home *** CD-ROM | disk | FTP | other *** search
- WIZARD'S CASTLE GAME FROM JULY/AUGUST 1980
- ISSUE OF RECREATIONAL COMPUTING MAGAZINE
-
- ORIGINAL EXIDY SORCERER VERSION BY JOSEPH R. POWER
- MODIFIED FOR OSBORNE 1 BY GARY B. INMAN
-
- WIZARD'S CASTLE IS A FANTASY GAME ABOUT EQUAL IN
- COMPLEXITY TO THE SEVERAL VERSIONS OF "ADVENTURE"
- WHICH ARE NOW AVAILABLE FOR MICROCOMPUTERS AND IS
- A VERY LARGE "BASIC" PROGRAM IN ITS OWN RIGHT.
- UNLIKE ADVENTURE, THE CASTLE IS RANDOMLY STOCKED
- FOR EACH GAME, WHICH MEANS THAT WINNING ONE DOES
- NOT DETRACT FROM PLAYING FUTURE GAMES. AT PRESENT,
- THERE ARE VERSIONS OF WIZARD'S CASTLE FOR THE
- OSBORNE 1,EXIDY SORCERER, TRS-80, HP-2000 AND
- HEATH H-8/H-89 COMPUTERS.
-
-
-
-
- BACKGROUND HISTORY
-
- MANY CYCLES AGO, IN THE KINGDOM OF N'DIC, THE
- GNOMIC WIZARD ZOT FORGED HIS GREAT *ORB OF POWER*.
- SOON AFTER DOING THIS, HE VANISHED, LEAVING BEHIND
- HIS VAST SUBTERRANEAN CASTLE FILLED WITH ESURIENT
- MONSTERS, FABULOUS TREASURES, AND THE INCREDIBLE
- *ORB OF ZOT*. FROM THAT TIME HENCE, MANY A BOLD
- YOUTH HAS VENTURED INTO THE WIZARD'S CASTLE. AS
- YET, *NONE* HAS EVER EMERGED VICTORIOUS.
-
-
-
-
-
-
-
-
-
-
- INTRODUCTION
-
- WIZARD'S CASTLE IS A COMPUTERIZED SIMULATION OF
- ONE OF THE MOST COMMON AND POPULAR FANTASY MOTIFS
- `THE LONE ADVENTURER'S QUEST WITHIN AN IMMENSE
- UNDERGROUND LABYRINTH'. EACH GAME IS SEPARATE FROM
- ALL OTHERS, SO THE GAME IS A CHALLENGE EVEN AFTER
- YOU HAVE WON SEVERAL TIMES. EACH GAME WILL RESULT
- IN A WIN OR A LOSS, DEPENDING ON A PLAYER'S SKILL
- AND LUCK. THE INSTRUCTIONS WHICH FOLLOW EXPLAIN
- THE RULES AND OPTIONS OF THE GAME. IF AT ANY TIME,
- HOWEVER, YOU ARE NOT SURE OF WHAT TO DO -
- EXPERIMENT. THE PROGRAM IS DESIGNED TO PREVENT
- INVALID INPUTS.
-
-
-
-
-
-
- CHARACTER CREATION
-
- AT THE START OF EACH GAME, YOU WILL BE ASKED A
- NUMBER OF QUESTIONS ABOUT WHAT TYPE OF CHARACTER
- YOU WILL HAVE. YOU MUST MAKE CHOICES ABOUT THE
- FOLLOWING :
-
- RACE YOU MAY BE AN ELF, DWARF, MAN, OR HOBBIT.
- EACH RACE STARTS WITH A TOTAL OF 32 POINTS
- (EXCEPT HOBBITS, WHO ONLY GET 28), BUT
- THEY ARE DISTRIBUTED DIFFERENTLY FOR EACH
- RACE.
-
- SEX YOU MAY BE MALE OR FEMALE. BOTH ARE EQUAL
- IN ABILITY AND IN THE NUMBER OF POINTS. BE
- CREATIVE WITH YOUR RESPONSE.
-
-
-
-
- POINTS EACH CHARACTER STARTS WITH A NUMBER OF
- POINTS FOR THE ATTRIBUTES OF STRENGTH
- (ST), INTELLIGENCE (IQ), AND DEXTERITY
- (DX). IN ADDITION, THERE ARE SOME OTHER
- POINTS WHICH YOU MAY DISTRIBUTE BETWEEN
- THESE THREE ATTRIBUTES AS YOU WISH.
-
- YOUR ST, IQ, AND DX MAY BE ANY NUMBER FROM 1 TO
- 18. IF ANY OF THE THREE DROPS BELOW 1, YOU HAVE
- DIED. FOR ALL THREE ATTRIBUTES, THE LARGER THE
- NUMERICAL VALUE, THE BETTER. EACH CHARACTER ALSO
- STARTS THE GAME WITH 60 GOLD PIECES (GP'S) WITH
- WHICH TO PURCHASE SOME, NONE, OR ALL OF THE
- FOLLOWING ITEMS :
-
- ARMOR YOU MAY BUY PLATE ARMOR FOR 30 GP'S,
- CHAINMAIL FOR 20 GP'S, OR LEATHER FOR 10
- GP'S. YOU CAN WEAR ONLY ONE SUIT OF ARMOR
- AT A TIME. THE MORE EXPENSIVE THE ARMOR,
- THE MORE DAMAGE IT WILL ABSORB.
-
- WEAPON YOU MAY BUY A SWORD FOR 30 GP'S, A MACE
- FOR 20 GP'S, OR A DAGGER FOR 10 GP'S. YOU
- CAN ONLY CARRY A SINGLE WEAPON AT A TIME.
- THE MORE EXPENSIVE THE WEAPON, THE MORE
- DAMAGE IT DOES TO THE VARIOUS MONSTERS.
-
- LAMP IF, AFTER SELECTING ARMOR AND A WEAPON,
- YOU HAVE 20 GP'S OR MORE LEFT, YOU MAY BUY
- A LAMP FOR 20 GP'S. HAVING THE LAMP WILL
- ALLOW YOU TO LOOK INTO AN ADJACENT ROOM
- WITHOUT HAVING TO ENTER IT.
-
- FLARES IF, AFTER ALL OTHER PURCHASES, YOU HAVE
- ANY MONEY LEFT, YOU MAY BUY FLARES FOR 1
- GP EACH. LIGHTING A FLARE REVEALS THE
- CONTENTS OF ALL THE ROOMS SURROUNDING YOUR
- CURRENT LOCATION.
-
-
- ONCE YOU HAVE CREATED AND EQUIPPED A
- CHARACTER, YOU ARE READY TO ENTER THE
- CASTLE AND BEGIN YOUR ADVENTURES.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- THE CASTLE
-
- THE CASTLE IS ARRANGED AS AN 8 X 8 X 8 THREE
- DIMENSIONAL MATRIX. THIS MEANS THAT THERE ARE 8
- LEVELS WITH 64 ROOMS ON EACH LEVEL. THE CASTLE
- LEVELS ARE NUMBERED FROM 1 (THE TOP LEVEL) TO 8
- (THE BOTTOM LEVEL). EACH CASTLE LEVEL IS
- CONSTRUCTED LIKE A DOUGHNUT IN THAT THE NORTH EDGE
- IS CONNECTED TO THE SOUTH EDGE AND THE EAST EDGE
- IS CONNECTED TO THE WEST EDGE. IN A SIMILAR
- FASHION, THE SINKHOLES (EXPLAINED LATER) ON LEVEL
- 8 WILL "DROP" YOU DOWN TO LEVEL 1. THE ONLY ROOM
- WHICH DOES NOT FUNCTION LIKE THIS IS THE ENTRANCE
- / EXIT ROOM OF THE CASTLE WHICH IS ALWAYS LOCATED
- AT LOCATION (1,4) LEVEL 1. GOING NORTH FROM THIS
- ROOM TAKES YOU OUT OF THE CASTLE AND ENDS THE
- GAME.
-
-
-
- EACH ROOM OF THE CASTLE WILL HAVE AS CONTENTS ONE
- OF THE FOLLOWING :
-
- `E' THE ENTRANCE / EXIT ROOM
- `.' AN EMPTY ROOM CONTAINING NOTHING
- `U' STAIRS GOING UP TO THE LEVEL ABOVE
- `D' STAIRS GOING DOWN TO THE LEVEL BELOW
- `P' A MAGIC POOL FROM WHICH YOU MAY DRINK
- `C' A CHEST WHICH YOU MAY OPEN
- `B' A BOOK WHICH YOU MAY OPEN
- `G' FROM 1 TO 10 GOLD PIECES
- `F' FROM 1 TO 3 FLARES
- `W' A WARP TO ANOTHER RANDOM LOCATION
- `M' A MONSTER (ONE OF 12 DIFFERENT TYPES)
- `V' A VENDOR WHICH YOU MAY ATTACK, IGNORE OR TRADE WITH
- `O' A CRYSTAL ORB (THIS IS NOT THE *ORB OF ZOT*)
- `S' A SINKHOLE (A ROOM WITH NO FLOOR)
- `T' A TREASURE (ONE OF THE 8 IN THE CASTLE)
-
-
- THE SINGLE LETTERS ARE THE ABBREVIATIONS FOR THE
- ROOM CONTENTS WHICH ARE DISPLAYED WHENEVER YOU
- LOOK AT YOUR MAP OR LIGHT A FLARE. WHEN YOU LOOK
- AT YOUR MAP, THE ROOM YOU ARE CURRENTLY LOCATED IN
- IS BRACKETED BY < >.
-
- PLAYER COMMANDS
-
- WHENEVER THE PROGRAM ASKS FOR A COMMAND, YOU MUST
- DECIDE WHAT ACTION YOU WISH TO PERFORM. IF YOUR
- CHOICE IS NOT VALID IN YOUR CURRENT SITUATION, THE
- PROGRAM WILL INFORM YOU AND ALLOW YOU TO TRY
- AGAIN. THE FOLLOWING IS A LIST OF THE COMMANDS
- WHICH THE PROGRAM UNDERSTANDS, WITH A DESCRIPTION
- OF THEIR EFFECTS AND RESTRICTIONS :
-
-
-
-
-
- NORTH MOVES YOU TO THE ROOM NORTH OF YOUR
- PRESENT POSITION. WHEN YOU GO NORTH FROM
- THE ENTRANCE / EXIT ROOM, THE GAME
- TERMINATES. IN ALL OTHER CASES, THE NORTH
- EDGE WRAPS AROUND TO THE SOUTH.
-
- SOUTH MOVES YOU TO THE ROOM SOUTH OF YOUR
- PRESENT POSITION. IN ALL CASES, THE SOUTH
- EDGE WRAPS AROUND TO THE NORTH EDGE.
-
- EAST MOVES YOU TO THE ROOM EAST OF YOUR PRESENT
- POSITION. IN ALL CASES, THE EAST EDGE
- WRAPS AROUND TO THE WEST EDGE.
-
- WEST MOVES YOU TO THE ROOM WEST OF YOUR PRESENT
- POSITION. IN ALL CASES, THE WEST EDGE
- WRAPS AROUND TO THE EAST EDGE.
-
-
-
- UP CAUSES YOU TO ASCEND STAIRS GOING UP. YOU
- MUST BE IN A ROOM CONTAINING STAIRS GOING
- UP.
-
- DOWN CAUSES YOU TO DESCEND STAIRS GOING DOWN.
- YOU MUST BE IN A ROOM CONTAINING STAIRS
- GOING DOWN.
-
- IMBIBE CAUSES YOU TO TAKE A DRINK FROM A MAGIC
- POOL. YOU MAY REPEAT THIS COMMAND AS OFTEN
- AS YOU WISH, BUT YOU MUST BE IN A ROOM
- CONTAINING A MAGIC POOL.
-
- MAP CAUSES A MAP OF THE LEVEL YOU ARE
- CURRENTLY ON TO BE PRINTED. ALL UNEXPLORED
- ROOMS ARE DISPLAYED AS "?". ALL OTHER
- ROOMS ARE DISPLAYED AS THEIR ONE CHARACTER
- ABBREVIATIONS. YOU MAY LOOK AT YOUR MAP AT
- ANY TIME UNLESS YOU ARE EITHER BLIND OR
- ARE RETREATING FROM A MONSTER.
- FLARE CAUSES ONE OF YOUR FLARES TO BE LIT,
- REVEALING THE CONTENTS OF ALL ROOMS
- SURROUNDING YOUR CURRENT POSITION. BECAUSE
- EACH EDGE IS JOINED TO THE OPPOSITE EDGE,
- YOU WILL ALWAYS SEE NINE ROOMS WITH YOUR
- LOCATION IN THE CENTER. EACH FLARE BURNS
- AWAY TO NOTHING. YOU MAY LIGHT FLARES AS
- LONG AS YOU HAVE SOME AND YOU ARE NOT
- BLIND OR RETREATING FROM A MONSTER. FOR
- THOSE WHO ARE FAMILIAR WITH ANY OF THE
- COMMON "STAR TREK" GAMES, A FLARE WORKS
- MUCH LIKE A LONG RANGE SENSOR SCAN WITH
- THE ADDITION OF WRAPAROUND.
-
-
-
-
-
-
-
- LAMP ALLOWS YOU TO SHINE YOUR LAMP INTO ANY ONE
- OF THE ROOMS NORTH, SOUTH, EAST, OR WEST
- OF YOUR CURRENT POSITION, REVEALING THE
- ROOM'S CONTENTS. UNLIKE FLARES, THE LAMP
- MAY BE USED REPEATEDLY. YOU MAY USE YOUR
- LAMP AT ANY TIME UNLESS YOU DON'T HAVE A
- LAMP, ARE BLIND, OR ARE RETREATING FROM A
- MONSTER.
-
- OPEN CAUSES YOU TO OPEN A BOOK OR A CHEST WHICH
- IS IN THE ROOM WITH YOU.
-
-
-
-
-
-
-
-
-
- GAZE CAUSES YOU TO GAZE INTO A CRYSTAL ORB.
- WHEN YOU SEE YOURSELF IN A BLOODY HEAP,
- YOU LOSE 1 OR 2 POINTS OF STRENGTH. WHEN
- YOU SEE THE LOCATION OF THE *ORB OF ZOT*,
- THERE IS ONLY A 50% CHANCE THAT IT IS
- CORRECT. YOU CANNOT GAZE WHEN YOU ARE
- BLIND OR WHEN YOU ARE NOT IN A ROOM
- CONTAINING A CRYSTAL ORB.
-
- TELE- ALLOWS YOU TO TELEPORT DIRECTLY INTO A
- SPECIFIC ROOM ANYWHERE IN PORT THE
- CASTLE. THIS IS THE ONLY WAY TO ENTER THE
- ROOM CONTAINING THE *ORB OF ZOT*. YOU MUST
- HAVE THE RUNESTAFF IN ORDER TO TELEPORT.
-
-
-
-
-
-
- QUIT ALLOWS YOU TO END THE GAME WHILE YOU ARE
- STILL IN THE CASTLE. YOU WILL BE ASKED IF
- YOU REALLY WANT TO QUIT, IN CASE YOU MADE
- A MISTAKE OR WANT TO CHANGE YOUR MIND. IF
- YOU QUIT, YOU WILL LOSE THE GAME.
-
- HELP CAUSES A SUMMARY OF THE AVAILABLE
- COMMANDS, ABBREVIATIONS USED IN DESCRIBING
- THE CONTENTS OF ROOMS, AND THE BENEFITS OF
- POSSESSING EACH OF THE TREASURES TO BE
- DISPLAYED AT ANY TIME DURING THE GAME.
-
- ALL OF THE COMMANDS CAN BE ABBREVIATED TO THEIR
- FIRST LETTER (M FOR MAP, Q FOR QUIT, ETC.).
-
-
-
-
-
-
- MAGIC SPELLS
-
- WHENEVER YOUR INTELLIGENCE (IQ) BECOMES 15 OR
- HIGHER, YOU GAIN THE OPTION TO CAST A MAGIC SPELL
- ON A MONSTER IF YOU HAVE THE VERY FIRST COMBAT
- OPTION. THE THREE SPELLS AND THEIR EFFECTS ARE AS
- FOLLOWS :
-
- WEB TRAPS THE MONSTER IN A STICKY WEB SO THAT
- IT CAN'T FIGHT BACK AS YOU ATTACK IT. THIS
- SPELL LASTS FROM 2 TO 9 TURNS AND COSTS YOU
- ONE STRENGTH (ST) POINT.
-
- FIRE- HITS THE MONSTER WITH A BALL OF FLAME THAT
- BALL CAUSES BETWEEN 2 AND 14 POINTS WORTH OF
- DAMAGE INSTANTLY. IT COSTS ONE STRENGTH
- POINT AND ONE INTELLIGENCE POINT.
-
-
-
- DEATH- IS A CONTEST OF WILLS BETWEEN THE MONSTER
- SPELL AND YOURSELF. WHOEVER HAS THE LOWER
- INTELLIGENCE DIES AT ONCE. IT COSTS NOTHING
- TO USE, BUT IT IS VERY RISKY. EVEN WITH AN
- IQ OF 18 (THE HIGHEST POSSIBLE), YOU STILL
- HAVE A 25% CHANCE OF BEING KILLED.
- TREASURES, CURSES, BLINDNESS, AND SUCH
-
-
-
-
-
-
-
-
-
-
-
-
-
- THE CASTLE CONTAINS EIGHT RANDOMLY PLACED
- TREASURES :
-
- THE RUBY RED - WARDS OFF THE CURSE OF LETHARGY.
- THE PALE PEARL - WARDS OFF THE CURSE OF THE LEECH.
- THE OPAL EYE - CURES BLINDNESS.
- THE GREEN GEM - REMOVES THE FORGETFULNESS CURSE.
- THE BLUE FLAME - REMOVES BOOKS STUCK TO YOUR HANDS.
-
- THE NORN STONE - HAS NO SPECIAL POWER.
- THE PALANTIR - HAS NO SPECIAL POWER.
- THE SILMARIL - HAS NO SPECIAL POWER.
-
-
-
-
-
-
-
-
- THERE ARE THREE CURSES :
-
- LETHARGY: THIS GIVES THE MONSTERS THE FIRST
- ATTACK WHICH PREVENTS YOU FROM
- BRIBING THEM OR CASTING SPELLS ON
- THEM.
-
- LEECH: THIS TAKES FROM 1 TO 5 GP'S FROM
- YOU EACH TURN UNTIL YOU HAVE NO
- GOLD PIECES LEFT.
-
- FORGETFULNESS: THIS CAUSES YOU TO FORGET WHAT YOU
- KNOW ABOUT THE CASTLE. YOUR MAP
- WILL SLOWLY RETURN TO ALL QUESTION
- MARKS. HOWEVER, THE CONTENTS OF THE
- ROOMS IN THE CASTLE ARE THE SAME.
-
-
-
-
- IN ADDITION TO NULLIFYING THE EFFECTS OF THE
- CURSES, THE TREASURES ALSO PROVIDE PROTECTION FROM
- TWO UNDESIRABLE THINGS WHICH CAN HAPPEN WHEN YOU
- OPEN A BOOK. THESE ARE GOING BLIND, WHICH PREVENTS
- YOU FROM SEEING YOUR MAPS, LIGHTING FLARES, USING
- YOUR LAMP, GAZING INTO ORBS, AND BEING INFORMED OF
- YOUR PRESENT LOCATION, AND SECONDLY, HAVING THE
- BOOK STICK TO YOUR HANDS, WHICH PREVENTS YOU FROM
- USING YOUR WEAPON TO FIGHT MONSTERS (YOU CAN STILL
- CAST SPELLS AT THEM IF YOU ARE SMART ENOUGH,
- HOWEVER).
-
-
-
-
-
-
-
-
-
- VENDORS
-
- ON EVERY LEVEL IN THE CASTLE, THERE ARE VENDORS
- WHO ARE MORE THAN WILLING TO SELL YOU VARIOUS
- ITEMS AT GROSSLY INFLATED PRICES. NORMALLY, THE
- VENDORS WILL MAKE YOU AN OFFER FOR EVERY TREASURE
- YOU HAVE, AND THEN, DEPENDING ON THE AMOUNT OF
- GOLD YOU HAVE, WILL SELL YOU NEW ARMOR, A NEW
- WEAPON, POTIONS OF STRENGTH, INTELLIGENCE AND
- DEXTERITY (NO MATTER HOW MANY POTIONS YOU BUY, THE
- MAXIMUM AMOUNT OF THESE ATTRIBUTES YOU CAN HAVE IS
- 18), AND A LAMP, IF YOU DON'T ALREADY HAVE ONE. IF
- YOU CHOOSE TO ATTACK A VENDOR, YOU WILL THEN
- ANTAGONIZE EVERY VENDOR IN THE CASTLE, AND THEY
- WILL ALL REACT LIKE MONSTERS. YOU WILL ALSO LOSE
- THE ABILITY TO TRADE WITH THEM. KILLING A VENDOR,
- HOWEVER, WILL GIVE YOU NEW PLATE ARMOR, A SWORD,
- ONE OF EACH KIND OF POTION, AND A LAMP (IF YOU
- DON'T HAVE ONE), IN ADDITION TO HIS HOARD OF
- BETWEEN 1 AND 1000 GOLD PIECES. TO END HOSTILITIES
- AND REESTABLISH TRADING PRIVILEGES, YOU MUST BRIBE
- ANY VENDOR IN THE CASTLE WITH THE TREASURE OF HIS
- CHOICE.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- MONSTERS AND THE RUNESTAFF
-
- THERE ARE 12 TYPES OF MONSTERS IN THE CASTLE :
-
- KOBOLD, ORC, WOLF, GOBLIN, OGRE, TROLL BEAR,
- MINOTAUR, GARGOYLE, CHIMERA, BALROG, DRAGON
-
- PLEASE NOTE THAT EACH TIME YOU STRIKE A GARGOYLE
- OR A DRAGON, THERE IS A POSSIBILITY THAT YOUR
- WEAPON WILL BE SHATTERED.
-
- EACH MONSTER POSSESSES A HOARD OF FROM 1 TO 1000
- GP'S WHICH YOU OBTAIN WHEN YOU KILL THE MONSTER.
- IN ADDITION, ONE OF THE MONSTERS IS CARRYING THE
- RUNESTAFF (YOU WON'T KNOW WHICH ONE UNTIL YOU KILL
- IT). YOU MUST HAVE THE RUNESTAFF TO TELEPORT, AND
- WHEN YOU TELEPORT INTO THE CASTLE ROOM WHICH
- CONTAINS THE *ORB OF ZOT*, THE RUNESTAFF
- DISAPPEARS (YOU MUST FIND YOUR WAY TO THE CASTLE
- EXIT WITHOUT IT).
-
- WARPS AND THE *ORB OF ZOT*
-
- ALL BUT ONE OF THE ROOMS DENOTED AS "W" REALLY ARE
- WARPS, AND WALKING, FALLING, OR TELEPORTING INTO
- THEM WILL CAUSE YOU TO MOVE TO ANY ROOM IN THE
- CASTLE AT RANDOM. THE ONE EXCEPTION IS THE *ORB OF
- ZOT*, WHICH IS DISGUISED AS A WARP. WALKING INTO
- THIS ROOM ALWAYS CAUSES YOU TO MOVE ONE ROOM
- FURTHER IN THE SAME DIRECTION. TO ACTUALLY ENTER
- THIS ROOM, YOU MUST USE THE RUNESTAFF TO TELEPORT
- IN. AT THIS POINT, YOU WILL ACQUIRE THE GREAT *ORB
- OF ZOT*, AND THE RUNESTAFF WILL VANISH. TO WIN THE
- GAME, YOU MUST LEAVE THE CASTLE WITH THE *ORB OF
- ZOT*. REMEMBER THAT CRYSTAL ORBS ARE NOT THE *ORB
- OF ZOT* AND CANNOT BE PICKED UP.
-
-
-
-
-
- ERROR MESSAGES
-
- ANY TIME YOU RECEIVE A MESSAGE STARTING WITH "**",
- IT MEANS THAT THE LAST THING YOU TYPED WAS
- UNACCEPTABLE TO THE PROGRAM AT THAT TIME. FOR
- INSTANCE, IF YOU GET THE MESSAGE "** IT'S HARD TO
- GAZE WITHOUT AN ORB.", THIS MEANS THAT YOU TRIED
- TO GAZE FROM A ROOM WHICH DID NOT CONTAIN A
- CRYSTAL ORB. YOU ARE ALWAYS REQUIRED TO REDO YOUR
- LAST RESPONSE WHEN YOU RECEIVE AN "**" TYPE
- MESSAGE.
-
- GOOD LUCK, AND BEWARE!