Wizardry: The Return of Werdna - The Fourth Scenario
N/A
AppleII DOS X1

Wizardry: The Return of Werdna - The Fourth Scenario

Released: May 5, 1987
Series:
Wizardry
Genres:
Role-playing (RPG) Squad Management Turn-based
Themes:
Fantasy
Perspectives:
First person
Game Modes:
Single player
Description from IGDB IGDB

The fourth game in the Wizardry series, The Return of Werdna takes a decidedly different approach from all the games that preceded it. Instead of playing as a party of six player-generated characters, the player controls Werdna himself, the evil Archmage from the first game. It seems that after Werdna was defeated by the party of adventurers who stole his amulet, he was imprisoned at the bottom of his ten-level labyrinth in an eternal slumber to be tortured by nightmares for eternity. Although Werdna was supposed to sleep forever, somehow he has awakened, and now he is out for revenge. At the beginning of the game Werdna finds himself in a situation that is singularly unique for most arch-villains: he is stripped of his powers, trapped within his own former stronghold, and filled with the realization that the same traps and monsters he created to keep adventurers out now act as obstacles to his freedom. Werdna will slowly regain his magical powers as well as have the ability to summon helpful monsters to accompany him on his journey and aid him in combat. Unlike other role-playing games, no experience is awarded for defeating enemies. Instead, Werdna can only become stronger by searching for pentagrams found in the labyrinth. Accessing a new pentagram allows Werdna to summon stronger monsters and restore his health and spellcasting powers. Werdna will have to fight a variety of monsters and guardians, but many of the randomly appearing enemies in the game are parties of adventurers not unlike those who were controlled by the player in the previous three games. In addition, Werdna is being chased by the rather ticked-off ghost of his old enemy Trebor. The game features a somewhat tweaked version of the same engine and graphics used in the earlier installments of the series. The difficulty level has been increased due to the lack of an experience points system, which often leaves the player-controlled party underpowered. The labyrinth contains abundant traps and complex mazes. For obvious reasons it is no longer possible to import characters from the previous games. The game features three different endings: a good ending, an evil ending, and a special Grandmaster ending which is often considered to be the single most difficult task to achieve in the entire series.

Storyline IGDB

Five years have passed since I captured the mystical amulet from the Mad Overlord Trebor. His agents had only been a few hours ahead of me in obtaining the artifact. The amulet had lain hanging around the neck of a forgotten god's statue in an ancient crumbling Temple. Whose Temple it once was is now whispered faintly only in ancient and forbidden tomes. Never is the full name used, perhaps for fear of invoking something dreadful that might be merely slumbering. The mist enshrouded valley that hides the Temple has been known throughout time as the Gods' Hopyard, supposedly because of a great portal that was opened one night by a demented archmage. It is said in arcane legends that on that night the Gods came here and played. The world shook and mountains danced. The whole sky was afire with shimmering colors. As dawn rose, a gigantic voice suddenly blasted out a harsh command, and everything in the world froze in mid-stride. Then there seemed to be a great inhaling, a loud implosion, and the world moved again. The portal was gone. Who or what chased back the Gods and closed the portal no one knows. It was a long while before anyone was brave enough to venture into the valley to find out what had occurred. It was quite difficult to see, a dense mist now covering the valley edges. In the far end of the valley there loomed a gigantic Temple of a style never before seen. In its center was an altar room wherein stood a statue. Around the neck of the statue hung an amulet that glowed with such magical energy that none could gaze upon it for long. As to what this amulet is, or to whom it might have belonged, the greatest scholars of the last three millennia have debated. Some feel that it was the focus by which the portal was opened, and any who possessed it could open the way for the Gods' return. Others theorized that it was too powerful to have originated on this worldly plane, and so must have been left behind during the retreat of the Gods. A third group partially agreed with the second; the amulet was not of this dimension, but was used by whatever chased away the Gods. Thus the artifact was more powerful than the Gods themselves! Furthermore, they warned, the Temple, statue and amulet were placed in the valley to seal the portal and prevent the Gods' return. This group was, of course, scoffed at by other scholars, as the implications of their theory was much too disturbing to contemplate. Over the ages, many thieves and mages have been drawn to the amulet and the legends that surround it. All who have sought to possess it have failed. I, Werdna, the most powerful Wizard of this Age, was always intrigued by speculations about the wonders of the amulet, but was much too prudent to enter the Temple without the proper safeguards. The most infuriating thing to me was no one knew so much as a hint of what those safeguards might be. No one had any idea why each previous attempt into that eldritch vale had met with disaster. Then one day I was approached by a dealer of dubious antiques. Amongst the obvious fakes and worthless old bones was a scroll that he claimed was over a thousand years old. He assured me that no one had ever opened it, and demanded an outrageous 500 g.p. for the item. Intrigued, I haggled him down to a mere 80 g.p. and took the scroll back to my study. When I attempted to break open the seal, it popped off in my hand! The scroll had been carefully opened and then gently resealed. Making a note to summon a demon to deal with the scurrilous knave, I settled down to study the scroll. It actually seemed quite old and was in very poor condition. The inscriptions were faded and of a tongue quite unknown to me. It took but a few minutes for my arts to restore the lettering to legibility, but it took almost a year's worth of intense research to translate the message. Wonder of all wonders, the scroll appeared to be written by the apprentice to the wizard who opened the gate that night so long ago. His mind seemed to have been blasted by what he had seen, for only stray bits and snatches of thought were scribbled on the scroll. He kept repeating over and over again something about the glowing eye of THE GOD, which I took to mean the amulet. He also ranted about losing the Mythril Gauntlets entrusted to his care, and groveling for forgiveness from someone or something. The last part of the scroll was filled with dire prophecies and fears for his own eternal torment. I was filled with hope. If I could correctly follow the clues this document provided, the amulet and all its power could be mine. Now I regretted consigning the soul of the antique dealer to Hell. In the hope that the gauntlets mentioned in the ancient scroll were the means by which the amulet could be handled safely, my agents went into search of them. After many months of seeking, they were able to procure but a single glove. In my gratitude for their obtaining half of a pair of gloves, I only had half of them executed. Well, one gauntlet would have to suffice. Now armed, I set off for the misty vale in search of my destiny. Alas, mere hours ahead of me, others entered the Temple and absconded with the amulet. At first, I was so shocked to see it gone that I just slumped to the floor. Then I noticed what appeared to be fresh footprints in the thick dust on the floor. I followed them for a short while, but lost them on the hard ground outside the Temple. Racing back to my tower, I used my scrying mirror to show me what had transpired outside the valley, for even my skills could not penetrate that mist within the valley. Four men shrouded in black robes entered the valley. Shortly, three men left. (I had seen no body, so what happened to the fourth man?) One of the men carried something at arm's distance. For an instant I caught a glimpse of a bluish-gray gleaming glove on the man's hand, then the mirror was blasted into a thousand fragments. He also had one of the fabled gauntlets. The scroll was right! Now I understood why it had been unsealed...that old fraud had made copies of the scroll! I conjured up two of my favorite demons and sent them to pay the antique dealer's soul a visit. They returned shortly, having "persuaded" the shade to talk. I learned that although the dealer had made five copies of the scroll, he had sold only one of them prior to his demonic dismemberment. The Mad Overlord, Trebor was the owner of this copy. I gathered my creatures about me and cast a Malor to Trebor's Castle. While my pets were keeping the staff quite busy, I cast a Mamorlis spell on everyone in Trebor's audience room. It was quite humorous to see Trebor frozen in abject terror upon his throne. He wore the mystic gauntlet upon his right hand and dangling from that glove was a captured sun, so bright was its radiance. Carefully, I put my gauntlet and plucked the amulet from the cradle of his glove. So as not to seem ungrateful, I did leave Trebor one of the Damien stones I usually carried around with me. They make such fine thoughtful gifts, heh, heh, heh! Calling my servants to me, I cast another Malor back to my tower. At last, the amulet was mine!!! The power of a universe was at my disposal. Ah, so drunk was I with visions of great and terrible deeds. What to do first? My tower seemed unfitting for a would-be god. Something more splendid, more spacious. Perhaps a split level...no, many levels...ten levels, that's it! Where to put this magnificent edifice? Well, it should be somewhere away from prying eyes and possible thieves, yet not to far from a food source for my hungry pets. Aha, I'll put it under Trebor's nose, literally. I'll build it under his poor excuse for a Castle! The very next day I started the major invocation. Everything went smoothly until I keyed in to the amulet. I only opened a tiny conduit to it in order to provide more power for my conjuring. What I got was a blast of raw energy that almost vaporized me on the spot. It was a good thing that I had been working behind a shield. The ground beneath the Castle was melted, churned, and twisted out like pulled taffy. When everything cooled, I indeed had my ten level underground fortress maze, although it was much wilder than I had envisioned. That was good, for the backlash of that awesome force had completely obliterated my tower! More than somewhat shaken, I Malored down to my new abode. I had barely tapped whatever lay within the amulet, yet it had almost destroyed me. I vowed never to invoke it again until I could discover how to channel its power. The five years passed without the amulet yielding up any of its secrets. Oh, I did discover a few small details, like why a gauntlet was necessary. One evening I was preoccupied with my studies, and I asked one of my many minions to fetch the amulet from behind its darkly smoked glass case so I could examine it. Suddenly, I heard a pop and a thud of the amulet dropping to the floor. My servant had failed to put on the gauntlet. When it touched the amulet, the creature had just vanished. That could have been me! After that I kept the gauntlet on the case, so I wouldn't forget again. Finally, tragedy did strike, but of a different form. I was entertaining a Vampire Lord and several of his liegemen, when the door to my study was kicked open and in burst a wild-eyed team of adventurers bent on my destruction. I was too far away from the amulet to reach it in time, and my pentagram for summoning monster allies was on the other side of the room. I quickly gathered up my energy and began to cast the awesome Tiltowait spell, while my guests rushed forward to my defense. Just as I unleashed that hellish fireball, I saw the Vampire Lord dissolved by a Zilwan spell! So, they had a high mage also. What! They still stood! That's one very tough team. Another Tiltowait should finish them, though. Before I could cast it, the leader of the team stepped in under my outstretched arms and delivered a critical hit to me. As my consciousness faded, I heard one of his men say, "Hawkwind, I have the amulet! Trebor will be pleased." I cursed Trebor with my last breath that he might endure endless torment. My final view was of their black banner bearing both a gold and a silver dragon in bend, and of the amulet dangling from the end of a sword. The darkness claimed me and I slept as unto death.

Basic Info
Release Date: May 5, 1987
IGDB ID: 2885
Additional Information
Release Date: May 5, 1987
IGDB ID: 2885
Series: Wizardry
Платформы 3
AppleII
DOS
X1
Genres 3
Role-playing (RPG) Squad Management Turn-based
Themes 1
Fantasy
Player Perspectives 1
First person
Game Modes 1
Single player
Developers
Sir-tech Software

No description available

Publishers
ASCII Corporation

No description available

Sir-tech Software

No description available

Keywords
game 38048 be 24685 world 21802 play 21097 video 18734 player 17513 new 16891 character 16396 feature 15873 release 15455 use 15100 adventure 14593 make 14384 take 14371 time 14243 find 12717 enemy 12654 fight 12555 set 12525 series 12332 role 12250 unique 11942 own 11404 out 10969 system 10915 experience 10848 power 10813 way 10761 different 10679 create 10589 combat 10402 build 9952 skill 9888 become 9243 level 9243 know 8866 control 8462 follow 8376 ability 8197 item 8079 go 7710 monster 7516 place 7453 powerful 7251 even 7236 journey 7086 discover 7020 style 6795 year 6795 come 6746 defeat 6547 full 6113 open 5990 begin 5973 magic 5965 end 5784 allow 5778 name 5584 back 5559 day 5439 long 5276 good 5205 art 5167 hide 5103 great 5034 see 4996 call 4960 Learn 4930 part 4896 order 4874 version 4816 special 4776 move 4755 lose 4740 point 4738 creature 4539 keep 4499 leave 4474 variety 4345 strong 4050 ancient 4009 evil 3883 form 3853 fill 3842 single 3841 hand 3789 focus 3761 return 3757 last 3746 party 3696 search 3645 gather 3533 group 3460 death 3432 increase 3426 old 3418 right 3405 everything 3369 destroy 3359 early 3299 provide 3276 able 3231 happen 3229 thing 3191 graphic 3143 break 3132 spell 3105 write 3097 access 3054 computer 3048 enter 3040 magical 2931 task 2855 hour 2849 legend 2835 mean 2833 show 2829 feel 2822 appear 2797 cast 2772 dragon 2732 trap 2728 night 2699 sword 2685 universe 2677 contain 2660 god 2625 always 2615 rise 2603 port 2591 command 2550 demon 2542 stand 2525 draw 2520 seek 2501 close 2481 put 2443 bear 2423 race 2422 hard 2363 enough 2329 again 2312 possible 2308 voice 2291 think 2286 soul 2265 store 2249 short 2217 man 2206 away 2187 send 2134 deal 2101 age 2098 forget 2098 hope 2090 installment 2078 occur 2035 generate 2034 defense 2017 course 2015 difficult 1962 mind 1946 room 1946 attempt 1933 previous 1932 sell 1914 addition 1906 carry 1865 color 1846 entire 1824 unknown 1805 restore 1799 grind 1770 eye 1765 body 1763 summon 1758 visit 1752 adventurer 1705 tower 1703 health 1691 say 1687 act 1673 destiny 1660 capture 1658 strike 1655 obtain 1652 food 1650 lie 1645 mine 1609 gold 1608 engine 1577 venture 1571 claim 1567 curse 1548 catch 1544 black 1539 center 1529 major 1525 castle 1520 seem 1511 situation 1509 outside 1506 freedom 1491 whole 1488 talk 1482 arm 1470 instead 1461 artifact 1458 award 1448 note 1446 randomly 1426 complex 1398 leader 1394 intense 1389 energy 1386 steal 1379 pay 1366 achieve 1361 due 1356 aid 1337 approach 1337 brave 1333 mountain 1322 quickly 1319 research 1313 fear 1290 thousand 1271 hell 1268 carefully 1264 awaken 1248 scroll 1230 destruction 1224 favorite 1222 safe 1220 wizard 1219 ago 1218 sky 1216 slow 1210 cover 1198 scenario 1194 fresh 1189 source 1161 shield 1157 former 1146 unlike 1143 stone 1124 surround 1096 understand 1094 edge 1089 clue 1075 obstacle 1065 rather 1063 underground 1061 mage 1058 consider 977 fail 961 minute 949 ghost 948 prevent 926 pet 915 idea 909 bit 907 condition 900 forever 896 possess 895 reason 895 someone 879 intrigue 876 guardian 852 suddenly 842 nightmare 834 half 833 revenge 828 ahead 822 sleep 818 care 817 floor 814 sun 795 men 778 gate 771 whatever 771 mystical 765 accompany 764 necessary 756 wonder 752 demand 751 critical 744 eternal 739 seal 739 month 735 freeze 731 gift 729 perhaps 727 split 726 portal 718 slowly 715 study 712 dimension 704 handle 702 agent 695 vision 678 wear 668 villain 666 chase 659 warn 648 maze 632 vampire 631 staff 624 labyrinth 622 terrible 618 thief 614 thus 600 fragment 592 temple 591 drink 585 execute 575 harsh 573 actually 568 blast 565 distance 561 throne 561 worth 554 dawn 553 owner 542 mid 541 fortress 532 letter 522 fine 517 difficulty level 513 bottom 501 hang 495 copy 492 demonic 483 disaster 481 repeat 480 belong 475 lack 475 message 475 dance 470 valley 468 notice 467 prior 464 terror 464 pair 446 silver 446 disposal 438 settle 424 forbid 414 bright 413 hint 413 audience 404 arcane 393 mad 371 poor 364 shock 357 shroud 355 bone 344 mention 343 regain 337 somewhere 335 whisper 335 originate 329 crumble 325 loom 325 pop 321 shake 321 fade 315 stronghold 309 millennium 297 hungry 296 stray 294 prophecy 288 translate 288 humorous 279 imprison 276 rob 276 literally 271 proper 266 instant 265 dust 264 thieve 261 apprentice 257 busy 254 mystic 254 servant 253 mirror 247 mist 246 helpful 244 safely 241 retreat 240 tragedy 238 suppose 234 agree 231 gauntlet 228 document 226 statue 223 dense 222 disturb 221 deed 219 somewhat 219 somehow 212 plane 208 magnificent 203 overlord 203 gigantic 201 strip 201 glow 195 mere 195 eternity 189 import 188 torment 187 shortly 182 tweak 182 theory 177 slumber 176 amulet 175 dire 172 wizardry 168 glimpse 164 scholar 164 smoke 163 thick 159 abundant 158 furthermore 154 merely 151 entrust 149 fabled 149 shade 149 gray 147 tongue 145 tick 140 regret 137 loud 134 dealer 130 tome 130 torture 129 altar 124 correctly 122 precede 117 conjure 115 eldritch 114 persuade 111 gaze 110 partially 100 debate 99 fake 98 thoughtful 98 safeguard 94 arch 92 glove 92 dreadful 91 invoke 83 obvious 80 misty 77 assure 71 snatch 71 nose 63 penetrate 63 radiance 63 abide 55 procure 55 supposedly 54 dubious 52 neck 49 antique 48 outrageous 48 gratitude 47 cradle 45 shimmer 45 ala 43 realization 41 dismemberment 40 grandmaster 40 implication 40 splendid 37 excuse 35 haggle 35 forgiveness 34 gleam 34 unseal 34 gently 31 pry 31 vale 31 fraud 30 transpire 29 worldly 29 contemplate 26 inscription 26 footprint 24 pluck 24 rant 23 stride 23 spacious 19 worthless 19 demented 17 infuriate 16 speculation 16 churn 14 decidedly 14 prudent 14 unfit 14 edifice 13 invocation 13 suffice 12 enshroud 11 faintly 11 inhale 11 slump 10 scribble 9 theorize 9 scry 7 reseal 6 consign 5 abject 4 abscond 4 implosion 4 outstretched 4 preoccupy 4 scoff 4 afire 3 ungrateful 3 bluish 0 dangle 0 found 0 knave 0 pentagram 0 singularly 0