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Submitted by System on 09/03/2006, 09:50. Print file.
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Wizards & Warriors:


Strategy Guide/FAQ
V0.6 10/3/00


Part one:  Introduction

If you bought Wizards & Warriors, chances are you did so because you were attracted to the game by it's resemblence to either Wizardry 7 (One of the best CRPGs ever created) or Eye of the Beholder. The classic
3D dungeon romp has evolved over the past decade, starting with Might and Magic, then moving onto
Ultima Underworld, The Wizardry games, and finally, Daggerfall. Although Wizards & Warriors' 3D hardware accelerated graphics might lead one to believe it's a modern CRPG, that assumption would be false.

Wizards & Warriors is old school right down to the core. Most of your time is spent exploring dungeons, or interrogating NPCs for much needed information rather then constantly reloading saves to beat a Boss-
Monster or wandering around aimlessly clueless as to where you should go.

If you liked Eye of the Beholder, Ultima Underworld, or even Daggerfall or Might & Magic, then chances are you'll love Wizards & Warriors. As far as I'm concerned, Wizards & Warriors is the only REAL
Wizardry 8.


Part Two: Building a Party

My favorite thing about D.W. Bradley's Wizardry series was the class system. It was so flexible, and so original, that I doubt anyone who played it could resist it's charms. After all, how many RPGs let you change classes as many times as you wanted? And how many would allow you to become a faerie Ninja or
a Feline Samurai? None that I recall.

Wizardry 7/Gold players will probably realize that the characters they created in Wizardry game work just as well in Wizards and Warriors. So once again, if you had a certain party configuration that you liked in
Wizardry 7, then make an identical party in Wizards & Warriors and enjoy the same success in this game as well. Remember how powerful monks and ninjas were? Same here.

However, for those of you who never played Wizardry, I'll give you an idea of what a good party should be like:


Member #1: Dwarf Fighter. (Class Change to Paladin When Possible)
You could as easily make a human Paladin, but I like the War Cry skill that the Dwarf's posses,
Since I have at times actually scared an enemy after a successful hit, and then proceeded to beat on him until he died. However, the human's Leadership skill has yet to show me any positive effects. I doubt it even does anything. (Perhaps makes your party members attack more often?)
The Paladin makes a perfect fighter, since by the time he reaches about level 10, you should have a fairly decent amount of Mana Points in your Spirit skill, and he will be just as powerful a healer as your regular priest.

Member #2: Whiskas Fighter (Class Change to Samurai When Possible)
There are many valuable weapons and armor that can only be worn by a Samurai, and not only that, but the samurai is, without question, the best swordsman in the game. Although he does learn some spells, you'll rarely use them, since his powerful melee attacks will make him the very best pure fighter in your party.

Member #3: Human Fighter. (Class Change to Barbarian when Possible)
The Barbarian may not be the most attractive class in the game, but he makes up for it with his high hit point total. The main reason I recommend having a Barbarian in the party is quite simply, because this class is the first, and easiest class change that becomes available to you. (Read the next section for details on class changes.) It's best to start reaping the benefits of those extra hit points as early as possible.

Member #4: Gnome Rogue. (Class Change to Ninja when Possible)
What good party doesn't have at least one thief? The rogue in Wizards and Warriors isn't much of a fighter, but he doesn't have to be. Gnomes are born with a natural Luck trait, so it makes sense to create a Gnomish Thief. Until you make him (or her) a Ninja, it would be a good idea to get your rogue's lockpick ability up to at least 4, if not 5. Nothing is more annoying then having to reload a save ten times because you keep setting off a fireball trap on a locked chest. After you become a ninja, that's when the real fun starts. Equip a ninja blade in each hand, stock up on
Shurikens and watch as your weakling rogue becomes a messenger of death. Much like my Ninja in Wizardry 7, my Black-cowled hero in Wizards and Warriors hits hard, and hits often. No party should be without a powerful Ninja.

Member #5: Oomphaz Priest (Class Change to Monk when Possible)
Getting your Oomphaz Priest to become a Monk will be VERY difficult. The agility and dexterity scores needed for a Monk class change are way out of the Oomphaz reaches, especially since you must devote most of his level up points to furthuring his magic skills. However, it CAN be done, and once you have completed your Oomphaz Monk, all will know the terror of a five ton Elephant performing dropkicks on them. In all seriousness, Oomphaz are the toughest race in the game, and even completely naked (ie: No armor at all) they can take a licking and keep on ticking, so to speak. This allows them to stay alive in even the toughest battles and continue to heal wounded characters.

Member #6: Pixie Wizard (Class Change to Warlock when Possible)
Why a Pixie? Easy, because the are so hard to hit, and the armor restrictions imposed on a Wizard have no effect on the pixie anyway, since she cant wear any. Wizards, as the game progresses, will become more and more valuable. It's a good idea to stick with the Sun Group of magics before you change into a warlock, since the spell Dragon Breath seems to be the only magic that will damage Wraiths (You'll fight tons of those in Shurugeon Castle.) Not only that, but Illuminate is
VITAL to traveling at night, and Flamestrike is a great Long Distance spell that you can shoot at an enemy horde to soften them up before they reach you.




Part Three: Class Change Quests


Paladin: Find the Altar of Gael Serran. This Altar can be found in a small clearing west of the first town. Speak to the statue and recite the words the priest mentioned to you before the quest
(Sanctus Holy, I think) and the statue will give you a short speech about what it means to be a
Paladin. Return to your guild to complete the training.

Barbarian: Kill 20 enemies by yourself. (Make sure your Barbarian-In-Training gets the final hits)

Warlock: Collect a Spider egg and a Skull. Skulls can be found after killing the skeletons in the crypt, while Spider eggs can be found by killing Any of the spiders in the forests to the west of the first town.

Monk: Spend two whole day cycles (Two days, two nights) without any equipment on whatsoever. This is easy if your would-be Monk happens to also be of Oomphaz descent.

Samurai: South east of The Shurugeon Castle Walls, in a small wooded clearing, you'll see grave markers and a group of Unique Samurai skeletons. Kill them and their ghostly leader, then take the baton he drops back to your dojo.

Ninja: While visiting Shurugeon Castle, approach the front of the inner courtyard, and climb up the stairway that sits to the east of the Drawbridge. Defeat the Wraith that lives there and pull the lever behind him to lower the Drawbridge. Return to your Guild.

Ranger: (This one came to my from a gamer by the name of Randy Woods) You have to find the egg of a Raptor.  The Raptor can be found about halfway to the caves of Ishad N'ha on the in a small clearing.

Bard: (Thanks to Josh Adelson) to become a Bard, your rogue has to fetch a scroll from the snake temple library.  It will appear in Kreug's secret room on a table when you have the quest.

Assasin: ???

Valkyrie: ???

Zenmaster: ???



Part Four: FAQ

Crypt and the surrounding environs:

Q: How do I get the Crystal Key that is stuck behind the grate under the water?
A: Stand in front of the grating and Use The Bauble stick by clicking on the Use Command and then cycling through your available inventory until the Bauble stick shows up. The key will attach itself to the stick, enabling you to get it.

Q: (Email Request) Where do I use this Crystal Key? Rethpian mentioned a Door...but where is it?
A: First, go to your graphics settings and move your Brightness (Gamma) as far up as it can go. This game is unusually dark, and little notches like the one you need to put this crystal in are nearly impossible to see in darkness. (Without the Illumination spell, anyway) Remember the broken stairway you jumped across? (Or fell down) The room at the bottom branches into three other passageways, one of them is a beautifully decorated wall.....thats the elevator. On the left of the strange looking wall, you'll see a small notch. Use the crystal on it and the elevator will come down, taking you to the mummy room.


Q: I Beat the Mummy at the top of the elevator, but can't get back to the main crypt level!
A: The best way to get back is to get  the elevator in the Mummy Room to go back down by pressing the button behind it on the wall, and then, as it climbs back up and approaches your level of the crypt, hop on top of it and ride it all the way up to the ceiling. Don't worry, you won't get squished!! Once it stops, quickly run off into the now revealed hidden hallway. Theres some nice treasure waititng for you nearby.

Q:How do I get past the Gate where the statue is?
A:Look at the amulet that the mummy dropped after you beat him. Speak the words to the statue that appear on the Mummy's amulet to open the gate.

Q: There are two urns in a room with two locked gated doors, what do I do?
A: You need to backtrack and look for a nearby room where you get ambushed by two ghosts. One ghost is a warrior, one is a Wizard. Kill both, and take their crystals, then return to the urns. You have to choose which path to take by putting the corresponding crystal into a small notch in the room behind where you fought them. Once you do, the stairs in that room will rise and allow you to grab a special item...put put whichever item you get into the Urn it belongs to. The Wizard path is the gate/urn on the left, while the Warrior path is on the right.

Q:Which one should I take?
A:Try the Warrior Path on the right, it's VERY tough, but you get a platemail armor at the end, not to mention a lot of experience from the ghost warrior who fights you halfway through.

Q:There is a room full of flames and a gate that won't stay open, how do I pass it?
A:Two ways. Either back up in front of the first flame, and then RUN through the room by holding down the shift button (This works most of the time) or grab a treasure chest from another room and carry it in front of you as you walk through the flames. The door will get caught on the chest you are carrying and you can sneak under it.

Q:What does Scabban do?
A: You can kill him, after all, he is evil. It's his fault that the toad people are fighting, and that the crypt is haunted by the walking dead. Killing him gives you no penalty, and actually, feels pretty good. Behind him is a lever you need to push to get to Nivius' Tomb. The lever opens up a small grate underwater that you can swim through and on the other side is the room behind the grate where you used the bauble staff.


Q: I see a lot of tombs, including Nivius' Tomb, how do I open the locks?
A: Remember the grate where you used the Bauble Stick to get the crystal key? Little do you know that you
ARE behind that grate! Swim underwater until you find the grate and capture the key laying there. The key opens ALL the tombs, so be sure to raid each of them, since one of the Tombs has a powerful Shield in it.


Frog Village And Snake Temple:

Q:Some crazy frog man tells me to go to his village, where is it?
A: Follow the river he is standing beside to the North-East, and you'll find a small village of houses built over the water. Make sure the Crazy Frog Man tells you the word Ukabu, which is their people's word for hero, I suppose. Go meet the Guard Captain of the Frog Village (A Frog named Ekbu) and Speak the name to him. He will direct you to his high priest, Shinwiki, whom you must also speak the word
Ukabu to. Once you do, he will open a passage to his people's holy ground and ask that you kill the monsters who have destroyed it. When you do, you get a VERY powerful magic spear from Shinwiki.

Q: Hey! These monsters are clones of that Scabban guy from the Crypt! I can't beat them!
A: You might want to back away from them and fight them from a distance with your rogue's arrows and your Wizard's Spells. (Elemental Blast works nice if you have it) Just back up, and use the left and right arrow keys to strafe and avoid the blasts of gas they throw at you, and launch your own distance attacks.
Hopefully you'll nail enough of them to survive a melee assault against them, which will surely finish them off.

Q: The Oracles in the cave to the west tell me to follow the river, but theres a wall blocking my progress! How do I get them to open it up?
A: At first, I thought this was a bug, but you have to keep talking to them, using up all the Keywords they give you. After you've talked to them using every keyword they give you, the passage should finally open.
Also be sure to equip the Mavin Signet Ring that the Ghost in the Crypt gave you.

Q: I can't open the Door to the Snake Temple.How do I get in?
A: Enter through the back. To the left of the Snake Temple is a pathway through the woods. Follow this pathway to the west, and then the north. You should see a back entrace concealed in a cave. This is your ticket inside.

Q: Theres a prisoner behind a door in the torture chamber, but how do I get him out?
A: (thanks to Josh Adelson for this) The inquisitor, a unique Serpent priest guarding the door that leads to the torture chamber, holds a "Monkey key" This key unlocks the door the prisoner is held in. I believe I missed this key, or he never dropped it in my game, because I didn't have it in my inventory. However, freeing the thief isn't required, and he only gives hints, thats all. Talking to Gorthius in the hidden circle encampment to the east of the first time will set up a quest to find this fellow.

Q: Theres a room with a coin slot in the wall and 5 locked doors...whats up?
A: Each priest, when killed, drops a gold coin. The coins are used in two places. The first place is here in this room. There are foor levers that line the walls, and only a certain combination of open and closed levers will open the doors. In other words, to open a door, you might have to close the first two leversl, and open the last, then insert a coin to open one door. Each door has it's own combination, and I never took the time to write them down. All I can say is save the game before flicking a coin in the slot, and if it doesn't work, reload and try a different combo. the only item of interest behind these doors is one of the four monkey idols. The rest is random treasure, that can be either used, or sold at the town for quick cash for your much needed Guild entry fees and class-change payments!!


Q: What do I do with these Monkey statues I keep finding?
A: When you reach the library, look closely at the floor markings. See how the two bookshelfs against the wall have a grey line on the floor connecting them to two other bookcases on the adjacent wall? Place each of the four Monkey Statues in the bookcases that these gray lines lead to, and an elevator will open up leading to the high priest's hidden chambers. Be sure to get his Serpent Staff, you NEED it.

Q: I'm in a room with a huge wheel that lowers a metal plate whats that do?
A: Underneath that room is a spider hatching room. Kill the spiders, steal an egg (or two) and drop them
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