 Chaos is a strategy game for up to eight human players. The computer
 alsopartakes in the game and controls independent creatures. Each player
 startsthe game with a wizard and a repertoire of spells. The idea is to be
 lastwizard alive and to amass the greatest score.The game is played entirely
 with the mouse and is icon driven.All the entities in the game have graphical
 representations. A text bar atthe bottom of the screen is used to display
 other information. It is notnecessary to real all of this manual in order to
 play the game.Just load the game (see Section~4) and follow your nose.A game
 is organized a series of rounds. Each round consists of several stages,and
 each living wizard may partake in each stage of each round. The majorstages
 are: spell selection, spell casting, and movement. Each of the stagesis
 described in detail below. As well as these main stages there are also anumber
 of auxiliary stages performed solely by the computer.The game is played on a
 rectangular board of square cells. Each cell can contain one
 entity.\footnote{Well actually cells can sometimes contain more than one
 entity. But only one entity is ever visible in a particular cell. Cases where
 there could be more than one entity are when living creatures and standing on
 dead creatures, etc.} You move your pieces around the board using the mouse.
 The cost of a move depends on the Euclidean distance between the initial cell
 and the final cell. Put simply, it costs more to move diagonally, than it does
 to go vertically or horizontally.It is important to understand there is a
 distinction between the gaming environment supplied by the computer and the
 computer controlled entities. When the computer moves its creations it does
 not get access to any information that you cannot get, in fact, the computer
 bases it moves on less information than a human player.The remainder of this
 section describes in detail the various stages of a round. Section~2 discusses
 the different types of entities in a game. Section~3 is a comprehensive list
 of the spells and their effects. Section~4 covers legal and installation
 issues. Section~5 mentions future developments.\subsection {Spell
 Selection}For each human wizard in turn, the right of the screen is filled
 with the currently available spells for that wizard. Information can be
 obtained about the spells by reading about the spells in this manual or by
 selecting the `?' gadget and then clicking on the spell you wish to know
 about. A wizard can decide not to choose a spell by clicking the return
 gadget, whence control will pass to the next wizard.Assuming you wish to pick
 a spell, simply click on the desired spell. During the casting stage you will
 attempt to use your selected spell. Care should be taken in spell selection.
 Consider such things as the range of the spell, the situation of the wizard,
 your position on the board, and whether you require line of sight for the
 spell. Once selected a spell must be attempted, if you abort the spell, it
 will still be considered used and will not appear on your spell list in the
 next round.\subsection {Spell Casting}During spell casting each player who
 selected a spell during the spell selection stage will in turn get a chance to
 actuate the spell. In addition each generator on the screen might produce a
 creature.For each player the spell selected is shown on the bottom line of the
 screen, together with the range for the spell; for example,\centerline {\tt
 Gray Elf [2]}means we are casting a gray elf, and the elf can be cast either
 immediately adjacent to the wizard or one cell removed from the wizard. A
 range of zero means the spell can be cast simply by pressing the left mouse
 button and there is no need to select a cell. Such spells are usually special
 things such as magic wings or a sword for the wizard. The computer
 automatically applies the spell to the correct wizard or creature. Other
 spells have a range of 255 (such as cloak), these spells can be cast on any
 appropriate cell on the screen and do not require line of sight.Most spells
 have a fixed range, measured in a straight line from the casting wizard. For
 instance, nearly all creatures have a range of one and so can only be cast
 immediately adjacent to the wizard. All these spells require line of sight.
 The line of sight is measured from the centre of the wizards cell to the
 centre of the destination cell. You can see over blank space, dead creatures,
 and fires. Sometimes line of sight can be obtained by waiting to an
 appropriate time in the animation sequence.\footnote{To experienced players
 this is known as {\bf forcing.}}Spells can be aborted by pressing the right
 mouse button. Aborted spells still get used up, so you should try to avoid
 having to abort spells. If you find yourself aborting spells often, you are
 probably not choosing spells appropriate to your situation.Most spells can
 only be cast on certain types of cell (the program will notify you of any
 errors you make in selecting the cell). If you make an error you are free to
 choose a new cell. For instance, creatures can be cast on empty cells or cells
 containing dead creatures, but cannot be cast on other creatures or inanimate
 objects.Generators may produce creatures on any cell adjacent to the generator
 which is empty or contains a dead creature. Adjacent cells occupied by
 creatures, or inanimate objects will never be generated upon. Computer
 controlled wizards will attempt to cast a spell at their position in the
 sequence.\subsection {Board Update}The board update is handled entirely by the
 computer. The update carries out activities which are not directly under any
 players control. During the update any or all of the following things might
 happen:\begin{itemize}\item The growths (fire, flood, fungi, orange jelly,
 gooey blob, and green ooze) are permitted to grow. Each cell containing a
 growth may or may not grow. If a cell is going to grow it will do so in only
 one direction in any particular turn. The direction of growth is chosen at
 random. Some of the growths grow faster than others, orange jelly is
 particularly voracious while floods tend to be sluggish. If a cell doesn't
 grow it might die instead. You may have some of your creatures buried, killed,
 or revealed in this growth process. Should your wizard be buried or killed you
 are considered dead and your game ends.\item Any tempests on the board will
 move. A creature in the path of the tempest will be thrown to a new random
 location. On very rare occasions a creature will be killed as a result of the
 throw.\item Any roper might randomly teleport to a new location.\item There is
 a chance that each magic castle and dark citadel on the board might collapse.
 If a wizard is inside the castle or citadel when the collapse occurs the
 wizard will be granted a new spell.\item Any magic wood occupied by a wizard
 might collapse, resulting in a new spell for the wizard.\item Each sleeping
 entity is examined and has a chance of dying or collapsing. The weaker things
 are more likely to be destroyed than the stronger things. The destruction will
 be complete and no trace of the entity will remain.\item (When impurities are
 turned on) With a small probability an object might decide to change sides.
 This may work to your advantage or disadvantage. It is even possible that a
 generator will decide to emit creatures for you.\end{itemize}\subsection
 {Movement}The movement stage is the most complex stage since normally there is
 a large number of creatures to be moved and each creatures has a number of
 possible moves. Each player is given a chance to move in turn. The strategies
 you employ during the movement stage will have the greatest effect on your
 survival in the game. Movement involves not only the shifting of creature
 positions but also combat.Dead creatures, sleeping creatures, and growths
 cannot be moved. No inanimates can be moved, although any shadow wood trees
 may be used to attack enemy creatures\footnote{Unlike creatures, trees cannot
 attack other inanimate objects, or growths} in adjacent cells. Special
 creatures like ropers and wasp nests are controlled by the computer.A player
 is able to move each creation once in each turn. To end your turn click on the
 arrow gadget and control will pass to the next player.A creature is said to be
 {\bf engaged\/} if it is adjacent to an enemy creature and is unable to
 retreat. Engaged creature cannot be moved but may still be able to fight. How
 likely a creature is to be engaged is dependent of the creature's
 maneourability.To move a creature simply click on the creature using the left
 mouse button. Normally the distance the creature may be moved will be
 displayed in the text bar. Depending on the creature we may be doing flying
 movement or walking movement.\subsubsection {Flying Movement}For flying
 creatures you can pick any cell within the given range except cells occupied
 by your own creations. If the cell is empty or contains a dead creature the
 creature will move to the selected cell, otherwise an aerial attack will be
 made on the selected cell.\subsubsection {Aerial Attacks}An aerial attacks
 results when a flying creature is moved onto a cell occupied by an opponent.
 The flier will attack the current occupant. If unsuccessful the attacker will
 remain at its current location. If successful the current occupant will die
 and the flying creature will be moved into the cell.\subsubsection {Walking
 Movement}A ground ridden creature can only move one cell at a time and you
 must show the computer exactly how to move multiple cells by clicking in each
 cell in turn. Many walking creatures can only move one cell anyway. For those
 which can move more than one cell you should select a sequence of adjacent
 cells---you can abort the move at any time by pressing the right mouse button.
 During the course of a move a creature may become engaged in which case it
 will move no further.\subsubsection {Combat}Engaged creatures can take part in
 combat. You cannot attack your own creatures (but see ranged combat). Living
 creatures cannot attack undead creatures, otherwise anything goes. Once
 engaged an attack is induced by clicking on the cell containing the creature
 you wish to attack. If successful the defendant will be killed and the
 attacker will move onto the corpse.It is possible to attack inanimate objects
 and growths, although you cannot get engaged to them. Be wary of killing
 growths with buried creatures beneath, the buried creature could be
 revealed.\subsubsection {Ranged Combat}Some creatures such as elves, dragons,
 and wizards carrying bows, have additional attacks. Such an attack is
 indicated by the {\bf sights pointer}. Line of sight is required for all these
 weapons. It is possible to shoot your own creations, so choose your targets
 carefully. Occasionally it might be desirable to kill you own creatures
 (especially if you are playing for points).\subsubsection {Wizard
 Movement}Under normal circumstances the wizard can be moved like any other
 creature. Wizards are capable of special movements. Firstly, wizards can climb
 magic trees, enter castles, and ride certain creatures. For conenience these
 activities are collectively called {\bf mounting}. You cannot mount if you are
 engaged, otherwise mounting is effected by simply moving the wizard onto the
 cell occupied by the entity you wish to mount. There is a bug in the program
 which currently prevents you from mounting undead creatures.Dismounting is
 somewhat more complicated as the computer needs to distinguish which of the
 two entities is to be moved. For trees and castles the computer will assume
 the wizard. For ridden creatures the default is the creature, to dismount from
 a creature the following sequence should occur:\begin{enumerate}\item Select
 the creature the wizard is riding.\item Select the ``D'' gadget (which will
 now be unghosted).\item Move the wizard to a cell adjacent to the
 creature.\end{enumerate}Mounting is generally a good idea, as it hides your
 wizard from view and gives the wizard additional protection.\subsubsection
 {Ending Your Turn}Once you have moved all your creatures that you wish to,
 select the end of turn gadget. Computer controlled wizards will move their
 creations at the appropriate point in the sequence. After all wizards have
 moved the independent creatures will be moved by the computer according to the
 same rules. Finally any wasp nests, ropers, and fungi on the screen will
 attack adjacent opponents.The round is now effectively over and the game
 returns to the spell selection stage for the next round.\subsection
 {Scoring}The computer keeps track of a score for each player and this is
 indicated by the computer displaying a ranking of all wizards and the
 independents at the end of the game. There is a score and a life column. The
 life column is the sum of the life force of a wizards creations excepting
 walls and castles. The current scores can be examined during the spell
 selection stage using the menus.Points are awarded for killing enemy creatures
 and wizards. The stronger the creatures you kill the more points you get.
 Bonus spells are awarded for killing particularly strong creatures.\subsection
 {Information}The `?' gadget can be used to get information about objects on
 the board (at any time) and about spells (during spell selection). For an
 object on the screen a window is displayed showing various characteristics of
 the object chosen. The `?' gadget will not reveal any useful information when
 applied to a cloaked creature, even if you own it.\subsection {Menus}The menus
 can only be used during the spell selection stage. They are primarily
 concerned with loading and saving games, but it is also possible to turn the
 speech on and off. The sound option is used to switch of the sound while the
 independents move. Turn it off if you want the game to go faster but be warned
 it is hard to follow what is happening. There is also a menu to view the
 current scores.\section {Entities}This section describes in general terms all
 the types of entities which can occur in the world. A distinction is made
 between the type of an object and the status of an object. Type is used in
 reference to the kind of object some entity is, that is, whether it is a
 creature, inanimate object, growth, etc. Status is used to specify further
 division within an object, for example, most creatures have both a living
 state and a dead state. Indeed the status concept is generally only relevant
 to creatures as most other entities can only exist in a single
 state.\subsection {Object Types}There are many different types that an object
 may be classed as. Often an object will fit into more than one type
 simultaneously, other times only one type will apply. For example it is
 possible to have an undead, mountable, flying creature that shoots. Entities
 can be broadly classified as creatures and inanimates, although there are some
 entities which do not fall clearly into either of these categories. Creatures
 can be of a wide variety of types.\subsubsection {Inanimate Objects}Inanimate
 objects include all objects without consciousness. The classification,
 however, is a bit fuzzy and entities such as trees and gooey blobs are
 considered inanimate. Most inanimate objects can be further classified in one
 of the following categories: castles, growths, meditations, trees, and walls.
 Other inanimate objects are unique such as generators and tempests.{\em
 Castles:\/} There are two objects in this subclass, namely the dark citadel
 and the magic castle. Both of these are also meditations. Magic castles and
 dark citadels exhibit identical behaviour, for more details about their use
 consult the spells section.{\em Growths:\/} Growths are objects which if left
 to themselves and given sufficient time would expand to occupy all available
 space in the world. Gooey blob and fire are examples of growths. After spell
 casting each cell occupied by a growth might decide to grow. The cell can only
 expand in one direction at any particular time, but the direction of expansion
 is chosen at random. If players don't quickly take action to control the
 expansion of these growths then the growths will occupy large portions of the
 screen by the end of the game. Gooey blob will not cover other inanimate
 objects, but fire will eventually burn most objects. Clever players can use
 growths to their advantage (even when they don't own them).{\em
 Meditations:\/} Meditations are used by wizards for meditation. Meditation is
 a process whereby a wizard can gain new spells. Some spells can only be
 obtained by meditation. To meditate a wizard simply climbs into a meditation
 object and waits for the object to collapse upon which a new spell will be
 granted. There are three objects in this subclass, namely, the magic castle,
 the magic wood, and the dark citadel.{\em Trees:\/} The trees you find in this
 game are not like your average trees. The shadow wood has the ability to
 attack creatures that wander too close, whereas the magic wood may be used by
 a wizard for meditation. Apple trees boost the magical resistance of nearby
 creatures.{\em Walls:\/} There are three grades of wall: weak, standard, and
 strong. Each type of wall in a useful obstruction. Wall is particularly useful
 for checking the progress of growths or for blocking generators. As a
 subsidiary use wall is useful for building fortifications. Be aware that wall
 is not an obstruction to flying creatures. The bolter is a special piece of
 wall fitted with an arrow launcher. For the characteristics of the particular
 wall types consult the spells section.\subsubsection {Creatures}Creature is a
 wide ranging term in chaos and is used to refer to any animate object. A
 creature may be a familiar animal like a lion, bear, or horse, it might be a
 humanoid race, like goblins, orcs, and elves, it might be a spirit, like
 ghosts and wraiths, it might be a wizard, or it might be a monster like a
 hydra. Creatures can be broadly classified into a number of overlapping
 classes. A creature may be living, undead, flying, ground-ridden, or
 mountable. For particular aspects of any individual creature see Creature
 Status below.{\em Undead Creatures:\/} Undead creatures come from the spirit
 world or are animated corpses of the dead. Some creatures are naturally
 undead, all others can be made undead by using a raise dead spell on their
 corpses. The naturally undead creatures are: demons, ghasts, ghosts, ghouls,
 imps, shadows, skeletons, spectres, vampires, wights, wraiths, and zombies.
 These natural undeads do not result in corpses when they are killed, instead
 they simple vanish. Undead creatures (except for the (w)imp) cannot be
 attacked by living creatures (except in special cases where a wizard may be
 able to attack undead creatures), but undead creatures can attack both other
 undead creatures and living creatures.{\em Living Creatures:\/} Any creature
 which is not undead is by definition a living creature (of course, creatures
 may also be dead, but this is considered as a status rather than a type).{\em
 Flying Creatures:\/} A flying creature is able to take to the air. These
 creatures have the ability  to fly over their enemies, over wall, and to mount
 aerial attacks from a distance. When a flying creature becomes engaged it
 cannot fly and fights like other creatures. The flying creatures include:
 bats, bird lords, eagles, falcons, ghosts, gryphons, harpies, manticores,
 pegasii, vampires, vultures, and all the various kinds of dragon. The range of
 flight goes from two cells in the case of the ghost to fifteen in the case of
 the aerial servant. With the addition of magic wings a wizard can be made to
 fly.{\em Ground-ridden Creatures:\/} Any creature which is not a flying
 creature is necessarily ground-ridden. Ground-ridden creatures have to walk
 around obstacles like wall and fire.{\em Mountable Creatures:\/} A mountable
 creature is a creature which may be ridden by the wizard. The horse, camel,
 centaur, and unicorn are ground-ridden mountable creatures, and the gryphon,
 pegasus, and manticore are flying mountable creatures. Dragons cannot be
 mounted.\subsection {Creature Status}Every creature on the board can be in any
 of a number of states at any particular time. Creature status should not be
 confused with creature type (see previous section). Creature status refers to
 such things as whether the creature is awake, sleeping, or dead. For
 convenience cloaking is considered to be part of a creature's
 status.\subsubsection {Dead Creatures}A dead creature is rendered on the board
 as a corpse and should easily be recognizable as dead. Creatures are normally
 killed by combat, but can occasionally die by other means. Not all creatures
 turn into corpses when they are killed, in particular, all the creatures which
 by their nature are undead, such as skeletons and zombies, do not become
 corpses when they are killed. Often use of magic will leave no corpse, for
 example, if a giant beetle is destroyed by a magic bolt, no corpse will
 result.Corpses can be brought back to life by the raise dead spell. Corpses
 can be destroyed by various magical weapons and by fire. It is usually a good
 idea to try and cover up or destroy the corpses of powerful creatures (such as
 dragons) so as to prevent an opponent from using a raise dead spell on the
 corpse.A corpse cannot be cloaked or asleep.\subsubsection {Sleeping
 Creatures}Sleeping creatures result from the use of the sleep spell or from
 the death of a wizard. If a sleeping creature is not awakened within a certain
 time it will decay and disappear (leaving no corpse). A sleeping creature
 appears just like its living counterparts on the board. If you have a wake
 spell, a sleeping creature can be awakened, and will then swear allegiance to
 your wizard. A sleeping creature can be cloaked.Sleeping creatures cannot move
 or partake in combat, but can be attacked by other creatures. Note though,
 that you can never get engaged to a sleeping creature. The shadow wood will
 not attack sleeping creatures.Other objects such as fire, gooey blob, and
 walls can also go into a sleeping state. In this state fire and gooey blob
 stop growing and other objects stop repairing themselves. The sleep spell,
 however, can only be used on creatures.\subsubsection {Cloaked Creatures}A
 cloaked creature can only be obtained by use of the cloak spell. For the
 advantages of cloaking creatures see Cloak in the spells section. Cloaked
 creatures appear on the board as near invisible squares. The information panel
 will be unsuccessful in trying to determine what the creature actually
 is.\subsubsection {Normal Creatures}All other creatures are termed normal.
 Most normal creatures appear as animated renditions of themselves on the
 board. Some creatures can be distinguished by colour alone, for example the
 bat, falcon, and vulture. Other creatures cannot be distinguished by their
 appearance, for example, the hydra and pyrohydra.\section {Spells}To find out
 about spells when playing the game the `?' gadget can be used. Not all spells
 are equally likely to occur and some can only be obtained as bonus spells or
 by meditation.\input {spells.tex}\section {Regulations and
 Installations}\subsection {Legalities}The executable of Chaos (V1.3) is in the
 public domain and may be freely distributed. The source code, documentation,
 and levels are copyright \copyright Sean A. Irvine and may not be modified
 without the author's permission.Future releases of Chaos will only be made
 available to registered users. By paying a registration fee of \$15 US (or the
 equivalent in some other useful currency) or \$15 NZ (for a New Zealand
 address) you will receive access to the latest version of the game (and any
 subsequent releases), well documented source code, and a level generator.
 Those who pay the registration will have a partial waiver of the source code
 copyright and will be permitted to alter the source code for their own use.
 Please make cheques payable to Sean Irvine. My address is given at the end of
 the instructions. Do to french nuclear testing in the Pacific I will not
 accept registrations from French addresses.Chaos was written using SAS~C on an
 Amiga~500 with 1MB of memory and later on an Amiga~3000.\subsection
 {Installation}Chaos will work under at least Workbench 1.3 and Workbench 2.0
 and should work on anything subsequent. It will, however, only work correctly
 on PAL systems.\footnote{There is a NTSC version with a slightly smaller
 screen. Where possible the PAL version should be used.} Chaos makes used of
 {\tt narrator.device} and {\tt reqtools.library}.\footnote{ReqTools is
 copyright Nico Fran\c cois and is available on aminet.} The only other files
 required are the executable {\tt chaos} and the data file {\tt pool.ssc} both
 of which must reside in the current directory when Chaos is started. The
 program cannot be started from the Workbench. Get a CLI and change to the
 directory containing chaos and just type {\tt chaos -t}.The {\tt -t} option
 forces translation of player names for the speech. A few other options are
 supported, to find out about these use {\tt chaos -t} and then press $\langle$
 AMIGA-M$\rangle$ to return to the CLI screen.\section {Future Additions}Here
 is a list of features that may be added in the future:\begin{itemize}\item
 More spells (send me you favourite ideas, and pictures of wanted
 creatures).\item More flexibility in game options, such as, number of spells
 at the start of the game, allowing players' to buy spells, and so on.\item
 Larger playing areas and proper NTSC support.\end{itemize}\section {Known
 Bugs}Chaos has been extensively tested with enforcer and in my experience does
 nothing nasty. However, there are a few less series bugs within the game which
 will be fixed in the future.\begin{itemize}\item The computer controlled
 wizards spell selection leaves a lot to be desired.\item Human wizards cannot
 mount undead creatures.\item There is no proper dead image for the stone
 golem.\item Several other bugs I haven't found yet.\end{itemize}\section
 {Address}If you have any queries, spell wish lists, or would like to register
 I can be contacted at the following address.{\obeylinesSean A. IrvineF10/5
 Tralee PlaceHamiltonNew Zealand}{\tt sirvine@cs.waikato.ac.nz}\end {document}
 
 
