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- -------------- wizardry 7, crusaders of the dark savant FAQ ----------
-
- Last modified 94-01-14
-
- To see what's new, look at the log at the end of the FAQ.
-
- You can find the latest version in www on adress :
-
- http://www2.e.kth.se/~johansso/www/wiz7.html or if you have AFS,
- file://localhost/afs/e.kth.se/home/e90/johansso/www/wiz7.html
-
- I'm trying to post it at the end of every month at comp.sys.ibm.pc.games.rpg
-
- you can get it by ftp from
-
- wcl-l.bham.ac.uk:/pub/djh/faqs
- or
- ftp.netcom.com:/pub/av/avatarx/faqs
-
- My own account is ftp-able so you can get the faq (wiz7.faq) , the
- paches and the cheats from : zafir.e.kth.se ~johansso/www/wiz7www/
-
- Send any comment or suggestions to :
- johansso@elixir.e.kth.se
-
-
- Wizardry 7 FAQ
-
- Index:
- 1. Choosing a Party
- 2. Changing Professions
- 3. General Playing Tips
- 4. Places
- 5. Other Questions
- 6. Patches, cheats & cracks
- 7. The items in the game
- 8. Credits
-
-
- 1. Choosing a Party
-
- During character creation, you get a number of bonus points, randomly
- generated. Keep rolling until you get a reasonably high set of bonus
- points -- there's no sense in starting off with a weak character.
-
- You want all your characters to be magic-users of some kind, even if
- they're primarily fighters. For example, don't settle for a fighter;
- wait till you get enough bonus points to get a valkyrie, a ninja, a
- monk, or some other magic-using class. You may have to try again and
- again before you get a decent number of bonus points; the average
- seems to be about 10, but if you try often enough you can get twice
- that. I wouldn't settle for anything less than 15. You want your
- characters to start as powerfully as possible, so they aren't always
- dying in the early stages of the game.
-
- Note: Some people on the net have pointed out that in the later stages
- of the game, your front-line fighters have such great weapons, you
- don't want them to waste their time casting spells. I would say that
- it depends on the spells. First of all, the more people who have Heal
- Wounds, the better. Second, spells like Silence, Dispel Undead, and
- Astral Gate can quickly neutralize groups of magic-using attackers,
- and this is sometimes crucial to winning a combat. It's true that
- your front line usually just bashes away with their Light Sabers,
- Excalibur, and all the rest...but from time to time, it's tremendously
- helpful to have them cast spells instead.
-
- I have observed that different races recover magic points at different
- speeds. Since you can't change races, pick races that can recover
- magic quickly -- you don't want to be stuck with slow-recovering
- characters later in the game. Good races: elf, gnome, faerie, rawulf,
- mook, and maybe felpurr. Other races are slower to get back magic
- points.
-
- Beginning parties should contain a mage and priest. These "pure"
- classes learn spells faster than classes that mix magic with better
- fighting ability (e.g. bards, rangers, etc.). They can change later
- on, once they've acquired a good mix of spells. Even if you have
- enough points to become one of the advanced characters (Bishop,
- Samurai, etc.) pick simple characters (Mage, Priest, etc.) to start
- out with, because they advance faster than the advanced classes.
-
- Spells you want ASAP:
- Pr: Heal Wounds, Bless, Cure Poison, Silence, Hold Monster
- M: Energy Blast, Direction, Knock-knock, Magic Missile,
- Sleep, Blinding Flash, Wizard's Eye, Fireball, Iceball
- Ps: Heal Wounds, Identify, Divine Trap, Silence
- Al: Heal Wounds, Acid Splash, Cure Poison, Fire Bomb
-
- Many other spells are useful to have (three cheers for Nuclear Blast!)
- but the above are the ones you should aim for first.
-
- Just for the sake of interest, my party started as:
- Rawulf Valkyrie (F)
- Felpurr Monk (M)
- Dracon Ninja (M)
- Gnome Priest (F)
- Human Bard (F)
- Elf Mage (F)
-
- I found that the human just couldn't keep up with the others. I
- wanted to use her as a spellcaster most of the time, but she just
- didn't recover magic fast enough. Instead of a human, pick a
- Faerie...but don't start the Faerie as a bard, because a Faerie
- Bard doesn't get the Lute of Sleep that other bards start with.
-
-
- 2. Changing Professions
-
- When you change professions, you go back to experience level 1 in the
- new profession. Your stats drop sharply, but your skills remain the
- same. Furthermore, you retain all the spells and spell points your
- character had already acquired.
-
- In order to consider the good and bad points of changing professions,
- let's look at a level 10 mage who is considering a switch to a
- samurai. If the mage has just turned level 10, he needs 300,000
- experience points to reach level 11. If he switches to a samurai,
- those same 300,000 experience points will get him back to about
- experience level 8 as a samurai. Thus, if the character stays a mage,
- those 300,000 points give him only one skill improvement (from level
- 10 to 11); if the character changes to a samurai, the character gets
- *seven* skill improvements.
-
- The moral is clear: if you want to improve skills quickly, switch
- professions somewhere around level 10. The price is that your stats
- go back down to pretty pathetic levels, but they increase fairly
- quickly again.
-
- Other things to consider: low level characters can only cast spells at
- low levels. Thus your level 10 mage may be able to cast a 7-dice
- fireball, but your level 1 samurai will only be able to cast a 1-die
- fireball, even if he has plenty of spell points available. Don't
- switch professions just before you go into a major fight, and don't
- switch professions for all your characters at once. Stagger your
- switches so that you always have a few reasonably high level
- characters, so they can cast high level spells.
-
- Certain other skills also depend on experience level. For example,
- the ninja and monk natural armor class advantage is based on a
- combination of ninjutsu skill and experience level. For every
- experience level you increase, your AC can go down -1 if you have a
- high ninjutsu rating. Therefore switching classes (temporarily)
- negates a huge AC advantage if you're a monk or a ninja.
-
- Just for the sake of curiosity, I kept one of my characters in his
- original profession for the whole game: a Dracon Ninja. By the end of
- the game, *all* of my other characters had skills of 100 in Kirijutsu
- and Ninjutsu; the original Ninja didn't. Also, all my other
- characters had scores of 100 in at least two magic disciplines; the
- original Ninja only had about 60 in his first discipline (Alchemy, of
- course). Finally, the original Ninja was only about 4 experience
- levels ahead of the next closest character. Changing professions
- really does make stronger, more versatile characters, more quickly.
-
- Note: To change to a new profession, you need the minimum stats for
- that profession. Suppose you have a mage who you want to turn into a
- monk, but who doesn't have enough Piety. Keep clicking on the mage's
- candle to find out when the mage is getting close to going up an
- experience level. Save when you get close. When the mage finally
- goes up a level, the game increases various stats at random. If you
- don't get an increase in Piety, terminate the game, load the previous
- save game, and take another shot at it. Repeat until you get the
- Piety increase you want. It may take some patience, but it saves time
- in the long run.
-
-
- 3. General Playing Tips:
-
- Save, save, save. And save again. Before you try to open any chest,
- save; that way if you set off traps, you can back up and try again.
- Same thing before you try to open any locked door, and before you go
- through any doorway (since many doorways have combat on the other
- side).
-
- If a character dies in combat, terminate the game and load your
- previous save game. With patience, you can get through the game
- without ever having to resurrect a party member. If everyone survives
- a combat in reasonably good shape, save immediately.
-
- Save before you rest. If you get through the rest period without a
- battle, save before resting again. It's a "ratchet" approach to the
- game; if something good happens, no matter how small, save so that you
- can move forward from that good point.
-
- Don't kill NPCs until you're absolutely sure you've wrung them dry of
- all relevant information. If you happen to kill an NPC by accident
- (because they got angry at you and attacked), terminate the game and
- load your previous save game. If you kill the wrong NPC, you may end
- up in a position where you have an extremely difficult time finishing
- the game. (Note: some NPCs can show up with annoying regularity.
- Hold your temper, at least until you get the *LEGEND* map. You
- cannot win the game without this map.)
-
- Take notes. Lots of notes. Also make maps when you need to. The
- automapping feature is okay some of the time, but in places like the
- Halls of the Past (under the Isle of Crypts) and the Temple of Aerial
- Whimsey (in Dane Tower), you need to make your own maps to keep track
- of teleports.
-
- Before you get rid of anything you pick up, take it to an NPC (like
- the Innkeeper in New City) and try to sell it. He'll say "YOU NEED
- THAT" if it's a crucial artifact of the game.
-
- Have your characters specialize in skills. For example, have one put
- points into Searching, one into Mapping, one into Artifacts, and so
- on. Never spend points on Oratory--it goes up automatically. Same
- thing with mythology and combat skills.
-
- Beginning characters should put one or two points into swimming with
- each level increase, until each character gets to 10 pts. After that,
- forget it. 10 points means you can survive one second in the water,
- and after that, each time you go into the water, you automatically
- gain a point. Thus as soon as everyone gets 10 points of swimming,
- swimming practice will give you as many additional points as you want.
-
-
- 4. Places:
-
- The following list looks at various places in Lost Guardia and the
- most frequently asked questions about them. I present them in the
- order I got around to them in the game.
-
-
- 4.1. Outside New City:
-
- Suggestions: explore the outside of New City first. In particular, go
- down the ladder just outside the walls of New City -- there's a little
- dungeon there that seems specifically designed as a training ground:
- easy monsters, a few secret doors, etc. (You won't have any spells to
- find secret doors yet, so just make sure you look at every wall you
- pass. The big blue buttons for secret doors are pretty obvious.)
-
- Where do I find the mapping kit?
- A short distance to the south and east of where you wake up, you
- can find a treasure chest with a mapping kit inside. You'll know
- you're going in the right direction when you get a message saying
- the woods seem creepy; some distance further on you hear
- creatures gnawing on bones, then fight a bunch of Alliphoots and
- Dandiphoots. (This is a tough fight if your characters are only
- level 1; better to try the little dungeon first.) Beyond the
- phoots, just keep going south and east; you really can't go wrong
- unless you double back on yourself. (Have your mage cast
- Direction so that you know which direction is which.)
-
- How do I get across the field of orchids?
- Don't try it when you start the game. Later on, your characters
- will have no trouble staying awake if they really want to cross
- it, but there's nothing interesting there.
-
- What does the flying whale mean?
- Nothing much; it could be referring to a spaceship landing in
- Nyctalinth.
-
-
- New City:
-
- How do I get into New City?
- Mention the armorer, whose name you found in the dungeon under
- the city.
-
- How do I get into Umpani Detache?
- Wait -- once you get to Ukpyr, you can teleport to Umpani Detache
- with the Umpani teleport
-
- What should I buy from the Innkeeper?
- You'll need bananas later.
-
- How do I get into the T'Rang house?
- Wait -- once you get to Nyctalinth, you can teleport to the
- house.
-
- How do I get into Old City?
- The librarian has the key; ask him about ARCHIVES. The entrance
- to Old City is in the Condemned Area.
-
- How do I get into the Curio Museum?
- Use the penny.
-
- What do I do with the heads in the Curio Museum?
- The *BOAT* map tells you what to do with them.
-
- How do I open the door with the colored lights?
- Read the black wafer; it suggests the sequence of colored buttons
- you have to push.
-
- How do I open the security door? The black wafer just sets off
- alarms.
- You need a control card...found later in the game.
-
- How do I get into the Weaponry Shoppe?
- Talk about the BLACK MARKET.
-
- General Notes: Make sure you go everywhere. Eventually, you'll need
- to get to the statue in the middle of the pool, but don't try it until
- everyone in the party has at 10 points of Swimming. Search at the
- statue's feet. Talk to the priest in the temple.
-
- When you free the prisoner from the jail, make sure he doesn't leave
- without talking to you. If necessary, terminate the game and load
- your previous save game. Keep at it until he talks to you. He'll
- send you to Orkogre Castle.
-
-
- 4.2. Orkogre Castle:
-
- Why can't I get into anyplace interesting?
- There are hidden doors in various places. A "Detect Secret"
- spell should find them. If you don't have that spell yet, walk
- around looking at every wall; the big buttons to open secret
- doors are fairly obvious.
-
- How do I get into the Outer Sanctum?
- Go to the blood stains. Search. Then use the Polished
- Steelplate.
-
- How do I get into the Inner Sanctum?
- Go through all the cells in the prison. You'll find more secret
- doors. The buttons you press may open up secret doors in places
- you've already searched, so go back through a second time.
-
- How do I get into the Throne Room?
- You want to catch the monkey's attention. Back in New City, the
- innkeeper sells bananas..., or you can find some in one of the
- prison cells.
-
- What do I tell the king?
- THE DARTAEN ALLIANCE IS BROKEN!
-
- The king sent me to get something, but it was missing by the time I
- got there. Am I in trouble?
- No. Part of the story underlying the game is that other people
- are looking for the same things you are. Sometimes, they may get
- certain objects ahead of you, particularly maps. Don't worry.
- Throughout the course of the game, your competitors slowly kill
- each other, so that the goodies become concentrated in the hands
- of a few characters. Find those characters, and you find all the
- things that were stolen before you got there.
-
- I couldn't get past the spectral ravens in the inner sanctum the first
- time I encountered them. However, when I had gained a little more
- experience, I thumped them easily.
-
-
- 4.3. Munkharama:
-
- What do I tell Brother T'Shober?
- SLAY NOT HE THAT CANNOT HEAR.
-
- What good is the polar bear?
- When you invoke the polar bear, it supposedly adds to your
- Swimming ability. I never noticed this myself, but others
- on the net say it is so.
-
- What is the answer to the well's riddle?
- COINS. (What else do you put into a well?)
-
- How do I get into the temple?
- Swim out to the statue. Search in the little pools around the
- statue; you'll find jewels of various colors. Put each jewel
- into the urn whose color matches the jewel. Go back to the
- statue and use the item you found at the base of the statue back
- in New City.
- I've searched the temple, but there's one room I can't get into.
- Every time I try, I fall into a trap door.
- Take the notched stick and go around to the rear of the room that
- contains the trap door. Stick the stick in the hole. This locks
- the door in place and you can go on your way.
-
- I've retrieved the Holy Work from the temple, but I can't get into the
- Land of Dreams. I don't know what to tell the guy inside.
- The front door of the Land of Dreams has a second name on it:
- GRAN MELANGE. Talk about this to the apothecary, and he'll tell
- you the answer to the question that the fellow inside the Land of
- Dreams asks.
-
- What do I do with the Pipe and the Pastille?
- Merge them. Go through the black door. Sit through a vision of
- the end of the world. After the vision is over, use the Pipe and
- Pastille. You'll get a different vision and be able to move on.
-
- Where are the five flowers?
- You can find three of them by going through Ukpyr and exploring
- the region to the north. To find the other two, go back to the
- place north of Munkharama where the river crosses the road. Go
- east for a while along the south side of the river. Then swim
- across the river and thoroughly explore the region on the other
- side. This will require going through mountains.
-
- I can't figure out how to combine the five flowers, as described in
- Xen Xheng's note.
- The trick is that you have to use Holy Water. You can buy some
- at the apothecary's.
-
-
- 4.4. Ukpyr:
-
- The Umpani won't let me in.
- You must have alienated an Umpani somehow. Go back to the black
- market guy in New City and strike up a deal. That should make
- you friends with the Umpani again.
-
- Should I join the Umpani forces?
- It's useful. They give you good stuff like guns, and the thermal
- pineapple.
-
- But if I join the Umpani, I can't join the T'Rang.
- You can work for both. I joined the Umpani in Ukpyr, then ran
- across the T'Rang north of Ukpyr who asked me to betray the
- Umpani. I didn't; I killed the T'Rang instead. However, later
- on, the T'Rang in Nyctalinth still tried to recruit me and I
- decided to join them. In my opinion I got the best of both
- worlds...and after I had milked the T'Rang for all the
- information I could, I used the Thermal Pineapple from the Umpani
- to trash the T'Rang eggs.
-
- 4.5. North of Ukpyr:
-
- How do I get across the whirlpool?
- Use the rebus egg.
-
- Should I work for the T'Rang?
- I said I would, then lied to them. They got upset and attacked,
- but they were easy to beat.
-
- Why does it tell me that I get an eerie feeling in a certain spot?
- The spot is haunted. Remember where you are; you'll have to come
- back to this spot later.
-
- A raven flies overhead and says, "Al-bie..." What does this mean?
- Darned if I know. But the raven might be trying to say "Help me"
-
-
- 4.6. Nyctalinth:
-
- Should I work for the T'Rang now?
- Yes. H'Jenn-Ra T'Rang will tell you the combination to get the
- *BOAT* map from Rattkin Ruins, and will also let you use the
- T'Rang teleport facilities.
-
- What do I do in the graveyard?
- Make sure you've explored the rest of Nyctalinth first. Then
- start by digging up graves. You'll fall through into a huge
- underground complex. This complex leads to yet another statue
- where you should search for something useful.
-
- How do I get past the eggs?
- Use the thermal pineapple.
-
- What do I do with the frozen Savant Troopers?
- Use the Mystery Ray. You'll find out something interesting.
-
- How do I get the wand that the ghost keeps stealing?
- Use the TYDNAB EMYT statue in the empty tomb.
-
- What do I do with the wand?
- Equip it (it's cursed) and you'll be able to go through the force
- field to find something useful.
-
-
- 4.7. Rattkin Ruins:
-
- How do I get in?
- Just off the road on the way to Rattkin Ruins, there's another
- small ruin. Go in and you'll have a big fight with Man o' the
- Woods (walking trees): a very nasty fight, with three rounds.
- After the fight, put the Bonsai Tree (from the Inner Sanctum
- of Orkogre Castle) in the middle of the pavement in the middle
- of the ruins.
-
- Why should I care about Bertie?
- He can sell you a potion that you need in the funhouse.
-
- How do I get into the Thieves' Guild?
- Down on the ground inside Rattkin Ruins, try to pick Blindmeis's
- pocket. You'll get a ring. Take the ring back up to the Thieves
- Guild entrance, put on the ring, and stick your hand through the
- window.
-
- How do I get into the Funhouse?
- Talk to Blindmeis in the Thieves Guild.
-
- What do I do with the teeter-totter?
- Wind up the weight with the spool handle. Put the rubber band
- onto the strange device with two blades. Drink the featherweight
- potion before hopping on the teeter-totter.
-
- What do I do with the dowel?
- Stick it through the hole in the wall. It will come in handy
- later.
-
- How should I set the levers?
- The levers control the direction you go on the water slide.
- First, take the rope that's attached to the bar and lower it down
- the hole near the top of the water slide. Then experiment with
- the levers. I just treated the five levers as a binary counter,
- with up counting as a 1-bit and down counting as a 0-bit. It's
- easy to walk through all the possible combinations in a
- methodical way.
-
- You can try this combination, I still don't know if it's the correct
- so mail me about it please.
- First, some definitions. "Top" means the lever most towards the top
- of the monitor on the upper level (the one with 3 levers on it)
- when looking at the level using the map kit, "Right" means the
- lever most towards the right of the monitor screen, etc. For the
- levers, 1=down and 0=up.
-
- Top 1
- Right 0
- Left 1
- Bottom level Top 0
- Bottom level Bottom 1
-
-
- What's the proper combination of the spears?
- H'Jenn-Ra T'Rang tells you.
- It is 534261
-
- How do I tell Don Barlone what he wants?
- You need the T'Range Portbook and the TX-Decoder. Use the
- Decoder on the Portbook.
-
-
- 4.8. Giant's Cave:
-
- This is just a straightforward slugfest. You need the Necromantic
- Helm for later.
-
-
- 4.9. Witch Mountains:
-
- What do I do with the vines?
- Merge them into 1000' of vines. Use the result at the huge
- "unscalable" cliff so you can get down into the Tramontane
- Forest.
-
- How do I find out the names of the witches?
- Go to the "haunted" spot north of Ukpyr. Put on the Necromantic
- Helm. Wait till the darkest part of the night (midnight). You
- will see a haunting that will tell you the names.
-
- 4.10. Dane Tower:
-
- What do I do with Jonga powder?
- On each level, there is a little urn. Sprinkle Jonga powder into
- the urn and it deactivates certain traps on the level. The traps
- won't stop you, but they will blast you, paralyze you, drive you
- mad, etc.
-
- What's the story about Belcanzor?
- You can find him by day in his shop in Dane Tower. You can find
- him by night at his shop in New City.
-
- In the Temple of Deadly Coffers, I can't get the gate open.
- You probably have several coffer keys, you tried one and it
- didn't work. The trick is that each coffer key is different, and
- only one of the keys works on each gate. By the way, after
- you've opened all the gates on this level, you can throw away
- your surplus coffer keys; you'll never need them again.
-
- When I meditate on the word "Moo", some of my characters go to sleep?
- The ones who manage to stay awake get 1 point of Mind Control
- skill. Therefore, you should meditate, step out of the spot, let
- your people wake up, and step back to the spot again. Keep doing
- this until everyone has stayed awake at least once, so that all
- your characters have the Mind Control skill. If you're patient,
- you can keep stepping in and out until all of them have raised
- their Mind Control skill as high as you'd like.
-
- What do I do with the Book of the Immortals?
- Read it to see how to summon the demon...but to kill the demon,
- just whack it. It's not that tough.
-
- How do I get into the Magna Dane's room?
- Search the Magna Dane's body. He's carrying a ring. Use the
- ring on the door.
-
- How do I get into the last treasure room?
- There's a secret door from the Magna Dane's room. Use the
- demon's horn.
-
- What do I do with the jeweled pillow?
- Sell it; it's worth money.
-
-
- 4.11. Return to New City:
-
- How do I enter the Security Room?
- Use the control card. Use the Blackship command server number
- (found in Nyctalinth) to check up on Vi Domina. Use the Security
- Access server number (given by the malfunctioning Savant Trooper
- under Nyctalinth) to free her from the cell.
-
- What do I do with the consol ?
- Try looking up Vi Domina in the personal files. (Host : Black ship command)
-
- How do I free Vi?
- Use the consol (Host: central security)
-
- What is the codes for the consol ?
- SERVER : 023@41A2
- HOST: Black Ship Command
-
- SERVER : 018@67c1
- HOST : Central Security
-
- What do I do with the *BOAT* map?
- It contains the secret of the heads in the Curio Museum, and will
- let you get the Wikum boat.
-
-
- 4.12. The Dragon Cave
-
- How do I get to the Dragon Cave?
- Go through the mists to the cliffs at the south of Brombadian
- Bay. Wait till night. You'll see a spot of light in one section
- of the cliffs. Use the Coil of the Serpent, found in Dane Tower.
-
- Where is Bombadeg?
- In the water in the middle of Dragon Cave.
-
-
- 4.13. The City of Sky:
-
- What do I do with the banner?
- Give it to Ke-Li, Queen of Sky. She'll give you something that
- will give you Eagle Eye.
-
- What is the answer to the first test?
- The name of the Astral Dominae's creator -- see the beginning of
- the manual.
-
- What is the answer to the second test?
- Darned if I could figure it out. However, I have the following
- advice from Guido Roessling: write down which buttons are
- available, then consult the *STAR* map and look up your notes
- on the Gaelin Stone from the Isle of Crypts. Each map entry
- on the Gaelin Stone is represented by three symbols, and one of
- those is available as a button. Start where the *STAR* map
- tells you, and write down in which order you have to press
- the buttons. If this doesn't work, try going the other
- direction (clockwise, if you started counter-clockwise).
-
- Thanks to Guido. My own answer was to buy Ankhs of Might
- from Ke-Li until everyone in my party was STR 18 or better,
- then to force the door open.
-
- How do I get into the spaceship?
- Talk: say the name of the creator (see the first test).
-
- How do I get the goodies in the Hall of Preservation?
- Out in the courtyard, there's a little pavilion (very hard to get
- to, thanks to those invisible barriers) where you can find a Key
- of Light. You only get one key, so you have to decide which
- treasure you want most.
-
-
- 4.14. The Isle of Crypts:
-
- What does the ghost mean by BMOCYENOBB?
- Read it backwards -- boney combs (sort of). Way back in Orkogre
- Castle, you probably found some bone combs in the Queen's
- Bedroom. Now in the tombs you'll find a regal-looking female Ork
- corpse. Give her back the combs and the ghost will be laid to
- rest.
-
- How do I open the gate with the dragon on it?
- You need the Key of the Dragon, found in the Dragon Cave.
-
- How do I kill monster X in the Tomb of Gorrors?
- Hard work and taking a dozen cracks at it...but you don't have to
- kill any of the monsters to finish the game. They're just thrown
- in to let you build up experience points and to give your hot-
- shot parties a real challenge. But you can get some really good
- stuff here as random treasure (things like Faerie caps, Excalibers,
- Meanad's Lance)
-
- How do I open the gate with the skull on it?
- Go to the Gaelin stone. Use the *LEGEND* map on each face. This
- will produce the needed key.
-
- How do I find the jewel of the sun?
- Go to the skull door. Cast a Wizard's Eye at the 7-dice level.
- Off to one side, you'll see a secret tunnel beginning from a
- water square. Go to the water square, open the secret door, and
- follow it to the jewel.
-
- What do I do with the jewel of the sun?
- Go back up to ground level. Close to the Isle of Crypts are two
- smaller islands with cubes on them. Each cube has a false wall
- that you can walk right through. Enter one cube; use the jewel
- of the sun. Enter the other, and wing it.
-
- Tell me about the Hall of the Past.
- It's filled with visible and invisible elevators which take you
- up or down levels. The whole place consists of eight 8x8
- squares, and finding your way through is a nightmare. You just
- have to map, using the automap feature liberally.
-
- What do I do in the pentagram of the Hall of the Past?
- Read the *CRYPT* map, and follow the instructions.
- The right order is : DRAGON, TOWER, MOON, CROSS, SKULL, STAR
- and EGG
-
- All right, here I am, finally at the Tomb of the Astral Dominae. What
- do I do now?
- If you have the globe ring (from the spaceship in the City of
- Sky) and the amulet (obtained by playing with the jewel of the
- sun up in the cubes), you're ready to summon Vi Domina and the
- big bang-up fight with the Savant. By the way, have one
- character Use the Elysium of Divinity in the first round of the
- fight; that's what it's for.
-
-
- 5. Other Questions:
-
- How do I get personal skills?
- Firearms -- sign up as a recruit with the Umpani in Ukpyr
- Mind Control -- meditate on the word Moo in one lighted area of
- the dark level in Dane Tower
- Eagle Eye -- give the Helazoid Banner to Ke-Li in the City of Sky
- Reflexion -- ask Blindmeis about Reflexion in the Rattkin Ruins
- Snake Speed -- this comes from the potion you mix from the five
- flowers
- Power Strike -- [from the amulet of power (found after the battle
- with Ymmu in the cemetery of Nyctalinth)] This is probably false
- information, It can be from an item in a chest located on the way
- to witch mountain. I'll check this out as soon as possible.
-
- How do I find out useful things?
- Ask every character you meet about RUMORS. They'll charge you 50
- GP, but they'll often tell you useful things.
-
- What maps are there and what do you use them for?
- BOAT -- tells you how to work the heads in the Curio Museum to
- gain access to the Wikum boat
- CRYSTAL -- tells you the order to push symbols in the pentagram
- area of the Halls of the Past, in order to open a door
- leading to the final level
- DRAGON -- gives clues for how to open the Dragon Cave in
- Bombadian Bay
- FOOLS -- useless
- GLOBE -- is secretly aimed at Vi Domina and tells her how to open
- the Tomb of the Astral Dominae
- LEGEND -- Use this map on the Gaelin Stone to obtain a key to the
- Halls of the Past; this is the one map you must have in your
- hands at the time; with all others, you can just read them,
- copy down their contents, then drop the map
- SERPENT -- supposedly tells you how to make your way through the
- Dragon Cave; I didn't need it
- STAR -- tells you how to use the information from the Gaelin
- Stone to pass the Second Crusaders Test
- TEMPLE -- tells you how to open the Munkharama temple
-
- 6. Patches, cheats & cracks:
-
- I have collected the paches and cheats on my account, so you can get
- it by anonymous ftp from : zafir.e.kth.se ~johansso/www/wiz7www/
-
- Wiz 7 won't run on my brand new Pentium, what should I do?
-
- Try the patch in ds.zip
-
- Are there more patches for wiz7 ?
-
- There is a patch called cdspatch.zip that might help you
-
- Are there any cheats for wiz 7 ?
-
- Yes, there's a savegame editor, look for wiz7edit.zip.
-
- How can I loose the manual check ?
-
- There's two cracks so that you don't have to search for the right
- word in the manual, but wiz7crack messes up the game, you get one
- of the worst fights at the start and only magic works :-(. But
- dscrack seems to do the job, and it doesn't change any files. So
- look for dscrack.com or zip.
- Ps. Check your laws if it's legal to use the crack DS.
-
- 7. The items in the game
-
- This is an item list generated using the Identify spell and a lot of patience!
- Unfortunately identify seldom tells all the special powers of an item. These
- 'specials' have been determined using the good old trial and error technique.
-
-
- Legend: Special When equiping the item, wizardry asks if you wish
- to use the items special power. Where three question
- marks are, the special power is not know.
- WARNING: Usually when special item are used this way
- they disappear permanently. Some items can
- be used multiple times before disappearing!
-
- KIA Critical kill ability
- STONE Can possibly stone target
- PLYZE Can possibly paralyze target
- KO Can possibly knock out target
- POISON Can possibly poison target
- DRAIN Can possibly drain stamina from target
-
- P Primary Weapon
- S Secondary Weapon
- M Missile Weapon
- A Ammo for Missile Weapon
-
- Cursed This item is cursed. Cannot be removed without
- a remove curse spell
-
- Regen Regeneration
-
- C Works on charges
- #/# First number indicates the spell power. Second
- number indicates the number of charges.
- NOTE: This is the number that the spell identify has shown.
- I do believe that the power level (first number)
- remains costant BUT the number of charges COULD change.
- Just be forwarned!
-
-
- Armour AC Special Resistances
-
- Chanmail Pants, +2-8Paralysis 20%, Poison 20%
- Plate Mail, +3-13Fire 30%, Cold 30%
- Bracers of Defence-2Missiles 10%
- Robe of Enchant-6
- Wizard's Cone-2Magic 10%
- Crusader Helm-8LifeForce 10%
- Copper Gloves -10
- Goat Foot Boots -7 Special:+5 Climbing
- Flack Vest-7
- Gown of Divine Mail (U)-10Lifeforce 20%, Death 20%
- Regen +1, Cursed, Special:???
- Gown of Divine Mail (L)-10Lifeforce 10%, Death 10%
- Regen +1, Cursed, Special:???
- Tosei-do -9
- Tarnished Mail-4
- Chain Hosen-8
- Mail Coif-5
- Chain Chausses-9
- Mail Mittens-6
- Shadow Cloak-1
- Midnight Cloak-2
- Burgonet Helm-8
- Flack Jacket-9
- Plate Mail +2-12Fire 20%, Cold 20%
- Necromatic Helm-7Cursed, Light 50%, Hypnosis 50%
- Stud-cuir Skirt-6
- Stud-cuir Bra-6
- Bascinet -6
- Bronze Greaves-7
- Oliveskin Leggins3Cursed
- Shield of Soaring 3 Cursed
- Heaume-12
- Black gown of Death-12Cursed, -3 Regen, Magic 90%
- Heater Shield-3
- Silver Gloves-12
- Round Shield-2
- Solleret -10
- Magnetic Boots5Cursed
- Plate Mail-10
- Leather Greaves-6
- Jazeraint Tunic-9
- Filcher's Band -1 Special: +5 to Legerdermain Skill
- Bascinet & Camail-9
- Deathmail8Cursed, -1 Regen
- Cap of Wiles4Psionics 10%
- Flynn's Cap-4Special???, Missiles 30%
- Mantis Boots -14 Special:+ dexterity
- Forest Cape-3
- Ebony Plate -14 Fire 30%, Cold 30%
- Mantis Gloves -14 Special:???
- Faerie Cap -4 +1 Regen, Special:???
- Mitre de Sanct -5
- Hi-Kane-Do -12 Fire 30%
-
-
- WeaponsDamageHandsTypeSpecial Effects
-
- Raven's Bill 6-18 (+2) 2? P? Cursed, Regen -1
- POISON KIA
- Hayai Bo 4-9 (+2) 2 P KO
- Muramasa Blade 7-25 (+4) 1 P Special:???
- KIA
- Ninjato 2-8 (+1) 1 P/S KIA
- Wakizashi 1-6 1 P/S
- Bec De Corbin 3-7 (+1) 1 P/S KO
- Zizka Star 2-10 1 P KO
- Monstrance 1-8 (-1) 2 P KO
- Quaterstaff 1-5 2 P
- Shock Rod 2-7 2 P DRAIN
- Crusader's 2H Axe +1 6-18 (+1) 2 P
- Mystic Arrow 8-20 (+3) SA PLYZE KIA
- Shrike Arrow 4-7 (+2) SA KIA
- Naginata 1-12 2 P
- No-Dachi 2-14 2 P KIA
- Staff Pro Paralysius 2-5 2 P PLYZE
- The Avenger 7-28 (+3) 1 P KIA Lightning 5/8
- Walriblade 3-9 1 P
- Bearded War Axe 1-5 1 P/S
- Rod of Sprites 4-16 (+2) 1 P/S STONE
- Coil of the Sepent 6-24 (+3) 1 P Cursed,Regen -1
- POISON
- Vorpal Blade 4-14 (+1) 1 P POISON
- Musket 1-24 1 P/SM KIA
- Sword of 4 Winds 8-20 (+2) 2 P Cursed,DRAIN KIA
- Axphyxiation(C)
- Spec - Add Hit Points
- Staff of 12 Stars 6-12 (+1) ? ? Cursed, Sleep (C?)
- Magic Food (C)
- Special:???
- Curx of Crossing 1-8 (-4) ? ? Cursed,KO
- Bipennis 4-14 2 P
- Bushido Blade 4-16 (+2) 1 P KIA
- Wand of Winds 3-7 (+1) ? ? Whirlwind 4/6
- Staff of Charming 1-8 (+1) 1 P KO, Charm 4/4
- Holy Basher 5-12 (+1) 2 P KO
- Ymmu's Paw 5-8 (+1) 1 P Cursed,Stone
- Hunter Quarrel 7-16 (+1) SA KIA
- Quarrel 3-9 SA KIA
- Death Stars 7-15 (+1) 1 P/S POISON KIA
- Shuriken 2-7 1 P/S KIA
- War Sceptre 2-6 1 P/S KO
- Winterwand 3-7(+1) 1 P/S PLYZE Iceball 4/5
- Poison Darts 4-8 1 P/S POISON
- Vulcan Hammer 7-16(+2) 1 P KO Fireball 5/6
- Sword of Hearts 5-11 1 P KIA
- Seige Arbalest +4 1 PM KIA
- Lightning Bolt 10-30(+4) 1 SA KIA
- Saint Bastard 7-13(+2) 1 P KO
- Great Bow +4 1 P KIA
- Staff of Blessing 1-8(+1) 2 P KO Bless 3/5
- Zatoichi Bo 9-24(+4) 2 P PLYZE KIA KO
- Blinding Flash 6/59
- Faust Halberd 6-18(+2) 2 P Cursed, -3 Regen
- Lifesteal 5/10
- PLYZE KIA
- Estoc de Olivia 6-18(+3) ? ? KIA
- Special:???
- Excaliber 8-36(+4) 2 P +1 Regen
- STONE KIA
- Lightning 6/12
- Staff of Doom 8-20(+4) 2 P Cursed, -1 Regen
- Death Cloud 5/3
- PLYZE STONE KIA
- Diamond Eyes 7-16(+2) 1 P/S Special: +Personality
- PLYZE
- Maenad's Lance 2-24(+3) 2 P KIA
- Special:???
- Ta-li Stone 4-12 1 SA PLYZE, KO
- Medusa Stone 8-20(+2) 1 SA STONE KO
- Staff of Silence 2-5 1 P Silence 4/5
- Haunting Stick 3-7(+1) 1 P Spooks 3/5
- Staff Pro Undead 2-5(+1) ? ? Dispel Undead 3/3
- Dragon Slayer 6-15(+1) 2 P {And they call this a
- dragon slayer???}
- Cat O'Nine Tails 6-18(+3) 1 P
- Balde Quisinart 6-18(+2) 1 P KIA
- Maiden's Head 1-16(+2) 1 P KO Charm 5/8
- Pandora's Wand 3-7(+1) 1 ? SLEEP PLYZE POISON STNE
- DRAIN KIA
- Dazzling Lights 4/4
- Elven Bow +6 1 PM Special: +speed
- +1 Regen
- KIA
- Rod of Sprites 4-16(+2) 1 P/S STONE
- Axe of Many Runes 4-14(-8) 1 P/S Cursed, -1 Regen
- Sword of Fire 2-16(+2) 1 P/S Fireball 4/7
- Crystal Wand 1-2(+1) 1 P/S Wizard's Eye 3/4
- Blade of Aegin 2-24(+2) 2 P KIA KO Iceball 5/10
-
-
- Sticks Damage Special Effects
-
- (These are powers that sticks display when used, NOT THROWN!)
- (A great way to increase your artifact skill, cheaply!)
-
- Rocket Sticks 5-40 Magic Missiles
- Icicle Sticks2-12Chilling Touch
- Sparkle Sticks1-8Energy Blast
- Cracker Sticks 2-16 Energy Blast
-
-
- AmuletsSpecial EffectChargesACSpecial Resistance
-
- Amulet of IIlusionsMagic ScreenYesMagic 30%
- Amulet of Spiders Web 4/9 Paralysis 10%
- Amulet of LifeResurrectionYes
- Amulet Pro MagicMagic ScreenYes-1Magic 30%
- Amulet of Illusions Illusions Yes
- Amulet of Stillness Paralyze 5/7 Paralysis 10%
- Amulet of Healing Healthfull Yes Cursed,+2 Regen
- Special:???
- Amulet of AirsPurify Air4/4Air 10%
- Amulet of RainbowPrismic Missile4/7Light 30%
-
-
- Special
- Rings AC Effects Charges Special Resistance
-
- Ring of Shielding-1
- Ring of Stars -4 Hypnosis 50%
- Psionics 50%
- Ring of TruthSane MindYesPsionic 10%
- Ring of Demons -4 Cursed
- Conjuration Yes
- -1 Regen
- Special: -karma
- Ring of Invisibiity -4 Cursed Missiles 20%, Death 10%
- Invisibility 6/40
- Special:???
- Mystic RingMindreadYesPsionics 10%
- Ring Pro MagicMagic 40%
- Ring of Resounding Shrill Sound 3/6
-
-
- BooksSpell
-
- (Most books can be used several times to cast spells. These are just
- indicating what spell gets place in your spellbook when scribed)
-
- Book of Barriers Missile Shield
- Book of DetectionDetect Secret
- Book of DirectionDirection
- Book of FirewallsFireshields
- Book of DemonsConjuration
- Book of HasteHaste
- Book of ImmortalsAnti-Magic
- Book of RestingStamina
- Book of SeeingWizards Eye
- Book of RelicsIdentify 6/3
- Special: + to artifact skill
- Book of BanishingAstral Gate
-
-
- ReagentsSpecial Resistance
-
- Mana RootAir 20%
- Aromatic SaltsParalysis 20%
- Brimstone NuggetsFire 20%
- Deadman's HairHypnosis 20%
- Skull BonesPoison 20%
- Dragon's TeethMagic 30%
- Lion's ClawsMissiles 30%
- Rock Crystal Psionics 20%
- Bag of DeathCursed, Regen -2 Death Cloud 4/3
- Ju-Ju StonesLifeforce 30%
- Bag of TricksDazzling Lights 3/4
-
-
- Miscellaneous ItemsACSpecial EffectsChargesSpecial Resistance
-
- Cloak of Fortune -2 +1 to Karma LifeForce 10%
- Mana Stone
- Ank of Might-1+1 to Strength
- Cornu of Demon SpawnAstra GateNo
- Silver Cross-1
- Milk of MagmanasiaMagic FoodYes
- ManaStoneMagic FoodYes
- Bottle of Old Jake'sMagicFood 4/2
- Scarab Necklace Cursed Psionics 20%, Hynosis 20%
- Special:???
- Cross of Turning Dispel Undead 3/7 Lifeforce 20%
- Knock PicksKnock-Knock6/3
- Valentine Necklace-1+PersonalityDeath 10%
- PK Crystal-4Psionic Blast 4/7Psionics 50%
- +1 Regen
- Helazoid Pendant PS - Eagle Eye Light 50%
- Stone Pro AirAir 50%
- Displacer Cloak-4Blink2/10
- Bat NecklaceLight 50%
- Emerald Talisman -2 Special:??? Death 30%
-
-
- PotionsSpellsColour
-
- FirebombFireStormRed
- Stink BombNoxious FumesGreen
- Acid BombAcid BombGreen
- Cure Lt CndCure Lt CndYellow
- Cure PoisonCure PoisonPurple
- Cure DiseaseCure DiseaseYellow
- Lt. Heal Head Wounds Blue
- Mod. HealHeal WoundsBlue
- Hv. HealHeal WoundsBlue
-
-
- Spell
- PowdersSpellLevel
-
- Talk of Tamaris Blink
- Powder of CreationCreate Life4/3
- Flash PowderBlinding Flash
- Crushed WidowsDeadly Poison
- Skeleton powderDeath
- Bone Dust Weaken
-
-
- InstrumentsSpell
-
- Poet's Lyre Sleep
- Angel's TongueBless
- Chromatic LyreItching Skin
- Horn of PrometheusFireball
- Silent LyreSilence
- Siren's WailConfusion
-
-
- Anks Power
-
- Ank of Might Special:+Strength, -1 AC
- Ank of Youth Special:+Vitality until 18 then -1 off of age,
- Ank of Dexterity Special:+Dexterity
- Ank of Life Special: ??? - Full Heal?
- Resurrection 6/2
- Lifeforce 50%
- -1 AC
- Ank of Healing+1 Regen, Heal Wounds 6/9
- Ank of Sanctity Special: +Piety, -1 AC
- Ank of Speed Special: +Dexterity, -1 AC
-
-
-
-
- You might also add in the description about the items that regeneration
- items are not additive. There is no difference between using 1 item
- of +1 regen. and 3 items of +1 regen. and 2 +1 regen. items do not balance
- out one -2 regen. item. It merely takes the highest + regen number and
- the "highest" - regen number, adds them and that's your effective regeneration.
- This allowed me to give my mage the amulet of healing (+2 regen.) and
- the black robes of death (-2 regen.) and the serpent coil (-1 regen.) or
- the staff of doom (-1 regen.) and he would neither gain nor lose hit points
- over time.
-
- ps. Maenid's Lance gives +1 regen. as well...
-
-
-
- 8. Credits
-
- This FAQ was originally made by James Gardner but has been adopted
- and converted to www by Anders Johansson
-
- The itemlist was made by Eric Schnurr.
-
- Thanks for all of you who have helped with this, but especially James
- and Eric.
-
- And lets be careful out there.
-
- Anders
-
- ---------------------- LOG --------------------------------
- 941117 Added the log part.
- 941117 Added the patch cdspatch.zip
- 941130 avatarx (ftp-site) changed adress.
- 950114 Added ds.zip patch for pentium ?
-