_____________ NECROMANCER _____________ You play the part of a sorcerer or Druid, and your task is to grow an army of trees in an enchanted forest, then march with those trees through spider infested vaults to finally confront the Necromancer in his foul lair. The game is divided into three distinct parts. ACT I ----- An army of trees must be planted, grown, and protected against prowling ogres. These ogres stomp down young trees while a deadly forest spider poisons adult trees and drains your Druid's strength if touched. Your Druid stands in the centre and from him emanates a joystick-controlled Wisp. This magical Wisp has a store of seeds from which you can plant trees; it also kills ogres and spiders on contact. Hitting a dancing Eye Pod gives you an additional one or more seeds. Faces appear on the poisoned trees and they scream for help as they struggle to survive. The wizard's strength ebbs with each kill, spider bite, or poisoned tree that has been cured until eventually Act One ends. The number of trees that survive determines your difficulty level and strength during the remainder of the game. ACT TWO ------- Strange and original music sets the mood in this act. There are five levels to the vaults, each containing eight spider larvae. Each vault is sealed, but the roots of your enchanted trees break through the concrete and smash the larvae as they fall into the open pit. Hitting them again at the base with your Wisp will return them to the tree bin. Meanwhile, your Druid can either move about by holding down the joystick button, or use his Wisp to animate the trees. As the Druid or trees move about on the levels, Hands of Fate rhythmically descend from the ceiling lowering question mark (?) prizes. If you manage to get one, ladders may descend to the next level. Then again, the prize might even raise the ladders. If the Hands of Fate grab you, they will pull you screaming to the ceiling, minus some strength. If this happens to a tree, it is lost for good. The Hands of Fate move faster and faster in each of the lower levels. The frenzy of moving hands is so intense on the lowest level that it is virtually impossible to reach the question mark prizes needed to lower the ladders. Here, it is best to concentrate on killing the remaining spider larvae before it's too late. ACT III ------- The Necromancer's Lair in this act is filled with gravestones upon which the Necromancer himself appears and disappears, leaving a little trail of flame behind as he goes. Killing the Necromancer with your Wisp gives you strength, but Evil One soon reincarnates in to another headstone. You can remove the gravestones by walking over them, but you must be careful not to touch him. Hopefully, you killed all of those spider larvae on your journey to the lair. If not, they reappear here as deadly Zombie Spiders. They appear at the end of the flames and suck your strength away until you either kill them or escape. If you kill them with your Wisp, the Necromancer can bring them back to life again and again. Finally, when you have all thirteen gravestones, the Evil One has nowhere to go. You then advance a level and eventually, upon completing level five, win the game. ___________________