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- WIZARD WARS (c) 1991 Version 1.0
- Property of The Phantasm Brigade Inc.
-
- by Neal Bucknell AKA The Binary Beast
- with special help from James Matzdorff AKA Master Skeeve
-
-
-
- Setting:
- Aeons after The Great War, Cryptic Alliances battle to
- Reshape wasted Tarmara in their own image. With the
- invoking of the Apocalypse by the Cryptic Alliance known as
- The Gathering of Chaos, a terrible secret was revealed unto
- the surviving Alliances. Each suspects how to invoke the
- same Spell, and each suspects how to invoke another, similar
- Spell, the Spell of Reshaping....
-
- Purpose:
- The purpose of Wizard Wars is to annihilate all other
- Cryptic Alliances and establish your own as the absolute,
- unchallenged ruler of Tarmara. This is accomplished through
- the acquisition of Mana. Mana is the energy of Magic. It
- comes from the earth. As your empire expands, the Mana you
- get each day will increase. It is through the use of this
- Mana that your Cryptic Alliance survives. Tarmara is still
- too wasted and inhospitable for any Human to venture out
- into for more than a few minutes. Any doing so soon die
- from the Plague. The Hosttower protects the Cryptic
- Alliance from these effects, but this makes the growing of
- food difficult. Mana is used to create the food which
- sustains the members of your Cryptic Alliance. It is also
- used to create other things....
- With Mana, armies immune to the Plague and capable of
- withstanding the harsh environment of Tarmara's deserts can
- be created. These armies consist of Magical Constructs made
- of Ether and clay. The most common of these are Imps and
- Golems. However, in The Great War, there were RUMORED TO BE
- OTHER, MORE SINISTER FORCES used. There are a few accounts
- of sitings of the walking dead, fearsome elementals, and
- even darker rumors of ferocious, unidentifiable beasts. Of
- those that fled from encounters with the latter, none were
- sane enough to give further details.
- Whatever troops are used, it is necessary to take
- territory and add it to your empire. Any Alliance that does
- not do so is surely doomed as this is the only known way of
- increasing the Mana supply. The ultimate goal is to gain
- enough Mana to Cast the Spell of Reshaping. Though this is
- a purely theoretical Spell, it is believed that if enough
- Mana is used to power it, it will Reshape Tarmara as if the
- Casting Alliance were recreating the world. WARNING:
- Casting this Spell without sufficient Mana has been proven
- by history to be disastrous. Unfortunately it is not known
- exactly how much Mana is sufficient....
-
- The following is a brief summary of SOME of the commands
- in WIZARD WARS. It is important to note that other commands
- DO become available later in the game, but for the purpose
- of suspense, they will not be described. This means that
- when you do see a new command on one of your menus,
- SOMETHING YOU SHOULD BE CONSTANTLY LOOKING FOR, you will
- have to figure it out for yourself. (For ANSI users, new
- commands will be in different colors than the normal text.)
- I have confidence that anyone with the interest and skill to
- get this far will have no trouble with any of these commands.
- It is also important to note that the game can be paused
- in SOME places by hitting the "p" key and the SPACE bar will
- abort certain print outs. However, because this is the
- UNREGISTERED VERSION, the Phantasm Brigade and the WIZARD
- WARS log on screens cannot be aborted.
- Also, whenever you are asked to enter a region's
- coordinates, typing "h" followed by a return will default
- to your Hosttower's location.
- In this game, ANSI users will have a slight advantage.
- Their map will utilize the colored ANSI character set. The
- meanings of such symbols and characters can be determined
- with the L egend command.
- It is important to note that this version is UNREGISTERED.
- It is a preview of the actual game only. Many commands found
- later in the game are disabled. If you find this
- frustrating then ask your SYSOP to register this game so
- that you can play THE REAL WIZARD WARS. You may even want
- to send your SYSOP a donation to help with the small
- registration fee. Also, the very first screen that pops up
- when you run WIZARD WARS prints the registration information
- for the game. For this version, it just says the game is
- UNREGISTERED. However, if you play a REGISTERED version that
- is obviously not being run by the real owner (ie: The game
- is registered to Mr. Bill of The Midnight Express BBS when
- the game is really being run by Ms. Piggy of The Footweary
- Firegiant.) then please let me know. I can be reached at
- the following address:
-
- The Phantasm Brigade Inc.
- The Binary Beast
- 1031 Arbutus
- Chico, CA 95926
-
- I can also be reached on Mesopotamia: Mirage Works
- (#916-891-3546), 10 @ 9654. WIZARD WARS is protected by all
- Federal Copyright Laws. Distribution of the REGISTERED
- version is a felony. Please help by reporting pirates. If
- we can't keep piracy down to a minimum and turn a little
- profit, then we at The Phantasm Brigade will have to get real
- jobs and will no longer be able to supply you with high quality
- <SNICKER SNICKER> products. We also welcome any suggestions
- or donations. Anyway, here's the docs....
-
- Available Commands:
-
- B uild Portal (Cost varies)
- Mobility can be a serious problem for your armies. Imps
- move so slowly that by the time they get to battle, the
- enemy may have already moved. Golems are not much better.
- There is a solution however. Portals are linked together by
- powerful Spells of Spacial Binding. Any troops passing
- through one Portal may exit from any other Portal that is
- linked to the one which they entered without any mobility
- cost. This can speed newly created troops, thousands of
- leagues away, to battle instantaneously.
- When Constructing a Portal, it is always wise to use as
- many troops with as much mobility as possible. Only mobile,
- bipedal troops with minds can assist. If no troops are
- available, the Portal may still be built, but it will be
- VERY expensive to Construct. The more troops that assist,
- the lower the Mana cost will be.
- If the Mana cost is acceptable you will then be asked to
- enter a Stellar Alignment value for that Portal (any number
- from 1 to 11,111). Choose this number carefully. Any other
- Portal, even an Enemy's which has the same Stellar Alignment
- as this Portal is linked to it. Once the Alignment has been
- selected for a Portal, it can never be changed unless the
- Portal is D estroyed. Also, the Portal's Stellar Alignment
- will never be displayed again so write it down. And
- remember, a single, unlinked Portal by itself is of no use;
- there is no place for passers through to go.
-
- C onstruct Magical Construct (Cost varies)
- This command creates Imps or Golems in your Hosttower.
-
- D estroy Site (Cost 10)
- This command is used to destroy a site in a region such as
- a Portal. There must be at least one troop in the target
- region. This is not a command that most Alliances like to
- use, but it is sometimes necessary.
-
- G o to Library
- Many library topics are available. You should research
- them all thoroughly. NEW TOPICS MAY BE FOUND later in the
- game; constantly visit your library, it can be a great aid.
-
- H osttower Status
- When you need to know the current status of your Hosttower
- and your Cryptic Alliance, use this command.
-
- L egend
- When you see an unfamiliar marking on your map or in your
- R egion Information Display use this command and it will
- tell you what it is that puzzles you.
-
- M ove Troops (Costs mobility)
- This is the command used to move your troops from one
- region to another. It is fairly self explanatory. As you
- move into uncharted regions of Tarmara, your map of the
- world gets bigger and the Mana you receive the next day will
- be greater. You can always see one region around any region
- you occupy, but the information may not always be accurate.
- There may be unspotted enemy troops right next to you at
- anytime. The best way to discover such things is by
- scouting with troops or by S crying. Unfortunately,
- movement costs mobility and most troops can only move a few
- regions in a day. Mountains are a great obstacle also.
- Record the speeds of your troops and soon you will learn
- their strengths and weaknesses.
-
- Q uit
- This command will exit WIZARD WARS. The game asks for
- confirmation.
-
- R egion Information
- This command will display pertinent information about your
- occupied regions. The header looks something like this:
-
- X,Y Terrain Site Mana Imps Golems
-
- X,Y tells what region the information is referring to. The
- X value is the region's horizontal value on the map, and the
- Y value is the vertical value.
- Terrain and Sites vary depending upon whether you are an
- ANSI or non-ANSI user. Use the L egend command to discover
- what the various symbols are for your map.
- Mana is the Mana level of that region. The number in this
- column represents approximately how much Mana this region
- will bring in each day.
- The Imps and Golems column is simply a listing of how many
- of each type of troop are in that region. A slash after a
- number indicates the average mobility of the troops. If
- under Golems there was "23 /10" then that means that there
- are 23 Golems there with an average of 10 mobility (the
- maximum mobility allowed). At the start of each new day,
- mobility for all troops is renewed and set to 10.
- Choosing to display only one region does exactly that.
- Showing all your regions gives information on all the
- regions that your Cryptic Alliance currently claims as part
- of its territory. The "T" option displays only those
- regions that are claimed AND that possess troops that can
- still move at least one region in at least one direction.
- This option is very helpful for players with large empires.
- Simply capture this listing in your buffer and print it out
- to your printer. Then you have the listing of exactly which
- troops you need to move. This ensures that you use each
- troop to its full exploring potential.
-
- S cry (Cost 1)
- This is the safest, most reliable means of mapping out
- Tarmara there is. All information about the target region
- will be displayed with 100% accuracy. It is advised to use
- this command before going into battle.
-
- V iew Map
- This displays Tarmara in all its wasted splendor. Only
- occupied regions and their adjacent regions or regions that
- have been scryed upon will be displayed. The X values are
- printed across the top and bottom of the map and the Y values
- are printed along the sides for coordinate purposes. Here
- is where ANSI users have an advantage. Not only does the
- map look more realistic, possessing multiple colors and
- graphics symbols, but occupied regions, regions contributing
- to the empire's Mana level, will glow dark blue and regions
- that possess mobile troops will glow green.
-
- W rite a Message
- This command Constructs a small carrier pigeon designed to
- carry a small message (75 characters) to a particular
- region. In order for the message to be received, there must
- be troops or a Hosttower there. The recipient will not know
- who wrote the message unless you say so.
-
- ^ Normal/Enhanced Map
- This command toggles the ANSI option. ANSI users may want
- to use it to capture the map in their scroll back buffer for
- a printer dump. Non-ANSI users may want to use it to
- dream....
-
- # Invoke Apocalypse (Cost unknown)
- This is the last ditch, selfish act of a desperate empire.
- Those that subscribe to the philosophy, "If you're gonna
- die, you might as well take everyone with you," may like
- this alternative to defeat. You still have to be fairly
- tough to succeed here; usually only the second place empire
- will be strong enough to do this.
- It is unknown exactly how The Gathering of Chaos Invoked
- the Apocalypse and stalemated The Great War. The best
- theory suggests that because most of their territory had
- been taken over by The Fellowship of Steel, they couldn't
- have possessed any great supply of Mana (most estimate
- roughly 200). This would seem to indicate that the
- Invocation did not require much to Power it. Indeed, Time
- has proven many times that compared to the difficulty of
- Creating, Destroying is easy. However, The Gathering of
- Chaos did possess 2 temples and some believe that these were
- the key to their Apocalypse.
- Whatever the case may be, it is not advised to experiment
- with this Spell. Neither failure nor success would promise
- a bright future. The latter is proven by History to be
- devastating and the former is theorized to be fatal to the
- Casting Alliance. Don't mess with this until your Darkest
- Hour is upon you....
-
- ! Reshape Tarmara (Cost unknown)
- This will attempt to Invoke the Spell of Reshaping. All
- of your Mana will automatically be used in the attempt. If
- you are successful, you will win the game and everyone will
- know it. But if you fail, be prepared for the worst. The
- Cryptic Alliance known as The Talon, a faction of The
- Gathering of Chaos during The Great War, completely
- disappeared in a fiery explosion. It is rumored that they
- attempted to perform this ritual, an offshoot of the
- Apocalypse, but failed. The Gathering of Chaos claims that
- The Talon used over 400 Mana in the Casting....
-
- ? Help
- This command gives a little help.
-
- --The Binary Beast AKA N. P. Bucknell
-
- If you like WIZARD WARS and would like to be able to play
- the FULL game, ask your SYSOP to register our product.
- You might even want to send your SYSOP a donation to help
- with the small registration fee.
-