WIZARDRY

ACKNOWLEDGEMENTS
This game was written during 8 months of 1985 by Steven Chapman.

The unique movie like sound track in this game was composed by 
Alphinwood and rights to use the sound track were arranged via Rocksoft.

Our thanks to Susan Rowe for her superb cover artwork.

Our thanks to lan Chapman for his assistance and patience.

AN INTRODUCTION
Welcome to Wizardry. Wizardry is a whole new kind of 3-dimensional 
graphic adventure. If youve ever played Dungeons & Dragons then the 
style of play in Wizardry will be familiar to you. You will be tested 
both for your ability to use spells (and find them!) and to do battle 
in one-to-one combat with various Demons, Wraiths, and Elementals.

The musical sound track is rather special too. It has been carefully 
created by professional musicians and you will find that in true 
'movie' style the music will reflect what is going on in Wizardry. So 
listen hard to the music and youll be able to gain some useful hints.

We trust that you will have as much pleasure playing Wizardry as its 
writer Steven Chapman did in creating it.

The Edge
London, Autumn 1985

WIZARDRY
The Trials of a Sorcerers Apprentice

Drinn was quite sure of one thing, that he should never have 
contemplated becoming a sorcerer!

On the occasions when the Loremaster allowed him time to reflect on his
state, Drinn could not help but think that life was once so much easier
for him. The problem was, well, a high quality one. Drinn had been 
chosen as the 'bright star' of all of the Loremasters pupils.

Drinn had left his home in Cthelea on the day of his Seventeenth 
birthday, as was traditional for one chosen to the apprenticeship at 
the Loremaster's castle in the Plains of Degthal.

Now after barely two years as an apprentice Drinn was the chosen one, 
standing in preparation for the Loremasters trial. If Drinn could pass
this test of his newly acquired skills then he would become the 
youngest Lore-adept in the history of the Land!

"Young man you have done well, but I must warn you that the task ahead 
of you is far from being a simple one", the Loremaster said, "for until
this day this trial has only ever been taken by apprentices much older 
and experienced than yourself. But I have confidence in you!

"In a few moments you will be transported into The Castle of 
Illusions, a place where you will meet every kind of demon and your 
skills both in fighting and sorcery will be tested to the full.

"Your task is straightforward, for you shall simply have to seek out 
the prime Elemental in this minor city of illusions, and destroy it 
with a single spell. Simple did I say?! I mislead you, for this will be
one of the hardest tasks of your life.

"You shall enter the Castle with a supply of spells in your possession,
and of course a goodly supply of Fireballs and your trusty sword. And I
will reveal to you that there are other spells to be found around the 
castle as well - but use thew with care and forethought!

"This too I will tell you, that the Castle has been split up into a 
number of sections surrounding the hidden location of the Prime 
Elemental that is your final goal. Each section is protected by a very 
special 'Guardian', which will require all your skills to despatch.

"Good luck! This could be your finest hour!"

And even as the old man spoke, Drinn was aware that the world seemed to
shimmer brightly and then suddenly he found himself looking at a stone 
corridor inside the Castle of illusions - facing the first door of a 
very long quest...

PLAYING WIZARDRY

LOADING THE GAME:
Cassette version: Press the RUN/STOP and SHIFT keys and let the tape 
run. Wizardry will then load in using a turbo-loader system, and the 
game will start automatically upon loading completion.

Disk version: The game is loaded by entering LOAD"*",8,1 and will start
automatically when loading is completed.

CONTROLS:

This game is mainly played using a joystick (in PORT 2). You will be 
able to control Drinn using the joystick as well as using the fire 
button to cast spells, fire fireballs, etc. The joystick is also used 
to fight with your sword.

SPACE BAR	START GAME
KEYS 1&2	SCROLL FORWARD & BACKWARD THROUGH INVENTORY & CHOOSE 
                OBJECT / SPELL
COMMODORE	UNLOCK A DOOR
SYMBOL KEY	(GO TO NEXT ROOM)
CTRL		RE-START GAME

JOYSTICK CONTROLS
The usual left, right, forward, backward movements allow Drinn to move 
around the 3-D landscape of the Castle's interior.

Fire button: use to cast a spell or, say, fire a fireball. The button 
generally 'uses' or 'activates' whatever you have currently selected in
your inventory (highlighted in light blue). Note that many spells, 
weapons, etc can only be used once (the sword is re-useable, though). 
So use them with care!

PLAYING WIZARDRY

You are the apprentice Drinn facing the trails of your Loremaster in 
The Castle of lllusions. You will encounter many demons, wraiths, and 
other obstacles and puzzles in your search for the Prime Elemental. You
will require every ounce of your skills as both a warrior and a 
sorcerer!

Fighting: To fight using your sword first select it (using keys l or 2),
and then whilst holding down the fire button wiggle your joystick 
rapidly left and right whilst in contact with your foe. You will see 
Drinns sword arm in action, and your success in combat will be 
indicated by the number of 'HITS' you achieve - your opponents success
is indicated by the number of 'WOUNDS' you receive (see the display at 
the bottom of the screen).  

Casting Spells: Some spells require you to use them fairly accurately. 
Remember that if you are casting a spell at something (rather like 
firing it as you send it forth from your finger), then it is a good 
idea to line yourself up on one of the lines etched into the flooring. 
If you are successful in using a spell then you become filled with 
energy for a while and your tunic will turn purple. You can thus easily
tell if your casting of a spell was successful or not. Similarly, if 
you activate something or tread on a magic glyph, etc, then success 
here will also be indicated by the change in colour of your tunic. So 
again, watch for that!

Gaining assistance: Unlike a text adventure, there is no 'help' command
as such. However, you may find that the 'TELL TALE' spell is often 
worth casting. But be careful not to waste these spells - they can be 
your only way of determining how to despatch a Guardian other than by 
very laborious trial-and-error.

General playing tips: As mentioned above, try not to waste spells - it 
can often be better to out-run a foe than to use a spell. Frequently 
fighting with your sword can be a good option, but in some cases this 
can be disasterous as some opponents are, well, very strong indeed. To
re-gain your energy you will find the HEAL spells useful - but again,
dont waste them. Useful objects and spells are often found in the 
caskets, but that is not always the case... Beware!

Music: Listen carefully to the sound track - it will often give vital 
clues as to what danger youre in, what to do, etc.

DONT READ THIS!

What follows is a guide to getting through the first section of The 
Castle of Illusion. Wizardry can be a complex and very challenging game
to play, but its complexity is such that if you are having trouble 
'getting started you would be well advised to 'cheat' on the first 
section by reading the following. However, do try to play Wizardry from
cold first. It contains many complex puzzles whose solutions are not 
always immediately obvious - even when youve solved them! So if you 
encounter problems in the initial stages, perhaps the following will 
assist...

Getting past the Minotaur...

1. Start from the very beginning of the game.
2. Go through the first door into the first main corridor, and then 
   visit the first room on the right. Avoiding the spider (or using 
   some method to halt his advance or kill him - experiment!), use the
   'TELL TALE' spell to discover what spell is applicable to use where 
   in this room.
3. The spell you want is hidden in a chest, well lets say about as far
   way as you can go at this moment...
4. Bring the spell back to this room (with a skull on the wall) and use
   it - remembering to stand accurately on one of the floors lines when
   casting the spell.
5. If you are successful (your tunic turned purple, yes?), then return 
   to where you found the spell you just used. There you should find a 
   secret entrance has been opened... go in...
6. Again, 'TELL TALE will assist you in taking the next step - walk 
   right into it - (that's a clue).
7. You will appear elsewhere in the Castle, and here you want to come 
   down the corridor and take the first door (lower side of corridor).
8. Get up to the far end of the corridor (upper right) and (as the 
   'TELL TALE' would have told you) you will find a rather useful 
   glyph...
9. Now go back out the way you came in, turn right to enter a new room,
   use the magic door to go to another chamber, and then through the 
   door there and you should now be able to get hack to the first main 
   corridor.
10. Now you should find a secret door has appeared close to where your 
   quest began - enter and standing in the centre of the room you might
   try using a 'FIND IT' spell.
11. Found it? Good. Now you know what the 'TELL TALE' spell was trying 
   to tell you in the first main corridor when it spoke of the 
   Minotaur!
12. Go to the Minotaur, use the spell, and youre on to the next 
   section of the castle.

Now you've only around 70 or so areas left to play and solve!