Wizardry logo


Wizardry 6 Guide by David Milward


INTRO & ABOUT  |  PARTY MEMBERS
Areas in Order of Appearance:  
The Castle  |  Hazard Zone  |  The Mines  |  The Mountain  |  The Pyramid  |  River Styx  |  Hall of the Dead  |  The Forest  |  The Temple of Ramm
Disable all ads!

HALL OF THE DEAD

Map

The Hall of the Dead

Hall of the Dead

The first significant place is at #2. "Use" the last Cylinder of Ashes here in order to open the gate at #3. Also "Use" the Incense here to prevent a boulder from crashing on you when you reach #4.

As you may have noticed, there is a very long hallway from hearing to the east side of the map. There's a lot of experience to be racked up from the rooms on either side of the hallway.

I fight the Insane Skeleton and a few Skeleton Lords at #5. I had activated Armorplate and Magic Screen beforehand. Terra activates an Enchanted Blade scroll she found earlier. Chun-Li used Silence on the Skeleton Lords. Zarax and Ryu took out the Insane Skeleton quickly with a critical hit. I easily deal with the Skeleton Lords after that. The Insane Skeleton leaves behind a Skeleton Key, which I use to open the gate at #6.

Errol takes Ressurect on his 16th level-up. It increases the Divine Mana he'll get with each level up.

Hall of the Dead Fountain, First Time

The next goal for me is to find a magic fountain that pretty much does everything, cures afflictions, and replenishes health, stamina, and mana all at once. I can use this for the next series of boss battles, and to hunt around for experience. First, I must "Search" the south wall at #8 to open the way. The fountain itself is at #10.

Terra takes Armor Plate on her 15th level-up. Having an alternative character being able to use it is helpful, in case the other character previously made a significant expenditure of Earth Mana.

Zarax advances another level as well. He perfects his Shield skill, and begins adding points to Mythology.

Robin Windmarne

Now I head over to #7, and "Search" to get attacked by a few Spectres. Once they're gone, I get the Key of Drows.

I next head over to the gate at #11, which is opened by Key. Now I cast my long-lasting buffs, Armor Plate and Magic Screen. I step through the gate to start a battle with Robin Windmarne and four Highlanders. My front three characters go all out for Robin and take her out in the first round. Errol uses his Angel's Tongue, and Terra casts Missile Shield. Chun-Li uses Psionic Blast on the Highlanders the next round, while Ryu uses Blinding Flash on them. It becomes a mop up at that point.

Robin will leave behind the Elven Bow, a Forest Cape, a Peacemaker arrow, a Chamail Doublet (U), and a Chamail Doublet (L). I won't be able to use an Elven Bow or Forest Cape. The former can only be used by an Elf of certain professions which don't include Monk, and the latter can only be used by Rangers. Errol equips the Chamail Doublet (U) and Chamail Doublet (L) for the rest of the game.

I return to the fountain and replenish myself. I spin around for enough xp until Ryu advances to his 15th level. He takes Deadly Air, which will increase his Air Mana with each level-up. He also starts to put points into Kirijitsu, to increase his odds of landing critical hits.

The Black Knight

I begin by having Rothgar drop a few items that he'll neither use anymore or import to Wizardry 7, or give others over to Chun-Li (who's wearing only Robes). The reason is that Rotghar's armor is about to get heavier, and I want to avoid anyone in my party suffering from Encumbrance and its penalties if I can help it.

Now I head over to #9, and "Search" to get attacked by Spectres. I then open the chest to get the Key of Knights. Note that Terra had a Armor Plate scroll on hand and used it during the fight. Sure, I could cast the spell. But Terra gets to increase her Scribe skill this way.

I then go to #8 on the north side of the room, and kill a few Skeleton Lords. Terra uses an Enchanted Scroll she had on hand. I "Search" the north wall to open the passageway.

I then go to the gate at #12, which requires the Key of Knights to open. With my protections still in place, I go in and begin a fight with the Black Knight, along with several Dark Crusaders and Knights of Death. Rotghar casts Silence on the Dark Crusaders right away. Errol uses his Angel's Tongue. Terra hits the Knights of Death with an Iceball. Zarax, Chun-Li and Ryu take out the Black Knight in the first round. I go to work on the Dark Crusaders in the second round while Terra hits the Knights of Death with a Fireball. It's a mop up after that.

The Black Knight leaves behind The Avenger, the Ebony Plate (U), the Ebony Plate (L), and the Ebony Heaume. I give The Avenger to Terra so she can use up its Lightning charges. Zarax equips the the Ebony Plate (U) and Ebony Plate (L), and hands over the the Full Plate (U) and Full Plate (L) to Rothgar. Both have their body and leg armors for the rest of the game. This is why I like to limit my heavily armored characters to at most one or two characters. , while My Fighter can suit himself up for the very best armor pieces. I don't mind the Lord getting second best, as he's fighting from the back ranks with his Spear of Death anyway. For any third warrior or so on that relies on armor pieces, a Samurai included in my opinion, the pickings start to get slimmer and slimmer. This way, all three front-rank characters have great armor for their protection.

It's also why I like having a Monk and Ninja in the party. They're very effective warriors, and armor skyrockets naturally for both of them. And not having to wear heavier armor means they make great pack mules too.

I then replenish myself at the fountain.

Hall of the Dead Fountain, Second Time

Now I spin around near the fountain again to hunt for the xp. Chun-Li takes Locate Object on her 16th level-up, and continues to add skill points to Kirijitsu. Rothgar takes Purify Air on his 16th level-up, and continues to add to his Mythology skill.

Errol takes Asphyxiation on his 17th level-up. It's another option to wipe out multiple groups of enemies all at once, and it will also increase his Air Mana per level-up. He also adds skill points to Skulduggery until it reaches a perfect 100. He then begins adding skill points to Scribe, and later Artifacts.

Brigerd Dans Woltan

Now I head over to #13. The square I need to search isn't actually at #13, but one square south. I then have to kill a couple Spectres. The chest has the Key of Valkyries.

I then open the gate at #14 with the Key. The next fight is against Brigerd Dans Woltan and several Valkyries. Terra casts Silence on the Valkyries, Errol uses his Angel's Tongue, and the other party members take out Dans Woltan with physical attacks in the first round. Dans Woltan did manage to inflict some damage with her Lightning spell, although that was reduced by the Magic Screen I had set up beforehand. But once she dies the other Valkyries are helpless.

Dans Woltan leaves behind the Armet, Maenad's Lance, Mantis Gloves and Mantis Boots. Zarax dons the Mantis Gloves and Boots. This is one reason why I'm not a big fan of playing Samurai, notwithstanding the coolness factor. Samurai can don pretty decent torso and leg armor, although it is still inferior to what's available for Fighters, Lords, or Valkyries. It is when the monsters aim for the head, hands, or feet, that the Samurai runs into trouble. Monsters admittedly aim for the torso and legs more often, but when higher level monsters land their blows at a Samurai's weak spots, it really hurts.

Zarax also hands over the Silver Gloves and Silver Solleret to Rothgar, who also equips the Armet. He in turn hands over his Helm&Coif to Chun-Li. But everything's gotten a little heavier for everyone, so I have to hand some items over to Errol.

Dan Woltan also leaves behind the Horn of Prometheus, which my Errol can now use for Fireballs without limit. I have no use for Maenad's Lance, as it is a Valkyrie only weapon.

I start to return to the fountain when I encounter a new kind of foe, a Wraith. Wraiths in this game are capable of killing party members outright with spells like Death or Lifesteal, so be sure to give all of your attention to them first, even if they appear with other monsters. I manage to kill it without a scratch, so then I return to the fountain and replenish myself.

Hall of the Dead Fountain, Third Time

Time for some levelling-up. Terra takes Armormelt on her 16th level-up. She brings her Theology points to 72, so that she can take 5th-tier Priest spells on her next level-up. She puts the rest in Thaumaturgy to bring her within reach of 90 for 6th-tier Mage spells. A +1 increase to Vitality is certainly welcome as well.

Ryu continues to add to his Kirijitsu skill. He also adds Asphyxiation on his 16th level-up. Now he also has a mass destruction option.

Both Chun-Li and Rotghar take Death on their 17th level-up. In the latter case it increases the Mental Mana he will get during level-ups.

Errol takes Wizard Eye on his 18th level-up. It will increase his Mental Mana during level-ups. He also starts to add skill points to Wand & Dagger skill, to improve his ability to land sneak attacks with his off-hand weapon.

Terra takes Purify Air on her 17th level-up, so she also has the option to clear out Fire Storms and Poison Gas clouds and so on. She also bumps her Thaumaturgy to 84 points, well within reach of the 90 needed to take 6th-tier Mage spells on the next level-up.

Another thing I'm starting to do is keep and collect items that are very light in weight, like powders and potions, with a view towards eventually filling up the rest of my inventory with them. The intention is to take advantage of a certain exploit as the game nears its end. Terra will use up charges from items that are heavier, like The Avenger and the Vulcan Hammer.

Haiyato Daikuta

There will be a button just south of #14 that opens the hallway leading south. There will then be another button at #15 that opens the way. I buff up with Armor Plate and Magic Screen beforehand.

Now we have a fight that includes the Samurai Lord, Haiyato Daikuta, 6 other Samurai, and 3 Ninja. This fight can be really tough. All of the Samurai are capable of blowing the party away with offensive spells. All of the enemies, Daikuta especially, are capable of instantly killing party members with critical strikes. Errol casts Missile Shield, as the Ninja shurikens are capable of ranged critical hits. Terra casts Silence on the 6 Samurai. Zarax, Chun-Li, Ryu and Rothgar gang up on Daikuta, and manage to kill him in the first round. But he did manage to score some damage with a Fireball. I take out the Ninja next, while Terra hits the Samurai with an Iceball. Errol follows up with his Angel's Tongue, to improve everyone's chances of connecting with their attacks. It becomes a mop up after the first two rounds.

Daikuta leaves behind the ideal item set for a Samurai:

There is another button next to the gate leading into the room. I press it to open the gate, and then return to the fountain to replenish myself.

The Bane King

Now I make my way to #17 on the map. This marks the first appearance of the Bane King, who is obviously a Vampire. He wonders what I'm doing in the Hall.

I could answer "Rebecca", but that will make him very angry with me. And in my experience he'll stick around longer than I'd really like. So the preferable answer seems to be "Cosmic Forge". I won't be able to damage him during this fight. I just have to last for a few rounds and then he'll leave of his own accord.

I "Search" where I fought him and find the Key of Queens.

I return to the fountain to replenish myself, and then rest so that Chun-Li's Hypnotism wears off.

The Queen

After that, I head back to #18 on the map. I then search, whereupon the spirit of the now-deceased Queen speaks to me. She obviously has a lot of hate for the Bane King and the Demon Girl, and she gives me both a Key of Evil and a Silver Cross.

Her giving of the Silver Cross presents the player with a fundamental choice. If you want to explore all of the possible endings for the game, here is where you back up your saved game.

If you choose to hold onto the cross, you are deciding to believe the Queen's story and committing yourself to a final battle against the Bane King and the Demon Girl. If you're in for this, be warned that this will be a really tough final battle. The Bane King and Rebecca (the Demon Girl) both have the same powers. They can use a Hypnotizing Gaze to turn a party member on his or her comrades. They can drain hit points with their physical attacks. They can also cast Mind Flay or Psionic Blast, which can both inflict damage and render party members insane. The worst part is that you can't use your usual weapons. You have to use Wooden Stakes, which do pitiful damage, but are the only weapons that can inflict damage on either of them. It's not impossible, but don't be surprised to find yourself having to reload every now and then.

The other choice, my choice, is to drop the Silver Cross. This is admittedly easier, but it also has a distinct reward that I'll be looking for at the end of the game.

Hall of the Dead Fountain, Fourth Time

I spin around for more experience. Ryu takes Deadly Poison on his 17th level-up. Now it's about a character taking spells no one else can provide.

Chun-Li got several attribute raises, and 8 hit points, on her 18th level-up. I only got 5 skill points, but I can live with that as I figure she'll still perfect her Kirijitsu skill by the end of the game or at least come close. Rothgar took Remove Curse on his 18th level-up. It can be useful should I happen to equip a cursed item.

Errol takes Anti-Magic on his 19th level-up. It provides an option for trying to shut in the spells of an enemy spellcaster.

It is now about 200,000xp until my next level-up, so now I set course for the next dungeon.

Rebecca

Now the party presses a button just to the northwest of #18. This will open up the wall at #19. I next use the party uses the Key of Evil to open up the gate at #20.

The party then goes to #21 and meets the Demon Girl, Rebecca, for the first time. She hypnotizes the party and leads them back to the Bane King to the south.

If you chose to keep the Silver Cross, make sure your first character is wearing it. That way, the Bane King will get stopped in his tracks, and he'll send you straight away to the jail.

I dropped the Silver Cross, he'll bite each party member, sometimes causing significant damage. He then imprison them in the jail, which will lead to the Forest.


Top


Amazon.com
Amazon.ca
Amazon.co.uk
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Disable all ads!