Wizard\'s Crown(an Apple IIe RPG) Walkthrough
Copyright 2000 Andrew Schultz
Version 1.0.1 5/8/2000
This walkthrough is copyright 2000 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
NORTH OF TOWN
OLD THIEVES\' GUILD
(Begin FAQ proper)
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
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 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, but start out early in the
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...) Two should know cure disease/poison in
case one is killed.
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.
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.
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.
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
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
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
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.
One-third of a Golem Staff(useful for beating Golems) is in a pickle
\"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.
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 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.
Search the room east of entry to find a map.
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
Carriage returns below to avoid revealing total \"spoiler.\"
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:
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
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
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
Op en 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
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
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.
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.
(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.
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):
---------+----------------- ---------------------------------------- -----
0014-0019|Strength, Dexterity, Intelligence, Max/Current Life,
001f-0020|Current Power/Maximum Power
002c-002d|Maximum Karma/Current Karma
0033-0048|Various character skills
004a-0050|Various character skills
B: F6C0(note: To edit anything after F6FF, start at F500 and not F700.
In other words, subtract 200 from F6C0+offset)
G: F3E0(note: To edit anything after F3FF start at F200 and not F400.)
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.
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!
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: firstname.lastname@example.org 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.) Kahei at Kahei.com for a marvelous
hex editor that allowedme to concentrate on the puzzles.