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{{Header Nav|game=Wizardry: Proving Grounds of the Mad Overlord}} | {{Header Nav|game=Wizardry: Proving Grounds of the Mad Overlord}} | ||
[[File:Wizardry 1 Floor 8 map. | [[File:Wizardry 1 Floor 8 map.gif|left]][[File:Wizardry 1 map legend.png|right]] | ||
{{-}} | {{-}} | ||
One look at the map for this floor will clearly illustrate the appearance of the letters R, J, and W, which happen to be the initials of game author Robert J. Woodhead. If you came all the way down here by stairs, your ability to return to previous floors by stairs will disappear. You will have to rely on the private elevator, or cast MALOR. | One look at the map for this floor will clearly illustrate the appearance of the letters R, J, and W, which happen to be the initials of game author Robert J. Woodhead. If you came all the way down here by stairs, your ability to return to previous floors by stairs will disappear. You will have to rely on the private elevator, or cast MALOR. | ||
Additionally, if you arrived by stairs, you will arrive in a miserable place, a section loaded with rotating floors known as the "Dance Hall." If your only means of escape is to walk, you will have to wait until you luck out and land on a warp tile that sends you into a regular section of the level. You might also get lucky and discover a secret one-way door along the north wall, but don't count on it. | Additionally, if you arrived by stairs, you will arrive in a miserable place, a section loaded with rotating floors known as the "Dance Hall." If your only means of escape is to walk, you will have to wait until you luck out and land on a warp tile that sends you into a regular section of the level. You might also get lucky and discover a secret one-way door along the north wall, but don't count on it. | ||
There are no important events on this floor, only very powerful monsters which you can battle against for greater experience. You must also be careful not to attempt to cast MALOR to escape from battle on this floor, as there is any likelihood that you may teleport into the three columns of solid rock on the east side of the level, where your party will be forever lost and impossible to restore. | There are no important events on this floor, only very powerful monsters which you can battle against for greater experience. You must also be careful not to attempt to cast MALOR to escape from battle on this floor, as there is any likelihood that you may teleport into the three columns of solid rock on the east side of the level, where your party will be forever lost and impossible to restore. | ||
[[File:Wizardry 1 NES Floor 8 map. | [[File:Wizardry 1 NES Floor 8 map.gif|frame|right|NES Floor 8]] | ||
Note that the NES/Famicom versions has an entirely different map layout, shown to the right. The map is divided into four major sections, with a central square that is loaded with warps too and from each corner. None of the notes shown below apply to the NES map. | Note that the NES/Famicom versions has an entirely different map layout, shown to the right. The map is divided into four major sections, with a central square that is loaded with warps too and from each corner. None of the notes shown below apply to the NES map. | ||