Part 1: STERRRRRRRRRRRRN
Chapter 1: STERRRRRRRRRRRRN
Before we can get started, we'll need to roll up our interpred
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He will, of course, be Neutral alignment.
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Now to roll for his bonus points...
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...
...fuck this, I want my 22 bonus points and I'm impatient.
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So, two minutes into the LP, and Sternn is already cheating. Sounds about right. Also, where would Sternn be without his faithful companion, Beezer?
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And just like that, we're off!
Dungeon Crawling 101
A lovely spring day, and everyone is abuzz about the Archwizard Werdna...
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Attracted by tales of monetary compensation for stupidity, Captain Lincoln F. Sternn heads into town to question the natives.
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Sternn locates Gilgamesh's Tavern. As the doors creak open, the tavern falls silent. All eyes turn to him.
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Not five minutes after...
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Stealing gold from Wizardry starting characters is not only possible, but essential. It's one of those things that's borderline cheating, like forcing stats you could otherwise start off with or, I don't know, stuffing the dungeon full of instakill monsters. Still, as far as I'm concerned, it's well in-bounds.
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Dungeons are fairly straightforward and rendered in glorious 1982 CGA wireframe. Your guys don't need torches and the like, although there are spells that allow you to see farther that one step in front of you. Controls are obviously not very complicatedforward, turn left, turn right, turn 180 degrees around (which no one ever uses, ever). There's no separate (K)ick command for doors like in other games; you just go forward. Other than that, you can (C)amp, which allows your guys to cast spells, trade equipment around, etc.
Oh, do yourself a favor and turn the HUD (O)ff. Otherwise you won't be able to see what you're doing.
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Combat is a little more complex, though not by much. You'll face up to four groups of monsters, with anywhere from 1 to 9 monsters in each group. Fight, Run, and Parry all speak for themselves. In classic RPG form, only the first three slots can directly attack. Priests and Lords can (D)ispell, which is basically Turn Undeadinstakill if it works, but you get no experience for it. Using items is always an option, as some of the more powerful weapons in the game have special effects, but they can also break, because the game isn't letting you off THAT easy. Finally, (S)pell casts a spell, which you'll need to know the name of. We'll start here with Halito, which is a standard fireball. Not every spell is useful in combat, by the wayor useful at all, for that matter.
(T)ake Back is just a cancellation. Use it to back up if you fuck up your party's orders. You'll also get one last chance to (T)ake Back everyone's action in case you're particularly clumsy and/or dense. Also, one nice thing about the original PC version is that pressing Enter defaults to (A)ttack in the first three slots and (P)arry in the last three. This saves a LOT of time during the more mundane fights.
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If the monster had gold or treasure, it'll usually be in one of these things. Every chest in the game has some sort of trap on it more often than not. (Mercifully, there's no Mimics I'm aware of.) You have two optionsbring a thief to (I)nspect, or bring a higher-level Priest to cast Calfo, which instantly reveals the trap. I suppose non-thieves can inspect/disarm, and with high enough agility and luck, they can probably get away with it. I haven't tried and am not inclined to.
Here, we'll use Beezer's skills to inspect.
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Aha! Poison Needle! Now to (D)isarm it. Caaaarefully... Deeeeelicately...
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Woot! Not pictured is the whopping 19 gold I got from it.
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By the way, poison SUCKS early on in the game, and blowing a Poison Needle disarm is the fastest way to get it. Finding the exit automatically cures anyone poisoned, but with only 8 HP to start with, chances are good you'll be dead before you get there. Yet another reason to stay near the main stairs until level 3. The good news is, the traps at this point are pretty basicPoison Needles, Stunners, and the occasional Crossbow Bolt. For now, if you get some wildly exotic result like "Priest Blaster," your thief probably boned his roll and it's best to leave that chest alone.
And that's pretty much it for basic dungeon crawing. We'll skip the grinding sections of the game by and large, since it's barely amusing to me, let alone you guys. Suffice to say I kick down a lot of doors over and over again until I'm at Level 3. Nevertheless, some problems do arise out in the field...
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The next day...
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At the Adventurer's Inn, you can buy all sorts of rooms, from a humble one-bed closet to the penthouse suite. But fuck that noise, it all costs way too much money and will age your characters to boot. Characters CAN age and die in this game, although there's only a few ways for that to happen.
The real solution is to stay at the stables. It doesn't do shit for your HP, but ALL your spell points regenerate, and your characters don't age. Run to the maze, heal up with Dios/Dial spells, run back, have your priest(s) sleep at the stables. Repeat as necessary. Plus, staying at the stables will still level your guys up! Apparently, they just needed a little nap to clear their heads, or something.
And a short while later...
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NEXT UPDATE: The Twists and Turns of Dungeon Level 1!
(I swear to God we'll do some dungeon crawling in this one, please don't leave)