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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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NEW CITY

Importing from Wizardry 6

For those of you using Dosbox, remember that whatever drive you mount to drive c: also becomes drive c: for purposes of what directory Wiz 7 looks for savegames or import files in.

For those of you using GOG versions of the games, copy SAVEGAME.DBS from your Wizardry 6 program directory to your Wizardry 7 program directory, and rename it to SAVEGAME.BCF.

So I go through the motions and import the party over, equip their imported items, and changed some of their portraits to ones of my own choosing. There are two points worth mentioning.

Zarax my Fighter arrives already having a Strength of 19. The reason I imported the sword called Fang is that it has two charges of raising Strength by +1 to a maximum Strength of 20. So I use one of those charges to raise Zarax's Strength to 20, but without losing the sword itself. I'll save the remaining charge for when Zarax finds a new sword and Rotghar can use that remaining charge to increase his own Strength by +1.

I had Rothgar my Lord import Raven's Bill. It's a cursed item that reduces Hit Points by -1 on every tick. But he also imports the Cameo Locket, which regenerates Hit Points by +1 on every tick. They offset each other so that Rothgar can safely wield the Raven's Bill without any worries. And I have a similar but even more powerful setup in mind for him as the game reaches its climax.

Entering New City

Map B4


I initially start the game at #1 on the Forest B4 map. I make for the road and head south, only the orchid flowers overcome me with drowsiness. I'll end up waking up on the other side of the flower field, which brings me closer to New City.

So I head get back on the road and follow it eastwards. By the way, I don't bother with the Beginner Dungeon since I am importing. Soon I approach the outskirts of New City, the west entrance more specifically, when I run into a set encounter. It is an ambush by a large group of Rattkin. These guys can be numerous, and they also love to shoot arrows and throw darts from the back ranks, you may want to cast Missile Shield if there's enough of them. My Bard with his Poet's Lute is able to put many of them to Sleep in successive rounds.

Progressing further, two Savant Guards and a somewhat tougher Savant Trooper block my way. They're resistant to mental effects like Sleep, so very often you have to go the distance with them. Their Rods can also reach back rank characters. It is a matter of plugging away with physical attacks, and keeping an eye on your own health.

New City North

New City South

Savant Bunker

This is a fairly simply video. I go to the building almost straight east from #1 on the New City - North map, and then take out the Savant Guards there.

Now I go around to various places that were not numbered on the map in order to collect enough experience to advance everyone another level. Sometimes I break my own rules for justified reasons.

At one point I tried to open a lock door, but it didn't increase Errol's Skullduggery skill the way I would have liked. But a random fight came my way just after I opened the door. I won the fight, and Zarax got 10 hit points on his 6th level-up. So I kept that result and saved.

Errol got a great level-up where multiple attributes were raised by 1, including Vitality, and he got 6 Hit Points. He also took Ice Shield on his 6th level-up. But then some Umpani attacked me when I tried to rest up. I'm normally not one to turn down a fight, but I didn't want to risk a poor roll for Rothgar on his upcoming level-up and then lose the great level-up I got with Errol. So I ran, rested up, and then saved.

I got 9 Hit Points, and the Silence spell, for both Chun-Li and Rothgar when they got their 6th level-ups.

Ryu got 9 Hit Points and Cure Paralysis on his 6th level-up. Terra got 5 Hit Points on her 6th level-up. She also took the Knock-Knock, Magic Missile and Silence spells.

I found a chest on the south side of the town. Remember, cast Divine Trap first, then Inspect (press I), then disarm the trap one component at a time. I discarded the crossbow and quarrels, but kept the Scroll of Missile Shield that found. Always use up scrolls and charged items as you find them. They come in steady streams anyway.

The next fight is against several groups of Rattkin, so that was the perfect opportunity for Terra to use the Scroll of Missile Shield and train her Scribe skill at the same time.

Professor Wunderland

The door leading to #36 on the New City - South map is locked. So, it is simply a matter of my Bard picking it one tumbler at a time.

Now I go through the door to the east, and having to fight several slimes. Slimes are a good deal more dangerous in Wizardry 7 than in Wizardry 6, especially when they are numerous. They can use 'spite bile' attacks which can damage multiple party members, and cause nausea. If enough slimes use enough bile attacks, it can doom your party. So as much as I'd like to let my warriors practice their combat and stealth skills, prudence dictates the use of offensive spells like Blades and Magic Missile and Fireball to blow them away as quickly as possible.

Now I head south a little towards #37, only the way is blocked. There's a sign, but with letters missing.

The solution to opening the way is to find Professor Wunderland. So I arrive at #37 on the New City - North map. There is a dormant Savant Guard there, holding an apparently interesting-looking book. You could steal the book from the shelf without disturbing it to avoid the risk of a fight. If you fail, it will awaken and attack. I chose to attack it. Keep in mind that the Savant Controller is somewhat tougher than other Savant guards you may have encountered, and it can use Psionic spells. The Book of Fables describes the story of a benevolent witch who fell tragically to her evil and envious sisters.

Professor Wunderland

Now I head south and speak with Professor Wunderland. Chances are he may not be in the talking mood yet, at least not yet. Very often you may have to successfully use a Diplomacy skill check to negotiate with the NPC, before you can speak the NPC in earnest or trade with him or her. Keep in mind that sometimes you can 'please' the NPC with a successful check, but the NPC still isn't willing to talk with you just yet. Don't worry. Each time you get 'pleased', it always means your Diplomacy skill goes up by one. Keep practicing until you can speak with the NPC in earnest. The need to negotiate did not come up in instance, as the Professor was willing to speak with me right away. So I say, "Old City", and the Professor will explain the history of Old City. I then say "Archives", and the Professor now gives me a key that will open the way to #37.

I promptly return to #37, use the key, and now a ladder leading downwards is revealed.

Old City

Old City Key

Initially, I start out at #1 on the Old City map. I fight monsters at set encounters at either side of #2. I get interrupted in my rest by some ghosts at some point. It's a risk, but I decide to tough it out despite multiple characters being Bewildered or Frightened by the ghosts' powers. I eventually manage to wear them down, and rest it out. Errol takes Fire Shield on his 7th level-up.

I then head for #2, and press the lever, which opens the gate at #3.

Now I head for #4, and press the button to open the wall. I step across, and have to fight some Creeping Cruds. I blow them away with a Fireball. The chest at #5 will a few random magic books which I use to inscribe spells, such as Detection for Terra and Poison for Ryu. One of the books is apparently higher level and I can't identify it yet, so I'll have to wait. The chest also has a random magic amulet. I got an Amulet of Stillness. Terra will use it up for its charges of the Paralyze spell.

Lastly, the chest has the Old City Key. I use the Key to open the gate at #6.

Dragon Map

I go a little west and south and begin a set encounter involving two Puxic Oozes and two groups of Fungus Oozes. Errol whittles down the furthest and most numerous group with a Fireball. The warriors make the Puxic Oozes the priority, as they can poison characters and I don't have Cure Poison yet. The battle is much easier once they're dead. Chun-Li takes Dazzling Lights on her 7th level-up to begin the accumulation of Fire Mana. Rothgar takes Restfull on his 7th level-up. Restfull can make all the difference in long battles.

Now I begin to fight monsters in the rooms in the central part of Old City. One battle is against a pair of Dragonlizards. I don't bother with hiding and such. I want to bring them down as quickly as possible because they can damage multiple party members with acid breath. Fortunately I won this one unscathed as they made physical attacks that missed.

Ryu takes Whipping Rocks on his 7th level-up, while Terra takes Restfull on hers.

I continue to battle monsters on the west side of Old City. One of the battles was against Spectral Ravens that can be dangerous for lower-level parties. Their screams can Frighten or Bewilder party members. So I had all of Chun-Li, Rothgar and Terra cast Silence on them to make sure they couldn't get their screams off. I eventually wore them down after that.

Now I go make for #7, and press the button to open the way. I run into two more Dragonlizards. Terra uses her Amulet of Stillness to Paralyze one of them, which also earns her Artifacts points.

I then disarm and open the chest at #8. The chest yields random goodies, such as scrolls and powders. The loot also included an Ankh of Sanctity. Terra's Piety is at 19, so she invokes it to raise her Piety to 20.

Now I press the button at #9 to open the way. The chest at #9 has the Dragon Map, with a 5,000xp bonus to boot. Zarax advances another level, and I leave Old City.

The Legend Map

Now here I admit that I am cheating in order to get the Legend Map. I don't like to cheat, but there's a justification for it in this specific instance. Certain NPCs will be travelling around and seeking the same maps you are. Once in a while, an NPC may beat you to the chest holding the map and take the map for him or herself. This is normally not a big deal, since you can use the Locate Person spell, track the NPC down, and then buy the map. There is one NPC though, who, if he gets his hands on a map, you will not be able to buy it from him or kill him for it because the options simply won't be available for either. He'll talk to you briefly, and then disappear, no matter how many times you go to him. That specific NPC is Don Barlone. In fact, the one map you do not want to fall into Don Barlone's hands is the Legend Map. The other maps provide vague info and hints, but the Legend Map actually acts as a physical key during the last parts of the game. Should this happen, your one recourse is to try to use an item editor on your savegame to give yourself the map, along with all the risks that entails. So, I grab it now while I can.

First, I head to #13 on the New City North map. There I meet Father Rulae, who tells me, "Slay not he that cannot hear". This is meant to start a prolonged quest in a city called Munkharama, so that you learn another word that you'll need to tell Father Rulae in order to gain access to the Legend Map. Problem is, this buys a lot of time for another NPC to grab the Map first, along with the risk that it will make its way into Don Barlone's hands. So I just go ahead and tell Father Rulae, "Sacrament", to open the way. By the way, I also buy Holy Water from him, since I will be using it much later to create a Snakespeed potion.

Now I head down the ladder at #32 on the New City North map. Then I disarm and open the chest to get the Legend Map securely in my own inventory.

Captain Boerigard

The first part of the video involves me going to #7 on the New City - North map, and taking out the Savant Guards there. Terra puts up Armorplate and Enchanted Blade during the battle, since it's the first in a series of battles in succession. In the southwest corner of this building is a Black Wafer that provides a clue: BYYR.

Now I head for the New City Constabulary, starting with #8 on the New City - South map. Here, I have to fight a large number of Savant Guards, plus a Savant Trooper who is capable of paralyzing at extended range with his weapon. I'm fine as long as I keep an eye on my health.

When I get to #9, I need to press the buttons in the right order. This is where the clue provided by the Black Wafer comes in. BYYR means Blue, Yellow, Yellow, and then Red.

Now at #10 is a Prison Key. I fight a couple of Boar Weevils in the north cell of the prison. Errol takes Blink on his 8th level-up.

I use the Prison Key to open the door to #11, where I meet Captain Boerigard. He gives me a letter, and a quest to go to Orkrogre Castle and deliver an emergency message. Also, remember the words he spoke to you, "The Dartaen Alliance is broken."

I leave New City through the east exit at #2.


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