Wizardry ® 7: Crusaders of the Dark Savant / Wizardry Gold
Q: When I try to run Wizardry 7 I keep getting a STACK OVERFLOW ERROR,
INCREASE STACK SIZE message. How do I fix this?
A: Go into your config.sys and it will have a line called stacks...this
*should* read something like this:
IF it doesn't say that, you are going to have to add those lines to your
Q: I upgraded to a pentium and now Wizardry VII won't run - what do I do?
A: If you've applied the pentium patch and are using a utility like
Mo'Slo adn still having problems, try this:
I had that problem a few years ago when I upgraded to a p-75 chip.
If the error message is the overflow problem, restart your computer, enter
the BIOS setup when it restarts (usually by pressing the del button). Choose
the Chipset or Advanced Chipset category, and at the next screen set internal
cache to disabled. You will only want to do this for playing CDS, it will
slow down the performance of other software. If you know you won't be playing
CDS, when you start up, follow the same procedure and set internal cache
Q: How do I run Crusaders in DOS mode
A: In order to get it to run in pure DOS mode, first (under Properties
of DS icon) set the command line to the home directory and called DS.EXE.
Then set the Working Directory to the Home directory. Set the Batch File
to WIZARDRY.BAT. Then choose the "Advanced" settings. Set MS-DOS mode to
Warn Before entering MS-DOS mode. Specify a new MS-DOS configuration.
Then under AUTOEXEC.BAT for MS-DOS mode
SET BLASTER=A220 I5 D1 H5 P330 T6
LH=C:\REALMODE\MOUSE.EXE (may need to place this in your mouse default
Note: there are many different tactics for combat.
These are just some suggestions that work for some people.
Monsters – how do I kill…
For a more in depth look at tackling the Gorrors monsters, click here.
Take advantage of the hiding ability of your party.
Cast a bunch of haste, amormelt, enchanted blade spells, superman, etc.
Always hide after attacking, to minimize damage and maximize your attacks.
A conjuration spell also helps to draw some of the attacks from him.
With a little patience and a lot of luck you should prevail.
Items – How can I get…
-- Note that many of the more powerful items in Crusaders are randomly
generated as treasure in several areas. One technique is to save the game
before opening a chest in an area where the item can be found, and then
reloading until you get the desired item.
A: It's random. You can get it (and many of the other "best" random
items) from the "Gorrors" battles.
The rod of Sprites?
A: The first way is to import it from Bane of the Cosmic Forge.
They can also be found in the Temple of the Wanderers (Dane), the Hidden
Temple area of Munkharama, some chests within Dragon Cave, and numerous
chests found on the Isle of Crypts. They can also be found in the Funhouse
at Rattkin Ruins.
The Cane of Corpus?
A: To get the Cane of Corpus you must kill Blienmesis. Invoking
Cane Corpus ups Speed and either Dexterity to 18. When invoked the Cane
will disappear, so if you have a fairy ninja – don’t invoke it, slay with
it (it is one of the best weapons available in the game).
2 Canes of Corpus?
A: Kill Bleinmeis on your first meeting, in the courtyard, before
you steal from him. Then, with 6 characters of strength 20, bash down his
door (in Rattskells Thieves Guild) and kill him again.
The Skull Key?
A: If you have the "LEGEND" map you can search around the Hall of
Gorrors around the post that has a lot of messages. Try the map
on the sides of the post and see what you find. This only works
with the "LEGEND" map.
Q: What maps do I need to complete the game?
A: The diamond ring must be imported from Wizardry 6 (see above).
The diamond ring automatically imports... regardless of how many you have
or if its equipped...
Key of Light?
A: Through the storage depot (which is reached through the Hall
of Preservation). After exiting the depot through the back door, find an
exit-less alcove and transport back into the glass-wall maze a few steps
from the key.
Spade used to dig up the graveyard?
A: Find the gravediggers house about 3 steps from the spot where
you walk through the wall.
A: The maps provide hints on how to solve various puzzles in the
game, there's only one of them that you absolutely NEED to finish
the game, and that would the *LEGEND* map.
If you play on the easy setting, one of the three book answers
- Q: Where can I gain the personal skills?
A: Power Strike - Orkogre Castle, in a chest
A: Firearms - Ukpyr, location is obvious
A: Mind Control - Dionyceus, you need to do some backtracking on the
A: Eagle Eye - be nice to Jan-ette and Dame Ke-li
A: Snake Speed - Xen Xheng has instructions
A: Reflextion - Rattkin Ruin, $12000 ( be sure to spell "reflextion"
with a "T")
Q: How do I solve the Four Beans of Munkharama?
A: This puzzle does not absolutely need to be completed: if your characters
are skilled enough in Swimming, it is possible to simply swim around it.
If you want to solve it, however, here are some tips:
1) aA, bB, cC and dD
2) aC, cD, dB and bA
3) aB, bD, dC and cA
If you play on the medium or hard setting, you may have to try
all three. If they all come up white, white, white, white - then the answer
4) dA, cB, aD and bC
If none of those work, you're on your own. Solve it or swim around.
For reference: the lower case letters represent the Beans and the
upper case letters represent the alcove the beans are placed in.
The rooms (and beans) are lettered clockwise from the first room
you enter. So the first room you enter is "A" and the bean next door to
it is "a".
If you solve the bean puzzle, each member gets 2000 bonus experience
points and a new path opens up. If you don't solve it, the path is not
open and you have to swim to where you would have got, with the path open.
Q: What is the purpose of the black wafer in the forbidden zone?
A: The Black Wafer only rings an alarm and brings out an unlimited
supply of Savant Guards and Savant Troopers. For low level characters,
this is a nice area to gain exp and go up levels, but it can be tiring
after a while.
Q: In the Forbidden Zone, how do I get in to the door with the slot?
A: You need the "control card" to unlock the door. You can only
get the control card after talking to Shritis.
Q: What do I shout in the Munkharama well?
A: "Coins" - what else would you toss down a well :)
Q: What are the rules on how characters transfer from Bane to Guardia
Q: What do I tell the monk to get into the Land of Dreams? What do I need
to tell him when he asks "And those who cannot walk the land of dreams?"
A: " living dead"
Q: Is there a use for the lodestone?
A: No, there is no use for the lodestone. – it does, of course,
"load" you down…
Q: What is the *FOOLS* map for?
A: The area described in it is in the greater wilds. Go there and
walk around the two pillars. When you go between them, you'll get
attacked by a big enemy (told you you were a fool).
- A number of items transfer always, and automatically. They are:
Non-magical weaponry and armor,
Ring of Stars,
Amulet of life,
Ankhs of Life,
Sparkle stix, Icicle stix, and their ilk,
Rod of Sprites.
- A number of items will never transfer. They are:
Ankhs (other than Ankh of Life),
Musical instruments (other than those listed above.),
- Then there are the powerful magic items -- the super weapons and armor
you typically pick up on the Isle of the Dead. Each
character gets to bring ONE of these across (sometimes a character may
get two items). If a character "equips" one and only one
item, that will be the one he/she/it gets to bring into DS. Thus, to choose
which "special" item your party gets to import, simply equip
only one of these special items per character.
- (4) Starting Gold depends on your Bane-ending/DS-beginning. The possibilities
- take the Forge and start near the Dane tower: 5,000 gp;
- fly with Bela and start near Ukpyr: 10,000 gp;
- fly with the Savant and start near Nyctalinth: 0 gp;
- take none of the Bane endings and fly with Altheides, and you start in the
same place as a beginning DS party with 0 gp.
- In addition to items your party transfers from Bane, they may "pick
up" some basic equipment on their trip -- this is almost always a
weapon that the character would start with if he/she/it were a beginning
DS character, so a fighter may pick up a long sword, a bard may pick up
a sling and bullets, a samurai may pick up a katana. You also pick up a
Journey map kit.
- Characters lose a bit in class levels, hit points, skill points,
spells, spell points, and even attribute points, depending upon the
character's level at the time of transfer:
Q: How can you get all the items in the Hall of Preservation?
- Class Level: No character starts DS above 5th level, no matter
how high a level he/she/it achieved in Bane. If the character changed classes
shortly before transferring to DS and is only 1st, 2nd, 3rd, or 4th level
in the new class at the time of transfer, the character starts DS as a
1st, 2nd, 3rd, or 4th level character, respectively. If the character was
5th level or higher at the time of transfer, that character starts DS as
a 5th level character. Starting hit points, skill points, and spell points
all are linked to the character's starting level. Starting spells and skills
do not appear to be linked to the character's starting level.
- Attribute Points: At lower levels, characters do not tend to
lose any attribute points in the transition to DS. If, however, the character
was a world-beating superstar (e.g., 20th+ level, with all 18s (or close
to it)), he/she/it WILL lose attribute points in the transfer, even losing
points from karma.
- Hit Points: Starting hit points are NOT based on starting class,
they are based exclusively on starting character level. First level characters
tend to have 8-16 hit points, while 5th level characters tend to have around
40. The other levels are in between.
- Skills and Skill Points: Characters do not lose skills when they
transfer, but they may lose skill points. As long as a character has at
least one point in a skill at the end of Bane, he/she/it will have at least
one point in that skill after transferring, even if the character is now
a member of a class that otherwise does not have access to that skill.
Skill points, however, depend upon two factors. First, a character will
never start DS with a skill at a higher level than it was is Bane. With
that limitation, starting skill level is directly related to starting character
level. First level characters will have 1-3 skill points in each skill,
while 5th level characters will have around 40 skill points in each skill.
The other levels are in between.
- (e) Spells and Spell Points: Characters lose a lot of both of these.
Spells retained are random, they do NOT appear to be related to the character's
starting level. A character will retain most 1st level spells, many 2nd
level spells, and some 3rd level spells. No spells above 3rd level are
retained. Spell points ARE related to the character's starting level. First
level characters have around 10 spell points in each category (provided
they had at least that many spell points in the same category prior to
transferring), while 5th level characters have around 40. The other levels
are in between. (Sensing a pattern, here?)
A: You can use the diamond ring (from Wizardry 6, see above) on each glass
"door" to open it up.
Q: How do I raise stat points during character creation?
A: In WizGold, when you're rolling a character, after you've chosen
his or her profession and while you're allocating the excess remaining
attribute points, pressing one of the numberpad keys will raise the remaining
available attribute points. Which key to press appears to be random, so
try them all. Note that if you raise the available points too high such
that you have points left after all your character's attributes are maxed
out, you'll be stuck and will have to reboot.
This "bug" doesn't help you roll elite characters, since you can't
raise the attribute points until after you've chosen your profession. You
can, however, immediately change classes upon starting the game.
Q: How do I make my ninja equip the divine mail?
A: Change to a Lord (for example) equip them. Change back to a ninja,
when possible... cursed items will still be equipped, even after class changes.
Q: How do I get unlimited Magic?
A: Get an item which casts "magic food" (milk of magmanasia for
example) and recharge it. Each use of the item refills more MP than it
costs to charge it up once. NOTE: If you are near a fountain that replenishes
Spell points, after you recharge the item, you can replenish your own spell
point, so it costs you virtually nothing. Now you have your full spell
points, plus the extra ones in the recharged item.
NOTE: sometimes recharging breaks the item, so you may want to
save your game first.