300 lines
14 KiB
Solidity
300 lines
14 KiB
Solidity
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BAD BLOOD
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Part 1
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GENERAL
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In BAD BLOOD, you have the choice of playing the game as one of
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three characters: Dekker (a normal male human) armed with a knife;
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Jakka (a female mutant who looks human), who has an eyeblast; or
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Varigg (a huge, green-skinned mutant), who possesses incredible
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strength.
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BAD BLOOD is rich with its own vocabulary (described in the game's
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documentation), and the playing area is huge. Game play is linear,
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but interaction with non-player characters (NPCs) is required, as
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well as some mapping, especially in the endgame sequence.
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Three saved-game positions and two difficulty levels are available
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for use. Game play is identical for all three players, except for
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one sequence when playing as Varigg, which I will mention at a later
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point.
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TROUBLESHOOTING
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There are some problems I (and others) have encountered. The
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following should be helpful if you run into any of them:
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1. Not enough memory: Get rid of all your memory-resident
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programs, and/or use a DOS version lower than 4.01.
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2. Games not saved: Usually, this occurs after you pick a game-save
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position, but do not rename it. If you do rename it, the problem is
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solved.
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3. Character won't move: I have noticed that sometimes if a game is
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saved with an NPC in the room with me, and I restart the game, my
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character cannot move. Simply save your games well away from NPCs.
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PARTING WORDS
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The other human city, Xantinium, is found at 768/146 by crossing
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the river at 762/310. Unfortunately, I was never able to enter the
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city, but it's probably a red herring.
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A CD player (!) can be found at 528/504 by killing the lupuses
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keeping an old man in a building (I was never able to find a use for
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the CD player).
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The ammo cave full of goodies is found at 462/34. Just for your
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information, mutant villages are found at the following locations:
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Mardok, 751/398; Nivvik, 339/189; Okkarn, 329/424; and Kitrum,
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540/751.
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STARTING OUT
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Talk to any NPC who will listen about all the topics you can. Hit
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points can be restored by eating fresh or dried "turkel" hearts;
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fresh hearts restore all your hit points, and dried ones only
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restore half of them. Weapons can be obtained by killing the bad
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guys who attack you. Human slavers and Kejek snakemen will always
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attack you, so be ready to fight!
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Explore as much of the landscape as you can: Caches of ammunition
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can also be found scattered about, and there is an ammunition cave
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northwest of Mardok near lake Acrus.
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Food is gathered by killing the mutant creatures that inhabit the
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landscape.
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BAD BLOOD
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Part 2
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RESCUING THE SHAMAN
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After the introductory sequence has played (where the story
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background is given) and you have chosen a character to play as, the
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game begins in Mardok. You should enter every building and pick up
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whatever is available for the taking. Make sure you go upstairs in
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buildings with more than one floor.
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The villagers don't seem to mind you taking their belongings, but
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they _do_ mind you killing them, or even hurting them. If you hit
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them accidentally, they will attack you. If you kill someone,
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everyone in the village will attack you until you leave and come
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back the next day. This is similar to the situations in other Origin
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games (e.g., TIMES OF LORE, ULTIMA VI, etc.). My suggestion is to be
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careful!
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In Mardok (and in every village you visit), talk to the Himmuk, the
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Shaman, and the Firetender. The Himmuk in Mardok suggests that you
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visit the Oracle, who can tell you how to stop the impending war. He
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doesn't know where the Oracle is, but he suggests that you find the
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Shaman in Nivvik who does. Get all you can in Mardok, then it's off
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to Nivvik to talk to the Shaman there.
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When you get to Nivvik, you find out from the Himmuk that the
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Shaman has been kidnapped by Kejeks. While to are in Nivvik, make
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sure you pick up the satscan, which will give you map coordinates
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when you use it. As usual, get everything you can grab, and move
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south to Okkarn.
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Okkarn isn't a very friendly place, and it will become downright
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unfriendly later on. Grab what you can now, especially the
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vibrablade. "Ammunition" for the vibrablade (batteries) is hard to
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come by, except in the human cities, so don't use it unless you have
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to. Don't free the prisoner yet; you will have to kill the guards to
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do it. Continue south to Kitrum and get what you can.
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Cross the river at 233/406 or 265/696, and proceed to the Kejek
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village at 62/970. The Shaman is in the south hut, but since you
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have to kill the guards to rescue him, it's better to get as much as
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you can while you are here. Use a shotgun or a bow and arrows to do
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the job. Talk to the Shaman of Nivvik. He tells you that the Oracle
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is across the lake and can be reached only by boat. The fisherman at
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Nivvik can lend you one.
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VISITING THE ORACLE
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There is no way to tell you exactly how to find the Oracle. There
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are many false trails, and you will have to backtrack several
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times. Start at the trail that opens near the point where you can't
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go south on the west shore of the lake. The Oracle's cave is found
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at 34/118. The Oracle will insist you prove your worthiness by
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bringing him an example of the Ancients' technology. What might that
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be, you ask? Why, an Apple, of course!
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Go to Zero Town and get the Apple at 840/896. Be ready to fight the
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cultists when you do. They use knives and eyeblasts as their
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weapons. While you are here, get the bazooka from the merchant at
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961/746. Then, head back to the Oracle.
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After you return to the Oracle and give him the Apple, he will tell
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you of a prisoner in Okkarn to whom you must talk. Now, it's off to
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Okkarn to free Artis.
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Artis can be freed by killing his guards. I used the vibrablade
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here with excellent results, but make sure you don't kill Artis
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accidentally! Talk to Artis to learn about Lord Dominix's plan and
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the kidnapping of Equitus.
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At this point you may return to the Oracle once more. He suggests
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that you enter the city of Yrvium. He also tells you about a collar
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which you can learn more about from the ex-slave who is now a hunter
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in Kitrum (talk to the villagers to locate him). It is not necessary
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to do this, but you may want to play this part through in order to
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enrich the storyline. If you want to bypass this part, you may
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proceed directly to the city of Yrvium.
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BAD BLOOD
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Part 3
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YRVIUM AND FREEING BESSEK
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Yrvium is located at 78/626. You may cross the river at 233/406,
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265/696, or use your boat. If you are playing as Varigg, you must
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first get a slave collar. Obtain a collar from the group of slavers
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who are to the east of Yrvium in the afternoon. The time of day is
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important: after noon, and before evening. Be ready to fight with
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your bow and arrow because there is a large group of slavers with
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shotguns. One of them that you kill should drop a slave collar.
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Varigg should get the collar and use it to disguise himself as a
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slave so the guards will let him in the city. Dekker or Jakka can
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simply walk in (and out). Be advised that while playing as Varigg,
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the human residents of Yrvium do not like mutants, and they will
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throw things at you while you are there.
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Your first stop should be the building to the left of the gate.
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This is the slave quarters, and in here is a blue female blarg who
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will tell you of Bessek, the mutant prisoner. Bessek is being held
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in the middle cage (with the guard) in the arena in the northeast
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corner of the city. Kill the guard and enter the cage to speak with
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Bessek. Bessek will tell you an amazing thing about Lord Dominix;
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also make sure you ask him about Equitus. He tells you to go and
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find the Subs, and gives you a password.
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If you are playing as Varigg, there is one more thing you must do
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before you can leave the city. Although humans (like Dekker and
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Jakka) are allowed free passage in and out of Yrvium, mutants are
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allowed out only to gather food and water. Find a mutant slave
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wandering around the city and talk to him. He should tell you about
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gathering water. Talk to the guards at the gate about water, and
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they should let you out of the gate.
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THE SUBS AND KILLING THE URSE
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It's back to Zero Town again, this time to find the Subs. Before
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you go, though, make sure you have found three tokens. The entrance
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to the Subs is 930/887. Give the guards the password, hit the red
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button on the wall to reveal the ladder, and climb down.
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Although it looks like a maze, the Subway isn't: It's got only one
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false trail (to the north). Go south from the ladder, and use a
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token to go through the turnstiles. Continue south, and use a second
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token. The railway tunnels are all blocked off. Your goal is to
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locate the Himmuk of the Subs (found at the southwest corner), who
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will tell you of the city below, and Theodus, Dominix's captain.
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While you are here, make sure that you pick up a fourth token; you
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will need it to get out.
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The Urse (a _huge_ mutant bear) can be found wandering the
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landscape south of Kitrum. I used four or five bazooka shots to kill
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the Urse, but I think anything would work if you can shoot it from a
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distance. The Urse's cave is found at 357/903. Inside, you will find
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a handy weapon, but it is not critical to finish the game. Now head
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back to Yrvium for the endgame.
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BAD BLOOD
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Part 4
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THE CITY BELOW AND THE ENDGAME
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In Yrvium, there are just a few more people to talk to before you
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head down below. You may speak with the teacher (midwest of the
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city) and the wellkeeper (top middle), who will tell you a bit about
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the city below. The person you really want to talk to is the rogue,
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Philo, who will tell you how to get to the city below, and who will
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sell you a means of getting there. He hangs out in the tavern in the
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afternoon and evening. The tavernkeeper is also an important fellow
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-- he provides food for Theodus -- and will ask you to take
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Theodus's dinner to him if you talk to him about Theodus. Theodus's
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quarters are just to the left of the guards' barracks. Tell the
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guard at the door about his dinner. You must kill Theodus to get his
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keys. Now, head for the well (everyone will want your blood again).
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Use the rope to enter the city below, but watch out for the rats!
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From this point to the endgame you must negotiate a maze. I am
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planning to upload a map to The Gamers' Forum's CRPGs Library, but I
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will try to describe what must be done. You must press buttons to
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open the doors to get from one place to the next. Go to the
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northeast corner of the room, where it is blocked by lasers. Hit the
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button on the wall to turn them off. Continue along the wall and
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press the button on the right. This will open the door in the
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southeast corner of the room through which you just came. Go through
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this door and hit the button on the left. Go south, then east, and
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hit both buttons. Backtrack and hit the button on the right (if the
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door is closed). Backtrack some more, and you will return to the
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room with the rope. In the south of this room should be an open
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door. Go south, west, and north through another open door. Turn
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right, and you will find another set of lasers, and two buttons
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which you should push. Go through a long east corridor and hit the
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button at the little dogleg to open the third set of lasers a little
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farther on.
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At the corner, hit the button to open the door to the south, and go
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on through. Directly around the corner, hit the button to bring up
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the elevator. Eventually, you will need to go through the door to
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the south, but you must go to a different part of the maze to open
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it. The door directly to the north should already be open (from a
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previous button); go through the door, and east. Hit the button on
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the north wall of the room you enter. Go through the door to the
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south, go around the corner, and press the button. Backtrack, enter
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the corridor to the west (the beams should be off), and hit the
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button there. Now, go east, south, then around the corner again to
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find that the high voltage has been turned off.
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Continue south to a four-way intersection. Take the corridor to the
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west and hit both buttons. Head back east, then take the south
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corridor (the door should be open). This corridor turns east (hit
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the button here), then cross over the elevator (it should be
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closed). Press the button just around the corner to open that door I
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described at the beginning of this paragraph. Now, backtrack up to
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that door on the south wall of the big room.
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The door in the south wall of the big room should now be open, and
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the elevator should be closed. Go to the west after passing the
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elevator, and press both buttons on the north wall. Go south, then
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west after you enter the big room. Take the north corridor (the door
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should be open), then take the west corridor. Hit this button and
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the high voltage in the northbound corridor will turn off, as will
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the lasers in the southwest corner of the big room. Since you are
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here, visit the hermit in the room to the north (you won't need a
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key), because he adds to the flavor of the story. After you talk to
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the hermit, head south again, and enter the corridor in the
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southwest corner of the big room.
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You are almost done! Proceed west through a long hallway (the
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lasers should be off), and go to the north wall of the room you
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enter. Hit the button there to turn off the lasers in the big room
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you were in before, then backtrack to that room. This time, enter
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the corridor in the southeast corner of the room. Press the button
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on the wall next to where the lasers are off, follow this hallway
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east, then south, through the open doors, and around to where you
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will see some barbed wire. Whip out your vibrablade, cut the wire,
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and enter the gaps. Kill the guards in the hallway, then use your
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key to enter the third door from the east. Here you will find
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Equitus, and the endgame sequence will take over. Congratulations!
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BAD BLOOD is published and distributed by Origin Systems.
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Downloaded From P-80 Systems 304-744-2253
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