Wizardry V: Heart of Maelstrom @ King Tut's Place

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Wizardry V: Heart of the Maelstrom
Hints, Tips and Partial FAQ



This first section was a tip sheet written in-house for Capcom's game
counselors by one of our game counselors, so please excuse any obnoxious
comments or attempts at levity.  If you are too busy to map the levels for
this game, you could have ordered the hintbook from:
Capcom Customer Service 475 Oakmead Parkway Sunnyvale, CA 94086.
(I do not know if the address is still good.) The book has maps, clues, answers, and a step-by-step guide to the fastest way to solve Wizardry V. Note: For some reason some of the letters are missing from some of the words. I am sorry but I do not know why so bear with me, and if anyone can figure some of the missing letters out, please ICQ or e-mail me. Address near bottom.
"I'm on the seventh floor, and I can't find the eighth?" or "What do I do with the Four Lords?" A: Here are the questions you should ask people regarding the end game sequence down on levels seven and eight: Q: Do you have the Four Elemental Staffs (Earth, Air, Water, and Fire) that you find on Level 7? Q: Do you g)? People will only be able to find three cards, because the fourth is given to them down on Level 8 after they complete all three card encounters. Tell them not to panic. A lot of people do not get the Earth Staff and the Water Staff. To find the Earth Staff, you must first give the Rubber Duck to the Duck of Sparks. The Duck of Sparks will then give you a Munke Wa keys down on level 7. Tell the person that they can then go back to the Mad Stomper and Charm him again, and he will sell you another Rubber Duck, so that the characters will be able to swim t he Duck of Sparks, who is in the eastern area of Level 2 (N10, E10), near Bubba's Health Spa (E9, N10). The Water Staff is a little more complicated. Ask the person if they have bought the Lark In a Cage from the Loon. Usually the answer is no. Then ask if they have seen the Loon. If they say yes, you're lucky. T em he has for sale. Unfortunately, most people do not find the Loon. Ask if they have the Battery and have made the PocketWatch. The Battery is found on Level 4, around Nessie's Pool (E9,S9), the one you have to pay $2500 to go to the bottom of. T n ask if they have the Blue Candle. If the answer is no, you have to then send them all the way back up to Level 2, send them to talk to the Duck of Sparks. He will tell them how to make the Potion of Ghost-Away. Tell them to go through the door wit the heavy chains and explore through the darkness to find the Potion Mixing Table, where they will make the Potion by using the sequence the Duck gave them. If they haven't opened the door yet, leads to a large room with eight smaller one-by-one rooms in the middle of it. Go to the room in the lower Southeast, and search for hidden items. They will turn up the Hacksaw, which they can then use to open the door with the heavy chains. After they have made the Potion, they need to go to the room where you see the jeweled chest, then it disappears (E2, N0). Use the Potion there, and the Jeweled Chest will reappear, and you will find Lord Hienmitey. Kill or scare away Lord H., then use the Jeweled Scepter at the door to the Temple of Kamakaji to open it up. Go into the temple, explore around, get in a fight with the Dejin Wind King, open the chest, and find the Blue Candle. Then go to (E7, N1), and teleport to the area where the Timeless Room is. Search for hidden items in the Timeless Room, find the Paradimensional Etheralizer. Connect the Battery to this machine, w go to the southern end of Level 3 (E12, S25), and use the Blue Candle at the light in the wall, and a secret door will open up, that leads down to a new area of Level 4. Down on Level 4, you will need the Gold Key and the Skeleton Key, as wel answer to a riddle ("Time"). Once through the Hall of Mirrors, they need to go to the Loon's Tomb and use the Pocket Watch to summon the Loon. He will offer the Lark in a Cage for sale, which will allow pick up the Staff of Air. The Staff of Air is found after you find the Phoenix and answer his riddle ("LIFE") or kill him (the Phoenix is also a great place to build up experience, by the way). The Staff of Water is at the bottom of the only pool on Level 7 (E10, N12). Then go to the Kong encounter (W5, S13), beat him and get the Lightning Wand. The go to (E13, S4), use the Lightning Wand to pass this area, beat the Kanzi Fire Queen. Get the Staff of Fire. Now for the Cards. To find the Jack, they need to be on Level 4, either around the area of the Den of Thieves, or in the hallway that leads to the Loon's Tomb. They need to go to (E6, S17) and look for the Mocking Demon Face in must use the Petrified Demon to open the door. The Petrified Demon can be found on the bottom of the Pool of Blood on Level 3 (W2, S14). When equipped, the Petrified Demon will Curse the c ve it uncursed and taken away. If they do this, they can go back to Level 3, and it will be there again at the bottom of the pool. When the Demon is equipped, the character starts to lose racter will regain hit points and lose vitality, so it is an even exchange in the long n. When the Petrified Demon is used at the Mocking Demon Face, a door will open, leading to the encounter n the chest to find the Jack. The King and Queen are easier to find, since they are both on Level 6, the Ice Level. The King card is in the Sarcophagus in the Northern area (W0, S2). The Queen card is in a chest at the bottom of a poo t all three cards. After they have all three cards and all four Elemental Staffs, they need to begin the endgame sequence, which will include visits to the Eighth Level. To begin, tell them that once they start, they cannot go back up to the castle ill have to begin the whole sequence over again. The Card Lords need to be done in the order of Queen, Jack, King, Ace. The Ace card, again, will be given to the player when he defeats his ter doing the King stage, the player has either 1) not done the sequence in the right order, 2) gone up to the Castle at some point and needs to start again, or 3) did not have an open space on The endgame is simple. Start with the Lord of Hearts, give him the Queen card. Go into the room, and step on the plate to activate the Blue Flame. Use the Orb of Llylgamyn at the flame and the player will be teleported to Level 8. Get in a bath clones. Beat the clones, and a ball of fire will appear. Use the Staff of Water. The ball will turn into a face that will ask for the player to light some candles. Push the buttons B o to Lord of Spades. Red Flame. Destroy clones. Staff of Earth. ADI. "NATURE". Level 7, Lord of Diamonds. Yellow Flame. Destroy clones, get ACE card. Staff of Fire. CFG. "CHANGE". Level of Air. A through I, all the candles in order. "MAN". Go back to Level 7, give any of the Lords their card, teleport to 8, go to the middle of 8. Fight the Sorn. First thing to do is to cast a summoning spell (Bacordi or something) to summon t e Keeper. When he appears, he will cast the Abriel spell, which will negate the Sorn's magic powers. Defeat the Sorn, and the game is over. Ta Dah! You will also get people telling you that th r is and a voice says "Begone!" and pushes them back. Tell them not to worry, and tell them how to do the Card encounters.
"When do I get the Abriel (or the "Divine Magic") Spell." That spell is given to you when you defeat the Sorn by the Gate Keeper. It is not important for you to have this spell to finish the game.
"What is the combination for the safe on Level 3, and who gives it to you?" By "safe", they usually mean the Paradimensional Etheralizer. They see the precious metals listed, and get all excited and think they are gonna make some quick money. Nope. The order is CDEG, which is gold, quartz, silver and crystal, which ma Pocket Watch. This information is given to the player by the character called The Snatch down in the Mad Ballroom on Level 5.
"How do I get through the Hall of Mirrors?" Tell the person that the Hall is a small maze within the game that they need to solve through trial and error. Tell them that they need to turn left or right, and instead of walking forward, use the "A" button to kick and step through. The sol s - From the message "Entering Hall of Mirrors", K, L, K, K, L, K, R, K, L, K, K, L, K, R, K, R, K, K, R.
"On Level 4, there are these Disks in the floor I can't get past. What do I do?" When the player comes out on Level 4 past the Blue Candle secret entrance, they will activate the alarm system. This sets off the Gold Disks on the floor. What they need to do is step on a disk and read it's message. Each disk will have a word (like "NOFE," which means north) that is the direction that a characters have to travel. The player moves in that direction, goes into the first room he comes across, and steps on the black disk outside. Once all the disks have been shut off, the player needs to go northwest and find the Gold Vault and the entrance to the Hall of Mirrors.
"How do I put together that machine on Level 6? Who tells you about it?" The sequence is GDAFEBC. Read it slowly and clearly; people who are playing this game are fairly dimwitted. This answer is given to them by King Yog. The player must find Evil Eyes on Level 6 (W8, S2) by walking through the Fizzle Field in the of the room that negates all the player's magic. The player must keep stealing from Evil Eyes until he gets the Golden Locket or Amulet. This sometimes takes some time, and the player needs to have his thief at a high level to grab it. If you pis ff Evil Eyes, he will fight you, and sometimes the player has to kill Evil Eyes and resurrect him several times before the Locket is acquired. Once the Locket is in the player's possession, he n psule, and use the locket to open it. Once Yog is up, he will give you the sequence.
"I keep getting spun around in the Mad Ballroom" or "How do I get to those rooms in the corner of the Ballroom?" or "Where is the Snatch?" Every time you get the message "Oom Pa Pa," the player is getting spun around. What the character has to do is cast a quick Dumapic, find out which way is north, and head in that direction. Keep going north until you get off the spinners, then walk around the perimeter to get into the rooms and meet the Snatch.
"How do I get out of the Playhouse Mystery Theater?" The Playhouse is a death trap. Don't go in there if you can avoid it. If you do stumble in there, there is a slight chance you can make it out. Choose a door. If you live, save the game. If you trip the wire and get killed, reset the game r t. Keep choosing doors and saving until you get out of there. The player might just randomly make it out like this.
"Where is a fast place to earn money or experience?" There is nothing fast about Wizardry. People will mention areas in the other earlier games, tell them there really isn't anything like that in this game. Tell people that we did not make the other Wiz games, so the best thing to do is to forget the others entirely and just take this game as something different. People will occassionally mention Manfretti's Ghost, tell them it's not in this game. Tough Luck.
"How can I raise my bonus points?" or "Are there any codes to raise my bonus points?" or "Are there certain names I can put in to get higher bonus rolls?" The answer is "NO." There is no way to get higher bonus points since the bonus rolls are completely random. There are no codes that we know of at all in this game. Names don't seem to have any particular bearing
"My alignment keeps changing." or "I brought a character back from the dead, and now he won't appear with my other characters" Duh. Tell them this - In the game, there is an encounter you can get into with wandering groups of monsters (any kind, from dwarves to yeti to white fungi). At those encounters, Good characters need to LEAVE and Evil characters need to FIGHT. player does the opposite, their alignments may switch. Explain this slowly a few times, eventually a light bulb will go on in the person's head. The click should be audible over the phone as er that Good and Evil characters won't start out together, but will travel together. What they need to do is take their Evil characters one step into the dungeon, then select the "Quit Party" option. Then gather the Good characters and take them one st ep in and search. The evil characters will pop up and join the party, and they will all merrily tramp off together. they then need to take all their players out into the dungeon and find a Wandering Group encounter (it does not need to be the same k of monsters), and do whatever is necessary to change all the characters to the same alignment.
"How does my item work?" or "Where do I find this certain item?" or "What does my (blank) do?" or "Which cursed item works for my evil characters?" We don't know. We were never given an item list with descriptions, locations, and effects of the various items. The player is on their own to find out what each item does. We are as much in the dark as the players are. We are currently workin items list, and would appreciate any feedback from players who have figured out some of the more esoteric items.
"How can I help the Mad Stomper?" You can't. Get over it. Buy the Rubber Duck from him and leave him to suffer.
"GBli Gedook won't talk to me anymore" or "Gbli said to meet him in the Temple, and he's not there" or "What is that item he has?" or "I gave him the Orb" or "I forgot what he said" Once the player has talked to Gbli, he's got nothing left to say. He won't actually be in the Temple, don't worry about that. The item he has is a statuette with a Dumapic spell on it that will not run out. The price is high, but may be worth viously, you don't want to give him the Orb, but if the person has, tell them to go through the secret door at the end of the hallway (N15, W4) and go back to (N9, E18) and search, and they will messages (as most don't), tell them to look in the Memo Feature (accesible by hitting the X button or something, tell them RTFM, read the friggin manual), and to scroll through it with the L or R buttons to read the different messages. All the mess that a player gets will be stored there (special feature for morons).
"Where do I find the answer to the Celestial Aspects?" or "What are the Celestial Aspects?" La-La MooMoo gives the answer to the Celestial Aspects. La-La can be reached only through a secret door on Level 777 at (E36, N91), that will lead to a ladder up to a new area of Level 1. La-La needs some sort of present, but at this time we do w what it is. The Celestial Aspects are the answers to the riddles down on Level 8.
"Is there a pool that will raise my (blank) attribute?" All the pools in the game do different things, from restoring hit points to raising strength to poisoning characters. The player needs to find what these different pools do on their own, as we cannot possibly sit here and tell him where everythi Tell the players on the lower levels that there is a pool on Level 7 that raises hit points, restores magic points, and even restores status.
"I've found Hell, what do I do there?" That's not Hell (this is Nintendo, after all), that's Level 777. It's basically a bonus level that will give the player more experience, gold, and weapons. The door to La-La is also down on 777. There is some information to be gained as well f fretti's Ghost.
"Why do my graphics suck? Sometimes the monsters are muddy." The graphics do suck. The reason why is sometimes the monsters are attacking from behind, from a natural hiding place, from darkness, have a darkness spell, etc. As combat progressess, the monsters will become clearer. This is not because of a programming error, it was meant to be like that.
"A fighter told me he would trade his kingdom for a fuff, or something strange like that. Do I give him the wand?" Nope, he's just giving you a clue to talk to the Duck of Sparks. You don't have to give him anything.
"How do I light up those darkened areas? My torches and Light Spells don't seem to work." These areas are permanently dark. There is no way to make them light up. The player will just have to feel around in there and use a Dumapic spell to find their way around.
"How do I read those runes on the floor on all the levels?" The runes are not written in code. If the player stands back from their tv, they will see that the runes form words. For example, the runes on the first floor spell "TIME," which is the answer to a riddle on Level 4. The runes are hints and cl the gam

E-Mailed Hints and Tips

Below are Hints and Tips e-mailed to a gaming website, sorry can not remember which website. If someone knows please let me know and I will give a credit link to that site if it still exists.
Sent in by Jesse Blackmore At copyright screen, press and hold R + L until Capcom logo goes away. You will go to a special screen. You can view various pictures by pressing Up and Down. Hear music and sound. Press Select to go between the music and sound. I forget which button you press to hear the music or sounds. It is either A or B.
Sent in by CyrixIBM6x86MXPR166 Have 6 well equipped and high level Fighters, Lords, Samurai or 6 high level Ninja (level 50 recommended) and go to Level 7 from Mog's Ice Ferry on level 6. When you get there, go down the hall on the right. You should come to a corner, then hang another right, and go down that long hall. You should pass two doors on your left. Pass these doors and head for the third corner. Enter the room there, and It should take you to Level 777. Find the secret door via Calific or search for it. When you find it and enter, a message will read "The gods of Wizardry gather for a moment of salute. Then they depart and laugh.." You will fight some greater demons, who give you lots of E.P. Keep going, fight the Dark Lord, then take the teleport to Level 1. (take 1 step forward and 1 step to your right) Then find another secret door that leads to an Arch Fiend and, La La MOOMOO. Fight all these gus and the combined E.P. will be approx. 400,000 with a 6-member party. Sometimes you will find a ?! BOW, (SYLVAN BOW worth 100,000 G.P.), ?ARMOR 9GOLD PLATE worth 250,000 G.P.) and ?SWORD (ODINSWORD worth 250,000 G.P.) when you open the treasure boxes. (they are trapped, but my guys are on levels 1500-2500 so they avoid the traps easily.) Take these to Evil Eyes in Level 6 and sell them to him. If he won't give you the full price, either buy something from him or go to level 5, then re-visit him in level 6 until he does.
Sent in by ultra2@lj.net The Laughing Kettle (Who is located at East 22, North 30, Level 1.) A strange looking kettle, which holds the key for strong fighters, and quick spell learning! This information tells you how I had to get on high levels when I discovered this amazing tactic around 2 years ago. First, Find the Secret Door facing North at EAST 22, NORTH 23, Level 1. Then talk to the kettle, and he will tell you some interesting facts about the game for a fee. Pay him 10,000 as well as the other prices he mentions, and what he tells you can always look under MEMO at the CAMP screen. Reason for this that if you continuously fight an NPC they will not talk to you in future visits by selecting TALK at the NPC menu, and you cannot charm the Laughing Kettle (Katu). After you took this information, then you can start opposing him. Before your fighters can face the Kettle, they have to be trained. What you can do is loiter around levels 1 and 2 battling monsters until they reach between the levels 15-20. When your Fighter, Lord, Samurai or Ninja reach level 15, try your luck in the Theives' Den, which is located at EAST 10, SOUTH 2, Level 4. To get there, you need to pick the lock at EAST 14, NORTH 11, Level 1 facing West. Then take the transport at EAST 15, NORTH 9, Level 1. Thieves are fairly simply to fight because they don't use magic. Just don't take anything valuable, and leave all your gold at the Castle. (pool gold to a member you have stored at Gilgamesh's Tavern.) And don't worry about your weapons and armor because they can't take equipped items. When your fighters reach at least Level 30, make sure you have a magic user who can cast Socordi(summoning). If your lucky, you will be able to beat the Kettle with two fighters and your magic user, who may be able to summon a Greater Demon, who is "Tiltowait happy". (it's not guaranteed you'll kick his butt. You can call me a cheater, but I pressed the reset button when he won, and returned to Level 4.) If you do defeat the Kettle, DO NOT resurrect him yet! You have the option to go back to his location (that's EAST 22, NORTH 30, Level 1 if you forgot.) and can fight greater demons. They give 20,716 E.P. for one member in your party, have approximately 150 H.P., and cast Tiltowait alot(remember those guys your Mage summons?). For low-experience fighters, Its always good to have three in your party, until one of them is strong enough to take him out with 2 hits. If you defeat him, he gives you 6,905 with three members in your group, and 10,358 with two. When you do get a Fighter, Lord, Samurai or Ninja on Level 49, bring only one of your inexperienced fighters at a time to the Kettle along with him. All your new member has to do is nothing; because you Level 49 (or higher) fighter will knock the Kettle down and give your inexperienced member 264,079 E.P. Then when he receives around 1,400,000, take him back to the Adventures Inn (in the Castle) and give him all the levels he gained. Its really Awesome! You know that Sword of Fire that Boltac has for sale for 10,000 G.P. in the castle? Buy It! (if you haven't already, and I hope you still have It If you did!) It's the weapon of choice! The Laughing Kettle breathes, which will cause your inexperienced fighters to turn to stone, paralyze, or even get "luck drained", or "Drained one Level!". This is really not good, and I really recommend that you press the Reset button (on the control deck) If you lose a battle because of this. So remember, at the "Press any button to Leave the Cemetery" screen, they are talking about the reset button. Instead of losing your best members, you are then left at the last save point so you can try again. Quitting a party to return to the castle will save your position of your party, even when the power is turned off. Just select "Restart an 'OUT' party" from the Edge of Town menu. Remember not to resurrect the Laughing Kettle until your Fighter, Lord, Samurai or Ninja are on Level 49. Then they can kill the Laughing Kettle with one hit who gives 528,158 E.P. for one Member! (Hey! that's enough for a Level 1 member to obtain Level 14!) Reason why I think that this is crucial is because you need approx. 350,000 E.P. to gain some of the highest levels, and this is the only way to gain that next level quickly. Use these guidelines to help you finish the game. But before you do, try choosing Word Wrap from the Edit menu (if you use Notepad like me). Please note that if you finish the game, you have the option to keep playing. (i.e. get all your Wizards and Mages the Abriel spell.) The Items you will need In order to Reach the SORN (Final Battle): Orb of Lyllgamyn (Orb located at EAST 18, NORTH 9, level 1.) Queen of Hearts (Card Located at WEST 8, SOUTH 9, Level 6.) Jack of Spades (Card Located at EAST 11, SOUTH 16, Level 4.) King of Diamonds (Card located at EAST 8, SOUTH 25, Level 6.) (You get the Ace of Clubs after you have completed three of the four portions located in Level 8.) Staff of Water; Blue, Lord of Hearts Use combination B, E, H, and the answer to the riddle is GROWTH (Staff located EAST 10, NORTH 12, Level 7.) Staff of Earth; Red, Lord of Spades Use combination C, F, G, and the answer to the riddle is CHANGE (Staff located WEST 5, SOUTH 13, Level 7.) Staff of Fire; Yellow, Lord of Diamonds Use combination A, D, I, and the answer to the riddle is NATURE (Staff located EAST 13, SOUTH 9, Level 7.) Staff or Air; White, Lord of Clubs Use combination A-I (all) and the answer to the riddle is MAN (Staff located WEST 12, SOUTH 7, Level 7 and the answer to that riddle is LIFE.) Now Assuming you know how to get these Items, I'll Start at Level 7. Locating the Card Lords is easy. To give you an Idea where the Lord of Hearts is, he's at NORTH 6, EAST 5 Level 7. Then the other three are at the opposing corners (check out the map using the Solemn Talisman or Dumapic). What I do first is give the Lord of Hearts the Queen of Hearts (I hope you know which card to give to each lord). After you give him the Card, he will give it back to you as an unidentified Item and tell you that you may pass. (except when you give the Lord of Clubs the Ace of Clubs, he will NOT give it back. bummer.) Go through the doors to WEST 1, SOUTH 1, Level 7, (the other three flames are adjacent to this. Use the guide above to determine which color flame you should use for each lord). Now use the Orb of Lyllgamyn, and a portal will open to Level 8 (and level 8 has grey colored walls by the way). Proceed to SOUTH 6, EAST or WEST 0, Level 8. You meet "yours truly". (you fight these guys four times! But with 6 members in your party, upon whom the computer picks each time is at random; also It's a good Idea to have lots of Ninjas or Fighters in your party, and at least 1 magic user; like a Wizard. The computer is not afraid to use the magic you've learned! {Badi, Labadi, Etc.}) After this battle, proceed further to the sphere. You must be equipped with the proper Elemental Staff in order to make the face appear, Use the staff while equipped, then use the guidelines above if you don't know which candles to light, or what the answer to the riddle is, or what staff to use. Repeat the above procedure for the Lord of Diamonds and the Lord of Spades. Now after you defeat the third group of "yourselves", you will get the Ace of Clubs. DON'T LOSE IT! Now go talk to the Lord of Clubs, and continue like you did with the Lord of Spades and Lord of Diamonds. Finally, after you beat yourself this time, and have passed the fourth sphere, go to NORTH 0, EAST 0, Level 8. The Gatekeeper will disappear, and you will face the SORN. She's not to tough to beat, but your MAGE magic user is required to cast Socordi to summon the Gatekeeper back from wherever the SORN transported him (Now let's remember what the Loon told us....). If you whoop her butt (I know you will), The Gatekeeper honors you with the Heart of Abriel (but ONLY if you have a MAGE or WIZARD in your party!), then you return to the castle (try using the Cleric spell of Loktofeit) and G'Bli Gedook says "you the man" and you can choose which spellcaster (MAGE or WIZARD) gets to learn Abriel. That's up to You! Congratulations, you beat the game! But before you put the Wizardry V cart in your closet to collect dust, try these interesting techniques: Now that you have a good Idea on how to beat the game, go ahead and HONOR ALL YOUR MEMBERS. I mean, Beat the game with those who have not gotten a @ symbol yet. As Far as I'm concerned, all It means to me that this character has gone through the "completed the game" process (but it's kind of cool to have everybody honored.). Have all your Mages and Wizards learn Abriel. Search for more Secret Doors and Items. Do the Laughing Kettle Trick to gain more levels. If you have room in your Training Grounds, Create an additional member. Make sure he is Evil, and is a Wizard. Do the Laughing Kettle Trick with this character a few times(so he has more H.P.!). Now carefully take him (or her. whatever you refer your members to.) through the "completed the game" process, so he will learn the Abriel spell. If the new Wizard keeps dying from breathing monsters of magic users, or they just won't bug off, then you need to do the Laughing Kettle Trick some more. Anyway, After you have Your new Wizard with Abriel, Use a Cleric or Lord to do the Lughing Kettle Trick. You are going to have one of them learn, and re-learn the Ihalon spell. They can only use the spell ONCE, so you have to gain another level in order to use it again. Now Make sure your new Wizard knows every spell in the book (including Abriel), and have your Cleric or Lord cast Ihalon on the Wizard until he has the attributes of a NINJA. Ninjas must have these attributes: 15 in Strength 17 in I.Q. 15 in Devotion 16 in Vitality 15 in Agility 16 in Luck Must be EVIL! Once you have done this, go to the Training Grounds from the Edge of Town menu and select Change Class. Select your new Wizard, and select NINJA. NOW you have a NINJA that can use Magic! And he re-learns awesome spells like Ihalon! There's more! Since your member is a NINJA, he now has an Armor Class decreasing skill, and he gets stronger as you get him on higher levels! (his A.C. will drop one point every 3 levels he gains. By Level 321, your Ninja will have an armor class of -99, the best in the game!) But the only drawback is his spell capacity is half of what it used to be. (4, or 5 instead of 9 uses.) You must have one of your other stronger fighters "assist" your new Ninja with the Laughing Kettle Trick. If you encounter a piece of ?ARMOR which identifies as a Silver Mail, keep it. To use it, make sure it is in your member's inventory. Select EQUIP from the menu, and when you are given the option to equip ARMOR, DO NOT equip the Silver Mail because it is CURSED. When the message appears "Will you invoke the special power of your ?ARMOR(SILVER MAIL)?" Select yes, and the member who has the armor in his possession will receive full health. Pass it to other members who are low on health and repeat the procedure above. This really comes in handy when your Clerics, Lords, or Wizards are out of magic points, or you don't have enough gold to stay at the Traveler's Inn (in the Castle) for long periods of time. The Silver Mail can be found in Level 4, and a good place to get it is by stealing from the thieves in the Thieves Den or winning it in a Chest.

Game Genie code


Sent in by Daniel Mayes Don't try this if you don't want to erase all weapons and all people but if you want to have a dude with 82 hit points do this. Enter the code AABF-DD27 Make a human fighter, name him o then when it says keep him, hit yes. The game will freeze up. Hit reset, then check the man you made, if it says no one, try it again, keep trying. If you're lucky you might get 44 vitality but that's a one in a million chance plus he gets infinite levels to go up and a lot of e.p. Enter the name pon and get 56 bonus points every time.



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