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Wizardry 7 Video Walkthrough by David Milward


INTRO & ABOUT  |  PARTY MEMBERS
Areas in Order of Appearance:  
New City  |  Orkogre Castle  |  Nyctalinth  |  Munkharama  |  The Hidden Temple  |  Land of Dreams  |  Rattkin Ruins  |  The Funhouse  |  Giant Cave  |  Witch Mountain  |  Ukpyr  |  Sphynx Cave  |  Dionysceus  |  Return to Nyctalinth  |  Return to New City  |  Dragon Cave  |  City of Sky  |  Hall of the Dead  |  Hall of Gorrors  |  Hall of the Past  |  Tomb of the Astral Dominae
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HALL OF GORRORS

This level includes a needed quest item, but also a series of 6 optional challenge battles, provided that you have enough Keys of Gorrors to open the gates.

Hall of Gorrors - Crypt 2

Thing from Hell

For the chests here, disarming the traps successfully is pretty much an impossibility, even for a character with a Skullduggery skill of 100. But these chests also hold the good top-tier stuff. So, save your game, and simply open the chests and reload as needed until you emerge relatively unscathed (i.e., not dead or stoned) and with at least 1 or 2 items you'll want.

Now I go to 'E'. The Gorror here is the Thing from Hell. It has 6000+ hit points. Its main attack is its ability to use Mind Flay without limit, as well as a screaming attack that can also render party members insane. It has a physical attack that it uses once in a while. It doesn't do much damage, but it can poison a character or drive insane.

I start off by having multiple characters cast Silence in order to take the initiative, and improve as much as possible the odds that any character will Silence the Thing first and successfully before it can get off a Mind Flay.

After that, keep in mind that the Thing can be hard to hit. Zarax swings away with his *Light Sword*. Chun-Li and Ryu hide in shadows, and then backstab, so as to hit it more often. I also throw in a casting of Armormelt from Errol.

Errol also uses his Angel's Tongue periodically to improve the odds of hitting it. Rothgar and Terra occasionally cast Slow on it and make it easier for the warriors to make contact. Errol also frequently uses Silent Lyre in order to make sure the Thing stays Silenced.

This is a long battle, so any characters who have the Stamina spell will make occasional use of it to keep each other's Stamina going. After prolonged physical attacking, the Thing falls.

I get 300,000+xp after the battle, which means multiple characters levelling up is unavoidable. Chun-Li and Rothgar end up having to take suboptimal rolls. They take Watchbells and Ressurect respectively. Errol takes Recharge.

After the battle is over, I keep reloading until I get both a Horn of Prometheus (Fireball without limit) for Errol, and an Ebony Heaume for Zarax, from the chest. Also, no one gets hurt by the Stunner trap, but I do have to spend some time resting it off.

I then go a little off to the side and starting spinning around for a little more xp. Terra advances to her 22nd level-up after I defeat a lone Kolidra. She takes the Weaken spell, which may help for some battles about to take place. The Kolidra leaves behind a Book of Airs (Air Pocket) and a Book of Icewall (Ice Shield), and Terra inscribes both of them. Chun-Li also invokes an Ankh of Speed I got from the chest earlier, and raises her Speed to 19.

Ryu takes Sleep on his 22nd level-up. And again it's a spell that's shared with the Mages' spellbook for purposes of transitioning to a Samurai for importing to Wizardry 8.

The Demon Horragoth

I return to the central portion and rest up. I get interrupted from rest by numerous Moths and then a Kolidra. The Kolidra leaves behind an Ankh of Speed, which Chun-Li invokes to raise her Speed to 20. It also left behind a Book of Haste, which Rothgar inscribes.

I now go to 'C'. The Gorror here is The Demon Horragoth. It was accompanied by a Myxlmynx in this instance. As long as your party is of decent level, and adequately equipped, and you have the long-lasting buffs in place, you should be able to avoid the mass instant-death spells that it likes to cast and wear him down. Although I still found it prudent to use Purify Air when it used Death Cloud.

I get 400,000xp after the battle, which means multiple level-ups are unavoidable. But I still good level-ups though. Rothgar takes Armorplate, with a view towards exporting it to Wizardry 8. Errol takes Zap Undead, which can be potent against individually powerful undead, one in particular coming up.

I got two item upgrades from the chest. One of them was the Ebony Plate (L) (+14 to armor class, +30% cold, +30% fire), which Zarax wears for the restof the game. He passes on his Plate Mail +3 (L) to Rothgar, who wears that for the rest of the game.

The other was a Staff of Doom (cursed, -1 Hit Points, Paralyze 25%, Stone 10%, Critical Hit 15%), which becomes an upgrade on the Raven's Bill that I now drop. The point behind the Amulet of Healing is that Rothgar can now wield this weapon from the back ranks, and still regenerate Hit Points (+2 from the Amulet) on resting despite the cursed Hit Point draining caused by the Staff. It's an upgrade as it now much more frequently causes all kinds of nasty conditions on its victims.

The Spectral Ray only caused Paralysis to Zarax and Blindness to Terra, which are easily slept off. I now resume spinning around for xp.

Chun-Li takes Bless on her 23rd level-up. She begins taking low-level spells, with a view towards importing them into Wizardry 8 as she transitions to becoming a Bishop. Ryu takes Noxious Fumes on his 23rd level-up.

Spirit of D'Arboleth

At 'A' is another Gorror, the Spirit of D'Arboleth. Much the same deal as Horragoth, and similar precautions should work just as well. The one caveat here is that it might once in a while get in something like Death or Lifesteal and kill a party member outright. Simply reload and try again if it happens.

I milk this chest for a pair of Mantis Gloves, which Zarax will wear for the rest of the game. He hands over his Silver Gloves to Rothgar, who in turn gives his Copper Gloves to Chun-li to hold onto them until they can be imported to Wizardry 8. Ryu was hit by the Poison Darts trap, but I only need to cast a few Cure Poisons on him.

Zarax advances to his 24th level. I start to spin around for more xp.

Errol takes Conjuration on his 24th level-up. Rothgar takes Enchanted Blade, as he's also starting to the lay the foundations for importing to Wizardry 8.

Chun-Li takes Shrill Sound, again with a view towards building up her Bishop spellbook come Wizardry 8.

Terra takes Whipping Rocks, and likewise with a view towards building up her Alchemy spellbook when she becomes a Ninja in Wizardry 8. Ryu takes Toxic Vapors on his 24th level-up.

Fiend of Nine Worlds

At 'B' is the next Gorror, the Fiend of 9 Worlds. An explanation of what this monster is capable of is in order. It can make multiple attacks with its Vorpal Blade, which always hits for 99 damage, and inflicts its target with severe poisoning. It can also fire Mystic Arrows that can hit back-rank party members, and can critically hit. In fact, it can routinely switch back and forth between Vorpal Blade and Mystic Arrow attacks within the same round. It also has 1,200+ hit points, and can be pretty hard to hit.

Notice that at various points along the way I've been collecting Invisibility Potions. It was partly with a view towards this battle. Zarax, Chun-Li, and Ryu, because they have very good armor class, are relatively safe from the Fiend's attacks. The same is not quite true for Rothgar, Errol and Terra. So if Errol hides, and Rothgar and Terra use a Potion of Invisibility, the Fiend won't target them so long as they don't blow their cover.

Now it is helpful to understand what party members can do to avoid losing invisibility.

a) If they make physical attacks and inflict damage, invisibility will be lost.

b) If they cast a spell that directly causes damage to a monster (e.g., Fireball), invisibility will be lost.

c) They can cast defensive spells that benefit the whole party without losing invisibility.

d) They can cast buff or healing spells on individual party members without losing invisibility.

e) They can cast spells with a debilitating effect (e.g., Slow, Paralyze) on monsters without losing invisibility.

f) They can cast 'cloud' spells like Firestorm or Poison Gas on monsters without losing invisibility, even if that spell results in damage to the monsters.

So now, I get all my long-lasting buffs up. I then charge in.

Zarax starts attacking the Fiend right away. Chun-Li, Ryu and Errol go into hiding. Rothgar and Terra use Potions of Invisibility.

For the next round, Ryu uses the Create Life spell to summon a pair of Godzyllis as meat shields. Terra casts Missile Shield to protect against the Mystic Arrows. Errol proceeds to cast Armor Shields on each of Zarax, Chun-Li and Ryu. Rothgar does the same with his Superman potions. As the battle progresses, Errol and Terra cast Armormelt repeatedly at the Fiend. The Armormelt spell makes your weapons more likely to penetrate their target, and able to cause more damage. The best part is that the effects of repeated castings will be cumulative, and they cannot be resisted by the target. Note also that all of these spells can be cast without blowing the cover of invisibility.

As things progress, I begin to settle into a routine. Zarax uses the 'swing' attack mode to maximize the number of times he'll strike the Fiend. Chun-Li and Ryu go into a cycle of hide and sneak attack to also improve their chances of striking the Fiend. Rothgar at some point joins in. I reason that the Fiend can only reach Rothgar with Mystic Arrows that can be blocked by Missile Shield and so he'll tend to attack either the godzyllis or the front three characters. Meanwhile, Errol and Terra do nothing to lose their invisibility. I wasn't willing to put them at risk.

There were a couple of moments I had to keep an eye out for. One was where my first Godzylli got killed, so Ryu tried to summon another one. Another was where the Fiend managed to land a blow on Ryu. Rothgar and Terra had to make repeated use of both Heal Wounds and Cure Poison to undo the damage.

The end result of the strategy is that the Fiend succumbs to the sustained physical attacks. Everyone advances to their 25th level after receiving 500,000+ xp. Chun-Li takes Terror. Ryu takes Deadly Air. Rothgar and Terra both take Paralyze. Errol takes Watchbells.

I milk the chest for an Ebony Plate (U), which Zarax wears for the rest of the game. He gives his Plate Mail +3 (U) over to Rothgar.

Re-Sep-Re-Tep

I dropped my Bat Necklaces and one of my Potions of Invisibility at the chest guarded by the Fiend of Nine Worlds. Rothgar held onto his Potion of Invisibility. I ignore the monster at 'D' for the time being. I won't be able to take it on until I've gone up quite a few more levels.

At 'F' is a battle against an undead monster, Ra-Sep-Re-Tep. This guy sticks out from the other Gorrors challenges in that he's ridiculously easy.

I milked the chest for a Faerie Cap (+4 armor class, +1 Hit Points, Faeries only). Terra wears it for what's left of the game, but she holds onto it for when Chun-Li is ready to transition to becoming a Bishop.

Locket of the Tomb

Now it is time to move past this level. I approach #2, and Terra ended up leaving her Potion of Inivisibility near that point. I'll use it again later on.

I go to #2, and press the button to open the wall. I then follow the long tunnel to the chest at #3. Inside the chest is a Jewel of the Sun.

I then go to 1 square west of #4 on the Hall of Gorrors map. I face east, and then use the Legend Map, which reveals a secret button. Pressing the secret button in turn yields the Key of the Skull, which opens the gate at #5.

The stairs at #6 lead to the Hall of the Past.


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