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2001-10-17
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[Ed. note: Have fun, and don't blame me for the horrid
hyphenations -- I copied 'em as-is. ;)]
SWORDS & SERPENTS: GAME PROGRAM INSTRUCTIONS
(front pic : big black knight, with a dragon as his shield emblem, standing
by a small treasure chest)
The old King lay dying. His son, the Warrior Prince, leaned closer
to hear his ailing father's final words.
"Would that I could die as I was born, in our family's ancestral
land!" The ancient one struggled for breath. "Reclaim our con-
quered Kingdom, my son. Defy the Sinister Serpent! Prevail
against its henchmen! Restore our tarnished pride!...Defy...pre-
vail...restore...." With that, the withered monarch breathed his
last.
The Warrior Prince, much moved, stood slowly. He unsheathed
his broadsword, and, holding it high above his head, he sol-
emnly intoned, "Defy. Prevail. Restore. I vow it!"
CONTENTS
4 Goals
5 Quest Selection
5 Game Variations
6 Quick Quest
8 Hand Controllers
9 The Quest Begins
10 Evil Adversaries
10 Phantom Knights
10 Red Sorcerers
11 Defenses
11 The Enchanted Sword
12 Map of Level 1
14 The Wizard's Defenses
14 Casting Spells
14 Acquiring Spells
15 Spells
16 Injuries, Cures, And Reincarnations
16 Injuries
16 Cures
17 Reincarnations
18 Tracking Down Treasures
18 Storing Treasures
19 Lower LEvels
20 Transport Scrolls
21 Scoring
22 Tactical Tips
THE WARRIOR PRINCE RETURNS!
The Warrior Prince sought out Nilrem, faithful wizard to the Royal
Court now in exile.
The Prince found Nilrem in a musty cave. The old Wizard was frail,
but his spirit and his spells were still strong. Nilrem rejoiced at
seeing the young Prince.
"I foresaw your coming; I know your great purpose!"
"Then tell me, wise Wizard, what I must needs know."
"Very well, my Prince. You must recapture your family's ancestral
castle, known now as the Fortress of the Sinister Serpent. Collect all
the enchanted treasures you can find. Store them in the chest on
the first Level of the Fortress. Once stored, these treasures will earn
you valuable valor points -- and may help preserve your life!"
"But take care! Legions of Phantom Knights guard the corridors of
the Serpent's Fortress. They glide through walls. No mortal is equal
to their villainy. Beware, too, of Red Sorcerers. They appear in white
clouds of smoke and cast powerful firebursts. Man does not know
their like."
"How am I to survive where others have fallen?" asked the Prince.
Nilrem touched the Warrior Prince's sword. It glistened brilliantly. The
Wizard knocked twice on the breastplate of the Prince's armor. It
turned pure white. The old magician placed his hand on the
Prince's forehead. The young Knight felt the strength of ten men
pulse through him.
"This sword will serve you well against your foes. Your armor will di-
minish the force of their attacks. Should you fail, you will yet rise nine
times. Learn the secrets of the Serpent's Fortress. Be brave, my
Prince."
The young man paused. He at last said, "Ancient One, you do me
a great service. Would that I could repay it!"
"You can, noble Knight, if you would but take an old Wizard with
thee."
"Done!" exclaimed the Prince.
GOALS
Help the Warrior Prince and the Wizard Nilrem as they collect
treasures and battle the forces of the Sinister Serpent!
+ Locate and pick up treasures on each of the 4 Levels of the Fortress.
+ Store treasures in the chest on Level 1 to earn valor points.
+ Battle Phantom Knights and evil Red Sorcerers.
+ Find the key on each Fortress Level. With it, the Warrior Prince and
Nilrem can move to the next Level where they'll find more treasures --
and trials!
+ Learn the secrets of the Fortress by investigating mystical scroll
rooms. Nilrem can acquire potent spells!
+ Locate the lair of the Sinister Serpent!
NOTE: Nilrem the Wizard appears in two-player versions. In the
one-player game, the Warrior Prince moves through the Fortress alone.
QUEST SELECTION
When the SWORDS & SERPENTS title appears, select a game by pressing:
+ 1 Player, 2 Player or 2 Player Magic on the right controller.
+ Next, press "Enter."
[Note: these correspond to 1, 2 and 3 on the right controller. -- JC]
GAME VARIATIONS
1 PLAYER VERSION:
The Warrior Prince battles alone, attempting to learn the floor plan
of the Fortress and as many of its secrets as he can.
+ Use right keypad cover on either controller.
2 PLAYER VERSION:
The Warrior Prince and the Wizard Nilrem join forces against the
Sinister Serpent. The Wizard begins with one magic spell, and
acquires others as he proceeds.
+ Right controller: Warrior Prince.
+ Left controller: Nilrem the Wizard.
2 PLAYER MAGIC VERSION:
The Warrior Prince and the faithful Wizard engage the forces of
evil, but this time the Wizard begins with four magic spells.
QUICK QUEST
To begin SWORDS & SERPENTS immediately, do the following:
(NOTE: Read the entire instruction manual for a full understanding
of SWORDS & SERPENTS.)
+ Select Game Variation.
+ Screen shows Warrior Prince and the Wizard (or Prince alone)
in the Fortress Store Room.
+ Use disk to move Prince or Wizard.
+ To destroy Phantom Knights or Red Sorcerers:
+ Prince must strike them with his sword before they strike him.
+ Warrior Prince is injured: loses half a life, changes color.
+ Wizard casts spells he has on hand:
+ Rotate Wizard until he faces opponent or object at which spell is directed.
+ Release disk.
+ Press desired spell on left controller keypad.
+ Nilrem is injured: loses half a life, changes color.
+ To pick up treasure:
+ Position Warrior Prince or Wizard directly over treasure.
+ Release disk.
+ Press "Enter".
+ Treasure disappears when picked up.
+ To store treasure:
+ Return to treasure chest in Store Room on Level 1.
+ Position Prince or Wizard directly over chest.
+ Release disk.
+ Press "Enter".
+ Status screen appears listing total number of stored trea-
sures, cumulative score and number of lives remaining.
+ Wizard runs out of Reincarnations (lives): he disappears from game.
+ Prince runs out of Reincarnations: game ends.
+ To read scrolls:
+ Move Wizard or the Warrior Prince directly over scroll.
+ Release disk.
+ Press "Read Scroll". [the 'Clear' button - JC]
+ Scroll message appears on screen.
+ If Nilrem reads a scroll containing a spell, he acquires that spell.
+ If either the Prince or Nilrem reads "Ye read, ye move" on a
scroll, they reappear in the transport scroll room on the opposite
side of that Fortress Level.
+ To move between Levels:
+ Locate key on current Level of Fortress.
+ Pick it up as you would a treasure.
+ Press "Enter".
+ Stairs will open. Move onto them.
+ Screen displays number of Level you've reached.
HAND CONTROLLERS
[Ed. note: pictures of overlays go here: sorry, I don't have a scanner.]
[Summary of functions:
RIGHT CONTROLLER
1 = 1 Player 2 = 2 Players 3 = 2 Players Magic
4,5,6,7,8,9: no function
Clear = Read Scroll 0 = Call Up Enter = Pick Up/Store Treasures,
Status Screen Open Stairs, Use Lantern
Disk = Move Prince of Life
Side Buttons: Warrior Prince Backs Up [Use in conjunction with disk,
you'll walk backwards.]
LEFT CONTROLLER
1 = Freeze 2 = Fireball 3 = Heal
4 = Fast Feet 5 = Invincible 6 = Destroy Walls
7 = To Chest 8 = Invinc. Wizard 9 = To Knight
Clear = Read Scroll/ 0 = Call Up Enter = Pick Up/Store
Acquire Spells Status Screen Treasures, Open Stairs,
Use Lantern of Life
Disk = Move Wizard Side Buttons: Wizard Backs Up
]
THE QUEST BEGINS
The noble young Prince and the ancient Wizard must make their
way through the murky passageways of the Fortress.
+ Their journey begins in the Store Room on the first Level.
+ Guide the Prince with the right, and the Wizard with the left, controller.
+ To move the Prince or Wizard forward, press that disk edge in the
desired direction.
+ To make the Prince or Wizard back away from an approaching foe:
+ Press and hold either top side button. [Ed.: Bottom works too, I think.]
+ Press disk in direction you wish the Prince or Wizard to face.
+ The Prince appears at the center of the screen throughout the quest.
+ If the old Wizard wanders out of view, he cannot return until the
Warrior Prince finds him. He paces impatiently and may be in a
slightly different location when found.
[screen shot here; the Prince is about to be sliced and diced by Knights]
Before leaving his cave, Nilrem passed his hand over a still pool of
water. The surface now reflects the interior of the Fortress. The view
is from above looking down.
EVIL ADVERSARIES
"Wizard, what are these black shades and foul-smelling smoke-belchers?"
PHANTOM KNIGHTS [These look like your Prince, but are jet black, with a
black sword held in front of them.]
"These dark attackers are Phantom Knights, my lord. Legend tells
us that any mean mortal who betrays his sworn oath to the hal-
lowed Code of Valor must, in afterlife, roam forevermore. The
Sinister Serpent has legions of these vicious, mindless minions."
+ Phantom Knights can move through walls.
+ They attack the Wizard and Prince from all sides.
+ Since they are spirits, Phantom Knights move faster than the
Wizard or the Warrior Prince.
+ If the Warrior Prince or Wizard is struck by a Phantom Knight, he
loses half a life.
RED SORCERERS [These look like Nilrem, but are bright red. An amorphous
red blob is pictured shooting from one; this is a fireburst.]
"The stinking smoke-spewers," the wizened Wizard continued, "are
evil Red Sorcerers. They are apprentice warlocks. Should they sur-
vive a millenium in the service of the Sinister Serpent, they may lay
claim to a castle and a kingdom of their own. However," the
Wizard added dryly, "as Red Sorcerers are not very bright, and
know only one spell, this rarely happens. Still, my Prince, beware!"
+ Red Sorcerers appear in puffs of sulphuric smoke.
+ They fling deadly firebursts at the Prince.
+ Because his magic is stronger and purer, and as they are not
very bright, Red Sorcerers cannot detect the Wizard Nilrem's presence.
+ Even so, Nilrem can be injured if he gets in the path of a
fireburst intended for the Warrior Prince.
+ If the Prince or Nilrem is struck by a fireburst, he loses half a life.
DEFENSES
THE ENCHANTED SWORD
Armed with his enchanted sword and shielded by his magical armor,
the Warrior Prince takes on all evil adversaries.
[picture of the Prince facing off against a Phantom Knight; the Prince
is, of course, the white one holding the bright yellow sword.]
The Warrior Prince destroys evil adversaries by striking them with his
sword -- before they hit him!
The Prince can resist a fireburst flung by a Red Sorcerer!
+ When a Red Sorcerer appears, rotate the Prince until he faces his opponent.
+ When the Sorcerer flings his fireburst, the Prince can spear it.
[This is a picture of the Prince looking at a detailed map of Level 1.
I have no scanner, so I'm not even going to think about drawing this
in ASCII. The level is roughly rectangular, with the Store Room on the
far left, centered vertically. There are four scrolls pictured: one
right next to the Store Room, two slightly more than halfway across the map
horizontally (one at the very top, one beneath the vertical midpoint), and
one in the upper right hand corner of the map.]
THE WIZARD'S DEFENSES
Nilrem, like most wizards defends his friends and himself with
magical spells.
CASTING SPELLS
+ Nilrem must face the opponent or object onto which the spell is being cast.
+ Release disk.
+ Press desired spell.
ACQUIRING SPELLS
Nilrem the Wizard acquires most of his spells by reading magi-
cal scrolls. The Sinister Serpent has carelessly left these potent
parcels lying around the Fortress.
Each spell the Wizard acquires increases the Warrior Prince's
chance for success!
######
[Picture of scroll: # ##
## #
# ## -- roughly tan-colored.]
# ##
## #
# ##
######
+ To read a scroll: Move the Wizard directly over the scroll.
+ Release disk.
+ Press "Read Scroll." ['Clear'.]
+ Scroll legend appears.
[Note: If you're not perfectly centered over it, you may just see
a blank screen.]
+ The Wizard Nilrem acquires ten uses of that spell.
+ Nilrem can replenish his supply of a spell by reading scrolls time and again.
+ The Wizard Nilrem never carries more than ten uses of a spell.
("A good wizard always practices moderation," he adds sagely.)
+ Keep track of where certain spell scrolls lie on each Level of the Fortress!
NOTE: The Warrior Prince can read scrolls, but only Nilrem can acquire spells.
SPELLS
Nilrem can acquire marvelous magical spells in his journey
through the Sinister Serpent's Fortress.
These are the nine possible spells Nilrem can find and use:
# Wizard Begins With
Spell 2 Player 2 Player/Magic Use
------------------------------------------------------------------------------
1. FREEZE Infinite Infinite Immobilizes Phantom
Knights temporarily.
2. FIREBALL 0 3 Destroys Phantom Knights
or Red Sorcerers.
3. HEAL 0 3 Restore wounded Prince
to full strength.
4. FAST FEET 0 3 Causes Prince to walk
twice as fast.
5. INVINCIBLE 0 0 Makes Prince invincible,
but also immobile, for
a time.
6. DESTROY WALLS 0 0 Destroys most walls
on first impact.
7. TO CHEST 0 0 Carries Prince and
Wizard to Store Room on
Level 1.
8. INVIC-WIZ 0 0 Makes Nilrem invincible
and immobile for a time.
9. TO KNIGHT 0 0 Carries Nilrem to Prince
if they have been
separated.
+ Don't disturb Nilrem's concentration! When casting a spell, press
no other controller button.
+ Spells 7, 8 and 9 are what the "Necromancer's Guide to Organic
Magic" calls "non-directional" spells; the Wizard need not face in
any particular direction while casting these spells.
+ A word about magical walls: walls demolished by magic reap-
pear as solid barriers when a wizard or mortal returns to them.
INJURIES, CURES AND REINCARNATIONS
INJURIES
The Warrior Prince and Nilrem begin their quest with nine lives
each.
+ Each injury costs that adventurer half a life.
+ When struck, the Prince or Wizard is temporarily stunned and
cannot move. Press disk again when flashing stops.
[pics of gray Prince and purplish Wizard]
+ Warrior Prince loses first half of a life: he turns from white to gray.
+ The Wizard Nilrem loses first half of a life: he turns from light
to dark blue.
CURES # ###
[picture of Lantern of Life: it's yellow, # ## #
and looks vaguely like the #### #
ASCII drawing at right.] ###
#
###
+ If the wounded Prince or Wizard locates a Lantern of Life he can
regain the half a life he has lost.
+ Position the injured adventurer over Lantern.
+ Press "Enter".
+ When healed, the Prince or Wizard returns to his original color.
NOTE:
+ Lanterns are not treasures and cannot be picked up.
+ Lanterns only heal the injured Prince or Wizard and cannot
restore lost Reincarnations.
+ The Wizard can restore half a life to the injured Warrior Prince by
casting a "Heal" spell, if he has one.
+ The Wizard cannot heal his own wounds.
REINCARNATIONS
+ An injury after the loss of half a life kills the Prince or Wizard.
[picture of Phantom Knight standing next to a blue X]
A flashing "X" marks the spot where the stricken adventurer has fallen.
Once the Prince or Wizard loses a life, he draws on his supply of
Reincarnations. After a brief pause, that adventurer reappears
and is ready for action.
+ To keep track of the number of Reincarnations the Prince and
Wizard have left, consult the status screen at any time.
+ Press "Status" [0] on either controller.
[picture of sample status screen:
Reincarnations
Knight: 9 _ Number of Lives Left
Wizard: 8 /
Treasures
Inhand: 3 -- Number of Treasures Prince and Wizard are Carrying
Stored: 5 -- Number of Treasures Stored
Value: 250 -- Total Value of Stored Treasures]
+ If Nilrem uses all his Reincarnations, he disappears and the
Prince continues on alone.
+ If the Prince exhausts his supply, the quest ends.
TRACKING DOWN TREASURES
The adventurous pair seeks to recover valuable treasures strewn
around the Serpent's Fortress.
[picture of Prince standing next to a black helmet]
+ To pick up a treasure:
+ Position Prince or Nilrem directly over treasure.
+ Release disk.
+ Press "Enter".
+ Treasure disappears when picked up.
+ The Warrior Prince or the Wizard can carry up to six treasures each BUT
+ Their combined total of treasures in hand cannot exceed six.
("That," says Nilrem, "prevents our taking too easy a path to suc-
cess. It is only through struggle that one gains wisdom.")
STORING TREASURES
+ To store treasures:
+ Return to the treasure chest in the Store Room on the first Level
of the Fortress.
+ Position the Warrior Prince or the Wizard directly over the chest.
+ Release disk.
+ Press "Enter".
+ Status screen appears with new score.
+ Store treasures and thrive! Both the Prince and the Wizard earn
an additional Reincarnation for every 300 points scored.
LOWER LEVELS
Hordes of Phantom Knights and Red Sorcerers began to descend
on the Prince and the Wizard soon after they had begun their
search.
"Come, my lord," insisted the Wizard. "Our presence here is known.
We must move to lower regions where treasures of even greater
value await us -- as well as the lair of the Sinister Serpent!"
+ To move down to the next Level:
+ Locate and pick up the key present on each level.
##
[picture of key: # ###### ]
## # #
Once picked up, a key cannot be lost or stored.
+ Next, find the stairs. [Ed.: Looks sort of like a box to me.]
+ Press "Enter" on the Prince's controller.
[picture of Prince with open stairs: ]||| ]
+ Stairs will open.
+ Move Prince onto stairs.
+ Screen shows the Fortress Level reached.
+ To return to higher Level: move back onto stairs.
NOTE: When the Prince moves onto the stairs, Nilrem uses magic to
follow him. He need not use the stairs.
TRANSPORT SCROLLS
"The longer we linger on any one Level, the more of the Serpent's
henchmen we'll encounter," cautioned the Wizard.
"But how can we cover all this distance so quickly, Wizard? I lack
your powers..."
"Ahh," replied the wily Wizard, "there are ways as yet unknown to
you! Listen and learn."
+ To explore a level more quickly, find a transport scroll room.
+ Position the Prince or Wizard directly over the scroll.
+ Release disk.
+ Press "Enter".
+ Legend on scroll appears: "Ye Read, Ye Move."
+ When the Wizard and Prince reappear, they will be in the trans-
port scroll room on the opposite side of that Level of the Fortress.
The Warrior Prince learns to use these transport scrolls when he
wishes to return to Level 1 in order to store treasures.
As the Warrior Prince and Nilrem the Wizard move deeper into the
cavernous Fortress, menacing Phantom Knights and Red Sorcerers
attack in ever greater numbers. Still the friends fight on.
Who can say what perils await them on the lowest Level of the For-
tress? The Sinister Serpent has a few tricks in store for even the most
seasoned and valiant of crusaders.
Can the Prince and the Wizard discover the ultimate lair of the
Sinister Serpent? What is the secret of the lowest Level?
SCORING
The value of a treasure is keyed to the Fortress Level on which it is
found.
First Level: 50 points each
Second Level: 100 points each
Third Level: 150 points each
Fourth Level: 200 points each
BONUS!!!
EARN AN ADDITIONAL REINCARNATION FOR EVERY 300 VALOR
POINTS SCORED!
TACTICAL TIPS
+ Map out the Levels of the Fortress, taking special note of the lo-
cation of transport scroll rooms and treasures. Consult the map
at the center of this booklet. [Ed.: Sorry. ;)] It can help you learn
your way around the first Level of the Fortress.
+ When battling a Phantom Knight, the Warrior Prince stands a
better chance of winning the battle if he faces the Knight and backs away.
+ Similarly, Nilrem gains more time to select and fire the appro-
priate spell if he backs away from an approaching adversary.
+ The Prince should stand guard while Nilrem stores treasures or
reads scrolls and acquires spells.
+ The Prince can sometimes avoid a Red Sorcerer's fireburst by
moving so that the Sorcerer disappears from view. This works if
the Sorcerer appears near the edge of the screen. Try it!
+ When trying to pass through crushing walls, the Prince and the
Wizard enjoy greater success if they stand at the center of the
doorway and then cross when the doors are completely open. [Ed: Well, duh.]
+ You may witness a magical moment: sometimes a sliding door
nearly closes on the Prince -- but his armor saves him. It flashes
many colors and no enemy can injure him! He battles on in an
eternal confrontation with evil.
IMAGIC VIDEO GAME CARTRIDGE TWO YEAR LIMITED WARRANTY
[information deleted]
Game Program designed by Brian P. Dougherty
(C) 1983 IMAGIC
All Rights Reserved
700009-1A
Printed in USA
Video Game Advantage WWW manual archive -- http://www.io.com/~vga2000