Wizardry IV Guide

The Return of Werdna
Screenshot by John Hubbard
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Some of this information is in based on to the Wizardry I Walkthrough, the Wizardry II Walkthrough, and the Wizardry III Walkthrough. See those pages for related information.

The Return of Werdna is considered one of the hardest Role Playing Games ever created. In the game you play Werdna, the villain from Wizardry I. Robbed of your Amulet by do-gooder Adventurers, you awake from a long slumber, defenseless and at the bottom of a 10 level dungeon. Although you can summon monsters to travel with you, the game is based on a single person navigation. Clawing your way up the 10 levels is quite a challenge, and then the fun begins...

Allies

Werdna can summon a different group of monsters on each of the 10 levels of the dungeon. Below is a list of what monsters are availale to summon at each pentagram.

Level Monster Name
10 A Dink
Bubbly Slimes
Creeping Coins
Fuzzballs
Garian Raiders
Gas Clouds
Kobolds
Lvl 1 Mages
Lvl 1 Priests
Orcs
Skeletons
Zombies
9 Anacondas
Ashers
Crawling Kelps
Creeping Cruds
Dusters
Huge Spiders
Lvl 3 Priests
Mummies
No-See-Um Swarm
Poltergeists
Rogues
Witches
8 Banshees
Bugbears
Dragon Flies
Gaze Hounds
Harpies
Looters
Lvl 5 Priests
Ronins
Rotting Corpse
Shades
Spirits
Wererats
7 Blink Dogs
Bushwackers
Cockatrices
Giant Slugs
Giant Toads
Goblin Shamans
Goblins
Moat Monsters
Ogres
Priestesses
Strangler Vines
Vorpal Bunnies
6 Bishops
Centaurs
Grave Mists
High Corsairs
Hobgoblins
Lifestealers
Lvl 3 Samurai
Master Ninjas
Minor Daimyos
Nightstalkers
Werewolves
Wights
5 Boring Beetles
Corr. Slimes
D'Placer Beasts
Gargoyles
Gas Dragons
Ghosts
Hellhounds
Komodo Dragons
Masters/Dragons
Priests of Fung
Seraphim
Weretigers
4 Carriers
Dark Riders
Doppelgangers
Evil Eyes
Giant Mantises
Goblin Princes
Gorgons
Lvl 6 Ninjas
Masters/W. Wind
Myrmidons
Scrylls
Wyverns
3 Berserkers
Bleebs
Brass Dragons
Champ Samurai
Chimeras
Fiends
Major Daimyos
Rocs
Trolls
Vampires
Will O' Wisps
Xenos
2 Cyclopes
Dragon Zombies
Fire Giants
Firedrakes
Frost Giants
Hatamotos
Hydrae
Liches
Manticores
Masters/Summer
Murphy's Ghosts
Succubi
1 A Demon Lord
Black Dragons
Fleck
Foaming Molds
Gold Dragons
Greater Demons
High Masters
Iron Golems
Lycurgi
Maelifics
Poison Giants
Vampire Lords

Guide to Wizardry IV - The Return of Wernda

Version 3 (July 11, 2001)
Author: Stephen S. Lee (ssjlee@shell.rawbw.com)

Introduction to This Guide

As with Version 2, you are free to distribute this guide wherever you please, and amend it as you see fit, so long as you give me proper attribution.

I recently replayed Wizardry IV for the third time, and felt that an update was in order. Version 1 of this guide was written in 1990, way back when I was in high school, and bored. It was written only to amuse myself, and wasn't intended for general consumption (especially with the lack of Internet access back then, and the note at the end of the Grandmaster ending telling you not to help others).

Several years later, I was reading comp.sys.ibm.pc.games.rpg and noted a cry for help for Wizardry IV. No written widely available walkthrough existed, so I hastily trimmed mine down for general consumption, and unleashed Version 2 onto Usenet. (I got rid of about 85% of the material. Other than the list of guardians, there was nothing important there.)

Another half-decade passed, and the walkthrough is now to be found in many locales all over the Web, amended in many cases. It is still missing many things, however, so here is this update, which adds:

So What is Wizardry IV, Anyway?

The original Wizardry I was a classic adored by many (although I believe IV, V, VI, and VII are all superior games). Unlike the Ultima series, however, the Wizardry creators chose a different tack in sequels: writing for veterans. This had the unfortunate side-effect of making II, III, and especially IV accessible to but a narrow audience. Nevertheless, they are still good games even today if you are a veteran player (though II and III are heavily reliant on combat and maze-mapping). When David Bradley assumed creative control of the series, the beginner was thought of once again (though his games are by no means easy!)

Wizardry IV places you in the role of Werdna, the evil wizard who was defeated at the end of the original Wizardry. You were researching a powerful, mysterious magical amulet; this research was cut short by a rudely interrupting party of do-gooder adventurers. You were killed and your body imprisoned in a great ten-level underground fortress. Well, now you have revived, and seek revenge on your captors, recovery of your drained powers and the amulet, and naturally, world domination. (In my world, you were also a bad former starting pitcher for the Flagstaff Foozles -- the less said of your 8-ish career ERA, the better.)

Wizardry IV was the first CRPG I know of to explicitly pit you as the bad guy fighting an array of do-gooders. It was also written to be extremely difficult -- it is widely regarded by veterans as the most difficult CRPG ever written. Few are the people who can solve the game entirely without help. (When it existed, Sir-Tech's helpline was very helpful in a couple of tight spots.) You'll fight with the aid of monsters summoned from pentagrams; you can only control in that you can choose which monsters. You'll deal with an incredibly intricate maze: the dungeon rapidly becomes difficult to map, and mapping is absolutely essential to success (unless you steal someone else's, or use this guide). You'll deal with puzzles, many of which are maddeningly difficult or obscure. You'll also find much more text than in the first three Wizardry games, which is definitely a plus. There are also five endings to the game (not counting just getting killed outright), one of which is the Grandmaster Ending that is meant to a test of the truly elite.

If you want to play the game (without a walkthrough), experience with Wizardry I is absolutely essential (though you cannot transfer characters either to or from Wizardry IV). This is not just for the experience; you need to be familiar with the game mechanics, and there is also a puzzle late in the game that requires intimate knowledge of the original game.

Game Package Information

You can legally obtain Wizardry IV in three different packages: the Ultimate Wizardry Archives compilation on CD, and an early and a late version of the original floppy-based version.

The Ultimate Wizardry Archives is still not too hard to find in stores both brick-and-mortar and dot-com, and on eBay or GameTZ. It's non-trivial to get, but it's far easier to get than many other adventure or RPG packages. A fair price for a new package is $10-15 or so, although you might be able to get it for less on eBay or GameTZ.

It comes in a large black box with the familiar logos in red and gold on it. Its contents are:

This is the package you're most likely to get Wizardry IV in if you just want to play. (Any attempt to ask me for or give me information on how to get it not-so-legally will be at best blissfully ignored. I don't exist for the purpose of being a distributor of old games, thank you very much.)

The old original Wizardry IV package has a LOT of parts, and is not easy to find with all the parts. There are two similar package types. Both of them have the following in common (this assumes you have the PC version):

In the case of the earlier package, that's all you get. The later package has a few differences:

Though it's not all that easy to find, demand for it isn't particularly high either, so $40-50 is a rough estimate of how much a complete package in good shape is worth (after all this time, packages will tend to be damaged or incomplete, however). IBM versions are worth more than non-IBM versions (this is generally true in collecting old games).

Running Wizardry IV

Running the Archives version of Wizardry IV on a modern computer is (unlike many older computer games) relatively straightforward. It's perfectly happy either in pure DOS or in a Windows DOS box, and runs fine for the most part. However, a few messages will appear too quickly for you to read. You may need to use a program like Mo'Slo to slow down the game enough for you to read them.

Walkthrough

So, you're stuck, eh? Well, here is a complete detailed walkthrough to this game. It assumes that you are aiming for all three major classes of endings -- I've tried to add some comments on items that are not essential to other endings, but haven't tried to be thorough about this. It's slanted towards doing things as soon as possible -- in some cases, it's easier to do things later, but for purposes of game flow, I won't change what I originally wrote much. (OK, so I'm being a bit lazy.)

Since this is an ASCII-text-only guide, and I don't feel like rendering complicated maps into ASCII, this guide gives explicit directions which I have never double-checked. They therefore may not be wholly accurate, though they should be close, and in any event all major puzzle solutions should be accurate. I wrote the directions from my maps, which I found to be inaccurate in a few places for 4 Down (so that is the most likely level to have incorrect directions). [Ed: Along with the HTML conversion of this guide are all floormaps]

There is still some information in the walkthrough I'm not quite certain about, but unless I know it is wrong, I didn't remove it. Let me know if something is not quite right. There is also some irrelevant information that has survived two rounds of cuts; in particular, many of the things below should be obvious. I might eventually abridge the text in a future version.

General Notes

FIGHTERS
I. Multi-colored, with weapon held low
II. White, looks like he has a mustache
III. White, has arms spread wide, looks like he has a mask, has a shield

MAGES
I. Wears a tasseled cap, has a grainy smile
II. Happy-looking guy who seems to be holding a radiant object in an upheld arm
III. Shadowy figure with a purple face, very grim

PRIESTS
I. Old man facing you and wielding a large shield
II. Older man (with lighter colors) facing downward
III. Distant man with "DISPEL" coming from his hands

THIEVES
I. Man leaning way back
II. Man wearing patch, holding an unconcealed dagger, faces his right
III. Hides behind a blue wall, looks decidedly evil

BISHOPS
I. Does not hold a book, wears glasses
II. Upright, rather nerdy-looking fellow
III. Wears glasses and holds a book

SAMURAI
I. Injured-looking guy holding a banner with an apparently Chinese symbol on it
II. Looks like a Revolutionary War soldier
III. Menacing figure in a close-up with a curved hat; looks like a samurai as sterotypically depicted

LORDS
I. Guy in white armor with a funny look on his face
II. Hand wearing a gauntlet wielding a Blade Cusinart' that is activated (this is a weapon with a button; when one pushes the button, four blades whirl around at incredible speed)
III. Very pleased-looking guy bearing a flag with a red cross on it

NINJAS
I. White-robed person in the process of kicking
II. View of the torso of a man dressed in white
III. Evil-looking fellow with all his face except his eyes concealed with green

Picture I for all classes except Ninjas appear on levels 10 down to 8 down. Picture I for Ninjas and Picture II for other classes appear from 7 down to 5 down. Picture III for all classes, with a few Picture II's, appears on levels 3 down to 1 down (the Cosmic Cube, in other words). Level 4 down is a mixture of Pictures II and III (the main groups, though, are mostly Picture II's).

Here's how to use these pictures to your advantage. A MAKANITO spell (under the right circumstances; I haven't figured out exactly what they are as of this writing) will almost always destroy Picture I characters, have a modest chance of slaying a Picture II, but has nearly zero effect on a Picture III character. A LAKANITO always kills a Picture I, has very high chance of killing a Picture II, and occasionally defeats a Picture III.

Continued in the Level-by-Level Walkthrough

Created, maintained and © by John Hubbard (write to me). Disclaimers. Hosted by Dreamhost. Last modified: January-04-2003.