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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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HALL OF THE DEAD

Isle of Crypts

I sail south again. Errol reaches his 20th level-up after fighting several Red Piranhas. He takes Iceball, which provides another offensive option.

I continue on south. The location of the Crypt and the final dungeons are at #1 on the C7 map.

Hall of the Dead - Map C7

When I do get to #1, the game hints strongly at a carving of a Sphynx on the wall. This is the cue to use the Wand Majestik from the Sphynx cave. The Sphynx then asks, "What is the question?". The correct reply is either "What is man?" or "What is woman?". The Sphynx then flies away, and the way to the first level of the crypt opens.

Crypt 1

Mossy-Knob

#1 is the entrance to the Hall of the Dead. Periodically, there are places where you'll get inflicted with damage, and possibly other conditions like blindness or paralysis, by spirits. Some of them can be avoided, while others can't since they're placed at certain bottlenecks.

But ... *NOTE*

Another thing to keep in mind is that certain doors require certain keys. The doors at A and B require a Key of Tombs. The doors at C and D require a Key of Crypts. The next level of this crypt, the Hall of Gorrors, has doors that can only be opened by a Key of Gorrors. Being able to open all of these doors would require 2 Keys of Tombs, 2 Keys of Crypts, and 6 Keys of Gorrors. And there are spots where I can what I need.

I go east from #1 and get into a few fights. That includes a fight against a few Spirits 6 squares east and 1 square north of #4. One of them dropped a Key of Gorrors.

I spin around a little more until I fight and kill three Dragorras. Rothgar takes Lifesteal on his 20th level-up, which potentially provides a devastating single-target option. I wanted to avoid having the level-up occur after my next grinding.

The place four squares east and one square north of #1 has a corpse in it. "Searching" will always lead to a fight against undead, and thus an opportunity to obtain a key. I scum-saved and reloaded until I got a Key of Crypts.

I go through the door west of #1 and have my first encounter with a ghost that periodically appears and cries for her 'Mossy-Knob'.

There is another place with a corpse in it, four squares west and one square north of #1. I reload until I get a Key of Gorrors from it.

Chun-Li takes Locate Object on her 20th level-up along the way.

At #2 is a button that opens the way to #3. At #3 is a lever that opens the gate at #4.

I fight some more monsters, and Terra takes Firestorm on her 20th level-up. I thereafter pass through the gate at #4.

At #7 is where I'll have to take some damage and get Frightened by a Ghost named Evilspeak.

3 squares west and 1 square south of #7 is a spot where I can 'search'. The 'search' usually leads to gold, but if you're persistent and willing to reload, you can insist on getting a key out of this. I reloaded until I got a Key of Tombs.

Another spot is 1 square east and 2 squares north of #17. There, I fight a Ghost of Gorn. I insist on reloading until I get a key I could use, a Key of Tombs in this instance.

I go east past #7, have another encounter with the Ghost who wants her Mossy-Knob, and get hit with paralyzing pain again.

The square that is eight squares east and two squares north of #7 can be searched for another undead encounter. I milk it for another Key of Gorrors.

I press the button at #5 to open the way to #6. At #6 is a lever that opens the gate at #7. I go west and then south through the gate at #7.

Queen Mummy

Note that there a few fountains as soon as I move south. The one at #15 will replenish mana. The one at #8 is poisonous. The one at #9 will reduce stamina.

I move southwest from #7. Ryu advances to his 20th level after I defeat a Dragonessa. He takes the Draining Cloud spell.

At #16 is a button that opens the wall. I then venture on and end up defeating three Kolidras, demons that like water-based spells.

The chest at #17 will always have a Key of Gorrors, plus either a Key of Crypts or a Key of Tombs, and a few other random items. I reloaded until I got what I regarded as an optimum result, a second Key of Crypts and a Book of Banishment. Rothgar scribes it so that he also has the Astral Gate spell.

At #11 is the Mummy of a Gorn Queen. Here I use the Bone Combs & Brushes from Orkogre Castle. This will end some of the nasty damage + afflictions that are periodically scattered throughout the hall of the dead, but not all of them.

Ungorn Daimyo

For anyone who likes to play Samurai (which doesn't include me until the next game), 2 squares west of #11 is where you get the optimum equipment.

Now ... before you do this, get your long-lasting buffs in place. Now 'search'. This will start a battle with an Ungorn Daimyo and several Skeleton Lords, all of whom are capable of casting spells. I had my Bard cast Anti-Magic on the Daimyo as a precaution, which indeed forced its spell to fizzle. The party takes out the Daimyo first before going to work on the Skeleton Lords. As long as the party can resist the spells, this battle should be very winnable.

The loot includes:

Murumasa Blade (7-25 damage, melee as an attack option for double damage, 15% chance of critical hit)

Wakisashi +1 (2-10 damage, 2% chance of critical hit)

Kabuto Helm (+6 armor class)

Hi-Kane Do (U) (+12 armor class)

Hi-Kane Do (L) (+12 armor class)

Death Mummy

The fountain at #13 will cure minor conditions. The fountain at #14 will reduce mana.

I open the gate at A with a Key of Tombs. I get a Book of Banishing after defeating the Kolidras waiting in the room, which Errol inscribes. I reload until I get a Potion of Invisibility from the chest.

The book at B is also opened with a Key of Tombs. I insist on getting a Potion of Invisibility from the chest in this room as well.

At #18 itself is an evil-looking Mummy with apparently sinister looking bandages wrapped over it. If you disturb the Mummy, one of the squares around #18 will inflict severe poisoning on party members. This can't be avoided after disturbing the Mummy. Also, disturbing the Mummy itself yields an Ankh of Death, which is cursed and harmful to the party member who equips it. Just don't bother.

4 squares north and 2 squares west of #18 is another place where I insist on getting my sixth and last Key of Gorrors.

*DOOM*

I go the long way around and approach the gate at #19 from west of it. I dispense with fights against massive hordes of slimes, and then floaters, with Nuclear Blast spells. The Nauseous condition caused the lights near A are easily dealt with by a Cure Lesser Conditions spell or two, at least in comparison to the insanity and damage caused by Evilspeak if I approached from the east side near B.

Now I use the Key of the Dragon to open the gate at #19. But now I spin around to get some xp, as I don't want several level-ups to occur at the same time.

Errol takes Toxic Fumes on his 21st level-up, which provides another offensive option. Rothgar takes Word of Death. Chun-Li takes Psionic Fires.

At around this point I remember to have Terra use a scroll of Remove Curse on Rothgar. That allows him to temporarily equip an Ankh of Might I had found earlier, invoke it to raise his Might to 20, and then put his Amulet of Healing back on.

Terra takes Lifesteal on her 21st level-up. Ryu takes Stink Bomb on his 21st level-up. It's a spell he'll be able to keep when he changes to a Samurai for Wizardry 8.

On the other side is a black dragon, *DOOM*. He manages to score some damage with his acid breath, but he otherwise falls to sustained physical attacks. Zarax advances to his 22nd level.

I unlock the gate at C with a Key of Crypts. The Kolidras in the room leave behind a Book of Firewall, which Terra uses to inscribe the Fire Shield spell. I open and loot the chest for random items.

I next unlock the gate at D with a Key of Crypts and defeat the Kolidra in the room. I then loot the chest for random items.

At #20 is the stairs down to the Hall of Gorrors.


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