290 lines
15 KiB
Plaintext
290 lines
15 KiB
Plaintext
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_______________________________________________________________________________
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_ _ _ _
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((___)) ((___))
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[ x x ] cDc communications, inc. [ x x ]
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\ / presents... \ /
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(` ') (` ')
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(U) (U)
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WIZARDRY DOCS
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(yeah, it's old & so is this file...but it's a good game so forget you)
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by Swamp Ratte'
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>>> A CULT Publication......1985 <<<
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-cDc- CULT OF THE DEAD COW -cDc-
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_______________________________________________________________________________
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STARTING THE GAME (always a good place to begin, don't you think?)
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Boot the disk (wee...)
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Watch the cute little dragon come out of the soup bowl
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Press RETURN when you're through being entertained
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You have three options now: S)tart the game
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U)tility options
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and last but not least, T)itle Page
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Press whatever it is you want to do.
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If you want to start the game (and who doesn't?) press S and it will say
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PUT MASTER IN DRIVE 1,PRESS <RET>
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What it wants you to do is to flip the disk over.
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After you've had your disk flipping exercises, you can press RETURN again.
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If you have any intelligence at all, you should have been able to get through
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those steps with no problems. When it's done playing with the drive, it
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should say that you're in the Castle. "Congratulations, you have just
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completed the first step toward hours, days, months, even a lifetime of
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challenge and adventure!" I swear, that's what the manual says! Sick, isn't it?
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Okay, now we're going back to the utility options you saw when you booted
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the disk.
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SPECIAL UTILITY OPTIONS
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R)ecover accidentally lost characters
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T)ransfer characters to a new scenario.
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B)ackup characters
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C)hange character names
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U)pgrade to current version
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M)ake another scenario disk
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L)eave Utility Options
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---------------------------------------
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Recovering lost characers:If something awful happens while playing a game that
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causes the Apple to crash, such as a power failure (or if you turn it off
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when your characters are dying left and right), it is possible that the
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current party of adventurers might be lost in the maze. Actually, it's
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more than possible, the party WILL be lost in the maze, guaranteed.
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If you choose this option, it will ask for your scenario disk (backside)
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and then it digs all the characters up out of the dungeon.
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Transfering characters to other scenarios:After you have finished Proving
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Grounds, you will want to go play Knight of Diamonds next. Don't hold your
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breath though, because it's going to take you a LONG time to finish this one.
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Follow the directions, no problems, right?
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Backing up your characters:Lets you make a copy of any character you want,
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in case something happens to the orginal (like death, for instance).
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It will ask to backup T)o or F)rom the backup disk. The backup disk has to
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be preformatted with DOS 3.3 before you can backup anything. If you can't
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figure out what backing up to and from means, then you shouldn't even have
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an Apple or IBM!
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Change character names:In case you screw up when you first named your
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character, you can always get a name change.
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Upgrade to current version:Upgrades old versions to the current version
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(whatever ver. you have) You gotta have 2 drives for this option.
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Make another scenario disk:Creats multiple blank scenario disks, each of
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which can hold 20 characters. You also gotta have 2 drives for this.
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Leave utiltiy options:Donened
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-------------------------------------------------------------------------------
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TRAINING GROUNDS
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Once you have started the game, you will be placed in the Castle, but you
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really should make some characters before you go off and get them killed,
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right? I mean, it's kinda hard to kill them off if they don't even exist.
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(my advanced logic skills overwhelm you, don't they?)
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One of the options in the Castle is the E)dge of town. Press E, and then
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you can press T for Training Grounds.
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Ok, the manual jumps around here a bit, so I might as well too.
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CHARACTER CLASSES DEFINED
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There are 6 basic characteristics a character (get the connection?) has:
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STRENGTH-affects how much damage you do when you slap a monster upside the
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head.
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I.Q. AND PIETY-determines ability for spell casting. I.Q. is for Mages,
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and Piety is for Priests.
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VITALITY-determines how many hit points you got. If you don't know what
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hit points are, then go play D&D.
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AGILITY-determines who hits what first, and a good agility helps your
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connecting abilities. (connecting a sword with a dragons face, for example)
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LUCK-helps in mysterious ways (bull, it actually determines if your thief
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picks a lock or screws up and gets a trap in his face)
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There are eight character classes. 4 basic, and 4 advanced.
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FIGHTER-a basic man at arms, need a min. strength of 11.
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They can use any armor and weapons, and can be of any alignment
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MAGE-sorcerers. Need a min. intelligence of 11, have lousy hit points, and
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can only use a dagger or a staff as a weapon. However, they get some
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pretty decent offensive spells when they gain some levels.
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PRIESTS-just like the ones at church(you know, that funny building with the
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pointy thing on top.) Need a min. piety of 11, have hit points almost as
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good as fighters, and may use any armor. Weapons are limited to special
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priest weapons like staffs and cudgels, but maces work the best
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Priests have the ability to "dispell", which means they can turn a mutated
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skeleton that's atacking you back into a pile of bones. They have
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mostly defensive spells (magaical assistance for armor, things like that).
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THIEVES-Need min. agility of 11 (and luck don't hurt, either). They
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have slightly better hit points than a Mage, but can only use daggers
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or short swords as weapons, leather armor, and a small shield. The only
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use for thieves is to open treasure chests with traps on them.
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Thieves cannot be of good alignment.
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--Advanced character classes--
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BISHOPS-combination of Priest and Mage, have hit points intermediate to both,
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can wear leather armor and use Priest weapons. They cast both types of spells , Priest and Mage. The most useful thing these characters do is to Identify
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unknown items that you find. If you're lucky, you'll find a bunch of
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unknown items.
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SAMURAI-decent fighters, but not as good as real Fighters. They use any
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Figher weapons and armor, but learn Mage spells once they reach the 4th level.
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LORDS-combination of Fighter and Priest, learn Priest spells once they
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reach the 4th level.
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NINJA-radical dudes, can use any armor or weapons, but at high levels they
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work better with their bare hands. Somtimes kill someone with one hit.
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They also have to be evil.
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CHARACTER STATISTICS
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ALIGNMENT-describes your character's outlook toward the world, and his general
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ethical status. GOOD characters cannot be in the same party with EVIl
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characters, but NEUTRAL peoples can go party with either one.
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RACE-5 of them, each has advantages and disadvantages
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Human-not good at anything in particular
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Elf-best at being Mages and Bishops
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Dwarf-make good Fighters and Priests
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Gnome-good for Priests and Thieves
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Hobbits-good for Thieves
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LEVEL OF ABILITY AND EXPERIENCE POINTS
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After you kill some monsters, your charactes will get experience points.
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When you have a lot of experience points, you can gain levels.
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At higher levels, your ability points will increase, and magic guys will
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get better spells.
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AGE-years passed since date of birth
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GOLD-precious metal
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EQUIPMENT-the stuff you got
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ARMOR CLASS-how well protected (or not protected) you are. Bare skin is 10,
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everything lower than that is better.
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HIT POINTS-like I said before, go play D&D if you don't know what these are.
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SPELL BOOKS-small set of books each player has where he writes his spells down.
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SPELLS LEFT-tells how many spells of each level of power and class you can
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use. To gain these back, you have to sleep in the inn.
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STATUS-either Ok,asleep,afraid,paralyzed,poisoned,stoned, dead, ashes, or
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lost forever. It is best to be Ok.
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-------------------------------------------------------------------------------
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HOW TO CREATE A CHARACTER
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Go to the Training Grounds, and type in the name of a character you want to
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make. It will look for the character, and if it doesn't exist yet, it will
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ask you if you want to make one with that name. Of course you do! So type Y.
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You don't want a password, because you'll probably forget it. Just press
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RETURN twice. Then decide your alignment.
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You will be shown a row of STRENGTH, etc. These are the base numbers for your
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abilities. Press + to add a point, - to subtract. Notice that the POINTS
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display above the abilities changes depending on if you +ed or -ed.
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Press RETURN to skip through the abilities to the one you want. When
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all your points are used up, press ESC. Then you choose what class you want
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this character to be. If you like this guy, press Y to save it.
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OTHER CHARACTER STUFF
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After you have some characters made up, type one of their names at the main
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Training Grounds screen. Then you have five choices:
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D)elete-zap the character
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R)eroll-reroll your abilities
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C)hange class-change from a basic to an advanced character class.
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Minimum required abilities for advanced classes:
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Character Strength Vitality IQ Piety Agility Luck
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Lord 15 15 12 12 14 15
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Samurai 15 14 11 10 10 --
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Ninja 17 or 18 in all abilities
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Bishop -- -- 12 12 -- --
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S)et new password-lets you change a characters password
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I)nspecting characters-lets you see all of your character's statistics.
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Read spell books under above to see the list of spells you know.
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OPTIONS AVAILABLE WHILE INSPECTING CHARACTER
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T)rading-lets you trade gold or equipment to someone else in your party
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E)quipping-decide what armor and weapons you want to use (you gotta use this)
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Casting S)pells-lets you cast non-combat spells
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U)se an item-use magical equipment to cast spells
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I)dentifying-only for Bishops, lets you find out exactly what something is
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L)eave-returns to wherever you were before you inspected.
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*Roster-shows list of characters on disk
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-------------------------------------------------------------------------------
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THE CASTLE
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The castle is the starting and ending point of all expeditions. In the castle,
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you can rest, create parties, get help from the gods, buy and sell equipment,
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or go to any other part of the game.
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There are five main options:
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Gigamesh's Tavern-assemble a party of up to 6 characters, you can also inspect
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any party member here
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Adventurer's Inn-place where you can rest to gain back used spell points, or
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heal damage for alot of gold. Overnight resting does nothing but gain your
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spell points. To get hit points back, you will have to pay. The more
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expensive rooms heal faster than the cheap rooms.
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The Inn is also the place where you find out if you have gained a level.
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Temple of Cant-Whenever a party brings back characters that are less than OK,
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they are removed from the party and taken to the Temple of Radiant Cant.
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Type in who you wanna help, and who's gonna pay.
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Boltac's Trading Post-buy, sell, have identified, and un-curse equipment
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If the item says UNUSABLE beside it, that means it isn't possible for your
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character to use it.
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The Edge of Town-From here you can go to the Training Grounds, leave the game,
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or enter the dungeon.
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-------------------------------------------------------------------------------
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ADVENTURING
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CAMP-as soon as you enter the dungeon from the Edge of Town, you will be in
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camp. Being in camp means that you have stopped somewhere and can do the
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little details (like healing spells, trading, etc.). You cannot be attacked
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while in camp. You will need to Equip the party if you haven't done so
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individually in Gilgamesh's Tavern. Reorder lets you select the order in
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which your characters will go through the dungeon. Only the first 3
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characters can make physical attacks and take physical attacks, so put some
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good fighters up front. Keep the Mages and Thieves in the back.
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MOTION COMMANDS-for when you are actually in the dungeon, not in camp.
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F-moves you forward
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L-turns you left
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R-turns you right
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K-kick through a door in front of you
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S-updates the status area
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C-enter camp
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T-change combat message display time. 1 for instant, 5000 for 5 seconds
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Q-toggle quickplotting of the maze (for LOMILWA spell)
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I-lets you inspect the current area for dead bodies
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Instead of the F, L, and R, you can use the W-A-D cluster for movement
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-------------------------------------------------------------------------------
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COMBAT
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If you encounter monsters (and you will) it will show you a picture and the
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name of the monster(s). For each GROUP of monsters (4 possible groups at once)
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you will be told the number, what they appear to be, and in parentheses, show
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how many are able to attack (if they're asleep or paralyzed, they can't attack)
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COMBAT OPTIONS
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F-fight a monster. If there is more than one group, you'll have to specify
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which group you want to fight
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P-use your weapon for defense
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S-cast a spell
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U-use an item
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R-run like screaming testicle-less wonders
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D-dispell undead things
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OPENING TREASURE CHESTS
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Once you've killed some monsters and found a chest, the obvious thing to do
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is open it. Here are the options:
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O-open the chest. If it's trapped (most are) then the character who opens
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the chest gets the trap, too.
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I-inspect the chest (a wise choice). Let a Thief do this, and you can
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probably tell what trap it has
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C-calfo spell. use a Priest spell that identifies the trap
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D-disarm the trap. You have to know what trap to disarm for first, so be
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sure to inspect it.
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L-leave the chest. Let the chest you risked your life for just sit there.
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After a chest has been openened, the stuff is distributed. Gold is evenly
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divided, and items are distributed randomly.
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After combat and the chest has been opened, it's a good idea to camp and
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cast healing spells.
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Hints:
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When starting out have 2 fighters, a priest, a thief, and 2 mages.
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As soon as possible, change one of the mages to a Bishop.
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Be sure to map!
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with a Bishop, identify #9. Keep doing this until it says SUCCESS!.
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Then go up to the castle, into the Inn, and rest. You will have tons of
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experience points.
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NOTICE: To actually play Wizardry, you're also gonna need the file
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WIZARDY.SPELLS by yours truly.
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===============================================================================
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(c)1985 cDc publications by SWAMP RATTE'
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All Rights Worth Shit
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