----------- WIZARD WARZ ----------- Apprentice, I have taught you as well as I know how and can offer no more advice. Alone you must proceed into the World without my guidance or protection. Before you embark on your quest you have one final ritual to perform--the choosing of spells from the range that I have built-up over the centuries. Choose with great care, since each one has special powers to combat your foes. Now that we are forever parted, I can finally reveal the history of this once glorious land. Before the arrival of the evil Wizards and terrible monsters, we had a thriving port, sending our produce to every corner of the known world. Great wealth was bestowed on the land and we used it wisely. No one was poor. No one suffered in the way that the whole population does now. With wealth, we offered great hospitality to all who visited our lands--and that was our downfall. Invaders masquerading as friendly travellers alighted one day. A good looking race, we bestowed gifts generously, giving them free access to all our lands. A great feast was organised to celebrate their arrival with a spectacular banquet, and we prepared every dish known to the chefs. The banquet started as a splendid success. As the wine flowed freely, merriment ensued. Unknown to us the massacre was about to begin. The leaders had stolen away to mass a band of warriors. At the strike of midnight they descended upon us, each man armed with vicious weapons, the like of which we had never experienced. With bloody swords they slashed through our men, women and children. Amid the carnage I managed to slip away and escape. The next day our guests ransacked the port destroying all that stood in their way. News of the treachery spread to our allies who immediately rose up in arms. An armada of ships arrived several weeks later to vanquish the treacherous enemy. Led by the princes of our allies, a splendid army landed and a great battle ensued. As the forces of evil retreated form the valiant onslaught, news of glorious victories abounded. The invaders, knowing that the tide was turning, called upon the dark forces to rally and help them in their evil quest. The seven evil empires sent their greatest wizards with an array of terrible monsters. Overpowered by the awesome night, our allies were beaten back despite valiant battling. The land fell into darkness and misery as starvation and dIsease followed. For many decades our people have existed in terror, memories of the treachery shown by their guests still fresh in their minds and the desire for freedom utmost. It was not my destiny to free these people-- but it is yours. You must travel the land with your spell book as a badge of your vocation. You will find, as I did that on a visit to the cities I was rewarded with a gift of food, but be cautious, your generosity is soon forgotten and to regain their favour it will be necessary to return with valuable artifacts collected from around the world by our ancestors and seized by the oppressors. The artifacts however are closely guarded by monsters. There is only one way to obtain this treasure--out-manoeuvre the monsters and ultimately kill them. Only then will you be able to collect the treasure and return it to the cities. The capital city, the most repressed of the once glorious cities, will not receive you since they are fearful that their last chance of salvation will be lost forever. As your mission progresses, as is your destiny, return the artifacts to each city and this will convince them that your work is done and they will at last allow you to take your ship to the mainland. It was on the mainland that I spent many years studying, fighting monsters, collecting new enchantments and building my strength. I fought several battles and accumulated many items, some of which didn't seem to have a use. Once I gained a third talisman it all became clear. The seven masters of the arcane arts watch all practitioners of magic and deal harshly with any who gain sufficient power to present a threat to their evil empire. Their vigilance had seen my rise in power and as I gained the third talisman they met in dreadful congress and now deem me a threat to all that they have created. As I write, the envoys wait to take me off to be judged by the Wizards. I know that after many years of strife, I don't have the strength to defeat the awesome foe. I Pray, that when your time comes you will have developed the skills and strength to combat the seven wizards. I can tell you little of the Wizards. Each is a master of a branch of magic and possesses the secret of drawing Manna from the air. None is tied to his own power reserves, and each has a band of minions dedicated to his defence. I hear the sound of footsteps approaching and fear that I must leave you to your destiny. Pursue your art, but beware. If you grow strong and rise among the ranks of your trade, you will be seen and, once noticed, will have little option but to struggle on in the ongoing...Wizard Warz. OBJECTIVE the Player starts as a 'junior' wizard with relatively little power and few spells to start the game with. His ultimate aim is to become the chief wizard by beating the seven greatest magicians in the world. When a monster is close its picture is displayed on the right hand side of the screen. The player picture on the left hand side is always visible. There are three different player illustrations showing at which level play has reached. When the player comes into contact with a monster in levels one and three, or selects a monster in level two, a combat arena is displayed in place of the map. The combat arena shows the player and enemy sprites and has obstacles in the form of holes in the patterned playing area. Combat shows the two forms. The player and monsters cast and throw spells (monsters are also able to cause damage by touching the player character). Spells can alter the vision of the target making movement and combat more difficult, cause damage to the target, prevent damage from some enemy attack, delete or steal enemy spells, alter the movement ability of the target. The player or monster has a limited maximum number of spells. As he progresses, the player will fill up his spellbook and will have to make certain decisions as to which spells are most useful. This will depend on how skillfully the game is played. Both the player and his enemies have energy in three areas being used up by movement and spells: PHY--PHYSICAL SPI--SPIRITUAL MEN--MENTAL Energy may be regained during the game in a number of ways, such as eating food, winning combats and by transferring from category to category. LEVEL 1 The player moves around a large scrolling map on which are found seven cities and six monsters. Each monster is a treasure guardian and each treasure belongs to a city. When the player visits a city for the first time he will receive one food. If the player returns a treasure to the city to which it belongs he will get two food. When all six treasures have been returned to the relevant cities the player can go to the second level by visiting the seventh city. LEVEL 2 A series of combats which are intended to decide if the player is suitable to challenge the seven wizards. This level will allow the player to gain more spells which will be needed in the final battles. There are approximately 30 different monsters on this level that have widely differing strengths and vulnerabilities. Three of the monsters each have in their possession a magic item that any wizard must possess and only when these have been gained can the player proceed to the third and final level. The player can choose to combat the monsters in any order and as he gets to know the game, the player may decide not to fight certain monsters at all, if his strategy or style of play does not use the spell that a monster will give him as a reward for victory. LEVEL 3 This level will take the player in turn to the strongholds of the seven wizards. The player will explore the wizards' den and encounter the creature that the wizard in question keeps as guards. These monsters are new and unfamiliar to him. Eventually when the guardians have been defeated the player will meet and fight the wizard. The wizards are arranged in order of toughness. GAME PLAY CONTROLS Joystick Port 1 Fire--Cast spell (View next monster in part 2, selection phase). KEYS S--Select Page of Spell Book E--Eat food (get max PHY) or Enter combat from solution phases in level 2. T--Transfer MEN to 2 SPI. X--Erase current spell (or accept victory prize displayed). V--Reject victory prize when displayed. F--Transfer 1 SPI to 2 PHY. HELP KEY--Displays available options. LEVEL 1 a. To begin your conquest you must select four spells. Once these have been selected you can start. Available spells are displayed sequentially on the right hand spell book. Press FIRE to get the spell displayed currently. Press S to turn own spell book to a blank page before making selection. Press X to drop an unwanted spell. When the player has four spells, press E to continue to the game. You will find yourself on a rolling landscape. You can explore the landscape and will find a variety of terrain as well as towns and monsters. (monsters are represented as figures). To fight a monster place yourself near to it. To visit a town, walk through it. Once you have fought and beaten a monster you will be rewarded with an item. b. Collect and return six items (CHALICE, ORB, SWORD, CROWN, KEY, and ERMINE) to their correct towns, then go to the seventh town to set sail for LEVEL 2. PHY points are deducted at a rate determined by the type of terrain currently occupied by the player. VISITING TOWNS Visiting the (unidentified) port has no effect unless all six items have been returned. Visiting a town, other than the port, for the first time without the relevant item, the player gets one food. If the player visits with the relevant item, it is exchanged for two food. There are six monsters to be found on the map, each possessing one of the six items. COMBAT Unless a player has caSt 'FLY' he will fall through gaps in the combat map, suffering PHY damage and leaving the combat. The player will receive no contact damage, but all opponents will reduce his PHY and/or SPI to some extent on contact. the player will die if any of his attributes fall to zero. Press FIRE to start a new game. (Level 1 only) Monsters are killed if any of their three attributes fall to zero. Note that most monsters begin combat with one or more of their attributes already at zero. This means that they are immune to damage in these categories and do not count them in the above condition. LEVEL 2 N.B. Once defeated, a monster may not be re-selected. a. SELECTION PHASE: Press FIRE to view monsters and E to enter combat with it. b. When the player kills a monster, he will be rewarded with one of the following: 1. A SPELL--displayed on the right hand spell book. Use S to turn own spell book to a blank page or unwanted spell. Then either press X to accept--the spell will then be copied to the current page of the spell book (any spell already on that page is lost) or press V to reject it, getting an appropriate attribute bonus as compensation. N.B. A spell cannot be accepted if the spell book in on the familiar page. 2. A FAMILIAR--displayed on the right hand spell book. Either press X to accept it (any current familiar is lost) or press V to reject it, getting an appropriate attribute bonus as compensation. 3. COMPLETE REJUVENATION--(i.e. to 46 pts) in one attribute category. 4. AN ITEM--added immediately to the player's inventory. Three items: A WAND, RING and DAGGER, are required before you may proceed to level 3. FAMILIARS--Displayed automatically at start of each combat: CREATURE EFFECT Cat Owner ignores STUN Crow Owner always has MAXIMUM VISION Rat Owner ignores FEAR Frog Owner ignores FORGET LEVEL 3 The player must defeat seven Mages in order. Each Mage also has a familiar. A Mage's attributes are NOT REDUCED by his own SPELL CASTING only by damage received by the player's spell. After defeating a Mage, the player's attributes will, if not already sufficient, be increased to match those of his next opponent. MAGES (In order of appearance) WOLF LORD BEAR LORD IMP LORD OGRE LORD GRYPHON LORD CRYSTAL LORD DRAGON LORD MONSTERS KEY: P-PHYSICAL S-SPIRITUAL M-MENTAL CREATURE MAIN ATTR SPELLS CONTACT DAMAGE WEREWOLF P/S MED 2 MEDIUM SNAKE P/M LOW 1 MEDIUM SCORPION P MED 0 MEDIUM GT SPIDER P LOW 1 LOW TRIFFID M V. HI 4 V. LOW YETI P HI 2 MEDIUM TROLL P V. HI 6 MEDIUM VAMPIRE S V. HI 6 V. HIGH SORCERESS M HI 10 V. LOW APE P MED 0 LOW GT LEECH P V. HI 1 MEDIUM GT TOAD P MED 1 MEDIUM GT WASP P V. LOW 0 LOW UNICORN M HI 6 HIGH WARRIOR P HI 1 MEDIUM SKELETON S MED 2 HIGH SPIRIT S HI 5 HIGH GLOPMAN P HI 2 MEDIUM RATMAN P MED 2 LOW EYEBALL ALL LOW 5 V. LOW AMAZON P/M MED 1 MEDIUM MINOTAUR P HI 4 MEDIUM ZOMBIE S MED 1 HIGH GORGON ALL LOW 5 HIGH FIRE ELEMENTAL P V. HI 2 MEDIUM HARPY P MED 2 LOW GT CENTIPEDE P MED 0 V. LOW GT BAT P V. LOW 0 V. LOW GENIE M MED 7 V. LOW SPHERE M HI 4 V. LOW ARMOUR P V. HI 2 MEDIUM MUMMIE S HI 3 V. HIGH INSECT MAN P HI 3 MEDIUM DWARF M V HI 1 LOW ELF M MED 3 LOW BLADES M LOW 1 MEDIUM CRYSTAL MAN P V. HI 5 MEDIUM BEAR P HI 0 MEDIUM WOLF P LOW 0 LOW DRAGON ALL V. HI 7 MEDIUM GRYPHON P V. HI 4 LOW OGRE P V. HI 2 MEDIUM FIR IMP P MED 1 LOW MAGE ? ??? 10 LOW GOLEM ? ??? ?? ?? SPELLS KEY: M--Missile R--Ring of Protection I--Instant S--Spiritual P--Physical Points M--Mental Points PHYSICAL SPELLS IMAGE NAME COST TYPE EFFECT Square with Slow 1p M Slow target rate for line across ? seconds inside corners Circle with Fireball 2p M -6 physical lines through it 6-sided fig. Icy Blast 2p M -6 physical +'s and -'s Rock Shower 2p M -6 physical Diamond shape Magic Missile 1p M -6 physical Kidney shape Spit 2p M -3 physical Red circle Wall of fire 5p R Stops missile PHY damage Can be destroyed by rock shower. Damage -3 PHY on contact. Blue circle Wall of ice 5p R Stops all PHY damage. destroyed by Fireball. grey circle Wall of stone 5p R Stops all PHY damage. Destroyed by Ice Blast SPIRITUAL SPELLS Rectangle Far Vision 2s I Increases vision radius Circle with fat "C"in it Blind 1s M Reduces vision radius 2 triangles Fear 1s M Retreats target (like the Star of David) Circle with Evil eye 1s M -3 Spiritual 2 tiny circles Cross with Heavenly bolt 1s M -3 Spiritual lines across each end Circle with Protection/Evil 4s R Stops all SPI small squares drainage around inside edge MENTAL SPELLS Diamond with See Invisible 1M I Enables the player to cross inside see invisible adversaries Circle with Invisible 4m I renders the player half-moon invisible inside Bar with Teleport 1m I Player:leave combat/ dotted line Monster: re-position up and down Dotted Fly 6m I Allows player to pass cross over holes in the combat screen Cross with Mindwrack 1m M -3 mental thick ends Circle with Stun 1m M Immobilise target for ? horizontal seconds lines Rectangle with Neutralise 6m M -6 mental, destroys "X" inside Magic rings, cancels "slow" on caster Circle made Forget 3m M Opponent forgets spell of horiz. (i.e. spell is lost) lines Cube Steal Spell 3m M Gets opponent's dis- played spell, if stopped by mirror get mirror. NB Steal spell will not work if your spell book is full. "Evil eye" cannot be stolen. Circle with Tower of Will 4m R Stops all mental spells MANY triangles except 'Neutralise around inner Magic' edge Circle with Mirror 6m R Caster of incoming spells triangles suffers the result around inner (destroyed by 'Neutralise edge Magic') ** END OF FILE **