Part 7: "...Is that you, God?" (Or: Thread Title Delivers)
Chapter 7: "...Is that you, God?" (Or: Thread Title Delivers)So, last chapter, we discovered the Big SecretTM of the dungeon—the express elevator! Also we fucked up big time and almost got everyone trapped underground forever.
At any rate, the party reunites on floor 4.
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The party takes the elevator down to the fourth floor.
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Later...
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This is a scripted fight, and one of the hardest in the game so far. You don't necessarily have to go this way to win, but it's what the designers intended, bless their rushed and somewhat lackadasical hearts.
It can't be stressed enough that these guys mean serious business. Not the fighters, mind you—they're mostly a joke at this point in the game. As always, the real danger is spellcasters and instakillers. The mages will cast big area-effect damage spells and Katino (sleep). The priests will cast Badi, which drops the character it's cast on—no questions, no resistance, just bang, you're dead. And, of course, the High Ninja will have little to no problems getting through even the toughest AC. Even one measly point of damage is enough to take off a guy's head if he hits his roll properly.
Things like this make me believe the restart exploit was intentional. Even at level 10, there's simply no way to get through this fight without losing half your guys unless you're crafty and/or lucky. Can you imagine stumbling across this at level 6? I've done that, way back when I played Wizardry for the first time. It's not an experience I wish to repeat.
Anyway, to get through this: Montino the priests immediately and hope it sticks. This is not up for negotiation. If you manage to get the jump on them, pick off the ninja first. (Oh, didn't I mention? If you get a surprise attack, you can't cast any spells during your free turn.) Have your mage drop the biggest tactical nuke in their arsenal on the mages—probably Madalto at this point, though Lahalito is a fine option. Finally, once the really nasty stuff is cleared out, cast Dilto on the fighters to lower their AC and club your way through what's left of them. It's not easy, and you may need to try a few times, but you can get through this without losing anyone.
And so, an epic battle begins...
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As the party leaves, the wall closes behind them, becoming seamless once more.
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Floor 9 is only accessible via the express elevator and, unsurprisingly, has a massive ramp-up in difficulty. You'll see Lifestealers and Nightstalkers (level drain), high level Priests (Badi), high level mages (Dalto/Lahalito), and just about every other monster can cast Katino. That is something you really, really don't want to have happen right now. A well-placed Katino suddenly puts your thief, mage, and maybe one fighter on your front line. The monsters can just tee off after that.
So, why would you even risk this floor?
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Because of the loot.
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My God, the loot. Of the haul above, the Plate+2 (N) is the most important. It's one of the most powerful armors in the game, and it can only be equipped by neutral characters.
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To be fair, it also seems like cursed items get dropped down here more than anything else. You'll notice the RING OF DEATH! in the above shot, and you can also see that I'm not making up the exclamation point. As an item, it's not only useless but supremely dangerous, slowly sucking the HP out of your guy as if they were poisoned. (Or so I'm told. I'm sure as hell not putting that thing on.) But there is one thing you can do with it that's pretty exciting...
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I don't know. There's no explanation I can come up with except that Boltac is as dumb as a sack of rocks.
Also, you'd think having that much gold would make you kings among men, but you'd be wrong. At this point in the game, there's nothing left to buy. Anything you need to pump your guys up further will have to be found in the dungeon as random drops. All you can do with the gold is squat on it in case someone gets royally fucked up and needs a trip to the Temple of Cant. And even then, your priest can probably do something about it first—ASHES is about the only status you should let the Temple handle, and you have to botch casting Di (life) on a dead character to have that happen. Best not to let them die in the first place, I say.
In addition to all this, during our intial run through floor 9, we managed to pick up an experience level. Each individual level is worth its weight in gold from here on out. And check out Nico's spellbook:
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You can't see it in that shot, but Makanito murders anything under level 8. No groups to target. No questions asked. It just methodically steps through each monster you're facing and offs them if they fall under the cutoff. The translation given in the manual is "deadly air," so it won't work on anything that doesn't breathe, i.e. undead. But let me tell you a little secret—on floor 9, anything that doesn't explicitly say it's high level (i.e. Lvl 10 Fighter) is probably under the spell's cutoff. That means you now have a "Get Out of Jail Free" card in your mage's back pocket.
Later on, you get another version called Lakanito that works on monsters higher than level 8—but it's limited to a single group, so who cares. If you need rampant death and destruction that badly, just wait for Tiltowait and go whole hog. (If you don't know what that is, you're in for a treat next update.)
And not only is Nico getting absurdly powerful, but Aldo's getting in on the fun, too!
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Mabadi strips a single target of everything except 1-8 HP. Madi heals a party member back up to full HP and removes any status ailments—excepting DEAD and ASHES, of course. Needless to say, Madi is a very handy spell to have. (Mabadi less so, there's more efficient ways of killing that work on more than one target.)
Really, like other old school RPGs, Wizardry is all about spells in the late game. Your fighters aren't useless meatshields like in some games (hi, Bard's Tale!), but you'll definitely need proper, strategic use of spells to support them. This is the whole "simple but nuanced" thing in action again. By now, you should have a bunch of low-level casts for stuff like Montino, Katino, and Dilto/Mamorlis. Since your guys are much more advanced than before, they'll stick pretty well. Your spellcasters' jobs are to sprinkle those spells around at the right times to keep your front three from getting in over their heads. Furthermore, they'll need to reserve the big bombs for when things are spinning out of control. Of course, you'll have to recognize when things are getting out of control as it's happening; with all the instakillers, level drainers, and mages roaming around, you can't afford to be wrong.
Oh, and after all this time, something else of interest has happened...
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Justine leaves the party.
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A little while later, in the throne room...
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A little while later...
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Changing classes ages you six to eight years or so—which isn't a big deal for us, as we haven't wasted any of our time or money on inn rooms. It also gives you access to extra spells, to the point where I'm seriously considering changing Nico to a Priest and Aldo to a Cleric so we can get some archmages rolling. When you change over, you'll be level 1 again, but you keep your HP, gear, and any spells you've learned. The number of spellcasts available will drop dramatically, but they won't zero out, and you can earn them back as you level up.
But here's the real kick in the junk: Changing classes automatically resets your stats to your race's baseline. For humans, this is very bad. It's not entirely crippling; gear and levels matter more than anything else, really. But that doesn't mean it's fun.
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Fortunately, between her existing gear and her high level partymates, Justine can fight on the lower levels of the dungeon without any issues. This also means she levels up like someone strapped a rocket to her ass.
So, after some quick legwork, the party's off to explore floor 9 properly!
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"A.C.G." is Andrew C. Green, the other programmer behind Wizardry. And, of course, Andrew spelled backwards is "a really bad end boss name."
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Once you get Makanito and Madi, level 9 gets a little safer to grind on. The problem is, the risk/reward ratio is kind of puny. For best results, seek out giants ruthlessly and aggressively, such as these:
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They usually come in Earth, Fire, and Frost, but there's not a whole lot of difference between them (other than inherant spell resistances). Giants are fairly safe fights at this point, but they yield 10k+ in experience for a medium-sized group. This is essential, as level 11 onwards can take over 125,000 XP (!) to get through, depending on class. Of course, if the giants bring some friends along, you might have some problems. But, if it's just a single wandering group, knock them off immediately and cash in on that sweet, sweet XP.
Another useful trick is to open chests with Alarm traps instead of disarming them. Alarms cause a new fight to spawn after you set them off; win that fight, and you get whatever was in the chest. At this point, you actively WANT fights. You need levels 12 and 13 to round out your spellbooks. Getting an extra fight that you can choose to trigger or leave behind is a pretty good deal, all things considered.
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Of course, you should make sure you're right before you set off traps on purpose. Here, Beezer detected an Alarm but actually set off a Gas Bomb, which poisons the entire party. In a sign of how powerful our guys are getting, Aldo was able to cure all of it via four Latumofis and two Madi. Sure, we had to head back to the elevator immediately after, but we've come a long way.
Another level, and Nico updates his spellbook once again:
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There's Lakanito, like we mentioned before. Also new to the spellbook is Masopic, which drops everyone's AC four points and stacks with Maporfic (but only works in combat).
There's also Haman, which I think translates roughly to "Comedy Option." Haman and its big brother, Mahaman, are a bit odd. They only work in combat, and it costs you a level to cast them (and, in the case of Mahaman, you instantly forget the spell). Once it's been cast, the game picks a random effect from a list and applies it. This can be anything as useless as casting Dialko three times to something as extraordinary as killing everyone you're facing. There's no telling what will happen until you cast it, though, so it's by and large useless in my opinion. Interesting, but useless nonetheless.
(One side note: In the sequels to Wizardry, you get to choose your effect when casting Mahaman, which makes it quite a bit less useless.)
At this point, we've got just about every spell available except the final tier, which we'll get in our last update. As I said earlier, there's a lot of gadget spells in Wizardry, and not all of them are useful. At a bare minimum, here's the spell names you'll need to memorize for combat:
Montino: Silence. You must cast this on high level mages unless you like dead party members. (Some people do, I don't judge.)
Katino: Sleep. As I've said before, there is no better feeling in the world then dropping 64 damage on an instakiller while they're napping.
Dilto/Mamorlis: Dilto will generally get the job done, but Mamorlis makes sure. Both increase a monster's AC, making them easier to hit. Mamorlis has the added advantage of hitting everyone you're facing, as opposed to a single group.
Madi: Instantly return one of your guys to 100% HP and no status ailments. Great for emergencies.
Makanito: We covered it earlier, but this spell will get you out of a jam just about everywhere but floor 10. Maybe even then.
Madalto/Ladalto: Madalto does 8-64 damage of ice damage to any monster group. You'll learn its big brother, Ladalto, shortly before you get Tiltowait—the end-all, be-all of mage spells.
Obviously, everyone has their own playing styles, but these six get me through just about any situation.
And after even more levelling...
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And now, it's decision time!
Up until this point, the LP has mostly been on rails. Some of that's to aid me in delivering content in an expedient fashion, but it's also because there's just not a lot of decisions to be made. Other than starting party and when/if to change classes, you pretty much just kill whatever's in front of you until you run out of evil wizards and/or amulets.
All that changes today. We've got one more floor to go. I promised you guys I'd break this thing over my knee in revenge for what it's put me through, and I intend to deliver. So, you, the viewing public, has a choice to make.
Do we get the final levels to round out our spells, run the battle with Werdna straight, and show off game breakage as a bonus feature? Or do we break the game beforehand, so Werdna never knows what hit him?
The decision is in your hands, dear reader. Choose—but choose wisely.
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Next Episode: The Gauntlet!