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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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RETURN TO NEW CITY

New City North

New City South

Forbidden Zone

I stop off at Paluke's Armory at #3, and purchase a second Heater Shield. It will figure into my plans for importing to Wizardry 8.

Now the party heads for #17, the Forbidden Zone. The door at #17 requires the Control Card to open.

Once I step through, I have to fight a few Savant Controllers, and many Savant Troopers. I take out the Savant Controllers first and foremost, with Errol also using his Silent Lyre on them.

Vi Domina

At #19 is a computer, referred to in the game as a 'strange machine'. You'll need the Comm-Link Device to operate it. To access information files, you'll need to enter "023@41A2" as the Server, and then "Black Ship Command" as the Module. A lot of the information is there simply for interest's sake.

The only thing necessary to progress the game is to enter 'f' to access files, 'p' to choose personnel files, and then enter 'Vi Domina'. This prompts Vi Domina to appear in person. Almost immediately afterwards, the Dark Savant shows up. He and Vi Domina immediately come to blows, but it ends almost as quickly. The Savant apparently locks her up in a nearby cell.

Now use the Comm-Link Device again on the computer. This time, enter "018@67C1" as the Server, and "Central Security Access" as the Module. Enter 's' to check status, and notice a reference to a Security Cell. Now enter 'c' to access control, and then enter 'security cell'.

Now the door at #20 is open. I go inside, and Vi Domina wakes from unconsciousness. She then gives me Vitalia's Device, which I'll need towards the end.

The Boat

Now the party heads for the door at #39. To open the door, you need to switch the various Imp or Devil figurines in the correct order. The Boat Map provides the hints for the correct order: Scared Imp, Angry Demon, Laughing Devil, Silent Devil, Surprised Imp, Happy Demon.

Now the way is open, and the party finds a boat. To get the boat ready, simply 'use' Wikum's Power Globe. Now you can simply step on the boat, and then travel across the ocean. But first, I click on the button at the end of the tunnel.

My next destination is the Dragon Cave.


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