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Submitted by System on 09/03/2006, 09:50. Print file.
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Wizardry 1 - Proving Grounds Of The Mad Overlord
------------------------------------------------

Version 3.50
Walkthrough by Mr. Flewin (Kelly Flewin)
E-Mail: Tknomncr@Hotmail.Com


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, Sega of
America. This Guide was written by me, K. Flewin. I am not associated
nor affiliated with any copyrights not mentioned in this Guide.

TknoMncr is Mr. K. Flewin [Tknomncr@Hotmail.Com]

This guide is Copyright Mr. Kelly Flewin, 1999-2001
Copyright Time Traveller's Inc. 1999-2001


Revision History
----------------
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 - A Few Helpful Hints
Part 7 - 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.

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  1. Wizardry solution by System on 09/03/2006, 09:50