User Guide
Save Game Drive: Wizardry is currently set to save your game in the current
directory which is the default when Save Game Drive is left blank. However, you
may select any drive and path you like to save your games to. Refer to your
system's reference card inside this package for further information. Remember,
your save game disks must be formatted ahead of time.
Scenario Drive: This option allows you to tell Wizardry where it should look for
its information. You'll see two different boxes: the first is for your primary drive,
the second is for your secondary drive. Since each system is different in its
hardware setup, refer to your system's reference card inside this package for
further information.
To move between the choices, use the [UP] and [DOWN] arrow keys. To change the
current selection, use the [LEFT] and [RIGHT] arrow keys.. When you are finished,
highlight "Exit" and press [ENTER].
Locked Doors
Certain doors have been locked for one reason or another. In most cases, creatures
have things they want to protect or places they don't want you to go. When you come
across a locked door, you will see a message informing you of your sudden roadblock.
But don't be disheartened. It's quite possible for your characters to open such doors.
Remember, however, that some locks may require a special key.
Open
The "Open" option puts your characters into action. Any character with a talent for
picking locks (skullduggery) or the strength of a troll will find this option useful.
When you select "Open", you'll see two options, "Force" and "Pick". Once you select
one or the other, there is no turning back - your tools are already in the lock or your
character is hefting him- or herself against the door.
Force: The character moves back, grimaces, and then slams into the door.
Without question, you're relying on your character's strength to bash the door in.
On your screen, you'll see the strength of your character (top line), and the strength
of the door (bottom line). When your character's strength exceeds that of the door,
press [ENTER], and the door will open. Of course, the longer the character strains
to open the door, the more stamina he or she uses. Eventually, if your character
strains long enough, he or she will slump to the floor, entirely exhausted.
Pick: The thief pulls a bundle of tools from his backpack, and setting them
beside the door, begins to work on the lock. The tumblers move inside, and
you're waiting for just the right moment, the right combination to open the lock.
Characters with a solid knowledge of skulduggery seem to have a knack for
finding that combination. On your screen, you'll see the tumblers moving and
shifting inside the lock. When they are in the right location, the tumblers will be
green. When you see a clear line of green, the time is right. Press [ENTER].
If you successfully pick the lock or force the door down, it will open. If not, there's a
chance that the lock may break during the attempt. If the door doesn't open, it may
become jammed; you won't be able to pick its lock, and without the strength of Zeus,
it will be hard to force it open.
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Bane of the Cosmic Forge