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Wizardry VII
Crusaders of the Dark Savant (CDS)

 


Pete's Advice for Play

 


Wizardry Gold Considerations

 


Somebody Else's FAQ

This is only part of the FAQ at:
(External Link) 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:

  1. A number of items always transfer:
  2. A number of items never transfer:
  3. 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.
  4. Starting Gold depends on your Bane ending or DS beginning. The possibilities are:
    1. take the Forge and start near the Dane tower: 5,000 gp;
    2. fly with Bela and start near Ukpyr: 10,000 gp;
    3. fly with the Savant and start near Nyctalinth: 0 gp;
    4. 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.
  5. 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.
  6. 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:

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.

 


The Maps

Introduction

*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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