WIZARDRY


The Proving Grounds of the Mad Overlord


FACTS, HINTS, TIPS AND MORE

Wizardry: Copyright 1981 - 1987 Sir Tech Software Inc.
Andrew Greenberg Inc & Robert Woodhead Inc.

Note:
Andrew spelled backwards is WERDNA
Robert spelled backwards is TREBOR

THE MISSION

Trebor , the Mad Overlord, was not always mad, merely power crazed. Several years ago, he obtained a fabled amulet, whose powers were the subject of many legends. As he sat in his throne room gloating over the empire this amulet would bring him, a great incapacitating fear gripped him. When the terror had passed, a trembling Trebor no longer held the amulet. Only one wizard could cast such a terrible spell- his arch nemisis, the EVIL WIZARD WERDNA. How was Trebor to find him and get back his amulet?

The answer arrived swiftly, the very next day, when the earth groaned and the Castle rocked from side to side. For to taunt his enemy, Werdna has used the amulet to carve out of the ground below the castle a ten level fortress maze. Secure in the vast depths, surrounded by monsters most foul, Werdna, to this day, still plumbs the secrets of the amulet to some unknown purpose.

The shock of all these events completely unhinged Trebor. He became thoughly paranoid and strove to protect himself with an elite guard of the best characters in each class, while plotting on how to get his amulet back.

Trebor, though, is also well known for killing two birds with one stone (or any other handy weapon). He quickly turned the affront of Werdna's Mazes below his castleinto an asset, by declaring that these were the special PROVING GROUNDS he had ordered built. He told his subjects that these Mazes would form the perfect place to train the bodyguards he needed (and quite possibly recover the amulet at the same time).

Needless to say, any Adventurers who did recover the amulet will be immediately inducted into his elite guard, by force if need be....

This , then is the situation your characters are thrust into. With a little luck, they will map the maze, maul the monsters, make off with some goodies, find the amulet and only get killed a few times while doing it.

Questions and Answers
1. When did Wizardry first come out?
1981

2. Who made Wizardry?
Andrew Greenberg and Robert Woodhead and Sir-Tech.

3. How many Wizardry scenarios are there?
Seven:
Proving Grounds of the Mad Overlord
Knight of Diamonds
Legacy of Llylgamyn
Return of Werdna
Heart of the Maelstrom
Bane of the Cosmic Forge
Dark Savant (and Wizardry Gold)
Other Wizardry Takeoffs:
The Wizardry Adventure: Nemesis

4. My characters keep changing alignment, why??!
When you encounter a party of friendly monsters, if you are evil and don't attack you will be turned good, if you are good and attack you will be turned evil.

5. Why do I pass out when I enter the elevator?
You need the blue ribbon to enter it. You find that on the same floor.

6. Trebor Sux?
Trebor is Robert backwords. Its really not much of a clue.

7. How do I beat W E R D N A?
Werdna, (Andrew backwards), is very hard. Make sure you make a copy of your scenario disk before you attempt to kill him. That way if you die you can recover your character. If you can afford it, use Mahaman. There is a great chance it will kill all the monsters instantly. Don't worry about the experience, you gain 250,000 when you return back to the castle with the amulet.

8. Oh no, I lost all my stuff!
After you beat the game you lose all your stuff. You can ether keep the 250,000 experience, or recover your characters if you'd rather play Wizardry 2 with your old items. Its your choice.

9. I can't transfer my characters to Wizardry 2, it says non-xferable items?
You have to get rid of your blue ribbon, and other keys. Sell them at the trading post, that way if you ever xfer back, or start a new game, you can already have all keys. You won't need them in Wizardry 2.

Chest Traps List:
Poison Needle- Poisons the opener.
Gas Bomb- Poisons various party members.
Exploding Box- Direct damage.
Anti-Mage- Paralyze all Mages and Bishops.
Anti-Priest- Paralyze all Priests and Bishops.
Blades- Damage to party members.
Teleporter- Teleports the party to a random place.
Alarm- Encounters another monster group.
Crossbow Bolt- Damage to opener.
Splinters- Damage.

Secrets / Tips:
There are various codes and secrets throughout the game.
* With a bishop you can identify certain letters or numbers until it says success, and gain experience and gold:
Identify 9- The bishop gain 100,000,000 exp.
Identify J- The player below the bishop gains 100,000,000 gold.
Identify S- The player below the bishop gains 100,000,000 exp.