Wizard's Crown(an Apple IIe RPG) Walkthrough Copyright 2000-2001 Andrew Schultz Version 1.1.0 3/6/2001 This walkthrough is copyright 2000-2001 by Andrew Schultz. It is part of my contribution to efforts to preserve classic Apple games. Please do not redistribute for profit without my permission, as this FAQ required an investment of my time. Wizard's Crown copyright 1984 SSI, Inc. My page for miscellaneous info. on this and other classic Apple games is at: http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm To see a full map of the city(no dungeons) head to: http://members.fortunecity.com/cartographics ---------------------------- Outline: INTRODUCTION IN TOWN MARKETPLACE NORTH OF TOWN RUINS(GENERAL) DUNGEON STRATEGIES THIEVES' GUILD OLD THIEVES' GUILD LEVEL 1 LEVEL 2 GOZAROTH'S MANSION LEVEL 1 LEVEL 2 LEVEL 3 THE PALACE LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 LEVEL 6 WHAT NEXT? MONSTER PROPERTIES ITEMS GAME SCRIPTS THE OLD MAN IN THE PARK TAVERN TALK CHEATING ----------------------------- (Begin FAQ proper) INTRODUCTION You must venture into the ruined city south of Arghan and defeat Tarmon, who has terrorized your city with the help of the Wizard's Crown turned to an evil purpose. You must assemble a party of eight adventurers and explore the ruins to the south for clues to defeat Tarmon. A manual for this game is accessible at http://project64.c64.org/games/m-z, so you can look up the details there, because I'm lazy and, err, don't want to add info that's somewhere else too :). And c64.org is a neat place, anyhow. IN TOWN Remember to SEARCH when you seem to come across an interesting place. Otherwise, you won't be able to enter any buildings. Note also when your location description changes(i.e. "City" to "Poor area" or "Marketplace" it is a good idea to search. Generally, combats are tougher and more frequent at night than in the morning. Just warm up at first. Thugs aren't too bad if you don't face a bunch at once. Stop by the temples(near north and south gates-- restore karma) and taverns(restore morale, get advice) and the inn(spend the night)frequently. Remember that all gates close at night, and shops are closed too, so if you're stuck outside of town or in the inner square you're out of luck. The THIEVES' GUILD is on the east side. Get acquainted with the town first, though. The three-by-three block of white squares to the north is a good place to sell, and to the west of that, there is a group of thugs chasing a girl. Attack them and she will tell you to visit her father's mansion north of town. Do so(it's in the northeast corner,) but start out early in the morning. The item you'll get will eventually be replaced, but it's a good start. Skills to build up quickly include haggling(just one player--trade valuable gems to him so that he can sell them!), search(to find more valuable gems) and karma(because if you're like me, you always seem to try for one fight too many...) At least two should know cure disease/poison in case one is killed. Probably three will be best. MARKETPLACE Within the inner wall is the marketplace. There are many good places to visit. In the northeast corner, they will increase an item's magic charge for 50 gold if you can wait a day. You must have gold pieces(exchange money in the center, where the location has a TYPO "many shops") as otherwise your cash will not be accepted. The armory is also south of the market, and training(the only place to cash out your experience) is to the east. The park(green area) has an old man that tells a different story each day. Search for him where the road goes through the park. NORTH OF TOWN On the road, never attack approaching merchants. It won't go over too well with the townfolk. Off the road, there are a lot of wild animals. Just remember in the northwest, there is a potion shop, and in the northeast, there is a mansion. The father of the girl you can rescue in town is there. Accept the sword--+2 broadsword, and although you'll find better, this is an excellent magic weapon to start with. Beware of the tavern--it gives good advice, but you may be stuck outside of the town at night, which is at best an inconvenience, as monsters are more plentiful at night. RUINS(GENERAL) Generally, the farther south you go in the ruins, the tougher combats are. Especially tough are the combats in the far south grassy area-- excellent places to build up a party for the final combat, and that's before you get there. In temples, the word "SHALPA" will allow you to enter and restore karma/rest. Only the inn will restore magic power, though. There are three areas to find in the ruins--the old thieves' guild, Gozaroth's mansion, and the palace. I consider the ruins to have six sectors: northwest, northeast, west central, east central, southwest, and southeast. When the disk loads, you have changed sectors. There'll be a lot of fights you'll need to gain experience. Quick combat is most useful, and probably you will want to have several attributes at 250 or close before meeting Tarmon. They are the weapon you use, karma/spell power, and life force(if you can hack all the combat), in approximately that order. Improving strength to 16 so you can wear plate mail is not a bad idea in the meantime. With your money, enchant items that have magic besides "+1," i.e. a storm flail is better to enchant than a +4 long sword. DUNGEON STRATEGIES Mapping is not terribly tough. If there is a spot you cannot seem to map, try to walk on(use the 12345678 movement square) or examine the walls around it. When looking for items, you should be aware that many chests, when opened, will leave seemingly useless stuff(moth-eaten clothes)--this is just part of the detail the authors try to add to the game. For dungeons in general I recommend not having any party member following the leader. It's just too cumbersome, and you can flee easily enough in combat. However, changing the leader is often a good idea if your leader is low on power(you need to open stubborn doors somehow!) Remember that you cannot save the game in dungeons. Be sure to exit immediately when you find an important item, because if you die, you'll have to re-set and re-solve the dungeon. THIEVES' GUILD This is in the middle of the poor area of the city, on the east side. There's really not a lot to do here although you can buy some magic stuff and even visit the master thief. He'll tell you where the old thieves' guild is(14 east of the entry to the ruins. It's marked distinctively--looks like the thieves' guild--in case you forget.) OLD THIEVES' GUILD LEVEL 1 There is nothing special on the first level apart from the well you need to descend to get to the second. Be sure to bring along 50 feet of rope. LEVEL 2 On the second level there are important clues and a very important item. In the third cell, there's a clue, and in the fifth, there's an emerald key, which is critical for getting certain places. You also find the location of Gozaroth's Mansion. There's some assorted treasure as well. GOZAROTH'S MANSION Gozaroth's is in the west central sector of the ruins, due south of the gate to the city. Be sure to have the emerald key or you won't be able to get very far. LEVEL 1 One-third of a Golem Staff(useful for beating Golems) is in a pickle barrel. LEVEL 2 "Don't let maids clean up the school room!" Search the fireplace there for the second part of the golem staff. Also a clue that the master's cloak is covered with acid. LEVEL 3 Search the chest full of sticks two times to find the third part of the staff--with all three parts in one person's hand you can form the Golem Staff. A cloak you find is a trap as per the clue on level 2. Gozaroth is waiting in the southwest. He tells you the Ward Word is ROBIN and also tells you about the Ward Pact Demons(susceptible to only one of BASH, CUT and THRUST damage--determined at random) Ward Pact Demons are found on the first level of the castle. THE PALACE The palace is in the southeast section of the ruins. Gozaroth gave you a word to use at the palace gates. You'll need to use it in conjunction with the key. Be sure to bring 150' of rope, or you'll have to backtrack when you get to level 6. LEVEL 1 Search the room east of entry to find a map. LEVEL 2 This is straightforward enough. LEVEL 3 This level contains an invisible maze. You got the map on level 1 and can ready it with both hands to view it, but I'm including it below the paragraph as a spoiler. "+" indicates where it is safe to step and "x" indicates lightning(heavy injury but no bleeding) will strike you there. Zeros are inaccesible squares, and "p" indicates a pillar the computer suggests that you examine. It's imperative that you have one active character and no followers. Otherwise you can't be sure what sort of damage your followers will sustain. NOTE: The computer will indicate if there are blank squares you can't step on in the "12345678" by not highlighting certain directions. Carriage returns below to avoid revealing total "spoiler." 000000000+000000000000000+0000 0+++++0x0+++0x0x00++++++0+++x0 0+0x0+++0+0+++0+00+0000+000+00 0+00000+0+0+000+0++++x0+++++00 0+0x0+++0+0+0+++0x00x00x000++0 0+0+++0+0+0+0+00000000000000+0 0x0+0x0+++0++++++++++++++++0+0 0000x00+00000000x+x0+x0000+0+0 0++++0x++0+++0x000000000x0+0+0 0+00+000+++0+++++++++++0+++0+0 0+x0+0x000000000+000+0+0x0+0+0 0+00+++++++++++++0x0+0+000+0x0 0+000+0000000000x0+++0+++++000 0+0x++++++++++0000++0000x0+0x0 0+00+00+00+00+0x+++0000000+0+0 0+x0+x0+x0+0x+00x000000000+++0 0000000000+0000000000000000000 LEVEL 4 There are magic doors here. The pillar on level 3 was a basic code for how to get certain doors to open. The code is below: Open Close N ...C .... E O... C.OC S CO.. OO.O W OCO. ..O. H OOCO .... F CC.C .... What does this mean? These are the combinations for being able to open/close a door. It says whether, respectively, the status of the North, East, South, and West doors required to open said door. For instance, to open the West door, the North and South doors must be opened, and the East door must be closed, and the West door's status doesn't matter. However, to close the West door, the South door must be open. H and F stand for hidden and far doors. The hidden door is two west of the south door. The far door is south of it. Between the H and F doors is vital information. Technically, you can just open the west door, walk through the oppressive hallway(damaging your morale hugely), and get to Tarmon. However, you'll still need to know a WORD(see below) to get the crown itself. Opening the west door is hard enough. A walkthrough is below, with extra carriage returns to prevent spoilers. If you get stuck, there is always a way out. Look for where you are in the walkthrough, or try to get there. Action |Status(NSEW) --------+------------ Open N |OCCC Open E |OOCC Close N |COCC Open S |COOC Close E |CCOC Open N |OCOC Open W |OCOO Open E |OOOO Close S |OOCO Open H |OOCO Close N |COCO Open S |COOO Close W |COOC Close E |CCOC Open F |CCOC LEVEL 5 There's a tough fight here, but other than that, you just go from the southeast to the northwest and down to level 6. The rubble is irrelevant. LEVEL 6 Tarmon taunts you again...but now that you are in the Garden of Life, why not drink from the stream(examine it)? It'll heal you for the upcoming battle. Stand inside the contraption on the north wall and examine to the north. If you've got 150 feet of rope the north wall will open up and you'll meet Tarmon. Unless you've byte-edited the disk, Tarmon will prove a tough proposition. You can't touch him with magic weapons or yours will disintegrate, so have someone attack him with a sharp weapon. The other demons are tough but not impossible. Once you get past them, refresh your characters again by drinking from the stream. Examine the square a couple squares west of the table. There's a keyhole, where the emerald key fits. Ready your emerald key and hit O to open. You will be asked your name--tell them what you learned on the fourth floor(it's in WORD SPOILERS below too) or you'll be killed. Once you get the Wizard's Crown, back-tracking is not hard. Beware, however, that on the first floor you will be attacked by demons that break from statues in the palace's entry room. WHAT NEXT? Lots of fights. Ready the Wizard's Crown, of course, Be sure your characters are plenty good and stop off at a temple and pray, etc. if you have to. Go north as quickly as possible because you will probably get a fight every other move at least. Also, be sure that it is morning when you start out(or use time in a temple) because you do NOT want to be caught by a bunch of monsters at dark. Once you get in the city with the crown, there's a two-page blurb acknowledging your achievements and a side note saying you may be able to import your characters into a planned sequel--that sequel happens to be called "Eternal Dagger." In the meantime, you can loot the ruins if you feel like it. You can even win the game again or see how long you last in the grass below the palace. MONSTER PROPERTIES I listed some basic monster properties below. Note some monsters have the same names but different attributes. |STR|DEX|LIFE --------------------+---+---+---- A THIEF | 8| 15| 50 A BRIGAND | 10| 13| 60 A BANDIT CHIEF | 12| 20| 70 AN ASSASSIN | 10| 15| 50 A GIANT SPIDER | 24| 30|150 A MASTER ASSASSIN | 12| 20| 70 A SCOUT | 12| 12| 60 A MAGICIAN | 6| 18| 50 A SKELETON | 19| 12| 20 A WOLF | 8| 13| 50 A LARGE SPIDER | 4| 20| 40 AN ORC | 12| 10| 70 AN ORC LEADER | 16| 12| 80 A GIANT RAT | 4| 15| 40 A HUGE RAT | 12| 12| 60 A SPIRIT | 0| 12| 40 A FERAL DOG | 8| 13| 40 A ZOMBIE | 32| 8| 80 AN ADVENTURER | 12| 15| 50 AN ADVENTURER | 16| 12| 60 AN ADVENTURER | 15| 15| 50 AN ADVENTURER | 6| 19| 45 A HOBGOBLIN | 32| 10| 80 AN OGRE | 40| 10| 90 A GOBLIN | 12| 11| 60 A GOBLIN | 10| 13| 60 A GOBLIN | 13| 10| 60 A GHOUL | 12| 13| 50 A VAMPIRE | 32| 15| 90 A WARDPACT DEMON | 32| 15| 75 A VAMPIRE | 32| 15| 90 AN ANCIENT VAMPIRE | 56| 20|125 AN ANCIENT VAMPIRE | 56| 20|125 A HELL HOUND | 8| 14| 60 A FIRE GIANT | 60| 10|140 A ROCK GIANT | 60| 8|125 A ROCK GIANT | 60| 8|125 A GIANT SCORPION | 12| 12| 60 AN UNDEAD WARRIOR | 16| 16| 40 AN UNDEAD WARRIOR | 16| 16| 40 A STONE GOLEM | 80| 7|150 A LICH | 12| 20|120 AN IMP | 8| 15| 50 A TROLL | 40| 8|100 A SPECTRE | 0| 14| 80 A WRAITH | 0| 14|100 A WRAITH | 0| 14|100 A GHOST | 0| 18|120 A GNARLED TREE |100| 10|200 A SORCERER | 6| 18| 50 A WARDPACT DEMON | 32| 15| 75 A VETERAN ADVENTURER| 12| 18| 65 A VETERAN ADVENTURER| 20| 15| 75 A VETERAN ADVENTURER| 20| 18| 70 A VETERAN ADVENTURER| 6| 25| 60 A GUARD | 12| 13| 55 A MERCHANT | 6| 12| 40 A THUG | 10| 13| 45 A DRAGON | 40| 15|100 A GARGOYLE | 32| 20|100 A GHOST | 0| 18|120 A WHITE RABBIT | 4| 30| 38 A DEMON | 18| 14| 80 GOZAROTH | 20| 28|120 AN IRON GOLEM |100| 7|150 A HELL BORN | 24| 10| 60 A WARDPACT DEMON | 32| 15| 75 A VETERAN GUARD | 20| 15| 70 A VETERAN SCOUT | 16| 20| 60 AN EVIL ARCH-MAGE | 9| 20| 50 A SALAMANDER | 20| 30|200 A HIGH DEMON | 30| 20|100 A DEMON | 20| 16| 80 A HIGH DEMON | 30| 25|100 A DEMON | 20| 20| 80 TARMON | 20| 25|200 ITEMS Not everything listed below is an item. Some, like "flaming," must be combined with an item--"Emperor's Crown" is itself this sort of compound item. Price is additive. Note +1 for items and for armor is different. KEY | 1 WAND | 1 TORCH | 2 SCROLL | 2 VIAL | 5 BOTTLE | 10 JAR | 20 50' OF ROPE | 25 BANDAGES | 25 LOCKPICKS | 250 CLOAK | 125 CROWBAR | 50 RUBY | 7500 DIAMOND | 7800 EMERALD | 5000 JADE | 2500 GOLD | 4000 SILVER | 500 RING | 150 NECKLACE | 1000 BRACELET | 500 CROWN | 5000 REENFORCING | 5000 DWARVEN | 5000 ELVEN | 5000 WIZARD'S | 8000 DAGGER | 50 RAPIER | 200 SHORTSWORD | 375 SCIMITAR | 500 BROADSWORD | 725 LONGSWORD | 750 CLAYMORE | 1000 GREATSWORD | 1125 HANDAXE | 75 BATTLE AXE | 250 GREAT AXE | 750 MACE | 300 MORNINGSTAR | 500 STAFF | 25 MAUL | 175 FLAIL | 675 LARGE FLAIL | 675 SPEAR | 150 HEAVY SPEAR | 200 SHORTBOW | 275 LONGBOW | 525 LT. CROSSBOW | 635 HVY CROSSBOW | 1260 BUCKLER | 75 SHIELD | 225 LEATHER | 450 CUIRBOILLI | 925 RING MAIL | 1625 BRIGANTINE | 2125 CHAIN MAIL | 2500 SCALE ARMOR | 2000 PLATE MAIL | 5000 FINE | 300 VERY FINE | 900 SHARP | 3000 VERY SHARP | 4500 +1 | 330 +2 | 1000 +3 | 2000 +4 | 3300 +5 | 5000 MAGIC | 500 FROST | 1200 FLAMING | 2500 LIGHTNING | 4000 STORM | 6000 DARK | 750 DOOM | 2000 SOUL | 3500 DEMON | 7000 DEATH | 8000 +1 | 530 +2 | 1200 +3 | 2200 +4 | 3500 +5 | 5200 A SECTION OF | 0 GOLEM | 0 A MAP | 150 EMPEROR'S |15000 GAME SCRIPTS There are several interesting game scripts in Wizard's Crown. They include the old man in the park in the inner square who tells you about Bealar and Deld. There is also some tavern talk. These are listed below. The old man in the park has useful tips in each story. Numbers 1, 2, 3, and 5 are the most useful. ****THE OLD MAN IN THE PARK**** YOU SEE AN OLD MAN, HE LOOKS UP AT YOU AND ASKS IF YOU WISH TO HEAR A STORY. (S)TAY OR (L)EAVE If you choose to stay: (This is always the introduction) HE THEN BEGINS A LONG STORY ABOUT "TWO SWORD" BEALAR IN ARGHAN ...THE STORY IS VERY ENTERTAINING AND PART OF IT SOUNDS USEFUL... I believe these rotate from day to day. 1. BEALAR SOON REGRETTED HIS ROBBING OF A MERCHANT. WHEN HE TRIED TO SELL THE GOODS HE WAS NEVER OFFERED MORE THAN HALF THEIR MARKET VALUE 2. BEALAR BARELY ESCAPED THE CLUTCHES OF THE NECROMANCER BY UTTERING THE WORD "SHALPA" AND ENTERING THE TEMPLE'S ENCHANTED DOOR 3. BEALAR DECIDED IT WOULD BE SAFER TO GET THE REWARD FOR CLEANING UP THE TOWN THAN LOOTING THE RUINED CITY ARGHAN 4. JOINING UP WITH DELD IT WAS DECIDED THAT SOME POTIONS WOULD BE NEEDED FOR THE EXPLORATION. LUCKILY THE LABORATORY WAS JUST TO THE NORTHWEST OF TOWN 5. "IT WAS A MISTAKE COME INTO THE RUSTY NAIL" WHISPERED BEALAR "I THINK THIS IS THE LOCAL THIEVES' GUILD" 6. THE SEARCH FOR AN EMERALD KEY TOOK BEALAR AND COMPANY DEEP INTO THE RUINS OF ARGHAN 7. "WE ARE IN NEED OF MORE EXPERIENCE AND EQUIPMENT IF WE ARE TO GET FURTHER INTO THE RUINS" BEALAR TOLD DELD 8. STEPPING OUTDOORS BEALAR AND HIS PARTY FOUND THAT IT WAS ALREADY DARK. BEFORE THEY EVEN GOT A COUPLE OF BLOCKS TOWARDS SAFTEY A DOZEN ORCS ATTACKED After each story, you see: THE OLD MAN FINISHES HIS STORY AND SAYS "COME BACK ANOTHER DAY AND I WILL TELL YOU ANOTHER STORY" HE THEN WALKS OFF. ****TAVERN TALK**** * THE PASSWORD IS 'BREAKFAST' (not sure what this is for) * THERE IS A MAGIC SHOP IN THE NORTH-EAST CORNER OF THE INNER WALL * WE WILL NEED AN EMERALD KEY TO ...... * WITHOUT A +5 WEAPON WE WON'T LAST FIVE MINUTES PAST THE FIRST TEMPLE WORD SPOILERS (white space below) The word "SHALPA" gets you in temples in the ruins. The word "Robin" combined with the Emerald Key lets you in the enclosure that leads to the castle. The word "Dorval" is required to take the Wizard's Crown. CHEATING The bluntest form of cheating is to run through the Palace, fight everyone, reboot, and run through it again when there are no monsters there. You sustain a lot less damage that way. I haven't fully sharpened up the cheating on the Apple. However, critical character data is below for each slot(A-H): Offset |Attributes ---------+----------------------------------------------------------- 0014-0019|Strength, Dexterity, Intelligence, Max/Cur Life, Experience 001f-0020|Current Power/Maximum Power 002c-002d|Maximum Karma/Current Karma 0033-0048|Various character skills 004a-0050|Various character skills A: F620 B: F6C0(note: To edit anything after F6FF, start at F500 and not F700. In other words, subtract 200 from F6C0+offset) C: F560 D: F400 E: F4A0 F: F340 G: F3E0(note: To edit anything after F3FF start at F200 and not F400.) H: F280 Examples: Say you wanted to set character E's attributes all to 250. Pull out a hexadecimal calculator and... F4A0+14=F4B4, F4A0+19=F4B9. So bytes F4B4 to F4B9 in your hexadecimal editor should become FA(250 in hexadecimal)... Repeat for the other offsets in the table. However, say you wanted to set character G's skills to 199. 199 in hex is C7. But since the Apple reads "tracks" of 256 bytes backwards, F200 and not F400 is immediately after F3FF, so 200 hex must be subtracted. So... F3E0+33=F413-200=F213. F3E0+48=F428-200=F228. So you would change bytes F213 to F228 to C7. Also you could change F22A to F230 to C7 and that would take care of all your abilities. To change your max/current power you would have to modify bytes F200 and F3FF. This is one of those "border cases." NOTE: editing this way may destroy your characters' abilities to pray(i.e. they can't). I think I tripped something I should not have and can't figure what. So be warned--byte editing can backfire. But also note that I won the game fairly easily with these changes, almost never sustaining life-draining damage from monsters. But if you want to be prudent, check praying ability after each byte you change. I'm a bit too busy to do it, but if you can, please mail me! --------------------------- Versions: 1.1.0 3/6/2001 Added monster properties and basic item info 1.0.3 2/21/2001 Added "Bealar and Deld" stories along with tavern talk. 1.0.2 10/18/2000 basic re-proofreading 1.0.1 5/8/2000 Oops! Forgot the text version of the invisible map to level 3. Added brief dungeon strategies. 1.0.0 4/23/2000 Initial version completed, with cheating techniques. Credits: druadic@cs.com for the maps which made my walk-through MUCH easier(strangely, he didn't have the level 3 map--but it exposed secret doors quickly for the other levels.) His web page at members.nbci.com/druadic is a wonderful resource for maps in general. Kahei at Kahei.com for a marvelous hex editor that allowed me to concentrate on the puzzles. ftp.apple.asimov.net for the original Apple images.