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Next time I'll be clever enough to escape! Let's Play Wizardry IV: Return of Werdna!

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  #151  
Old 02-09-2012, 07:49 AM
Olli T Olli T is offline
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http://imgur.com/ is free and only limited by file size (1MB), which shouldn't be a problem for you.
  #152  
Old 02-09-2012, 07:54 AM
Albatoss Albatoss is offline
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Originally Posted by Olli T View Post
http://imgur.com/ is free and only limited by file size (1MB), which shouldn't be a problem for you.
This man knows what's up.
  #153  
Old 02-26-2012, 06:11 AM
Asema Asema is offline
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Welcome back to The Return of Werdna! Before we start, I'd just like to say that the images from earlier might vanish: any that disappear after the March 1st deadline will be either removed, or replaced if they were an important part of the update. Either way, imageshack is a massive pain in the ass and you shouldn't use it. Onward!



The entrance sign of the Cosmic Cube has that dry humour typical of the dungeon. It is very literally and very figuratively correct in saying what it does. Except, of course, for the part about fun.



Werdna's already killed all of the local tigers anyway. He opts for the Mystery of the Lady.



Just kidding. If this riddle does worry you, can (and should by now) save before entering one of the doors. The problem I see with this riddle is that, reading the second box of text, there is really not much of a riddle here. At least to me, while the text might imply that the left door if honest is telling the truth and so it is a fairly safe choice (after all it does not state that it does not contain the lady), the right door could also be honest. The centre door sticks out as having no traces of honesty. But I might just be thick, because I cannot actually figure out this riddle on its own terms. I simply saved and tried each door in turn. The game is not terribly responsive if you get the answer wrong, but does note when you get it right.

The answer: The centre door.



That The Return of Werdna is choosing to give the player warnings is worrying as it should be. Advancing teleports Werdna to the Cosmic Cube proper.



The third level of the game is innocent enough, and it starts out directing the player towards a given destination. Early in the maze following these instructions is helpful. Later on, continuing towards "The Egress" will land you somewhere undesirable. You will also see a lot of staircases, as I do here. Functionally within the Cosmic Cube they are little different from teleporters, not always going in the indicated direction and sometimes leading up or down two floors.



A bit later into Werdna's journey he enters a truly frightening place, and one that is a microcosm of the Cosmic Cube itself: it is a diamond shape, and is full of dark and lit squares alternately (as in the Land of the Creatures of Light and Darkness). The lit squares contain spinners, and there are three teleporters, one of which is also a spinner. Arriving here is unproductive except for a pentagram.



This pentagram maximizes Werdna's stats, placing him at 100 HP and 18s in all attributes. Unfortunately it also has underpowered monsters: the Cosmic Cube is full of pentagrams but few of them are useful at or beyond the level of monsters available in the Maze of Wandering. Being able to heal and recharge is welcome, but I can do the former on demand, and the latter is not worth paying monsters for...



Speaking of monsters, don't forget that the do-gooders are still out and about, and stronger than ever. The game was luck-based before, but now it doesn't even pretend to give you some sort of choice in combat. Whether you spam Tiltowait or the Dreampainter's Ka, your strongest options, the do-gooders here will still usually crush you. So...



I recall at least five deaths but do not remember how they occurred.
  #154  
Old 02-26-2012, 06:21 AM
Asema Asema is offline
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The game directs its player towards a chute. While this seems cruel, it is actually conducive to progressing in the maze and is a surprisingly gentle note that you will be encountering chutes, which will immediately cause you to plummet down one or two floors without prompting you. As far as I have seen there are no chutes leading upwards, so take some solace in the fact that there are no antigravity chutes.



But what the chutes lack in world-breaking quality they make up for in quantity. And they drop you off in some absolutely scenic places to die. You might even say that, since this was technically on the first level, it's... six feet under.

But eventually progress is made, and it is when Werdna discovers a pentagram. Surely this one will have a few decent picks that will at least partially alleviate the problems with combat Werdna is. Being able to kill a few enemies if push comes to shove would be swell.



Oh fuck.

Okay, the game at this point severely tests your knowledge of low-level Wizardry monsters. Two of these -- the Dink and the Fuzzballs -- are completely immune to magic weak and powerful. The Level 1 Priests are... no, they're not better than nothing, because the enemies are packing all-targeting spells now. But I have to pick something for the third slot.



The next time the game gives me good monsters, it is when I must confront not a teleporter maze, but a teleporter corridor: this is trial and error taken to its dangerous extreme, with a wavy corridor just barely navigeable sending you every such way with one wrong move.

Code:
  ..X
X..X
..X
.X


If you feel I am glossing over too many details, rest assured that I am not: this is what the Cosmic Cube is: a 3D maze full (full, as the do-gooders are always reappearing whenever you leave the level) of overwhelmingly strong opponents, chutes and ladders, and the occasional screw-you such as a dark zone or spinner. Because it is a heavily interconnected set of three levels, it is more like one gigantic level, and because it is not extremely linear, a successful (or unsuccessful) player will be taken through choice areas of it.



Unrelated: Werdna discovers a Ring of Healing. This item when equipped regenerates HP in a fashion similar to the Dragon's Claw, or so it does from memory. Its regeneration is not very strong, and we do have the Dreampainter's Ka for healing, but I stow it away nonetheless, because I am attracted to powerful and valuable items.



The game brings out the final set of portraits for each class starting in the Cosmic Cube, an indicator of the difficulty I have already stated.



The game, if it was not already, is outright mocking people who have not played early Wizardry titles as it places the weak Murphy's Ghost (an XP-grossing fixed encounter on level 1 of Proving Grounds of the Mad Overlord) with a selection of powerful and useful minions (although many of whom only appear alone, limiting their usefulness).



Werdna has stopped gaining statistics and spell levels from pentagrams. He is as powerful as he will get at this point, so there is no sense in going out of your way to find pentagrams if you are satisfied with your monsters and spell charges. The game is at least kind enough to relieve you of existing burdens as it adds new ones.



After a difficult battle, he obtains the Holy Limp Wrist (key item, casts Dialko to cure paralysis).



And unfortunately, loses it to the local do-gooders. I'll say now that I have played through the game up to the end of the Cosmic Cube, and I know enough to say that discarding most of my screenshots and summarizing the events (death) that took place within the Cosmic Cube is in everyone's best interests. While the Cosmic Cube is boring, arduous and even agonizing to play through, it is just the same to read about a play-by-play of its navigation. With that said there is enough material to write about it, so do expect to hear more about my suffering. Just not about all of it, because I've no desire to inflict it on you.

Next time: The Cosmic Cube, continued!
Death count: ~70 (~12x longsword, 1x staff, 1x Dragon Slayer, 1x Were Slayer, 1x dagger, 1x mace +1, ~4x molito, 8x makanito, 1x litokan, 5x lakanito, 1x lahalito, 1x dalto, 1x badi, ~7x mahalito, ~3x halito, 2x tiltowait, 2x entrapment, 3x mines, 4x Trebor, 1x theft, 1x falling damage, 1x item loss, 1x Karl Maudlin, 2x Hell, 1x cage, ~7x unknown).
  #155  
Old 02-26-2012, 07:20 AM
Olli T Olli T is offline
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Quote:
Originally Posted by Asema View Post


Werdna's already killed all of the local tigers anyway. He opts for the Mystery of the Lady.



Just kidding. If this riddle does worry you, can (and should by now) save before entering one of the doors. The problem I see with this riddle is that, reading the second box of text, there is really not much of a riddle here. At least to me, while the text might imply that the left door if honest is telling the truth and so it is a fairly safe choice (after all it does not state that it does not contain the lady), the right door could also be honest. The centre door sticks out as having no traces of honesty. But I might just be thick, because I cannot actually figure out this riddle on its own terms. I simply saved and tried each door in turn. The game is not terribly responsive if you get the answer wrong, but does note when you get it right.

The answer: The centre door.
Here's how I reasoned it: the lady of tigers is a tiger and a lady. If the left door is truthful, it says the lady-tiger is in the right room, but then the right door lies and the lady-tiger is not in the right room, a contradiction. If the right door is true, the tiger-lady is in the right room, but then the left door lies and the tiger lady is not in the right room, a contradiction. If the center door is true, the tiger-lady is in the center room, and the left and right doors lie about the tiger-lady being in the right room, which isn't contradictory.
  #156  
Old 02-26-2012, 09:02 AM
Nodal Nodal is offline
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Quote:
Originally Posted by Olli T View Post
Here's how I reasoned it: the lady of tigers is a tiger and a lady. If the left door is truthful, it says the lady-tiger is in the right room, but then the right door lies and the lady-tiger is not in the right room, a contradiction. If the right door is true, the tiger-lady is in the right room, but then the left door lies and the tiger lady is not in the right room, a contradiction. If the center door is true, the tiger-lady is in the center room, and the left and right doors lie about the tiger-lady being in the right room, which isn't contradictory.
The more logical way (in my opinion) is to assume the lady and the tigers are separate entities.



Assume the second is true. That means that a tiger is in the second, and judging by the third clue being a lie that a tiger is in the third. However with the first being a lie the lady should be in the third. So this is wrong.

Assume the third is true. That means the lady is in the third. However judging by the first clue being a lie, a tiger should be in the third. So this is wrong.

Assume the first is true. That means a tiger is in the third. Judging by the second clue being a lie, the lady is in the second room. This is reinforced by the third clue (a lie) saying that a tiger is in the third room. So the second room is the room to enter.

Edit: The problem I think you're both having is you are assuming the truthful door is the correct door to enter. This is never stated in the puzzle.
  #157  
Old 02-26-2012, 10:32 AM
Kejardon Kejardon is offline
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I thought it was a pretty straightforward and easily solved riddle, mostly the same way as Nodal. Just this one thing is off:
Quote:
Originally Posted by Nodal View Post
Assume the third is true. That means the lady is in the third. However judging by the first clue being a lie, a tiger should be in the third. So this is wrong.
If the first clue is a lie, a lady should still be in the third. However since the second is also a lie assuming the third is true, a lady should also be in the second. So obviously this is wrong since there aren't two ladies we actually don't know how many ladies there are for sure.
This still isn't a problem though since assuming the first door is true gives an overlapping answer of the center door being a good answer, and assuming the first door is true doesn't give a good answer at all. So the center door it is, even though it's not entirely clear how many ladies there are. It's implied with 'the' (and probably supposed to be taken) as there's only one lady and two tigers, but personally I couldn't help but wonder if there was a dragon or something in the third door.
  #158  
Old 02-26-2012, 12:01 PM
Cait Cait is offline
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Door 1 and Door 3 cannot both be lying. Given the premise of the puzzle, only one door can tell the truth; therefore, Door 2 has to lie. Door 2 says it has a Tiger, which we've proven is a lie.
  #159  
Old 02-26-2012, 02:09 PM
Olli T Olli T is offline
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oops, I read the clue as "lady of tigers" when it says "lady or tigers"
  #160  
Old 02-26-2012, 04:29 PM
Lucas Lucas is offline
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Quote:
Originally Posted by Asema View Post


The game directs its player towards a chute.
This is a classic.
  #161  
Old 02-26-2012, 07:35 PM
SpoonyGundam SpoonyGundam is offline
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Quote:
Originally Posted by Olli T View Post
oops, I read the clue as "lady of tigers" when it says "lady or tigers"
You know, it would be perfectly in-line with this game if the lady behind the door actually was a tiger lady. Who then kills you. (The tigers behind the other doors would kill you too.)
  #162  
Old 02-26-2012, 08:26 PM
Mogri Mogri is online now
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Yeah, the big false assumption is that the truth-telling door is the correct door. You actually want the door that has the lady. (Originally, I read the first clue as "a tiger is in the room to the right," which makes the puzzle even easier!)

Pee ess: really glad this LP is still going!
  #163  
Old 02-27-2012, 07:41 AM
Asema Asema is offline
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I take some solace in the fact that apparently it really is not that simple to solve this riddle, as evidenced by the dogpile of posts on the method of solving it. But fair point -- I took one look at the riddle again with the fact that a lying door can still contain the lady in mind, and yeah, that should've occurred to me.

PS: If anyone really wants an update today, go look up the maps for the Cosmic Cube. Those will tell you far more than my agonizing attempts to map it can, and much more succintly at that. If I manage to get to my favourite part of the game today, then there'll be an update. Buuuut Wizardry IV doesn't want that.

Quote:
Originally Posted by SpoonyGundam View Post
You know, it would be perfectly in-line with this game if the lady behind the door actually was a tiger lady. Who then kills you. (The tigers behind the other doors would kill you too.)
Yes, and you'd need to Malor past the squares containing them. Which you can't do anywhere else in the dungeon.
  #164  
Old 03-01-2012, 09:13 AM
Asema Asema is offline
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Okay, two bits of news. One is weird but welcome, the other is also welcome.

1. I think I have the solution to the Cosmic Cube.
2. Imageshack has extended the deadline to the 1st of April as of today. What the hell this means, I have no idea. I'll still be downloading my images, but it's weird that they set the expiry date back as soon as it hit. It IS convenient, though.
  #165  
Old 03-02-2012, 09:13 AM
Beowulf Beowulf is offline
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Quote:
Originally Posted by Asema View Post
1. I think I have the solution to the Cosmic Cube.
I find your dedication to finishing this game without using walkthroughs to be incredibly impressive.

And possibly a little scary.
  #166  
Old 03-16-2012, 12:16 PM
Asema Asema is offline
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Welcome back to The Return of Werdna! It's been a while. I was hoping to write one large update on the Cosmic Cube, but as the screenshots and notes piled up, I decided against it. So this update will cover the earliest half of the Cosmic Cube that has not already been covered.



There are events in this maze that (futilely) attempt to provide a use for the gold Werdna has burning a hole in his pocket (450,000 or more as of this writing). For 50,000 GP, the Cleansing Oil (key item, "oil of ole'") makes its new home in the Black Box. As with the other items we have in our pack now, we need it to finish the game.



Not far from the point in the dungeon where you can purchase the Cleansing Oil, there is a pentagram. They've stopped providing stat boosts and now simply give you an opportunity to recharge and summon three new groups of monsters. That said, because the Cosmic Cube is so lethal and heavy on spellcasting, a new stack of 9 Tiltowaits is always welcome.



This has been discussed, but the adventurers here are just ludicrously strong. The game knows at this point that it can't reasonably expect resource conservations to be a key part of its dynamic -- the adventurers are just getting too tough and the usual spells thrown around too lethal for that. So, as with the Pyramid Guard all the way back on level 10, most battles are a matter of luck -- cast Tiltowait and hope for the best.

Quote:
Originally Posted by The Oracle
Down into the bowels of the Earth.
I die to Lakanito, Makanito and decapitation with a Shuriken here, before finally progressing and receiving a hint from the Oracle. This hint has a use, in theory, I suppose -- it is relevant to one and only one puzzle in the game, and even then is too obtuse a hint to be useful to anything less than the most observant players. Then again anyone who wants to make use of this hint should be observant to begin with.



Yep.



The area is full of chutes, as I've outlined. Every square adjacent to this one is a chute. Not only that, but experience tells me that avoiding chutes here is the wrong thing to do. The stairs are not always your friend. In fact, they rarely are.



Sometimes, the game is kind enough to throw easy battles your way. On the other hand, sometimes those easy battles are quite lethal. The dungeon is still a pain to navigate, naturally -- there are, mercifully, areas where you will be able to walk around unimpeded, but enough time in the Cosmic Cube will develop in you an unhealthy paranoia: the assumption that every tile could contain a chute or a teleporter. The only release is through obsessive-compulsive mapping.



There are squares that feel like they are fixed encounters, but really they simply just have encounters more often than not because they're behind doorways. It's annoying, but it's essential to beat the encounters that come up to progress -- as has been shown before, escaping is an ineffective tactic.



The pentagrams in the Cosmic Cube vary wildly in contents and therefore usefulness. This is one of the better pentagrams to use, but getting back to it without losing progress is painful. On the lower end... well, Dinks and Fuzzballs resist magic quite well. That's something, I suppose.



There are several odd items that the do-gooders in the area drop. Some of them are obviously key items, like this Pennonceaux (I just told you). Only one or two groups drop a given item, however, so hunting it down is a matter of being on the right floor -- and knowing you need it to begin with. Past the pentagram shown above is a set of four staircases, all in a row. Only one will lead to your destination -- the others, just setbacks. The Cosmic Cube has a lot of fun putting staircases or pentagrams directly in your path, tempting (or forcing) you to use them and end up somewhere unpleasant (or end up with a party full of weaklings).



Reaching this area is certainly a good sign, however -- The Spanish Inquisition dies quickly to nuclear magic, leaving us to wander the dark zone ahead. Fortunately, it's fairly navigable, and leads to the best pentagram available at this point -- the pentagram contains Greater Demons, which summon help, two varieties of Dragons, and a bunch of other nasties -- most of whom cast powerful spells to complement Werdna's own arsenal.
  #167  
Old 03-16-2012, 12:17 PM
Asema Asema is offline
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Now, if the game hadn't been giving you a hard time up until now, it probably would by having Werdna get thrown back to the entrance or some such with this purchase. But no, the "you know what" is something far better for Werdna than 100 GP...



The St. Trebor's Rump, when equipped and invoked, removes the curse on Trebor, allowing Werdna to navigate the dungeon in peace without fear of instant death. While it would have been nice to have this earlier, as in the Cosmic Cube Trebor is little threat (you're changing levels so often he rarely comes close to you), there's equally little point to not using it.



This part of the Cosmic Cube is just a bunch of doorways arranged in a static, predictable pattern a lot like level 6. But there are no spinners, and I didn't encounter any enemies in the area, so the game seems to be easing up at the moment.

Quote:
Originally Posted by The Oracle
Password is your ancient battlecry.
This is helpful... Unless you have no idea what Werdna's "ancient battlecry" is.



To round out the update, take a look at this sweet Adept Baldness ("hair remover"). I don't know its exact function but I'm fairly sure it significantly reduces Werdna's AC at the cost of being cursed. Because Werdna's current hat seems to provide a magic damage bonus (his Tiltowait occasionally hits for 152 damage), and he has a really great mullet, I'm not going to use it... But I store it away just in case I ever change my mind.

Next time: Werdna's daring escape!
Death count: ~73 (~12x longsword, 1x staff, 1x Dragon Slayer, 1x Were Slayer, 1x dagger, 1x shuriken, 1x mace +1, ~4x molito, 9x makanito, 1x litokan, 6x lakanito, 1x lahalito, 1x dalto, 1x badi, ~7x mahalito, ~3x halito, 2x tiltowait, 2x entrapment, 3x mines, 4x Trebor, 1x theft, 1x falling damage, 1x item loss, 1x Karl Maudlin, 2x Hell, 1x cage, ~7x unknown).
  #168  
Old 03-16-2012, 12:32 PM
Mogri Mogri is online now
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Can you tell a little bit about the monsters you choose? Seems to me like that's one of the more interesting parts of the game.
  #169  
Old 03-16-2012, 01:02 PM
Asema Asema is offline
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Quote:
Originally Posted by Mogri View Post
Can you tell a little bit about the monsters you choose? Seems to me like that's one of the more interesting parts of the game.
Sure. It's interesting because it's one of the only choices the player gets to actively make. I've been forgetting to discuss monsters in detail recently, but that's mostly because there is very little variety to them -- there's one or two differences with each new pentagram, but for example, Black Dragons and Gold Dragons are mostly beefier variants of Hellhounds.

Some more notes about monster summoning: some powerful monster types like Liches will only appear one at a time. This is such a severe disadvantage that I rarely summon them -- more important than having a lot of monsters in a group is having more than one. If a Lich takes a hit from a ninja, and dies, you're down a group, and that means Werdna himself is taking more damage. Usually these monsters are quite strong, but never enough to justify summoning them routinely.

Monster powers generally fall into a few categories:

Breath weapons, which hit for some damage to an entire party of do-gooders, are used more often than normal attacks, and are more reliable than spells. These are found on hounds, dragons and coins, among others.
Level drain reduces the level of a character, obviously. This reduces their to-hit at the very least and otherwise hampers them in combat. I think it may affect their spellcasting prowess as well. It isn't the most useful property, but it occurs on performing an attack, so level drainers deal damage in addition to reducing the power of enemies -- it's more useful than a simple beatstick like an Iron Golem.
Poison, sleep or paralysis are the status effects you'd expect and, like level drain, they occur on a normal attack. Poison is not very useful but paralysis and sleep are. If all members of a do-gooder party are paralysed slept then the battle is over, in addition to the obvious benefit of taking fewer attacks.
Calling for help is something group enemies, from Creeping Coins to Greater Demons can do. Among the most powerful groups are those that call for help, because they replenish their numbers passively. Magic resistant summoners with arcane spellcasting are rare, but are the best possible monsters: Greater Demons fall into this category.
Arcane spellcasting covers all of the spells Werdna can learn through his spellbook sans Haman, Mahaman, Zilwan and other spells that are of no use to him (or monsters). It's a common property available at most every pentagram, and very useful.
Divine spellcasting is available to some monsters but notably none in the mid to late game. It covers spells do-gooder Priests or Bishops can learn -- healing, utility, the odd offensive spell. While sometimes helpful, divine spellcasting wouldn't do much to take the edge off combats in levels 3 to 1.

Outside of that, monster properties come down to HP, AC and attack power/# of attacks. Resistances exist, but I honestly wouldn't care if Greater Demons had a crippling weakness to cold. They would still be great (and they would still take more damage from Tiltowait, which they commonly resist). The Japanese PSX remake of the game includes much more detailed monster summoning and usage, as well as a much larger number of monsters. It's also a much better game.
  #170  
Old 03-16-2012, 03:58 PM
Beowulf Beowulf is offline
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...you banish Trebor's ghost via the power of his reliquary ass? That doesn't make up for the insanity of this game, but damn if it doesn't try really hard.
  #171  
Old 03-17-2012, 03:36 AM
DANoWAR DANoWAR is offline
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"Nobody expects the Spanish Inquisition!"
  #172  
Old 03-20-2012, 07:58 AM
Asema Asema is offline
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Welcome back to The Return of Werdna! This update is brought to you by Jeannette Walls' The Glass Castle. It's good to have something good to read.

Last we left off, I discussed my random exploration of the Cosmic Cube. It was a very bumpy ride. In fact, at some points I abandoned mapping and simply took my head for coordinates and used it. Anywhere I hadn't explored was possibly worth investigating. This took some time, but I have to wonder if it really would have been quicker to do some actual mapping. Maybe I'm too bloody-minded for my own good.



I can definitely say quite a lot about this area, because when I noticed that the Cosmic Cube was getting easier to map, I started again. This area is just past a small oblong room with a pentagram in it. The pentagram wasn't particularly useful to me when I reached it; I still had three groups of monsters and the only spell I was short on was Dumapic. I had three Jeweled Amulets left so was in no danger of needing those 9 castings.



The area west of that room is a series of doors placed in a linear hallway, with each space being placed between two doors. The result is that you end up getting into a fair number of fights on your way to the other end -- it's the game's way of making you man up and fight some battles. As I've said though, the game is sort of at the end of its rope in that regard -- any strategy combat had before is missing. It's all Tiltowait, all the time, with occasional use of the Dreampainter Ka to survive nuking and freezing.



Of course, the Dreampainter Ka also sees religious use outside of combat, even when Werdna's just at 93/100 or so. It's not enough to make every battle successful, or even winnable: in fact, I'm still dying to Makanito (twice), I died to a Muramasa Blade and a Blade Cuisinart, and most unfortunately of all, to a Madalto. The do-gooders now hit with melee attacks for 300 damage, I've observed, even on Werdna's beefiest monsters. Fighters are still of little consequence, but ninjas can be lethal.



I hope you don't expect too much from the Oracle. But on reflection, this is actually a fantastic hint, except you have no idea how to even utilize it by the time you'll need to. A lot of Oracle's hints are this way: it's like handing a person toothpaste without the toothbrush, then only leaving a little bit of toothpaste in the tube. Are you expecting them to rub it on their teeth? If they run out, do you want them to combine baking soda and hydrogen peroxide? Where will they even get that?



But I won't complain too much. At the end of the doors, you exit west and find yourself in a north-south hallway. Heading north will set you back quite a bit, so you want to head south, here, and into one of the alcoves. This will teleport you to a different floor.



As you well know, changing floors respawns the do-gooders.



What you don't know is that you're changing floors to this place. Of course, you'll be fighting do-gooders, but you're doing so in an arena where every space is a spinner, and you have to grapple with a set of teleporters at certain points in the arena, only one of which will take you to your destination. The others will drop you off in inopportune places, such as the pentagram I last used, or near the space where you can purchase Cleansing Oil.



Code:
       ...@
      ....
     ........
    .........
   ...X......
  ...X!.X....
 .....XX.....
*............

@ Werdna's starting pos (spinner)
* Pentagram
X Teleporter (bad)
! Teleporter (to egress)
. Spinner



After some (only some!) trepidation, this is where we end up. It's plain, small, and unassuming. And for the first time in the entire Cosmic Cube, the hope this area gives you is very real. You've reached the exit, and you are steps away from escaping and wreaking havoc on the inhabitants of Llylgamyn. Of not only escaping their prison, but destroying them for having the gall to build it. The sheer impudence.



This is its last chance to fool you -- to fool the great wizard Werdna, whose already earth-shaking powers shall become greater than ever before. The corpses of his slain foes, of the lord who ordered him dead, of the adventurers who defeated him and of all who then stand in their place, will rest beneath him. Their blood shall serve as lubicrant for the great machine of power that Werdna will build to claim, and forever keep, the godhood he has earned -- nay, that he deserves.



Nothing stands in his way. In our way. Let's end this... for them.

Last edited by Asema; 03-20-2012 at 08:23 AM.
  #173  
Old 03-20-2012, 08:12 AM
Asema Asema is offline
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... Wait.



What???



Okay, joke's over. You're not actually supposed to take the stairs. Any sane man playing this game most likely saved in one of his generous eight slots before continuing. If he didn't... well, I guess the joke's on him, because this really is the entrance to the Cosmic Cube. All in all, as frustrating as mapping it was, I may have made it look painless to navigate this dungeon. So what could have Sir-Tech done to make this ordeal of mine harder?

The less severe option would have been to hide the real exit behind the staircase which looks to take you back to the entrance of the Cosmic Cube, but in reality leads you to the exit.

The more severe option would have been to give the player one save slot and no more.



After learning the solution to this puzzle, though, you might come to realize that this game doesn't need to be any harder. What it now lacks in nail-biting dungeon crawling action, it makes up for in two respects: labourious dungeon crawling action (see the spinner room above), and irritating puzzles. And the endgame, which I quite enjoy.



Although the sign indicates that the Egress is through a wall, there is no invisible door here. The solution is a bit more opaque. First, Werdna must equip the HHG of Aunty Ock\\\. It bears noting that although it's holy, it has a less-than-holy property...



It's cursed. I'd really rather our wizard here didn't have a grenade stuck to his hand, so the solution is to also equip the Cleansing Oil, and after that, invoke the HHG of Aunty Ock\\\, then the Cleansing Oil. The result is that, after the grenade's done its thing, we'll be able to drop it.

What's the grenade's thing, you might wonder?



Well...



It's a grenade.



It explodes.



I'll be perfectly honest. I think this puzzle is a little inane. Sure, you don't have anywhere else to use the HHG of Aunty Ock\\\, but that's been true of other items, and you can't put anything past this game so the player could be looking for ages for another solution. While "blow up the wall" is a sensible solution in context, it's still not exactly an obvious one... and the need for the Cleansing Oil is just an extra step to make a puzzle that's irritating a bit harder. It's not like the game is overflowing with cursed items to test the Cleansing Oil with. But I wouldn't say this puzzle is the game's hardest, and I managed to figure it out.



This is a room we saw before, by the way. I can't really advise going past the staircase, since that'll drop you right back in the thick of the Cosmic Cube, and that's not our destination. No, our real destination is...



Llylgamyn. This is the game's home stretch -- with his minions, Werdna will enter its suburbs, its castle, and explore the town that birthed his killers, and he will emerge with newfound power. Having broken the prison's hold over him, he is now free to Malor to and from its depths all the way to 15E, 16N, 1D -- the staircase leading back to Llylgamyn. He cannot teleport throughout Llylgamyn, but now we are free to do as we please within the maze.

Really, though, we're going to kill everyone. At least this time, we will.

Next time: Most of the game's art budget was spent here in Llylgamyn.
Death count: ~78 (~12x longsword, 1x staff, 1x Dragon Slayer, 1x Were Slayer, 1x dagger, 1x Muramasa Blade, 1x Blade Cuisinart, 1x shuriken, 1x mace +1, ~4x molito, 11x makanito, 1x litokan, 6x lakanito, 1x lahalito, 1x dalto, 1x badi, ~7x mahalito, ~3x halito, 2x tiltowait, 1x madalto, 2x entrapment, 3x mines, 4x Trebor, 1x theft, 1x falling damage, 1x item loss, 1x Karl Maudlin, 2x Hell, 1x cage, ~7x unknown).
  #174  
Old 03-20-2012, 10:33 AM
Mogri Mogri is online now
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Hooray!

Remind me what happens when you die. Is it a total game over? Do you start at the very beginning but keep your levels?
  #175  
Old 03-20-2012, 11:25 AM
Asema Asema is offline
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Originally Posted by Mogri View Post
Hooray!

Remind me what happens when you die. Is it a total game over? Do you start at the very beginning but keep your levels?
Hahaha. Okay, the joke here is that there are people who play Wizardry IV Ironman -- that is, without saving.

When you die, you return to the title screen. You can reload from any save you've made, and you can save anywhere. The only catch is that this respawns all of the do-gooders. It is possible to make the game unwinnable. In fact, I would have done just that if I'd gone to the Cosmic Cube before performing the bell, book and candle ritual to enter Hell. I'd be stuck at the exit, with no way out.

Last edited by Asema; 03-20-2012 at 11:36 AM.
  #176  
Old 03-20-2012, 05:37 PM
Torzelbaum Torzelbaum is offline
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Quote:
Originally Posted by Asema View Post
In fact, at some points I abandoned mapping and simply took my head for coordinates and used it. Anywhere I hadn't explored was possibly worth investigating. This took some time, but I have to wonder if it really would have been quicker to do some actual mapping. Maybe I'm too bloody-minded for my own good.
You voluntarily decided to do this LP - your sanity and judgment have been in question since the very beginning.

Quote:
Originally Posted by Asema View Post
Hahaha. Okay, the joke here is that there are people who play Wizardry IV Ironman -- that is, without saving.
Eh... I don't know... At that point can they really be called people anymore?
  #177  
Old 03-23-2012, 11:25 AM
Netbrian Netbrian is offline
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Originally Posted by Asema View Post
Hahaha. Okay, the joke here is that there are people who play Wizardry IV Ironman -- that is, without saving.
Do you know of anywhere that someone seriously doing this has written about it? I must know more about this.
  #178  
Old 03-23-2012, 11:27 AM
Mogri Mogri is online now
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Quote:
Originally Posted by Netbrian View Post
Do you know of anywhere that someone seriously doing this has written about it? I must know more about this.
I imagine it's like playing IWTBTG on the highest difficulty -- you don't actually ever beat the game.
  #179  
Old 03-23-2012, 12:59 PM
Nodal Nodal is offline
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Originally Posted by Mogri View Post
I imagine it's like playing IWTBTG on the highest difficulty -- you don't actually ever beat the game.
People have beat IWBTG on the highest difficulty.
  #180  
Old 03-23-2012, 01:07 PM
Mogri Mogri is online now
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Originally Posted by Austin View Post
People have beat IWBTG on the highest difficulty.
Link plz

TAS doesn't count, although if you know of a TAS, link plz for that, too
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