WIZARD WARZ =========== EYE OF NEWT BLOOD OF RAT BRING ME THE POWERS OF VISION & COMBAT A game that takes fantasy role playing one step further. You will experience all the action as you do real battle with your opponents. To prove yourself worthy of becoming chief wizard you must do combat with horrific monsters and cleverly outwit devious wizards with your spells collected through time. Witness the superb graphics that set Wizard Warz apart from other strategy games and view through a circular screen that diminishes as your health weakens and makes your goal harder to achieve. See the effect of your spells as they hurtle across the screen in Wizard Warz combining fast moving action with depth of gameplay in a true fantasy role playing game that’s a real strategical challenge. LOADING INSTRUCTIONS CBM 64/128 CASSETTE: Press SHIFT and RUN/STOP keys together. Press PLAY on the cassette recorder. CBM 64/128 DISK: Type LOAD"*",8,1 and press RETURN. Game will load and run automatically. SPECTRUM CASSETTE: Type LOAD"" and press ENTER. Press PLAY on the cassette recorder. SPECTRUM +3 DISK: Insert disk, turn on the computer and press ENTER. Game will load and run automatically. AMSTRAD CPC CASSETTE: Press CTRL and small ENTER keys. Press PLAY on the cassette recorder. AMSTRAD CPC DISK: Type RUN"DISK and press ENTER. Game will load and run automatically. ATARI ST DISK: Turn on the computer, insert disk and game will load and run automatically. When game ends the disk will automatically reboot. CASSETTE USERS: Please take note. Wizard Warz is a multiload game, therefore once a level has loaded, stop the cassette recorder. When you have completed a level press PLAY to load the next level. If you fail to complete either level 2 or level 3 and wish to play the game again, rewind the tape and press PLAY. You will restart the game from level 1. 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 skilfully 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 seven wizards. The player will explore the wizards' den and encounter the creatures that the wizard in question keeps as guards, these monsters are new and unfamiliar to him. Eventual 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 (Atari ST only) - Displays available options. SCREEN LAYOUT Player's Spell Book Player's Image Player's Attributes Player's Possessions Opponent's Spell Book Opponent's Image Opponent's Attributes Map 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 a 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 ANDERMINE) 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 back 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 is 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 spells. 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 GTCENTIPEDE P MED 0 V.LOW GTBAT 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 FIRE IMP P MED 1 LOW MAGE ? ??? 10 LOW SPELLS KEY: M - MISSILE. R - RING OF PROTECTION. I - INSTANT s-SPIRITUAL POINTS, p - PHYSICAL POINTS, m - MENTAL POINTS PHYSICAL SPELLS NAME COST TYPE EFFECT Slow 1p M Slow target rate for ? seconds Fireball 2p M -6 physical Icy Blast 2p M -6 physical Rock Shower 2p M -6 physical Magic Missile 1p M -6 physical Spit 2p M -3 physical Wall of Fire 5p R Stops missile PHY damage but not contact PHY damage. Can be destroyed by rock shower. Damage -3 PHY on contact. Wall of Ice 5p R Stops all PHY damage. Destroyed by Fireball. Wall of Stone 5p R Stops all PHY damage. Destroyed by icy blast SPIRITUAL SPELLS NAME COST TYPE EFFECT Far Vision 2s I Increases vision radius Blind 1s M Reduces vision radius Fear 1s M Retreats target Evil Eye 1s M -3 spiritual Heavenly Bolt 1s M -3 spiritual Protection/Evil 4s R Stops all SPI damage MENTAL SPELLS NAME COST TYPE EFFECT See Invisible 1m I Enables the player to see invisible adversaries Invisible 4m I Renders the player invisible Teleport 1m I Player: Leave combat / Monster: Re-position Fly 6m I Allows player to pass over holes in the combat screen Mindwrack 1m M -3 mental Stun 1m M Immobilise target for? secs. Neutral. Magic 6m M -6 mental, destroys rings. Magic cancels 'Slow' on caster Forget 3m M Opponent forgets spell (i.e. the spell is lost) Steal Spell 3m M Gets opponent's displayed spell. If stopped by mirror get mirror. NB Steal spell will not work if your spell book is full, 'evil eye' cannot be stolen. Tower of Will 4m R Stops all mental spells except 'Neutralise Magic' Mirror 6m R Caster of incoming spells suffers the result (destroyed by 'Neutralise Magic') ©1987 Canvas Software. All rights reserved. Manufactured and distributed under license from Canvas Software by GO! Media Holdings Ltd., Units 2/3 Holford Way, Holford, Birmingham B6 7AX. Tel: 021 356 3388. Copyright subsists on this program. Unauthorised broadcasting, diffusion, public performance, copying or re-recording, hiring, leasing, renting and selling under any repurchase scheme in any manner is strictly prohibited.