Wizardry V FAQ/Walkthrough Version 1.3 By: Bryan Landry http://bryanlandry.cjb.net sonofdurell@hotmail.com PLACES THIS FAQ SHOULD BE FOUND http://www.gamefaqs.com http://bryanlandry.cjb.net Contents: 1. Intro/Disclaimer/ History 2. Creating a Party 3. Walkthrough 4. EndgameSequence 5. Armor 6. Items 7. Spells 8. Enemies 9. NPC's 10. Pools and Swimming 11. Character Classes 12. Game Genie Codes 13. Credits/Thank You's 1 Intro: Wizardry V, Heart of the Maelstrom is a game for the Super Nintendo Entertainment System. It was released in 1993 and is based on a PC game of the same name. This game starts you in a maze called "The Maelstrom" This maze was created by an evil force referred to as "Sorn". I have been playing this game off and on for years and i have finally beaten it. All names and other copyrighted words are the property of their respective owners. This FAQ is my own work,unless noted. I take no responsibilities for any damages or injury that result from improper use of this FAQ. If you want to use it, or want to add something, email me at the above address. I am awating permission for use of actual game maps, which will be posted on my site as soon as i get them. ALSO This FAQ is to remain complete if you use it. 6/2/99: Completed Table of spells, Added Endgame info. Added Thank You/credit section 6/1/99: Started Table of spells 5/31/99: Corrected/Completed Information on Character Classes 5/15/99: Added section on Pools and Swimming 2 Creating a Party: Creating a party is the most crucial step to playing the game. Beginners should use the following setup: 1.Fighter(Fighter/Lord/Samurai/Ninja) 2.Fighter(Fighter/Lord/Samurai/Ninja) 3.Fighter(Fighter/Lord/Samurai/Ninja) 4.Thief (Thief/Ninja) 5.Magic User (Cleric/Lord) 6.Magic User (Wizard) -My party consists of 1 ninja, 2 samurai, 2 lord, 1wizard. Notes on character order: -First, you should arrange it so that all your characters can attack. An easy way to do this is to give 3 of your characters long-range weapons and put these 3 in the back. -Characters with heavy armor should be placed before those with light armor. 3. Walkthrough Quest 1: The Orb and The Statue The maze is long and difficult to memorize. A map is needed to navigate the convoluted passageways. There is a magic spell that has the same effect, but magic is best used for other purposes. Magic points are scarce in this game. The map is an item called the Solemn Statue. To get it, you first have to have the orb of Llygamyn. What you need to do is advance your character's levels by fighting the various monsters in the maze. Once one of your characters learns the Mage spell Dumnapic, use this spell to find your current location. It is now time to get the orb. The orb is located at the coordinates(E18,N9) Get Orb, save your game, and go back to town to rest up and see if anyone gained any more levels. Now it is time to get the Statue. There are two things that you need to get the statue: the orb, and 37500 dollars. The Statue can be found at (E8, N24) You must purchase it from G'bli Gedook. He has many wise words for you as well. If he does not wish to speak, give all your gold to one party member, save the game, quit the party, and restart just the member with all the gold. Have him go in alone. It is never a good idea to fight G'bli Gedook or steal from him. He has spells that can kill off your party very easily. Buy the statue for 25000 dollars, then go to Boltac's Trading post and identify it for 12500 dollars. If you're wondering how to get the gold to do this, go to the vampire statue at (E20, N27) and repeatedly give the wrong answer to fight the bats. These are the best sourse of experience on the level. By the way, the correct answer is "Vampire." The correct answer reveals a door. In this area, you can meet Ironnose the Dwarf. I met him at (E16, N28). you need to buy a key from him for $300. Charming him works well. BEWARE! there is an enemy in this area(E15, N23) known as a "living rock" He packs quite a punch. If you do beat him, he leaves a mace. After raising your level high enough that you have 6 uses of Dumnapic, its time to proceed to the second floor of the maze. The creatures there should increase your fortune quite a bit. (Make sure you explore the area behind the vampire statue first.) The next section is on getting to the second floor of the maze. Quest 2: The Purse, the Motor Room, The Hurkle Beast, and Level 2 Before you take up this challenge, go back upstairs to the Adventurer's inn and see if you gained any levels. Then save the game at the foot of the stairs. First of all, you need the purse it is at (E4, N4) you have to search the corpse and fight some undead monsters to get it. To get to the purse, you must turn off the motor. To do this, you need the Brass Key from Ironnose. The motor is located at (E6, N4). Use the key to get in and select the actions in this order to de-actiavte the machine D,B,C,A. Collect the Bag of Tokens by defeating the monsters. The bag in in the chest that they leave behind. The Token Booth is located at (E12, N4). It lowers you to part pf level two. This sealed area contains a teleporter at (E7, S4) that can take you to levels 2,3,4,or 5. The corner (W3, S14) has a chest containing the bottle of soda. Somewhere in the area is the Hurkle Beast. He has about 38 hit points and his attacks cause poison and paralysis. He doesn't leave an item. Hang around this area and fight monsters to your heart's content. If you want to explore more of level 2, there is a rope leading into another sealed room at(E9. N5). The pit located in the small room next to (E11, N1) leads to the same room. This is damaging, though, so its better to take the rope. This small room has pits at (W17,S1) and (W16,S6) that damage you. The rope to get back up is located at (W5, N2). Quest 3: The Legendary Den of Theives: The idea of this quest is to build your levels higher. First, go to the Inn and check your levels. Its also a good idea to buy weapons and armor. Make sure you got the map before coming here. To get to the den, go to the shimmering portal on the first floor (E15, N9). You should see lots of black. Use the map to find your way to the door. This is the door(E10,S1) to the den of theives. Inside you will find strong enemies and several bands of roving theives led by NPC's. Busted Brian, Rick the Pick, and Le Dombo can all be found here. Make sure you charm them and get their advice sometime during the game. Always save at the room with the "Den of Theives" sign so you can restart there in case the theives steal one of your good items. Their hints cost $250 each. Avoid fighting the Blackblades, Armor Eaters and Assasins if possible. Quest 4: Level Three, The Mad Stomper This is where the enemies begin to get hard. Level threeconsists of three parts. The first part is the hallway surrounding the maze part. The maze part is the second part. The third part is the top area. Until you get the Litofeit spell stick to the hallway area. Aviod the gastrap at (E21,S23). Its a good idea to try fighting the enemies in lovel 5 to speed this process. Don't enter Manfretti's yet, i believe you cannot leave for awhile if you do so. 4. Endgame Sequence: Thanks to Snafaru for this info -Before you can begin the endgame, you must have the following items: King of Diamonds Staff of Earth Queen of Hearts Staff of Fire Jack of Spades Staff of Air Staff of Water Orb of Llygamyn -Once you begin the endgame, you cannot go up to the castle. If you do so, you must begin the endgame again. -Use Silver Mail to heal your characters. Go to level 7. Find the Lord of Hearts at (5E,5N). Give him the Queen of hearts. Then go to the4 blue Flame at (1W,1S). Use the Orb to open the portal and take the portal to level 8. Fight the evil clones, have someone equip the staff of water, use the staff at (0E,4S) light candles BEH and answer GROWTH. Go back to the portal and go back to level 7. Find the Lord of Spades at (6W,5N). Give him the Jack of Spades. Go to the red flame at (0E,1S) and use the orb to open the portal. Take the portal, fight the clones. Equip the Staff of Earth, and use it at (4W,0N). Light candles ADI and answer NATURE. Go back to level 7. Find the Lord of Diamonds at (6W,6S) and give him the King of Diamonds. Go to the yellow flame at (0E,0N) use the orb here and fight some more clones. You should get the Ace of Clubs for Equip the Staff of Fire and use it at (4E,0S). Light candles CFG and answer CHANGE. Go back to level 7. Find the Lord of Clubs at (5E,5S)and give him the Ace of Clubs. Go to the white flame and use the orb. Fight the clones. Equip and use the Staff of Air at (0E,4N). Light all the candles, and answer MAN. Take the portal back to level 7, give the Queen of Hearts to the Lord of Hearts once again. Go down to level 8 and find the Sorn at (0E,0N) During the first round, have your ninja/theives hide and cast a summon spell to summon the gatekeeper. Once you win, you will get the "Heart of Abriel" Give this item to a character that can cast mage spells, and cast Malor and teleport up 7 levels, climb the stairs, and your quest is complete. 7. Spells Spells are divided into two categories: Cleric and Mage Here are the spells and their descriptions. Cleric spells: ----------------------------------------------------------------------------- LEVEL NAME USE ----------------------------------------------------------------------------- 1 Dios Restores 1-8 Hit Points. 1 Badios Inflicts 1-8 points of damage to 1 monster. 1 Milwa Lights up more of the maze. 1 Kalki During combat, lowers party's AC by 1. 1 Porfic Lowers Caster's AC by 4 during combat. 2 Katu Charms a group of enemies or a NPC. 2 Calfo Determines nature of trap on chest. 2 Montino Prevents 1 group of monsters from casting spells. 2 Kandi Gives location of missing person. 3 Latumapic This spell identifies the enemies you're facing. 3 Dialko Cures paralysis, wakes sleeper. 3 Bamatu Reduces party's AC by 3 for whole battle. 3 Lomilwa Same as milwa, lasts longer. 3 Hakanido Drains monster of magic-casting ability. 4 Dial Restores 2-16 hit points. 4 Badial Deals 6-30 points of damage to 1 monster. 4 Latumofis This is the infamous poison cure spell. 4 Maporfic This spell lowers the whole party's AC by two. 4 Bariko Deals 5-15 points of damage to 1 group of enemies. 5 Dialma Restores 3-24 hit points. 5 Di Attempts to resurrect 1 party member. 5 Bamordi Summons monsters to aid the party during combat. 5 Mogato Attempts fo banish monster. 5 Badi Attempts to take monster's life. 6 Loktofeit Teleports party back to castle, must re-learn spell after. 6 Madi Recovers all hit points. 6 Labadi Drains all but 1-8 of monster's HP, restores caster's HP fully. 6 Kakamen Deals 7-49 points of damage to 1 enemy group. 7 Mabariko Deals 12-72 points of damage to all monsters. 7 Ihalon Grants favor to 1 person, must be re-learned after use. 7 Bakadi Attempts to slay outright all monsters in a group. 7 Kadorto Restores lifeless characters, even those turned to ashes. ----------------------------------------------------------------------------- Mage Spells: ----------------------------------------------------------------------------- LEVEL NAME USE ----------------------------------------------------------------------------- 1 Halito 1-8 damage to a monster. 1 Mogref Reduces Caster's AC by 2. 1 Katino Causes a group of monsters to sleep. 1 Dumapic Look at the map. 2 Ponti Increases 1 person's speed and reduces AC by 1. 2 Melito 1-8 damage to an enemy group. 2 Desto Attempts to unlock door. 2 Morlis Raises monster AC. 2 Bolatu Tries to turn a monster into stone. 3 Calific Will Reveal secret doors, if any are present. 3 Mahalito 4-24 damage to a group. 3 Cortu Protects party against magic spells and "breathing" monsters. 3 Kantios Disrupts actions of1 group of enemies. 4 Tzalik 20-60 damage to 1 monster. 4 Lahalito 6-36 damage to 1 monster group. 4 Litofeito Lets your party float over pits, shafts, and other traps. 4 Rodko Stuns 1 group, harder to recover from. 5 Socordi Conjures a group of monsters to help you fight. 5 Madalto 8-64 points of ice damage to a group. 5 Bacortu Fizzles spells from 1 enemy group. 5 Palios Reduces monster magic screens, dispells fizzle fields on party. 5 Vaskrye Random effects to 1 enemy group. 6 Mamogref AC-10 wall around 1 person. 6 Zilwan 500-1000 damage to 1 enemy. 6 Lokara Earth will engulf some monster types. 6 Ladalto 10-100 points of damage to an enemy group. 7 Malor When cast in combat, teleports party to random location. 7 Mahaman Caster must be level 13, performs a great favor in battle. 7 Tiltowait 10-150 Damage to all monsters. 7 Mawxiwtz Super-Charged Vaskrye, works on all monsters. 7 Abriel You get this when you beat the game. ------------------------------------------------------------------------------ 9. NPC's These are found throughout the game. They offer advice, sell items, or sometimes steal from you and can even attack. Level 1 NPC's G'bli Gedook He is found at (E8, N24) He should not be attacked and you should not try to steal from him either. When angered, he calls acolytes and casts death spells. He is not easily charmed. Buy the Statue from him. Ironnose He is found near (E16,N28). He is a tough opponent. Buy the Key from him. He can be charmed. Level 4 NPC's Busted Brian Rick the Pick Le Dombo These Shady Characters are found in the den of theives. They sometimes steal from you. They can be charmed. They run when attacked, but their buddies stay. Level 5 NPC's La diva Brenda Lady Lenore Lucianne Skye Lady Karena Lady jane These ladies wander level five. If you try to talk to them, you have to pay $250 or they will call the guards. They sell some good stuff, I'll have a list one of these days. They can be charmed easily. Big Max: This guy is located at (E7, S1) he sells tickets to Manfretti's. He packs quite a punch, so try not to anger him. It may take several times to charm him. 10. Pools and Swimming: Swimming is an important skill in this game. Items and gold can be found in pools, as well as monsters and stat alterations. A Character's swim rating is show in the status screen. This number is the number of levels they can swim without drowning. To raise this level, save the game and make the character dive a level deeper than the rating. If your character drowns, reset the game, otherwise, save and continue. There is an item that allows characters to swim as deep as they wish without fear of drowning. This item is called the rubber duck. You can buy it from the Mad Stomper on level 3. Once you equip it on a character, he/she will never drown. 11. Character Classes: The basic classes are: Fighter: You know who these guys are. They're strong and they beat up stuff. Upgrade these as soon as possible to a Lord, Samurai, or Ninja. Fighters can be good, neutral , or evil. A character must have 11 Strength to be a fighter. Gnomes make the best fighters. Mage: Mages have low hit points and can only use light armor and weapons. Thety can cast mage spells, which often come in handy. You should upgrade these guys to Samurai as soon as possible. Mages need 11 IQ. Cleric: Clerics cannot be neutral. They have limited weapon and armor choices. They cast cleric spells and are very necessary. THese Characters should be upgraded to wizards or lords as soon as possible. Clerics need 11 devotion. Thief: Thieves are used to open treasure chests and locked doors. They can hide and ambush as well. They can also steal from NPC's. obviously, theives cannot be good. Hobbits make good theives. Theives need 11 Agility. The advanced classes are: Wizard: Wizards are master spell-casters. They can use slightly better equipment. They can identify items found in the maze, which is very useful. They cannot be neutral. They need 12 IQ and 12 devotion. Samurai: Samurai are great warriors. They can use most Fighter weapons and armor. At level 4, they begin to learn Mage spells. Samurai cannot be evil. They need 15 strength, 11 IQ, 10 devotion, 14 vitality, and 10 Agility. Lord: A Lord must be good. The Lord is basically a fighter with the ability to cast cleric spells. They can use all Fighter armor and weapons. Lords can dispell enemies as well. They need 15 strength, 12 IQ, 12 devotion, 15 vitality, 14 agility, 15 luck. Ninja: Ninja can use the same armor and weapons as samurai, but work better without any. They can be used to hold your non-combat items this way. Their armor class lowers a point evert three levels. They can hide and ambush enemies during battle do do almost double the damage. They can identify and disarm traps as well. Ninja must be evil. They need 15 strength, 17 IQ, 15 devotion, 16 vitality, 15 agility, and 16 luck. 13. Credits/Thanks -Thanks to GAMEFAQS for being the best game info site ever. -Thanks to Snafaru