Wizardry 1 - Proving Grounds Of The Mad Overlord
------------------------------------------------
Version 3.55
Walkthrough by Mr. Kelly R. Flewin
E-Mail: K_Flewin@Yahoo.Ca
Disclaimer!!
This Guide is for private use only, and may not be reproduced or
altered in anyway. This may not be sold or used in anyway
to earn a profit, such as putting it on a CD and selling it
that way, or ANY Such manner not listed here. I am not associated
nor affiliated with the creators of this game and system. This
Guide was written by me, K. Flewin. I am not associated nor
affiliated with any copyrights not mentioned in this Guide.
This guide is Copyright Mr. Kelly R. Flewin, 1999-2005
Copyright Time Traveller's Inc. 1999-2005
Revision History
----------------
3.55 - Corrected a typo, fixed a little fact and changed the email.
3.50 - Wow! Just fresh for the new Millenium, here's this years newest
Update :) Thanks to John Anderson [JAnderson@kz.net] for his cool
experience tables and Smithy [smithy@programmer.net] for his
helpful hints. Happy New Year's People :) Oh yeah... a few
new links added... and a tiny spelling error fixed.
3.00 - Added a disclaimer and new instructions on distribution! Please
make note of both. Also added some websites where it is to be
found. :) Thanks to those who emailed me with links and such.
- Also added a small FAQ section due to the overwhelming amount
of questions I have recieved.
2.05 - This is only merely just a website update. From my quick look
on the net, I found my solve to be on a website... now although
it would've been nice to have been notified... I found it easy
enough and I wish to let you fans know. I will be asking for
them to host my game maps as well. For futher information, see
the ending... and to those whom have been asking for me to mail
my maps, I'm getting right on it, sorry for the delay.
2.00 - Scanned Maps are now available! I've mapped the game as best I could
and detailed them as accurately as I could. B&W though...
- Several silly spelling errors I overlooked by mistake...
- There's now an item list for the game that is virtually complete.
The maps should be available where you got this walkthru.
1.55 - Starting to make maps and find someone to scan them for me.
- Corrected two minor errors concerning how to get to Werdna. (I've
played this game so much, it completely escaped me that there WAS
an error in direction until I followed the guide to the direction
and noticed I was off a bit. Sorry!)
- Expanded, more detail to the directions and surroundings.
1.00 - First edition, very rough release, but with the basics.
Part 1 - The Beginning
Part 2 - The Maze!
Part 3 - Item List :)
Part 4 - Experience Charts :)
Part 5 - Frequently Asked Questions
Part 6 - End Credits and Stuffage
This is generally somewhat of a walkthrough. I really want to call it a
solve, but basicly every time I play, I ignore most of the puzzles involving
the statues and various keys... if I detailed all of that as well, then I'd
consider this a solve... but... this is everything you DO NEED to do to beat
the game. If you want to do things the hard way, consult the maps that should
also be available where you got this as well as the Item list. (Which contains
locations of the Major Quest Items for the puzzles and such)
This applies to the PC classic AND The NES version as, other then the
opening music, dungeon music and slightly better graphics, (Slight improvement)
they're virtualy identical.
Part 1 - The Beginning
======================
In the beginning, there was darkness, suddenly a burst of light, and poof!
Whoops... wrong beginning!
To start off, I can not stress this enough! READ THE MANUAL! I MEAN IT!
Get off your butt NOW! And read the whole thing! This is the most valuable
asset a Wizardry Player has at the beginning of a long journey. Now, if you've
already played this game before and know what you're doing... then hurray!
Remember to have the manual nearby though, especially for the spells! [In the
PC Version you have to often type them out! Type the first letter and hit enter
to make the game bring up a list... the manual helps you by detailing what
each spell does.
I am NOT going to print out the spells here for you... you can consult your
manuals for that! For shame if you pirated this game! You deserve to suffer!
If you've honestly lost your manual... then your S.O.L.... Interplay has no
tech support for any Wizardry game and the old Sir-Tech lines don't work.
Heck the newer ones don't work either :(
Anyways, time to go off to the training grounds and make some characters!
I will warn you now... unless you could frankly care less about what you get,
you may be here for hours rolling for a PERFECT bonus. Depending on the race,
it is between 16-21 Bonus Points. You'll not regret the wait later on...
especially if you can turn into a Ninja! ;) The specifics for making good
characters are in the manual as well.
Once you have your characters, go off to Boltac's Trading Post and stock
up on goodies for your gang. I would suggest, 2 Fighters, A Thief (For chests
and becoming a Ninja), a Priest (Duh!), Mage (Can you say Tiltowait boys and
girls? I knew you could) and a Bishop (In the Nes version it's a Wizard... you
should have one for identifying ? items.)
If you want to be a little bastard (or bitch), make a bunch of useless
characters and pool all the gold to one of your characters. Then fry the
useless ones away and repeat till you're greedy pockets are filled. It's a
bit cheap... but hey... if you've got the time, the extra gold can come in
handy.
Now that you're stocked up... EQUIP YOUR STUFF! You wouldn't imagine how
many people fail to equip their stuff and wonder why they just got slaughtered
for the umpteenth time. When you're ready, go down to the Maze and prepare
yourself for some action.
Quick note about the dungeons! Beware what you do! Evil characters will NOT
stay with Good characters. And vice versa. Neutral characters don't give a
damn. So... unless your characters are all neutral... If you're good, let
friendly monsters leave on their own way. If you're evil, ROAST THEM!
Otherwise, you may find that your good or evil characters just switched
alignments. Now granted, they will stay with your party, but the second you
reach the surface, they'll ditch you. There IS a way around it, but it's a
bit risky. Take the characters still with you, heal them and go into the
maze. Quit! Then go back into the game and use the character(s) who ditched
you and go into the maze. (I)nspect and pick up the characters. The one
downside to leaving any character in the maze (especially further down) is
that the monsters may rob you.
One other warning... beware where you Malor... make sure you know the EXACT
CO-ORDINATES! Otherwise you may teleport into rock.. and trust me people..
that is the worst thing to happen... well next to your character becoming LOST
for ever or turning into permanently dead... yes... the Temple of Cant is
not always 100% perfect.
Final Thing before the walkthru! I SWEAR! This is something that the manual
does NOT advise you do (The disk version) and that's suddenly resetting your
computer or shutting it off due to the fact it usually would happen when the
game is writing to the disk... hence your characters go byebye! [I must admit,
I fell prey to the "RESET" spell once or twice and lost my characters once.]
BUT! Lo and Behold! There is a way around this that ALLOWS you to reset the
game! No.. not the computer! Go figure Windows 95/98 actually is useful for
a game! If you see your characters decapitated, drained levels, activate a
chest trap [Teleporter] or teleporting into rock.. etc. There IS a save!
This only works with the CD version (Ultimate Wizardry Archives). It installs
the game into a dir ?:\WIZARD15 , where ? is the drive it's on. If you
run it from the MS-Dos Prompt and something happens, hit the Win95/98 logo key
on your Win95/98 Keyboard (104 Key Keyboard if you didn't know) to bring up
the menu, hit esc and then left click the game in the bar at the bottom and
close it. From here, you just simply go back and load your game, and you
should be at the exact square before the accident happened! The key doesn't
affect the game in anyway so!!! :) There's your failsafe, and trust me...
IT IS A LIFESAVER!
My apologies for all of this rambling and info, but I hope you can benefit
from it. Anyways, on with the walkthru!
Part 2 - The Maze!
==================
The Maze - Floor 1
------------------
You start at 0E, 0N, 1D. Go East till you get to the door. Open'er up and
lay waste. Ho-ho-ho! You've found their booty is nice, but that treasure box
looks nicer! Beware when you open that chest though! Even if you're thief
knows what it MIGHT be, doesn't mean it's going to be that. So disarm at your
own risk. If you get posioned, run back to the surface so you'll live. Use
Dios to heal if you need it. If you survive all this, go back to the stairs,
and head North till the end. Hit a right and turn right at the first passage
you find. Go through the door and bust some enemy! Ditto with the passage
further on down and to the right. At this point, don't go through the door
straight ahead.
When you're done this, head back to the surface and rest at the inn if you
need it. [And you will] Soon enough you will be able to level up and your
thief will start to get a bit more proficient with figuring out traps. When
your priest can chant level 2 spells, use Calfo on chests to get a better idea
of what your thief should do and let your thief check to. Usually the Calfo is
rather accurate, but you never know. At this point you can dispell dead
creatures with a fair accuracy. Give your bishop (Wizard) any ? items to
identify them. Hope the bishop gets it right or it's *CurseD* time... and
Boltac ain't cheap for uncursing either.
Once you reach experience level 3 or 4 for most of your characters, head
8 North and 8 East, Enter the door at last, Head 2 North , 9 West and voila!
You're at the stairs to level 2 with minimal hassle! Don't worry about the
rest of the level, unless you want to roam around right now. The shadowy
dark area should be avoided at the moment. That will come later on in the
game though, so note its position. Whenever you need to heal and bring back
the magic, head back up to the surface by simply reversing these directions.
The Maze - Floor 2
------------------
Welcome to maze level 2! Hopefully you're starting to get the general feel
of the game and have an idea of what to do. I must warn you, please take my
advice and level up to about level 3 or 4. You're going to need the HP and
spells for the bad boys down here. There's alot of enemies on this floor and
they're rougher then before. Beware the Men in chains and Kimonoed men! They
mean trouble. You have a chance of being posioned and/or paralyzed and for
this, until you got the spells, you're going to have to rely on the Temple of
Cant. But for now, don't worry and let's just follow a general path to a fairly
decent patch to go fighting in. You start at 12E, 7N, 2D.
From here go, 1 North, 1 West, 3 North, 3 West, 1 South, 9 West (Ignore the
door, you can't break it down), 3 South and from here go 1 West through the
door and get ready for a fight. At this point, take on what you would like,
but I would suggest that you run from things until you encounter a group
of Creeping Coins. Trust me, you WANT TO fight Creeping Coins. A quick KATINO
will make most of them sleep and they don't do much damage. They attack for
1 damage a piece, and they occasionally breath on your party members for 1
damage per breath. Before you get daunted at the possibility of 27 Damage
per round, they have like.. oh maybe 2 Hitpoints each and with a Katino,
well, they're more manageable. Oh yeah... they have this tendancy to miss
alot as well. :) They will give you a whopping 2900 exp. and even more when
they call for friends. Mahalito can slaughter a group instantly! After this
battle, you might wish to heal. If you need to, go back to the surface by
reversing these directions.
From here, go 1 East, 4 South and 1 West through the next door. Fight the
battle and go 3 East and 1 North through the door and to the next battle.
Continue 4 North and 1 East through the door. Fight and go 1 more East. Head
1 South, 1 West, 1 South, 2 East and then head 4 North and voila! You're back
at the door you couldn't break down. Quit the maze and immediately start again
to revive the monsters and go back in the loop for another kill spree. At
anytime, reverse ho and go to the surface if you need it.
When you've gotten your experience level up to about 6 or so, maybe make it
7 or 8. Here's what you may want to try next.
The Maze - Floor 1 Revisited!
-----------------------------
You're now most likely more buff and you've got more cool stuff to attack
and defend with. You can go back to level 2 and fight more Creeping Coins,
if you want to build up a bit more that is. Or we can keep on going. If you
choose to do so, from 0E, 0N, 1D, go 8 North and 9 East, 4 North to the sign.
It warns you that this is out of bounds. Don't worry. From the sign, continue
1 North, 1 East and 15 North to the hidden away Elevator. The lettered buttons
correspond with each floor. A = Floor 1, B = Floor 2... etc. If you want to
go exploring, be my guest and explore B or C. Otherwise, press D and you'll
be whisked away to Level 4.
The Maze - Floor 4
------------------
Welcome to what I like to call the halfway point. What? It didn't seem to
take that long to get here? Oh don't worry... it gets much more challenging
from this point on. You're in the real proving grounds now! From this new
point at 10E, 8N, 4D. Go 6 North, through 2 doors until you reach the sign.
Go 1 more North and you will trigger the alarm bells. This can't be helped,
so don't worry. If you go 1 North from here, you'll encounter a group of
tough monsters. Use your spells as you need them, finding some comfort in the
fact you can just run and boot it South back to the elevator, go to Floor 1
and go back to the surface. Going 2 West takes you to the Treasure centre.
Nothing here but a battle or so. Going 2 East brings you to the cheery Monster
Allocation Centre. Go 1 South and get ready for the fight of your life.
2 Level 7 Fighters, 2 Level 7 Mages, 2 High Priests and 1 High Ninja await you.
And yes, Mr. Ninja loves to decapitate party members.
My suggestions for this battle are as follows. If you surprise them, take out
the 2 Mages first. Then go for the Ninja and Priests, leaving the Fighters for
last. If it's a regular battle, take out the 2 Mages with your fighters, your
thief attacks the High Ninja, your priest chants Montino on the Priests (To
prevent them from chanting BADI and killing a character instantly if it
connects) your Mage(s) chant DALTO on the High Ninja and you put the High Ninja
or Level 7 Fighters to sleep. From there you can just waste the Priests and
Ninja and then the Fighters. Remember, this is my suggestion and you can go
about this battle as you wish.
When you eventually win this battle, (And it is tough so don't get discouraged
if you lose. Build up your levels and use your higher level spells as you get
them.) you will reap the rewards a mighty. Open the chest and you will recieve
an assortment of goodies including a ? Ring. (This is not all the time, so if
you get nothing, don't worry) Identify this ring CAREFULLY! It's the Ring of
Death! And yes, its name says it all. Sell it at Boltac's for cash. From here,
Go 2 North, 1 East and 1 North through the door. Read and Move on 1 East.
Read the message and recieve the ? Ribbon. DO NOT LOSE THIS! This is single-
handedly one of the most important items in the game other then the Amulet!
This is the Blue Ribbon and the key to getting to Werdna's Lair with very
little difficulty. [Unless you like to explore so much that you want to
manually go to the 9th floor.] Go through the door and you will be right
beside the elevator. Take it back home to the surface and go to the Inn for
some R&R. Heal everyone complete and then go to the maze.
The Maze - Floor 4 Revisted!
----------------------------
From 0E, 0N, 1D go 8 North and then 9 North. By now this is becoming second
nature to you :). Head North to the sign and go on in. Head 1 North, 1 East
and 15 North to the elevator once more. Push button D, but instead of going
North, turn around and go 6 South to the sign. It says authorized users only!
But wait! You've got the Ribbon! You're an authorized user! Go 2 more South
and you will be at the Godly elevator. This can whisk you all the way to
Floor 8! Unless you want to explore the other levels and build up a bit more
levels, hit button F and you'll be transported to Floor 9.
The Maze - Floor 9 (The Second Quickest Floor!)
-----------------------------------------------
Trust me when I say this. This is the second quickest floor you will encounter
in the game... as long as you used the elevator. There's a chute right nearby
that will shoot you down to Werdna's Lair. Get ready to get your ass kicked
or to kick some ass because these monsters don't play nice. You will arrive
at 10E, 0N, 9D. Turn around and go 1 North. Get ready for the pain! Go 1 West
through the door and right into a battle. You may want to get into the habit
of chanting LATUMAPIC at this point in the game. Trolls aren't bad, just a bit
high in the HP. AVOID VAMPIRES! Lifestealers! Ninja's! The first 2 can drain
you 1-2 levels as well as Paralyze you. And when they drain you... it's
permanent. You retain the experience points, but your down 1-2 levels and
have to raise them again... BUT! You go up levels like you would normally,
making this a real pain to deal with. Avoid the giants for the moment... you
may find yourself in a world of pain as well. When you've battled past the
creatures, go 1 West and 1 North and POOF! You'll disappear down the chute
to Level 10, Werdna's Lair level.
Werdna's Lair - Floor 10 (The QUICKEST Floor!)
----------------------------------------------
When you land, you will be greeted with a personal sign/message from Werdna
himself. After reading it (BTW: Here's a major answer for Wizardry 4 - The
Return of Werdna... a standalone Wizardry which is a direct sequel to this
game. (5 Minutes after the game's end to be exact) Late in the game when you're
asked by a castle guard for the password... remember what Werdna says in his
P.S. :) That's the Castle PW! Well... minus the exclamation point.) you will
now find out why this is the quickest floor.
Go 1 East. Seriously! 1 East and you will INSTANTLY be transported back to
the surface, making this floor the quickest to finish! I also might add, its
REALLY Convienient. Get ready for the final stretch of the game. This is
going to take a while, so hang on in there. This is level building heaven!
It's also treasure heaven! You can get the best armor and weapons down here!
Some of the goodies are, Dagger of Thieves (If its power works, your thief can
become a Ninja :) The Helm of Malor which can be used to chant Malor, or your
Mage can actually wear it :) The Muramasa Blade is only good for Samurai's...
otherwise, sell it for about $500,000 :) And finally, the ultimate find. The
Blade of Cusinart! This is THE weapon for your fighters. You will start hitting
3+ Hits almost every time and for some serious damage! Your Ninja can use it
to, but the Ninja is better off barehanded.. even if they seem to hit for crap
at first. Then of course there's other assorted goodies, but I'll let you find
them :) Also, something of interest :) If you happen to FIND a Dagger of
Thieves, you may want to hold off its use. Maybe transform your Mage with
6-9 Tiltowait spells into a thief and then into a Ninja... after all.. a Ninja
that can both decapitate AND chant Tiltowait is a force to be reckoned with!
Just remember, only a THIEF! May equip and invoke this dagger so if you want
another character, other then your thief to be a Ninja, you must make them
into thieves first, then you can turn to a Ninja. Remember, unequip EVERYTHING,
when you become a Ninja. Your AC will constantly lower on its own and Weapons
and Armor prevent that from being its lowest.
Since Dumapic fizzles if you use it on this level, mapping this level is a
bitch. I will try and guide you as best I can, making the assumption that
you face North when you land and East is the Teleporter to the Surface. Also,
this maze has alot of 1 way passages and other assorted wall traps, so do
becareful of where you step if you go off the beaten path. One other thing...
AVOID TELEPORTER TRAPS! Trust me! Your thief may be good and all by now, but
if he/she screws up... god only knows where you're going to be teleported!
It may be within the confines of a maze... or 50 floors down in rock. [I say
that one from experience] and the last thing you want is a kick ass party
in the rocks.
From the sign, Go 3 North, 4 East, 3 North, 3 West and 1 North to the door.
Heal here and chant Latumapic if you haven't already. If you encounter a
Flack, Maelific, Hatamoto, Any number of High Ninjas or Greater Demons...
RUN!! Dear god run! They can seriously make short work of you in a heartbeat.
Pray for what I call the "Experience" group. 2-4 Poison Giants and 1-2
Will-O-Wisp's. The Poison Giants can breathe on your part for 20-40 damage
a breath... so becareful. Will-O-Wisp's have a high AC so chant dilto. To
kill off the Giants easy, chant a Lakanito or a Makanito if they're 40 HP or
under. When you defeat this group, you'll get a nice lot of experience...
around 30,000. :) Will-O-Wisp's aren't too bad alone either, but they don't
reap you as much for experience. They also have a tendancy to use Alarm traps,
but mainly stick to Teleporter traps. Anyways, go through the door and fight.
Anyways, once you've decimated this group, head 1 West and 2 North. Go 1
East and you will be at a sign and you will be boxed in. Continue on 2 East,
2 South, 5 West, 4 North, 2 East, 2 North and Heal. Go 1 West through a door
and fight the next batch of guardians.
Head 1 North to return to the start of the level and the teleporter. Otherwise
go 1 West, 1 North and then Turn South. You're now boxed in again. Go 3 South,
2 West, 3 North, 1 West, 6 South, 1 East and Heal. 1 more East brings you to
the next encounter. 1 South will take you to the start again.
Otherwise go 2 more East and you're in again. 2 South, 3 West, 3 North, 1
West, 4 North, 1 West, Heal! Then go 1 more West to yet another encounter.
1 North is the start once more.
If you choose to go on, go 1 South and then face West. You'll note a 1 way
passage. Go 3 West, 2 South, 2 West, 2 South, 2 East, 4 South, 4 East, 2 South,
1 East, 2 South and Heal! Then go 1 more South to the encounter. 1 West will
lead you to the start.
If you wish to continue on, go 4 South to be boxed in. From here, 2 West,
3 North and then yet again.. heal if you need it. 1 more North brings you to
the almost final encounter. 1 East will return you back to the start.
At this point, I would suggest going back and healing at the inn as well as
leveling up. If you want to go straight to Werdna, ignore this next part.
Sell all the stuff you don't want and get ready to go back to Werdna's Lair
again. Repeat this loop until you're about Level 13-17. Trust me, you'll need
these levels as well as the spells they bring you.
If you HAVE chosen to go kick Werdna's ass, good luck! You'll need it!
From the last encounter, instead of going 1 East to the start, go 2 West and
1 South to a dead end. Turn around and proceed to go 2 North, 5 East, 2 North,
8 West, 3 South and 2 West to Werdna's Doorstep. Go 1 North, through the door
to fight Werdna and his guests, 1 Vampire Lord and 4 Vampires. Use Zilwan
against the Vampire Lord and attempt to Dispell the 4 vampires. If they don't
die, PRAY they don't drain you. Werdna on the other hand is a tougher cookie.
He has the ability to chant Tiltowait and loves to do it! He also occasionaly
will chant Katino or Lakanito just to piss you off. When you manage to beat
Werdna and Guests, you will obtain the Amulet! :) Just DON'T USE IT! Trust me
when I say that.
Now just simply Malor back up to the surface. [10 Up] And you will be greeted
with the ending and all your characters present will now have a symbol by their
names to represent that you have beaten the game. [I am not sure what happens
in the NES version. It's been a while.] If you want to go build up more levels
and find more goodies, then go right ahead. :) If you go down to Werdna's room,
it will say that he's not In. To the best of my knowledge, if you get rid of
the amulet, Werdna will come back so you can do it again. :) Now, if this is
the NES version... hope you had alot of fun, go down and explore all you want
now, since you're so buff.
In case you're wondering, the symbol is between 2 " 's. It looks like this
"<"
If this is the PC Version... I would suggest you go back down to Werdna's
Level and raise some hell until you're about Level 15-18. It will take a while,
but you'll be glad you did. And if you can make a Ninja for the trip :) Kick
ass! At points, a Ninja alone can do damage enough to go alone in the level
and still survive for a while. When you've reached Level 15-18 theres a few
quick things you may just want to do to make your life a bit easier and any
future attempts at beating this game a bit easier.
#1 Make a temp character... name it anything.. I called mine Mr Moneybags
for reasons that will be come clear in a moment.
#2 Pool all your gold to this temp character!
#3 Make sure you sell all dupe goodies and other treasures you find.
#4 Make sure your 2 fighters have Blade of Cusinarts. It makes life easier
if you decide to go level up more.
#5 Make sure Boltac's has at least 2 Blade of Cusinarts in stock before your
done. A Dagger of Thieves wouldn't hurt either... if you have 1 to spare.
#6 Make a back up of the game if you possibly can. If it's from the Wizardry
Archives CD Collection, then this is easy. Otherwise, do the next step
with caution.
#7 If you have Wizardry 2: Knight of Diamonds, now is the time to go to
the Utilities menu in your Wizardry 1 Game and (M)ove Characters. Follow
the instructions and you will then import your characters to Wizardry 2.
Be warned though... you can't import back to part 1, so make sure you
really want do this! You must beat the game before doing so though, or
it won't work.
Note: All your equipment goes BYE BYE! when you port your characters to
Wizardry 2... BUT! You keep your gold, and Boltac's has a fairly nice
selection still, so all is not lost. Also.. you may wish to level up
before the move, since going up levels in this game is a BIT difficult.
Especially when a Ninja needs 3-4 Million experience per level.
Part 3 - Item List
==================
This is virtually complete, but! considering the fact that there's so many
things, and most just don't pop up terribly often, I think it's as good as they
come. The quest items will be added as I find them and their use. All "-"
weapons and armor should obviously be avoided.
Spell List
==========
Item Effect? Rare? Full Price
==== ======= ===== ==========
* Of Latumofis Cure Poison Nope 300
* Of Dios Restore 1-8 HP Nope 500
% Of Katino Put Enemies to Sleep Nope 500
% Of Badios 1-8 Dmg Against an Enemy Nope 500
% Of Halito 1-8 Fire Dmg Against an Enemy Nope 500
* Of Sopic Caster -4 AC Temp Nope 1,500
% Of Lomilwa Chants Lomilwa Nope 2,500
% Of Dilto Makes Enemies easier to hit Nope 2,500
* Of Dial Restore 2-16 HP Nope 5,000
% Of Badial 2-16 Dmg Against an Enemy Average 8,000
Rings & Amulets List
====================
Item Effect? Rare? Full Price
==== ======= ===== ==========
Amulet of Jewels Sell for Money Sort Of 5,000
Ring of Porfic [Use] Casts Porfic Average 10,000
Amulet of Monifo [Use] Casts Monifo Avg-Rare 15,000
Amulet of Makanito [Use] Chants Makanito Avg-Rare 20,000
Ring of Death! (C) Trust me. Don't use it! Rare 500,000
Weapons List
============
Item Effect? Rare? Full Price
==== ======= ===== ==========
Dagger Nope 5
Staff Nope 10
Short Sword Nope 15
Long Sword Nope 25
Anointed Mace Nope 30
Anointed Flail Nope 150
Long Sword -1 You don't want it! Sort Of 1,000
Short Sword -1 You don't want it! Sort Of 1,000
Mace -1 You don't want it! Average 1,000
Staff +2 Nope 2,500
Staff of Mogref [Use] Chants Mogref Nope 3,000
Short Sword +2 Sort Of 4,000
Long Sword +2 Sort Of 4,000
Mace +2 Sort Of 4,000
Mace -2 You don't want it! Rare 8,000
Staff -2 You don't want it! Rare 8,000
Dagger +2 Average 8,000
Were Slayer Average 10,000
Mage Masher Average 10,000
Mace of Poison Avg-Rare 10,000
Long Sword +1 Nope 10,000
Slayer of Dragons Sort Of 10,000
Mace +1 Nope 12,500
Short Sword +1 Nope 15,000
Staff of Montino [Use] Casts Montino Average 15,000
Blade Cusinart Multiple Hits! :) Rare 15,000
Rod of Flame ?????? Avg-Rare 25,000
Dagger of Speed Avg-Rare 30,000
Sword +3 (E) Evil Characters Only Rare 50,000
S-Sword +3 (E) Evil Characters Only Rare 50,000
Dagger of Thieves Turns a Thief into a Ninja Rare 50,000
Shurikens Gives Ninja +1 HP perm VERY! Rare 50,000
per use
Muramasa Blade! Gives Samurai's +1
Strength per use ULTRA RARE 1,000,000
Shields List
============
Item Effect? Rare? Full Price
==== ======= ===== ==========
Small Shield Nope 20
Large Shield Nope 40
Shield +1 Nope 1,500
Shield -1 You don't want it! Sort Of 1,500
Shield -2 You don't want it! Rare 8,000
Shield +3 (E) Evil Characters Only Rare 25,000
Shield +3 Rare 250,000
Armor List
==========
Item Effect? Rare? Full Price
==== ======= ===== ==========
Robes Nope 15
Leather Armor Nope 50
Chain Mail Nope 90
Helm Nope 100
Breast Plate Nope 200
Plate Mail Nope 750
Breast Plate -1 You don't want it! Avg-Rare 1,000
Chain -1 You don't want it! Average 1,000
Leather +1 Nope 1,500
Chain Mail +1 Nope 1,500
Plate Mail +1 Nope 1,500
Breast Plate +1 Nope 1,500
Leather -1 You don't want it! Sort Of 1,500
Helm +1 Sort Of 3,000
Gloves of Copper Average 6,000
Leather +2 Nope 6,000
Chain +2 Nope 6,000
Plate Mail +2 Nope 6,000
Leather -2 You don't want it! Rare 8,000
Chain -2 You don't want it! Rare 8,000
Chain Mail -2 You don't want it! Sort Of 8,000
Breastplate -2 You don't want it! Rare 8,000
Robe of Curses You REALLY don't want it! Very Rare 8,000
Helm +2 (E) Evil Characters Only Nope 8,000
Chain +2 (E) Evil Characters Only Avg-Rare 8,000
Plate +2 (N) Neutral Characters Only Avg-Rare 8,000
Breast Plate +2 Average 10,000
Helm of Malor [Use] Chants Malor, Rare 25,000
Equipable by Mages!
Helm of Curses Snicker, Snicker Rare 50,000
Gloves of Silver Rare 60,000
Breast Plate +3 Rare 100,000
Plate +3 (E) Evil Characters Only Rare 150,000
Garb of Lords [Use] Casts Madi,
Lords Only VERY! Rare 1,000,000
Quest Items!
============
Item Use Where? Sell Price?
==== === ====== ===========
Blue Ribbon Enter room at 10E, 1N, 4D 11E, 10N, 4D 0
Key of Bronze Enter room at 8E, 7N, 2D 13E, 3N, 1D 0
Silver Key Enter room at 8E, 12N, 2D 13E, 18N, 1D 0
Key of Gold ??? 4E, 16N, 2D 0
Statue of Frog ??? 12E, 4N, 2D 0
Statue of Bear Enter room at 17E, 12N, 4D 9E, 18N, 2D 0
Amulet of Werdna To Beat The Game! Werdna! None!
A few notes about the final Quest Item, The Amulet of Werdna. First of all,
becareful if you wish to equip it. It's cursed... but oddly enough takes your
armor class down 20 points! My Bishop went from Ac = 2 to Ac = -18! If you
equip it though... you can't give it to the man at 11E, 10N, 4D :( And hence
you'll require Boltac's uncursing... which ain't cheap! And go back and kill
Werdna again! When you INVOKE it, it can heal your party!
The "*" refers to the spell bag thing and the "%" refers to scrolls. Most
classifications are PURELY from my own gaming experiences. These are from
literally thousands of hours logged into this game from the first day I played,
to the time of this writing. Please note, that as such, you will find that
you may come across items more frequently or infrequently when you play.
After all, alot of it is purely random.
Part 4 - Experience Charts
==========================
Below are the charts for experience points to level up for all 8
classes. Special thanks to John Anderson for these killer tables!
[And I thought I had time on my hands sometimes! :)]
Part 5 - Frequently Asked Questions
===================================
Q: If one of my characters dies in the game right off the bat, is
there any way to bring them back to life? If so how?
A: Yes there is a way, but you won't like the answer. You get a
party together, or the remaining party members who didn't die,
and heal them up. Go to the square where your character died and
do a search. If you're on the correct square, and the alignment of
the party members matches the dead character [Or you're all
Neutral] you can pick them up and take them back to the surface.
Go to the Temple of Cant and then gawk at the expensive price to
revive your fallen comrade.
In all honesty, you're better off pillaging the dead one and then
making a new character. The Temple can screw up your fallen comrade
by accident and cost you way more then you need to worry about so
early in the game.
Q: Where can I find any of these games?
A: For the PC Versions, you can go to any good Computer store and pick
yourself up a copy of the Wizardry Archives cd-rom at a decent price.
I believe a Macintosh copy does exist, so Mac Fans, rejoice. If you
want the old school NES Versions, I would recommend online gaming
stores dealing in ancient games or pawn/used shops in your area.
You could alternately go online and... no.. you would NEVER do that..
considering it's illegal, immoral, carries a hefty fine.. etc.
Q: Where can I find the Roms?
A: You want to go the illegal route? Find them yourself as I can't
help you.
Q: Where can I find maps for the game?
A: I am fairly sure there is at least a site or 2 on the net that has
maps for this game. I personally have made maps for the First
Trilogy, but only have Wizardry 1 scanned. I will be more then happy
to email people them if requested, unless someone wishes to keep
them up on their site for me. My connect is crap, so apologies for
any delay in getting them to you.
Q: Can I switch my characters from Part 1 NES to Part 2 NES?
A: Sadly you can't, as there is no way to transfer the data from one
Cartridge to another that I am aware of.
Q: Can you send me a copy of the Manual? I lost mine.
A: I'd honestly like to help you here... but then there's way too
many people emailing me about this.. and with the roms floating
around the net, it's virtually impossible for me to tell if the
person asking me legitimately owns the game or they pirated the
rom.
Part 6 - End Credits and Stuffage
=================================
I hope this has been a great deal of help to anyone who has struggled thru
this fantastic game. I will update it as I figure out the major purpose of
the statues and keys and I will also do my best to make maps and scan them
for the future so you don't have to blindly explore. Happy gaming, and see
you in Scenario 2...
If you have any questions or comments, please direct them to me at;
K_Flewin@Yahoo.Ca
Attn: Wizardry
Special thanks to my best friend who got me HOOKED on Wizardry when we were
about 11 and the NES Version he got for his Birthday had a 17+ rating but
we played and loved it anyways :) Boris. If you're reading this my friend,
remember, you and this game is what got me started on my huge love for RPG's
:)
If you want to distro it, be my guest. As long as you don't edit this in
any way, unless permission is granted. You MUST ALSO Inform me of
which website you wish to add it to so I may add the link to future
updates and give my official OK. It MAY be editted to be displayed
on a web page only if my name is intact and I am notified so I may come
and marvel. :)
It may be printed out... not like I could stop you :) Just please keep it
intact.
This solve/walkthrough and any subsequent updates can always [Hopefully]
be found/available at the following sites: [Updated as often as possible]
Wizardry Copyright 1981-2001
Andrew Greenberg, Inc. and Robert Woodhead, Inc.
All Rights Reserved
Wizardry is a registered trademark of Sir-Tech Software, Inc.; Reg'd TM Canada
This Walkthrough/Solve is Copyright Mr. Kelly Flewin, 1999-2002
Copyright Time Traveller's Inc. 1999-2002