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SEGA GENESIS ARTIST'S BIO:
Kevin McGrath (second from left) is the programmer responsible for this version of The Immortal on the Sega Genesis, a feat that he feels exceeds his earlier triumph with the hit game, Populous. Kevin grew up in places like Nebraska, Minnesota, Oregon, and California, and now he lives here at Electronic Arts in San Mateo. Gary Martin, Connie Braat, and Tom Collie (pictured left to right) are the graphic animators credited for the jump-out-of-your-seat action and the grisly deaths in The Immortal. All three reside in padded cubicles at the Electronic Arts State Mental Facility (aka the Fun Factory) and despite warnings from their group therapist, continue to animate. Please join us in wishing them a speedy recovery. SANDCASTLE BIOGRAPHY
-- 1 -- CARE OF YOUR GAME
WARNING TO OWNERS OF PROJECTION TELEVISIONS: STILL PICTURES OR IMAGES MAY CAUSE PERMANENT PICTURE-TUBE DAMAGE OR MARK THE PHOSPHOR OF THE CRT. AVOID REPEATED OR EXTENDED USE OF VIDEO GAMES ON LARGE-SCREEN PROJECTION TELEVISIONS.
-- 2 -- GETTING STARTED
NEED A HINT?
CALL If you're under 18 years old, ask your parent's permission before you call. -- 3 -- CONTENTS -- 4 --
THE MORNING SUN HEATS THE JAGGED PEAKS AS YOU FOLLOW THE FORGOTTEN ROAD DOWN TO THE VALLEY FLOOR. THE BLEACHED RUINS OF GREAT COLUMNED TEMPLES AND TOWERING CITADELS RISE FROM THE GRASSY PLAIN LIKE THE BONES OF SOME COLOSSAL BEAST. SURELY THIS WAS THE CITY OF ANCIENT ERINOCH, DESTROYED BY DRAGON'S FIRE OVER 1000 YEARS AGO. MORDAMIR SPOKE OFTEN OF THIS CITY... MORDAMIR! YOUR TEACHER IN THE ARTS OF WIZARDRY! SURELY HE VISITED THE FABLED LABYRINTH OF ETERNITY BURIED BENEATH THE RUINS OF ANCIENT ERINOCH! PERHAPS THIS IS WHERE YOU WILL ONCE AGAIN COME FACE TO FACE WITH YOUR LONG LOST MASTER... -- 5 --
Starting where you left off There are many levels in the dungeon. Every time you complete a level, you'll get a string of numbers and letters called a certificate. You can enter a certificate to start where you left off. See page 15 under Restarting a Level for more information.
-- 6 --
Basic Functions
In the Wizard's Pack
-- 7 -- Combat To Attack, move the D-Pad right and left, or press the A button to jab. To Dodge, hold down the C button and move the D-Pad right and left.
To fight effectively, dodge early, and then attack. Develop a rhythmic fighting style, swinging one direction, and then pressing the D-Pad the other direction before the first swing is complete to store up the next swing quickly. -- 8 --
Vitality Vitality shows your current health and strength. You lose vitality whenever monsters hit you during combat. When vitality runs out, the wizard dies. You have three chances to get through each level, except on the last level. In each level of the dungeon except the last one, you have three chances to complete the level. If the wizard dies three times, you have to start over at the beginning of the level. On the last level, you have only one chance, and if you die you must start over at the beginning. -- 9 --
The labyrinth is home to many bloodthirsty creatures. Protect yourself by casting fireballs. To cast one, select Fireballs in your pack and then press A when you return to the dungeon.
You always have a Wizard's Pack to carry important items. To look at the items in your Wizard's Pack, press C. -- 10 -- You can see up to five items at a time, buy can carry more. To see other items, D-Pad DOWN and RIGHT to select OTHER and press any button.
To use an item, D-Pad the gold triangle to an item you want to use, then press C. Most items can only be used once, then they're gone - so be careful where you use them! To exit your pack without selecting anything, position the cursor over your gold and press C. Don't worry - you can't drop your gold.
-- 11 --
If you need to pause the game, press C to bring up your Wizard's Pack. When you're ready to go back to the action, press C. You can't pause the game during combat!
Don't panic when the floor unexpectedly vanishes beneath your feet. There's always a slim chance of getting out. To get out of a pit trap, hang for a second, then D-Pad UP three times to swing forward. Don't fall to your doom! -- 12 --
To get up or down a ladder, just move the wizard up to it - he'll automatically climb or descend. Be careful going down ladders! Move the wizard only to the side of the opening with the ladder on it or he'll fall.
-- 13 -- Piles of straw provide comfortable, SAFE places to rest. To sleep, move onto the staw and just stand there. After a moment, you'll lie down and go to sleep. PAY CLOSE ATTENTION TO YOUR DREAMS!
Whenever you complete a level, you get a certificate. WRITE DOWN YOUR CERTIFICATES AND KEEP THEM IN A SAFE PLACE! If you quit playing, you'll need the certificate later so you can start on the level in which you left off.
After you write down the password, just press START to continue to the next level.
-- 14 --
Restarting the Level You're Currently On To restart the level, just press START when your asked for a certificate. There's no need to type anything. Restarting Another Level To restart a different level, enter your certificate. D-Pad UP or DOWN to select a letter or number. D-Pad RIGHT to enter a letter, LEFT to delete it. Once you've correctly entered your certificate, press START to begin playing. -- 15 -- When a monster attacks, you must fight until one of you wins. Reduce the monster's Vitality to zero or you'll lose a life!
Jab
-- 16 -- Forehand Slash
Backhand Slash
-- 17 --
You can duck your opponents blows. The trick is to lean away from the monster's swing so you don't take damage. Duck Right
Duck Left
-- 18 --
Fatigue Slows Down Your Attacks! As your Fatigue goes up, you slow down. It takes you longer to swing when you're tired of giving your opponent more chances to hit you. Ducking (not attacking) makes your fatigue go down.
Let the Next Section, Journey Through Level 1, Guide You On the next page you'll find the Journey Through Level 1, a step-by-step guide through the first level of the labyrinth. Read the guide to get into the game quickly, then use your wits to finish the adventure.
Complete the Adventure on Your Own! You can explore Level 1 without reading further. However, here are some general hints that might improve your game: -- 19 --
The Codex of the Serpent In the back of this manual you'll find the Codex of the Serpent, a notebook left behind by your teacher, Mordamir. Look through the Codex when you need hints to help you solve a mystery. -- 20 -- You've just entered the labyrinth. You're standing in the antechamber of the first level. You see a skill and a candle. Go explore...
An image of Mordamir appears and speaks to you. Who is Dunric? Maybe Mordamir mentions him in the Codex of the Serpent (the next section in this manual). -- 21 --
To go through the door, just move up to it. You automatically open the door and pass through.
-- 22 --
A slain fighter is lying in the lower right part of the room. Go over and see what useful items he may have dropped.
Search the fighter's body for possessions. D-Pad RIGHT to highlight YES, then press C.
-- 23 -- Take Dunric's ring and a fireball spell from the fighter's hand. D-Pad RIGHT to highlight YES, then press C.
There's a scuffle going on in the left part of the room. A goblin is attacking a human! Go help him.
The goblin attacks! Remember How to Fight? To duck, D-Pad RIGHT or LEFT and press C. To jab, press A. To slash, D-Pad RIGHT or LEFT. -- 24 --
To talk to the warrior, just move up to him. He'll give you a key that opens the chest nearby.
-- 25 -- Go to the chest in the middle of the room. The warrior gave you a key so you'll have no problem with the lock. Open the chest and take all the items in it.
The goblin is guarding some treasure and won't attack unless you come too close. You need the items on his person, so approach and get him attack. -- 26 --
You'll find a key and a note on the guard's body warning you about shades. Read the note and take the key. There's also a pile of gold just behind him.
There's a safe path through part of this room. The last stretch takes some artful dodging! -- 27 --
Move along the upper left wall then down the left side to get to the other door.
The pit traps are the least of your problems in this dark room. There are invisible shades that prey on wizards. What you need now is some light so you can see the shades. Use a Fireball to light the torch. -- 28 --
Turn right and shoot a fireball at the angled corner wall to light the torches. Now you can see the shadows of the shades. Stay clear! They're deadly!
Walk along the upper wall and pick up the charm. Follow the wall to the left side of the room and pick up the Amulet. Pick it up then make your escape through the lower door. Remember there are pit traps!
Sleep on the straw, then walk to the small beam of sunlight peeking through the dungeon wall. Once every 1000 years, the beam of light falls on the jewel set in the stone floor, triggering a trap door that leads to the lower levels. Right now, you'd have to wait 777 years for the light to activate the trap door. -- 29 -- Fortunately you have something to reflect the light onto the jewel triggering the door open!
Move the wizard to the beam of light.
Press C to bring up your inventory and select the amulet
Select YES. -- 30 --
Reading the Runes is NOT a good idea. You'll find out why if you ever do...
Now climb down the ladder into Level two!
You're on your own now. MORDAMIR AWAITS YOU! -- 31 --
-- 32 -- Level 1
I, MORDAMIR, WIZARD OF THE CRIMSON KEEP, WROTE THESE NOTES TO EXPLAIN THE MYSTERIES OF THIS DARK LABYRINTH. TODAY I GO FORTH TO EXPLORE THE DRAGON'S LAIR. I HOPE MY WITS ARE KEEN ENOUGH TO ESCAPE HER CUNNING AGAIN! THUS I LEAVE THESE WORDS FOR ANY WHO COME AFTER ME. MAY THEY KEEP YOU FROM AN UNTIMELY END IN THIS FORSAKEN PLACE! -- 33 --
DUNRIC - MY FAITHFUL STUDENT IN THE ART OF WIZARDRY - WILL BE THE FIRST TO COME LOOKING FOR ME. HE'S OFTEN ACCOMPANIED BY EREK, A FIGHTER. -- 34 --
ULINDOR, MY SERVANT AND BODYGUARD. -- 35 --
UPPER LEVELS - A TRIBE OF PRIMITIVE CREATURES KNOWN AS
GOBLINS. HOSTILE TO STRANGERS, BUT SEEM TO POSSESS REASON, INTELLIGENCE,
SOME INGENUITY WITH TOOLS. -- 36 --
A SAFE PATH PAST THE ARROWS, I GOT THIS FAR BEFORE I SET OFF THE TRAP. -- 37 --
DANGER! PIT TRAPS! IN THE DARK ROOM THAT FOLLOWS ARE DEADLY CREATURES
INVISIBLE TO THE EYE. ONLY THEIR SHADOWS CAN BE SEEN IN THE LIGHT. KEEP A
TORCH LIT AND WATCH THEIR MOVEMENTS CAREFULLY. THEY MOVE QUICKLY! -- 38 --
RIDDLE OF THE SUN DEEP IN IMMORTAL DRAGON'S LAIR MECHANISM TRIPPED EVERY THOUSAND YEARS BY LIIGHT, SOMETHING SHINY... -- 39 -- Level 2
"AFTER TWO DAYS OF BITTER COMBAT, ARINAR, THE ELVEN LORD, ESCAPED THE ENEMY. BUT THROUGH HIS VEINS RAN A FATAL POISON, DRAWN FROM THE KEEN EDGE OF THE SHADOWLORD'S BLADE. ARINAR FLED OVER THE HIGH MOUNTAINS TO THE RUINED CITY OF ERINOCH, WHERE HE ENTERED THE LABYRINTH IN SEARCH OF THE FABLED WATER, SAID BY MANY TO HEAL EVEN THE DEEPEST WOUNDS. DEEP IN THE CHILLY CAVERNS OF THE FORGOTTEN LABYRINTH, THE ELVEN LORD SEARCHED DESPERATELY FOR THE FOUNTAIN, SLAYING THE EVIL MINIONS THAT DWELL IN THAT DARK PLACE WITH SOLUNDUL, A SWORD OF STRENGTH. BUT ON THE SECOND DAY, FOUL SLIME CREATURES CAUGHT ARINAR OFF GUARD AND STRIPPED THE FLESH FROM HIS BODY, TO THIS DAY HIS BONES AND SWORD LAY THERE STILL..." -- 40 --
LEGENDS HAVE TOLD OF WAYFARERS BEING ATTACKED BY WILL O' THE WISPS. I RECKONED SUCH STORIES WERE THE PRODUCTS OF CHILDISH IMAGINATIONS, BUT NOW I HAVE SEEN THESE SPARKING HARBINGERS OF DEATH WITH MY VERY EYES. I KNOW LITTLE OF THEIR NATURE... ARE THEY INTELLIGENT? PERHAPS THEY ARE DISEMBODIED SPIRITS OF SOME SORT, OR MAYBE CREATURES OF THE ELEMENTS. IN ANY CASE, THEY ARE EXTREMELY DANGEROUS - THEY DESPISE THE LIVING AND EAGERLY DEVOUR MORTAL FLESH. MAYBE I CAN DEVISE A SPELL TO BRING THEM UNDER MY CONTROL... -- 41 --
SPORES. THE GOBLINS SOMETIMES USE THEM AS A KIND OF
WEAPON. WHEN PLANTED IN SOFT DIRT, THESE SPORES PRODUCE MUSHROOMS THAT
GROW TO WAIST HEIGHT IN A MATTER OF SECONDS. THE FULL-GROWN MUSHROOMS
IMMEDIATELY FIRE MORE SPORES IN A 30-FOOT RADIUS. THE SPORES ARE DEADLY TO
HUMANS, GOBLINS, AND TROLLS. THE GOBLINS TYPICALLY CARRY THEM IN SACKS TO
PROTECT THEMSELVES. -- 42 --
YEARS AGO, WHEN SORCERER'S TOWER STRETCHED TOWARD THE HEAVENS AND THE HALLS OF WIZARDRY PROTECTED THE KNOWLEDGE OF THE SPHERES, THE CITY OF ERINOCH HAD NEED OF LOCKSMITHS. THE MOST CUNNING LOCKSMITH, I RECALL, WAS A DWARF BY THE NAME OF LINDLI. HIS LOCKS NEVER INVOLVED ANYTHING AS BORING AS A SIMPLE LOCK AND KEY. LINDLI'S MECHANISMS REQUIRED THE UNUSUAL - FINELY CRAFTED GEMS, BEAMS OF LIGHT, PACES AROUND AN OBJECT... LINDLI PROSPERED WHILE SERVING THE WIZARD'S OF ERINOCH. BUT WHEN THE DRAGON CAME (OVER 1000 YEARS AGO), HIS HOUSE WAS DESTROYED AND HIS FAMILY PERISHED IN THE FLAMES. LINDLI WENT QUITE MAD AFTER SEEING THE BEAST DEVASTATE HIS DREAMS, AND HE CURSED THE WIZARDS WHO UNLEASHED THE DRAGON'S WRATH. HE VOWED TO SEAL OFF THE LABYRINTH FOREVER SO THAT MEN WOULD NO LONGER SEEK THE WATER... -- 43 --
THE GEMS MUST BE DROPPED IN THE HOLES. GRESH THE WISE, KING OF THE GOBLINS, KNOWS THE COMBINATION. ONE MUST DEFEAT HIM BEFORE HE'LL SPEAK. -- 44 -- Level 3
ONLY THE FIERCE MIGHT OF AN ANGRY DRAGON COULD SPLIT THE EARTH AND FORM THIS DEEP CHASM. THE CRACK CANNOT BE CROSSED BY ROPE - THE BRISK WINDS RISING FROM THE DRAGON'S LAIR MAKE IT TOO DANGEROUS! THE ONLY WAY ACROSS IS A MAGIC GATE - A TELEPORTER MECHANISM - HIDDEN IN ONE OF THE ROOMS BELOW. THE SHAFT OF LIGHT ON THE OTHER SIDE IS WHERE THE MAGIC GATE LEADS. -- 45 --
TROLLS. THE SHINDRAK, AS THEY CALL THEMSELVES, RULE MUCH OF THE LOWER LEVELS. FOR THE MOST PART, THEY ARE STUPID AND QUICK-TEMPERED - SOMETHING TO TAKE ADVANTAGE OF. -- 46 --
A TROLL WILL THROW HIS RITUAL KNIFE ONLY WHEN HE WANTS TO CHALLENGE ANOTHER TROLL TO COMBAT. IT'S GOOD TO THROW THE RITUAL KNIFE IN A ROOM WITH TWO TROLLS.
PROTEUS, A GOD OF THE SEA, WAS A MASTER SHAPE-CHANGER WHO COULD TRAVEL DISGUISED AS FIRE AND WILD BOARS. THIS RING WAS FORGED BY PROTEUS WHEN THE EARTH WAS YOUNG. IT ALLOWS THE WEARER TO TAKE ON THE FORM OF A GOBLIN. BEWARE! THE WEARER MUST KEEP HIS DISTANCE FROM OTHERS OR THE ILLUSION WILL BE DISPELLED - AND SOME ARE TOO WISE TO BELIEVE ITS CHARMS! -- 47 --
TROLL BOMB. ONE WHIFF OF THESE DEVICES AND TROLLS ARE PARALYZED.
RED GEMS LOOK BEST IN PURPLE LIGHT. -- 48 -- Level 4
WHEN DUNRIC INTERFERED WITH THE TROLL'S BATTLE AGAINST THE GOBLINS, THEY KIDNAPPED HIS DAUGHTER, ANA, AND DRAGGED HER INTO THE LABYRINTH. AS SHE POSSESSES SOME OF HER FATHER'S SKILL IN SORCERY, SHE HAD NO TROUBLE ESCAPING THE TROLLS. BUT ON HER WAY OUT, SHE LOST A SPECIAL RING GIVEN TO HER BY HER FATHER. -- 49 --
SOME RINGS ARE NEVER WORN ON THE BODY. -- 50 -- Level 5
MANY MICE BUT FEWER MEN CAN PASS THROUGH A CRACK IN THE WALL. A MERCHANT MIGHT SELL YOU THE MEANS... -- 51 --
THE POTION TRANSFORMS AND POISONS YOU AT THE SAME TIME. YOU BENEFIT FROM ITS POWER TO SHRINK YOU, BUT YOU MUST FIND WATER AND DRINK IT SOON AFTERWARD OR YOU'LL NEVER LIVE PAST THE HOUR.
-- 52 --
THE WEIGHT OF ONE OPENS THE WAY. SET DOWN FOOD AND A FLYING LIZARD COULD HOLD THE DOOR. -- 53 -- Level 6
WHEN SHE REARS UP, SHE'S READY TO WEB. MOVE BACK! SHE'S MOST VULNERABLE WHEN ALL FOUR LEGS ARE ON THE GROUND. NOW IS NOT THE TIME TO IMBIBE SPIRITS. -- 54 -- Level 7
THE GOBLIN'S CRAVE THE WATER AS MUCH AS MEN, BUT A TREACHEROUS WATER CREATURE GUARDS THE WAY! IF THE MONSTER WERE DISTRACTED LONG ENOUGH, THE GOBLINS COULD OPEN THE SLUICE AND WASH IT AWAY INTO THE DEEP UNDERGROUND SEA. ONLY A WIZARD ADEPT AT SAILING, STANDS A CHANCE OF DISTRACTING THE MONSTER AND MAKE HIS ESCAPE. THIS IS THE FINAL STEP BEFORE ENTERING THE DRAGON'S LAIR. DO WHATEVER YOU MUST TO HELP THE GOBLIN'S OPEN THE WAY. YOUR JOURNEY IS ALMOST COMPLETE - IF FORTUNE FINDS US, WE WILL STAND TOGETHER AGAINST THE DRAGON. -- 55 -- CREDITS Game Design: Sandcastle: Will Harvey, Ian Gooding, Michael
Marcantel, and Brett G. Durrett Genesis Version: Executive Producer: Don Traeger -- 56 -- Software is © 1991 Will Harvey and Electronic Arts This game is licensed by Sega, Ltd. ELECTRONIC ARTS LIMITED WARRANTY -- 57 -- LIMITATIONS - THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE ELECTRONIC ARTS. ANY IMPLIED WARRANTIES APPLICABLE TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL ELECTRONIC ARTS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS ELECTRONIC ARTS SOFTWARE PRODUCT. Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages so the above limitations and /or exclusions of liability may not apply to you. This warranty gives you specific rights, and you may also have other rights which vary from state to state. RETURNS AFTER WARRANTY - To replace defective media after the ninety (90) day warranty period has expired, send the original cartridge to Electronic Arts' address below. Enclose a statement of the defect, your name, your return address, and a check or money order for $20.00. Electronic Arts -- 58 -- If you need to ask a technical question about this product, call us at (415) 572-9448 Monday through Friday between 8:30 am and 4:30 pm, Pacific Time. NEED A HINT? CALL 1-900-288-HINT 1-900-288-4468 24 Hours a day, seven days a week! Unless indicated otherwise, all software and documentation is © 1991 Electronic Arts. All Rights Reserved. The Immortal™ is a trademark of Electronic Arts. -- 59 -- |