                   ++++++++++++++++++++++++
                   + IRON & BLOOD PC      +
                   ++++++++++++++++++++++++


A TSR Dungeons and Dragons 3D combat game....

FEATURES
--------

    - 16 characters to fight;
    - 4 bosses;

    - 16 standard attacks;
    - 3 combo attacks;
    - 5 special or MAGIC attacks;
    - jumps, blocks;
    - a total of more than 1600 animations in all!
    
    - full 3D rendering;
    - 3D sound;
    - smooth motion camera;
    - choosable camera angles;
    - adjustable resolution, lighting, details, shadows, etc.

    - head to head play;
    - campaign mode;
    - full AI-driven opponents;


INSTALLATION
------------

Please run the INSTALL program BEFORE running IRONBLUD.
This will install all the necessary files on your hard disk
and configure the game for the sound card.



STARTING IRON&BLOOD
-------------------

To start the game go into the directory you have selected
in the INSTALL program and type IRONBLUD.
If you have joysticks attached, Iron&Blood will then prompt you
to calibrate them.
Answer Y the first time you run the game or if you change
joysticks.
Answer N or ENTER if you previously calibrated them.

The game will enter into demo mode automatically after a few seconds.
To exit the demo mode hit ESC.


MINIMUM REQUIREMENTS
--------------------

    Pentium 60Mhz (will run on high-end 486's too)
    16 Megs memory
    DOS or Windows 95
    PCI or VLB VGA card (VESA compatible)
    12 Megs hard disk space    

RECOMMENDED
-----------

    Pentium 120 MHz or higher
    16 Megs
    DOS
    PCI VGA card
    Sound card


TRAINING
--------

In TRAINING mode you can select a fighter and choose your opponent.
Your opponent will be controlled by the computer and
will be slow to attack, move or block so you will
have a chance to react and prepare between attacks.
In TRAINING mode, your fighter will be awarded with the maximum
level of magic and experience so that you can you can try special
magical moves.

You can select the style of your opponent in the
Options->AI screen. Also, if you select an experience level above 5
your opponent will be awarded more magic power and artifacts.


HEAD TO HEAD
------------

In HEAD TO HEAD mode, you can play against another human, the computer
or even computer versus computer. You can bring with you artifacts in the
match and even acquire them. You can acquire experience during the match
but not magic levels (you will have to go into CAMPAIGN mode to increase
your magic level).
If you play against the computer and succeed at defeating all your enemies
you will have the opportunity to defeat 4 more bosses.


CAMPAIGN MODE
-------------

In campaign mode, each player creates a team with a certain number of fighters
and then fight for objectives. Objectives are either a Ring of Resurrection,
a Magic Power or a New Teammate. Read the sections below for more information.
If you play against the computer and succeed at defeating all your enemies
you will have the opportunity to defeat 4 more bosses.

Because a campaign can take quite a long time to achieve, you have the
opportunity to SAVE your campaign (only one) so that you can continue at
a later time. The option will appear in the Campaign menu. Press ESC at the
Main selection screen to get back to the Campaign menu.


SELECTING ARTIFACTS
-------------------

If you have acquired any artifacts during your previous fights, the computer
will display an artifact selection screen.
You can select ONLY ONE of your acquired artifacts to bring with you in
the match. If you don't want to bring an artifact in the game, wait for
the other player to choose his artifact (if he's HUMAN) and then press ESC.
Once you press ESC, the fight will start with whatever artifacts players have
selected or not.


ON EXPERIENCE, MAGIC LEVEL AND ARTIFACTS
----------------------------------------

Experience, magic levels and artifacts take a long time to get...
For this reason, whenever a human play with a blue or red fighter, Iron&Blood
will AUTOMATICALLY save the current fighter's status of magic level,
experience and artifacts.

This means your current fighter's status is always available and used
in the current game when playing either in HEAD TO HEAD mode or CAMPAIGN mode.
TRAINING mode does not accumulate any status however.

(Gaining experience, magic levels and artifacts is possible ONLY when
a HUMAN control the blue or red fighter. Computer-controlled fighter don't
accumulate PERMANENTLY any experience, magic level or artifacts.)




KEYBOARD CONFIGURATION   (while game is running)
-----------------------------------------------

Press F1 during game fight to get more HELP...


General keys
------------
    -           smaller viewport
    +           bigger viewport
    ALT-F1      Toggle automatic adjustment of frame rate
    ALT-F2      Decrement number of frames to skip
    ALT-F3      Increment number of frames to skip

    ALT+F4      Toggle display of FPS on screen
    ALT-F5      Toggle textures on/off
    ALT+F6      Toggle polygon lighting on/off

    ALT-F7      Toggle camera automatic/manual mode
    ALT-F8      Toggle floor on/off
    ALT-F9      Display on/off torches
    ALT-F10     Display on/off scores

    ALT-R       Toggle left-right direction for joystick 0
    ALT-T       Toggle left-right direction for joystick 1

    ~-F.        Take a screen shot (create a .PCX file)

    F1          Help screen

    F8          Use 300x200 video mode  (if available)
    F9          Use 640x400 video mode  (if available)
    F10         Use 640x480 video mode  (if available)
    F11         Use 800x600 video mode  (if available)

    P           Will pause/unpause the game

Camera keys
-----------
    F2          Keep blue player on right
    F3          Put camera on left side of blue player 
    F4          Put camera on right side of red player
    F5          Put camera on blue player's head (or close)
    F6          Put camera on red player's head (or close)
    F.          Keep red player on right



Camera manual mode (press ALT+F. once to get into manual mode)
------------------
    I           Move camera forward
    K           Move camera backward

    J           Pan left camera
    L           Pan right camera


CONTROLLING YOUR FIGHTERS
-------------------------
Fighters can be controlled by either the keyboard and/or the joysticks.
Because Iron&Blood is a 3D game, you need to learn how to move them
in 3D space. The default behavior in Iron&Blood is to use the direction keys
based on the direction your fighters are looking at.
For example, if your fighter is looking RIGHT, you would press the RIGHT
arrow to move FORWARD. This is probably the most natural way for most people.
You move (and fight!) according to where you are looking at.
However some people prefers the other way around: directions are fixed.
In this mode, if you press the LEFT key then you ALWAYS move FORWARD.
If you prefer to use this mode, you can go into the Options->Controls menu
and change the setting of the "Reverse Red/Blue Left/Right" field.


PLAYER1 keyboard controls   (on keypad)
-------------------------

MOVES
    RIGHT-SHIFT     run forward
    BACKSLASH       run backward
    PAD8            jump
    PAD4            inch_forward
    PAD6            inch_backward
    PAD7            Rotate left (if running)
    PAD9            Rotate right (if running)

COMBO ATTACKS
    ENTER+PAD7      combo-1
    ENTER+PAD8      combo-2
    ENTER+PAD9      combo-3

HIGH ATTACKS
    ENTER+NUMLOCK   attack_high_1
    ENTER+SLASH     attack_high_2
    ENTER+STAR      attack_high_3
    ENTER+MINUS     attack_high_4

MEDIUM ATTACKS
         NUMLOCK    attack_medium_1
         SLASH      attack_medium_2
         STAR       attack_medium_3
         MINUS      attack_medium_4

LOW ATTACKS
     INS+NUMLOCK    attack_low_1    
     INS+SLASH      attack_low_2
     INS+STAR       attack_low_3
     INS+MINUS      attack_low_4

JUMP ATTACKS
     PAD8+NUMLOCK    jump_attack_1
     PAD8+SLASH      jump_attack_2
     PAD8+STAR       jump_attack_3
     PAD8+MINUS      jump_attack_4


SPECIAL ATTACKS
    BACKSPACE+NUMLOCK    special_1  
    BACKSPACE+SLASH      special_2
    BACKSPACE+STAR       special_3
    BACKSPACE+MINUS      special_4
    BACKSPACE+PLUS       special_5
    BACKSPACE+PAD7       magic ability
    BACKSPACE+PAD9       arcane power


BLOCK and DODGE MOVES
    PAD5            standing_block
    PAD2            crouch_block
    INS             crouch
    PAD1            evade_left
    PAD3            evade_right

ARTIFACTS
    BACKSPACE+PAD5  use the artifact
    BACKSPACE+PAD2  get the artifact


PLAYER2 keyboard controls   (left side of keyboard)
-------------------------

MOVES
    TAB             run forward
    CTRL            run backward
    A               inch_forward
    D               inch_backward
    W               jump

    Q               Rotate left (if running)
    E               Rotate right (if running)

COMBO ATTACKS
     ALT+Q          combo-1
     ALT+W          combo-2
     ALT+E          combo-3

HIGH ATTACKS
     ALT+1          attack_high_1
     ALT+2          attack_high_2
     ALT+3          attack_high_3
     ALT+4          attack_high_4

MEDIUM ATTACKS
         1          attack_medium_1
         2          attack_medium_2
         3          attack_medium_3
         4          attack_medium_4

JUMP ATTACKS
       W+1          jump_attack_1
       W+2          jump_attack_2
       W+3          jump_attack_3
       W+4          jump_attack_4

LOW ATTACKS
   SPACE+1          attack_low_1
   SPACE+2          attack_low_2
   SPACE+3          attack_low_3
   SPACE+4          attack_low_4

SPECIAL ATTACKS
    TILDA+1         special_1
    TILDA+2         special_2
    TILDA+3         special_3
    TILDA+4         special_4
    TILDA+5         special_5
    TILDA+6         magic ability
    TILDA+7         arcane power


BLOCK and DODGE MOVES
    S               standing_block
    X               crouch_block
    SPACE           crouch
    Z               evade_left
    C               evade_right

ARTIFACTS
    TILDA+X         get the artifact
    TILDA+S         use the artifact



JOYSTICK CONFIGURATION (a joypad is easier to use than a joystick)
----------------------

Some definitions....

L  is     left      
R  is     right
U  is     up
D  is     down
I  is     idle
UR is     up right
UL is     up left
DR is     down right
DL is     down left
B1 is     button 1
B2 is     button 2

Example: B1,B2   means press B1 and release and then press B2 and release
Example: B1+B2   means press B1 and hold and press B2



MOVES
(left and right are reversed if player is looking at right side of screen)


I           idle position
L           inch forward
R           inch backward
L,L         run forward     (UL and DL while running steers)
R,R         run backward    (UR and DR while running steers)
U           jump            (UL and UR while jumping move left or right)
UL          evade right
DL          evade left

BLOCKING
    Blocking positions are naturally on the other side of attacking and close
    together to make it easy to block from one position to another.
    Also, entering crouch mode for attacking is considered closed to a block.
UR          block high
DR          block low
D           crouch


ATTACKS
    Basically, attacks are located on the joystick according to where
    they will hit on opponent's body. Almost...
    This means if you want to hit opponent's face you have to move the
    joystick in the up region. To hit opponent's belly, move it left (or
    right if you are looking right). Moving the joystick in the down
    region will do low attacks.
                            ^       high
                           \        high
                          <-        medium
                           /        medium
                            V       low
                            \       low

    An attack must start from an idle position (except for crouch attacks
    which must start from the crouch position).
    Button combination before moving the joystick provides additional
    attacks.

B1,U        attack high 1
B2,U        attack high 2
B1,UL       attack high 3
B2,UL       attack high 4

B1,L        attack medium 1
B2,L        attack medium 2
B1,DL       attack medium 3
B2,DL       attack medium 4

    Attacks in crouch mode: hold to the down first to get into crouch mode
    and then press a button. Also, Once in crouch mode you can get into
    the down and right position to get two additional low attacks.
    But stay in crouch mode if you want to do a series of low attacks...

D,D+B1            attack low 1
D,D+B2            attack low 2
D,DR+B1           attack low 3
D,DR+B2           attack low 4


JUMP ATTACKS
    While jumping, you can attack your opponent. Since you are up in the air
    you need to use the equivalent of a medium attack to hit your opponent.

B1,L        jump attack 1
B2,L        jump attack 2
B1,DL       jump attack 3
B2,DL       jump attack 4



SPECIAL MOVES

B2,B2,U         special move 1
B2,B2,UL        special move 2
B2,B2,D         special move 3 (attack while down)
B2,B2,DL        special move 4
B2,B2,L         special move 5

B1,B1,U+B2      magic ability
B1,B1,R+B2      arcane power
B2,B2,B2,B2     use artifact
B2,B2,B1,B2     get artifact


COMBOS

B1,B1,UL,B1     combo high
B1,B1,L,B1      combo medium
B1,B1,DL,B1     combo low
-------------------------------------------------------------------


                NOTES ON CHARACTERS AND AI
                --------------------------

Every character in Iron&Blood has its own personality. Some fighters are
faster than others. Some others are smarter, etc.
This is called the NORMAL behavior.
If you wish to fight against a CPU fighter and change its NORMAL
behavior you may do so by going into the Options->AI screen and adjusting
the different speed and style of the RED and BLUE fighter.

N.B.    This will affect only the behavior of CPU fighters.
        It will not affect in any way the behavior of the fighter you control.
-----------------------------------------------------------------------------



                NOTES ON SPECIAL AND MAGIC MOVES
                --------------------------------

Here are some explanations of SOME special moves.
Not all moves are listed.
Move numbers are for reference only.
Not all fighters have all special moves... 


TORGO
Magic Ability : Earth Tremor - This attack inflicts no damage, but will knock
the opponent off his feet, and allow Torgo to get close to him.  The effects
of this move can be countered by the opponent if he is crouching. While
executing any crouch maneuver (including blocks and all attacks), a character
cannot be knocked over by an Earth Tremor attack.

Arcane Power : Anti-Magic Aura - This continuous effect power protects Torgo
from receiving damage from ANY magical source. No magic ability, arcane
power, artifact, or spell can cause him damage. Other effects may still
apply, but magical damage is always reduced to 0 when Torgo is protected by
his anti-magic aura.



LUTHOR
Special Move #1 : +5 Holy Avenger attack - This is clearly one of the most
powerful attacks in the game.  This attack inflicts 90 points of damage
when it hits successfully.
While running, Luthor can use the steering buttons to track his opponents AND 
keep from running into the rune wall.

Special Move #3 : Impale - This move is non-magical, but is mentioned in
this section only to make note of the fact that it is 'steerable' like the
+5 Holy Avenger attack above.  When it hits, it inflicts 50 points of
damage.

Magic Ability : Aura of Invulnerability - When Luthor calls forth this
power, he gains a limited invulnerability to damage from any source.  For
each level of ability, Luthor can completely ignore the effects of a
single attack.  Luthor's invulnerability extends even to the point that he
will not even REACT when he is hit.

Arcane Power : Heal - When Luthor executes this move, he will heal back to
his maximum hit point total, no matter how low his current hit point
total. 



ERLAND
Special Move #2 : Flame Arrow - This attack inflicts 40 points of damage.

Magic Ability : Fireshield - This move serves as both an attack and a
defense at the same time.  While executing it, Erland cannot be damaged by
his opponent.  In addition, if his flaming bow comes in contact with his
opponent, it will inflict 30 points of damage.

Arcane Power : Arrow of Slaying - This attack is very slow to develop, but
when released, the Arrow of Slaying will inflict 180 points of damage
Note that this attack can be dodged, but NOT
blocked.  The arrow of slaying can penetrate any normal shield (although
Luthor's Aura of Invulnerability, and Torgo's Anti-magic Aura are BOTH
effective defenses against it.).



DARIUS
Magic Ability : Magic Trident - When Darius unleashes the power of his
magic trident, the amount of damage he inflicts is doubled, tripled, or
quadrupled, depending on his level of magic ability.

Arcane Power : Heroic Stance - Once Darius achieves this power, he can no
longer be knocked down by ANY attack.  Only the Rune wall can knock him
down once he achieves Heroic Stance.




XENOBIA
Special Move #1 : Impale - When Xenobia calls upon this attack, she
inflicts 40 points of damage.
Additionally, Xenobia's Impale attack CANNOT be blocked.

Special Move #3 : Forward Dive - This move serves as a forward dodge. 
When executing this move, Xenobia cannot be hit.  It is superior to a
dodge, as dodges move the combatant sideways, while this move can advance
her towards her opponent without risking damage.

Magic Ability : Siren Call - When Xenobia uses her 'Siren Call', all
humanoid male opponents will stand slack-jawed, unable to react for a few
seconds while she will have an opportunity to pummel them mercilessly. 
The higher Xenobia's level of magic ability, the longer her opponents will
remain 'awed'.  Note: This power has no effect on female and undead
opponents.

Arcane Power : Shield of Reflection - This power infuses Xenobia's shield
with the ability to reflect missiles (normal or magic) back upon their
caster, as long as she successfully blocks them.  Even Missile-like effects
such as Stellerex's Gust of Wind spell will be hurled back upon the caster
from the results of this ability.



IGNATIUS MAX
Magic Ability : Dagger of Venom - When Ignatius uses this power, his
dagger inflicts 30 points of damage.

Arcane Power : Stealth Backstab - Ignatius has the power to teleport
behind his opponent, and stab him in the back, inflicting 50 points of
damage on his opponent.  This attack cannot be blocked, but it CAN be dodged. 
Iggy must be careful, though, as he may find himself teleporting directly
into the Rune wall if his opponent is standing with his back too close to
it.



SHINESTA
Special Move #4 : Groin Shot - When Shinesta uses this attack, it will
cause 30 points of damage and ALWAYS knock down male opponents.  Note: Like
Xenobia's Siren Call, this attack has no effect on female and undead
characters.

Special Attack #5 : Attack Behind Back - This attack actually allows
Shinesta to swing in nearly a 360 degree arc around her head, effectively
enabling her to hit an opponent anywhere near her.

Magic Ability : Staff of Striking - Like the object of the same name in
AD&D, the staff of striking inflicts extra damage depending on the number
of charges that are expended.  Shinesta can expend one charge for each
level of magical ability she possesses.  Damage is 15 points at 1st level,
30 points at 2nd level, and 45 points at 3rd level.

Arcane Power : Natural Healing - In a campaign game, each combatant must
spend a number of turns between matches healing.  Characters can heal up
to 1/3 of their hit points by resting between matches.  However, once
Shinesta acquires the ability of 'Natural Healing', she will always regain
ALL of her lost hit points between matches, no matter how low she got in
the previous fight.



RED CLOUD
Attack-medium-1: Explosive Touch - If Red Cloud can tap his opponent with the
explosive touch, it will cause a huge explosion, inflicting 35 points of
damage, and almost always knocking the opponent down (95% chance).

Attack-medium-2: Bless - When Red Cloud uses this spell, he will glow with
power for the next 15 seconds.  While so blessed, his physical attacks will
inflict double their normal damage.

Attack-medium-3: Lightning - This spell causes a small bolt of lightning to
erupt from Red Cloud's staff, and race in a straight line outwards.
Damage is 8 points.

Attack-high-3: High Lightning - This spell causes a small bolt of lightning
to erupt from Red Cloud's staff, and race in a straight line outwards.
The only difference between this attack and the previous one is that this one
counts as a high attack.  Damage is 8 points,

Attack_low-1: Levitation - This spell can be blocked or dodged. In
fact, it will not hit an opponent who is running either.  However, if it
is successful, it will hurl the opponent in the air, and dump him
unceremoniously back onto the ground.  (damage is 6 points.)

Special Attack #1 : Earthquake - This attack inflicts no damage, but will
knock the opponent off his feet, and allow Red Cloud to get close to him.
The effects of this move can be countered by the opponent if he is
crouching.  While executing any crouch maneuver (including blocks and all
attacks), a character cannot be knocked over by an Earthquake attack.

Special Attack #2 : Teleport - When Red Cloud uses this ability, he will
be teleported to a random location, somewhere in the arena.

Magic Ability : Vortex Spell - This spell will cause an opponent to be
lifted from the ground and spun for a number of seconds equal to Red
Cloud's level of magical ability.  While spinning, Red Cloud can strike at
the opponent as often as he likes.  At the conclusion of the spell, the
victim will be thrown to the ground.

Arcane Power : Weight of the World - When this power is gained, each time
Red Cloud falls to the ground (for any reason), an earthquake will be
caused, and Red Cloud's opponent will ALSO fall to the ground.  No damage
will be inflicted to the opponent that is knocked down.



URGO
Magic Ability : Stone Shield - When Urgo uses his Stone Shield power, he
may not attack, dodge, or move in any other manner for a period of 2
seconds per level of ability.  However, if he is struck while using this
power, Urgo will receive NO damage whatsoever.  In fact, the shield is so
powerful that the fighter that strikes it will receive 50% of the damage
that they had intended for Urgo.

Arcane Power : Petrify - When Urgo petrifies his opponents, they will
freeze immediately, regardless of what they were doing at the time.  While
frozen, Urgo can strike them for damage as often as he likes, until the
spell expires.



ARDRUS
Special Move #1 : Life Drain - If successful, Ardrus' Life Drain attack
will siphon off 15 hit points from his opponent, and transfer them to Ardrus. 

Special Move #2 : Bludgeon of Doom - When Ardrus calls upon the dark
powers, he can temporarily enchant his mace.  Once enchanted, it will
remain enchanted until he strikes with it.  Whether the next strike is
blocked or not, the attack will cause the magic to dissipate.  If the
strike hits, though, it will inflict TWICE the normal amount of damage.

Special Move #3 : Stone Fist - Ardrus' Stone Fist attack is slow to
develop, but if he hits with it, it will inflict 45 points
of damage.

Magic Ability : Aura of Fear - When Ardrus casts a spell of Fear on his
opponents, they will find themselves unable to attack for a period of
fifteen seconds.  During this time, they will be able to run, block, and
dodge, but not attack in any way.

Arcane Power : Vampirism - When Ardrus achieves the arcane power of
vampirism, each time he hits an opponent for damage, he will receive a
bonus of 5 points to his life point total.




SASHA
Magic Ability : Call of the Wild - When Sasha howls with this power, she
will inflict automatic damage equal to 5 points per level of magical
ability.  This attack will work from any range, and neither blocking nor
dodging can prevent the damage (although Torgo's Anti-Magic Aura will stop
it, as will Luthor's Aura of Invulnerability).

Arcane Power : Blood Lust - With this power, Sasha can ignore the effects
of any attack.  Although she will still absorb damage as normal, she
will not react to being hit at all.  No matter how often she is hit, it
will not stop her from continuing her current move.




NYM PYMPLEE
Special Move #1 : Scare Attack - When Nym uses this maneuver, it will
scare his opponent off their feet.  It inflicts no actual damage, but will
knock the opponent down if he is not blocking or dodging it.

Magic Ability : Demonic Whirlwind - This ability causes Nym to rise off
the ground, spinning his scimitars madly, creating a vortex of wind which
will pull his opponents towards him.  The whirlwind will last for 2
seconds per level of magic ability.  Opponents that are pulled into the
blades will receive 20 points of damage.

Arcane Power : Fire Belch - This ranged missile weapon will basically send
a ball of flame from Nym's mouth towards the opponent.  Those struck by
the fire belch are hit for 40 points of damage.  This attack can be both 
blocked and dodged.




BALTHAZAAR
Special Move #1 : Headsman's Chop - This magical attack will inflict
100 points of damage.  It is slow to build up, but is the third most powerful 
attack in the game, behind only Erland's Arrow of Slaying and Luthor's +5
Holy Avenger Attack.

Special Move #2 : Crushing Heel - This attack is non-magical, but notable
in that it is so strong that it cannot be blocked.

Magic Ability : Axe of Dancing - When Balthazaar acquires this ability, he
will be able to hurl his axe at his opponent, where it can strike and then
return to his hand.  Damage inflicted by this attack is dependant on level
of ability.  It inflicts 20 points per level of ability.

Arcane Power : Blood Fever - When Balthazaar calls upon the power of the
blood fever, he cannot be killed for 30 seconds.  For the duration of the
effect, he will absorb damage as normal, but CANNOT be reduced to less
than 1 hit point, by any attack or effect in the game, including colliding
with the Rune Wall.




KAURIK
Special Move #2 : Magic Flail - This attack is a standard magic weapon
attack, which inflicts 30 points of damage.

Magic Ability : Explosive Flail - When Kaurik smashes his enchanted flail
to the ground, it causes an explosion which will knock his opponents down
from any range, unless they are blocking it.  The explosion will also
inflict 20 points damage per level of ability.

Arcane Power : Force Choke - This attack can be blocked, but not dodged. 
It can affect Kaurik's opponents from any range, causing 10 points of 
choking damage per level of ability.




BALOK
Special Move #1 : Vampiric Attack - Like Ardrus' Life Drain attack, this
maneuver will damage the opponent at the same time as it INCREASES Balok's
life point total (although it can never bring Balok's life point total
above it's established maximum)  Damage is 15 points. 

Magic Ability : Darkshield - This effect is the opposite of Luthor's Aura
of invulnerability.  When in use, each time Balok is struck for damage, he
will GAIN life points, instead of lose them.  Balok can withstand one hit
per level of magical ability.  Thus, it is strategic to hit Balok with
your WEAKEST attacks when his Darkshield is in effect.  This will still
benefit him, but not as much as the more substantial attacks might.

Arcane Power : Curse - This insidious power may well be the most awesome
power in the game.  With it, each time Balok defeats his opponent, that
opponent loses TWO lives, instead of one.  




STELLEREX
Attack-medium-1 - Shocking Grasp : Just like the AD&D spell of the same name, if
Stellerex can touch his opponent, it will discharge, causing 15 points of 
electrical damage.

Attack-medium-3 - Magic Missile : This projectile is fairly fast, but inflicts
6 points of damage.  Keep in mind that when Stellerex fires this missile, it
causes him to lurch backwards a little.  Using it while Stellerex's back is
close to the rune wall could be hazardous.

Attack-medium-2 - Gust of Wind : This spell inflicts only a single point of
damage, but it is capable of blowing opponents backwards, and even knocking
them down occasionally.  Larger, heavier characters (like Urgo or Balthazaar)
will not be blown backwards nearly as far as smaller or lighter characters
like Ignatius Max or Stellerex (who is flying, thus affected much more than
a standing character).  This spell also causes Stellerex to lurch backwards
slightly, but it is a potent way to force your opponent into the Rune wall.
Note: This spell cannot be blocked.

Attack-high-3 - Melf's Acid Arrow : Much like Magic Missile, only the acid
arrow inflicts 8 points of damage, and is considered a HIGH attack.

Attack-high-2 - Ray of Enfeeblement : This spell causes weakness in the
opponent. For as long as the opponent is affected (which is depicted
graphically by a darkening effect), his/her PHYSICAL attacks inflict reduced
damage (about a 2/3 reduction).  Thus when an enfeebled opponent strikes with
an attack that would normally inflict 10 points of damage, his temporary
weakness will reduce this to a mere 3 points of damage.

Attack-low-2 - Hot Foot Cantrip : This spell causes a jet of flame that
shoots along the floor at the opponent's feet.  If it hits, it inflicts fire
damage to the opponent of 8 points.

Magic Ability - Detonation : When Stellerex uses this magical ability, he can
literally cause his body to explode.  This explosion can only be stopped with
a High Block (or a few other advanced effects, like Torgo's Anti-Magic Aura,
Luthor's Aura of Invulnerability, etc).  Otherwise, the explosion will
inflict 30 points of damage on the opponent from any range.

Arcane Power - Withdraw : By means of this spell, Stellerex can opt to
withdraw from a match.  If he sees that he is in trouble, and doesn't want
to lose a life, Stellerex can simply withdraw.  The win will go to the
opponent, as will any match objectives, but Stellerex will NOT lose a life.

Special Move #1 - Circle of Protection : This spell causes a ring of flames
to circle Stellerex for 15 seconds.  During this time, anything that comes in
contact with the flames will be damaged for 10 points EVERY time the flames
hit it.  If Stellerex is knocked down, the flames will dissipate early.
Red Cloud's Dispel Magic Spell can also cause the flames to dissipate early.

Special Move #2 - Explosive Runes : Stellerex can lay up to three of these on
the floor at a time.  The runes will stay until the opponent steps on them.
If an opponent moves over the runes, even while dodging, they will detonate,
causing 20 points of damage.  Stellerex can lay as many of these down in a
match as he wishes, but only three can be on the floor at any one time.
(Note: the runes can be eliminated by jumping up and landing on them in a
crouch block.  Landing on them will cause them to explode, but if the landing
player is crouch blocking at the time he lands, the damage will be deflected
by the block.

------------------------------------------------------------------------
EXPLANATION OF ARTIFACTS

    A player may possess any number of artifacts, and may choose any
artifact to take with any of his characters into a match.  And, the
player may use the same artifact with different characters on successive
matches.
     Also, remember that if you take an artifact into a match and
subsequently lose the match, you will permanently lose the artifact.  So
if you want to go into the match WITHOUT an artifact, exit the artifact
selection screen (press ESC).

NOTE: All artifacts can be categorized into one of 3 types:

     1) Continuous - requires no button presses for its functionality. 
        Lasts for the entire match.

     2) Active - Can be activated at any time during the match by
       using the Use Artifact keys.

     3) External: Must be used during the character selection, after
        the artifact is chosen


Artifacts can ONLY be acquired at certain times during a match.
Whenever you heard unusual noise or sound while fighting
do the GET ARTIFACT sequence within the 5 seconds.
STRAHD will then award your team the artifact.


FOUND ON TORGO'S BACKGROUND:
Ring of Equilibrium : Continuous effect - The wearer of this artifact is
much more stable on the battlefield.  His chances of being knocked down on
any given attack are halved, while his chances of knocking his opponents
down are doubled.


FOUND ON LUTHOR'S BACKGROUND:
Spirit of The Martyr : Continuous effect - The user of this artifact
becomes enchanted in the following manner: Whenever he/she is struck, the
damage is inflicted, but an equal amount of damaging energy is stored in
the Spirit of the Martyr.  Whenever the enchanted character strikes back,
all energy that has been accumulated into the Spirit of the Martyr is
released with the attack. If the attack is not blocked, all of this extra
damage will be inflicted on the target.  If successfully blocked, the
Spirit is drained of the energy, and must begin accumulating energy anew.


FOUND ON ERLAND'S BACKGROUND:
+4 Ring of Protection : Continuous effect - The user of this artifact has
a greatly increased armor class.  This blunts the amount of damage that he
receives from being struck by any damaging attack.


FOUND ON DARIUS' BACKGROUND:
Trial of Champions : External effect - This artifact must be used during
the character/artifact selection sequence.  After choosing to use this
artifact, the owning player may then choose to override his opponent's
choice of fighter selection.  In other words, assume that the owner of the
Trial of Champions is using Ignatius Max, and his opponent chooses Sasha. 
However, the owner of the Trial decides that he doesn't like being matched
up against Sasha, or better yet, his opponent has recently used Balok in a
fight, and now Balok is gravely injured and hasn't fully healed.  The
owner of the trial will use this artifact and force his opponent to use
Balok in the upcoming match, rather than Sasha, thus giving himself a
distinct edge in the upcoming match.  


FOUND ON XENOBIA'S BACKGROUND:
Fire of Retribution : Continuous effect - If the opponent uses an artifact
that was taken from an evil character's background, the user of that chaos
artifact receives damage whenever that artifact is used.  Continuous
effect artifacts will cause a slow drain of life from their possessors.


FOUND ON IGNATIUS MAX'S BACKGROUND:
Ring of Teleportation : Active effect - This artifact can be used just
like Red Cloud's Teleportation spell.  It will transport its user to a
random location in the arena.  There is no chance that it will transport
the user outside the arena.  The Ring can be used 3 times per match.


FOUND ON SHINESTA'S BACKGROUND:
Talisman of Health : Active effect - This artifact can only be used once
during a match.  When used, for as long as the user is not hit, he/she
will slowly increase in hit points, up to max. Once max hit points are
achieved, or the user is hit for damage, the effects will be terminated.


FOUND ON RED CLOUD'S BACKGROUND:
Signet of Holy Wrath : Active effect - Once activated... for the next 30
seconds all damage done by the weilder's non-magical attacks is doubled,
but he/she may not block or dodge.  This is especially effective when used
in combination with Balthazaar's Blood Rage.


FOUND ON URGO'S BACKGROUND:
Bane Glyphs : Active effect - This effect works just like Stellerex's
Runes.  When activated, a small green glyph will appear on the ground.  If
the opponent moves over this glyph, even while dodging, it will explode on
him, inflicting damage.  Only one glyph at a time may be placed.  The
glyph will not affect the fighter who placed it.


FOUND ON ARDRUS' BACKGROUND:
Altar of Sacrifice : External effect - Must be used during
character/artifact selection.  When selected, the owning player must
select one of his other characters to kill.  Upon killing one of his other
characters, the current fighter will have increased abilities of 3rd level
magic ability and an arcane power automatically.


FOUND ON NYM PYMPLEE'S BACKGROUND:
Gauntlets of Thievery : Active effect - When the owning player attempts to
use this artifact, there will be a 10% chance per level (The level of the
fighter who is using the artifact) that he will be able to steal the
artifact that the opponent is using.  If successful, the Gauntlets of
Thievery will be permanently removed from the owning player's inventory.


FOUND ON SASHA'S BACKGROUND: 
Dark Essence : Continuous effect - The wearer's damage for all physical 
attacks is increased by 50%.


FOUND ON BALTHAZAAR'S BACKGROUND:
Aura of Misfortune : Continuous effect - Opponent's artifacts, arcane
powers, and magic abilities will misfire 60% of the time.  10% of the
time, they will be lost permanently.  Such powers and artifacts WILL work
30% of the time, however.


FOUND ON KAURIK'S BACKGROUND:
Tempest : Continuous effect - This artifact causes a permanent lightning
storm to erupt in a radius around the opponent.  Lightning bolts will
strike near him at random.  Such bolts CAN effect the fighter that owns the
Tempest artifact.


FOUND ON BALOK'S BACKGROUND: 
Ring of Invisibility : Active effect - When this artifact is activated,
the wearer will become completely invisible until he/she executes some
form of attack.  Upon doing so, the wearer will revert to visibility
again.  The artifact can be used as often as desired in any given match.


FOUND ON STELLEREX'S BACKGROUND:
Voodoo Doll : External effect - Must be used during character/artifact
selection.  The combatant can assign damage to a non-active member of his
team.  For instance, if Balthazaar is fighting this match, he can assign
all damage that he takes to Kaurik.  Even if Balthazaar dies, it is Kaurik
who will lose a life, not Balthazaar.

----------------------------------------------------------------------------------



COMMONLY ASKED QUESTIONS IN IRON&BLOOD


QUESTION: Some of the moves carry the attacking player a vast distance
across the arena, for instance Luthor's +5 Holy Avenger attack.  Is there
anything I can do to avoid crashing into the rune wall?

ANSWER: Yes, some of the moves that take you the farthest, are actually
steerable, just like running and walking are steerable.
You can avoid the wall, and often improve your
chances of hitting the opponent, by steering in these attacks.  Keep in
mind, however, that the vast majority of the attacks CANNOT be steered in
such a manner.



QUESTION: Does my fighter receive damage when I smash my opponent into 
the rune wall and he bounces into my fighter, knocking him down?
 
ANSWER: No.  Although your fighter will be knocked down, only the one
that actually hit the rune wall will receive any damage.



QUESTION: If I take an artifact into combat and I'm defeated, do I lose
the artifact permanently?

ANSWER: Yes



QUESTION: If I want opt NOT to take an artifact into combat, how do I
bypass the artifact selection screen?

ANSWER: To bypass the artifact selection screen, hit ESC.
This will allow you to enter the match without taking an artifact with you.



QUESTION: How does a fighter gain levels?

ANSWER: There are two ways for a fighter to gain levels.  The first way is
through experience.  For every five opponents a fighter defeats, he will
gain one level.  The other way you increase in level is to win the "Magic
Power" objective in a campaign match, AFTER you've acquired all three
levels of magic ability, AND your arcane power.  Thereafter, each Magic
Power object you win will get you another level of experience.  The max
level is 9, however.



QUESTION: How can I tell if my fighter is above 1st level?

ANSWER: You'll see a little number appear at the edge of the screen near
the character's life bar in the character selection.  This indicates the
warrior's level of experience.



QUESTION: What good are these experience levels for my fighters?

ANSWER: Higher levels are actually quite useful.  Each level provides your
fighter with more hit points (approximately 1/3 of his 1st level total per
level), slightly improved armor class, and extra damage potential on his
physical attacks.



QUESTION: How do Magic Abilities and Arcane Powers work?

ANSWER:  In a campaign match, your warriors fight for "Match Objectives". 
These objectives will be either a "Magic Power", Ring of Resurrection", or
"New Teammate".  Each time your warrior wins a match in which the
objective was a "Magic Power", he/she advances his/her magic ability or
arcane power.  For instance, if your warrior has no magic ability, and
wins such a match, then he/she will now be able to access his/her magic
ability move once per match thereafter.  If that same warrior wins another
match where the objective was the "Magic Power", he/she will increase the
magic ability, normally being able to gain more powerful effects out of
it (i.e. it inflicts more damage, lasts longer, whatever), and can use it
twice per match.  A third "Magic Power" will increase the Magic ability to
it's maximum potential, where it can be used three times per match.
     After this, if the warrior wins yet another "Magic Power", he/she
will gain their Arcane Power.  This powerful skill can only be used once
per match.  It starts off at its maximum potential, and never gets any
more powerful than that.



QUESTION:  What happens when I use my Ring of Resurrection?

ANSWER:  A Ring of Resurrection will allow you to keep your fighter in the
campaign match, although he/she will lose any advancements they made in
Magic Abilities, Arcane Powers, and Levels of Experience.  Once your
character dies, the Ring will automatically expend it's power, and bring
your character back to life, at their basic level of power.



QUESTION: Is there anything at all I can do to eliminate Stellerex's
Exploding Runes?

ANSWER:  As a matter of fact, there is.  We never intended for Stellerex
to be the most powerful character in the game, and frankly, if you know
how to fight against him, he's not.  My personal opinion is that Torgo is
the toughest. But that's another question.  To eliminate Stellerex's runes
after he's placed them, jump up in the air and land on them in a crouch
block.  If you're blocking when you land, the rune will explode
harmlessly, and cause you no damage.  Beware, though.. you're opponent may
decide to smack you while you're in the air, and if he does, when you
land, you won't be blocking, and then you'll take damage from the smack
and the exploding rune both.  Also note that this move takes some practice
to get right.  Stick with it.



QUESTION: Is there anything I can do to defend myself against characters
who use missile weapons when my fighter doesn't have them?

ANSWER:  Yes.  Learn to run and steer.  Take advantage of the fact that we've
created a unique 3D fighting arena here.  Yes, running seems a bit awkward
at first.  But practice, and you'll see that it doesn't take long to get
proficient at it.  And when you do, you'll learn to run in evasive
patterns.  Fighters who use projectiles, like Erland, will aim and fire at
where you're standing.  If you're moving at an angle from the projectile,
it won't hit you.  
     After playing the game for countless hours, our testers have come
to the conclusion that characters like Stellerex and Erland (who both rely
heavily on projectiles), are no more powerful than any other characters in
the hands of a skilled player.  If you learn to take advantage of running,
steering, and jumping, it's EXTREMELY difficult for projectile using
characters to shoot you.
     But unlike other 3D fighting games, we've tried to come up with a
system here that doesn't allow you to simply beat on the buttons
mindlessly to win.  Some matchups are simply unwinnable that way.  For
instance, If Balthazaar (slow, no projectiles), takes on Stellerex
(projectiles out the wazoo), and the two players just beat on buttons
without using any strategy, most of the time Stellerex will win. 
Especially if he gets any kind of range on Balthazaar.
     In Iron&Blood, you need to learn each fighter's strengths and
weaknesses.  Learn what they can and can't do, and create tactics against
other fighter's strengths.



QUESTION: I've played through all of the characters in the game, and I
can't find that lakeside background that is shown in your webpage.  Where
is it?

ANSWER:  Oops.  Ok, so you caught us in a mistake.  That was one of our
early backgrounds for Erland.  We tried it, and TSR told us that they
didn't feel that it was dark and dismal enough to look like Ravenloft.  We
agreed, and changed it to Erland's current background. I guess I liked the
screen shot though, 'cause I never took it down off my web page.



QUESTION:  Why does it take me so long to get my fighter turned around in
battle?

ANSWER:  Probably what's happening here is that you're not giving your
fighter a chance to do so.  If you are hitting any buttons, these will
override the fighter's opportunity to turn.  Thus, continually beating on
the buttons while your fighter isn't facing his opponent, will not give the
fighter any chance to turn around.  This can be frustrating.  It really
only takes less than one second to completely turn around if you aren't
hitting any buttons.  To turn as fast as possible, don't provide any input
to the controller until you're facing the direction you wish to face. 
Trust this one.  It really happens very quickly.

===========================================================================
TROUBLESHOOTING
---------------

INSTALLING
If nothing appears on the screen when you first run INSTALL, it may be that
your graphic card is not fully VESA compatible. In this case, you can either
run INSTALL in text mode (type "INSTALL -t" at the DOS prompt) or you can
read the next section to learn how to make your graphic card VESA compatible.


VESA GRAPHIC CARD:
Iron&Blood requires a VESA compliant graphic card.

Please note that some graphic cards do not implement full VESA compatibility.
If you experience problems running either the INSTALL program, the SETUP
program or the IRONBLUD program, please first check with your video card
manufacturer if they provide an update or a utility to improve or install
the VESA driver you are using.

If you still experience problem when running INSTALL, SETUP or IRONBLUD,
you can try the built-in UNIVBE driver we provide.

To activate the UNIVBE driver just add the -univbe option when calling either:
     "install -univbe"
     "setup -univbe" 
     "ironblud -univbe"

If you experience problems when using this option, it may be because your
graphic card is new and is not supported by the UNIVBE version we provide.
You may have to acquire the latest UVCONFIG utility from
    SciTech Software, Inc.
    505 Wall Street                           
    Chico, CA 95928 USA
    Phone    : 916-894-8400
    Fax      : 916-894-9069
    (http://www.scitechsoft.com)

and follow the instructions from SciTech Software.


SOUND CARDS:
-------------------------------------------
The SETUP program supports many sound cards. If SETUP does recognize
the sound card but failed to test the sound card, it may be that the
sound card is in an unknown state. In this case, just SAVE the suggested
configuration and try to run IRONBLUD. It might work.

If your sound card is not being detected properly, try to adjust the
parameters manually. If it still doesn't work, check with your sound
card owner's manual to see if it's possible to set the sound card
in SOUNDBLASTER emulation mode and run SETUP again.
(Note: Not all cards are fully SOUNDBLASTER compatible).

If you do have a SoundBlaster compatible card, please make sure
that the BLASTER environment variable is set with the right parameters
before running SETUP.
If you previously ran SETUP or INSTALL, delete the file TAKE2.INI.
This will help SETUP detecting the proper sound card.



INSTALLING/RUNNING UNDER WINDOWS 95:
-------------------------------------------
Iron&Blood is a DOS game but should run fine under Windows 95.
If you experience any problem under Windows 95,
we suggest you first try to install or run the game in a DOS box.
You might want to try also to install and run the game in DOS mode
or at the command prompt. If this doesn't work, there is a possibility
that your hardware configuration is not fully supported when using DOS under
Windows 95. Please refer to your computer user's manuals to check if you need
to install special utilities or device drivers when using DOS under
Windows 95. 


IMPROVING CDROM PEFORMANCE
--------------------------
It is possible to improve the CDROM performance when running Iron&Blood
under Windows 95. Right click on MyComputer and select Properties.
Select the Performance tab. Choose File System... and select CDROM.
Choose the largest Supplemental cache size and select quad-speed or higher
for the Optimize access pattern.


CINEMATICS
----------
By default, Iron&Blood try to adjust the speed and quality of the cinematics
based on your system configuration. If you are not satisfied with the
default result you get, you can try to decrease or increase the quality
of the cinematics by setting the appropriate option on the command line.

ironblud -lowvideo      ; will play the lowest quality cinematics
ironblud -medvideo      ; will play the medium quality cinematics
ironblud -highvideo     ; will play the highest quality cinematics


WINDOWS KEYS WHEN RUNNING UNDER WINDOWS 95:
-------------------------------------------
When running a DOS program under Windows, some key combinations may be
active by default and recognized by Windows. The most annoying ones
(during gameplay) are PRINTSCREEN, ALT-TAB and CTRL-ESC. Those key
all have special purposes under Windows.
If you want to deactivate those keys during gameplay, we suggest
that you create a shortcut for the IRONBLUD.EXE file and adjust the
properties of the shortcut.
Create the shortcut. Right click on the shortcut icon and select Properties.
Click on the Misc tab and uncheck any shortcut key you don't want.



HOW FAST WILL IT RUN?
---------------------

Well obviously it depends on several things.
First, try to run IRON&BLOOD under DOS.
IRON&BLOOD should run fine under Windows 95 but we
don't recommend it. There's typically a 10% loss
in performance when running under Windows 95.

If Windows 95 is your only choice try to run
IRON&BLOOD at the Command Prompt, in DOS mode
or in a DOS box. If you use a DOS box, you will get
better results by adjusting some properties.
Create a shortcut to a DOS box. Right click on icon
and select Properties. Click on the Misc tab.
Adjust the following properties:

    - uncheck "allow screen saver";
    - check "always suspend background";
    - "idle sensitivity" to low;
    - NO Windows shortcut keys.

Here are some FPS (frames per second) results
you might expect when running IRON&BLOOD under DOS
with a good PCI video card.

PENTIUM 166Mhz  LOW detail      HIGH detail
-------------------------------------------
320x200         40              20
640x400         20              13
640x480         18              12
800x600         13               9

PENTIUM 60Mhz  LOW detail      HIGH detail
-------------------------------------------
320x200         15               8
640x400          9               5
640x480          8               5
800x600          6               4

These numbers reflect the REAL FPS you can get
for the corresponding CPU and video mode.
However, Iron&Blood has an automatic feature to adjust the
frame rate (around 24 FPS) based on the performance
of your system. You can however turn off this feature if you
wish to adjust the frame rate yourself.
(See keyboard options below)

In addition, you can try adjusting the performance
by selecting different options in the OPTIONS menu
or by using special functions keys during the game.
In particular, skipping frames will improve speed
while maintaining good quality playability and animations.
Also, removing the shadows and music can improve the FPS
specially if you use detailed characters.


COMMAND LINE OPTIONS
--------------------
                                                                DEFAULT
ironblud [-[no]sound]       ; disable/enable sounds             sound
         [-[no]joystick]    ; disable/enable joystick           joystick
         [-[no]calibrate]   ; calibrate or not joystick         calibrate
         [-[no]highcount]   ; disable/enable detailed polygon   nohighcount
         [-[no]FPS]         ; disable/enable FPS on screen      FPS
         [-[no]autoFPS]     ; disable/enable automatic 24 FPS   enable  
         [-[no]univbe]      ; disable/enable SciTech UNIVBE     disable
         [-lowvideo]        ; use lowest quality cinematics
         [-medvideo]        ; use medium quality cinematics
         [-highvideo]       ; use highest quality cinematics
         [-?]               ; display available options




-------------------------------------------------------------------
Questions, comments, etc should be addressed to:

                Take 2 Interactive
                1004 Ligonier St., 3rd floor
                Latrobe, PA 15650

                FAX: (412) 539-3195
                e-mail: t2supprt@take2games.com

    Visit our Website!   http://www.take2games.com
-------------------------------------------------------------------
