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Play Wizardry: Proving Grounds of the Mad Overlord (US edition · English) Online

Wizardry - Proving Grounds of the Mad Overlord

Build a six-person expedition, map the castle’s underground passages and recover Trebor’s stolen amulet from Werdna.

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Wizardry: Proving Grounds of the Mad Overlord

Nintendo Entertainment System (NES) / Famicom — EmulatorJS controls

Default Player 1 keyboard mapping. Change keys in Controllers Setting.

Console buttonKeyboard
↑ / ↓ / ← / →↑ / ↓ / ← / →
A / BZ / X
START / SELECTEnter / V

Open Controllers Setting to configure your keyboard or gamepad. Touch controls are available on mobile.

How to Play Wizardry: Proving Grounds of the Mad Overlord

Quick start

Choose Start Game and press START or A. At Gilgamesh’s Tavern use ADD to select the six prepared characters, inspect their equipment, then leave for Edge of Town→MAZE. In the first camp put durable fighters first and choose LEAVE. Explore near the stairs and return before spell uses run out. To stop underground, SELECT→QUIT, then Edge of Town→LEAVE GAME. Resume through RESTART AN OUT PARTY and select a member of that party.

Controls

D-Pad selects commands; A confirms, B cancels or chooses the menu’s last command. In the maze up moves forward, left/right turn, down turns around; A advances and kicks doors open. B camps. START toggles the party window. SELECT opens utilities including QUIT and SEARCH. Combat uses character-by-character commands; inspect/disarm a chest before opening it.

Wizardry: Proving Grounds of the Mad Overlord — About this game

Trebor offers a reward for the magical amulet stolen by Werdna, who waits beneath the castle. Your expedition advances through ten dungeon floors in first person. Draw corridors and mark doors, stairs and unusual tiles: a turn or teleport can make familiar passages misleading. Encounters switch to command battles, where each member chooses an action before the round unfolds. The first three positions handle weapon attacks and take the front-line punishment; place fragile spellcasters behind them.

Gilgamesh’s Tavern assembles up to six adventurers, including an equipped starter group. Custom characters have races, alignments and class requirements, and good and evil cannot join together at the tavern. The shop trades and identifies equipment, while the inn restores spell uses and checks earned levels. Free stables do not restore hit points. Chest traps make a thief useful, and resurrection at the temple can fail. The original cartridge preserves the roster and expeditions; leaving a party underground requires its specific suspend and resume commands.

Cheats

No cheats have been added for this edition.