User Guide

Starting the Game
Return of Werdna is self-contained. You will not need to transfer any characters into
this game.
Start the program and soon you will see the title page, press [S] to (S)TART GAME.
In a few moments, the Save Game page will appear.
The Save Game page gives you a brief synopsis of the awful position you are in. YOU
ARE WERDNA, the infamous evil wizard, and life is not at all a bed of roses. Trapped
at the bottom of a prison dungeon, you must fight your way out. With any luck, you
will be able to wreak your revenge upon the do-gooder adventurers who have placed
you here. Most of all, you want to get your hands on your nemesis, Trebor!
To begin playing, press [P] to (P)LAY GAME, then select the saved game you wish to
resume playing by typing a number [1 - 8]. There are 8 Save Game slots to choose
from. If you want to start from the beginning of the game, press [ENTER]. Initially,
all 8 Save Game slots are empty, so if you select one, you will start at the beginning of
the game. Whenever you begin a new game, or go between levels in the Maze, you
may be asked for your Mordor Charge Card Authorization number. Refer to the
enclosed Mordor Charge booklet for the full procedure.
When playing, all of the options familiar to you from playing previous Wizardry
Scenarios are available. Some of the options have been extended and improved to
make play easier. For example, many menus have a default option you can select by
pressing [ENTER]. The default option has a " " symbol following its first letter
instead of a ")".
The most important change is in the (Q)UIT GAME option. In The Return of
Werdna, when you (Q)UIT GAME, you will have the opportunity to save your current
position in one of the 8 Save Game slots even if you are in the Maze! Yes, that's right,
you can now save your games while trudging around in the Maze. This lets you keep
up to 8 "milestones" in your play of the game available, just in case (heh heh) you
need to backtrack.
VERY IMPORTANT: Think of utilizing Save Game as a form of meditation. Since
you are taking a pause to regroup before tackling a difficult task, the players and the
guardians also take advantage of this interval to revitalize, while you are concentrating
on "The Big Picture". If these Save Games are used wisely, your pace will be
quickened; used imprudently, a creeping coin's pace will be faster!
Caveat Werdna
Don't assume that just because you are an expert Wizardry player, you know exactly
how things work. You don't. Trust us, even the Gods don't know everything. The
only thing you can trust is that we have spent several years making The Return of
Werdna a fiendish test for expert adventurers. If you finish even one of the several
possible endings (quite a dubious possibility), you will have earned the rank of Master
Adventurer. For those few whom consider themselves The Elite gameplayers, a
challenge: Find and finish the one really special ending, and you will have earned the
exalted title of "Grand Master Adventurer."
New Features
New releases of Wizardry products have many new enhancements. If you own an
older version of Proving Grounds of the Mad Overload or Knight of Diamonds, the
new style of the Wizardry Gaming System may be a little unfamiliar at first. The user
interface now uses multiple overlapping windows. Selections are still made by pressing
keys (in most cases, the traditional keys), and all of your options are presented in
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Return of Werdna