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On my way to #12, I end up having to fight a pair of Lime Dragons. The chest at #11 will have an Emerald Talisman (which I throw away), and the Key of the Dragon, which I'll use fairly soon. So I insist on this until I safely get a pair of Mantis Gloves, which will be my Valkyrie's gloves for the rest of the game. There is also a 50/50 chance that one of the random magical items will either be a Mantis Gloves or a Mantis Boots (+14 armor class to either the feet or the hands). My Elven Bard can't use the Elven Bow during Wizardry 7, but she will be able to import it and use it during Wizardry 8. The chest at #10 will always hold a Siren's Wail (a Bard's instrument that can cast Confusion), an Elven Bow, and several other random magical items. Now note that there are chests at #9, #10, #11, and #12. The party continues on northwards and runs into several Dragon Pups, which aren't very difficult. This opens up access to #7, which has a lever that opens the way past #8. Now that I've been to #4 (this was a prerequisite), I go to #6, and press the button on the east wall. This will be my Bard's body armor for the rest of the game, but I can also import it into Wizardry 8. Note that I reload and redo the chest until I get a Jazeraint Tunic for my Bard. It otherwise goes down to sustained physical attacks. Before I reach #4, I end up having to fight a couple of Dragorras.
This video shows the most direct path to progress the game, to #4 on the SE map. Explore the cave thoroughly, while avoiding the 'X's, in order to rack up experience. These can and should be avoided altogether.
These are places where there will be a 'cave in', and the party will end up taking hefty damage. Note that several places throughout the maps are marked as 'X'. #1 on the NW map is where I used the Serpent Coil, and around #2 was where I fought Brombadeg. Brombadeg's enchantment attack could have been much more devastating otherwise. This is another fight that shows the benefits of being patient and taking the time to max out the Mind Control skill in the Chamber of Moo. It is otherwise a matter of outlasting Brombadeg with physical attacks. To begin with, my Bard and Mage start off with the Blink spell, since they are potentially vulnerable party members. Also, Brombadeg can take a number of actions each round, and this can include both physical attacks and the enchantment attack. Its tentacle and sting attacks can reach back-rank members, and can also cause massive damage and poisoning. Brombadeg can use an 'enchantment' attack that resembles a high-powered Confusion spell. Suffice to say, I put up my long-lasting protections beforehand. Now it is time to fight the sea monster of legend, Brombadeg. It is then I use the Coil of the Serpent to open the way. When it is night, the place at #1 reveals glowing phosphorous rock. Now it is time to rest until it is pitch black in the sky.
So it is simply a matter of taking a straight line south in between the 'x' lanes. The whitened squares represent where there is fog. Note that the spots marked 'x' on the B8 map represent places where the party will crash into shoals and take damage.
#Wizardhax serpent how to#
You can hear them in the players below.As for how to get to the Dragon Cave, sail southward through the following maps:
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The patch is designed for all language versions of the game, with the exception of.
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Empires: Dawn of the Modern World - game update v.1.2 - v.1.3 - Download.