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.
By the way, I am using a crack, but I legally bought the game YEARS ago, and it's freeware by now.
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 however two special points worth mentioning.
One is that I transfer the Diamond Ring from the Bard to the Valkyrie. This is part of my 'ultimate warrior' set up for Wiz 7. Another perk of having the Diamond Ring is that it can be passed around to all the female characters, who can take turns wearing it in order to regenerate health while resting. This will save me a lot of Divine mana after battles have ended.
Another one is that I have my Priest were the Ring of Stars, which grants 50% mental resistance to its wearer. The idea is my Priest is protected against insanity, and thus is ready to use Sane Mind for any comrades that have been rendered insane.
Entering New City
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, so be sure to cast Missile Shield when you can. My Bard with her Poet's Lute is able to put many of them to Sleep in successive rounds.
Progressing further, several Savant Guards block my way. Savant Guards and the somewhat tougher Savant Troopers are 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.
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.
*NOTE* It doesn't show up in this video, but then I went around to various places that were not numbered on the map in order to collect enough experience to advance everyone another level. This will in fact be true of many of the subsequent videos in this, whereby I show just enough to progress the game, and some thematic fights included.
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. Always insist on your Skullduggery skill going up whenever you open a door or a chest before saving your game, otherwise reload. Note how I always check afterwards.
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 letting my Mage take out one group very quickly with a Fireball.
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 in the northeast corner of New City. So I arrive at #37 on the map. There is a dormant Savant Guard there, holding an apparently interesting-looking book. You can choose to fight it, although keep in mind it is somewhat tougher than other Savant guards you may have encountered, and it can use Psionic spells. Or you can try to steal it without disturbing it, which I managed to do. If you fail, it will awaken and attack. The Book of Fables describes the story of a benevolent witch who fell tragically to her evil and envious sisters.
Now I head south and try to speak with Professor Wunderland, except he isn't in the talking mood yet. Now this illustrates a certainly reality with NPCs in Wizardry 7. 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. So I simply have my Bard practice on both the Professor, and D'ang T'rang (who happens to wandering close by), until her Diplomacy skill goes up enough so that the party can begin to speak with the Professor. Now I say, "Old City", and the Professor will explain the history. 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 Key
Initially, I start out at #1 on the Old City map. 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 a few low-level Skeletons who are rather easy. The chest at #5 will contain random magical goodies, as well as the Old City Key.
I then use the Key to open the gate at #6.
Now I go make for #7, and press the button to open the way. I then disarm and open the chest at #8. Remember, cast Divine Trap first, then Inspect (press I), then disarm the trap one component at a time. The chest yields random goodies.
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.
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.
The first part of the video involves me going to #7 on the New City - North map, and taking out the Savant Guards there. 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 for this battle as long as I heal damage when needed. This fight actually shows the advantage of having more than one source of healing in the party, as my Valkyrie casts Heal Wounds on my wounded and paralyzed Priest to avoid him dying.
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 use that 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."
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