Maybe you've heard of it? Let's see what Wikipedia has to say:
Wizards & Warriors is the first video game in the trilogy of the same name, developed by Rare and released for the Nintendo Entertainment System in the United States in 1987 by Acclaim. A Japanese release by Jaleco followed in 1988, for which the game title was changed to 伝説の騎士エルロンド (Densetsu no Kishi Elrond), and in 1990 the game was released in Europe. The game's hero, Kuros, must fight his way through eight areas of the Kingdom of Elrond in order to save the kingdom's princess, who has been kidnapped by the evil wizard Malkil.
Hmm.. No, that isn't right.
This Wizards & Warriors is a computer role-playing game developed by Heuristic Park and released in 2000 by Activision. It was designed by D. W. Bradley and similar in style to his earlier work in the Wizardry series. Gameplay is conducted in first-person, with turn-based combat, and a customizable party of up to six user-generated characters, pooling from 10 different races and 15 available classes.
The backstory presented to the player goes as follows:
The Lord of Darkness, the unholy Cet Ude D'ua Khan, has risen from his long slumber and soon darkness will blanket the land. You have been chosen by fate; to challenge the coming darkness, you must seek out the Mavin Sword, a legendary blade forged of twin metals.
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The inn is where you create and assemble your party, of which, these are the six I've selected for our journey through the game proper.
Reese :: Dwarf, female; 1st level Warrior
Rex :: Lizzord, male; 1st level Warrior
Grub :: Gourk, male; 1st level Priest
Percy :: Pixie, male; 1st level Wizard
Wicca :: Whiskah, female; 1st level Rogue
Assuming you haven't started a game already, Gareth should be waiting outside.
Gareth > Something evil
Gareth > The shadows speak to me, they cry out in my dreams
Gareth > I have seen visions of unspeakable horror in the night
Gareth > I fear the Prophecy of the Age has come to pass
Gareth > We must consult with the Oracles of Ishad N'ha to learn more
Gareth > But Ishad N'ha is far away, and a most dangerous journey
Gareth > We will need a special magic to protect us!
Gareth > You must go this night upon a secret task for me
Gareth > To unearth what has not been seen in the Gael Serran for many generations
Gareth > The Mavin Sword!
Gareth > I had a very strange dream earlier this day
Gareth > I was walking through a graveyard in the night
Gareth > When I heard a voice calling my name
Gareth > 'Gareth... Gareth...' it cried
Gareth > I followed the voice, until I saw it
Gareth > A Black Crow sat perched atop a tombstone
Gareth > As it flew away, I saw a name upon the tombstone
Gareth > NIVIUS
Gareth > Suddenly, up from beneath the grave, there arose the great taloned fist of an Ancient Dragon
Gareth > And clutched within its grip was the Mavin Sword, stretching up to pierce the darkened sky
Gareth > The dream is an Omen!
Gareth > You must follow the old Cemetery Road up to the graveyard ruins of Bersault
Gareth > Search for the Tomb of Nivius
Gareth > I believe there you will find the legendary Mavin Sword!
Gareth > Go now, quickly, and return to me with the fabled blade
Gareth > I will return to my home, and wait to hear from you, and pray
A bit long-winded, but this is our main quest throughout the game. Our only clue at this point, as Gareth has pointed out, is the tomb of Nivius.
I've gone ahead and equipped the party with some basic gear, but before heading out, I want to make a few other stops.
Galliwag > A couple of travelers were just in here talking about being robbed
Galliwag > It seems the gypsies over at Nymph Lake are up to their usual tricks
Galliwag > Better watch out if you're traveling around there
Galliwag > Don't let them get near you, or you'll be missing something in no time
Galliwag > I've heard they keep their stash hidden beneath the old abandoned boat house
Galliwag > But no one knows how to get at it
The gypsies, or 'Lake Nymph' as they're called in their early incarnation, are a common enemy found throughout the woods. They can steal items from you and if they happen to steal a stacked item, like arrows, potions, or even the money you have on you, the quantity is set to 1. Insofar as I can tell, this was unintended, though it was never corrected.
Sir Elgar > I'm glad you returned
Sir Elgar > It seems that something terrible has happened at the old crypt
Sir Elgar > Some villagers have become sick with a strange disease after visiting there
Sir Elgar > The sickness does not have a cure
Sir Elgar > What a terrible time this is
Simply foreshadowing to what's ahead.
I've omitted his first news item, as it's rather insignificant.
Sir Elgar > But he wouldn't tell me why
Sir Elgar > It seemed very odd and now I am concerned about him
Also, I turned the form from the last update off because I'm about to put up the next one.
Sir Elgar > Something horrible is happening over at the cemetery
Sir Elgar > The dead are rising from their graves!
Sir Elgar > The other day, a villager said he was attacked by a skeleton
Sir Elgar > Gareth warned me that evil is in the air, and it is my duty to protect my people
Sir Elgar > For every five skulls you bring me, I will pay you fifty gold pieces
Sir Elgar > Do you want the job?
> Yes
Sir Elgar > Very good then
Sir Elgar > The job is yours
Sir Elgar > Whenever you return to me with the skulls, I will gladly pay you the bounty
A simple way of supplementing your income, especially early in the game when money is a bit scarce.
This job is also an open-ended one, meaning you can make it all the way to the endgame, travel back to Valeia, and sell the skulls you've collected. Though, by that point, 10 gold a piece wouldn't be worth the trek.
> And though the air is filled with the murmurs of the forest, your ears can only hear the distant echo of Gareth's final warning
> 'Beware the Mavin Sword, for it will destroy you!'
It may seem peculiar how in town it was day and outside it's dawn. The gates leading into town are a trigger that loads the town interface. The first map illustrates this best: between the east and west gates are a small strip of trees and nothing else.
A short ways outside of town, we're stopped by this character.
Traveler > I travel to the village of Valeia, jussst down thisss road
Traveler > I sssee you have jussst come from there
Traveler > I wasss wondering if you could tell me
Traveler > Is Gareth, the village elder, ssstill living there?
> Yes
Traveler > Ssssplendid
Traveler > I have sssome Information for him
Traveler > Don't tell him I'm coming
Traveler > I want it to be a
Traveler > Sssurprisssse
A suspicious character at that. When he asks you about Gareth, you have the option to lie or mock him, though nothing you tell him will effect anything.
A few talking points:
Traveler > Gareth, yessss
Traveler > I have Bussinesss with the wissse elder
> Bussinesss
Traveler > It doesss not conssscern you
At the next bend, we're stopped by a small band of trolls. Trolls are a more versatile class of enemy; there are the standard melee/ranged type, spellcasters, capable of offensive and defensive casting, and one caste capable of stealing.
Trolls are also one of the few enemies with an intrinsic morale. If you severely injure one, they flee (the individual, not the group).
The end of the road. The cemetery.
Assuming you haven't encountered any on the way here, the graveyard is undoubtedly the first place you'll meet the walking dead.
A small observation: all of the skeletons you encounter are of human remains.
After wading through the graveyard, you'll come to a small clearing with what appears to be the crypt entrance.
Unfortunately, there is the small task of this 'Bone Lord' to take care of. These guys are rather difficult this early in the game. They can cast enchantments on your party, making combat a little more difficult. They can cast the Fiend spell 'Pain' which can, and sometimes will, kill a low HP character. Worst of all, they can summon other skeletons.
Like these guys.
Luckily, if you prolong the battle long enough, it'll run out of summons. It's still a threat in close quarters, however.
> Close inspection reveals the door has been opened recently, but there is no appearance of a lock, or other mechanism for opening the iron barrier
We won't need a key, but there are no apparent levers or switches to open the crypt doors. We could head back to town and see if anyone knows how to get inside, but I know of someone else who can help us.
If you head back west, towards town, you'll find what appears to be a path leading into the woods.
And a small, albeit decrepit, house.
Inside, we're greeted by this stocky fellow.
Bilbump > You oughta know better than sneaking up on an old Stout
Bilbump > Are you tryin' to gives me a fit?!
Bilbump > From the looks of you, I'd say you want somethin'
Bilbump > Well, say what you mean then!
> Stout
Bilbump > I'm a Stout, can't ya see?
Bilbump > My name's Bilbump
Bilbump > I come from the ol' Stout Mine far up in the north
Bilbump > I used to be a caretaker over at the Cemetery
Bilbump > But I retired a ways back
> Cemetery
Bilbump > The Cemetery is just a bit further north o' here
Bilbump > Ya can't miss it!
Bilbump > I used to be a caretaker there, but I retired a ways back
Bilbump > My crazy Brother still works there by 'isself
Bilbump > He lives down in the Crypt
Bilbump > I oughta go see the ol' laddie
> Brother
Bilbump > Yeah, my Brother, good ol' Rethpian
Bilbump > I oughta go see 'im soon
Bilbump > I'll tell ya what
Bilbump > You take him somethin' for me, and I'll tell ya how to Get In over at the Crypt
Bilbump > Do we have ourselves a deal?
> Yes
Bilbump > Alright!
Bilbump > That's what I'm talk'n 'bout
Bilbump > Here, you take this fresh baked Rat Pie to him
Bilbump > You'll know the ol' sod when ya see him
Bilbump > He's the spitt'n image o' me
Bilbump > Now listen close, and I'll tell ya how to Get In to see 'im
Bilbump > Up next to the Crypt, there's a coupla Statues just sittin' there
Bilbump > Ya need to give a nudge to the one on the right
Bilbump > Now don't tell anyone, or I'll find out and hafta git'cha
If you spent some time trying to get in to the crypt yourself, you'd discover both statues can be clicked on. But by offering to do this favor for Bilbump, his brother will have something to repay us with.
Some other dialogue:
Bilbump > You don't know nuffin' do ya!
Bilbump > The Stout Mine is many days north of here
Bilbump > Its fulla gold and gems!
Bilbump > But it just weren't the same since 'ol Brinbath kilt 'isself
Bilbump > That's why me'n me Brother headed out and came here
> Brinbath
Bilbump > Now that's a story worth tellin'
Bilbump > Brinbath used to be the Stout King
Bilbump > He ruled over all the Stout Mines in the north
Bilbump > But he started goin' crazy
Bilbump > He kept screamin' about seein' things, an' havin' bad dreams
Bilbump > He got real sick, his eyes turnt yellow and 'is tongue black
Bilbump > He just couldn't take it no more
Bilbump > So he jumped into some fiery stone and burnt 'isself up
Bilbump > That's when me'n me Brother decided it was time fer new careers
Bilbump > So we headed out and came here to care for the Cemetery
Bilbump > I retired a ways back
Bilbump > And I hear Freyedies is running the Stout Mines now
> Freyedies
Bilbump > Freyedies is the new king of the Stout people
Bilbump > He's running the Stout Mines up in the northlands
Bilbump > Last I heard, he was goin' crazy too!
Bilbump > Just like ol' Brinbath
Bilbump > There's somethin' funny goin' on up there, I tell ya!
Back at the graveyard, we give the designated statue a nudge.
> Descending into the darkness, you wonder what horrors might await
What you see here will be quite common further inside. The dreaded 'green tint' is a result of the hardware rendering. There is an option to enable software rendering, which I suggest if you choose to play the game yourself.
Down the spiral staircase, we enter into a room with an iron door at both ends and a switch on the far left wall. Another trigger, this one leading into the crypt.
In the meantime, feel free to look over the changes. Any feedback is welcome!
The crypt, the first of many dungeons.
As we enter further, we catch a few skeletons heading our way.
The room from which they came doesn't hold much, save for a trapped chest off in the corner.
Every chest holds a small amount of randomized treasure, usually gold and a few nondescript items. The majority of what you find from chests comes unidentified; equipment in particular should be identified before use, as some items are cursed and can only be removed, for a fee, at the nearest temple.
Some chests contain quest-related items. This one, however, does not.
Down the hall, we're treated to another door. This one's locked, though our rogue can attempt to pick the lock. Unsuccessfully.
The path ahead branches off to the left and right. We continue on to the right.
Another fork. There's a set of stairs to the left, so we investigate the hall to the right.
This room's similar to the previous one. There's a rejuvinating fountain on the opposite wall and two chests in either corner.
At the bottom of the stairs, a small shrine sits at the base of an angelic statue.
A portcullis blocks the only path ahead.
After backtracking a bit, we veer to the right (the first left).
The gap is easy enough to clear. If you come back this way later, it is possible to make it back up, but there's a key to jumping. Running + facing upward propels you the furthest.
If you do make it over, the stairs lead into this rather large chamber, diverging in each cardinal direction. The small alcove to the west holds another chest and the path leading in from the collapsed stairway.
A recession in the east wall suggests a hidden means of entry. We'll return here when we find a key fitting the receptacle on the adjacent pillar.
With no other options, we take the southern hallway.
Here, we move towards the room to the right.
Where we're greeted by a stout who holds a striking resemblance to someone we've met before.
Rethpian > Have you seen any rats?!
Rethpian > Ooo, I do love a good piece of rat!
Rethpian > I'm Rethpian, keeper of the Crypt
> Bilbump
Rethpian > Bilbump sent you?!
Rethpian > Bilbump is my brother!
Rethpian > Ooo, today is going to be a good day!
Rethpian > Bilbump always brings rats!
After giving him the rat pie.
Rethpian > I do love a good rat pie!
Rethpian > Mmmmm, I'll tell you a secret *Smack*
Rethpian > There's a hidden chamber above the tomb of F'Lokis Ra!
> F'Lokis Ra
Rethpian > Ooo, what a magnificent corpse!
Rethpian > He'll last for centuries!
Rethpian > But we can't see him without the crystal!
> Crystal
Rethpian > The crystal?
Rethpian > Why, the crystal was the key!
Rethpian > But I dropped it!
Rethpian > Fell off the Bauble Stick
Rethpian > Splash it went!
Rethpian > I dropped my keys, did I tell you?
> Bauble Stick
Rethpian > The Bauble Stick had the crystal key
Rethpian > But it fell off
Rethpian > Splash it went!
Rethpian > Just like my keys
Rethpian > I dropped my keys, did I tell you?
Our only lead at this point is to find the tomb of F'Lokis Ra. To access it, though, we need the crystal key, which Rethpian says he dropped.
In one of the channels below the keeper's quarters..
He also mentioned a bauble stick, which we can probably use to fetch the crystal.
The next room looks to be a storage room, with various crates and barrels. A chest too, this one containing the bauble stick we seek.
We dive back down to collect the key.
Heading back, we try the crystal on the receptacle.
And ride the elevator up.
The cursor clearly indicates this to be F'Lokis Ra. As we draw closer, the corpse comes to life.
F'Lokis Ra > Long have I slumbered undisturbed, awaiting the return of Lord Cet
F'Lokis Ra > My Lord, who banished me so long ago
F'Lokis Ra > Perhaps he has forgotten me
F'Lokis Ra > Lord Cet!
F'Lokis Ra > I call upon thee!
F'Lokis Ra > Release me from this burning curse around my neck!
F'Lokis Ra > For a thousand years I have felt its pain
F'Lokis Ra > It is filled with,
F'Lokis Ra > With such 'Goodness'
F'Lokis Ra > Oooo, the agony of it!
F'Lokis Ra > But perhaps I may be redeemed, and earn his favor once again
F'Lokis Ra > Aaaahhhh, yes!
F'Lokis Ra > I shall sacrifice YOU to Lord Cet!
F'Lokis Ra > Your blood will fill my rotted flesh
F'Lokis Ra > I will again be strong, and serve at my Lord's side
F'Lokis Ra > May he forgive my foolish council, spoken so many centuries ago
F'Lokis Ra > Those ill-fated words which will forever burn my soul,
F'Lokis Ra > 'Black to Sixth Hex'
He'll start attacking before he's finished speaking, alternating between his Burn spell and vomit attack. He doesn't have any resistances, so he's easy enough to take down with ranged attacks.
> It almost seems to have exploded from his chest, as if repulsed by some powerful force suddenly released from whatever magic had bonded them together
'And they prayed before her graven image, singing,
SANCTUS KERAH,
BLESSED BE KERAH,
And the Angel appeared before them, and their way made clear
No doubt significant. We turn back and send the elevator down, being certain to ride on the roof this time.
The room ahead is nothing but a small study/personal chamber, with a few items laid out on a table to the left.
A narrow hall leads out and down to what looks to be a dead end.
Or another hidden entrance.
I want to point something out here: if you were to start the crypt by coming here without killing F'Lokis Ra and retrieving the necklace, speaking the necessary words would not amount to anything. As far as I can tell, you need at least the necklace to continue.
Statue > Thy heart be of grace
Statue > Only the worthy shall enter
Behind us, the portcullis has lifted, allowing us to venture further into the crypt.