PROVING GROUNDS OF THE MAD OVERLORD
BASIC WALKTHROUGH
by PLEITORIAN

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| CAUTION: SPOILERS! |
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0. INTRODUCTION AND SPECIAL NOTES

The theory behind this quest is "Fight Smarter, Not Harder." There are some battles that require reflexes, and 
some that require learning good attack patterns, but most of this quest requires intelligent use of your equipment. 

And sometimes? You have to know when to run away, and come back when you are stronger. I don't make a quest I cannot
play through without cheating. And I usually have a good 10-20 deaths, I think that's a good range. I design a quest 
to get the adrenalin pumping, to test your brain and your reflexes. Like I said: fight smarter! If you're dying a lot
in this quest... you need to learn to adapt your fighting style to what you're encountering. One basic way of doing
things all the time WILL NOT cut it in this quest. 

This is - by far - my most difficult quest. However, it's much more "doable" than TLJ... the worst thing you'll 
encounter, IMO, is an 8-headed Gleeok, with 4 heads for each kind of Gleeok. And by then, you'll have the Gold ring. 
I didn't put in any 40-headed Gleeoks, five Patra in a room, or anything crazy like that.

This is an adaptation of "Wizardry I." A very, very loose one. The mapping was impossible to do, but the Dmaps are 
thematic approximations for the first four floors. After that... it got more... creative. The Blue Ribbon award's 
equivalent is the Hammer, in the good old, Monster Allocation Center, accessed by the Out of Bounds area, which 
leads to warps to each level which serve the function of "elevators."

The Whistle warps are a bit unique: 

#1-4 take you to the first elevator zone. From there you can enter Level 4's secret area, which has egresses in 
the second elevator zone. The second zone has entrances to floors #4-9. 

#5-8 take you to a special area which has one way warps to the beginning of each level #5-8. Instead of wandering
the dungeon, just blow the whistle. 

This quest utilizes every inventory item except the L2 Amulet (Cross). 

The wooden and white swords have no beams. The magic sword and master sword beams are only 50% power. You do 
continue with full life.

And did I mention there are TEN levels instead of the usual nine? :)

Finally, I wrote this guide in, like, a couple hours. It's not thorough. It's meant to help you, not give everything
away. Is it confusing as hell? Possibly. But it was that or no guide at all (and my site has maps going through
Level 8, for the beta verison). 

1. CASTLE

You start out in the Castle. Head to the north wall to pick up some money and the Wooden Sword. You can choose
to buy either a Magic Shield or a Wooden Boomerang with the money you are given, but not both! So, choose wisely
(you can also collect money in the bushes you slash, but it's time consuming). 

You can also talk to various people. Some offer free advice, others charge $10 for each piece of information. 

You won't be able to do everything in the Castle right away. The minidungeon has a 4-headed Gleeok, but you aren't
strong enough to fight it yet. There's a potion shop, but you need to find the letter first. And there are other
things like money that cannot be accessed just yet. So keep your eyes open, and come back when you are ready!


2. PROVING GROUNDS, LEVEL ONE


Once you have explored the Castle, go one screen south of the start to the big dungeon. The Proving Grounds has
ten floors, all interconnected in various ways. Some notes about the floors:

Floors #1-8 have one heart container piece each. 
Floors #1-9 have a Boss, which gives you a Heart Container for defeating it. 
Floors #1-6 have Boss Keys, which can be found in stairs in the boss rooms. These allow you to speed through
levels you have already completed, so it doesn't take long to get to a different level. 

Most items appear more than once in the dungeon. The exceptions are the Flippers, Raft, and Whistle. For example,
getting the wooden boomerang on Level 1 is fairly difficult, but getting it on Level 2 is a bit easier. 

Anyway: 

If you bought the boomerang, instead of entering the dungeon right away, go south, freeze the Lynels, then head
west to the stairs. There is a third heart container here, and the following will be easier if you get it. Don't
worry about the Gohmas -- you can run right by them without getting hit. In fact, that tactic is central to 
succeeding in this quest, so learn when to fight and when to run! Most items are at dead-ends, so you can freeze
enemies - or kill off some - to make it easier on yourself. 

when you enter the dungeon, go up, then right, then up to the room with three Armos, then keep going right until 
you find a room with one Keese and a block. North of this room (and others nearby) you will find two keys that
lead to the first boss. Remember, you don't have to fight every enemy again. 

Once you have the keys, head to the compass point and take down the first boss, Aquamentus. There's treasure to
his north, if you are skilled enough to win those fights. They're not easy! 


3. PROVING GROUNDS, LEVEL TWO 

If you didn't get the Boomerang and the heart from the Overworld mentioned above, now would be a good time to pick
those up. You'll want a magic shield and should have found enough money in Level 1 to buy it. 

Level 2 is challenging. The first thing to do is find the Hookshot, by heading north and then left and exploring. 
When you find the hookshot, you can obtain three keys, and the Ladder. There's also a blue candle south of the room
with the falling rocks and Pols Voice (did I mention you DON'T have to fight everything? REMEMBER THAT!). 

Watch out: there are lots of scrolling warps that wrap around in this level. So if you can't access part of it,
it might scroll from the opposite side. 

Find the boss by following the locked door where you picked up the compass. This boss has a BOSS KEY you get by
pushing one of the blocks in its chamber. This boss key opens up a door to the Triforce/Stair room, so you can
speed through the level much faster than usual. You can do this in every boss room on levels #2-6. The Boss Key
in level 1 actually opens up the first elevator warp area. 

So for fast level access:

Level 2 boss door: north of start, on your right 
Level 3 boss door: east of start, above you
Level 4 boss door: south of start, below you 
Level 5 boss door: at start, above you 
Level 6 boss door: at start, on your right

Level 1 boss door: 2 north, 3 east of start. No skipping ahead here. 

 
When you beat the boss to get your fifth heart, find the lower-left room of the dungeon (the Aquamentus with a map)
and walk through the left wall. This path goes to the White Sword (which can also be bought in the Castle, for $300
at Boltac's or $130 in the secret shop that you need the Candle to find. This shop also has $50 magic shields.)

The Leever Nursery has the wooden boomerang and you can bomb to a room on the left column to find the Magic Boomerang.


4. PROVING GROUNDS, LEVEL THREE


There's a lot of walking in this quest. First, head down, and follow that path. You can't cross the lava, it's a very
strong Damage combo. This is like the "pits" in Level 3 of Wizardry I! :) So you will have to wait until you have
the Boots to pick up that key.

Follow around to get More Bombs and a Key and the Magic Boomerang, if you did not find it in Level 2. Once you find the 
key you can head east back to the stairs up. 

Now head east, where you discover the floor wraps around in all directions. When you find the lava (which you've seen 
before looking for a key), head north, pay the Moblin, use your key, and scroll to the bottom of the map. 

Head up and left. You will hear the boss, but ignore it and go on. One room says TURN AROUND - which is what you would
do to get to the boss. But ignore it for now and keep going left until the shutters close behind you in the skinny
room with Goriyas. Look for a door to the north after their room... that's the Boots. NOW pick up that key and head south;
the letter is guarded by a WizzRobe but you don't have to fight him, just dodge him. After you get that, head south, 
you scroll around again and finally get the map. Repeat the path back to the boss room for the boss fight. 

5. LET'S PLAY IN THE OVERWORLD 

The Boots open up the Overworld... a lot. So head back to the Castle - if you are a REALLY good player, you can beat
the Gleeok in the Castle Dungeon now. 

Alternately, head west from the Proving Grounds entrance. Just run past the Gleeok2 - he guards a heart container but you
are not strong enough to beat him yet. 

However, on his right, follow the top path to pick up the L1 power bracelet. 

In the west, beware of Wind Wizzrobes, they drop you ON TOP OF that Gleeok2!!

Once you hit the west edge, go north. There are bombable caves and other places... you can pick up a whopping 8 heart
containers just running around (use the hookshot to cross the pond at the waterfall), not counting the one mentioned
above via the stairs. 

You can also pick up the L2 bracelet. Remember, fence posts are a HOOKSHOT item (and some can also be pounded down with
the hammer).

6. DON'T YOU WISH YOU HAD THE WHISTLE?

From start, go north twice, east three times, north once. Then keep going east until shutters close behind you and
the room is full of fire. Go north one screen then west one screen. There are ten ghosts; you have to kill the Ghini, 
then go out and come back in, when one less unkillable Ghini2 will respawn. Do this ten times and get the Whistle as 
a reward. This tedious fight is reminiscent of fighting MURPHYS GHOST in Wizardry I (because 9 times out of 10 you miss!)

The whistle opens up quick-warps. No sense making you crawl through the entire dungeon over and over. 

7. PROVING GROUNDS - LEVEL FOUR 

OK, get your butt back to Level Four. 

Head west. Use your Hookshot to freeze the Fire Wizzrobes; if you picked up the L2 bracelet you can get the Blue Ring
here. There's some other goodies too. 

Head south of start, then west. The Magic Sword is on this floor, as is the Raft. You need to get a key from the upper
middle area of the level. Then take that key to the southeast part, following the west walls, to get the Raft. Then take
the raft back to where you found the Blue Ring ... there's a dock leading to a key. That key will open the boss room. 

When you beat this boss (Digdogger Kids) you'll be able to get the Magic Sword (finally!) which requires FOURTEEN hearts
instead of the usual twelve. 

8. IT'S HAMMER TIME 

Whistle-warp until you come to an icy pond (or just keep going west to the pond from any warp). 

Blow the whistle to unveil stairs. 

When you emerge go north where a moblin announces you are an INTRUDER! 

Head west for treasure; east for Monster Allocation Centre. If you can beat the room, you can get the Hammer
(it's one room to the south, after this big tough battle). 
The Hammer is also available in Level 10, and is not needed to win the quest (but makes it much easier). 

The hammer unlocks a heart in the south overworld (pound the mushroom in the forest then go down the stairs)

9. PROVING GROUNDS - LEVEL FIVE 

Fairly straightforward. There's one path to the end, and spurs have items/keys. 

The bow gets a heart container in the northwest corner of the overworld map. Shoot the Armos.

10. PROVING GROUNDS - LEVEL SIX 

Fairly straightforward. Solve the bottom part, then do the top. 

11. PROVING GROUNDS - LEVEL SEVEN 

A wacky cave maze... hardly any doors on this level. Find the key, find the flippers, fight the Patra. 

12. INTERMISSION 

Go to the overworld to pick up the heart in the bombable cave by the waterfall, and kill that Gleeok2 for 
another heart. This should give you 21 hearts total, enough to pick up the Master Sword from Level 7. 

13. PROVING GROUNDS - LEVEL EIGHT 

Another fairly straightforward level. Bring super bombs. Go left, get the key, then work around the loop
to the right. Once you get this Heart Container Piece you should have 22 hearts total. 

14. PROVING GROUNDS - LEVEL NINE 

If you can't solve this basic cross-shaped level, well, you just suck at Zelda. 
You can pick up the Gold Ring on this level, but only if you can beat three Mirror Wizzrobes. 
Remember to bring the Triforce pieces, all eight, if you want to pass. 

15. PROVING GROUNDS - LEVEL TEN 

The Ganon level. Go up, kill all the bosses in tougher forms again (kinda like in a Mega Man game). There
is a one way exit to the castle east of start, and all the roads to the right don't help (think CONTRA DEXTRA
AVENUE, the clue you can get, like in Wizardry I). 

After killing the bosses, fight a Wizzrobe room, a Darknut room, and then, finally Ganon. 

16. THE END 

Sit back and enjoy the surprise custom ending text. It's... let's just say, we've ALL been there once or twice? 
Wee, hee, hee. 


============ EXTRAS ==============

HEART CONTAINER LOCATIONS 

+2 start

+12 dungeons:

+1 Level 1 boss 
+1 Level 2 boss 
+1 Level 3 boss
+1 Level 4 boss
+1 Level 5 boss
+1 Level 6 boss
+1 Level 7 boss
+1 Level 8 boss
+1 Level 9 boss

+2 as Heart Container Pieces in levels #1-8
+1 in Castle Mini Dungeon for killing 4-Headed Gleeok

+11 Overworld:

+1 shoot Armos with bow in northwest overworld
+1 slash bush on screen with heart container outside by a building in northeast overworld
+1 exposed heart in northeast overworld by building
+1 slash bush on screen with Lynels in east overworld
+1 bomb cave in east/southeast overworld by Goriyas, use Hookshot to get to it
+1 pound mushroom in south overworld and go down stairs
+1 by Goriyas in west overworld - take stairway southwest of Proving Grounds Entrance
+1 bomb cave in west overworld
+1 for killing Gleeok2 in Overworld
+1 bomb cave by waterfall in north overworld; access it with Flippers 

SWORD REQUIREMENTS, POWER, ETC 


Wooden Sword - Given. Cannot shoot beams. 
White Sword - 5 Hearts. Cannot shoot beams. 
Magic Sword - 14 Hearts. Can shoot beams. Beams 50% power. 
Master Sword - 21 Hearts. Can shoot beams. Beams 50% power.


========= SHOP DATA =============== 

Castle Shop (Boomerang Icon - Boltac's)

Boomerang $100
Magic Shield $100
White Sword $300

Castle Shop (Arrow Icon - Boltac Jr.'s) 

Bombs $20
Bait $50
Wooden Arrow $80 

Castle Shop (Boltac's Dungeon Outlet)

Blue Candle $100
Heart $1
Blue Ring $500 

Castle Shop (Potion Icon) 

Blue Potion $60
Red Potion $100

Castle Shop (Secret Shop) 

Magic Shield $50
White Sword $125
Red Candle $200

Castle Shop (Show Letter: in bricks)

Small Wallet $100
Large Wallet $300

Overworld Shop 6 (South/east overworld) 

Raft $250
Whistle $250
Red Candle $250

Overworld Shop 7 (South/east overworld) 

Ama's Letter $300
Short Bow $600 
Magic Sword $900

Overworld Shop 8 (North overworld)

Magic Sword $100
Blue Ring $200
Red Ring $900

Dungeon Shop 9 (Tenth Floor) 

Blue Potion $75
Red Potion $125
Replacement Heart Container Piece $500

Overworld/Dungeon Shop 10 (North overworld, Dungeon Floor 10)

Bombs $30
Superbomb $10
Mirror Shield $900

======== MAZE PATHS ========= 

None in quest. 

======== CHEATS =============

Disabled. 
But if you have a way of enabling them: 

1. cheat
2. yeah
3. iddqd
4. debug

====== CHECKED QUEST RULES ========

Solid Blocks
Multidirectional Traps
Interpolated Fading
Fast Dungeon Scrolling
Cool Scrolling
24 Heart Containers
Fast Heart Refill
View Overworld Map
Show Time on Sub Screen
Must Kill All Bosses
No Sprite Flicker
Continue With Full Life
Raft/Ladder Fix
Silver Arrow Sparkles
Golden Arrow Sparkles
Magic Boomerang Sparkles
Fire Boomerang Sparkles 
No Flashing Enemy Death
Own Bombs Hurt
Temporary Clocks
Breakable Darknut Shields
Broken Darknut Shield Tiles
Mean Placed Traps
Phantom Placed Traps
Allow Fast Messages
No Heart Ring 
Fliers can appear on walls
No Bomb Pallette Flash





 