Wardner by Mentrix Software Author: DJ Tigresa and MC Pantera Email: djtigresa@classicgaming.com, mcpantera@classicgaming.com Copyright 1991 Chiguretha "Tigresa" Steel and Pansela "Pantera" Steel ------------------------------------------------------------------------------- Introduction ------------------------------------------------------------------------------- Good against evil. It’s the basis of all major battles. On the good side we have Dover. He’s a happy-go-lucky little human on his honeymoon with his one true love, Mia. They’re travel ing gleefully through Sylvaland forest until the evil side appears and kidnaps Mia. It’s Wardner. And you, as Dover, must stop his evil ways and save Mia. Through the use of magic, a few special items, and equal amounts of luck and skill you’ll venture to the lair of Wardner, battling various mutants and bosses along the way. Be sure to save any gold you find for the shops, where you can buy very useful items to help you on the next stage. The Magical Cape will save your life once when you are hit by an enemy. The Thread and Needle is like a second cape, mending your cape when you would usually lose it after being hit. You can also choose one of three different types of weapons. The Magic of the Stars gives you high and low fireballs. The Magic of the Moon has a looping pattern. The Magic of the Sun can be guided and is more powerful. Each has their own purpose and are somewhat equal in strength. While the Magic of the Sun is the most expensive; it isn’t necessarily always the best. Also keep your eye out for some items that can’t be purchased, including extra lives. This is one of the toughest Genesis games available, requiring very precise movements and skillful eye-hand coordination! ------------------------------------------------------------------------------- Stage 1: The Emerald Dragon ------------------------------------------------------------------------------- There’s no energy bar in Wardner— one hit and you’re a goner! The Cape essentially works as an extra life since it allows you to take an extra hit. If you possess both the Cape and the Thread and Needle you’ll be able to take three hits before perishing. Make sure to these valuable items every chance you get. On the first pot of gold you have three ways to grab it. The first is to drop down from above and hold left on the controller to move towards it. The second is to jump to the platform on the right, then jump back to the gold at the left. The third is from the left — duck down and press the jump button while holding down and right. You’ll bounce and scoot through the two platfor There are several areas where you can scoot through in this way. By jumping into the empty space to the left of the cannons (to the right of the third caped Terragon) you’ll receive 300 gold. To avoid the fireballs shot from the four cannons (two on each side) climb to the t of the vine, then jump to the left over the fireball that shoots from the bottom left cannon. Immediately jump up to the next step to avoid a fireball from the right. Then after the top left cannon fires jump up and head for the pot of gold. By scooting into the space left by the top right cannon you’ll receive 1,000 bonus points. By climbing all the way down to the bottom of the vine past the cannons you’ll receive 1,000 bonus points. When you reach the top of the brick bridge six fireballs will rise and transform into floating skulls. Be careful to aim and shoot each one, because if you miss one shot you may be hit before you can fire another shot. Shoot the left first, then turn right to shoot the rest one-by-one. When climbing across the arch with vines position yourself on the first vine so your head is near the second bump on the left side of the vine, then jump to the second vine. Move to the third left bump on the second and third vines, then the fourth on the fourth and the fifth on the fifth. From the last vine get as close to the bottom as you can without falling off. When using the bat with the ring to cross the fire pit hold on until the bat flies to the top of his path and you’ll receive 1,000 bonus points. When fighting the boss (the Emerald Dragon) jump when you shoot to get the best distance from your fireballs. Don’t back up too far or the dragon will rush towards you. Stay in close and jump to avoid his fire balls while shooting him with yours. In the shop you have one minute to decide what you want to buy. Most important is a weapon power up. Buy the Magic of the Moon if you can afford it. With any money left over buy a Cape and a Needle with Thread. ------------------------------------------------------------------------------- Stage 2: Kaja ------------------------------------------------------------------------------- The bats will fly in a circle and then return to the ceiling for a few seconds before flying in the same circle again. Arrows at the bottom of the conveyer belts show which way it’s moving. After the first group of conveyer belts you’ll have to duck under spinning yellow blades while passing them. Watch the path of the blade and find its halfway point, then walk up to that halfway point as it moves to the left and duck. After the blade passes over your head stan up and quickly move out of its range. When doing this while on a con veyer belt you must jump behind the blade as it’s moving away from you, then duck at the last second as it changes directions and passes overhead. To the left of the first spin ning blades is an excellent area to build up some money. Use the space be tween the last blade and the left wall to walk back and forth while jumping and shooting. The birds will continue to appear as long as you do this, but watch your time. You’ll need about two minutes to finish the rest of the level from here. The only time the skulls that form from steam are dangerous is the exact moment they form. You must land on the platform they form and quickly jump off before the skull appears. Near the end of this stage yJu’ll have to duck two spinning blades while shooting bats. To the right is a group of small platforms that lead down to the next boss. Jump across the four small platforms and carefully fall off the right side, staying away from the wall. On the platform below is a yellow fairy. She will hover near your head and guard you by taking hits aimed for you. From the fairy you can drop straight down to reach a ledge with 4000 points. Just walk across the entire ledge to find the hidden points. Even better is the Cape down on the left side, but you won’t be able to reach it if you’re on this ledge. From the fairy jump across two platforms (to the left platform), then drop off the left side to the platform directly below. From this platform again drop off the left side, then off the right side of the next to reach the Cape. Aha! It’s Mia! Just shoot that weak flying dragon to help her escape. Wait a minute... oh no Mia needs to watch what she eats. With a good magic weapon you can destroy her before she has a chance to transform into the large spider. Otherwise you’ll have to continue to rapidly fire while backing up to avoid the flames she spits. With the basic weapon you should be able to do it just before you reach the right wall. Shoot for the body, over the head. ------------------------------------------------------------------------------- Stage 3: The Fire Dragon ------------------------------------------------------------------------------- As you approach the sinking platforms over the fire pit a goofy-looking bee will appear. Try to shoot it while it’s flying low so you can grab the shoes it leaves behind. The shoes allow you to make one super jump. The second goofy-looking bee will appear as you reach a ledge on top of two columns. Grab the shoes and jump to the left or right of the top ledge, because you can’t jump through it. The rock men that rise from the ground require many rapid shots to destroy. Just keep firing while walking through this area. The boss is a dragon that rises up from the ground. He throws green crystal balls that alternate between bouncing high and low. Concentrate on avoiding the marbles while rapidly shooting. Your fireballs are bound to hit the dragon, either in the head or the stomach. ------------------------------------------------------------------------------- Stage 4: Tagoum ------------------------------------------------------------------------------- If you want to start off with a fairy take the ladder at the left all the way up. Climb up to the platform the fairy is on by using the ladder to the right, then stand up against the wall with the short hole that leads to the fairy and scoot through (press down and left while jumping). At the bottom right of the beginning of this stage are three long halls. As you enter either hail a door will close behind you. If you enter the bottom hail you’ll receive a plea from a crea ture. If you enter the center hall you’ll have to battle a monster to escape. At the top left of this area is a flying dragon. The pas sageway above him contains 3,000 bonus points that are hidden from sight. Just walk down the passageway to collect them. You’ll have to climb across many tricky platforms while avoiding or fighting various monsters to reach the boss. He’s a one-eyed snake that shoots a ball into the air above you. The ball splits into five pieces that spread apart as they fall down to wards you. Jump and shoot the eye of the snake while avoiding the balls when they appear. By standing below the ball just slightly to the left or right you’ll avoid being hit. ------------------------------------------------------------------------------- Stage 5: Grocko ------------------------------------------------------------------------------- While crossing the first sinking platforms in this area you’ll have to jump straight up to avoid the spikes as the platform lowers. Near the beginning you’ll encounter two torches. Below the torches you’ll find a clock (to extend your time) and a 1-Up. Of course to claim them could cost you your life if you were to jump down into the torches. Jump over them and walk down the steps to the left, then stand against the bottom step, duck down, and while holding down and right keep pressing the jump button. You’ll also receive a 1,000-point bonus as you enter the side of the step. The boss at the end of this stage forms from a whirlwind of rocks. The yellow globe on his chest is his weak spot. He shoots small yellow dots that slowly move towards you and are easy to duck under or jump over to avoid. The biggest threat is being touched by this rock monster as he slowly walks towards you, trapping you against the left wall. Fire as rapidly as you can. With the Power of the Sun, Moon or Stars it will be a little easier. ------------------------------------------------------------------------------- Stage 6: Wardner (The End!) ------------------------------------------------------------------------------- On this stage you’ll begin by dropping into rooms with various enemies. The first room is empty, but the second is very tough. Three pharaoh heads spin while moving from left to right. The technique for these is the same as for getting past the spinning yellow blades on the earlier levels. You have to duck down, standing only to quickly move when your headroom is clear. The next two rooms have simple monsters that you’ve seen before. That’s not it, you have to climb through a narrow passage and work your way down a set of rooms twice more. Each room has another familiar boss. In the first of the second set of rooms as you drop down into the room move to the right corner and fire to the left. The Wardner awaits at the bottom of the third set of rooms. This game is one of the toughest ever, with plenty of tough obstacles and maneuvers, but none of it compares to the Wardner! In the beginning he’ll swing his club down, which will shoot a bolt across to the left where you stand. Duck to avoid this, then jump over the crystal balls he throws. That’s only the first phase, and it’s short! During the second phase he becomes a bit larger (try half the size of the screen!). He shoots fire balls across the top of the screen, which will stop spread out above you and lower, forming a triangle that has a hole on the top-left. You must jump through that small hole, and do it early enough to avoid the laser beam he’ll shoot dowr at the bottom-center of the triangle. You want to begin the jump before the entire triangle forms, If you can do this twice in a row you’ll save Mia. For your efforts you’ll receive a short animation and full list of credits.