A Proving Grounds Guide

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A Proving Grounds Guide

This Proving Grounds Guide covers 10 dungeon levels and each level has increasingly difficult foes for the heroes to encounter. This game can be unforgiving and brutal. Resurrections can fail and characters can be lost forever. This is a hardcore game.

Trebor SUX!

Werdna

Creating your Party

If you want tips on creating your party, refer to the Party page.

Progression

I am providing multiple levels of assistance to suit your play style. Use what you want and ignore the rest. Firstly, by reviewing the Title of each ‘expanding area’ you will see the optimal Order that you should explore each of the areas. This is the first level of assistance. If you want more, expand the details for the area and see the following, where applicable.

  • Key Points: coordinates of the places you might want to visit or avoid.
  • Grind Notes calling out optimal loops to grind experience.
  • Travel Notes is the lore posted in the dungeons, for easy review.
  • Riddle Info posts the question and the reward but not the answer.
  • Walkthrough details the steps required to complete the level including Riddle Answers.

Maze – Level 1

Key Points:
0,0	Stairs ↑ -TO- Castle
0,10 Stairs ↓ -TO- 2:12,7
10,8 Elevator
↓ -TO- 2:10,8
↓ -TO- 3:10,8
↓ -TO- 4:10,8
9,19 Teleport -TO- Castle
Travel Notes:
9,12	A large sign on the wall reads: ** Area Out of Bounds **
Grind Notes:
Murphy's Ghost at L1(13,5) has no Loot but great XP. Use BAMATU to take less hits. Use DILTO to hit more often, Murphy has great AC otherwise. If there are 2, focus fire one of them until dead because they regen health 1/turn. You can retrigger encounter by Inspecting (13,5) again. Often, go back to town to restore Spell points, check for advancement. Use the shortcut back to the Castle (Door to West in the darkness at 10,19) Eventually, the fight will be SUPER trivial but still give good XP and is very safe. Murphy is not able to touch the back row and only hits the front row for 1 or 2 damage.
Walkthrough:
Door to East at 8,8
Door to North at 11,9
Hidden Door to South at 13,19
Collect Key of Silver at 13,18
Passage East at 19,9
Teleport from 5,9 to 15,4
Door to West at 14,3
Collect Key of Bronze at 13,3
Down to Level 2 at 0,10

Maze – Level 2

Key Points:
12,7	Stairs ↑ -TO- 1:0,10
16,15 Stairs ↓ -TO- 3:15,11
10,8 Elevator
↑ -TO- 1:10,8
↓ -TO- 3:10,8
↓ -TO- 4:10,8
12,11 It's a trap!! (2d8)
Travel Notes:
15,11	A placard near the ground reads: "A dungeon's dark..."
14,11 A placard near the ground reads: "When it's not lit..."
13,11 A placard near the ground reads: "Watch out, or you'll..."
Grind Notes:
Some foes here may drop +1 items. 
Walkthrough:
Door to North at 8,11
Use Key of Silver
Collect Statue of Bear at 9,18
Door to South at 8,8
Use Key of Bronze
Collect Statue of Frog at 12,4
Door to North at 4,10
Use Statue of Bear
Door to North at 4,11
Use Statue of Frog
Door to North at 4,12
Darkness: W2N4ES3EN2
Which is: 4,16
Collect Key of Gold at 4,16

Maze – Level 3

Key Points:
15,11	Stairs ↑ -TO- 2:16,15
1,8 Stairs ↓ -TO- 4:10,18
10,8 Elevator
↑ -TO- 1:10,8
↑ -TO- 2:10,8
↓ -TO- 4:10,8
0,3 It's a Trap (Spinner)
15,3 It's a Trap (Spinner)
0,19 It's a Trap (Spinner)
10,19 It's a Trap (Spinner)
0,7 It's a Trap (3d8)
0,11 It's a Trap (3d8)
5,11 It's a Trap (3d8)
5,19 It's a Trap (3d8)
15,19 It's a Trap (3d8)
Travel Notes:
5,3	The floor has a mosaic reading: "Turn around."
10,3 The floor has a mosaic reading: "Turn right."
5,7 The floor has a mosaic reading: "Turn right."
10,7 The floor has a mosaic reading: "Turn left."
15,7 The floor has a mosaic reading: "Turn left."
0,15 The floor has a mosaic reading: "Turn left."
5,15 The floor has a mosaic reading: "Turn right."
10,15 The floor has a mosaic reading: "Turn around."
Grind Notes:
Many fixed encounters but none with a fixed foe. If you clear a path that avoids the traps expect mostly +1 items here with a weak chance for +2 if you find Killer Wolf(s).
Walkthrough:
If you are in a hurry, you can skip Floor 3 via the elevator in the 10,8 shaft.  If you want to explore and get some experience, then take a look at the Foe List, search for "mz3" and then glance at the available LB levels on the right.  LB1 and LB2 mostly.. and only the Killer Wolf with LB3 but only 10%.  Check the Weapons/Armor tables for the potential in LB3, search for "LB3".  Thus, you will mostly get +1 gear farming level 3 with a very low chance for +2 on Killer Wolf only.

Maze – Level 4

Key Points:
10,18	Stairs ↑ -TO- 3:1,8
10,8 Elevator
↑ -TO- 1:10,8
↑ -TO- 2:10,8
↑ -TO- 3:10,8
17,7 Stairs ↓ -TO- 5:0,0
10,0 Elevator
↓ -TO- 5:10,0
↓ -TO- 6:10,0
↓ -TO- 7:10,0
↓ -TO- 8:10,0
↓ -TO- 9:10,0
Travel Notes:
10,2	A sign on the door reads: Private express service elevator! Authorized users only!
10,14 A sign on the door reads: *** Testing Grounds Control Center *** Authorized personnel only! << Do Not Enter >>
8,15 A sign on the door reads: Treasure Repository
12,15 A sign on the door reads: Monster Allocation Center
11,11 In this room, there is a large desk. On it are the remains of crystal balls and other magical artifacts; all now are broken. As you entered the room, a panel on the door slammed shut. Then it glowed a pale blue. No one can pry it open. Next, the door on the other side of the room starts to glow bright orange, inviting the party to use it.
Grind Notes:
10,15	Suddenly, a loud alarm bell can be heard. Then the bells stop, and are replaced by the sounds of guardian monsters!

This respawns foes in a radius around the Alarm allowing you to defeat foes repeatedly and without having to change floors. Note that this alarm also respawns the foes in the two rooms to the North and those encounters might have a Chest.

Some foes will Poison, Paralyze, or Drain. Hope for +1 items with a weak chance for +2 if you find Killer Wolf(s). The exception is the special encounter at 12,14 -- this encounter always has a Level 7 Fighter and they always drop a ring. The ring is cursed but if your Bishop is good enough or lucky enough to identify it without succumbing to it, then you can sell it for Gold. If your Bishop succumbs to it then you will not sell it, it will stick to the Bishop until you either pay Boltac to Uncurse (and poof the ring) or trash the Bishop and make a new one.

A Leveled Bishop has a better chance of not succumbing, but it will still happen occasionally so you will pay an upkeep to keep them clean. A level 1 Tavern Bishop is expendable and free to generate--actually, new characters start with RND gold so generating bishops pays (not much).
Walkthrough:
Door to North at 10,14
Prepare for battle
Door to South at 12,15
Target 1: High Ninja (bc Critical)
Target 2: High Priests (bc BADI)
Target 3: L7 Mages (bc 6d6 group dmg)
Door to South at 11,11
Collect the Blue Ribbon in 11,10
Door to South at 10,2
Elevator at 10,0 connects levels 4-9

Maze – Level 5

Key Points:
0,0	Stairs ↑ -TO- 4:17,7
10,0 Elevator
↑ -TO- 4:10,0
↓ -TO- 6:10,0
↓ -TO- 7:10,0
↓ -TO- 8:10,0
↓ -TO- 9:10,0
8,8 Stairs ↓ -TO- 6:8,8
5,5 It's a Trap!! (Spinner)
Grind Notes:
Hope for +2 item drops on this level.  Major Daimyo and Champ Samurai have some of the best XP but also the lowest AC on the level.  Level 7 Mages will throw 6d6 group damage spells. Medusalizard may Stone.  This is the least dangerous level to get Level 2 items reasonably often.
Walkthrough:
There is no need to come to this level unless you want to explore, grind XP, or hunt for +2 loot. All good reasons.

Maze – Level 6

Classic Level Design
Key Points:
8,8	Stairs ↑ -TO- 5:8,8
10,0 Elevator
↑ -TO- 4:10,0
↑ -TO- 5:10,0
↓ -TO- 7:10,0
↓ -TO- 8:10,0
↓ -TO- 9:10,0
9,18 Stairs ↓ -TO- 7:0,19
13,4 It's a Trap!! (Spinner)
12,11 It's a Trap!! (Spinner)
8,18 It's a Trap!! (6d8)
10,18 It's a Trap!! (6d8)
Grind Notes:
Better chance for +2.  There is also a chance for Blade Cuisinart on this level.  High Priest will throw BADI and Level 8 Ninja has 2 attacks that might Critical kill.  Nightstalker and Lifestealer both might Drain.
Walkthrough:
There is no need to come to this level unless you want to explore, grind XP, or hunt for loot. All good reasons.
Updated Level Design
Key Points:
19,19   Stairs ↑ -TO- 5:8,8
10,0 Elevator
↑ -TO- 4:10,0
↑ -TO- 5:10,0
↓ -TO- 7:10,0
↓ -TO- 8:10,0
↓ -TO- 9:10,0
8,16 Stairs ↓ -TO- 7:8,8
7,7 It's a Trap!! (Spinner)
6,16 It's a Trap!! (Pit)
7,16 It's a Trap!! (Pit)
14,11 Teleports -TO- 0,0
19,2 Teleports -TO- 2,19
Walkthrough:
There is no need to come to this level unless you want to explore, grind XP, or hunt for loot. All good reasons.

Maze – Level 7

Classic Level Design
Key Points:
0,19	Stairs ↑ -TO- 6:8,8
10,0 Elevator
↑ -TO- 4:10,0
↑ -TO- 5:10,0
↑ -TO- 6:10,0
↓ -TO- 8:10,0
↓ -TO- 9:10,0
11,8 Stairs ↓ -TO- 8:0,0
8,11 Teleport -TO- 19,0
6,13 Teleport -TO- 13,6
7,19 Teleport -TO- 19,12
8,8 It's a Trap!! (7d8)
13,13 It's a Trap!! (7d8)
5,7 It's a Trap!! (Anti-Magic)
Grind Notes:
Fixed Encounter with Red Dragon at 2,9 has a chance to drop the best gear.  On the Dos Archives version, this encounter stops appearing for unknown reasons.  On the 2024 Remake, the dragon appears infinitely farmable by exiting the game and resuming.

Other than the Red Dragon, many foes here may drop +2 items.
Walkthrough:
There is no need to come to this level unless you want to explore, grind XP, or hunt for the best loot. All good reasons.
Updated Level Design
Key Points:
10,10   Stairs ↑ -TO- 6:8,16
10,0 Elevator
↑ -TO- 4:10,0
↑ -TO- 5:10,0
↓ -TO- 7:10,0
↓ -TO- 8:10,0
↓ -TO- 9:10,0
18,9 Stairs ↓ -TO- 8:9,11
9,6 It's a Trap!! (Pit)
10,6 It's a Trap!! (Pit)
9,5 It's a Trap!! (Pit)
10,5 It's a Trap!! (Pit)
9,4 It's a Trap!! (Pit)
10,4 It's a Trap!! (Pit)
17,16 It's a Trap!! (Pit)
17,18 It's a Trap!! (Pit)
7,12 Teleport -TO- 2,8
9,9 Teleport -TO- 18,2
Walkthrough:
There is no need to come to this level unless you want to explore, grind XP, or hunt for loot. All good reasons.

Maze – Level 8

Classic Level Design
Key Points:
10,0	Elevator
↑ -TO- 4:10,0
↑ -TO- 5:10,0
↑ -TO- 6:10,0
↑ -TO- 7:10,0
↓ -TO- 9:10,0
6,0 Teleport -TO- 5,5
11,5 Teleport -TO- 3,18
11,15 Teleport -TO- 14,19
Grind Notes:
I see no reason to grind 8 that makes it any better than grinding 7.
Walkthrough:
There is no need to come to this level unless you want to explore, grind XP, or hunt for loot. All good reasons.  The door to North at 8,4 leads to the elevator.
Updated Level Design
Key Points:
9,11    Stairs ↑ -TO- 7:18,9
10,0 Elevator
↑ -TO- 4:10,0
↑ -TO- 5:10,0
↓ -TO- 7:10,0
↓ -TO- 8:10,0
↓ -TO- 9:10,0
9,10 Teleport -TO- 0,0
10,10 Teleport -TO- 5,14
9,9 Teleport -TO- 12,10
10,9 Teleport -TO- 10,4
10,7 Teleport -TO- 8,11
15,16 Teleport -TO- 11,11
8,13 Teleport -TO- 8,8
1,4 Teleport -TO- 11,8
4,13 Teleport -TO- 8,17
10,15 Teleport -TO- 2,12
0,13 Teleport -TO- 7,12
7,15 Teleport -TO- 2,17
Walkthrough:
There is no need to come to this level unless you want to explore, grind XP, or hunt for loot. All good reasons.  

Maze – Level 9

Key Points:
10,0	Elevator
↑ -TO- 4:10,0
↑ -TO- 5:10,0
↑ -TO- 6:10,0
↑ -TO- 7:10,0
↑ -TO- 8:10,0
8,2 Chute -TO- 10:0,0
Grind Notes:
Frost Giants, Master Thief, and Poison Giant may drop the best gear.  Level 10 Mage may cast MAKANITO or MADALTO.
Walkthrough:
You can MALOR to 9:10,1 with appropriate relative coordinates.  Then it is just a few steps to the Chute to Level 10.  Great when you want to Farm level 10.

Maze – Level 10

Key Points:
1,0	Teleport -TO- Castle
Travel Notes:
0,0	Inscribed on an ornate gold plaque is a message. The script is ornate, and blinks in various colors: "You are trespassing on the domain of **Werdna**. There is no possibility that you can get past my guardians! So sure am I of my defenses that I give you this clue: "Contra-Dextra Avenue"  PS - Trebor Sux!
17,4 A discreet sign on the wall reads: Lair of the Evil Wizard Werdna! Office hours 9AM to 3PM by appointment only. The Wizard is IN!
3,14 One group of Guardians have been defeated, but there are many more. Turn back while you can, fools!
Grind Notes:
All the best gear can drop here.  This level is laid out as a series of guardian encounters.  After defeating each guardian you have the option to Teleport back to the Castle or press on.
Walkthrough:
Door to North at 1,7
Defeat the 1st guardian encounter
Teleport to "safety" at 2,8
Teleport onward at 0,10
Door to West at 2,18
Defeat the 2nd guardian encounter
Teleport to "safety" at 1,19
Teleport onward at 0,19
Door to North at 10,17
Defeat the 3rd guardian encounter
Teleport to "safety" at 11,18
Teleport onward at 10,19
Door to South at 9,13
Defeat the 4th guardian encounter
Teleport to "safety" at 8,12
Teleport onward at 10,11
Door to East at 17,13
Defeat 5th guardian encounter
Teleport to "safety" at 18,12
Teleport onward at 19,13
Door to North at 16,9
Defeat 6th guardian encounter
Teleport to "safety" at 17,10
Teleport onward at 14,11
Door to South at 17,4
Defeat WERDNA

Equip/Evoke Staff of WERDNA to exit the Maze.
Congratulations!

Attribution

Official Manual is here.

How to obtain a copy of this game:

eBay linkUltimate Wizardry Archives PC CD-ROM version (1998), includes Wizardry 1-7
eBay link SNES cartridge version (translated)
GOG link – PC Reboot by Digital Eclipse


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