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Submitted by System on 09/03/2006, 09:50. Print file.
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Wizardry 2 - The Knight Of Diamonds
-----------------------------------

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, 2000-01
Copyright Time Traveller's Inc. 1999-2001



Revision History
----------------
3.5 - Updated for the New Millenium with a few new links.. nothing big,
but it's the new Millenium :) That and fixed a little spelling
error... -_-;;

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.
- Added a few more misc items I found in my wanderings. If this list
ain't complete.. :)

1.05 - Added John Hubbard's Email Addy. [Sorry about that John, I meant
to add it before I sent this out, and I forgot to check for your
addy before I did.]

I also cheerfully raised my characters back to Levels 40+ :) I'm
now curious if one can attain the experience level of 100 or
greater... and what happens if you play the game long enough that
your gold or experience maxes out... if that's even possible..

Finally, I've added a special section for those who were kind
enough to ask me if they could put my solve on their sites and
such. I feel they deserve proper recognition... and to boot, you,
the gamer, will also know where to find my further works and
solves and updates as well... and to boot ;) You may find other
solves you couldn't find elsewhere :) Please see Part 6 of this
Solve for more info :)


1.00 - You're reading it :) It's kinda barebones compared to my other
solve/walkthru for Wizardry 1, but then I literally lived and
breathed Wizardry 1... Wizardry 2 though.. I'm still needing
to look at my maps to navigate through some levels... but then
after writing this, I'm almost as proficient alone without them.

I lost my insanely high level characters of like Level 40+ and
my backup was at the end of the scenario.. a nice 23 levels back.
Always make double backups kids :) That and the item list is
getting insane! Alot of similarities between part 1 and 2 and
a whole SLEW of new items to make things interesting.

I've transported my ancient maps to my graph paper book I used
for my best Wizardry 1 map copies. I Kinda-sorta have a map
made for Level 6... but it needs to be HEAVILY revised due to the
fact that I've got a few doors wrong and DUMAPIC DOESN'T work
on this level [Or Malor for that matter.]


Part 1 - Moving Your Heroes!
Part 2 - The Beginning
Part 3 - The Maze Itself
Part 4 - Item List
Part 5 - Frequently Asked Questions
Part 6 - End Credits and Stuffage


This is very different to Wizardry 1. There's only 6 Major Quest items
to be really concerned about. All 5 K.O.D. items and the major goal, the
Satff of Gnilda.

This applies to the PC classic AND The NES version as, other then the
opening music, dungeon music and slightly better graphics,
they're virtualy identical. The only major difference lies within the
transference of characters... you have to start from scratch in the NES
version and such. With the PC Floppy version... the instructions are
detailed in your instruction manual and requires you to have the Two
Master Disks [1 Each for each game]. If you own the "Ultimate Wizardry
Archives" [And even tho I have the disk versions of 1-3, I own this],
it's very simple.

Updates can be found ON ANY of the sites mentioned in Part 6 :)

Maps may be available at the above address, but probably not. I will
email copies of it to those who want them. Unless someone wishes to host
them on their website, which if so, I will then include the link to it
in an immediate update.



Part 1 - Moving Your Heroes!
============================


To move your characters, simply load up Wizardry 2, go to the Utilities
menu, select the MOVE characters option and select the Wizardry 1
characters you wish to move and VOILA! They will now be PERMANENTLY moved
to Wizardry 2. Please note that in case you want to wander Wizardry 1 for
a while as the Experience and Experience levels are left as is...

[I like to build my characters up to level 18 or so THEN move them to
K.O.D. so it's a little easier. These enemies are tough... so be warned.


Part 2 - 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 :(

Once you have your characters, go off to Boltac's Trading Post and stock
up on goodies for your gang.

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. In Wizardry 2...
although there's only a few ROCK places, becareful none the less....
trust me.. you don't wanna lose a level 29 Ninja... because if they die,
and you ain't fast enough, you're screwed.


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! Unless of course
you happened to do this on a square where it's a forced fight.. then you
end up getting some random enemies right off the bat, and whether you
run or beat them, the forced fight will occur right after... and if you're
weak as heck already... ouchie.

My apologies for all of this rambling and info, but I hope you can
benefit from it. Anyways, on with the walkthru!


Part 3 - The Maze Itself
========================


Beginning
---------
Arr! So ye be ready to take on the 6 floors of danger down below! Do ya
gots all your equipment in order and equipped? Did ye rest at the
Adventurer's Inn so yer fresh n' ready? These enemies start off rough
and only get alot rougher. They travel more often in packs and on the
bottom floor... ooh boy do they ever pack a wallop with Mabadi's and very
strong offence. When you've stopped cowering, let's get ready to kick
some ass. Please note, with my directions, at all times I wish you to
know I give them as if I was always looking Northwards. Use a DUMAPIC
if you run into problems... hopefully my guiding is pretty straight
through.


The Maze - Floor 1
------------------

You start off at good ol' (0E, 0N, 1D) with stairs going back to the
surface. The direction you are currently facing is North, so please
keep that in mind. Go 2 East to come to the first door. If you want to
get a taste of things to come in and you will encounter your first
forced encounter of the game. If you want to get a feel for the level
and/or raise a level or 2, this is a good way to start... just becareful
when you follow the rooms because there's a pit trap at 1E, 6N and that
is some seriously nasty damage. But I digress... after all, you want to
know where to go to get some serious action and the first glorious
artifact. From the start, travel 9 East till you come to your first
junction. Go 6 North till you come to a door. Behind here is usually
some enemies lurking, so kick their asses and go 1 North. This puts you
in the main chambers of the level. There's alot of doors to choose from,
so becareful as most of them teleport you to other places in the level.

(7E, 13N), (8E, 13N), (10E, 13N) & (11E, 13N) all teleport to (9E, 7N).

(12E, 11N), (12E, 9N) & (12E, 8N) all teleport to (6E, 10N)

(7E, 7N), (8E, 7N) & (11E, 7N) all teleport to (9E, 13N)

(6E, 8N) teleports you to (12E, 10N)


If you proceed straight ahead into the first door you see, you will
enter Gnilda's chamber where her vision will instruct. This is also
where you obtain the final quest item, her staff... but that comes much
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