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WIZARD WARS

   (5 reviews)

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About This File

(Rules) Up to 4 players each control one of 4 "keeps" (castle, pyramid, iron tower & caverns) in a pocket dimension. Each "Lord" has different weapons, magic & minions to use while both defending his turf (each keep holds keys or secrets the other Lords need) and infiltrating the keeps of the other three Lords. Although cooperative mode is used (mainly so that the keys work), you MAY attack other players. Try to let your minions do the work for you, though. It'll save on ammo. (Before you set out from your keep, wake up your monsters with a couple warning shots with your weapon. You'll be suprised at their enthusiasm, and the resulting confusion should keep an invader busy for quite some time... Besides, you'll be long gone by then.) Lords are encouraged to make (& break) alliances & treaties, assassinate or imprison other Lords (not to worry, escape is always possible), etc. It's "All For One" AND "Every Man For Himself" at the same time. (ie: politics) You must escape from D'Sparil's pocket dimension at ALL costs and the Lord who does is instantly proclaimed Arch Wizard Deluxe and Winner of the BattleGame.

NOTE: The game described above is called The BattleGame. (wizwarsb.wad, B for BattleGame) This HERETIC variant may not appeal to all HERETIC players, so I've also included:

The Adventure (wizwarsa.wad), for solo or standard cooperative mode

The Deathmatch (wizwarsd.wad), for standard deathmatch play

Please don't use the BattleGame if you want to play standard HERETIC solo or cooperative modes. The monster setup will be ALL WRONG and no challenge whatsoever.

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printz

  

A pretty tough level with an unusual design. There's no exit; your goal is to defeat all monsters. Good luck.

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Unknown date

  
Excellent. Would love to try it on multiplayer. altho Disparil kept teleporting himself to a trapped place behind some water

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  • File Reviews

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