Crusaders of the Dark Savant - Part 3 Written By Tom Needham Supplied by Stephen Chapman @~Concluded from Issue 73 See also the maps in the Programs folder of this issue OLD CITY Find the 'Condemned Area' at NEW CITY location 36. If you can't pick the lock, a Pewter Key will work. Thru the door to the left, at 37 find an odd sign on the wall and a hole. Use the Old City Key to open a secret door and find a ladder down. You are now at location 1 on the OLD CITY map. Notice the footprints in the dust indicating that someone has been here. At 2, find a lever to open the grate at 3. At 4 find a button to open a secret door and give you access to a chest at 5. This chest should contain, among other things, another Old City Key. Use it to open the grate at 6. At 7, find a button to open a secret door. Find a chest at 8. Find a button at 9 to give access to a chest at 10. I don't know what you will find, but on three different tries, all I found was wrappings - the map was gone. After exploring the rest of OLD CITY, find your way back to the ladder at 1 and return to the surface. Well - we've GOT to have that map. There are two possibilities - one legitimate and one cheat. First, you can use the 'Find Person' spell and go off to find all the people still alive, hoping that one of them has the map and will sell it to you or that you can fight for it or steal it. I'll tell you the other way if we can't get it using the right way. Here's what I did. I used FindPerson and learned that all of the T'rang NPCs were dead. The Umpani easiest to get to was Tracker Rhallik, in Ukpyr. By the time I got to Ukpyr, FindPerson told me he was in Tremontaine (the forest north of Ukpyr). Sure enough, there he was, just a little way north. But he didn't have the map available for sale. LOREing with him told me that Rodan Lewarx had acquired the map from King Ulgar, and talking with Rhallik told me that Lewarx was hunting for Shritis T'rang. (Remember - he went storming off after Shritis when you delivered the message from General Yamo.) FindPerson told me he was at the Old Cemetery in Nyctalinth. So I used the Humpa Card and teleported from Ukpyr to New City, then (using the T'rang Anthracax) teleported to Nyctalinth. I tramped up and down in the cemetery for a long while, but Lewarx was a no-show. Finally, FindPerson told me he was in Nyctalinth proper. Down thru the underground and out to the surface. (Remember that's the only way out of the cemetery.) After just a little exploration of Nyctalinth, Lewarx showed up and he DID have the ?Legend? map for sale! So I've got mine - and I hope you do too. It's gotta be there somewhere! The legitimate thing to do is check out each living person - maybe more than once - since the map passes from hand to hand. The far less satisfying way is to cheat - download DSEDIT from CompuServe Gamers Lib 9 and give it to yourself. So let's get the boat and take to the high seas. First, visit Sogheim at location 38 at the New City Dock and Marina. Ask about rumors to learn about BROMBADEG, the Demon of the Sea, who rises when the moon is full. Now go back to the Curio Museum, and at 39 see three twisty heads. The clue to the sequence is in the ?BOAT? map. Read it to see - 'When fear has turned to anger, thee has lost thy soul and make the devil laugh. But to still thy tongue and become amazed thou begets enlightenment and thus know bliss. Click on the heads as follows: scared imp, angry demon, laughing devil, silent devil, surprised imp, happy demon. A secret door will open and around the corner at 40 is a boat. Go on board, Use Wikum's PowerGlobe. Move forward one square and press the button on the south wall to open the way to the sea. Now you have some thinking to do and decisions to make. There are two main areas left in the game - the Dragon Mountains (Cave)/Sky City and Crypt Isle. Your party should be up around level 20 or better. The sea provides LOTS of opportunity for battles and points - almost every second or third square. And there are two more forests - the Greater Wilds, entered on map B-7 and Lesser Wilds entered on map D-7. No treasure in either, but some tough battles with good point potential. A word of warning - if you decide to explore the sea for points, be sure to keep careful track of your location. It's easy to get lost. And if you find a fog- bank stay out of it for now. Crypt Isle is on map C-7, 23 squares due south from the boat dock. Work your way south between the islands, then go 11 sqaures west. In the southwest corner of C-7 is a promontory labelled 5. That is the start-point for our next adventure, whenever you are ready. DRAGON CAVE From 5 on C-7 follow the coastline east and south to the fog bank at 5 on B-8. Move straight south till you come out of the fog at 6. By the way - if you choose to move around in the fog bank, be warned that if you move into the squares marked 'x', you will run into a shoal and take considerable damage. (You, not the boat.) Now rest until the sky shows blackest night. While facing south, sidle east to 7 and notice a light on the cliff. Move to 8 and see the change in the light. Read the ?SERPENT? map. (Didn't make a lot of sense to me, either.) Use the Coil of the Serpent to open a secret door into the cliff. The Dragon Cave is a big area, on four maps - DRAG-NW, -NE -SW and -SE. The whole area is 38 squares east-west and 32 squares north-south. Can be confusing, especially if you try to consult the maps separately. I suggest that if you have a printer which handles GIF files, you cut and paste these four together, otherwise that you hand-copy the four onto one sheet. In order to help clarify the map, I have shaded some of the caverns. Before entering, be sure you are healed and have your defenses up - (Enchanted Blade, Magic Screen, Armor-plate, etc.) Be sure to save. Tough fight coming up. From the cave entrance at 1, move south and a little east to hear the siren's song and meet BROMBADEG! at 2. There are 5 caverns, reachable from different landing spots (labelled 'L1-7') on the shores of the entry pool. As you move about, there can be cave-ins which will hit you with considerable damage (so stay well-healed) and will block the passage. (Blockages are marked 'X', trigger squares 'x') You will not be totally trapped. There will be another way out - you just can't retrace your steps. But don't park the boat at the westernmost landing spots (L2 and L3). After a certain cave-in you won't be able to get back there on foot, and it's a heckuva swim from the landing spot you WILL be able to get to (L4). Read the ?DRAGON? map. (It means that in a couple of places you must go back to some place you have already been, and 'look again' to find something new.) Park the boat at L1 and explore the small cave. Nothing there but a battle. Move the boat to L7. Explore to find a chest at 3. Good stuff. Move to L5 and explore to find several battles. Move to L4. Now things begin to get more complicated - and more rewarding. Walk east from L4, ignoring the first passage on the south. There's a cave-in site there. Find a chest at 4. There is talk about a 'pirate's curse'. You will find that when you opened the chest, the exit path was blocked at 5 - but a new path opened at 6. Face east at 6 (your scout should 'notice something') and search to open a secret door. Enter and pull the lever at 7. (Hard to see.) The lever has re-opened the passage at 5, and opened a new passage at 8. You will find four chests at 9, 10, 11 and 12. BE SURE to SAVE before opening each chest. The traps on these chests often trigger and cause great harm. Some good armor and weapons here, and in 11, the Dragon Key (critical for later). Work your way back to L4, avoiding the western part of this cavern to stay away from the cave-ins. Now, finally, move to L6. This cavern leads to our chief reason for being here - the entrance to SKY CITY. Work your way to the southeast and facing south at 13, search to open a secret door. Find a chest at 14. Around the corner at 15 is the ladder leading to SKY CITY The main puzzle in SKY CITY is the patio in which you arrive. The squares are bordered with a maze of invisible glass walls. You can pass through some of these walls, but not others. Even more interesting - some of the walls are passable in one direction only! So you may enter a square but not be able to back out again. What look to be 'X' marks on the accompanying map are actually opposing arrowheads. A few walls are marked with a single arrow. You can move in the direction of an arrow pointing away from you but not in the direction of one facing you. So an 'X' wall cannot be passed in either direction. An unmarked wall can be passed in both directions. There are two squares (marked with a cross) that cannot be entered at all and there are no squares from which you cannot escape. Confused? - well, I've gone one step further and put in dotted lines to show the necessary paths to follow. You ARE going to save as you go, and keep a backup save too, aren't you? I hate square-by-square instructions, but just to get you started, I'll give them to you for the first step - the visit to DAME KE-LI From the arrival point at location 1, go 4 squares south, 1 west, 1 south, 2 east, 1 north, 1 east, 2 north, 1 east, 1 south, 2 east, 2 south, 1 west, 1 south, 1 east, 1 south and you are at location 2. Follow the map to the entrance to the Queen's chamber at 3. More walls. Meet the Queen at 4. Give her the Halazoid Banner you got for rescuing Jan-Ette and get in exchange a pendant which will give the Eagle Eye skill to one team member. Sell off your excess inventory as you like - you should be loaded after the Dragon Cave. Buy whatever you want - there's not much use for gold after this point. The Ankhs and Amulets she has for sale will help your statistics. Be sure to buy at least two credit cards. Talk to her about rumors and the Great Test. When you have completed your business with the Queen, exit at 5 for the FIRST TEST Find a statue at 6. Search. You should know the answer to the question "What is my name?". If you've forgotten, it's PHOONZANG. Go through the next door to the SECOND TEST Search at the statue at 7, and find one of those push-button thingies reading as follows: SERPENT PYRAMID CROSS GATE STAR SKULL WAND DRAGON MAP The proper way to the solve the sequence is to use the ?STAR? map, to be found on Crypt Isle in the Hall of the past, in conjunction with the Gaelin Stone - also on Crypt Isle, in the Hall of Gorrors. You could also use the trial-and-error approach (362,000 possibilities). If you have enough strength (and it takes plenty) you can skip the test by forcing the door. I've teased long enough. I don't want to interrupt this episode by making a trip to Crypt Isle and back. Besides - I've already been there. Push pyramid, cross, serpent, dragon, wand, skull, gate and star. (I'll show you how to get this answer when we get to Crypt Isle.) Get ready for a battle and go thru the door for the THIRD TEST Meet and defeat a METADROID. Tough. You'll meet a whole bumch of his brothers (and his sisters and cousins and aunts) later on. Search at the statue at 8 to learn that 'a part of the key lies ahead' - the usual hint that a map is in the offing. Go thru the door and at 9 find a SPACE SHIP You may not see it at first, but it's there. TALK to it and say PHOONZANG to get in. (You won't actually get to see the inside - this is handled in on-screen text.) Keep on answering 'yes' until you have acquired a parchment (the ?GLOBE? map) and a ring (Ring of the Globe). Then you can exit. Retrace your steps almost to the ladder at 1, but not quite. Follow the dotted line a couple of squares west then north till you are out of the glass-wall maze. Then at 10 find the HALL OF PRESERVATION Use one of the Credit Cards you bought from the Queen on the door and enter. Don't drool too much over the weapons you can see (but not touch) at A, B, C and D. You'll be able to get one (maybe two) of them later. In the rooms on the north and south sides of the main hall are some interesting views which may help in your understanding of the whole great background story. At 11, find a chest containing, among other things, the Storage Key. Go to the northwest corner of the glass-wall maze, follow the dotted line straight south then move southwest to 12 and use the Storage Key to enter the STORAGE AREA At 13 there is a vending machine (which accepts Credit Cards) for Power Packs. You don't need any now, but you may want some later. Be sure to save at 14. (A misstep in the next few squares could require a long trip to get back here.) Step into 15 and be teleported to 16. Now we are looking for the LIGHT KEY Follow the dotted line east 1, then go north to get the Key of Light at 17. Come back south and follow the dotted line east, south and southeast to 18. Trek on back to the Hall of Preservation to get your booty. The Light Key will open up any one of the four weapon lockers, but will then (as usual) disappear. You might want to save, get one, ASSAY and IDENTIFY it, quit/nosave/restore and try the next till you're sure which you want. If you have a party imported from BANE and you happen to have brought over the Diamond Ring, you can use it to get a second item, but the ring will be destroyed in the process. If you chose a weapon requiring power packs, you may want to go back to 13 and get some (you may even want to go back to Dame KE-LI and get some more Credit Cards for even more Power Packs) In any event, when you're ready, work your way back to location 1. Go down the ladder to the Dragon Cave, find your boat and we'll be off to more adventure on CRYPT ISLE After leaving the Dragon Cave, move back to 6 on map B-8. Head straight north till you're out of the fog bank. Then hug the coast on your right till you're back to 5 on C-7. East 11 squares and you will find the islands. Land at 1 and use the Wand Majestik to meet the Sphynx who helped you get it. Doesn't matter what you respond to her riddle. (Correct 'question' is "What is man?") She'll babble on briefly, then open a door for you. Go down the ladder into CRYPT level 1, the HALL OF THE DEAD (Map CRYPT -1) Some unusual dangers here. An ugly spirit wants her 'BMOCYENOBBB'. (Remember the little green statue in Nyctalinth? Try reading this backwards.) A strange aura surrounds you, paralyzes everyone and puts you to sleep. (Fortunately, this sleep will cure the paralysis.) And EVILSPEAK will clobber you from time to time. Wander if you like, but you'll get hurt. I'm going to lead you as quickly as possible to the actions which will turn these things off. From the entrance ladder at 1, go to 2, press the button to open a secret door and pull the lever at 3 to open the grate at 4. Go thru and find a button at 5 to open a secret door. Pull the lever at 6 to open the grate at 7. Go thru and head west, then south to 11, but circle around to avoid a fire-ball trap at 10. At 11, find the body of an ugly Gorn Queen. Remember where you got the Bone Comb (!!) and Brush?. (From the Gorn King's bedchamber) Use them here. Now go east to 12 to find an urn. Remember DANE Tower? Use that Jonga Powder you've been hauling around. Now that the invisible traps have been turned off, you can go back to 1 and start exploring. You need to search every square maybe more than once around. There is some booty available, but what you're really after is 2 TOMB keys for the grates at A and B, 2 CRYPT keys for C and D and 6 GORROR keys (usable on the next level down). You may even have gotten some of these keys earlier in the game. I got one at Orkogre and a couple at Rattkin. And if you don't get enough now, they sometimes show up in the lower levels. None of these keys is critical to the game, but there are good battles to be had and good treasure to be acquired if you can get them. A button at 16 will give you access to a chest at 17. Should be a couple of keys there. The fountains at 8 and 9 are poison. The ones at 13 and 15 restore stamina. The one at 14 restores hit points, but drains magic points. Remember - always save before testing a new fountain! At 18 you get a choice of unwrapping a mummy or leaving it alone. Best leave it alone - it carries the Ankh of Death. The Key of the Dragon will open the grate at 19. Be prepared to meet the monster *DOOM*. When you are ready, go down the stair at 20 to the CHAMBER OF GORRORS (Map CRYPT -2) Let's take care of first things first. Read the ?CRYPT? map to learn that 'secrets lie along out skirting waters'. From the entry stair at 1, go around the corner and swim to 2. Press the button to open a secret door, then follow the passage to 3 to find a chest containing the Jewel of the Sun. What to do with it? Go back upstairs and back to your boat. Move west and land at 2, where you will see a block at 3 which looks solid. But looks can be deceiving. Just walk into the west side of the block to find an odd fixture on the wall. Use the Jewel of the Sun - but nothing happens. Turn around and walk out. Walk and swim south to find another block at 4. Again enter from the west to find - nothing! Turn around and step out - Whoops! Not out! There's another statue of old Phooney. You know what to do, don't you? - Right. Search. Listen to a long speech and get the Locket of the Tomb. Turn around and exit - to find yourself magically back at the block at 3. Your boat is around the corner. Use it to get back to 1, then come back to Crypt Level 2 - the Chamber of Gorrors. And now - if you're ready - the GORRORS themselves. At the lettered spots on your map you will find grates (use Gorror Keys) leading to the following monsters: A- The Spirit of DARBULLA B- The FIEND of 9 Worlds C- The HORRAGOTH D- The BEAST of 1000 Eyes E- The Thing from HELL F- The reincarnated Ra-Sep-Re-Tep (yep - from the very first) Make no mistake - except for wimpy Ra-Sep, these guys are TOUGH. Very few players have been able to defeat the BEAST, and even fewer the FIEND. The other three can be had by most with a good fight. Do a backup save before you take off for each battle. Your stamina will be down from the swim when you reach the doorstep so rest and recuperate before entering the door. Do a temporary save just after opening the door, but before entering. That way, if you lose and want to try again, you don't have to re-do the swim. And if you decide to quit - either entirely or to come back later - you can restore the backup save. The monster won't show until you enter, so you can cast all the protective spells you want and really get ready before you step in. When you DO win a battle, save again before touching the chest. The traps often trigger with disastrous results. There are great treasures here, too, but they show up randomly. You may have to restore and re-try a number of times before you both survive the trap AND get the best goodies. There are two more mazes to solve before the next-to-final episode. You can come back here whenever you like to hit on any GORRORS you left behind, and you will have to come back through here in any event before the final episode. When you are ready to move on, use the ?LEGEND? map while facing the west side of the Gaelin Stone at 5 to get the Skull Key. Use the key at 6 to enter the HALL OF THE PAST and go down the stair at 7. This is the area I meant when I said that the up-n-down ladders in the Funhouse were practice for the future. There are 8 levels here with more than 50 vertical teleports. There are holes in the floor and (hard to see) holes in the ceiling. A hole in the ceiling tells you that if you step into the square under it, (whether or not there is a floor-hole) you'll go up one or more levels. A hole in the floor with no ceiling hole above says you'll go down. (No need for Levitate here, these drops are harmless.) Most of Level 2 is dark, there are small dark areas on levels 3 and 4 and there's a water area on level 3. Map CRYPT -3 covers levels 1-4 and map CRYPT -4 covers levels 5-8. This is the kind of puzzle I really enjoy working out. I spent several DAYS mapping it. I have numbered the teleport 'tubes' identically on each level. (For example - if you move into 9 on level 2, 3 or 4, you'll end at 9 on level 1.) An 'up' arrowhead below the number says you go up from here and a 'down' arrowhead says you go down. A solid bar says the tube stops here so you can walk across without teleporting. One problem area - in the NW corner of level 6 is a 5x5 room with 5 down holes. Tho it looks like you should be able to get to 35 (in the middle) from any direction, you can get there ONLY from the west. Even then, about two times out of three, you'll jog to the side and hit 47 or 48 instead. Save while standing at the west wall. When you move east toward 35, and the jump takes place, if you don't see the entrance door just before you go down, you didn't make it. Restore and try again. This area has LOTS of battles with lots of points and some pretty good treasure. And as I said, I thought it was real fun to explore and work out. I'd really like you do this area on your own, but if you want the short step-by-step, here it is. Save often. Try not to step into or under holes by accident. From the entrance on level 1, take 1 down to level 2. One square west, a button on the south wall gets you to a chest at A. Take 2 to level 1. Take 7 to level 2 (dark). Face south and search to press a button. One step south to chest B containing the Water Key. Take 4 to level 1, 5 to level 2 (dark), 15 to level 3, 16 to level 4 (dark), 17 to level 5. Use the Water Key at C to get to a fountain at D which will restore Hit points. Take 33 to level 4, 28 to level 6, 19 to level 5, 34 to level 6, 35 to level 7 (remember my warning about 35) and 38 to level 6 for chest E containing the Gate Key. Take 43 to level 5. At F there is a always a battle, usually with high points. If you still need points you can step back after each battle, rest if necessary and step forward again for another - and another - and another. Take 25 to level 4, Use the Gate key to get to 50, and take 50 to level 3. The chest at G contains the ?STAR? Map for Test 2 back in Sky City. Now do you see why I didn't want to come all the way here to get it? Take 30 to level 4, 28 to level 6 and 29 to level 5. In the four rooms north and south of the passage are buttons for Dragon, Skull, Cross, Tower, Egg, Moon, Sun and Star. Read the ?CRYSTAL? map to solve the puzzle. The DRAGON is 'D' etc. (Note that it spells out 'DOMINAE'.) Press Dragon, Tower, Moon, Cross, Skull, Sun. Star and Egg. Now equip the Locket of the Tomb and step into the pentagram at H to open a secret door to 61. Take 61 down to level 7 and 62 down to 8. Around the corner at 63 is the stair to the final (at last!) dungeon/maze. FINAL DUNGEON Map CRYPT -5 Remember the META-DROID back in Sky City? Here's where you'll meet his relatives - by the drove - around every corner. You may hear that you must 'step on every square' on this level - not so. At A thru G are eight symbols - CRYSTAL, DRAGON, TEMPLE, SERPENT, SPHYNX, STAR, CRYPT and BOAT. You MUST step on each of these. But those mechnical monsters DO provide tons of points. Exploring the whole area is certainly worthwhile. But rest often enough to stay well-healed. And keeping ArmorPlate, Enchanted Blade, and Bless (among others) in force is very helpful. At I find a button to open a secret door. Step into J and the grate will open. Remember? 'You are the Key'. Stop at J, not only to rest fully and set up your best defenses but to do a permanent save. I'll tell you now, there are four (five if you count a duplicate pair) endings to this game. The first dividing point comes at the end of this automated episode, so if you want to check out all the options (and save them for the probable sequel) you need to be able to re-start at this point. And depending on the roll of the random dice, the upcoming battle may be impossible. You need to be able to restart here for that reason, too. When you're ready, go to the center of the chamber at K. Search to find a crack in the floor. Use Vitalia's Device to call her. Reply 'YES' to the questions she asks - "Do you have the keys? - Have you tried them? - Shall I try? After all the action is over, Vi will ask "Did you find a space ship? (Actually, kind of a dumb question, since that's where you got the ring she used to release the GLOBE. Well, maybe she doesn't know that.) For now, please answer truthfully - YES. (I'll tell you later what happens with a 'NO' answer, and you can decide if you want to play out the other endings.) She will tell you to go to the spaceship and call her when you're there. Find your way back to the entrance and go up the stairs to 63. The quickest way out that I know of is this. Take 43 to level 5, 25 to level 4, 50 to level 3, 30 to level 4 and 9 to level 1 and there around the corner is the exit to the Chamber of Gorrors. Pause here a moment - I promised I'd explain the solution to the Second Test in Sky City. Did you read the runes on the GAELIN Stone here? (At 4) If you did, you'll know that rearranged to read counter-clockwise from the south, they are as follows: South East North West TEMPLE BOAT SERPENT DRAGON Man Pyramid Moon - Devil Boat Cross - Tower Serpent Lantern - Dragon Chest Key SPHYNX CRYPT CRYSTAL STAR Egg Chimera Wand Skull Jewel Statue Cube Ball Gate Tablet Statue Star The ?STAR? map says 'find a man, then read rightly' (in conjunction with the buttons at the second test). To the right of 'Man' is 'Pyramid', which matches one of the test buttons. 'Devil' does not, nor does 'Boat, but 'Cross' does. 'Tower' does not but 'Serpent' does. 'Lantern does not but 'Dragon' does. So the first four buttons to push are Pyramid, Cross, Serpent and Dragon. The map then says 'when you have come full circle, go below 'Man' and read rightly'. Thus in like manner, we find Wand, Skull, Gate and Star. OK? By the way - in this game we will not pass this way again, so if you have any of the GORRORS still alive and you want to have another go at them, now is the time. And there has been a lot of treasure available, so if you've stashed some here and there and want to haul it to Sky City for sale, this is the time to consolidate it near the entrance where you left the boat. Probably take several trips. Do as you like. Next stop - SKY CITY. Find your way back to the boat, retrace your way to and through the Dragon Cave and through Sky City to the space ship for the GRAND FINALE You might want to do a save just before you reach the spaceship - it's all in automatic from that point and you might want to see it again. If you don't want to read about it - STOP HERE. When you get to the space ship you will use Vitalia's Device once more to call her. But who shows up but the resurrected Dark Savant along with a badly beaten-on Vi Domina. No battle this time, But you have a choice - keep the GLOBE and Vi dies, or give up the globe to the Dark Savant and save the GIRL. If you did a save you can see both endings. The text strongly suggests that you be a hero and save the girl. You will have an opportunity to do a special end-game save for use in the sequel. (If you do the unheroic thing and keep the globe, letting Vi die, you will 'float endlessly in space'.) Alternate Endings - If you restore from just before getting the Globe, and lie - telling Vi you did NOT find a space ship, she will tell you to 'meet again where first we met' - The Forbidden Zone in New City. This is why you still have the Control Card which is necessary for entry. Again, there are two 'good' endings here, so set up a save before entering. After calling Vi, you will go through the same routine as at Sky City, except there will then be a great final battle between the UMPANI and the T'RANG. You must choose between aiding one side of the other. Either way, the side you support will win, and they will give you and Vi a ride to the sequel in their ship. I hope this walkthru has been helpful and that you have enjoyed playing the game as much as I have enjoyed describing it to you. I'll wait for you at the beginning of the sequel!. WIZARDRY 7, CRUSADERS OF THE DARK SAVANT is published and distributed by Sir-Tech Software. Kyler's Notes Here's a few tips of mine that weren't in this walkthrough. Endings: Undoubtedly the most popular way to end this game is to meet Vi at Phoonzang's spaceship back in sky city. However, the endgame I posted on this page is my personal favorite. I chose to take the ending in which the party leaves with the Umpani.. My reason for choosing that ending is this: When I imported my party from Bane we landed just outside of Ukpyr. So the Umpani were the first group I had an encounter with. I joined their army and they were allies of mine ever since. (In fact they provided me with a few of the maps throughout the game). Most people don't like the alternate ending because to get to them you have to lie to Vi and tell her that you didn't find the ship. (Which you did). The file I have posted comes from my original game of Wizardry Gold, before I had the internet and walkthroughs. I didn't know what was going to happen, and I really didn't trust Vi. So I told her I did not find the ship and that was that. Throughout the years the savegame was copied from disk to disk and used from one PC to the next. it actually seems to be a little corrupted now (My bard displays unusual artifact when I examine her armor class). I've even gone as far as using a hack to try to figure out what was scrambled, but couldn't. It looks like more of a display problem then anything else. So in case my savegame doesn't work when I try to import it into Wizardry 8, I've played through it a few more times. We'll have to see how all the endings become beginnings before I can really pick my favorite. - o -