Wizardry V

English version.


Notes de Deckard: 100% Fast Boot de SAM. Aucun fichier en catalog. Les fichiers PAGE-x sur la disquette source correspondent aux écrans TXT 40 colonnes. Sur le jeu cracké par le Brain Trust, la demande de mot de passe a été désactivée. Il suffit de taper RETURN. La version originale du jeu est copiable et la protection est constituée par la doc des codes qui est écrite en noir sur fond marron (photocopie ou scans impossibles car illisibles).

Download Wizardry V - The Document (gzipped)
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Disk : Doc_Wizardry_V_Src.dsk
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 B A$0800 (002048) L$005D (000093) 002 READER WIZ PART1
 B A$0400 (001024) L$0400 (001024) 006 PAGE-0
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 B A$0800 (002048) L$0244 (000580) 004 READER WIZ FIN

This catalog contains 12 files. 0 were DELETED.


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!      (C) SIR-TECH 89      | W I Z A R D R Y  V |       (C) SIR-TECH 89      !
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                       H E A R T  O F  M A E L S T R O M

...is dedicated to all true adventurers everywhere, who dare to challenge the
dark, unknown dimensions in the continuing spirit of human evolution and plain
'ole fun...

                             ! TAVERN CHRONICLE !

The tavern's dark interior cannot hide the poor condition into which it has
fallen, but the few travelers staying here pretend not to notice. The front
door opens and a tall, thin man of indeterminable age steps in, glancing at the
new faces in the room (especially at the table where you and several others now
sit). You do not know that this stranger is well-known her, that he comes to
the Inn each night in a quest for those who may be capable of saving the world.
Of all this you are blissfully unaware and give the stranger no more than a
casual glance when he approaches your table.

He asks permission to join your group while motioning for the Innkeeper to
bring a jug of wine. No one denies him a seat, especially since he is providing
refreshments, so he sits at the head of the table, carefully scrutinizing each
face present.

"Welcome, travelers, to our beautiful country of Llylgamyn", he begins,
pointedly ignoring the smirks and rib prodding among some of those at the
table. You wait in silence to see what he is really after.

"I see you are all new here", he continues, "and so have no idea how much the
land, the people, and the very air we breath have changed for the worse. If you
will allow me, I will entertain you this evening with a tale of adventure,
magic and bravery". The jug of wine has arrived, so no one begrudges the man
his harmless pleasure.

"Years ago", the tale begins, "there was a hardy band of adventurers, much like
those sitting here today. They began a quest to recover the magical Orb of
Llylgamyn from the awful dragon L'Kbreth. The Orb was needed for the health and
prosperity of our land in ways we did not comprehend. Without it, quakes,
plagues and pestilence pervaded the land. Fortunately the adventurers were
victorious and returned to us the Orb. There was great rejoicing. Once again,
peace and prosperity reigned".

"As time passed, though, these terrible events returned. The people were
confused and afraid. Was not the magical Orb in our land, safeguarded by the
mystical group we call the Brotherhood? The people turned to the High Council
of Sages to find the answers to their questions".

"An emergency Council meeting was held. The Sages spent weeks behind closed
doors using all of their knowledge and magical powers to find the solution to
this new danger threatening Llylgamyn. When they finally emerged, pale and
haggard, they had terrible news".

Everyone at the table sits silently, completely enthralled by the stranger's
tale. He pauses, looking each in the eye before continuing. "'The very fabric
of reality itself is unraveling into chaos', the Sages warned. 'An unnatural,
magical vortex, the cause of all these disasters, has formed deep within the
caves below the Brotherhood's Temple. The balance of the Four Elemental Forces
was undone and the nexus of that rift lies in the Heart of the Maeltrom. It
will grow and engulf not only our city and our country, but our entire world
may be swallowed. Soon, our world, as we know it, will no longer exist".

"The Sages had only one recourse in this time of terrible danger, the
Gatekeeper, an Arch-Mage whose responsibility it is to watch and preserve the
balance between the planes of magic and the natural world. This individual,
once human and now much more, might help, if he will listen to mortals at all".

"The Sages were confident their call would be answered, so grave was the
danger. However, to their utter horror, they learned that the Gatekeeper
himself was held prisoner in the heart of the very vortex they wished him to
destroy! Terrified, the Sages turned to the Brotherhood, whose knowledge of the
mystical and magical exceeded their own. Here, a tale of evil and treachery was
scryed by Brother Drew, High Prophet of the Brotherhood".

"They learned of a renegade Brother, named Sorn, whose wish it is to end all
order in the universe. She had discovered a means to create an ever-growing
rift in reality, the vortex that now threatens our land. From this will come a
new universe where chaos will reign and our world will no longer exist. It was
she who trapped the Gatekeeper and made him prisoner. She must be stopped,
lest we all perish with the very world in which we live".

The stranger falls into a deep silence, leaving his listeners to think about
the tale he has just unfolded.

"Is this merely a tale, or is it the truth?" you dare to ask, fearing the

The stranger smiles wryly, then softly answers, "I am Fontizan, one of the
Twelve Sages of the Council, who tells you this". The room darkens momentarily,
and the stranger disappears.

Before anyone has time to react, a dark figure unwraps itself from a large
cloak in the far corner of the room. You instinctively reach for your weapon,
not sure what more to expect in the strange and awful land.

"Do not be afraid", the figure tells you in a voice you can place as neither
male nor female. "I am called Yeldarb, the highest of the High Sages of

Though you strain your eyes, you cannot make out more than a vague shape in the
dark corner. You feel a brief prickle of fear, but you do not allow it to show.

"We need brave adventurers willing to descend into the deepest levels of the
Temple of the Brotherhood. There you will face many dangers and your courage,
strength, powers and intellect will be sorely tested. You must find the
Gatekeeper and free him from the ever-growing vortex. However, first you must
defeat the evil Sorn, a mighty magician in her own right. Unless this is done,
all we know and love will be forever destroyed".

"To begin this dangerous journey, if you have the courage to do so, seek out
G'Bli Gedook, the High Priest of the Brotherhood, who presently guards the
secrets of the magical Orb of Llylgamyn. He can be found in the upper level of
the Temple Maze just outside our city. He will tell you what he knows, but you
should question him carefully to get all the information you require. Please,
do seek his advice, only there can your adventure truly begin".

"You must descend into the depths of the Temple, facing whatever dangers the
Sorn can conjure to stand in your way. Defeating these hazards, you will make
your way to the vortex where the Arch-Mage is being held prisoner. Free him and
you will free the land from its doom".

"Our wishes and prayers are with you. Go now and search for G'Bli Gedook, the
Gatekeeper and inevitably, the evil Sorn. May La-La be with you". So saying,
Yeldarb disappears, leaving you to decide your course of action. Do you have
the courage to challenge the Heart of the Maelstrom?

                      ! JOURNEY TO THE LAND OF WIZARDRY !

The Wizardry program is truly magical. It allows your computer to open a portal
into a world far removed from today's high-tech living. There, brave warriors
do battle with evil wizards and fearsome monsters for riches beyond compare. It
is a place where careful planning and strategy are more important than mere
reflexes. You will be able to create and captain a party of valiant adventurers
about whose expeditions the troubadours will sing epics for years hence.

HEART OF THE MAELSTROM is the fifth scenario in the Wizardry series, and
carries on the exalted tradition set forth by its predecessors: Proving Grounds
of the Mad Overlord, Knight of Diamonds, Legacy of Llylgamyn and The Return of
Werdna. The characters and skills that you develop within HEART OF THE
MAELSTROM carry forward and backward into other scenarios, so hone your talents
well as many more adventures await you! With each scenario, you enrich your
Wizardry experience and challenge your leadership skills. The Wizardry series
are not just games to play and put away; they illustrate fantasy role-playing
at its finest with years of campaigning ahead for you. Journey now to HEART OF
THE MAELSTROM and let your imagination flow through the screen into a world of
magic and adventure.

                        ! GENERAL PROGRAM CONVENTIONS !


Some computers use disk drives that do not have the capacity to hold the entire
Wizardry program. To run Wizardry on these computers, we have split the program
onto multiple diskettes.

Occasionally, when you are playing, the program will require information not on
the diskette being used. When this happens, a window will pop up, and you will
be asked to insert another diskette. Each diskette is identified by a code
letter; the first diskette is Scenario Diskette "A", and so on. So you might be
asked to INSERT Scenario Diskette "B", for example. Remove the diskette,
replace it with one required, then press [RETURN]. If you insert the wrong
diskette, the error will be detected, and you will again be asked for the
correct diskette. If you have two or more disk drives, each disk drive will be
checked for the new diskette.


As you play Wizardry, you'll come across many menus which require different
input to get the job done. Often, you'll find only one key is needed.

However, sometimes you must press more than one key. Talking to interactive
characters, solving riddles, entering spells and typing a character's name are
just a few examples. If you need to press more than one key, Wizardry will tell
you to press [RETURN] when you are finished, or will simply continue by itself.
On some computers RETURN is called ENTER, so the command is noted in general by
the symbol:
               |      (NB: Je le note <- ....ok?)

If you are asked to confirm a choice, the program will ask you something like
"DO YOU WANT TO DO THIS (Y/N)?". In these cases, select the option you want and
press the appropriate key. If the question or a menu contains a "#", the
program expects a number key (1, 2, 3, etc) as the answer.

Finally, in some menus you will see a graphic symbol that looks like a "<-"
instead of the ")" after the first letter of one of the options. The option
with this character is the default option, which you can select by pressing


Let's begin. Find the diskette labeled "A" (it's in the upper right-hand
corner) and put it into your disk drive. Now turn your computer on. The
Wizardry title screen will appear with the following options:

                 S) TART THE GAME    M) AKE A SCENARIO

In almost all cases, when Wizardry asks you what you want to do, the program
will display a menu of options like those you see on your screen. To select an
option, simply press its first letter. Remember, Wizardry will always places a
")" after the first letter of an option to remind you that it's all you need to

Press [M] now to make a scenario diskette.


Since a master diskette is write-protected (not notched), you will need to make
a duplicate scenario of the master diskette to play HEART OF THE MAELSTROM.
Duplicate scenarios are nothing more than copies of master diskettes provided
in your Wizardry package. You may use this option or any standard copy program
to make your duplicate scenario.

On the screen, Wizardry is now giving you a short tutorial in the fine art of
scenario making. Once you've read this (go ahead... I'll wait) you will be
asked how many disk drives you have. Press [1] or [2]. If you have two disk
drives, the copying can be done without swapping diskettes in and out of the
disk drive.

Next, you will see a series of instructions asking you to place your diskettes
in the disk drives. Follow the directions carefully. When asked to insert a
MASTER DISK, the program wants to see one of the diskettes supplied in your
package. If you are asked for a BLANK DISK, you should insert a diskette you
have supplied. The program will check to make sure that you inserted what it
wanted. If you made a mistake, it will inform you and repeat its request.

You don't need to format the blank diskettes. If the blank diskette you
supplied has data on it, you will be asked if you really want to use it. If you
do, all the information that is on the diskette will be erased. If there is a
problem and the copying cannot be completed, you will be informed. Try again
with a new blank diskette.

If your package contains more than one Master Diskette, you should make a copy,
using the MAKE SCENARIO option, of each diskette. You will note that each
Master Diskette's label has an "A", "B", "C", etc printed in the corner. When
you label your Scenario Diskettes, you should include that letter on the label
so you can tell them apart.

After you have made copies of your Master Diskettes, put them away in a safe

WARNING: Do not write-protect any of your duplicate scenario disks, as Wizardry
         is constantly updating them throughout game play.

                             " ARE YOU WITH ME ? "

Up to this point, you have made your duplicate scenarios, learned some Wizardry
basics and should have returned to the Wizardry title page. If you haven't made
your duplicate scenarios, press [M] to do so. We're on our way into the HEART

                             ! STARTING THE GAME !

Are you still looking at the Wizardry title screen? As long as you are... go
ahead... do it. Press [S] to start the game! If you're not, turn off your
computer, place duplicate scenario diskette "A" in drive "A" and turn your
computer on.

Depending on your version, you may be asked to insert other disks while
Wizardry is loading your program. Simply insert the duplicate scenario disk(s)
it requests. Wizardry will do the rest.

Soon you'll be smack-dab in the middle of the Castle, the hub of safe activity
within the Wizardry world. Here, you'll assemble your characters for combat,
adventuring and the like. They'll buy items, help friends and rest up. Indeed,
there are many interesting places in...

                                ! THE CASTLE !

Your adventurers spend their time in one of two places: the Castle or the Maze
Of course, there is the cemetery, but let's not hope for that. So, before we
rush off to create your characters, let's take a look at the world they live

The Castle is a safe haven where your adventurers can train, rest and lick
their wounds, buy goods from the friendly shopkeeper, Boltac, or even be
resurrected from the grave. Inside the Castle, there are five locations which
provide special services to the Wizardry player and his or her characters.
These are Gilgamesh's Tavern, Boltac's Trading Post, the Temple of Cant, the
Adventurer's Inn and the Training Grounds, which is located at the Edge of

G)ILGAMESH'S TAVERN is dim and smoke-filled from the haunch of a boar roasting
slowly over the fire. Small groups of adventurers talk in low tones around
deeply scarred wooden tables. Here is where you hope to find a team capable of
surviving the rough rigors of the Maze.

THE A)DVENTURER'S INN offers several important services which your characters
will often require. To begin with, staying at the Inn overnight or longer can
help you recuperate from rough fights with monsters by restoring some or all of
the health you've lost in combat. Secondly, your characters may gain experience
levels to reflect the experience they have earned.

THE T)EMPLE OF CANT is the first stop whenever a party brings back characters
who are dead, paralyzed, or similarly distressed. If the high Priests of the
Temple can do anything to help the poor devil you've hauled in, they will tell
you what tithe, or amount of gold, is required. But since the fees expected by
the Temple Priests are rather high these days, it is likely that the afflicted
person may not be able to afford the "donation", so be prepared to help him or
her out.

B)OLTAC'S TRADING POST is the commercial center of the Castle. It is owned and
operated by a friendly dwarf named Boltac. Here the spoils from a hundred
forays find their dubious way to sale. This place has all the equipment you
need to make it your one-stop shopping center, and it is open around the clock
for your adventuring convenience.

THE E)DGE OF TOWN is just a short walk through the Castle doors. While in The
Edge of Town, your characters may visit the Training Grounds, enter the Maze or
return to the Castle.

Press [E] now to see what The Edge of Town has to offer.

You'll see THE M)AZE option. This place has been the inspiration and end of
many a character. Here, adventurers go in search of experience, loot, and clues
to assist them in their missions. They'll meet other adventurers, monsters,
tricks and traps with their demise in mind. However, throughout the Maze there
are many gratifying experiences to be had as well. In the world of Wizardry,
this is the one true place where your characters polish and perfect their art.

While novices, your characters can only spend short amounts of time in the
Maze. One encounter could be their ruin! Nevertheless, as they become more
proficient by gaining levels, their expeditions will grow in length and they
may explore the depths of the Dungeon with swords held high.

THE T)RAINING GROUNDS, located just outside the Castle, rings with the sounds
of swords clashing and timid battle cries. A closer inspection shows
youngsters hitting pells with wooden blades, and many of the battle cries
turn into yelps when their blades bounce back and hit them! It is here that you
create new, apprentice characters, and can inspect veteran characters, who are
standing around shouting encouragement (and other things) to the novices.

Press [T] now to go to the Training Grounds. Yes, it's finally time...your
characters await!

                       " BUT WAIT...ARE YOU WITH ME ? "

So far, we've created our scenario diskettes, started the game, read about the
places your characters can go and now we're on our way to create them. If
you're not in the Training Grounds now, just find your place in this list, and
follow it:

1. Make your duplicate scenario diskettes.
2. Press [S] to start the game.
3. Press [E] to go to the Edge of Town.
4. Press [T] to go to the Training Grounds.
5. You're here.

                           <> FIN DE LA PARTIE 1 <>

                                                Rueil-Malmaison, le 10/02/89.



Your Wizardry characters are unique individuals with strengths, weaknesses, and
special abilities just like you. Hundreds of separate pieces of information go
into their makeup, and each is influenced by their actions. They are honored to
adventure under your command, and look forward to the quest. Now you're ready
to create those fearsome warriors!

There are 4 options in the Training Grounds:

                 C) REATE A CHARACTER
                 I) NSPECT A CHARACTER
                 R) OSTER OF CHARACTERS
                 L) EAVE

Press [C] to create a new character. Next, Wizardry wants you to choose a name
for the character. Type the name in, and press [RETURN].

Now Wizardry asks if you want to put a password on the character. Type one in
if you need one. You have to remember the password! Most times you wouldn't
need a password, so just press [RETURN]. If you forget your password, you'll
have to return your diskette to Sir-Tech to get the password removed.

PASSWORD NOTICE (The notice for the couillons....y-en-a....)

When creating a password for your character, please write it down on a piece of
paper and keep it in a safe place. If you lose or forget your passwords, send
your Wizardry scenario disk back to Sir-Tech Software for password deletion.
Please include $15.00 per disk with your shipment for service charges. (Et
n'oubliez pas de dire merci....ONGA...). Sir-Tech Software will not be held
liable or responsible for loss of WIZARDRY characters during password deletion.
(Bref... vous tunez et on s'occupe de niquer votre disk...Vla un service qui
m'plait...on s'abonne ou ?). We suggest not using passwords unless it is
absolutely necessary. Just press [RETURN] when you are asked for a password.

adresse: Sir-Tech Software, Inc.
         P.O. Box 245
         Ogdensburg, NY 13669

Bon, revnons a nos moutons...

Now you must choose your character's RACE. Simply press the letter associated
with your choice. Wizardry characters can belong to one of five races. Each
race has different strengths and weaknesses, most visibly reflected in the
minimum ability values (statistics) for each race. Race also affects a
character's ability to find secret doors and hidden items.

* HUMANS  excel at nothing, but have no particular weaknesses, except for a
          decided lack of piety.
* ELVES   are intelligent and pious, but not very robust. They excel at
          intellectual pursuits, and are excellent spell-casters.
* DWARFS  are strong and hardy. They love fine weapons and armor and delight in
          a good fight.
* GNOMES  are pious and agile, probably from praying underground during
          earthquakes. Due to their ascetic traditions, they make excellent
* HOBBITS are agile and very, very lucky. They are a happy-golucky people, and,
          with the right training, become superb thieves.

Now it's time to select your character's alignment. ALIGNMENT describes your
character's general ethical outlook, and has an impact on the classes the
character may enter. Again, just press the letter associated with your choice.

* GOOD    characters are really good. They go out of their way to help old
          ladies cross the street.
* NEUTRAL characters take life as it comes. They would help an old lady
          cross the street if they were travelling in the same direction.
* EVIL    characters are not really evil when compared to some of the things
          they fight in the Maze. They are self-centered, and always want to
          know "what's in it for them". Evil characters help old ladies cross
          the street for a fee.

The next selection concerns the character's STATISTICS. Statistics are basic
measures of a character's ability to do things. The higher the statistic,
the better the character's performance.

* STRENGTH affects your skill in combat.
* I.Q.     and PIETY influence your ability to cast and resist spells.
* VITALITY affects your ability to withstand damage.
* AGILITY  helps you avoid attacks and open treasure chests.
* LUCK     comes to your aid in many mysterious ways.

Your new character will qualify for admission into one or more of the eight
classes (or professions) on the basis of these statistics. Based upon your
choice for race, a profile set of minimum statistic values will be displayed.
You now have a chance to influence the profession of your character by
distributing bonus points.

Note the special line that tells you how many bonus points you have to work
with. The number of bonus points is selected randomly each time you create a
character. You'll distribute these points among the various statistics. The
[RETURN] key moves the selection arrow down the list of statistics. When you
have the arrow pointing to the statistic you want to change, press [+] or [-]
to add or subtract points. If you move the arrow off the bottom of the list of
statistics, it will pop up to the top of the list.

You can change the statistics any way you like, but you must use up all the
bonus points you've been given. Also, you cannot push a statistic below its
original value, or above 18.

When you make changes in the statistics, class options will begin to show. Each
class has different minimum statistic requirements, and when you have added
enough bonus points to the right statistics to qualify for a class, it will
appear in one of the windows.

A character always belongs to only one class, but under certain circumstances
may change class. Each class has special requirements as to minimum abilities
(statistics), alignment and allowed possessions of its members.

The minimum statistic scores required and a description of the classes are as

* FIGHTERS need 11 strength.
* MAGES    need 11 I.Q.
* PRIESTS  need 11 piety and may not be of neutral alignment.
* THIEVES  need 11 agility and may not be good.
* BISHOPS  need 12 I.Q. and 12 piety and may not be neutral.
* SAMURAI  need 15 strength, 11 I.Q., 10 piety, 14 vitality and 10 agility and
           may not be evil.
* LORDS    need 15 strength, 12 I.Q., 12 piety, 15 vitality, 14 agility and 15
           luck. They must be good.
* NINJAS   need 17 in all their statistics and can only be evil.


FIGHTER: The basic person-at-arms. Fighters have high hit points, can use
         almost any armor and weapon, and relish their role as shock-troops.
         They may be of any alignment, but can cast no spells.

MAGE   : The sorcerer. Mages have poor hit points, can only use a dreadfully
         limited amount of weapons, and can wear no armor except for robes!
         They can cast Mage spells, including the dreaded TILTOWAIT, the
         summoning SOCORDI and the unlocking DESTO. They may be of any

PRIEST : The holy one. Priests have fairly high hit points, but cannot fight as
         well as Fighters, and must use specially consecrated weapons, such as
         maces and flails, and can wear only light body armor. They can cast
         Priest spells including the life-saving KADORTO, the wishful IHALON
         and the monster-banishing MOGATO. Priests may not be of neutral

THIEF  : The artful-dodger. Thieves have average hit points. Their weapons are
         limited to daggers, short swords, and bows; they can wear leather
         armor and use a shield. Thieves are very good at circumventing the
         noxious treasure chest traps which often lie between a party of
         adventurers and their hard-earned loot, and have a knack for opening
         the many locked doors found in the Maze. Additionally, thieves may
         hide during combat, and once hidden, they may ambush a monster in the
         following round! Thieves are also specialists in the divine art of
         pickpocketing the many creatures to be found in the Maze. Lastly, they
         may not be of good alignment.


BISHOP : A combinaison of Priest and Mage, with some advantages and
         disadvantages of both. Bishops have average hit points, can wear chain
         armor, and use Priests' weapons. They can cast both Mage and Priest
         spells, and are capable of identifying unknown items the party finds
         in the Maze. Like Priests, Bishops may not be neutral.

SAMURAI: These folk are fantastic warriors, and can use most Fighter weapons
         and armor. They start out life with more hit points than Fighters,
         though in the long-run, a fighter will usually end up with more hit
         points. At the fourth level of ability, Samurai slowly begin to learn
         Mage spells. The strict code of Bushido prevents Samurai from being of
         evil alignment.

LORD   : A combination of Fighter and Priest. They have the hit points and
         abilities of Fighters, but at the fourth level of ability they gain
         the ability to cast Priest spells and to dispel. Lords must be of good

NINJA  : A super-human fighting machine. Ninjas can use the same weapons and
         armor as a Samurai, but work best without any! When fighting with
         their bare hands they can wreak havoc and destruction, sometimes
         killing the strongest opponent with a single blow. As long as they
         disdain armor, their great training gives them lower and lower armor
         class as they reach higher and higher levels of ability. Ninjas earn
         hit points as does a Thief, and learn no spells. They may hide during
         combat, disarm traps and practice all the other arts of a Thief, too.
         Finally, they must be evil.

Once you've allocated all the bonus points and qualify for a class that you
want, press the [ESC] key to signal that you are done. Then, if you like the
character, press [Y] to store him or her in the roster, and you will be
returned to the main Training Grounds menu.


Before you go charging off filling the universe with alter egos of yourself,
keep in mind some important facts:

A team can consist of up to SIX members, and any less increases the chances of
disaster. There are words for "lone heroes battling against incredible odds".
These words are "rest in peace". Developing a well balanced team with diverse
talents is one of the major keys to success.

Decide which alignment you prefer your party to have before you start
generating characters. Evil cannot play with good, but neutrals may play with
either. Some character types are only available to one alignment or the other,
so select the whole makeup of your team first to avoid disappointments such as
finally generating a fantastic Lord, only to discover that he/she cannot join
the rest of your evil team!

                     " HELLO AGAIN... ARE YOU WITH ME ? "

Well, you've just created your first character (maybe you've already created
ten). If not, it's easy to catch up.

1. Go to the Edge of Town from the Castle by pressing [E].
2. Go to the Training Grounds by pressing [T].
3. In the Training Grounds press [C] to create a character.
4. Enter the character's name and password if you want one.
5. Follow the on-screen menus to select your character's race and alignment.
6. Distribute your character's bonus points among the statistics.
7. When the bonus points are used up, press [ESC], and select a class for your
8. You will now be asked if you want to keep the character. If you do, press
9. You're here.

                      ! OTHER TRAINING GROUNDS OPTIONS !

The R)OSTER OF CHARACTERS option will display all of the characters on the
diskette, and show you whether they are alive or dead, in the Castle or out on
expeditions. If you want to see your roster of characters, press [R].

The I)NSPECT A CHARACTER option lets you look at your character in detail, and
perform character-specific "housekeeping" actions.

The L)EAVE option will simply return you to the Castle.


Press [I] at the main Training Grounds prompt to Inspect a character. Next, you
will see a list of possible things to do to your character:

I)NSPECT........shows the character's vital statistics, weapons, armor, spell
                books, and any special goodies he or she has found so far.
                You can also inspect your character in Gilgamesh's Tavern.
                We'll cover the character's inspection in more detail there.

D)ELETE.........allows you to retire old, world-weary adventurers, but will ask
                you if you really want to do this. Retired characters pack up
                all their belongings, go to Club Wiz and are deleted forever
                from the game.

C)HANGE CLASS...gives characters the option of changing their professions. When
                you change class, you are entering the new class as a level one
                character. Therefore, changing class has the following

                * Your characters' statistics drop to the minimum for the race.
                * Your experience points drop to zero.
                * All your equipment will remain in your possession, but your
                  items will be unequipped. Since you are changing class, you
                  may not be able to use them anymore.
                * You will retain knowledge of any spells you already know, and
                  you always get one spell point per spell in your spell books.
                  However, you lose the extra spell points you got for being a
                  member of your previous class. Though you may learn new
                  spells and get new bonuses for being a member of your new
                  class, it is likely that, at least at first, you will have
                  fewer spell points to work with. If you know at least one
                  spell of a particular type and level, then you will
                  eventually learn all the spells of that type and level, even
                  if your new class doesn't learn spells of that type.

A)LTER PASSWORD changes the character's password in case of security problems
                (younger sibling, devious friends, parents who hate to be shown
                up). You must know a character's current password in order to
                change it. There is no way to Alter a password without knowing
                the current password.

L)EAVE..........will return you to the Castle, and that's where we want to go!
                Press [RETURN] or [L], and we'll be on our way.

                      " JUST CHECKING...ARE YOU HERE ? "

We've just left the Training Grounds, entered the Castle and are on our way to
Gilgamesh's Tavern to check out your character(s). If you're not already here,
follow these steps:

1. First of all, you'll need at least one character as we continue through this
   manual. If you haven't created a character yet, return to the Training
   Grounds to create one.
2. Get to the Castle. From the Training Grounds' main menu, press [RETURN] or
3. Are you in the Castle? Good. You're here.

                            ! GILGAMESH'S TAVERN !

Gilgamesh's is where you assemble your party. Press [G] now to enter the
Tavern. Gilgamesh's menu provides you with several options:

A)DD........lets you add characters to your party. You will be shown a list of
            all the characters compatible with the other members (if any) of
            your party. You can select one by pressing the letter associated
            with the character. As soon as you select someone who is not
            neutral, the alignment of the team is chosen, and disappointed
            incompatibles will wander back to their drinks. Press [A] now and
            select your party.

R)EMOVE.....lets you remove a character from the party.

#)INSPECT...lets you look at the current status of a character.

D)IVVY GOLD pools the gold belonging to the party, and then evenly splits it up
            between the party members.

L)EAVE......exists the Tavern.

If you decide to visit the Training Grounds once a party has been formed, the
party will disband (separate) automatically. You will have to go back to the
Tavern and reassemble them.


When you are in the Tavern, #)INSPECT lets you inspect a character in the party
by typing the number key associated with that character. From the main menu of
the Tavern, press the [#] of the character you wish to inspect now.

You're already familiar with the five pieces of information found at the top
of your character's inspection; you selected them in the Training Grounds. Your
character's name and level appear first. Next is your character's alignment,
class and race. On the left side of the screen, under your character's name,
you'll find his or her statistics, too. So let's take a look at those other

LEVELS (L). Gaining levels is perhaps one of the most wonderful and competitive
things that Wizardry characters do. Not to be confused with the levels (floors)
of the Maze, a character's level represents their total experiences within the
Dungeon. If you've just created a character, it will be a level one adventurer.
When your characters gather enough experience points, they will gain a level.
It's basically a growing process just like yours. Simply, consider it this way.
If you are 18, pretend that you're level 18...you've had 18 years of

GOLD is simply the amount of loot your character has accumulated. When your
character begins life, you will find the satchel is empty...not a cent! As your
character explores the Maze, however, great riches in gold can be found (or
stolen). As the loot accumulates, you may use it to purchase better items,
lodging, and perhaps occasionally acquire the services of a High Priest to
cure, heal, or even resurrect a friend.

SWIMMING ABILITY (SWIM) represents your character's ability to swim in the many
pools which dot the Maze. The higher the hability, the deeper your character
can swim. For example, if your character's swimming ability is 2, he/she can
swim safely to level B of a pool. Remember. at first you won't have a party of
Olympic champions...in fact they may get in over their heads! Sometimes
characters may drown if they dive too deeply.

EXPERIENCE POINTS (E.P.) are the numerical expression of your character's past
achievements. When your characters defeat a troop of monsters in the Maze, they
will be awarded experience points to commemorate their success. As experience
points build up, your characters will gain levels.

AGE is simply how old your character is. After much adventure, your character
usually rests up in the Adventurer's Inn. Here, the characters may spend weeks
or even years to heal themselves! As your characters become older, they grow
feeble...this happens around 50.

MARKS represent the number of monsters you have sent to the Grim Reaper. Once
again, Wizardry characters, at least the fighting ones, tend to compete for
the highest number of marks as it represents their worth to the party. It's a
facet of your characters that you'll come to take pride in, and is a sign of
their individual achievements.

RIP, of course, stands for "rest in peace", and portrays the number of times
your character has been delivered to the Grim Reaper! With the many ghoolies in
the Maze, it is unlikely that this characteristic will stay at zero, but if it
does, consider yourself a great commander!

ARMOR CLASS (AC) is a measure of how well protected your character is. Unlike
other measures in this game, the lower your character's armor class, the
better. For example, bare skin is AC 10. A Sherman tank is about AC -10.
Eventually, as your character finds or buys better equipment, the armor class
will decrease.

STATUS describes what state you character is in. Not New York or California,
but a physical state of being. Most of the time your characters will be OK; in
this case, Wizardry will either show you the character's hit points when in
full health, or simply print "OK". However, they may be Asleep, Afraid,
Paralyzed, Poisoned, Stoned, Out, Dead, Ashes or Lost forever, to name a few.

Characters who are marked Out are lost somewhere in the Maze! Their status may
become OUT due to any of three causes: Obliteration (everyone was killed),
Starvation (Power failure or turning off the computer) or Vacation (using the
QUIT option while in the Maze). OUT characters can be retrieved through the
"Restart an Out Party" option, explained in the Utilities section, or you may
send a rescue party in search of the character.

HIT POINTS (HP) show the exact amount of damage your character can endure
before death. For example, let's say your character had 10 hit points when in
full health. In the Maze, you encounter a monster who bashes the character one
time for eight points of damage! Your character's description would show this:

CHARACTER NAME              HP                STATUS
--------------              --                ------
Mr.Adventure                 2                  10

Now your character has only two hit points left! If hit again for two or more
points, your character will die. But don't despair, death doesn't have to be
final in Wizardry.

MAGE AND PRIEST (PRST) SPELL POINTS are the next items in your character's
inspection. You'll see a series of seven zeros for both the Mage and Priest
spells on your screen. Your character may have higher numbers depending on his
or her level and class. Spells are magical formulas that allow the caster to
bend the physical laws of the universe. There are two basic categories of
spells: Mage and Priest. Characters of the magical variety must learn these
spells through constant study and experience, and will harvest spells as they
gain levels.

Within each Priest and Mage category, there are 7 levels of spells, from weak
level 1 spells to the powerful (to put it mildly) level 7 spells. For a
character to be able to cast a particular spell, he or she needs to have that
spell in his or her spell book, and a spell point with which to cast it. Each
number represents the amount of spell points a character has in that level and
the number of spells the character may cast.

So, in order to cast a HALITO, the spell must be in the character's book and
there must be a first level spell point available. When a spell is cast, the
character loses a spell point from the appropriate category and level.
Eventually, especially after a grueling battle, the character may have no spell
points left! Weak and weary, the spell-caster must seek rest in the
Adventurer's Inn, thereby regaining the spell points, or know the whereabouts
of a magical pool that can replenish some of the spell points with a quick

For every spell you know, you are granted at least one spell point with which
to cast it. If you are currently a member of a spell-casting class, you may
gain extra points based upon the experience level you have attained. You can
never have more than 9 points in any category and level. If you know 3 spells
of a certain category and level, and have 3 points of that category and level,
you could cast one spell three times, or each of the spells once, or any

If your characters later change their class, they will retain the knowledge of
the spells they have learned so far, but won't learn new spells unless their
new class also teaches spells. There is a minor exception to this rule. If a
character knows at least one spell of a particular category and level, then he
or she will eventually learn all the spells of that category and level, even if
he or she changes to a class that doesn't learn spells.

EQUIPMENT, or items, refers to the helms, armor, swords and the like owned by
your characters. Fresh from their training, your characters will have only the
petty weapons and armor provided by the Training Master. Because of this,
gathering and maintaining the best possible set of items is a major pastime for
Wizardry adventurers. Good items can make the difference between life and
death! The number and variety of items found in Maze may be a little
bewildering at first, but there are some guidelines to follow...


First of all, not all items may be used by every character. Some items may be
used only by specific character classes. You will learn what works by practice
and experience.

Also, some items have an alignment, just as your characters do. If a character
equips an item that has a different alignment, the item may seriously impair
him other. In addition, it will become cursed.

A CURSED ITEM is any item that cannot be voluntarily unequipped. If you equip
such an item, you will be "cursed to wear it".

* Cursed items are not always bad for you. Some of the better items in the game
  like to "stick around".
* One safe way to rid a character of a cursed item is to pay to have it removed
  at Boltac's Trading Post.

Some items may be used to cast spells. Each time you use the item to cast a
spell, there is a chance it will break.

Items may affect a character even though they are not equipped; they can do
things just because they are being carried around. These type of items may
carry certain charms or benefits. For example, an item might offer a player
spell resistance, or a clove of garlic might fend off vampires in the Maze.

Lastly, certain magic items have special powers which you can INVOKE. Whenever
you equip a player who is carrying an item of this type, you will be asked if
you wish to invoke its power. You do not need equip the item to invoke it.

                           <> FIN DE LA PARTIE 2 <>

                                                Rueil-Malmaison, le 17/02/89.



Additional options available to you in a character's inspection are located on
the bottom of the inspection window.

R)EAD......offers you the chance to glance at your character's spell books.
           Press [R] to read the character's books, then select the category
           of book you want to read. All the spells he or she has learned
           so far will be displayed. Refer to the back of the manual for
           detailed descriptions on what each spell is and what it does.

P)OOL GOLD moves all the party's gold to the character being inspected. When
           you want to pool your character's gold, press [P]. If you later need
           to give back some gold to other party members, choose the D)ivvy
           Gold option while in the main menu of Gilgamesh's Tavern, or simply
           Trade while inspecting a character.

I)DENTIFY  allows Bishops to attempt to identify an unknown item. The higher
           the level of the Bishop, the better the chances of identifying an
           item. If they touch the item they are attempting to identify,
           they may become afraid depending on certain protections on the item
           in question. Some unknown items will not become "known" until
           identified by a Bishop of a certain level. Lastly, there is a chance
           they will be forced to equip it; if it is cursed, they may be in

D)ROP......lets you drop any item your character may be holding on to the dusty
           floor of the Maze or the muddy streets of the Castle. If you need to
           drop an item, press [D]. Dropped items are removed from your
           character's possession, and can't be picked back up. If you should
           later discover that you need this item, you'll have to go find

E)QUIP.....lets you select the items your character is to wear. For each type
           of item (Weapon, Armor, Shield, etc.) you will be shown a list of
           what items of that type you have and then you're invited to select
           the one your character will use. Weapons and armor you possess, but
           have not equipped, will not be of any use to you in combat. You can
           unequip an item by simply choosing no item of that type when you
           equip. You do this by pressing [RETURN] instead of a number.

In your character's inspection, you will notice that there is a space between
the item number and its name. This means that you have not equipped your items.
Press [E] now to do so.

When you have finished, you will notice one of the following next to the item:

No symbol (a blank space) means that the item is not equipped.

* indicates that the item is equipped.

# reminds you that the item cannot be equipped by that class of character.
  For example, Priests cannot use edged weapons, and Thieves cannot wear chain

? tells you that the item is not identified, which means you don't know exactly
  what it is.

- warns you that the item is cursed.

You will need to repeat the equipping process for each of your characters. You
may equip each of your characters individually while inspecting them, or you
may equip the entire party when in Camp by selecting the Equip option.

T)RADE.....allows the characters to exchange gold and items amongst themselves.
           To trade, first press the number of the character with whom you wish
           to trade. Then type the amount of gold, if any, that you want to
           transfer. Next, if you wish to trade an item, press the number of
           the item you want to trade. When you have finished trading items,
           press [RETURN]. If you don't wish to trade any gold, you can press
           [RETURN] instead of entering "0" as the amount. An item must be
           unequipped before it can be traded.

L)EAVE.....ends the inspection of your character. Press [L] now to return to
           Gilgamesh's main menu, and [L] again to return to the main menu of
           the Castle.

While you are on a foray in the Maze, you can also inspect your characters by
going to Camp. When you do so, two extra options are available.

S)PELL.....casts spells. The spell must be in your spell books and you must
           have an appropriate spell point available in order to cast it. If
           the spell is one of healing, you will be asked upon which member of
           the party you wish the spell cast. Some spells can only be cast
           while in combat with monsters. In the list of spells at the back of
           the doc, if the "CAST WHEN" category says Camp or Anytime, you
           can cast it in Camp.

U)SE.......allows you use a special item. The item may cast a spell such as a
           potion bought at Boltac's, or it may have a particular function like
           reducing your character's age. Anyone can use an item; you don't
           need to know the spell it casts, and you don't need a spell point to
           cast it. This means that Fighters can keep DIOS potions to cure
           themselves. As with casting spells normally, you can't use some
           spells in Camp.

Each magical item has an unknown number of charges, and may break after being
used. If it does, it may appear in your list of item as a BROKEN ITEM. You may
drop these to create more room for new items you've found in the Maze.

Depending on where you were when you inspected your character, some of the
options may not be available:

From the Training Grounds, you may only R)EAD your spell books or L)EAVE.

From Gilgamesh's Tavern, you may do everything but cast a S)PELL or U)SE an

When you are in the Maze and have Camped, you may do everything.

                            " HOW ARE YOU DOING ? "

Yes, we've covered a lot of material. Just in Gilgamesh's, you've read about
your character's traits, equipment and gold. You have also equipped a character
with his or her items. We've just left Gilgamesh's, and are in the main menu of
the Castle on our way to Boltac's Trading Post. If you're still in Gilgamesh's,
here's what you want to do:

1. Leave your character's inspection if you haven't done so. Pressing [RETURN]
   or [L] will get you to the main menu of Gilgamesh's.
2. Press [RETURN] or [L] to leave Gilgamesh's.
3. You're here.

                           ! BOLTAC'S TRADING POST !

Boltac's is the Castle shop. Press [B] now to enter the establishment.
Immediately, Boltac will ask you which of your characters wishes to be served.
Once you have selected a character, the shopping display will appear. You can
Buy, Sell or Identify items, Uncurse cursed items, Pool Gold from all party
members into your possession or Leave the Shop. Your newly created characters
haven't a gold piece among them, so you'll only be allowed to look at Boltac's
wares. Eventually, you'll accumulate some gold and get around to...


To buy an item or to browse through his wares, press [B] for B)uy. Go ahead,
let's take a look. Boltac has an enviable inventory, but he may sometimes run
out of certain items. Other items won't turn up in the Trading Post unless
someone brings them back from the depths of the Maze and sells them to the
proprietor. So the inventory list may change in length and content as the game
progresses. Once you start browsing, you may press [F] for F)orward or [B]
for B)ackward until you find the screen with the item you want. You'll be told
how much it costs and whether the character can use it. If you still want it,
press [P] to P)urchase, then indicate the item you want by number.

When viewing the items Boltac has for sale, you will see the type of item being
offered (i.e. weapon, armor, gauntlets). In the case of weapons, the range of
the weapon will be shown enclosed in parentheses. There are four ranges: Close
(C), Short (S), Medium (M), and Long (L). Range weapons are described in more
detail in the Combat section of the doc.


Selling off excess equipment is a good way to raise cash for impoverished
expeditions. Be aware, however, that all shopkeepers must make profit on every
transaction to keep themselves in business. This means that Boltac won't buy
items back at the same price you paid for them.

To sell an item, press [S]. You will see a list of your items, along with the
price Boltac will pay. The equipment your characters start with is worthless to
Boltac...less than a gold piece for a dozen! However, when your party acquires
something of worth, select the item you wish to sell off by pressing its
number. You cannot sell an item that is cursed or which needs to be identified.
If you attempt to sell an item that is equipped, you will be asked if that's
what you really want to do.


Cursed items picked up in the Maze are very uncooperative and they stick like
glue to anyone who equips them. If you manage to get back to the Trading Post
in one piece carrying such an item, Boltac can uncurse it for you. When you
require this service, simply press [U]. You will see a display similar to the
one used when you sell an item. Select the cursed item by pressing its number,
and if you have the cash, Boltac will take it off your hands.

NOTE: Boltac will TAKE the item away from you; you will NOT be left with an
      uncursed version of it.


When you first find certain items in the Maze you cannot be certain of their
exact properties. The names of these items describe only their appearance.
Whenever possible, have such items identified before you equip yourself with
them in case they turn out to be cursed.

One of the special powers of the Bishop is the ability to identify items.
However, there are some risks associated with having a Bishop identify an item.
If the Bishop is not very careful, he or she may touch the item by accident.
This will cause the item to be equipped, and if the item is cursed, the hapless
Bishop will be forced to use it. For this reason, Boltac has begun to perform
such inspections himself. Needless to say, Boltac exacts a fee for this
service. The procedure for identifying items is similar to that of uncursing
them, except that you press [I] to identify instead.


Since few adventurers can qualify for a Dungeon Express Card, the Trading Post
features a Pool Gold option to help bring big-ticket items within reach of
those on a limited budget. This option transfers the gold possessed by party
members to the person shopping.


To leave any of Boltac's menus, simply press [RETURN] or [L]. Your party will
then return to the previous menu. You may continue to press these keys until
you have reached the Castle or your desired menu within Boltac's.

CAUTION: After leaving the store, you will probably be delighted with your
shiny new items. But be aware that merely owning an item does not enable you to
use it in the Maze. Only those items which you have equipped can be called into
play during combat. The process of equipping items was explained in the section
on Gilgamesh's Tavern.

                            ! THE TEMPLE OF CANT !

Whenever a party brings back characters who are dead, paralyzed, afraid, or
similarly distressed, they can be carried to the Temple of Cant.

Enter the Temple by pressing [T] at the main Castle menu. If you're just
beginning your adventure (your party hasn't been to the Maze yet) no one will
require the services the Temple provides...your characters aren't "distressed".
However you may still view their establishment.

When you enter, you will be shown a list of the characters the Temple can help
and two options:

                  H) ELP SOMEONE       N) EXT PAGE

Select [H] to help a distraught character, and then press the letter associated
with that character. The Temple Priests will tell you what tithe is required.
Choose which character in the party will pay the tithe. Should that character
not have enough gold, the party's gold will be kicked into the fund. Unless the
victim is dead or blown to ashes (worse than just being merely dead), the
healing arts of the Temple practitioners are assured of success. In those other
more serious cases, there is a chance that the best efforts of the Priests will
be to no avail!

A character with a good vitality rating has a good chance of being helped, but
old, infirm characters may be in big trouble. Dead characters who fail to be
raised from the dead are reduced to ashes. Even in such depressing
circumstances though, there is still hope; for a larger tithe, it is sometimes
possible to resurrect a person even from an ashen mess- but if this attempt
fails, the character is lost forever and cannot be restored by any means!

Anyone brought back from the dead will have but a single hit point and should
limp post-haste to the Adventurer's Inn. Those resurrected from their ashes
will have all their hit points restored (for all that money, you should get
something free).

The Temple also provides resurrection services for Non-Player Characters
(creatures you meet in the Maze) that you have dispatched to their ancestors.
This is the price that is paid for such acts toward characters, more often than
not, necessary for completion of the game.

                           ! THE ADVENTURER'S INN !

The Inn is where characters recover lost hit points and learn whether they have
made the next level of experience. Enter the Inn by pressing [A] at the main
Castle menu. Next, select a character who needs some rest & relaxation (R&R) in
the same way you would for the Trading Post. Once you've checked a character
into the Inn, you'll be able to look over the types of rooms available. The
more expensive rooms allow faster, but less economical, healing of wounds.

NOTE: Age is important in Wizardry. Beyond the age of 50, you will become more
and more feeble until eventually you will not be good for much of anything
except chatting about the "good old days" before the invention of the wheel.
Therefore, you do not want to spend too many weeks in bed.

As you'll soon discover, certain spells can also be thrown on your characters
which will restore hit points without the trouble, expense and wasted time of a
visit to the Inn. But the Inn provides such medical services, even to those
without spell-casting friends, as long as you have the cash. Select one of the
room types. All but the Stables restore hit points, for a weekly fee. Need more
money? You can also Pool Gold from your party. This strips all the other party
members of all their gold and gives it to the character in the Inn. To pool
your party's gold, simply press [P].

Once you have chosen a room, you will stay there until you are either fully
healed or have run out of money. A display will count up your hit points and
count down your bank balance. If the latter becomes alarming, you can check
out early by pressing the [SPACE-BAR].


After any stay at the Inn, a check will be made to see if you have made a
level. Making a level is a joyous occasion. You'll see a declaration that you
have attained the next level of experience and get all the news about any
changes to your character's statistics; spell-casting characters may learn new
spells. At the end of this sequence, you'll learn how many experience points
are needed to reach the next experience level. There's a chance you might
qualify for more than one level per visit to the Inn. This could happen if it's
been a long time since you've had a good night's rest. If you suspect this
might be the case, stay an extra night in the stables. Of course, if the
character doesn't gain a level, you'll be told how many more experience points
are needed before a level is attained.

To leave the Adventurer's Inn, press [RETURN] or [L].

                          " ARE YOU STILL WITH ME ? "

We're on our way out of the Castle now to The Edge of Town. So far, you have
visited the Adventurer's Inn, Gilgamesh's Tavern, The Temple of Cant and
Boltac's Trading Post. You and your party should be in the main menu of the
Castle. To get here:

1. If you're in any of the Castle businesses, press [RETURN] or [L] until you
   reach the Castle menu.
2. That's all it takes!

                             ! THE EDGE OF TOWN !

The Edge of Town lets you go to other areas outside the central Castle: the
Castle's main menu, press [E] to go to The Edge of Town.

From the screams of terror and loud munching noises issuing from the entrance
to the M)AZE, this is undoubtedly where your party has to go when it is ready
to begin adventuring. To enter the Maze, you need only press [M].

L)EAVE GAME by pressing [L] is what you do when you are finished playing a
session of Wizardry.

                              ! THE U)TILITIES !

From the Edge of Town menu, press [U] to enter the Utilities. Here, you have
the ability to do things to the characters outside of the actual adventure. The
most important option in the Utilities is Move Characters.


You use this option to move characters between scenario diskettes. You may also
move your characters to HEART OF THE MAELSTROM from any other Wizardry scenario
(except IV).

You will be asked to insert a scenario diskette (the SOURCE diskette) and
select the characters you want to move. The characters will be removed from
that diskette and stored in the computer's memory. Next you will be asked to
insert another scenario diskette (the DESTINATION diskette). The characters
will be moved onto this diskette.

The Move Characters option is used for:

Moving characters between Scenario Diskettes that belong to the same game. For
example, you might move some of your characters onto a friend's diskette in
order to help him or her mount a rescue expedition.

Moving characters between Scenario Diskettes that belong to different games.
For example, when you start playing HEART OF THE MAELSTROM, you may want to
bring over your characters from Proving Grounds: Wizardry I.

Any previous Wizardry scenario cannot be used to transfer characters to HEART
OF THE MAELSTROM. When moving characters always use the HEART OF THE
MAELSTROM's Move Character option. Through this option you may move your
characters from previous scenarios.

In your version of Wizardry has more than one master diskette, the characters
will always be stored on diskette "A". If there are any problems that prevent a
proper transfer, the characters will be returned to the Source diskette.

Simply press [M] to activate the Move Character option. You will then be asked
from which scenario you wish to move the characters (the SOURCE scenario).
Press [A] or [B] depending on which scenario you are transferring from.

Once you have selected the Source scenario, you will be asked which scenario
you want the characters moved to.

Again, press [A] or [B] to note which scenario you are moving the characters

When you move characters to HEART OF THE MAELSTROM from previous Wizardry
scenarios, your character will undergo some changes:

They will be stripped of all their items and gold. HEART OF THE MAELSTROM uses
different items, and gold is a possession your characters must earn within the

Your characters will be transferred in as Level 1 characters, but retain a
portion of their prior statistics.

The characters' spell books will be erased, and their hit points will be reset
to that of a Level 1 character.

Certain classes, notably the Lord and Ninja, cannot be created directly from
the Training Grounds, as these classes can only be attained through development
of your character. The transfer routine allows you to move in such characters
that you may have already developed. Of course, you may transfer any characters
that you choose, not merely these classes.

When transferring characters from HEART OF THE MAELSTROM to other Wizardry
scenarios, the characters will experience some changes as well:

Your characters' spell books (the spells that they know) will be erased, and
none of their items will tranfer. The spells and items in HEART OF THE
MAELSTROM are different from other scenarios.

....reste plus grand chose!!!!


If you want to give a character a new name, press [C] in the main menu of the
Utilities. Now select by letter the character whose name you wish to change.
Then type in the new name.


When a character or a party is Out on an expedition, you may join them in the
Maze by pressing [R]. You will see a list of characters who are currently
waiting for you in the Maze. Select, by letter, the name of any character that
is in an Out party. This character will become your party's leader, and a star
will appear by his or her name.

Wizardry will then show you a list of characters at the same location as your
leader. Select the other members of your party in the order you wish them to
appear, then press [RETURN] to Restart the Party, or [ESC] to exit the option.

You will begin play at the same spot in the Dungeon where you left off. This
option is usually used when you QUIT an expedition while still in the Maze. The
Quit option is described in the section on Adventuring.

L)EAVE the Utilities returns you to the Castle.

                             " CONGRATULATIONS ! "

You've just learned everything there is to know about the Castle and its
surrounding areas. Now you're about to embark on a journey of your own. This is
where your adventure starts and mine end. It's off to the Maze in search or

                           <> FIN DE LA PARTIE 3 <>

                                                Rueil-Malmaison, le 18/02/89.


                                ! ADVENTURING !

The essence if Wizardry is adventuring. It's time to accept the challenge, time
to leave the safe, but expensive, confines of the Castle and venture into the
unsafe, but potentially lucrative, corridors of the Maze.

Successful adventures consist of six stages:

1. Preparing the party for the adventure.
2. Touring and mapping the Maze.
3. Fighting the monsters (successfully).
4. Talking, bartering and giving to Non-Player Characters.
5. Taking good notes about all you see and hear.
6. Using all knowledge and skills to complete your quest.
7. Getting back alive!!

                             ! PREPARING A PARTY !

A party is a team of adventurers who band together to explore the Maze. You can
have up to six characters in your party at one time. If you have not already
assembled your party, go to Gilgamesh's Tavern and recruit compatible
characters. Only characters in the Castle may be added to the party. If you
wish to resume an expedition that was stranded in the Maze, use the "R)estart
an 'Out' Party" option of the U)tilities.

Balance your party. By "balancing" them, their chances of success will
increase. When first starting out, you'll want some characters of the fighting
variety (Samurai, Lord, Fighter), some spell casters (Mage, Priest, Bishop),
and a Thief. Of course, this may change as your party becomes more experienced.

                       ! CHECKING OUT YOUR CHARACTERS !

Before you enter the Maze, it is usually a good idea to check the "vital
statistics" of each character in your party. Here are a couple of things to
watch out for:

If anyone is without full hit points or incapacitated, a stay in the
Adventurer's Inn or The Temple of Cant is advisable. You may also wish to stay
at the Inn if you think anyone is ready to gain a level.

Make sure that each character is equipped with the right items. That shiny new
sword you just bought is nothing but ballast unless you tell your character to
equip it!

Once you have placed the desired characters in the party, enter the Maze by
going to the Edge of Town and selecting Maze as your destination. To do this,
simply press [M]. In a few moments, you will be asked for a Magic Word, and
then your party will be deposited in Camp.

                                ! MAGIC WORDS !

Just after your party leaves the Castle and shortly before they enter Camp,
they will be greeted by an Apparition. In a low, spooky tone, it says, "Enter
the Magic Word to Continue!". You will see the first two words of the magical
spell, and the Apparition wants you to complete it. Using your Magic Word List,
look up the spell. You'll see the Magic Word next to it. Just type in the Magic
Word, and your party will be on its way.

HACKER'S NOTE: just strike the [RETURN] key!!!

                                ! CAMPING OUT !

When you are in the Maze, you are constantly subjected to the attacks of
monsters. Fortunately, you can make C)amp at any time that you are not
fighting. When you are in Camp, it is assumed that you have set up guards so
that the monsters cannot attack you. When you are in Camp, you may:

#)INSPECT a member of the party. The display is the same as in the Training
          Grounds and the Tavern, but you will have more options. All the
          options that are available have been mentioned in Gilgamesh's section
          of the manual.

R)EORDER  the party. This option lets you choose which characters go in which
          slots of the marching order. Obviously, someone has to be in the
          front of the party and others (the lucky ones) can stand or cower
          behind them. Generally, you should order the party so that the
          strongest and healthiest characters are in the front and the
          spell-casters and other weaklings are in the back. Select which
          characters go where by typing the number of the character you want in
          first position, then the number of the character you want in second
          position, and so on.

Remember your characters' weapon range when you are ordering your party! Unless
they have a short, medium or long-range weapon, they will not be able to use
the Fight option in combat if they are in the last three positions.

E)QUIP....the entire party. This option is the same as the Equip option in
          #)Inspect except that it does it for every member of the party.
          This is convenient when you have just bought a lot of equipment at
          Boltac's or when your party is just starting out.

L)EAVE....the Camp and enter the Maze proper. (GASP!)

                             ! TOURING THE MAZE !

The Maze window displays a 3-D view of the Maze passageways directly in front
of you. You will also see the party status window, which will tell you how your
characters are doing. At the top of the screen, a window will remind you of the
most used options.

When you are in the Maze, you can move around by pressing:

  [W] to move one step forward.
  [A] to turn 90 degrees left.
  [D] to turn 90 degrees right.
  [X] to turn 180 degrees about.
  [K] to kick down a door.

These keys, with the exception of "K", form a convenient diamond shape on the
keyboard. If your keyboard has cursor keys, they can be used as well. You can
also press [F] for F)orward, [L] for turn L)eft and [R] for turn R)ight.

In addition to moving, you can also press:

  [C] to go to C)amp.
  [O] to toggle some of the information windows O)n and O)ff, in case you like
      a less cluttered view of the Maze.
  [S] to update the party S)tatus window and make it visible if it has been
      toggled off. This is especially useful if someone is poisoned.
  [T] to adjust the message delay T)ime. This is the amount of time that a
      message is displayed before Wizardry continues. You can enter a number
      from 1 to 99. Each unit represents about 1/10th of a second of delay.
      The standard delay is 20.
  [I] to I)nspect allows for three specific types of searches to be performed
      by the entire party: S)ecret Doors, H)idden Items or D)ead Bodies.


When you select this option, everyone begins searching only the square the
party occupies. The chances of someone finding something hidden is dependent
upon class, race, level and abilities. This option is extremely important, as
nothing may be particularly obvious about the fact that there is a Magic Staff
buried a foot beneath the ground upon which you stand. Only a thorough
investigation of the ground could possibly reveal that something was buried
there. Hence, anywhere it seems likely, or you have a hunch, have everyone
search for hidden items. Who knows? You may actually find something from time
to time!

Sometimes there won't be a clue presented as to the whereabouts of certain
items, or even that a particular item exists. It will be up to you, the great
one in charge of things, to play your hunches whenever there is even the
slightest possibility that something may be concealed nearby.


When you search for a secret door, you have the option of doing a manual
search, everyone is looking for a door on the section of the wall you are
facing. Character class, level, and race play an important part in determining
the ability of that character to find a secret door. You may also let someone
cast the Mage Spell, CALIFIC. This spell will always reveal a secret door, if
one is present. Obviously, secret doors are invisible unless you find them, and
what's more, if you don't see them, then you can't go through them!

It is possible for One-way doors to exit as well; that is a door on one side of
a wall, but not on the other. If you continually fail to find a Secret Door
where you suspect one is, then there may be no way to activate the secret door
from that side of the wall.

If you want to be sure no secret door exists, cast CALIFIC.


Inpect the current area of the Maze for other adventurers. If a party of
adventurers gets left in the Maze or killed, Wizardry remembers where they are.
Of course, monsters may drag them off into other areas, but usually they get
tired from lugging their prey before they get too far. If you start another
expedition, go down to where they are, and inspect the area. If you find the
soul you're looking for, add him or her to the party. If you can't find them,
the Priest spell KANDI may come in handy.

In order to find them, you must be close enough to them so that you could walk
to where they are without going through a door. Additionally, there must be
room in your party to hold the new members. Then press [I] to I)npect the area,
and [D] for D)ead Bodies.

Since it is possible to leave a party alive and well in the Dungeon, you may
take another party into the Dungeon and have them Inspect for Dead Bodies where
you left the previous party. The previous party will then be presented before
you. Should more than ten characters be in the same area, Inspecting for Dead
Bodies will only show you the first ten. You will have to pick up some of them
before the others will be shown.


Select [P] to pick a locked door. While anyone may attempt to pick the lock,
generally speaking, only a Thief or Ninja has a reliable chance of successfully
doing so, dependent upon the character's level and abilities.
Additionally, the Mage spell DESTO may provide some assistance with locked
doors. See the section on Mage Spells at the back of this disk-o-doc.

Failure to pick a lock means that you will have to try again. But wait a while
before you do. There may be a troop of monsters on the other side blocking your
way! Just take a stroll, have a few good fights, and then come back and try
again. This does not apply to DESTO, which may be cast as often as necessary
until either the door unlocks, or you determine that the lock is too difficult
for you to unlock at this time.

Some doors are magically locked, and can only be opened with a special item. If
this is the case, all attempts to Pick the lock or cast DESTO will fail.


Press [U] to use an item in the Maze. You will then be asked which character
wishes to use an item. Lastly, a menu will display the items the character has
and ask you which item to use for whatever purpose is intended. If the item has
a magic spell then the spell will be cast. If the item has a specific purpose,
such as a key, then using it on a locked door will tend to unlock the door.

If the item you wish to use is not identified (unknown), then you can't
possibly know how to use it properly. If you select to use such an item, you
will be told that you are trying to use an unknown item, and it will not be
used. however, if an item casts a magic spell, such as an unknown potion, you
will be allowed to use it.


Press [Q] to Quick-Save your party or to Quit the current expedition.
Quick-Save automatically saves your party at their current position and status
with all spells cast intact, and leaves your party in the Maze to continue on
in their expedition. For example, if the power on your computer should
suddently fail, your characters would be intact at the point where you last
Quick-Saved them. To Quick-Save your party, simply press [N] for "No" when
Wizardry asks if you want to "Quit this Expedition". Again, your party will be
Quick-Saved automatically.

It is recommended that you Quick-Save your party often, otherwise if the
computer were "accidently" turned off, you would lose all experience and items
you had gained on the current expedition!

If you answer "Quit this Expedition?" with [Y] for "Yes", your party will
remain in the Maze, and you will be returned to the Castle. Wizardry will
remember where you quit, and you will be able to use the "Restart an Out Party"
option in the Utilities to pick up where you left off. You could also take
another party down to find the first party.


As you travel through the Maze, you will occasionally find unusual markings.
These may represent stairs upwards and downwards, special passageways you might
want yo explore, messages scrawled on the walls and dark areas into which you
cannot see. Note these markings well! For they may assist you later on (or
presently) in your voyage.

                            ! SWIMMING POOL BLUES !

Just when you thought the Dungeon had enough hazards to overcome, you now must
teach your characters to swim in the many magical pools that dot the Maze. When
you come across a magical pool, you must first choose a character. You will
then be told how many depth levels the pool has. Select the level your
character will swim to, and off he or she will go. Inexperienced swimmers have
an excellent chance of drowning, so do not throw a first level character to the
bottom of a pool.

Pools may contain many magical benefits that the party may have need for from
time to time. All pools are different. Some will have effects that others do
not. Whether the effects are good or bad is often merely a matter of luck...the
first time you dive. As a final clue, a lot of the items you may find in pools
are not of the floating type.

                                 ! WARNINGS !

From time to time you may hear some strange noises while waltzing through the
Dungeon (they will flash up on your screen), and that means you are probably
being followed by something... Of course, it might be ahead of you too!

                                  ! MAPPING !

Each time you enter the Maze, you will be told that you are at the foot of the
staircase which links the Castle with the first (topmost) Maze level. If you go
up these stairs, you'll be back in the Castle. When you enter the Maze from the
Castle, your party will be at zero east and zero north, facing north.

You may ask, who cares? Well, in order to survive in the Maze, you must know
with reasonable certainty where you are and how you got there. The only way to
know these things is to make accurate maps and refine them every chance you

Mapping is, indeed, one of the most important skills that successful Wizardry
players possess. Without good maps, you will get hopelessly lost and eventually
your characters will die!

Mapping is not all that difficult, but it does take a little patience. Use
graph paper to chart your progress in the Maze. Be wary of nasty tricks
designed to mislead you. And don't expect the map to conform to any
preconceived ideas you have about mazes in computer games.

The fundamental way to map is to stand on a square, look north, map what you
see; then turn east (don't move off that square!), and map what you see. Do the
same for the south and west directions also. Then and only then, take a step in
one of the four directions and repeat the mapping procedure. If you see a door,
a dark area or stairs, be careful when going through, up or down them. You may
not be able to get back! When entering such areas, check to see if you can
return to your previous location.


There are several things that will aid your travels. First, and foremost, is
the use of a light spell. MILWA and its more powerful cousin, LOMILWA, perform
an important service for you. They extend your vision several squares ahead,
which is a great aid in mapping and anticipating problems. Cultivate a Priest,
and aid this character to higher levels, so that he or she will be able to
cast those spells for the team. You may also purchase lanterns and torches
from Boltac, serving the same purpose. Scrolls for these spells are quite rare.

No matter how diligently you map, occasionally you get turned around and have
no real idea where the party is at that moment. Help is available through your
Mage. A Mage may cast a DUMAPIC spell. This spell gives your party's location
relative to the Castle stairs, and the direction your party is currently
facing. So, no matter how confusing the Maze seems to get at times, a quick
DUMAPIC spell will help you get your bearings.

                                  ! COMBAT !

Without some sort of challenge, Wizardry would just be a game of mapping. You
will soon learn to be grateful to a particular group of individuals for
providing this challenge. After all, who gathers together all the loot in the
Maze so that your characters can find it in nice tidy packages? Who gives
bloodthirsty adventurers something to look forward to? Who blasts ill-prepared
party members to smithereens? This is the life-work of monsters. Mastering the
fighting techniques described here will help you make their job less rewarding.


As your party is moving through the Maze, it will encounter many groups of
monsters guarding hoards of treasure. It will surely come as no surprise that
they have not assembled for a tea party. The monsters could be wandering around
like you, or they may be inhabitants of a room you have just entered. Although
some monsters are peace-loving vegetarians, the majority of them really do like
the taste of a good "leg of adventurer", so it is likely that a fight will take

When you encounter hostile monsters, your party goes on full alert. Two windows
will automatically appear. One will show you the names and number of the
monsters you are facing, and the other will be used to gather instructions and
report on the progress of the combat. You will also be shown pictures of the
monsters you are desperately trying to overcome. Once the battle is underway,
only the narration window is shown. There you'll see a description of the
combat, your character's actions and the monster's actions.

Most of the time, you will only be told what the monsters look like, not what
they really are. For example, their descriptions may say "Unseen Entity". This
identifies the monsters as one of that nasty group. However, knowing their true
identity as "Vampires" will enable you to take a better defense against them.
Eventually, you will learn what it takes to defeat different types of monsters.
To discern their true identities your characters' I.Q. must be high enough.

Combat proceeds in rounds. Each round, both you and the monsters decide what
actions to take, and then Wizardry mediates the combat. Combat is over when
either side runs away or is totally defeated.

Each active character in your party will be presented with a list of options
each round. The possible options are:

F)IGHT the monsters. To do this, the character normally must be in the first,
second or third position in the party. However, certain weapons permit the
party member equipped with that weapon to fight farther back in the ranks while
still directly attacking the monsters.

   Close range weapons permit party slots 1-3 to attack monster groups 1-2.

   Short range weapons permit party slots 1-3 to attack monster groups 1-3, or
   party slots 4-6 to attack monster groups 1-2.

   Medium range weapons permit party slots 1-3 to attack all monster groups,
   and party slots 4-6 to attack monster groups 1-3.

   Long range weapons permit all members of the party to attack all monster
   groups. (Don't worry. This may sound complicated, but you'll get the hang
   of it quickly).

P)ARRY the monsters. Generally, you only do this if there is nothing the
character can do to help; it means you'll just be standing there ckecking out
the action! Parry reduces the chance that the monsters will be able to hit the

D)ISPEL the monsters. Some monsters in the Maze are animated only through the
power of great evil. If successful, dispel forces these monsters to return to
the Abyss from where they came. Priests, high level Bishops and Lords have the
ability to dispel monsters. They do this with varying degrees of effectiveness,
depending on the power of the monsters and on how powerful the spell-caster is.
You don't get any experience points for monsters you dispel.

Cast a S)PELL. You will be asked which spell you want to cast. Type the first
few letters of the spell, enough to distinguish it from the names of other
spells, then press [RETURN]. If the spell requires a target, a certain group of
monsters or a character, you will be asked for that as well.

U)SE an item. You will be shown a list of all the items that you can use, and
then you will be asked to choose one. If no screen appears with items to use,
your character has no usable items.

R)UN away. If you succeed, then the combat is over. If you don't, then the
monsters get a free round of attacks.

H)IDE from monsters. Thieves and Ninjas may attempt to hide in the shadows,
making them invisible to the monsters and not subject to attack. Of course, it
is possible for a monster to spot a hidden character and then attack. It is not
a fool-proof way of getting out of trouble! Also, the Thief or Ninja's ability
to hide depends upon a number of factors, such as experience level, abilities,
level of the monsters looking for him/her, and so on.

The Hide option is always available to the Thief or Ninja regardless of their
position in the party. If they are already Hidden, the Ambush option will
appear instead. Since a Thief or Ninja can advance on a monster while Hidden,
they may Ambush from the last rank in the party! Likewise, they may be smashed
in that rank if they are discovered.

A)MBUSH the monsters. If a Thief or Ninja successfully hides from the monsters,
during the next combat round this option will appear. Using this option, the
character may launch a surprise attack on some monster, increasing the chances
to hit and doing up to two times the normal damage. There is one slight
drawback however. Usually after an Ambush attack, the Thief or Ninja's position
is revealed, and they are subjected to attack, regardless of their placement in
the party. The better the Thief or Ninja, the less chance of becoming exposed
after an Ambush attack.

Should a Thief/Ninja be Hidden and be one of the first three player positions,
the Ambush option will override the normal Fight option. If you prefer to have
your character Fight normally, rather than Ambush, do not select the Hide
option. Additionally, if you want your character to stay Hidden, select the
Parry option.

Once exposed after an Ambush attack, the Thief or Ninja may either attempt to
Hide again, thus preventing the monsters from attacking him or her further, or
withdraw back to the normal position in the party. However, because your
character once attempted to attack the monsters, they still hold a nasty
grudge. Once exposed, the character is subject to attack, though no longer
able to Ambush, until hidden again.

Any magic spell cast by a monster that affects the entire party, will affect a
Hidden character as well.

NOTE: Even if the character's position is in the first three slots, he or she
      will not be subject to attack, unless a monster spots the character.
      Theoretically, a high level Thief, alone in the Dungeon, might be able to
      Hide and stay Hidden even after an Ambush attack. If this were to happen,
      the monsters would never know what hit them, and they would not be able
      to attack anything!

T)AKE BACK lets you go back to the start of the Combat option selection in case
you made a mistake.

Once you have made your selections, you will have one last chance to Take Back
your orders. If you press [RETURN] instead, the combat round will start.


If any character can fight (that is, he or she is equipped with a weapon that
has range enough to strike the monsters), you can press [RETURN] to select the
default option, Fight. If not, the default option is Parry, which is also
selected by pressing [RETURN].


Occasionally you will susprise the monsters. If this happens, you are entitled
to a free round of attacks, with the restriction that you cannot cast spells.
Needless to say, sometimes your party will be surprised, which has far less
pleasant effects. Certain peaceful monster types may offer your party a truce.
If you agree, the monsters will politely scram, letting you go about your
business. If you refuse a truce, however, combat will begin.

NOTE: monsters, like adventurers, may be inclined either toward good or evil.
      Strange things have been known to happen to those who respond
      inappropriately to peaceful overtures in the Maze.


Generally, the only party members who can suffer damage from a physical attack
by monsters are the first three characters. However, some monsters can bend the
laws of the universe. They'll sneak up on your lowly Mage, cowering in the
sixth position, and squash him to bits! For instance, a Giant (not of the New
York variety) may step over some of your characters to get at the weaklings in
the rear (again, squashing them to bits). Additionally, a Spirit may float
through the wall behind your party determined to attack. Lastly, monsters may
cast spells on any or all members of the party.

Should one of your characters die in combat, he or she will automatically be
shifted to the "dead-last" position in the party at the end of the round. The
deceased will be hauled around by the living adventurers until revived or
removed from the party. This will mean, of course, that the party member
previously in fourth place will move up to the number-three slot, rendering him
or her vulnerable to attack. This character will be able to fight as well, with
whatever weapons come in handy. Keep this in mind when organizing and equipping
your party.


When a combat is over and you have survived, you will be told how many
experience points each surviving member of the party will be awarded for his or
her brave conduct. You don't earn any points for monsters who run away or for
dispelling monsters. You'll also find out how many gold pieces each character
earns. Regrettably, some groups of monsters are security-conscious and like to
hide their money and other valuables in treasure chests.


Chests usually have traps on them and this is where your Thief or Ninja comes
in handy. When you are confronted with a chest, you will have the following

  O)PEN... the chest, blindly hoping that there is no trap on it.
  I)NSPECT the chest for a trap, praying that you don't set the trap off in the
  C)ALFO.. (priest spell) performs a magical inspection of the chest's trap.
  D)ISARM. the trap, assuming you think you know what it is.
  L)EAVE.. the chest alone and give up the goodies.

For each of these options, you will have to specify who is to perform the
operation. Normally this will be your Thief (or your Priest in the case of
casting CALFO). If you attempt to Disarm the trap, you will have to type in the
trap's name. Spelling counts!

Needless to say, your Thief or Ninja is much better at inspecting and disarming
than anyone else. Even so, when just a novice, the character will be pretty
inept and things will blow up in his or her face fairly often. Fortunately,
most of the traps on the first level won't kill characters outright unless they
are already hurt.

                           <> FIN DE LA PARTIE 4 <>

                                                Rueil-Malmaison, le 19/02/89.



You will find that not all of the monsters in the Dungeon attack immediately,
and certain monsters can be very friendly with the party and interact with them
in various ways. These monsters are called Non-Player Characters (NPC). When
encountering an NPC, the party has several options available to them:


This option allows your character to communicate with the creature verbally (if
it will listen). This option is incredibly useful for gathering information and
clues! Just think...these individuals may know what the heck is going on in the
game among other things. If you select the talk option, you will first be asked
who will do the talking. Once you have selected the gabber, you will see the


Type in what you want to say. If the monster can decipher your gibberish, it
may actually respond with a tidbit or two. Just press [RETURN] at the prompt to
terminate the conversation, say Good-bye or otherwise indicate you don't want
to talk anymore.


Barter allows you, or at least lets you attempt, to trade with the creature.
Often creatures carry items they are willing to sell to the party, or they
might be willing to buy something from you. They may even be willing to
exchange items with someone. Prices will vary. Often you can sell something
even if you don't know what it is (the item has not been identified by a Bishop
or Boltac), and get a good price for it. Of course, what they sell you is often
a mystery as well.


This is the universal gesture of friendship. Sometimes an interactive creature
is not interested in trading, or has no gold with which to buy. In this case,
it is often necessary to give it something, should you feel it wise to put the
object in question in its hands. Of course, the creature will usually keep the
object, so don't give it everything you own! As was said before, it can be a
very friendly gesture, and often it is the only way to make friends with
someone. However, if the interactive creature hates your guts, it might just
think of you a sucker and attack anyway.


Aahh the life of the artful dodger! Here, we finally see our Thief or Ninja at
his or her best, attempting to relieve the encountered creature of any
interesting items or gold it may be carrying. Of course, if your character gets
caught, the monster will usually attack and will view the party in an
unfavorable light from then on. It is best to be careful from just whom one
flitches. Then again, come to think of it, some monsters have been known to get
caught dipping their fingers into a party member's purse as well.


KATU casts the Priest spell of Charm. Depending upon the level of the caster,
KATU will attempt to sooth the savage beast. If it works, the monster will at
least regard the party in a neutral light, if not a favorable one. This option
is extremely useful with otherwise hostile entities. Often, if given an amount
of gold or perhaps an item while under the influence of a Charm spell, the
monster will regard the party as friends should next you meet again.


Then again, if you feel the world is better off without this creature, or it
seems to be standing in your way, or you're in a killing mood and you have an
upset stomach, you might just have to get rid of it the hard way. If this
option is selected, the regular combat options discussed earlier will be


Leave terminates the encounter, and allows your party to go about its merry


The first rule of the successful Wizardry player is "Thee who turns and runs
away, lives to see another day". Don't be ashamed to run from encounters when
the monsters have the upper-hand. When first starting out, run back to the
Castle often (even after each encounter) to rest, replenish your spells, and
heal your wounded. Never go deeper into the Dungeon until you are quite
comfortable on the current level. Avoid the temptation to take on "just one
more encounter".

Use your spell-casting characters wisely. When you are fighting your first few
groups of monsters, cast a KATINO spell, knocking out the opposition so that
you'll have plenty of leisure time in which to eliminate them. Naturally, this
will not work against certain monsters, and you'll have to run away from these
creatures until you become more powerful.

If your characters become poisoned and you don't have magical means to cure
them, run for the Castle as quickly as you can! Keep an eye on the victim's hit
points! If they go down to 1 or 2, go to Camp and cast a healing spell if you
have one. If you get any monster encounters on your way back, run away. When
poisoned, you lose hit points much faster in combat.


Nothing is more frustrating than spending several hours helping your favorite
characters reach a new level of achievement, only to have the family dog gobble
the diskette upon which they reside. Fortunately, it's easy to make backup
copies of your characters. To do this, place a write-protect tab on the
Scenario Diskette "A" that contains your characters, then enter the Make
Scenario Disk option and use it to copy this disk. When you are asked to insert
a Master Disk, insert your write-protected Scenario Diskette instead. In a few
minutes, you'll have an identical copy of your characters. Be sure to put the
new copy away in a safe place. Don't forget to remove the write-protect tab
after you are finished making the copy, otherwise any new achievements by your
characters will not be recorded properly.


Occasionally, when your characters get into trouble, you may be tempted to
press the [RESET] key or turn off your computer. You will invariably do it when
the computer is writing to the diskette, which will make the diskette
unreadable. If this happens, your characters will be vaporized. Please resit
this temptation. Even if the worst comes to pass and your characters are
killed, you can still round up some other characters and go on a rescue


Wizardry is a very popular game, and several people have written "cheat"
programs that let you create "super" characters. Much to the chagrin of these
fellows, these cheat programs will not work with HEART OF THE MAELSTROM! just
in case, we recommend that you do not use these programs for three reasons:

   The cheat programs are unreliable and may damage your diskettes.

   They destroy much of the challenge of the game. In the long run, it isn't
   much fun to play with a set of characters that simply cannot be hurt.

   Sir-Tech Software will not repair your disk if it has been damaged by a
   cheat program. A young Mage in our office can see the evidence of tampering!

                                   ! MAGIC !

The acquisition and careful use of magic spells and items is of the greatest
importance to the successful adventurer. In many situations, the right spell
can mean the different between life and death.

Magic items range from potions and scrolls with limited effects to artifacts
mentioned in Strategic Arms Limitation Treaties. Some can actually be purchased
in the Trading Post as readily as your grocer sells you a can of cheese dip.
But most of the really important ones are found only after many hair-raising
adventures in the dephts of the Maze.

Magic items may do one or more of the following:

    * Cast a spell or have magical abilities you may invoke.
    * After Armor Class.
    * Change fighting ability.
    * Protect against certain monsters or be helpful in killing them.
    * Be usable only by certain character classes.
    * Increase the character's resistance to magic spells.

When magical items are first discovered in the Maze, their true nature is not
known. Only Bishops and Boltac's Trading Post can identify them. Even so, some
items may have hidden qualities that you'll have to discover for yourself.

                                  ! SPELLS !

There are a total of sixty-three spells divided into Mage and Priest
categories. Each category is divided into seven levels, with the most potent
spells at the higher levels. Following is a complete description of all the
spells you can cast. For each spell, we've given you the name, a rough
translation, the power level, where it can be cast, what it will affect and a
brief description of its affects.

In some of the spell descriptions, you will see a range of damage that the
spell inflicts when it is cast, or a statement that the spell affects all the
monsters in a group. However, there are three ways in which an individual
monster can avoid some or all of the spells effects. All monsters and players
have a chance of dodging some or all of the effects of a spell. If the spell is
a damage spell, then the damage might be cut in half or quartered; if an
"all-or-nothing" spell, the spell might have no effect at all! Monsters may be
naturally resistant to a particular type of spell. For example, throwing balls
of fire (MAHALITO, for example) at Fire Giants is not likely to impress them.
They'll probably laugh at you! A few monsters have the ability to occasionally
avoid the effects of a spell completely.

                          -/ M A G E   S P E L L S /-


CAST WHEN   : Combat
AFFECTS     : 1 monster
HALITO causes a flame ball about the size of a baseball to strike a monster,
inflicting from one to eight hit points of damage.

CAST WHEN   : Combat
AFFECTS     : caster
MOGREF reduces the spell-caster's AC (Armor Class) by two points. This
protection lasts for the rest of the encounter.

CAST WHEN   : Combat
AFFECTS     : 1 group
KATINO causes most of the monsters in a group to fall asleep. KATINO only
affects normal animal or humanoid monsters, and the duration of its effect is
inversely proportional to the power of the monster. Sleeping monsters are
easier to hit and successful attacks do double damage!

CAST WHEN   : Camp
AFFECTS     : Entire Party
DUMAPIC grants you insight into your party's position in the Maze: the exact
vertical displacement from the stairs leading to the Castle (for example, North
and East or West and South), and the direction you are currently facing.


CAST WHEN   : Combat
AFFECTS     : 1 person
PONTI increases the speed of the party member so that he may strike more times
per round of combat. This indirectly increases the chances to hit a monster. It
also reduces the Armor Class (AC) of the recipent by one.

TRANSLATION : Little Sparks
CAST WHEN   : Combat
AFFECTS     : 1 group
MELITO sprays one monster group with sparks and does 1 to 8 hit points of
damage on each affected monster.

CAST WHEN   : Exploring
AFFECTS     : Caster
DESTO attempts to unlock a door as if the caster were a Thief of the same
experience level. This may be cast as often as necessary until either the door
unlocks, or you run out of patience (or spells).

CAST WHEN   : Combat
AFFECTS     : 1 group
MORLIS makes Monsters fear the party, causing them to flee and/or cower. Afraid
monsters may not be able to strike against the party, and sometimes they are
not able to execute their desired action. The monsters' AC is also raised.

TRANSLATION : Heart Of Stone
CAST WHEN   : Combat
AFFECTS     : 1 monster
BOLATU attempts to solidify one monster by turning it to stone.


CAST WHEN   : Exploring
AFFECTS     : Caster
CALIFIC will always reveal a secret door if one present on the wall the party
is facing.

CAST WHEN   : Combat
AFFECTS     : 1 group
MAHALITO causes a fiery explosion to erupt amid a monster group, doing four to
twenty-four hit points of damage.

TRANSLATION : Magic Screen
CAST WHEN   : Combat
AFFECTS     : Entire Party
CORTU erects a magic screen relative to the level of the caster to prevent
magic spells from affecting the party. Each successive casting adds to the
barrier. It even helps protect against "breathing" monsters.

TRANSLATION : Disruption
CAST WHEN   : Combat
AFFECTS     : 1 group
KANTIOS attempts to disrupt one monster group. The spell interferes with any
action requiring some mental thought by the monsters (casting spells,
breathing, calling for help). Any monster or person affected may not be able to
execute some options otherwise normally available.


CAST WHEN   : Combat
AFFECTS     : 1 monster
TZALIK invokes a powerful heavenly force and does 24-58 hit points of damage on
one monster.

CAST WHEN   : Combat
AFFECTS     : 1 group
LAHALITO is an "industrial-strength" version of MAHALITO, and inflicts 6-36 hit
points of damage.

CAST WHEN   : Any Time
AFFECTS     : Entire Party
LITOFEIT levitates the party several inches above the ground, thus preventing
them from doing stupid things like falling into pits or tripping over traps.
Since "walking on air" causes the party to move quietly, this spell greatly
reduces the chance of the party being surprised.

CAST WHEN   : Combat
AFFECTS     : 1 group
ROKDO attempts to stun one monster group. It is like KATINO except that it
petrifies the monsters, making it much harder for them to recover.


CAST WHEN   : Combat
AFFECTS     : 1 group
SOCORDI conjures a group of monsters from one of the elemental planes to come
and fight for the party.

CAST WHEN   : Combat
AFFECTS     : 1 group
MADALTO brings down a great blizzard on the monsters that causes 8-64 hit
points of snowy, icy damage.

TRANSLATION : Fizzle Field
CAST WHEN   : Combat
AFFECTS     : 1 group
BACORTU creates a fizzle field around one monster group. Unlike the Priest
Spell, MONTINO, the field around the monster cannot be resisted. It can be a
highly effective way of preventing monsters from burning the party with magic.
The strength of this spell is relative to the experience level of the caster.

CAST WHEN   : Combat
AFFECTS     : All Monsters
PALIOS greatly reduces magic screens erected by the monsters and dispels
monster-caused fizzle fields around the party.

TRANSLATION : Rainbow Rays
CAST WHEN   : Combat
AFFECTS     : 1 group
The effects of VASKYRE's penetrating rays are random, but they are generally
quite devastating.


CAST WHEN   : Combat
AFFECTS     : 1 person
MAMOGREF creates a virtually impregnable wall of force of AC -10 around one
party member.

CAST WHEN   : Combat
AFFECTS     : 1 monster
ZILWAN will dispel one monster of the "Undead" variety, causing 500-1000 points

CAST WHEN   : Combat
AFFECTS     : All Monsters
LOKARA attempts to have the earth around the monsters open up and swallow them,
but it does not affect some monster types.

CAST WHEN   : Combat
AFFECTS     : 1 group
LADALTO is a super high-powered MADALTO, and does 34-98 damage to one monster


CAST WHEN   : Any Time
AFFECTS     : Entire Party
When cast in Combat, MALOR randomly teleports the party to another location on
the same level. When cast in Camp, the caster can select the destination
precisely. Teleporting outside the Maze, or into an area of solid rock, will
have catastrophic results.

CAST WHEN   : Combat
AFFECTS     : Variable
A Call upon the Gods for favors. This spell cannot be cast except by a Level 13
character or greater and the caster is drained 1 level of experience if
successfully cast. However, the wish granted is by the choice of the caster,
and often the benefits far outweigh the price.

CAST WHEN   : Combat
AFFECTS     : All Monsters
The effect of this spell is somewhat like the detonation of a small, tactical
nuclear weapon, and causes from 10-100 hit points of damage to all the monsters
opposing the party!

CAST WHEN   : Combat
AFFECTS     : All Monsters
MAWXIWTZ is a super-charged VASKYRE, causing utter havoc and pandemonium in the
monster ranks.

TRANSLATION : Divine Magic
CAST WHEN   : Combat
AFFECTS     : Unknown
No one we know has ever learned this spell, hence its exact effect is unknown.
Rumor has it that this is a spell often employed by the Gods when they want to
battle other Gods that they despise.

                        -/ P R I E S T   S P E L L S /-


CAST WHEN   : Any Time
AFFECTS     : 1 person
DIOS restores from one to eight lost hit points to a party member. It will not
bring the dead back to life.

CAST WHEN   : Combat
AFFECTS     : 1 monster
BADIOS inflicts from one to eight hit points of damage upon a monster. It is
the inverse of DIOS.

CAST WHEN   : Any Time
AFFECTS     : Entire Party
MILWA causes a softly glowing magical light to accompany the party,
illuminating more of the Maze. The light lasts only a short time.

CAST WHEN   : Combat
AFFECTS     : Entire Party
KALKI reduces the AC (Armor Class) of all party members by one point, and thus
makes them harder to hit.

CAST WHEN   : Combat
AFFECTS     : Caster
PORFIC lowers the AC of the caster by 4 points. The effect lasts for the rest
of the combat.


CAST WHEN   : Encounter (Combat and NPC)
AFFECTS     : 1 NPC/1 group
When KATU is cast in combat, it attempts to charm the monsters, thus preventing
them from attacking the party. Any monster charmed will likewise be easier to
hit. When cast in non-combat situations (interactive encounters), the spell
attempts to charm the Non-Player Character (NPC) so that it regards the party
in a friendly manner.

CAST WHEN   : Looting
AFFECTS     : Caster
CALFO permits the caster to determine the nature of a trap on a chest with
excellent reliability.

CAST WHEN   : Combat
AFFECTS     : 1 group
MONTINO causes the air around a group of monsters to stop transmitting sound,
thus preventing them from casting spells!

TRANSLATION : Locate Dead Soul Or Body
CAST WHEN   : Camp
AFFECTS     : Caster
KANDI gives direction of the person the party is attempting to locate and
retrieve relative to the position of the caster.


CAST WHEN   : Any Time
AFFECTS     : Entire Party
LATUMAPIC reveals the true names of all the monsters you meet. The effects of
this spell are long-lasting.

CAST WHEN   : Any Time
AFFECTS     : 1 person
DIALKO cures paralysis, and wakes up someone who is asleep.

CAST WHEN   : Combat
AFFECTS     : Entire Party
BAMATU is a triple-strength KALKI spell. It reduces the AC of each party member
by three points for the duration of the combat.

CAST WHEN   : Any Time
AFFECTS     : Entire Party
Like MILWA, LOMILWA causes a softly glowing magical light to accompany the
party, illuminating more of the Maze. The effects of LOMILWA, however, last
much longer.

CAST WHEN   : Combat
AFFECTS     : 1 monster
HAKANIDO attempts to drain the monster of high level magic power, thus reducing
the level of spells that it is able to cast.


CAST WHEN   : Any Time
AFFECTS     : 1 person
DIAL is an improved DIOS spell. It restores 2-16 hit points to a party member.

CAST WHEN   : Combat
AFFECTS     : 1 monster
BADIAL is the inverse of DIAL. It inflicts 3-32 hit points of damage upon a

CAST WHEN   : Any Time
AFFECTS     : 1 person
LATUMOFIS removes the effects of poison.

CAST WHEN   : Any Time
AFFECTS     : Entire Party
MAPORFIC is an improved longer-lasting version of PORFIC. This is the best,
overall defensive spell.

CAST WHEN   : Combat
AFFECTS     : 1 group
BARIKO sends blades through a single monster group and causes 6-15 hit points
of damage.


CAST WHEN   : Any Time
AFFECTS     : 1 person
DIALMA is an improved DIAL spell. It restores 3-24 hit points to a party

CAST WHEN   : Camp
AFFECTS     : 1 person
DI attempts to resurrect a dead character. If successful, the restored
character will have but one hit point. If the spell fails, the dead character
will dwindle to ashes! Unfortunately, DI cannot resurrect a character who is in
such an ashen mess. This spell is not as effective as the one cast by the
Priests of the Temple of Cant.

CAST WHEN   : Combat
AFFECTS     : Entire Party
BAMORDI attempts to summon one group of monsters from the elemental planes to
fight for the party.

CAST WHEN   : Combat
AFFECTS     : 1 monster
MOGATO attempts to banish one monster of the Demon-type variety back into the
planes from which it originated.

CAST WHEN   : Combat
AFFECTS     : 1 monster
BADI attempts to give the target a heart-attack. It successful (and the target
must have a heart for this to be so) the monster dies!


CAST WHEN   : Any Time
AFFECTS     : Entire Party
LOKTOFEIT causes all party members to be teleported back to the Castle with all
of their equipment and gold. One side effect- after it is cast, the caster
forgets the spell and must relearn it. There is a chance this spell will not

CAST WHEN   : Any Time
AFFECTS     : 1 person
MADI totally restores the recipient to perfect health, so long as he or she is
not dead or worse. It is important to recognize that in the world of Wizardry,
there are things that are worse than death.

CAST WHEN   : Combat
AFFECTS     : 1 monster
LABADI drains all but 1-8 hit points from one monster, and is able to channel
that energy back into the caster, healing him or her for a substantial amount
of the damage drained from the monster. Monsters casting the spell are likewise

CAST WHEN   : Combat
AFFECTS     : 1 group
KAKAMEN does 18-38 damage on one monster group.


TRANSLATION : Meteor Winds
CAST WHEN   : Combat
AFFECTS     : All Monsters
MABARIKO pelts all monsters with boulders doing 18-58 damage.

TRANSLATION : Blessed Favor
CAST WHEN   : Camp
AFFECTS     : 1 person
IHALON grants a special favor to one party member. The spell is forgotten after
being cast, and must be relearned.

CAST WHEN   : Combat
AFFECTS     : 1 group
BAKADI attempts to slay outright all of the monsters in a group.

CAST WHEN   : Camp
AFFECTS     : 1 person
KADORTO restores the dead to life, even those reduced to ashes! It also
restores all of the recipient's hit points. As with DI, there is a chance that
KADORTO will fail. If a character who is in ashes fails to be resurrected by
KADORTO, he or she will be lost forever.

                           <> FIN DE LA PARTIE 5 <>

                                                Rueil-Malmaison, le 19/02/89.


                      ! SPECIAL NOTES ABOUT THE SPELLS !


Some monsters are able to resist many of the kinds of spells that would
normally affect them; fire spells or death spells are a couple of examples. For
some unknown reason, these monsters were born (or hatched or fabricated) with
this resistance ability! However, some of your characters' spells can be of
value in defeating these no-gooders. Magic Screens (CORTU) and Fizzle Fields
(BACORTU), although they do not affect the monster directly, cannot be resisted
by the monster, so it reduces its defenses.

Both Magic Screens and Fizzle Fields have a relative strength, based upon the
level of the person casting it. For example, your level 8 Mage could most
likely fizzle the spell of a level 7 Mage; however, it could hardly be
expected, except by a fluke, to cause a spell cast by a Level 25 Mage to
fizzle. Luckily, the effects of these spells are cumulative, that is, two Magic
Screens are better than one.

Both Magic Screens and Fizzle Fields deteriorate with every round of combat as
the opponents' spells bash off them. Don't expect them to last forever! If you
want to keep up your defenses, you will have to replenish the fields and
screens by casting the spells again.

Also, the Anti-Magic spell PALIOS can help the party should it find itself the
victim of a Fizzle Field, or it can reduce magic screens erected by the
monsters. Of course, it has to be successfully cast to have an effect, and
should the party find itself in a Fizzle Field too strong to cast through, the
only thing to do is wait it out and hope that the Fighters are up to snuff.

Although Magic Screens can often prevent damage from Breath attacks as well as
magic ones, substances in the breath tend to reduce the screen very quickly.
Monsters do not use mouthwash.


Summoning spells are extremely powerful, in spite of their random choosing.
When the caster raises both hands high in the air and intones the magical
manuscript, the astral gates open (hopefully), and monsters arrive to help the
party. Sometimes, a brood of lowly skeletons will appear...ah, but...perhaps a
monster with even greater abilities than your party could ever hope to possess
will explode through the gates to terrorize the unlucky onlookers!

As long as the gate has not been recently opened, the summoning spells will
usually work. However, once you have summoned one group of monsters, you may
not summon another group until the first group dies or the encounter is ended.

Yet, there is still another large benefit to the summoning process! Often the
monsters that the party is fighting will attack the conjured monsters instead!
In other words, the attacks means for your characters will be absorbed by the
monsters, saving you the pain (not to mention the healing spells)! If all of
the monsters are killed off fending for your life, don't despair; the gates
will be available for summoning again.

                                 ! GLOSSARY !

AGE: As adventuring in the Maze is a strenuous occupation, characters over the
age of 50 will gradually become more feeble. Eventually characters can die of
old age.

ALIGNMENT: A character's ethical bent; either good, neutral or evil.

ARMOR CLASS: The degree of protection from attack enjoyed by an adventurer.

CASTLE: The center of activity in the game. The Tavern, Adventurers Inn, Temple
and Trading Post are located in the Castle. The Training Grounds is nearby and
the entrance to the Maze is situated directly underneath.

CHARACTER: One of up to twenty persona through whom you live out an adventure.
Each character has unique capabilities, strengths and weaknesses, partly
determined by the player, partly by luck and partly by experience. A group of
up to six characters adventuring together make up a party.

CLASS: A character's occupation. Classes include Fighter, Mage, Priest, Thief,
Bishop, Samurai, Lord and Ninja.

DEATH: What happens to characters when their hit points go to zero. Death is to
be avoided, as getting yourself resurrected is inconvenient and expensive.

DECKARD: La personne qui s'est casse le cul a tapper cette doc uniquement pour
que vous puissiez jouer a ce superbe jeu de role qu'est Wizardry V. So thanxx

DIVVY GOLD: All the party's gold is pooled, and then split evenly among the
party's members.

EQUIPPING ITEMS: The process of placing some of a character's own items in a
position to be used during combat.

EXPERIENCE POINTS: A numerical representation of a character's proficiency.
Party members surviving fights with monsters earn experience points based on
the difficulty of the encounter. When characters accumulate enough experience
points, they may become more powerful by attaining to a higher level.

FIZZLE FIELD: A magical barrier erected in front of a monster group causing
their spells to fizzle before they reach the party.

GOLD: The currency in circulation in and around the Castle.

HIT POINTS: The amount of damage a character can sustain before death.

IDENTIFY AN ITEM: Determine the true nature of an item. Bishops can perform
this function without charge; Boltac will help you out for a modest fee.

ITEM: An object carried or found by characters. Items include weapons, armor
and other things with which characters may equip themselves from time to time.
Items may be traded among characters or bought and sold in the Trading Post.
Some items have magical and/or cursed properties.

LEVEL: The word "level" has three distinct meanings in Wizardry. The
Characters' level of ability gradually rises with experience. Spells have seven
different power levels. The Maze has several floor levels.

MAGIC SCREEN: A magical barrier erected in front of the party to prevent or
reduce the affects of a monster's spell.

MAP: What every adventurer needs to negociate the corridors of the Maze. It is
a drawn representation of the Maze with coordinates, doors and the like.

MARKS: The number of monsters a character has killed.

MASTER DISKETTES(S): The diskette(s) included in the Wizardry package. You
never play on the Master Diskette. Instead, you make a copy of it (called the
Scenario Diskette), and play on the copy.

MAZE: The system of underground passageways in which the adventure takes place.
The party travels through the Maze questing for adventure, loot and the
resolution of their mission. The Maze is displayed in 3-D perspective.

MONSTERS: Creatures found in the Maze, usually hostile to members of your
party. Monsters travel in groups, as your characters do, and sometimes guard
treasure chests.

NON-PLAYER CHARACTER: A monster that you meet in the game with which you can
interact on a level other than only fighting. Often, these characters have
valuable clues and items for successful completion of the Scenario.

PARTY: A group of up to six characters assembled from the roster for an
expedition. Party members must be of compatible alignment.

POOL(ING) GOLD: Assigning all the gold held by the party to a single character.

RACE: A character belongs to one of 5 races: human, elf, dwarf, gnome or

RIP: The number of times a character has been killed.

ROSTER: The field of characters from which several may be selected to adventure
together. Up to twenty characters may reside on the roster.

SCENARIO DISKETTE(S): A copy of the Master Diskette(s) which you must make to
play the game.

SPELL: A magical formula used to invoke supernatural aid. Certain character
classes are particularly adept at learning spells. To cast a spell, you must
know it and have an appropriate spell point.

SPELL POINTS: Each spell point lets you cast one spell of that particular

STATUS: A description of what condition your characters are in.

SWIMMING POOLS: Magical watering holes into which party members may dive to
varying depths to their benefit, or perhaps, detriment.

TRAP: One of a number of nasty gadgets that can either be attached to treasure
chests or strategically placed in the Maze.

TREASURE: Gold and valuable items found in the Maze, usually guarded by

TREASURE CHEST: A sealed box, frequently guarded by monsters, containing gold
and items. May be hard to open and may not treat you very nicely even if you do
eventually get it open.

YOU: Have reached the end of the doc. Now go have some fun! Enter then, if
you dare, the Heart of The Maelstrom.

                               <> THE END !! <>            O U F  !!!

                                                Rueil-Malmaison, le 19/02/89.