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>> No.11086381 [View]
File: 10 KB, 560x384, 01wizfour093.png [View same] [iqdb] [saucenao] [google]
11086381

>>11077516
>Back to the topic of getting out of the starting room: in an encounter, wait for one of your Priests to cast Milwa, the 1st tier Light spell. That is the key to escaping.

>A Milwa lasts even when out of combat, and with its help, you can finally discover a secret door leading out of the room! (Incidentally, that means you can only enter a secret door you see. No random bumping into walls in search of a door for you.)

>To sum it up, this is what Wizardry IV's infamous first puzzle consists in: summon a group of Lvl 1 Priests -- wait for an encounter -- wait until a Priest casts Milwa; if he doesn't, wait for the next encounter, etc.

>That, naturally, is the only way you can get out of the starting room. The rationale behind the puzzle being probably as follows: it is only natural to assume there has to be a way out of the starting room -- otherwise what would be the point of the game? On the other hand, any experienced Wizardry player knows that, being a Mage, there is no way for Werdna himself to cast Milwa, as well as that you can only see (and enter) secret doors with light on. From all that, it follows that if you can't, then someone in your party should be able to cast Milwa, so summoning a group of Priests is the logical next step. Finally, you can't just order the Priests to cast a Milwa since you don't control them directly, so you should wait for them to cast it in combat when they feel like it.

Jesus that's impresively hard for the frst fucking puzzle of the game. At least the thread says that there's a hint on the game box

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