User Guide
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 a screen, a window will remind you of most of the
options that are available.
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.
These keys 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 forward, [L] for turn
left and [R] for turn right.
In addition to moving, you can also press:
[C] to go to Camp.
[O] to toggle some of the information windows on and off, in case you like a less
cluttered view of the Maze.
[I] to inspect the current area of the Maze for other adventurers. If a party of
adventurers gets lost in the Maze or killed, Wizardry remembers where they are. If
you start another expedition and go down to where they are, you can inspect the area.
This lets you find them and add them to your party.
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.
There must be room in your party to hold the new members. Thus, if a six
person party got killed, you would have to make 2 trips with a 3 persn rescue
party to get them all back to the Castle.
[S] to update the party status window and make it visible if it has been hidden by [O].
This is especially useful if someone is poisoned.
[T] to adjust the message delay time. 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.
[Q] to quit the current expedition. Wizardry will remember where you quit, and you
will be able to use the (R)ESTART A PARTY utility option to pick up where you left
off. You could also take a rescue party down to find the first party.
If you quit an expedition, Wizardry won't remember whether you had MILWA,
LOMILWA, LATUMAPIC or MAPORFIC spells active. These are all spells that
last for the duration of an expedition.
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Proving Grounds of the Mad Overlord