The Let's Play Archive

Wizardry 6

by Luisfe

Part 21: Out of the Hazard Area

Well let's move on.
Things to do, places to be.



Let's use the miner's pick here.


Hooray. It worked. It opened a new area thing.





Leeches! And wyrms! I thought a Wyrm was a kind of dragon, but pronounced like "worm". Or something. In this case they are just worms.



Dispel Undead is kind of expensive but honestly it is quite worth it because these zombies can be very dangerous.



Strangely, zombies are NOT immune to mental effects! STERV is "talented" enough to drive zombies to unconsciousness.



STRANGE BLACK WOMEN.




And a giant pit




So they took the damned bridge with them. Damnation.
Oh well. Advancing on the pit is instant death.




Slimes!



Bats!



Oh my. A key!



SNAKE gets the key, as usual. Hooray, this is the key that will allow us to get inside that weird door on the Belfry.


STERV can turn into an alchemist? Should that be used? Eventually?


MONMOON can turn into a mage or a priest.




Switching map styles because I got tired of black and white.



Let's try the dungeon key in those doors.



And it works!


Ominous. Shackles!





Oh joy. More worms. Gross.



Key also worked on this door! HOORAY.





Damnit. An ambush!



Fortunately, DETPOPE dealt with it very quickly.




Hell yeah, can actually go back to previous areas! Gonna have to visit Queequeg.