Home / Pete's stuff / Computer games help / Wizardry 7 Advice
Updated 2005-11-18
Advice for Playing Wizardry VII: Crusaders of the Dark Savant
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Wizardry VII
Crusaders of the Dark Savant (CDS)
Pete's Advice for Play
- If you are bringing in a Bane party, you should have an Elf and a Faerie in the group. They should have the Elf Bow and two Rod of Sprites, respectively. I can't confirm about the Elf, but the Faerie becomes a death machine with two Rod of Sprites! Later on, a Faerie Ninja is the only one able to use the Cane Corpus, which looks like the best weapon in the game!
- If you are importing a party from Bane, wait for the messages to stop, and then equip the party before going anywhere or issuing any other commands. The characters will be severely depleted by the transfer process, and may not have all the goodies you wanted. The transfer process is also random enough that some items make it on one try, and not on another. Your results may be better if the characters put the powerful items in the Swag Bag, and wear more "normal" stuff in Bane, before you save the game for the transfer. You should also stock up on consumables like healing potions of various sorts, as there are no fountains in easy reach at the start of the game, and you may not know useful spells like Cure Poison anymore. You may want to go back and play Bane a little more from your saved games, to prepare your characters better for transfer to CDS.
- Be sure to transfer a Bard. The Poet's Lute (replaces Lyre) and Angel's Tongue seem to always make it over. All other instruments (including Horn of Prometheus) are always lost.
- The new skills everybody gets are Swimming, Climbing, and Mapmaking. Have only the character with the Journey Map Kit bother with Mapmaking. Everybody must put points into Swimming to get to at least 10 and then maybe a few into Climbing. Without 10 points in Swimming, the character will die when you enter water! Once everybody has at least 10 Swimming, you can raise the Swimming skill in a tedious manner by moving into the water, back out, then Rest to regain Stamina. There are lots of places to swim. There are fewer places to Climb, which might raise the skill each time you try, but failing might cause lots of damage each time. The Mapmaking skill is always useful, but doesn't help much in planning movement until you get to 12% (?), when "walls" show up, although covered areas are confusing. Another source says you get the most out of Mapmaking at 72 or above, but at least being able to see the walls on each square saves you the trouble of re-exploring everywhere you go. It looks like the information recorded for places already visited is always displayed using your current Mapmaking, not what it was at the time you first visited the square.
- Scouting and Kirijutsu still require adding points at level advancement. However, Legerdemain will go up with attempts at stealing from NPCs now. An unsuccessful Steal makes the NPC Angry until you meet again (see Diplomacy below). Ninjutsu will go up with Hiding in combat.
- The Diplomacy skill goes up if the NPC is "Pleased." Consider each "Pleased" as moving the NPC one step closer to being able to Talk & Lore & Trade & Steal, and each "Angry" as one step further. "Reserved" is no change. Priest, Bishop, and Lord class all get the Diplomacy skill regardless of characteristic values. Others may get it only if above 13 Intelligence and Personality (unverified). You can also get a character without Diplomacy that crucial first 1% by trying a Truce with any NPC that doesn't normally just jump into conversation. If you get "Pleased" without attacking (which D'Rang T'Rang is prone to do), then the initial Diplomacy skill is gained!
- All other skills (except the whole Personal area) are the same as in Bane, and can be raised the same ways.
- You get a skill bonus in the Personal area only if the character has one or more Personal skills. The easiest one to obtain for everybody is Firearms from the Umpani. Firearms can be raised at the Firing Range for 750 gold for 6 practice shots. Only one character has to get 3 Bull's-Eyes to get the IUFSTFTUFS Badge. To use a rifle of any type as a weapon in combat, it has to be equipped. But to get the skill by shooting at the target range in Ukpyr, all you have to do is have the rifle in the character's inventory and Use it! So you could get by with as little as one target for each character to get 1 in Firearms.
- Unlike Bane, your characters' Carrying Capacity (CC) is not fixed at the start of the game. It goes up when the character advances a level and gains STR or VIT, but can go down when the character changes professions.
- Hiding is not as powerful as it was in Bane. Magic and some special attacks can affect hiding characters now. Monsters are also more prone to run away, so you can't hide and plink at them from the shadows like in Bane.
- The Recharge spell lets you charge magic items above their normal capacity! This works best if you are next to a fountain that restores mana. Be sure to save before casting the Recharge spell, in case the item vanishes.
- You can leave objects lying around anywhere without fear of loss. Just remember where you put them, or put something that isn't dark brown (in original game, gray in Wizardry Gold) on top so you can spot it easier. I wouldn't leave any maps lying around though…
- You don't need to exchange Lore with NPCs, just use the Mindread spell or bribe them for rumors. Rumors cost 50 gold each, and each NPC may have several. The Mindread spell may produce different results at different power levels.
- New City, the Umpani city of Ukpyr, and the T'Rang city of Nyctalinth are connected by teleporters. Eventually you won't need to walk between them.
- Although you are supposed to make only one, you can try mixing multiple Holy Water with the White Dahlia to get more than one Dahlia Water, and then with the Orchid Ambrosia (merge other flowers) to get more than one Snake Speed Potion. I wasn't able to get this to work, though a friend of mine said they got more than one Snake Speed Potion this way. I don't know (yet) if you can go get more of the five flowers to make more that way. (UPDATE: So far, no. The flowers don't come back, but I haven't waited for Xen Xheng anyway.)
- If a chest seems to have 1 or no trap devices, it is not trapped, and you can just Open it.
- The Locate Person spell won't give you a choice of who to find, it will just show you the names and locations of about 9 NPCs - apparently chosen randomly. On my Pentium 200 MMX, they went by almost too fast to read, and I couldn't find any way to slow it down! Here is a master list of NPCs, with race and possible locations (any of whom might also be DEAD):
Results of Locate Person spell
Name |
Race |
Location(s) |
H'Jenn | T'Rang | Nyctalinth (always) |
K'Borra | T'Rang | ? |
D'Rang | T'Rang | Orkogre Forest, Nyctalinth |
General Yamo | Umpani | Ukpyr |
Rodan Lewarx | Umpani | New City |
Lt. Gruntwrapper | Umpani | Ukpyr |
Tracker Rhallick | Umpani | Ukpyr |
King Ulgar | Gorn | Orkogre Castle |
Lord Galiere | Gorn | Orkogre Forest |
Capt. Boerigard | Gorn | New City, Orkogre Castle |
Barlone' | Rattkin | Old Funhouse |
Mick the Pick | Rattkin | Ukpyr |
Ratsputin | Rattkin | Ukpyr, Giantlands, Nyctalinth |
Dame Ke Li | Helazoid | City of Sky |
Jan Ette | Helazoid | New City |
Magna Dane | Dane | Dionysceus |
Kymas Turan | Dane | Ukpyr |
Xen Xheng | Munk | Munkharama |
Brother Tshober | Munk | Eryn River |
- Your best method of gaining information from NPC's found in a fixed location is to save the game, then first approach them and cast multiple MINDREAD spells, at all the various power levels. Repeat at a particular power level until you get the same response twice. You should get either nothing at all, or at least one topic for conversation later. When you talk, ask for rumors (and pay 50 gold each time) until you get "I haven't heard a thing." Sometimes the rumors are contradictory, especially as regards the location of other NPCs.
- Don't accept less than 3% advancement in the Academia area when advancing a level. The Alchemist and Ninja class will have trouble (not get a new spell) if they only advance by 3% in Alchemy per level. The Ninja may be able to avoid this a little, since this class is the only one that has to wait until 5th level to start getting spells. However, the Ninja is apparently cursed by the game in getting a consistently low Academia bonus. Getting 4% per level is enough to avoid trouble. The Priest class may also have trouble with only 3% per level, but only at the very beginning; this applies only to the Priest class, not the others that use Theology. But overall, add 4% per level to the character's appropriate magic skill, and usually the character will always get a new spell per level. The exceptions are when using a party transferred from Bane, which may already know all the easy spells, or when a character changes class and there are no easy spells left to learn. The problem here is that new spells appear only when the character advances to another level of spell mastery, which usually takes 18 points in the appropriate magic skill. It takes only 8 to get from 90 to 98 for level 7, and you may not need to get 100.
- The Bishop has to put points into both Thaumaturgy and Theology, but spells are received for Mage or Priest alternately at each new level. Remember to put points into both, or note which one needs points more as you start to run out of spells.
- Regarding the Gran Melange / Land of Dreams area:
- You should go through the Sunken Temple area first, so Xen Xheng doesn't boot you out because you don't have the Holy Work. It's not absolutely necessary, but you have to do that area before you can complete Xen Xheng.
- You can go get all the 5 flowers and mix them into a Snake Speed potion without ever seeing Xen Xheng.
- Once you go through the Black Door and pick an item, the dojo area has a secret button that opens an archway back out to the main courtyard of Munkharama. So if you have to get back to the dojo, you can.
- However, after your first visit through the Black Door where you get an item, the door to the Gran Melange disappears! So, you can't go back to get more of those items.
- Each choice gets you one (or two) items, all characters get +1 in one statistic (which depends on the choice), and also all characters get +1 Karma. The 5 choices are:
- SWORD - +1 Strength, SWORD of 4 WINDS; the sword is S - short range, 15.0 pounds, 2 Hands, Primary only, all races and both sexes, but only usable by the classes Fighter Ranger Valkyrie Samurai Monk Ninja. It uses the Sword skill, and has modes Swing Thrust Melee. It does 8-14 damage, +2 to hit, is Cursed, has a 10% chance of doing Drain and 2% of a critical kill, will cast Asphyxiation 6 for 4 times when used, and has a Special Power: it will increase HP several times before disappearing.
- STAFF - +1 Intelligence, STAVE of 12 STARS; the staff is E - extended range, 12.0 pounds, 1 hand, Primary only, all races and classes and both sexes. It uses the Pole & Staff skill, and has only the Bash mode. It does 6-13 damage, +1 to hit, is Cursed, has a 35% chance of doing Sleep, will cast MagicFood 6 (replenishes all magic points) for 11 times when used or the Special Power is invoked before disappearing.
- GOWN - +1 Piety, GOWN (U) of DIVINEMAIL & GOWN (L) of DIVINEMAIL; these two pieces of armor are both AC-10 for all races and both sexes, but only the Fighter Priest Ranger Valkyrie Bishop Lord and Samurai classes. The upper piece is 24.0 pounds for the upper body, and the lower piece is 18.0 pounds for the legs. Both are Regen +1 and Cursed. The upper piece resists Lifeforce 20% and Death 20%. The lower piece resists Lifeforce 10% and Death 10%. Both have a Special Power: +1 Vitality once, but only up to 18, and then they disappear.
- RING - +1 Dexterity, RING of INVISIBLTY (sic); the ring is a Misc. Item that any race, sex or class can equip. It is AC-4, 0.2 pounds, is Cursed and resists Missiles 20% and Death 10%. It casts Invisibility 6 for 40 times when used. It has no Special Power.
- STONE - +1 Vitality, AMULET of HEALING; the amulet is a Misc. Item that any race, sex or class can equip. It is AC-4, 2.5 pounds, is Regen+2 and Cursed. It casts Healthful 6 for 9 times when used or the Special Power is invoked, and then it disappears. It resists Lifeforce 50%.
- Personally, I like the STONE or Amulet of Healing. It's Regen+2, can be used by anyone, and has a decent number of uses. My second choice would be the STAFF or Stave of 12 Stars. It can be used by anyone, and at least can be used to restore magic.
- On the road between Munkharama and Upkyr, there is an apparently small dungeon in a clearing off the road. There is a road segment that runs east-west for 5 squares, with a segment at the east end that goes south for 6 squares. At the west end of the east-west part, go north into the woods, and follow the path to the west and then south. It's a small place with 2 rooms and a locked gate that I haven't been able to open yet (Iron and Pewter Keys). This is the exit from the Temple dungeon under Munkharama; the gate can only be opened from the other side, so don't agonize over it.
- There are several possible endings of Bane that start you off in different places:
- When you load it up, you don't see any Cosmic Forge, and Altheides (the robot) drops you off not far from the west entrance to New City. Head roughly north until you get to a road, and follow it east. You will be welcomed by Jan-Ette as Crusaders. When the pavement changes from one color to another, back off 2 west and go south on the other road. Follow that one roughly east until you get to the starter dungeon. You need more money and the password before you can enter New City. There will also be a Rattkin ambush on the way into New City, so be prepared for it when you leave the starter dungeon later.
When you enter the starter dungeon, immediately head south, then west at the T. You'll have one combat at the room entrance, but then you'll be at a good fountain that restores HP, Stamina, and magic points. From this base you can easily explore the rest of the dungeon. The password you're looking for is on a parchment in the NW of the first level. You don't have to complete this 2-level dungeon right away. I suggest you gain a few levels in combats, then go in to New City and tell the Savant Trooper the password. Paluke's is in New City, and there is another place to buy equipment that you'll find later.
- When you load it, you see Bella the black dragon and then a brief glimpse of the Cosmic Forge. Bella drops you north of Ukpyr.
- There's at least two more, but I'll have to check them out.
Wizardry Gold Considerations
- When starting Wizardy Gold, the CD must be in the drive. The game will show one error message and basically refuse to let you play if it isn't there when the program starts.
- Press the Esc key to skip over the Sir-Tech dragon animation, and again for the opening book animation. Possibly a third time to skip the credits. If you don't, you'll have to sit through the whole thing, which is about 5 minutes!
- Although there is a "Save Options" button on the sound and speed controls, the game forgets the sound ones each time it is executed. So if you have settings you prefer, say your system grinds to a halt when voice is turned on, make sure you re-establish them each time you fire up Wizardry Gold.
- The Direction spell isn't needed as much as it used to be, because you can put the Automap up on the screen with the F5 key. It is automatically removed when you enter combat, and returns after combat if it was on.
- One of the other advice files mentions a "pageup bug". Rick Rice of Software Specialties (see link below to WizEdit) thinks this is another of those random keys that does something in Wizardry Gold. He said: "pageup bug … sounds like one of the many keyboard anomolies in Wiz Gold. For different people it seems to be different keys, but the gist of it is if you hit *your* special key, during character creation process, you can get more bonus points to allot. So, after choosing your class, you can bump up your stats enough to immediately start the game with a faerie ninja (after changing class), without rolling for hours."
Somebody Else's FAQ
This is only part of the FAQ at:
http://www.softwarespecialties.com/wizfaq_wiz7.html
Q: How do I beat the Fiend of 9 Worlds?
A: Hide. It doesn't cast spells, so it can't touch hidden characters. Also throw Armormelt spells at it; these are cumulative. Haste, Superman, Enchanted Blade are good too. Conjuration will draw off some of its attacks.
Q: How do I get the Cane of Corpus?
A: Kill Bleinmeis.
Q: How do I get a second Cane of Corpus?
A: Kill Bleinmeis. Then have 6 characters with Strength 20 break down his door and kill him again.
Q: What are the rules on how characters transfer from Bane to Guardia?
A: There's quite a lot:
- A number of items always transfer:
- Non-magical weaponry and armor,
- Ring of Stars,
- Diamond Ring (always, no matter how many or if equipped),
- Cameo Locket,
- Amulet of life
- PK crystal
- Silver Cross,
- Ankhs of Life,
- Poet's Lute,
- Angels' Tongue,
- Potions
- Sparkle stix,
- Icicle stix, and their ilk,
- Rod of Sprites.
- A number of items never transfer:
- Ankhs (other than Ankh of Life),
- most amulets,
- musical instruments (other than those listed above),
- Books.
- Then there are the powerful magic items -- the super weapons and armor you typically pick up on the Isle of the Dead. Each character gets to bring ONE of these across (sometimes a character may get two items). If a character "equips" one and only one item, that will be the one he/she/it gets to bring into DS. Thus, to choose which "special" item your party gets to import, simply equip only one of these special items per character.
- Starting Gold depends on your Bane ending or DS beginning. The possibilities are:
- take the Forge and start near the Dane tower: 5,000 gp;
- fly with Bela and start near Ukpyr: 10,000 gp;
- fly with the Savant and start near Nyctalinth: 0 gp;
- take none of the Bane endings and fly with Altheides, and you start in the same place as a beginning DS party with 0 gp.
- In addition to items your party transfers from Bane, they may "pick up" some basic equipment on their trip. This is almost always a weapon that the character would start with if he/she/it were a beginning DS character, so a Fighter may pick up a long sword, a Bard may pick up a sling and bullets, a Samurai may pick up a katana. You also pick up a Journey Map Kit.
- Characters lose a bit in class levels, hit points, skill points, spells, spell points, and even attribute points, depending upon the character's level at the time of transfer:
- Class Level: No character starts DS above 5th level, no matter how high a level he/she/it achieved in Bane. If the character changed classes shortly before transferring to DS and is only 1st, 2nd, 3rd, or 4th level in the new class at the time of transfer, the character starts DS at the same level. If the character was 5th level or higher at the time of transfer, that character starts DS as a 5th level character. Starting hit points, skill points, and spell points are all linked to the character's starting level. Known spells and skills do not appear to be linked to the character's starting level, however.
- Attribute Points: At lower levels, characters do not tend to lose any attribute points in the transition to DS. If, however, the character was a world-beating superstar (e.g., 20th + level, with all 18s (or close to it)), he/she/it WILL lose attribute points in the transfer, even losing points from Karma.
- Hit Points: Starting hit points are NOT based on starting class, they are based exclusively on starting character level. First level characters tend to have 8-16 hit points, while 5th level characters tend to have around 40. The other levels are in between.
- Skills and Skill Points: Characters do not lose skills when they transfer, but they may lose skill points. As long as a character has at least one point in a skill at the end of Bane, they will have at least one point in that skill after transferring, even if a member of a class that otherwise does not have access to that skill. Skill points, however, depend upon two factors. First, characters will never start DS with a skill at a higher level than it was in Bane. Second, with that first limitation, starting skill level is directly related to starting character level. First level characters will have 1-3 skill points in each skill, while 5th level characters will have around 40 skill points in each skill. The other levels are in between.
- Spells and Spell Points: Characters lose a lot of both of these. Spells retained are random, they do NOT appear to be related to the character's starting level. A character will retain most 1st level spells, many 2nd level spells, and some 3rd level spells. No spells above 3rd level are retained. Spell points ARE related to the character's starting level. First level characters have around 10 spell points in each category (provided they had at least that many spell points in the same category prior to transferring), while 5th level characters have around 40. The other levels are in between. (Sensing a pattern here?)
Q: I tried all 3 suggested arrangements of the beans and cups in Munkharama, and none of them worked!
A: In the medium or hard difficulty, if all 3 come up all 4 white, try dA, cB, aD and bC. You get 2000 experience each and a shortcut path is opened, but you can always get there by swimming.
Q: How can you get all the items in the Hall of Preservation?
A: You can use the Diamond Ring (from Wizardry 6, see above) on each glass "door" to open it up.
Q: How do I raise stat points during character creation?
A: In WizGold, when you're rolling a character, after you've chosen his or her profession and while you're allocating the excess remaining attribute points, pressing one of the numberpad keys will raise the remaining available attribute points. Which key to press appears to be random, so try them all. But if you raise the available points so high that you have points left after all your character's attributes are maxed out, you'll be stuck and will have to reboot. This "bug" doesn't help you roll elite characters, since you can't raise the attribute points until after you've chosen your profession. You can, however, immediately change classes upon starting the game.
Q: How do I make my Ninja equip the Divine Mail?
A: Change to a Lord (for example). Equip them. Change back to a Ninja when possible. Cursed items will still be equipped, even after class changes.
Q: How do I get unlimited Magic?
A: Get an item which casts "magic food" (Milk of Magmanasia for example) and recharge it. Each use of the item refills more MP than it costs to charge it up once. If you are near a fountain that replenishes spell points, this costs you virtually nothing. However, sometimes recharging breaks the item, so you may want to save your game first.
ReadMe for the Spreadsheets
While what is presented in the spreadsheets (for MS Excel 97, available by request) is as close as possible to the "Armory Catalog" section of the official hint book, there are several things it doesn't tell you.
- "..." in the data usually means that the object has some special power, but the book doesn't specify what those are - you'll have to figure these out by trial and error.
- "#/#" indicates the power level and number of charges, respectively, of any spells cast by an item, because that's the way the game shows it.
- The book uses "Knockout" and "Critical", but the game shows "KO" and "KIA", so I used the shorter ones.
- Most of the "Book" items are spell books, but a few (those usable by anyone) appear to be intended for multiple uses.
- In general, I (usually) didn't bother to figure out where special items are obtained or used.
- The column headings in the spreadsheets are:
- Name - known name of item (after successful Assay)
- Type - the general class of item, although the particular spreadsheet you're in is your best clue to that. The hint book/file will also give the weapon range here, as Short Extended Long etc. The hint book/file will also give the armor subtype here, as Magic Helm etc.
- Wt or Wt. - weight of item in pounds
- Cost - not included at present, there are few items you can buy, and most are best when found or won as booty.
- Value - the hint book/file includes this, measured in Gold. It's really significant for those that are 0, meaning it's either worthless or priceless!
- Dam or Damage - range of damage that this missile or weapon does before modifications due to mode, as shown by Identify.
- R - the hint book/file uses this column for the range of a weapon or missile, either S=Short, E=Extend, Sh=Shoot (missile).
- TH or +H - bonus or penalty (negative value) to hit with this weapon or missile.
- "1/2" or #H - number of hands used when this weapon is equipped. A "2" should always be a P in the P/S column, and a "1" may be a "P" or "S" or both in the "P/S" column. Missiles should always be a "1".
- P/S - Primary and/or Secondary weapon.
- AC - change in Armor Class when equipped on a particular area of a character (head, upper body, lower body/legs, feet, hands, misc. item)
- Modes - not included at present in my spreadsheets, but the full list for the hint book/file is STBMTPKLS; S=Swing, T=Thrust, B=Bash, M=Melee, T=Throw, P=Punch, K=Kick, L=Lash, S=Shoot. See the table in the manual for the changes these modes make to chance to hit, chance to penetrate, and damage done.
- Races - only shown for some items, but the full list is HEDGHFLDFRM; H=Human, E=Elf, D=Dwarf, G=Gnome, H=Hobbit, F=Faerie, L=Lizardman, D=Dracon, F=Felpurr, R=Rawulf, M=Mook. Almost all items are unrestricted, with the most common change being no Faerie or Faerie only.
- Sex - only shown for the few items that are restricted, the full list is MF; M=Male, F=Female.
- Class or Profession - only shown for the few items that are specially restricted. The full list is FMPTRABPVBLSMN; F=Fighter, M=Mage, P=Priest, T=Thief, R=Ranger, A=Alchemist, B=Bard, P=Psionic, V=Valkyrie, B=Bishop, L=Lord, S=Samurai, M=Monk, N=Ninja.
- Spell or Power/# - if an item casts a spell when Used or the Special Power is invoked, then the spell name is given with the power level and initial number of castings possible. Some items will have a "0" or infinity symbol, meaning that Use or invocation is umlimited. The hint book/file shows only the spell name and power level, not the number of castings possible. That may also be random.
- "!" - the hint book/file uses this to indicate that the item has a special power.
- SP or Special or "..." - item has a special power, it may not be known what this is, or how many times it can be used before the item permanently disappears (or loses the special power - does this occur?)
- "C" - the hint book/file uses this to indicate that the item is Cursed. Cast a Remove Curse spell to temporarily lift the curse so the item can be moved around, the curse will be re-established when somebody equips the item. All that a curse does is prevent doing an Assay or Use or Drop in the character review screen, you can still Use the item from the main screen or in combat.
- Attacks - the hint book/file uses this to indicate that the weapon (includes missiles/ammo) has a chance of doing some extra effect when it hits, and what the chance of it occurring is. Some of these effects are Crit (Critical kill), K.O. (Knockout), Stone.
- Resistance - the hint book/file uses this to indicate that the item has a chance of providing resistance to a certain type of attack or magic. Some of these are Fire, Cold, Air, Life, Magic (all types), Para (Paralysis).
- The hint book/file has a monster list with the following headings: Name (specific name when Mythology skill provides it), Type (general name when Mythology skill hasn't worked yet), Hit Points (a range or specific value), Experience (for killing one), Appearing (a range or specific value of number that appear if you meet any).
The Maps
Introduction
- By the way, Word 97 will turn any word with a leading and trailing * into bold text, unless you do an "Undo" (Ctrl-z) immediately after. Just in case you try to type map names in yourself…
- Some of these maps are initially found in certain locations, but the game allows even the most carefully hidden ones to be eventually removed by NPCs who will then trade them around. If a map isn't in the designated location, start asking NPCs and/or doing "Save / Lore / Quit-No Save / Load".
- The *LEGEND* map is the only one you must have to end the game, because it is used as an item to solve a puzzle. All the others are just text. You can carry those around, or leave them somewhere.
- The map text below was initially taken from the Wizardry Gold hint file, but there may be some spelling errors remaining that I didn't catch.
*TEMPLE*
The complexities of life do distract and disorient, and thee shall know the turmoil of fear and uncertainty. He hath not foundation shall in wandering suffer. While he that hath sanctuary shall know peace and stability. Discover thee the builder, that thee may light these eyes. For rooted in he lies the knowledge of structure. From encircling waters wrest thee the works of the stones. As thee make sacrifice twixt all the four corners, thy labor shall not be in vain, for the opaque yielded from the stone will be transformed, and thee shall behold the radiant light. Thus may one discover thyself, and assuredly travel through life.
Meaning: To get this map, free the Gorn prisoner in New City, then visit Orkogre Castle, and get through to the Gorn King. Tell him "The Dartaen Alliance is Broken" and get the Key of Gorn King. Then go to his room, and open the chest behind the gate.
What it says is to go visit all the statues of the Builder/Creator/Maker Phoonzang that you can find. Many are surrounded by water, so you need at least a 10 Swimming to get to them without drowning or losing a lot of Stamina. At each one, Search to find an item or message or place to Use an item. In New City, Search to get the Moonstone. In Munkharama, find the 4 special coins and put them in the urns nearby, then Use the Moonstone at the statue to fall to the Sunken Temple level. In Nyctalinth, Use the Spade at the statue to get the TYDNAB EMYT. In the City of Sky, there are 3 statues on the way to the spaceship. For the first, just say "Phoonzang". For the second, you must press Pyramid, Cross, Serpent, Dragon, Wand, Skull, Gate, Star - you learn these by looking at the Gaelin Stone in the Isle of Crypts (the Star map is supposed to help). The third one is just a message on the way to the spaceship. This map is probably just to help you with the puzzle of the coins and Moonstone in Munkharama.
Supposedly this map is also a clue to put the beans in the nearest Chalice in Munkharama, so the Spindle shows up all black and you can get through to the Polar Munk Society and Brother Moser's shop. You can bypass the puzzle by swimming, which I did after 3 different arrangements got all white. I don't see how this map text helps with that puzzle.
*BOAT*
The waters of life do move as the weather, and in life as the waters, thee shall know both calm and storm. He that must embrace the storm shall soon be swept away. While he that learns to navigate, shall make his own journey. When thy fear has turned to anger, thee has lost thy soul, and shall make the devil laugh. But to still thy tongue and become amazed, thee begets enlightenment, and thus shall thee know bliss. Thus may one discover thyself, and sail upon life.
Meaning: This map is found in Rattkin Ruins when you solve the Six Spears puzzle. H'Jenn-Ra T'Rang asks you to get it and then hand it over in Nyctalinth. It helps you solve the "Twisted Heads" puzzle in New City, so you can get to the Wikum Boat, which you need to get out to the ocean areas.
What it tells you to do is press: Scared, Angry, Laughing, Silent, Surprised, Happy. The east wall in front of you should then open.
*SERPENT*
As the serpent winds the coils, so shall thy journey through life. While he that sets forth unknowingly shall but sail endlessly within clouds of confusion and without enlightenment. Thus may one engage the mists of life and glimpse the light and recognize the course of his twining destiny.
Meaning: Helps you find the Dragon Mountains - sail through the mists and follow the light.
*DRAGON*
Inside dragons lair doth Man wander, in pursuit of his fulfillment, a monster behind every shadow lurking. His inner dreams doth hunger for noble rewards, while his world doth comprise naught but fruitless conflict and frustration. Only he that yet looks again at all he hath discovered, may find hidden the new meanings which lie concealed between the cracks of his brittle knowledge. Thus may one brave the shadowy dragons, and discover the hidden treasures of the labyrinth. Thus may one brave his shadowy fears, and discover the hidden treasures of life
Meaning: Should be found in the very end of the Old City area, in a chest - you may have to visit Barlone in the Rattkin Ruins Funhouse to make this appear. Or possibly in a chest in Orkogre Castle near the Gorn barracks?
When you sail the Wikum Boat out to Dragon Mountains you have to find a secret button near the far southeast of the map, pull a revealed lever, then you can find the dragon's lair.
*SPHINX*
And a vat of slugs shall be her womb, for amongst the hideous and foul doth the seed of her spirit lie waiting. From bed of salt upon the pool of churning waters shall come the immaculate rebirth, and deliverance from the Sea of Chaos. So likened too is the life of man, born into a sea of strange voices, living in the land of salt, forever searching for the secret silent whisper that will ignite him, that he may open his eyes and stand free against the sky. Thus may one discover a bridge, and ascend from the bubbling turmoil. Thus may one discover thyself, and ascend from the chaos of life.
Meaning: Get this map from a chest after getting all the golden face pieces to fix Hilynda in the Witch Mountain cave.
It means to put your hand in the pyramid of 4 balls in the museum in New City. You'll get the Rebus Egge and be diseased, get a cure from Father Rulae or Belcanzor's shop if you don't have the Cure Disease spell yet. In the Sphinx Cave, Use the Rebus Egge at the center salt area, then cross the rainbow bridge to get the Majestik Wand for real.
*CRYPT*
In the land of the Dead shall thee travel, an isle of ghosts and demons. For as thy knowledge be rooted in history past, thy thoughts shall be but echoes from the crypts of the lost and the dead. They that stare blindly into the hall of the past shall see not. While he that stands aloof and notes carefully, shall find the secrets which lie nestled along its outskirting waters. To embrace the dead as if truth, is to dwell in darkened crypts. To cast thine eyes upon the radiant sun, let this be thy truth. Thus may one escape the past, and depart the island mind.
Meaning: I think it says to look around the Isle of Crypts, on the Mandolian Isles, for things to help you solve the Isle puzzles and keys to get through the gates.
*LEGEND*
Whatever was written upon the map has long ago faded. Now it is but a blank piece of parchment, dotted with several scattered holes. Around the edge of one hole near the center, you can just barely discern the faint remnants of a ring of reddish dye.
Meaning: This is the one map you MUST HAVE to end the game! All the other ones are just useful as text, but this one is actually used as an item in a puzzle. After you see Xen Xhang in Munkharama and learn of the Holy Sacrament, return to Father Rulae in New City. He will let you go behind him and to the right (not left to the healing fountain) to find a chest with the Legend Map. However, it may have been removed from Father Rulae's before you do that, and begin to be passed from NPC to NPC around the world.
It is used at the Gaelin Stone on the Isle of Crypts to give you the Key of Skulls, to open the Skull Gate.
*CRYSTAL*
The Mind of Man doth speak a tongue all its own, beyond all language and all words. So too, doth the mind live in meanings and symbols, comprised of transient glimpses which signify its ephemeral understanding. As likened unto the crystal orbs of old mystics, piercing the veils of unknown as a channel for hidden knowledge, likewise the mind makes crystal its symbols, that from this may be wrested forth the perceptions of the man. The Dragon for D the first of a word, and Obelisk for O that which should follow. The Moon stands for M and Island for I which is marked by the sign of the Cross. The Nether and Night, the realms of the dark, reveal the letter of N behind Death And as the Star signs for Astral, let this be the A and lastly the Egg which is E. Thus may the glimpse one meaning of the crystal, which lies branched among many thousands of combinations. Thus may thee glimpse one meaning of life, which lies branched among many thousands of dimensions.
Meaning: This helps you with the crystals and pentagram at the Hall of the Past on the Isle of Crypts. It means to choose these crystals in order: Dragon, Tower, Moon, Cross, Skull, Star, Egg. Finally choose Sun (which isn't mentioned on this map) to turn on the pentagram.
*STAR*
As thy gaze doth turn to the heavens to behold the mystery of the stars, thee looks into the mirror of thy soul. Dost thou see the deep well of all things. Or only the swirling chaos of anarchy in motion. Therein doth the memories of past meet the visions of future, and therein lies the inevitable destiny of all Men. To divine the order from chaos, the beauty within the cascading tumult of the world in which he is both surrounded and a part . This is the unique gift of Man , that by which he alone is separated from all others. This is his purpose, his significance, and his meaning. This is that by which he doth witness the relentless torrents of change, as all life doth move both within him and without and from thus divine order, that he might realize his purpose and his meaning. Look upon life as thee then thine own order. Look first at a man, and if thee looks rightly, then soon shall ye come full circle. Then look beneath him, and if thee looks rightly, then soon shall thee once again come full circle. Thus may thee divine the puzzle from the pieces, and from it derive thy solutions. Thus may thee divine the order from the chaos, and from it derive thy meanings.
Meaning: Supposed to help you with the second test in the Helazoid city, City of Skies. I don't see how, but at the Gaelin Stone on the Isle of Crypts, you will see various map names and symbols. *TEMPLE* shows Man, Pyramid and Moon; under that is *SPHINX* with Egg, Chimera and Wand. Counter-clockwise from that is *BOAT* with Devil, Boat and Cross; below that is *SKULL* with Skull, Jewel and Statue. Counter-clockwise from that (opposite to where you entered) is *SERPENT* with Tower, Serpent and Lantern; below it is *CRYSTAL* with Cube, Ball and Gate. Counter-clockwise from there is *DRAGON* with Dragon, Chest and Key; below it is *STAR* with Tablet, Statues and Star. At the second statue in the City of Sky, the runes available are: Serpent, Gate, Wand, Pyramid, Star, Dragon, Cross, Skull, Map. At the Gaelin Stone are 3 runes for each map, but only one of each is on this statue. So, press the only rune that was on the Gaelin Stone, going around counter-clockwise from where you entered, first using the top runes and then the bottom ones the second time around. This means Pyramid, Cross, Serpent, Dragon, Wand, Skull, Gate, and Star.
Also supposed to help with getting through the trap door in the Tomb of the Astral Dominae. Just go to all the locations with map names, and then to the secret archway button in the south center part of the level (opposite *DRAGON*). Do you have to do these in some specific order?
*GLOBE*
And one journey leads yet into another, so too doth all life continue onward. Within one seed doth lie the secrets of the universe, within one cell the secrets of life, and within thee the secrets of thy mystery THOU ARE THE KEY.
Meaning: Find on the spaceship in the City of Skies. Apparently targeted on Vi Domina, telling her to look within the Astral Dominae to see things…
*FOOLS*
The map is a sketch of a vast wilderness, and drawn within it a trail which ends with an X.......
Meaning: (Unconfirmed) Following this map will lead you to a rather nasty combat.
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