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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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DRAGON CAVE

Sailing South

I sail southward through the following maps:

Dragon Cave - Map C6

Dragon Cave - Map C7

I then veer westwards.

Dragon Cave - Map B7

I dock at the west shore on the B7 map and beginning exploring and fighting monsters in what amounts to the southwest corner of the world map. Errol takes Wizard Eye on his 18th level-up, in order to increase his Mental Mana with each level-up.

Rothgar takes Locate Person on his 18th level-up, likewise to increase his Mental Mana per level-up.

I also get a Credit Card from one of several battles with Xenazoid Runners. It may come in handy in the City of Sky which I'll soon visit.

I continue westward until I reach the end and then loop backwards. Chun-Li takes Weaken on her 18th level-up. Terra takes Crush on her 18th level-up, which gives her another single-target option.

I eventually return to the boat, and continue to sail south until I reach the B8 map.

Dragon Cave - Map B8

I continue southwards and end up fighting several Piranha Sharks. Ryu takes Cure Stone on his 18th level-up, which will increase his Earth Mana on each level-up.

Brombadeg

Note that the spots marked 'x' on the B8 map represent places where the party will crash into shoals and take damage. The whitened squares represent where there is fog. So it is simply a matter of taking a straight line south in between the 'x' lanes.

Now it is time to rest until it is pitch black in the sky. When it is night, the place at #1 reveals glowing phosphorous rock. It is then I use the Coil of the Serpent to open the way.

Now I sail in, and a little to the left. Now it is time to fight the sea monster of legend, Brombadeg. Suffice to say, I put up my long-lasting protections beforehand. Brombadeg can use an 'enchantment' attack that resembles a high-powered Confusion spell. Its tentacle and sting attacks can reach back-rank members, and can also cause massive damage and poisoning. Also, Brombadeg can take a number of actions each round, and this can include both physical attacks and the enchantment attack. It is otherwise a matter of outlasting Brombadeg with physical attacks, and using Sane Mind when needed. This fight shows the benefits of being patient and taking the time to max out the Mind Control skill in the Chamber of Moo. I only had to use Sane Mind once on Ryu. Brombadeg's enchantment attack could have been much more devastating otherwise.

Dragon Cave - NW

Dragon Cave - NE

Dragon Cave - SW

Dragon Cave - SE

Dragorras

#1 on the NW map is where I used the Serpent Coil, and around #2 was where I fought Brombadeg.

Note that several places throughout the maps are marked as 'X'. These are places where there will be a 'cave in', and the party will end up taking hefty damage. These can and should be avoided altogether. I explore the southwest portions of the cave thoroughly, while avoiding the 'X's, in order to rack up experience.

I eventually reach #4, where I have to fight a couple of Dragorras. I put up Fire Shield as a precaution. They otherwise go down to sustained physical attacks.

Now I disarm and open the chest at #4, but am not particularly concerned with anything I could get out of it.

Green Dragons

This is a little tricky. Now that I've been to #4 (this was a prerequisite), I go to #6, and press the button on the east wall. This opens up access to #7, which has a lever that opens the way past #8.

The party continues on northwards and runs a few Green Dragons, which aren't that difficult.

Now note that there are chests at #9, #10, #11, and #12. I insist on getting a Bat Necklace out of the chest at #9, just to try again at a certain all but impossible fight coming up.

The chest at #10 will always hold a Siren's Wail (a Bard's instrument that can cast Confusion), an Elven Bow, and several other random magical items. For anyone interested, you will be able to import the Elven Bow into Wizardry 8, where it will probably be the best bow in the game. It didn't fit into my plans though. There is also a 50/50 chance that one of the random magical items will either be a Mantis Gloves or a Mantis Boots (+14 armor class to either the feet or the hands). So I insist on this until I safely get a pair of Mantis Gloves, which will be Zarax's boots for the rest of the game. Chun-Li holds onto the Chain Hosen for importing to Wizardry 8.

The chest at #11 will have an Emerald Talisman (which I throw away), and the Key of the Dragon, which I'll use fairly soon.

On my way to #12, I end up having to fight several more Green Dragons and Dragon Pups. One of them manages to inflict a fair bit of damage with its fire-breath, but not difficult otherwise.

Emerald Dragon

As for the chest at #12, I insist on getting a Bat Necklace (+50% light resistance) from it as well.

Now I start to backtrack out of the lair, only to run into the Emerald Dragon. My Bard puts up a Fire Shield, which was fortuitous, as the Dragon breathed fire both times. It was otherwise brought down rather quickly.

Errol takes Firestorm on his 19th level-up, which may be a good offensive option in certain battles against enemies with lots of hit points. The party then makes its way back to where it left the boat.

Central Portion

I know explore the portions of the cave that are accessible from landing points L5, L6 and L1.

Rothgar takes Slow on his 19th level-up, possibly with a view towards an upcoming battle. Chun-Li takes Blink, as a possible defensive resource if she needs it.

I eventually reach the landing point at L7.

Dragon Pups

Now I make my way towards #3 on the NE map. Along the way, I run into several Dragon Pups. I put up Fire Shield as a precaution. They're not tough individually, but they are fairly numerous.

Terra takes Slow on her 19th level-up as well, and again possibly with a view towards an especially tough battle coming up.

The chest at #3 will always have some magical arrows, a Great Bow (which I'm not interested in), and several more random items.

I got a Heaume, which is an upgrade for Zara, as well as a Staff of Silence.

Dragonessa

The party now makes its way towards #15 on the SE map, having to return to the L6 landing point to do so. They run into the Dragonessa along the way. Again, Fire Shield should suffice to minimize the danger to the party.

Ryu takes Purify Air on his 19th level-up, so that he also has the option of getting rid of things like Poison Gas and Firestorm when that comes up.

A secret button at #13 opens the way to the chest at #14. The chest holds a random mid-tier sword, a crossbow, some quarrels, and a few other random items.

The ladder at #15 leads to the City of Sky.


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