After the Wizardry LP I did, it's time for me to move on to its direct sequel. No, not Wizardry II. It's Wizardry IV. I am aware theverybigslayer LPed it already back in 2008, but the more Wizardry IV, the better.
This is going to be a slow and LARP-free LP, so beware.
TABLE OF CONTENTS
1: Trapped!
2: The Pyramid of Entrapment
3: The Catacombs
4: The Death of a Thousand Cuts
5: Temple of the Dreampainter
6: Realm of the Whirling Dervish
7: Creatures of Light and Darkness
8: Maze of Wandering (or, It's Not All Butterflies)
9: To Hell and back
10: The Costmic Cube
11: Werdna Reformed
12: So You Want To Be a God
12a: Interlude: The Softalk All-Stars
13: Grandmaster Werdna
Wizardry IV: The Return of Werdna, released by Sir-Tech in 1987, is not just the fourth game in the legendary Wizardry series - it is the hardest game in the history of computer RPGs. There is nothing harder. The majority of those who have played the game were unable to leave the very first room. Incidentally, Wizardry IV remains to this day one of the most innovative role-playing titles.
You are Werdna, the evil wizard who once decided to conquer the entire world. You were busy trying to unlock the secrets of the magical amulet you "acquired" from your nemesis Trebor when an unruly mob of adventurers burst into your inner sanctum and defeated you. At first they thought you were dead. Foolish mortals. It is most difficult to kill a master of the arcane arts! When the authorities realized that your indestructible body lay in a deep trance, they adapted an ancient subterranean ruin into an escape proof prison. They surrounded your bier with patrols, traps, and guardians. You awake in a small room at the bottom of this prison maze, a room with no doors. You are as weak as a newborn babe, your magical powers drained from you. Getting out of this room won't be easy; escaping from the rest of prison may prove near impossible. But you are undaunted. You want revenge and the amulet back!
Turning things on their head, Wizardry IV reverses the standard RPG premise. In this game you play Werdna, the end boss villain you defeated back in Wizardry I: Proving Grounds of the Mad Overlord, trying to escape his escape proof underground prison. As such, Wizardry IV is a direct sequel to the first Wizardry title. Contrary to the first three Wizardry games, however, which were at least somewhat, if marginally, fair, Wizardry IV fervently hates your very existence and takes the notion of resource management to a whole new level, turning it into starvation and despair. Stripped of his powers, Werdna starts out extremely weak. Doing away with the customary experience-based character development system, the game has you rely on summoned monsters and only increase your power at pentagrams - specific, sparsely placed points in the dungeon. Basically, though not quite so, each dungeon floor you survive brings you a level-up, so that your power is directly tied to your progress. Allied with monsters, you battle parties of adventurers fully intent on banishing you back to your eternal rest. Simply put, Wizardry IV has you fight as a monster party against an adventuring party.
Monsters are, however, an unruly bunch. They do not follow Werdna's orders directly. To make things worse, most enemies you encounter - Werdna sarcastically dubs them "do-gooders" - can kill you in one or at most two hits, and you tend to encounter them every other step. An unlucky roll of a die, a wrong step or a foolish decision, and bam! you're dead and have to reload the game.
Beginning at the bottom of the penal dungeon, you struggle to climb up to the surface, not down to the depths of the dungeon. (To be fair, it isn't the first Wizardry to feature a bottom-to-top dungeon crawl: Wizardry III had you ascend a volcano.) Useful loot is minimal, being mostly limited to puzzle-related items, and there's no way of telling a plot-critical item from a fluff one beforehand. And even if by some miracle the enemies don't get you, the dungeon itself will. To that end, Wizardry IV features the most sadistic, and brilliant, dungeon and puzzle design that no other cRPG except maybe Dark Heart of Uukrul or Chaos Strikes Back can compete with, where not only every step you take may mean certain death or a devilish puzzle or both, but the dungeon itself is basically one large puzzle that you must figure out to make progress or at least survive. The dungeon is also insanely hard to map. Overall, it's plain incredible just how much evil Sir-Tech managed to cram into the standard 20x20 grid.
WARNING: EXPERT LEVEL SCENARIO!
The Return of Werdna is an EXPERT level scenario for experienced Wizardry players ONLY. Novices will rapidly become totally frustrated - this game is VERY difficult! If you have never played Wizardry before, you may find it difficult or impossible to finish this game. We very strongly recommend that you play the first scenario, Proving Grounds of the Mad Overlord, before you attempt to play The Return of Werdna.
Given the above warning, printed on the back of the Wizardry IV box as well as on a separate sheet of paper inside it, it should come as no surprise that Sir-Tech placed a sealed envelope containing the solution to the very first in-game puzzle in the packaging. And it only gets worse from there.
And did I mention the immortal ghost of your nemesis Trebor who pursues you in real time, and as soon as he touches you, you drop dead and it's game over? Or that you're only given a limited number of keystrokes to beat the game?
What kind of LP will this be?
This will be a completionist, and hopefully informative, screenshot LP. There are five different endings to Wizardry IV, and the ultimate one, Grandmaster ending, is infamouslyimpossible difficult to achieve. I'll do my best to show off each of the five endings - including the Grandmaster one.
Since the dungeons are this game's highest point and main challenge, I will occasionally post dungeon maps so you can have a better grasp of what is going on.
What version of the game are you playing?
The original Apple II version. Remakes are always inferior to the original experience in my book.
This is going to be a slow and LARP-free LP, so beware.
TABLE OF CONTENTS
1: Trapped!
2: The Pyramid of Entrapment
3: The Catacombs
4: The Death of a Thousand Cuts
5: Temple of the Dreampainter
6: Realm of the Whirling Dervish
7: Creatures of Light and Darkness
8: Maze of Wandering (or, It's Not All Butterflies)
9: To Hell and back
10: The Costmic Cube
11: Werdna Reformed
12: So You Want To Be a God
12a: Interlude: The Softalk All-Stars
13: Grandmaster Werdna
Wizardry IV: The Return of Werdna, released by Sir-Tech in 1987, is not just the fourth game in the legendary Wizardry series - it is the hardest game in the history of computer RPGs. There is nothing harder. The majority of those who have played the game were unable to leave the very first room. Incidentally, Wizardry IV remains to this day one of the most innovative role-playing titles.
You are Werdna, the evil wizard who once decided to conquer the entire world. You were busy trying to unlock the secrets of the magical amulet you "acquired" from your nemesis Trebor when an unruly mob of adventurers burst into your inner sanctum and defeated you. At first they thought you were dead. Foolish mortals. It is most difficult to kill a master of the arcane arts! When the authorities realized that your indestructible body lay in a deep trance, they adapted an ancient subterranean ruin into an escape proof prison. They surrounded your bier with patrols, traps, and guardians. You awake in a small room at the bottom of this prison maze, a room with no doors. You are as weak as a newborn babe, your magical powers drained from you. Getting out of this room won't be easy; escaping from the rest of prison may prove near impossible. But you are undaunted. You want revenge and the amulet back!
Turning things on their head, Wizardry IV reverses the standard RPG premise. In this game you play Werdna, the end boss villain you defeated back in Wizardry I: Proving Grounds of the Mad Overlord, trying to escape his escape proof underground prison. As such, Wizardry IV is a direct sequel to the first Wizardry title. Contrary to the first three Wizardry games, however, which were at least somewhat, if marginally, fair, Wizardry IV fervently hates your very existence and takes the notion of resource management to a whole new level, turning it into starvation and despair. Stripped of his powers, Werdna starts out extremely weak. Doing away with the customary experience-based character development system, the game has you rely on summoned monsters and only increase your power at pentagrams - specific, sparsely placed points in the dungeon. Basically, though not quite so, each dungeon floor you survive brings you a level-up, so that your power is directly tied to your progress. Allied with monsters, you battle parties of adventurers fully intent on banishing you back to your eternal rest. Simply put, Wizardry IV has you fight as a monster party against an adventuring party.
Monsters are, however, an unruly bunch. They do not follow Werdna's orders directly. To make things worse, most enemies you encounter - Werdna sarcastically dubs them "do-gooders" - can kill you in one or at most two hits, and you tend to encounter them every other step. An unlucky roll of a die, a wrong step or a foolish decision, and bam! you're dead and have to reload the game.
Beginning at the bottom of the penal dungeon, you struggle to climb up to the surface, not down to the depths of the dungeon. (To be fair, it isn't the first Wizardry to feature a bottom-to-top dungeon crawl: Wizardry III had you ascend a volcano.) Useful loot is minimal, being mostly limited to puzzle-related items, and there's no way of telling a plot-critical item from a fluff one beforehand. And even if by some miracle the enemies don't get you, the dungeon itself will. To that end, Wizardry IV features the most sadistic, and brilliant, dungeon and puzzle design that no other cRPG except maybe Dark Heart of Uukrul or Chaos Strikes Back can compete with, where not only every step you take may mean certain death or a devilish puzzle or both, but the dungeon itself is basically one large puzzle that you must figure out to make progress or at least survive. The dungeon is also insanely hard to map. Overall, it's plain incredible just how much evil Sir-Tech managed to cram into the standard 20x20 grid.
WARNING: EXPERT LEVEL SCENARIO!
The Return of Werdna is an EXPERT level scenario for experienced Wizardry players ONLY. Novices will rapidly become totally frustrated - this game is VERY difficult! If you have never played Wizardry before, you may find it difficult or impossible to finish this game. We very strongly recommend that you play the first scenario, Proving Grounds of the Mad Overlord, before you attempt to play The Return of Werdna.
Given the above warning, printed on the back of the Wizardry IV box as well as on a separate sheet of paper inside it, it should come as no surprise that Sir-Tech placed a sealed envelope containing the solution to the very first in-game puzzle in the packaging. And it only gets worse from there.
And did I mention the immortal ghost of your nemesis Trebor who pursues you in real time, and as soon as he touches you, you drop dead and it's game over? Or that you're only given a limited number of keystrokes to beat the game?
What kind of LP will this be?
This will be a completionist, and hopefully informative, screenshot LP. There are five different endings to Wizardry IV, and the ultimate one, Grandmaster ending, is infamously
Since the dungeons are this game's highest point and main challenge, I will occasionally post dungeon maps so you can have a better grasp of what is going on.
What version of the game are you playing?
The original Apple II version. Remakes are always inferior to the original experience in my book.
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