Wizardry The Five Ordeals Walkthrough -

This blog post provides a comprehensive walkthrough for Wizardry: The Five Ordeals

, covering essential party building, core mechanics, and strategies for navigating its five base scenarios.

Conquer the Labyrinth: Wizardry The Five Ordeals Walkthrough

Wizardry: The Five Ordeals is a brutally old-school dungeon crawler that demands patience, strategy, and a bit of luck. Whether you are tackling the "Traveler’s Property" or "The Wheels of Flame," survival depends on how well you prepare before even stepping foot in the dungeon. 1. Character Creation: Rolling for Survival

Your journey begins at the Training Grounds. Roll high for Bonus Points—you want at least 10–15 to start with decent classes.

Races: Choose Dwarves for Fighters, Elves for Mages, and Hobbits for Thieves to maximize natural stat alignments.

The Golden Rule: Always take a full party of six characters.

Essential Team Comp: A balanced "Classic" party usually consists of: Front Row: Two Fighters and a Samurai (High HP/AC).

Back Row: A Thief (for traps), a Priest (for healing), and a Mage (for AoE damage). wizardry the five ordeals walkthrough

Pro Tip: Avoid starting with a Bishop. They level too slowly early on. Use a Mage first, then class-change them later once they've learned powerful spells. 2. Navigating the Five Scenarios

The game includes five default scenarios, each with unique challenges:

Traveler's Property: The ideal starting point. It focuses on exploring an ancient palace and mine.

Children of the King Seline: A step up in difficulty, requiring careful resource management.

The Devoid of Apotheosis: Features more complex floor layouts and punishing traps.

The Pickled Man of Galvin: Known for unique narrative hooks and specific quest items.

The Wheels of Flame: The ultimate test of your party's level and gear.

For a smoother experience, change your walking type to "animated" in the options menu to help with dungeon orientation. 3. Combat & Dungeon Strategy Wizardry: The Five Ordeals Part 1 This blog post provides a comprehensive walkthrough for

Since Wizardry: The Five Ordeals is a massive scenario-driven dungeon crawler, there isn't a single "walkthrough" that covers everything. Instead, the game is a collection of several official scenarios and hundreds of user-made ones.

For a smooth start, focus on the "Price of Deception" tutorial scenario. Here is a breakdown of the core mechanics and progression strategies to get you through the labyrinth. 1. Party Composition & Creation

The most important rule for beginners: Do not start with a Bishop.

Frontline: Use Fighters, Samurai, or Lords. Fighters are surprisingly effective in high-level play because they level up faster, meaning they hit enemies more accurately than complex classes. Backline: Use Mages and Priests for high-impact spells. Support: Keep a Thief for traps.

The Bishop Trap: Only turn a high-level Mage or Priest into a Bishop once they have learned all their spells. Bishops identify gear for free but level up very slowly. 2. Essential Gameplay Loop Success in Wizardry follows a strict cycle:

Recruit & Equip: Buy the best basic gear you can afford at the shop.

Mapping: Use the mage spell "Dumapic" (or the specific mapping spell for your scenario) to see your coordinates.

Shortcuts & Safety: Always look for secret doors or "shortcuts" that lead back to the surface. Opening these ensures you don't have to fight your way through the entire dungeon every time you need to heal. Key Mechanics

Healing: Avoid resting at the Inn if you can help it; characters age while sleeping. Use priest spells to heal in the dungeon and only rest to recover MP. 3. Scenario Progression (Price of Deception) Wizardry: The Five Ordeals Part 1


Key Mechanics

  • Drowning Tiles: If a tile glows blue, do NOT step on it without Levitate (Mage Lv.4 – Malor). You will instantly die.
  • Poison Fog rooms: Cure poison every 2 turns or lose 25% HP.

Tower 4: Wind (Annoying)

Location: North-west.
Gimmick: Gusts of wind push you back one square per step in certain corridors. You must move against the wind by holding Shift + direction (PC) or using the “steady” command.
Puzzle: A maze of fans. Turn off fans by finding four switches hidden behind illusionary walls (Dumapic needed).

Boss: Sylph

  • Very fast, multiple attacks per round.
  • Weakness: Fire.
  • Cast Maskall (blind) and Dilto (slow). Use Thief’s “Parry” ability to survive.
  • Reward: Wind Orb.

6. Advanced Tactics – Exploiting the Engine

  • The 64-step rule: Every 64 steps in a temple, a "calamity check" occurs. If your party’s average Luck < 10, a trap instantly triggers. Solution: Save and reload before step 60 (savescumming is built into the walkthrough culture).
  • Spell bypass: The spell Montino (Level 4 Mage) destroys most elemental barriers, but its Japanese version name differs in English localization – look for “Magic Missile” variant.
  • Bishop’s secret: In The Five Ordeals scenario, Bishops can learn Identify at level 1, but also gain a hidden +25% to trap disarm if your Thief is dead – a useful sacrificial strategy.

Quick Reference Cheat Sheet

| Problem | Solution | | :--- | :--- | | Low on HP | Priest: Dialko (Lv. 3 Group Heal). Never waste single-target heals. | | Petrified ally | Latumapic (Priest Lv. 4) or Stone to Flesh item. | | Cursed equipment | Latumofis doesn't work. Only a Bishop in town can remove curses. | | No map | Mage: Dumapic every 10 steps. | | Boss reflects magic | Use melee weapons with +Hit modifier. Fighters use Power Swing. | | Character dies permanently | Reload. Or use a Resurrection spell (Priest Lv. 7 – Di) which can fail. |

1. Executive Summary: What Makes This Walkthrough "Interesting"

Unlike standard Wizardry entries, The Five Ordeals is a scenario compilation (originally a Japanese mobile/PC title). The "walkthrough" changes drastically depending on which of the five main scenarios you choose (e.g., The Prisoner’s Fate, The Absence of the King). However, the underlying Wizardry DNA remains: trap-filled corridors, instant-death spells, and zero hand-holding.

Key insight: A successful walkthrough here isn’t about coordinates—it’s about prevention logic. You don't map the dungeon; you map the ordeal system.

The Fourth Ordeal: The Maze of the Dead (Undead Themed)

  • Gimmick: Every defeated enemy rises as a ghost after 10 turns. You cannot rest in the dungeon.
  • Solution: Use Mace of Disruption (Cleric-only item) or the spell Badial to permanently destroy undead.
  • Boss: Lich King (1200 HP). Cast Anti-Magic Shell (Mage Lv.6) on your Lord, then let the Lord taunt. The Lich will waste all its spells on an immune target.
  • Crest Location: Hidden under a fake floor tile at (19,19) on Floor 3.

Part 3: Scenario Walkthrough 1 – “The Prison of the Battling Dead”

Difficulty: Medium (Best for first-time players) Goal: Defeat the Necromancer and destroy the undead army.

6. Advanced Tips for the Hardcore

  • Power leveling spot: Earth Tower F2 – spawning “Stone Golems.” They give 8,000 XP but hit hard. Use Montino – they are susceptible to sleep.
  • Best weapon location: “Muramasa Blade” for Samurai in Fire Tower secret wall at (12, 07, F3).
  • Spell combo: Mage Dilto (slow) + Cleric Katino (paralyze) = most bosses never act.
  • Save before identifying – Use a save-scum method: save, identify cheap item, if it’s cursed reload.