THIS IS THE CUT-DOWN 1/2 MEG VERSION OF
CHAOS. There as over twice as many
samples in the 1 meg version. You can
obtain the 1 meg version from LAPD, or
if you have access to the internet,from
atari.archive.umich.edu or from any ftp
site which has a mirror of atari.archi-
The files on the root directory of this
disk should be:
README.DOC ASCII instructions
CHAOS.TEX LaTeX instructions
CHAOS.DVI Ready to print instruc-
README.1_2 This file
Unofficial ST conversion by
Original code ported by
Graphics extracted by
Graphics recoloured by
Samples selected by
The samples used in this game were
taken from the following films:
EVIL DEAD II
A FISH CALLED WANDA
MONTY PYTHON AND THE HOLY GRAIL
Extra samples taken from:
Red Dwarf series II (Queeg)
Red Dwarf series IV (White Hole)
Red Dwarf series V (Quarantine)
Blackadder series II (Head)
Blackadder series IV (General Hospital)
'Gimme The Prize' By Queen
Numerous Noisetracker modules
STOS Maestro samples disk
Chaos is a game of magical combat
between 2 to 8 wizards in an arena.
Each takes turns to select and cast
spells and move summoned creatures. The
winner is the last wizard left alive,
but there is a limit to the number of
game turns in which to acheive victory,
and the contest could be drawn. Playing
time varies from five minutes (with two
wizards) to half an hour (with eight
2. Creating your wizards
Each wizard must be assigned a
name and a graphic. The name can be up
to twelve characters long, but must be
at least one letter long and cannot st-
art with a space. Any or all of the
wizards can be computer controlled, and
each computer can have a seperate level
between 1 and 8 (8 being hardest),which
governs how strong the wizard is.
3. Selecting a spell
During this phase each wizard must
select which spell he will cast ( if
any). There are 4 options available to
every wizard. These are:
1. Examine a spell
Select a spell from the list and
you are given details about it.
2. Select a spell
Select which spell to cast during
the following turn. If you select
a monster spell, you will be requ-
ired to choose if it is an illusi-
on or not (see below).
3. Examine the board
Move the cursor around the board
using the standard keys (below)and
0 to exit.
4. Continue with game
Standard keys for cursor movement:
Q W E
\|/ I : Info on current square
A -*- D
Z X C
4. Placing spells on the board
At the bottom of the screen is sh-
own the name of a wizard, the spell to
be cast, and the range from the wizard
at which it can be cast (going diagona-
lly costs 1.5 movement points).
Use the cursor movement keys (abo-
ve) to select the space you want, and
press S to cast the spell. Press K or
0 to abort the spell.
5. Moving creatures
Press 1 to 8 to highlight the
respective wizard's creations. Using
the cursor, select the creature you
wish to move. Press S to select, or I
for information. Once selected, the
screen will tell you the creature's mo-
Movement is acheived using the cu-
For flying creatures, place the
cursor where you would like the creatu-
re to move and press S.
To attack another creature, move
your creature up next to it and try to
move onto its square. Some creatures
have ranged combat as well as direct
combat (e.g. an elf with a bow) and af-
ter moving (or pressing K to abort its
movement), you can place the cursor on
an enemy creature (within range) and
fire at it by pressing S.
Pressing K aborts a creature's mo-
vement, and can be used before or duri-
ng movement. K also aborts ranged fire.
When you have moved all the creat-
ures you wish to, press 0 to end your
6. More about spells
a. Law and Chaos
All spells are either lawful, chaotic
or neutral. This is shown on the spell
menu by the following symbols.
Casting chaos spells makes the unive-
rse more chaotic and the reverse appli-
es for law spells. Chaos spells become
easier to cast in a chaotic universe,
and law spells easier in a lawful univ-
erse. The state of the universe is sh-
own on the main menu under the wizard's
name e.g. (CHAOS **)
b. Reality and Illusion
Each spell has only a specific chance
of being cast successfully, ranging
from 100% for a giant rat to 10% for a
golden dragon. The more powerful the
spell, the lower the chance. However,
creature spells can be automatically
cast as illusions but may then be disb-
elieved, by use of a Disbelieve spell.
c. Properties of creature spells
The spells on the menu are printed in
various colours to indicate how easy
they are to cast, the brighter the col-
our, the easier to cast. To find out
more about a particular spell press the
letter of the spell (on examine spell
mode only) or I in the game which will
give you the following information:
COMBAT: Offensive power
RANGED COMBAT and RANGE: Some creatures
have ranged combat
DEFENCE: Defensive power
MOVEMENT ALLOWANCE: Number of spaces it
can move in one turn.
MANOEUVRE RATING: Ability to disengage
from an enemy
MAGIC RESISTANCE: How good it is at,
wait for it, resisting magic.
CASTING CHANCE: Guess!
Some crestures have special characteri-
stics which are printed below its name.
FLYING The creature can fly
MOUNT The creature can be ridden
UNDEAD These can only be attacked by
other undead, spells or wizards
with magical weapons.
d. Other spells
(LOS) means the wizards needs to have a
line of sight to the target square.
DISBELIEVE: All wizards have this spell
If you suspect a creature to be an ill-
usion, then this spell will automatica-
lly succeed if you are right and fail
if you are wrong. It always remains in
your spell list.
CHAOS 1&2, LAW 1&2: These spells simply
alter the balance of the universe.
GOOEY BLOB (LOS): The gooey blob cannot
be cast on another creature. Once cast
it will spread, engulfing enemy creatu-
res but not affecting yours. Creatures
engulfed do not die, but are trapped
until the blob holding them is killed.
MAGIC FIRE (LOS): The magic fire cannot
be cast on another creature. Once cast
it will spread, destroying enemy creat-
ures but not affecting yours.
MAGIC WOOD (LOS): Up to 8 magic woods
will spring up around you. Any wizard
may enter a tree, and there is a chance
of gaining extra spells from them.
SHADOW WOOD (LOS): You can place up to
8 trees provided they are placed in em-
pty spaces and are not adjacent to ano-
ther tree. These trees can be selected
as though a creature. They cannot move
but can attack creatures next to them.
MAGIC CASTLE / DARK CITADEL (LOS):
These must be cast in an empty space.
The casting wizard can enter the castle
or citadel. They are impregnable to
attack, but don't last forever!!
WALL (LOS): You can place 4 walls in
empty spaces. Nothing can enter or move
through a wall.
MAGIC SWORD/KNIFE/BOW: These affect a
wizard's combat power: the sword adding
4, the knife 2, and the bow giving a
ranged combat option. You cannot have
the sword and knife at the same time.
MAGIC ARMOUR/SHIELD: These affect a
wizard's defense rating: the armour ad-
ding 4, the shield 2. You cannot poss-
ess both at the same time.
SHADOW FORM: This make the wizard semi
visible and fleet, adding 3 to defence,
increasing movement to 3 and allowing
the wizard to move freely without beco-
ming engaged, but if the wizard attacks
anything, these effects disappear.
MAGIC WINGS: This spell transforms the
wizard into a flying creature with ran-
TELEPORT (LOS): This spell moves the
wizard across the board, but takes more
time than any other spell,so the wizard
cannot then move. You can only land in
an empty square or on a corpse.
MAGIC BOLT/LIGHTNING (LOS): These are
both ranged physical attacks of magical
origin. Lightning has a shorter range
but is more powerful.
For these spells, pinpoint an enemy cr-
eature or wizard with the cursor and
press S. If the target is a creature,
it may die, depending on its magic res-
istance; if a wizard, then their creat-
ions may all vanish. Decree and Dark
Power give three attacks, Justice and
Vengeance bth give just one.
SUBVERSION (LOS): This spell tries to
change a creature to your side. The
lower its magic resistance, the better
the chance of it defecting. You cannot
subvert a mount being ridden or an ill-
RAISE DEAD (LOS): You must select a c-
rpse for this spell to act on, if succ-
essful, it reanimates as an UNDEAD cre-
ature, behaving as any other UNDEAD,but
retaining its other skills.
MUTATE (LOS): This spell will mutate a
creation into another form, gaining all
the abilities of this new form and ret-
aining none of its old abilities. If
this spell is cast at an undead,it will
mutate into another undead.This spell's
success depends on the magic resistance
of the target. Illusions and mounts
being ridden are immune to this spell.
TURMOIL: This spell causes huge amounts
of disruption to the arena by randomly
swapping the positions of creatures and
wizards. Use carefully.
THIS PROGRAM WAS WRITTEN IN 2 WEEKS,and
was assembled from 149088 bytes of sou-
rce code. There are 56 samples (incl-
uding the one in the loader) taking up
about 700K of memory.
I hope you enjoy this game.
(11:54 pm Friday, 11 September 1992)
See you again soon!
Steve "The BSc" Camber
Daniel Marc "With a C" Littlewood
Duncan "No sharp objects" Robertson
Richard "Ringo" Clements
"Grave" Dave Gymer
"Captain" Kirk Jackson
Adam "Put this spell in" Turnbull
And anyone who's ever played and enjoy-
ed one of my games!
Other games by me for the ST:
ABOMBINABALL (written in STOS)
GRAV 2 (Shareware, available from LAPD)
Games under construction
SPUD (cute platform game)
"ROTO" (one step better than rotoscape)
OriginsBased on Julian Gollop's 1985 ZX Spectrum game