410 lines
15 KiB
Solidity
410 lines
15 KiB
Solidity
Wizard's Crown(an Apple IIe RPG) Walkthrough
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Copyright 2000 Andrew Schultz
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Version 1.0.1 5/8/2000
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This walkthrough is copyright 2000 by Andrew Schultz. It is part of my
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contribution to efforts to preserve classic Apple games. Please do not
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redistribute for profit without my permission, as this FAQ required an
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investment of my time.
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Wizard's Crown copyright 1984 SSI, Inc.
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My page for miscellaneous info. on this and other classic Apple games is
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at:
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http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
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----------------------------
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Outline:
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INTRODUCTION
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IN TOWN
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MARKETPLACE
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NORTH OF TOWN
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RUINS(GENERAL)
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DUNGEON STRATEGIES
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THIEVES' GUILD
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OLD THIEVES' GUILD
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LEVEL 1
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LEVEL 2
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GOZAROTH'S MANSION
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LEVEL 1
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LEVEL 2
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LEVEL 3
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THE PALACE
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LEVEL 1
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LEVEL 2
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LEVEL 3
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LEVEL 4
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LEVEL 5
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LEVEL 6
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WHAT NEXT?
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CHEATING
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-----------------------------
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(Begin FAQ proper)
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INTRODUCTION
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You must venture into the ruined city south of Arghan and defeat
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Tarmon, who has terrorized your city with the help of the Wizard's
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Crown.
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IN TOWN
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Remember to SEARCH when you seem to come across an interesting place.
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Otherwise, you won't be able to enter any buildings. Note also when
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your location description changes(i.e. "City" to "Poor area" or
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"Marketplace" it is a good idea to search.
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Generally, combats are tougher and more frequent at night than in the
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morning. Just warm up at first. Thugs aren't too bad if you don't face
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a bunch at once. Stop by the temples(near north and south gates--
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restore karma) and taverns(restore morale, get advice) and the inn(spend
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the night)frequently. Remember that all gates close at night, and shops
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are closed too, so if you're stuck outside of town you're out of luck.
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The THIEVES' GUILD is on the east side. Get acquainted with the town
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first, though. The three-by-three block of white squares to the north
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is a good place to sell, and to the west of that, there is a group of
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thugs chasing a girl. Attack them and she will tell you to visit her
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father's mansion north of town. Do so, but start out early in the
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morning.
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Skills to build up quickly include haggling(just one player--trade
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valuable gems to him so that he can sell them!), search(to find more
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valuable gems) and karma(because if you're like me, you always seem to
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try for one fight too many...) Two should know cure disease/poison in
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case one is killed.
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MARKETPLACE
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Within the inner wall is the marketplace. There are many good places
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to visit. In the northeast corner, they will increase an item's magic
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charge for 50 gold if you can wait a day. You must have gold
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pieces(exchange money in the center, where the location has a TYPO "many
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shops") as otherwise your cash will not be accepted. The armory is also
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south of the market, and training(the only place to cash out your
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experience) is to the east. The park(green area) has an old man that
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tells a different story each day. Search for him where the road goes
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through the park.
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NORTH OF TOWN
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On the road, never attack approaching merchants. It won't go over too
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well with the townfolk. Off the road, there are a lot of wild animals.
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Just remember in the northwest, there is a potion shop, and in the
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northeast, there is a mansion. The father of the girl you can rescue in
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town is there. Accept the sword--+2 broadsword, and although you'll
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find better, this is an excellent magic weapon to start with. Beware of
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the tavern--it gives good advice, but you may be stuck outside of the
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town at night, which is at best an inconvenience, as monsters are more
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plentiful at night.
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RUINS(GENERAL)
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Generally, the farther south you go in the ruins, the tougher combats
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are. Especially tough are the combats in the far south grassy area--
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excellent places to build up a party for the final combat, and that's
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before you get there. In temples, the word "SHALPA" will allow you to
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enter and restore karma/rest. Only the inn will restore magic power,
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though. There are three areas to find in the ruins--the old thieves'
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guild, Gozaroth's mansion, and the palace.
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I consider the ruins to have six sectors: northwest, northeast, west
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central, east central, southwest, and southeast. When the disk loads,
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you have changed sectors.
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There'll be a lot of fights you'll need to gain experience. Quick
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combat is most useful, and probably you will want to have several
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attributes at 250 or close before meeting Tarmon. They are the weapon
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you use, karma/spell power, and life force(if you can hack all the
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combat), in approximately that order. Improving strength to 16 so you
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can wear plate mail is not a bad idea in the meantime. With your money,
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enchant items that have magic besides "+1," i.e. a storm flail.
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DUNGEON STRATEGIES
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Mapping is not terribly tough. If there is a spot you cannot seem to
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map, try to walk on(use the 12345678 movement square) or examine the
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walls around it.
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When looking for items, you should be aware that many chests, when
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opened, will leave seemingly useless stuff(moth-eaten clothes)--this is
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just part of the detail the authors try to add to the game.
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For dungeons in general I recommend not having any party member
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following the leader. It's just too cumbersome, and you can flee easily
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enough in combat. However, changing the leader is often a good idea if
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your leader is low on power(you need to open stubborn doors somehow!)
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Remember that you cannot save the game in dungeons. Be sure to exit
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immediately when you find an important item, because if you die, you'll
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have to re-set and re-solve the dungeon.
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THIEVES' GUILD
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This is in the middle of the poor area of the city, on the east side.
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There's really not a lot to do here although you can buy some magic
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stuff and even visit the master thief. He'll tell you where the old
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thieves' guild is(14 east of the entry to the ruins. It's marked
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distinctively--looks like the thieves' guild--in case you forget.)
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OLD THIEVES' GUILD
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LEVEL 1
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There is nothing special on the first level apart from the well you
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need to descend to get to the second. Be sure to bring along 50 feet of
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rope.
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LEVEL 2
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On the second level there are important clues and a very important
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item. In the third cell, there's a clue, and in the fifth, there's an
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emerald key, which is critical for getting certain places. You also
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find the location of Gozaroth's Mansion. There's some assorted treasure
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as well.
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GOZAROTH'S MANSION
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Gozaroth's is in the west central sector of the ruins, due south of the
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gate to the city. Be sure to have the emerald key or you won't be able
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to get very far.
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LEVEL 1
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One-third of a Golem Staff(useful for beating Golems) is in a pickle
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barrel.
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LEVEL 2
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"Don't let maids clean up the school room!" Search the fireplace
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there for the second part of the golem staff. Also a clue that the
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master's cloak is covered with acid.
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LEVEL 3
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Search the chest full of sticks two times to find the third part of
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the staff--with all three parts in one person's hand you can form the
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Golem Staff. A cloak you find is a trap as per the clue on level 2.
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Gozaroth is waiting in the southwest. He tells you the Ward Word is
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Robin and also tells you about the Ward Pact Demons(susceptible to only
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one of BASH, CUT and THRUST damage--determined at random) Ward Pact
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Demons are found on the first level of the castle.
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THE PALACE
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The palace is in the southeast section of the ruins. Gozaroth gave
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you a word to use at the palace gates. You'll need to use it in
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conjunction with the key.
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Be sure to bring 150' of rope, or you'll have to backtrack when you
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get to level 6.
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LEVEL 1
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Search the room east of entry to find a map.
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LEVEL 3
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This level contains an invisible maze. You got the map on level 1 and
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can ready it with both hands to view it, but I'm including it below the
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paragraph as a spoiler. "+" indicates where it is safe to step and "x"
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indicates lightning(heavy injury but no bleeding) will strike you there.
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Zeros are inaccesible squares, and "p" indicates a pillar the computer
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suggests that you examine. It's imperative that you have one active
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character and no followers. Otherwise you can't be sure what sort of
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damage your followers will sustain.
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NOTE: The computer will indicate if there are blank squares you can't
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step on.
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Carriage returns below to avoid revealing total "spoiler."
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000000000+000000000000000+0000
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0+++++0x0+++0x0x00++++++0+++x0
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0+0x0+++0+0+++0+00+0000+000+00
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0+00000+0+0+000+0++++x0+++++00
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0+0x0+++0+0+0+++0x00x00x000++0
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0+0+++0+0+0+0+00000000000000+0
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0x0+0x0+++0++++++++++++++++0+0
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0000x00+00000000x+x0+x0000+0+0
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0++++0x++0+++0x000000000x0+0+0
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0+00+000+++0+++++++++++0+++0+0
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0+x0+0x000000000+000+0+0x0+0+0
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0+00+++++++++++++0x0+0+000+0x0
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0+000+0000000000x0+++0+++++000
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0+0x++++++++++0000++0000x0+0x0
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0+00+00+00+00+0x+++0000000+0+0
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0+x0+x0+x0+0x+00x000000000+++0
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0000000000+0000000000000000000
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LEVEL 4
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There are magic doors here. The pillar on level 3 was a basic code
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for how to get certain doors to open. The code is below:
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Open Close
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N ...C ....
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E O... C.OC
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S CO.. OO.O
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W OCO. ..O.
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H OOCO ....
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F CC.C ....
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What does this mean? These are the combinations for being able to
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open/close a door. It says whether, respectively, the status of the
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North, East, South, and West doors required to open said door. For
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instance, to open the West door, the North and South doors must be
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opened, and the East door must be closed, and the West door's status
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doesn't matter. However, to close the West door, the South door must be
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open.
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H and F stand for hidden and far doors. The hidden door is two west
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of the south door. The far door is south of it. Between the H and F
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doors is vital information.
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Technically, you can just open the west door, walk through the
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oppressive hallway(damaging your morale hugely), and get to Tarmon.
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However, you'll still need to know a WORD(see below) to get the crown
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itself.
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Opening the west door is hard enough. A walkthrough is below, with
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extra carriage returns to prevent spoilers. If you get stuck, there is
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always a way out. Look for where you are in the walkthrough, or try to
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get there.
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Action |Status(NSEW)
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--------+------------
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Open N |OCCC
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Open E |OOCC
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Close N |COCC
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Open S |COOC
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Close E |CCOC
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Open N |OCOC
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Open W |OCOO
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Open E |OOOO
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Close S |OOCO
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Open H |OOCO
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Close N |COCO
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Open S |COOO
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Close W |COOC
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Close E |CCOC
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Open F |CCOC
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LEVEL 5
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There's a tough fight here, but other than that, you just go from the
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southeast to the northwest and down to level 6. The rubble is
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irrelevant.
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LEVEL 6
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Tarmon taunts you again...but now that you are in the Garden of Life,
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why not drink from the stream(examine it)? It'll heal you for the
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upcoming battle. Stand inside the contraption on the north wall and
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examine to the north. If you've got 150 feet of rope the north wall
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will open up and you'll meet Tarmon.
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Unless you've byte-edited the disk, Tarmon will prove a tough
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proposition. You can't touch him with magic weapons or yours will
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disintegrate, so have someone attack him with a sharp weapon. The other
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demons are tough but not impossible. Once you get past them, refresh
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your characters again by drinking from the stream.
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Examine the square a couple squares west of the table. There's a
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keyhole, where the emerald key fits. Ready your emerald key and hit O
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to open. You will be asked your name--tell them what you learned on the
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fourth floor(it's in WORD SPOILERS below too) or you'll be killed. Once
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you get the Wizard's Crown, back-tracking is not hard. Beware, however,
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that on the first floor you will be attacked by demons that break from
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statues in the palace's entry room.
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WHAT NEXT?
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Lots of fights. Ready the Wizard's Crown, of course, Be sure your
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characters are plenty good and stop off at a temple and pray, etc. if
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you have to. Go north as quickly as possible because you will probably
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get a fight every other move at least. Also, be sure that it is morning
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when you start out(or use time in a temple) because you do NOT want to
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be caught by a bunch of monsters at dark.
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Once you get in the city with the crown, there's a two-page blurb
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acknowledging your achievements and a side note saying you may be able
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to import your characters into a planned sequel--that sequel happens to
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be called "Eternal Dagger." In the meantime, you can loot the ruins if
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you feel like it.
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WORD SPOILERS
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(white space below)
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The word "SHALPA" gets you in temples in the ruins.
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The word "Robin" combined with the Emerald Key lets you in the
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enclosure that leads to the castle.
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The word "Dorval" is required to take the Wizard's Crown.
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CHEATING
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The bluntest form of cheating is to run through the Palace, fight
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everyone, reboot, and run through it again when there are no monsters
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there. You sustain a lot less damage that way.
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I haven't fully sharpened up the cheating on the Apple. However,
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critical character data is below for each slot(A-H):
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Offset |Attributes
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---------+--------------------------------------------------------------
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0014-0019|Strength, Dexterity, Intelligence, Max/Current Life,
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Experience
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001f-0020|Current Power/Maximum Power
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002c-002d|Maximum Karma/Current Karma
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0033-0048|Various character skills
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004a-0050|Various character skills
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A: F620
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B: F6C0(note: To edit anything after F6FF, start at F500 and not F700.
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In other words, subtract 200 from F6C0+offset)
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C: F560
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D: F400
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E: F4A0
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F: F340
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G: F3E0(note: To edit anything after F3FF start at F200 and not F400.)
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H: F280
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Examples: Say you wanted to set character E's attributes all to 250.
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Pull out a hexadecimal calculator and...
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F4A0+14=F4B4, F4A0+19=F4B9. So bytes F4B4 to F4B9 in your hexadecimal
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editor should become FA(250 in hexadecimal)...
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Repeat for the other offsets in the table.
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However, say you wanted to set character G's skills to 199. 199 in hex
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is C7. But since the Apple reads "tracks" of 256 bytes backwards, F200
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and not F400 is immediately after F3FF, so 200 hex must be subtracted.
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So...
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F3E0+33=F413-200=F213.
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F3E0+48=F428-200=F228. So you would change bytes F213 to F228 to C7.
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Also you could change F22A to F230 to C7 and that would take care of all
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your abilities. To change your max/current power you would have to
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modify bytes F200 and F3FF. This is one of those "border cases."
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NOTE: editing this way may destroy your characters' abilities to
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pray(i.e. they can't). I think I tripped something I should not have
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and can't figure what. So be warned--byte editing can backfire. But
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also note that I won the game fairly easily with these changes, almost
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never sustaining life-draining damage from monsters. But if you want to
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be prudent, check praying ability after each byte you change. I'm a bit
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too busy to do it, but if you can, please mail me!
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---------------------------
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Versions:
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1.0.1 5/8/2000 Oops! Forgot the text version of the invisible map to
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level 3. Added brief dungeon strategies.
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1.0.0 4/23/2000 Initial version completed, with cheating techniques.
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Credits: druadic@cs.com for the maps which made my walk-through MUCH
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easier(strangely, he didn't have the level 3 map--but it exposed secret
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doors quickly for the other levels.) Kahei at Kahei.com for a marvelous
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hex editor that allowedme to concentrate on the puzzles.
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