. Some people simply wander around until they find a floor hole leading up or down. Others employ a simple strategy, such as always keeping their right hand on the wall. Still others end up mapping the entire dungeon. Your choice will depend on how difficult you find the dungeons. Most levels are relatively straghtforward, with no special tricks or surprises. A few levels, however, are complex--to go deeper may require you to go up and then down again. Even if you don't ordinarily map, you might consider doing so for any level that seems unduly complex. In the dungeons and archives, turning left or right pivots you in place. The point you pivot around is slightly ahead of you, just within your field of view. YOUR CHARACTER Inventory --------------------------------------- Your equipment is divided into three basic categories: armor, weapons, and items. Unless you are wearing it or using it, all your epuipment is stored in your travel pack (except gems, which work only in archives). Your inventory also lists all magic spells in your possesion. You will see how many of each spell your character has plus his skill level for each spell. Attributes --------------------------------------- Strengh--Determines the effectiveness of your blows in combat. The greater your strength, the harder you hit your opponent. Endurance--Affects your ability to withstand blows during combat. If your endurance is high, you receive less damage when your opponent lands a blow. Dexterity--Determines how frequently your blows land and how often you dodge the blows from an attacker. Intelligence--Affects the success rate of your magic spells. A player with low intelligence can expect many more spells to fizzle. Charisma--Influences how successful you are in dealing with merchants and other characters. This affects the price you pay for goods. Level --------------------------------------- There are various ranks of adventurer in Bantross. You start The Legend of Blacksilver as a serf, the lowest possible level. Most of your level increases will come when the Wizard Seravol deems you worthy of an increase. As your level goes up, the maximum level of hit points you can achieve increases. Hit Points --------------------------------------- Hit points reflect the amount of damage you can receive before you are killed. When your hit points fall to zero, you die. If this happens, don't panic. The wizard Seravol may be able to resurrect you, thanks to a very small speck of Blacksilver in his possesion. In fact, due to Seravol's unique abilities a strange thing happen. Immediately after resurrection your character has 50% more hit points then its maximum. It is unclear, however, how many times Seravol can resurrect a character. Some players upon dying choose to turn off the computer and restart the game from the spot it was last saved. Please be careful if you do do this! Sometimes the old character is older then you think. You start him up, but forgot he hasn't done various things yet. This is a way to get stuck in the game. Food --------------------------------------- Food is necessary for travel outside and inside the dungeons. Your current supply of food is usually listed on the screen. Make sure not to run out, or you'll die. If you are running low, try to travel on terrains that use a relatively small amount of food. Food can be purchased in small towns and can usually be obtained from creatures you kill while traveling. This is usually a good idea, although there is a small chance you will get sick. A few creatures however routinely carry disease and should be avoided. Gold --------------------------------------- Gold is the currency of choice on Bantross, useful for buying all manner of goods. You'll need lots of gold to play The Legend of Blacksilver. There are many ways to get it--some common ones include: killing monsters, robbing merchants, raiding castles and dungeons, working in towns, and gambling. Use some ingenuity, for there are also several other ways to collect gold. Magic Spells --------------------------------------- Your character can possess nine different types of magic spells. Some of these may be purchased and used right away. Others are considered advanced, and require your character to qualify before he can use them. Towns won't sell advanced spells to unqualified adventurers. A character's overall effectiveness with a spell is affected by three things: * Where the character is, and who the character is attempting to affect with his spell. For instance, offensive spells work better in the dungeon then in the labyrinth. They also work better against an assassin then they do against Spike. * The character's intelligence. This attribute has a direct effect on how often a spell fails. Characters of lesser intelligence often botch a spell, causing it to fail entirely. * The character's skill with the spell you are using. Your character has a specific skill level for every type of magic spell he owns. When you invoke a spell, assuming it isn't botched, this skill level affects how effective the spell will be. Skill levels for individual spells usually start out at around 20 or 30, and reach a maximum of about 100. Stay alert to learn how to increase your skill level. Simple Magic Spells --------------------------------------- Tongue of Flame--An offensive spell which hits a target for hit point damage. A beginning character has a skill level of 30. Glow Tip--Causes any weapon your character is holding to hit harder. Glow tip lasts for 30 to 60 weapon uses, and remains in effect even if your charcter changes weapons. You will be notified when the effects wear off. Skill level starts at 30. A higher skill level increases the amount by which a weapon is enhanced. Armor Enchant--Improves the effectiveness of your character's armor for 30 to 60 hits. You will be notified when the spell wears off. Skill level starts at 30. Light Spell--Illuminates your way in dungeons. Skill level starts at 50. The higher your character's skill level, the less chance that your light will be blown out. Along the way you may find a dungeon with such strong winds that even a skill level of 100 won't prevent your light from being blown out. If this happens, seek another answer. Teleport Spell--Used only in dungeons. It transports your character to another location in the same dungeon level. It is useful primarily to avoid serious attack or to possibly find another portion of the dungeon. This spell by its nature is taxing to your character, inflicting a loss in hit points for every use. The higher the skill level the less the hit points lost. Skill level starts at 50. Advanced Magic Spells --------------------------------------- Lightning Bolt--An offensive weapon that strikes a single target for hit point damage. It is significantly more effective then Tongue Of Flame. Beginning skill level is 30, with greater skill levels causing greater damage to the foe. Annihilate--Works only in dungeons, destroying all nearby monsters. This is very reliable (but expensive) spell, with a skill level at 70. The higher the skill level the greater the destruction range. Nimble Step--Lightens your character's footsteps so he doesn't set off dungeon traps as easily. A beginner starts at skill level 20, avoiding several, but not all traps. Once your character is quite skilled, use of Nimble Step can drasticly lessen the amount of time spent Xamining. This means you will travel more quickly and be caught by fewer monsters. Psychic Protect--Guards your character against attribute-draining attacks from dungeon monsters. The better your character's skill level, the better the spell protects you. Skill level starts at 30. Tales and History of Bantross --------------------------------------- I am Seravol, Castle Wizard and advisor to King Durek, ruler of all Thalen. I have seen much during my long life, and learned more then I have seen. During its many years, Thalen has felt the calm of peace and the rage of conquest. Both the mighty and the meek have directed its course. In these pages, I chronicle the history of our beloved planet Bantross. Pay heed to my tales, for the future doth itself repeat. The Course Of Time ------------------ Year 417 The Sorcerer Minon is banished to the island of Maelbane. Year 421 The discovery of Blacksilver. Year 425 The lands of Maelbane begin rising. Year 487 The demons of Maelbane conquer Thalen. Year 561 The Black War of the Maelbane sorcerers begins. Year 562 The lands of Maelbane sink into the sea. Year 563 Life is peaceful on Thalen. Year 563 Taragas reopens his mines. Year 577 The coronation of King Durek. Year 584 Taragas finds Blacksilver. Year 585 King Durek is kidnapped. Year 589 The present. Seravol's Creature Compendium --------------------------------------- I've compiled this list of creatures to aid Thalen travelers. If you suspect that I've never personally encountered these creatures, you are correct. After all, I'm still alive to tell these things. Creatures From Thalen Enzod Warrior--Tribespeople which under normal circumstances can be a friendly foe...Although can be one vicious enemy! Ragyn Knight--A elite group which once was honorful, now in shame. Trilp--Tiny and humanoid in appearance. Believed to travel in magic dimensions. Peasant--Backbone of Thalen's economy, can be found throughout the land. Amazar--Ancestors of the modern Thalen folk, very short. Considered pretty to be short for them. Trapper--Always travel alone. Name says it all. Slome--Enormous, clumsy, but strong warriors. Creatures of the grassland: Krakyl Quasit Hound Squeezer Tingler Lypnopod Creatures of the Forest: Brain Spate Fetid Wheeze Blood Puppy Bone Worm Creatures of the Swampland: Bantog Bowel Root Stench Creep Spine Quiver Creatures of the Desert: Sand Sweep Themeron Mammoth Gulp Creatures of the Moutains: Flume Wild Tench Sceaming Nug Sniffler Creatures of the seas: Chipper Rammer Night Howl Flemmix Creatures of Maelbane: Sylvan Trader Worlan Fighter Spell Binder Hooded Monk Bandit Brandyx Apparition Creatures of the Grassland: Gervin Stilted Rike Stun Flower Incubal Carrion Crawler Snitewake Creatures of the Scrub: Furred Clench Boar Weasal Stencheon Creatures of the Forest: Centigrub Blood Leech Shadow Puff Wynsel Creatures of the Marsh: Chrondile Mud Walker Clown Weed Rock Wart Creatures of the Mountains: Ice Monger Wind Widow Nimbus Climber Babbler Creatures of the Seas: Gas Drone Hypnofiend Tendro Pincer Wave Thrasher Dungeon Monsters: Few warriors have ever entered the underworlds of Bantross, for they are inhabited by the disgusting remnants of the Mage Wars. Food is scarce in the dungeons, and only the fiercest and strongest creatures have survived. They sport an impressive array of talents. There are apparently creatures that can drain attributes, destroy armor, resist magic, and maybe even more. In recent history, only two warriors made it out of the dungeons alive. Both of them were wrecks, hollow shells of what they once were. Suffice it to say, no details of their experience ever passed their lips. We learned no names--no descriptions. Only by studying their horrible wounds did I learn something of the world in which they struggled.