Much of this information is in addition to the Wizardry I Walkthrough and the Wizardry II Walkthrough, so please see those pages for supplementary information (such as chest traps, cheats, and building a party).
You cannot create new characters in Wizardry III. You must transfer existing characters from either Wizardry I or Wizardry II. However, because the special items in Wizardry II can be used to build very high-level characters, in order to create the challenge of a new game, all transferred characters are reset to level 1! In addition, hit points are lowered to a level 1 amount (such as 8), all items are deleted, and only 500 gold can be transferred. Spells are reset to level 1, only in the current class; learned spells in old classes are forgotten. Virtue points are also trimmed. See also below about alignment adjustments.
The Legacy process at the Training Grounds accomplishes this after your characters are transferred. One effect of the Legacy process is that you can select a new alignment for your characters (among allowed alignments for your class). Unfortunately, this means that your Good Ninja or Evil Lord is reset to their normal alignment. Your will also find that certain levels of the dungeon are accessible to only Evil or non-Evil character parties. Also note that at least one non-Neutral party member is required (see below). It would be a waste of time to create two character parties in order to meet these requirements. Instead, please see the Building a Party and Cheats sections of the Wizardry I Walkthough for instructions on changing alignments and traveling with mixed parties.
After you have transferred you characters and completed the legacy process (see above), you are ready to build experience in the dungeon. This is best accomplished by working your way more and more towards the stairs to levels 2 and 3. Levels 3 and 5 are only accessable by an Evil party, while levels 2 and 4 are only accessable to a non-Evil party. If you try to go to a level that your party is prohibited from, you are teleported to the castle. This can be used for a quick trip home.
Note that you can both change alignments and travel with mixed alignment parties by following the instructions in the Wizardry I Walkthough. It is recommended to start with a Good party because levels 2 and 4 are easier than levels 3 and 5. Once you are strong enough to travel safely through level 1 past the Moat Monsters and through the High Corsair to the stairs, proceed to level 2. You can then proceed through half of level 2, answer a riddle ("Air"), and climb to level 4. You will then work through level 4 to a chute back down to level 2. It takes some time to build up a party that can make it to the chute.
Back on level 2 you need to answer another riddle ("Abdul sent you"). You can then explore and find the Staff of Earth and the Amulet of Air (by defeating Po'le). Once you have these two items you are finished with level 2. Once you have obtained the item Ship in Bottle, you can travel through the lake on level 1 to the stairs that lead directly to levels 4 and 5. On level 4 you will need to get the Crystal of Evil by defeating Delf and his minions. At this point you are finished with levels 2 and 4, so you can convert your party to Evil in order to access levels 3 and 5.
On level 3 you can trade a Broadsword for a Gold Medallion, which is next traded for Holy Water. You are then done with level 3. On level 5 you need to get the Crystal of Good by defeating some crusaders. You also need the Rod of Fire. The Rod of Fire is within the Temple of Fung, whose inhabitants are perhaps the toughest stretch of opponents in the game.
You are now ready for level 6, which is accessed by answering a riddle on either level 4 ("Fire") or level 5 ("Chariot"). Have the same character, holding both the Evil and Good Crystals, equip and invoke their powers (this character cannot be Neutral). This will create the Neutral Crystal. On level 6 you need the Neutral Crystal to pass the dragon L'Kbreth:
You can then answer the riddle (at LVL6 19E 17N) in front of the orb ("Death"), and trade the Neutral Crystal for the orb. Take the orb back to the castle and you have won the game!
For a more detailed walkthrough see GameFAQs.
Created, maintained and © by John Hubbard (write to me). Disclaimers. Hosted by Dreamhost. Last modified: February-19-2005.