User manual GAMES PC WIZARDRY 6-BANE OF THE COSMIC FORGE

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[. . . ] Proving Grounds of the Mad Overlord also introduced computer enthusiasts to phased (as opposed to "real-time") combat. While real-time games and their passing flash tested players with their requirements of arcadelike dexterity, the Wizardry series instead sought to challenge the mind allowing players time to consider their moves, weigh the alternatives, and prepare a plan that will lead them to victory. And, while a phased system emphasized strategy, it also opened the imagination's wonder to an adventure's potential and the intricacies of its story. The Wizardry series would go on to inspire a movie, a television show, classical and modern music, and its own line of books, both comic and drama. [. . . ] Just in case your party dies or falls into a deep pit, you will have your save game to rely on. Each time you save your game, Wizardry will allow you to give your save game a file name (or to keep the same name) and a folder or directory. Warning: When Wizardry saves your game, it overwrites a previous save games with the same name. You may want to use different file names or different disks to preserve older save games. SAVE GAME & QUIT: Saves your characters' progress and returns you to the Master Options menu. From there, you can quit the game or select Load Savegame to begin play again. Just like the Save option above, you can tell Wizardry where to save your game and what to name the file. If you save your game to a floppy disk, it must be formatted ahead of time. QUIT - NO SAVE: For those dreaded times when your party meets something that's just too much to handle, select this option. Wizardry will return you to the Master Options menu and forget about whatever happened. Whenever For Rest After a hard day's adventuring, there's nothing quite like a campfire to soothe the soul. Whenever you select the Campfire icon, your characters bed down for the night. Of course, there's always a chance that your final heave may be less that you expected it to be. Unlike picking locks, if you fail to force the door open, it will not jam. Steppi Knock-Knockin' on the Door If you can't seem to find the right item, the door is jammed, or your thief isn't doing so well, there's still a chance that you can open a locked door. Cast the spell (remember the power of the lock on the door when you are casting your spell), and hopefully, if the spell power is enough, all of the monsters' efforts to keep you out will have been in vain. When you cast KnockKnock, you will see either "Success" or "Failure". However, if you see "Jammed", it means you encountered a magically jammed door, against which Knock-Knock is powerless. You will need a special item to open it - or you may never get in. Wizardry Gold As the tumblers shift, the chance boxes below change color to reflect the current position of each tumbler. When a chance box is green, the tumbler is in the proper place - press its button to keep it that way!Once you have successfully calibrated each tumbler, the door will open, allowing your party to get into the goods. Occasionally, however, you may flip a tumbler when it's yellow and slightly out of whack. In most cases, the tumbler will begin to shift again, allowing your thief another chance. On the other hand, if the tumbler is red and totally out of place, you will likely fail in your attempt; there's also a chance the tumbler may jam in the lock! [. . . ] BOW: The flair of handling any bow which fires arrows and is used as a weapon in combat. SHIELD: The art of using a shield effectively to block an opponent's blow while fighting or parrying. HANDS & FEET: The talent of using one's hands and feet as lethal weapons to strike and hopefully kill an opponent. 484 Wizardry Gold Academia Skills Academia skills affect a character's ability to learn and understand matters intellectual. These skills also affect the magic users' ability to learn and understand spells. [. . . ]

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