White Magic =========== Introduction ------------ Where Good embodies Bad and Fantasy becomes Reality White Magic is a unique arcade adventure in which you can actually transform between all four characters at any time during play. It features 32 massive action-packed levels filled with aggressive evil guards and trolls, haunting ghosts and spectres, curious objects to find and use, transporters and much, much more. To complete the game you must survive all 32 levels, each with its own theme. Certain characters will fair better than others on different levels and it is your job to know when to transform between characters if you are to succeed. White Magic is not a game for the faint-hearted; it is a fast-action game which requires fierce hand-to-hand combat and frantic weapon fire. Each character has his or her own levels of energy, weapon strength, magical power and armour. And by carefully collecting the artefacts as you progress through the levels you can develop each of the characters to their maximum potential. Artefacts can be useful or harmful and include such things as potions, spellbooks, amulets, time-bombs, swords, time-pills, scrolls, shields, ammo-boxed, staffs and rings. White Magic puts you amongst heroes in a world of magic, danger and adventure. Is it all just a dream? 1. Kaldor The Leprechaun This skilled archer has little in the way of strength or armour but has two unique magical gifts. Firstly his ability to run like the wind can prove very useful to avoid hoards of enemies and to save precious time. Secondly he alone can leap over otherwise insurmountable mighty tree trunks. 2. Cheysul The Titan This huge being has incredible strength and a massive axe allowing him to quickly annihilate all fores in ihs path. His great strength enables him alone to push gigantic casks out of his way. But he only has limited magical powers making his use of potions quite ineffective. 3. Moriana The Warrior Moriana is a fearless warrior. What she lacks in brute strength is easily compensated by her body armour and sculptured shield. This is complimented by a razor-edged sword and makes her highly effective in hand-to-hand combat. And she alone can hack down the rank vines that can hinder progress. 4. Mandrake The Enchanter A 200-year-old exponent of the Art of White Magic who can cast potions of great strength weakening all adversaries opposing him. He can also hurl deadly fireballs with great accuracy but has little armour and is severely weakened if he attempts hand-to-hand combat. He alone can cross the magic pentagrams blocking vital passageways. Game Objective -------------- To complete White Magic, you must survive all of the 32 levels starting from level 1 and without using jump level feature. To complete a level you must collect all of the treasure, find the large Master Key and escape through the trap door hidden somewhere on each level. Your game will end if one of your characters dies or your time runs out on any level. Playing Guidelines ------------------ Most of the instructions you require are given before the game starts. Memorise these carefully as there are many artefacts and hazards. Opponents --------- Ghosts and Spectres These live in skeletons and will periodically appear if the skeletons are not destroyed. They cannot take much damage in combat but can still cause serious harm. Spectres differ from ghosts in that they are sometimes more persistent in their pursuit. Guards and Trolls These live in huts and will periodically appear if the huts are not destroyed. They are heavilty armoured and can take a lot of damage. They also inflict quite a lot of damage in hand-to-hand combat. Trolls are sometimes particularly nasty. Combat ------ Missile Fire This involves the character firing his missiles at the opponents. This is the best form of combat as it is possible to inflict damage with no risk. Hand-To-Hand This form of combat is more dangerous. When an opponent touches you it will drain your health. To fight back you must move into the opponent as just standing there will do nothing. The combat ends when either you or the opponent is dead. Character Attributes -------------------- Each character has 7 attributes displayed on the screen. These are as follows: KE - This is the number of keys the character is holding. PO - This is the number of potions the character is holding. AR - This is the character's armour value. Minimum armour is 1 and maximum is 9. WS - This is the character's weapon strength. Minimum strength is 1 and maximum is 9. NW - This is the maximum number of weapons the character can fire at one time. Minimum is 1 and maximum is 3. MA - This is the character's magical power. This dictates the effectiveness of the character casting a potion. HE - This is the character's health. When this reaches 0, the character dies. Game Controls ------------- Z - West, X - East, : - North, / - South, RETURN - Fire Weapon, P - Use Potion 1 - Summon Leprechaun, 2 - Summon Enchanter, 3 - Summon Titan, 4 - Summon Warrior S/Q - Sound On/Off, COPY/DELETE - Pause On/Off, E & ESCAPE - Quit Game Screen Designer --------------- The following shows the order of the various files on the cassette and how to load the various sections: 1. Instructions (CHAIN"INSTRUCT") 2. The Game (CHAIN"MAGIC2GAME") 3. The Level Designer (CHAIN"DESIGNER") 4. The 32 Game Levels Designer Cursor Controls Editing Cursor: Z - Left, X - Right, : - Up, / - Down RETURN - Place character, DELETE - Erase character, SHIFT - Place invisible wall Selection Cursor Controls A - Left, S - Right, P - Up, L - Down 1/2 - Load/Save Level, 3 - Start New Level, 4 - Redefine colours for the game, 5 - Catalogue 0 - Advance Selection Sheet, ESCAPE - Quit from catalogue option/Always return to editing Although there may seem to be a lot of keys, they are actually quite easy to remember and logically laid out. The display comprises of five main parts: 1. The large window to the left - This is the level map. (For editing cursor controls, see above.) 2. The rectangular window at the bottom right - This is where the map components are displayed. There is more than can be displayed so press "0" to advance to another sheet. 3. The square window marked "USING" - This shows the full size version of the component under the selection cursor. 4. The square window marked "THERE" - This shows the full size version of the component under the editing cursor. It shows "INV" when the editing cursor is over an invisible wall. 5. The top right window - This shows a reminder of the functions of the 1, 2, 3, 4, 5 and 0 keys. Pressing RETURN places the component under the selection cursor on the map. Pressing DELETE places a blank floor section on the map. Pressing SHIFT places an invisible wall section (a solid block) on the map. If you try to place more than seven teleporters or twelve sliders, the computer will make a tone and refuse to place the component. Note: When designing a level you must place a solid outer border all the way round the screen. This must be made of a solid wall section. Loading A Level --------------- When you select this option the computer will ask which level is to be loaded. If the wrong level is chosen, pressing ESCAPE will quit but the level in memory will be wiped. Once the level has loaded, you will be asked for the passcode that was given when it was saved. If the correct passcode is not given then the level is wiped from memory. Saving A Level -------------- You must always save to a separate tape. When you select this option the computer will first check over the level in memory and will refuse to save it if: 1. The outer border has a component in it which could be taken or walked through by the character. 2. There is no master key in the level. 3. There is no trapdoor in the level. You will then be asked which level it is to be saved as, answer 1 to 32. You will then be asked to enter the title for the level and the time limit. Then place the position of the starting cursor (i.e. the Leprechaun). This position will always be somewhere in the top left corner of the level. You can move the flashing cursor with the editing keys. If there are any teleporters in the level than you will be asked to set the destinations for each one in turn. Each teleporter will be highlghted in turn and you must move the flashing cursor to your chosen destination point. When this is finished, you will be prompted to get the tape ready to save and press RETURN. The level is saved and a passcode is displayed. Take a note of this as it is needed to load the level at a later date. Wiping A Level -------------- When selected this option will ask for confirmation that the level is to be wiped. Press Y and the level will be cleared from memory. Redefining The Colours ---------------------- When selected, this option will bring up a window showing the three colours to be used in the level. Pressing 1, 2 and 3 will cycle colours 1, 2 and 3 respectively through the eight available colours. Press RETURN to finish. Catalogue --------- This option will print a catalogue of the files. Press ESCAPE to return to editing mode. To play a designed level, load the main game and select the level from the title screen. Press SPACE and insert the tape. The level will load and you can playtest it. Loading ------- Tape: CHAIN"" (RETURN) Disc: SHIFT-BREAK