The ultimate goal is the square marked 'J'. The gate at 'J' will not open until you have literally been to every square in the Tomb leading up to 'J'. I am speaking from personal experience. Squares marked 'A' to 'H' represent places that carry names corresponding to the maps that you've found. 'I' is a secret button needed to open the wall to the west.
Battle Droids - These robots use two attacks. Any of the two attacks may be either a phaser bolt that hits a single character for damage, or a laser canon that can inflict fire damage on the whole party.
Mega-Bot - These robots take even more damage than Battle Droids before going down. They are higher level, so spells or special attacks from weapons (e.g., critical hit) are far less likely to work. Like Battle Droids, they can use two attacks. Any of the two may be either a phaser bolt or a plasma cannon. Unlike the laser canon of the Battle Druid, a Fire Shield spell won't reduce the damage from a Mega-Bot's plasma canon, but a Magic Screen will.
Waiting just one square south of 'J' is a boss robot, a Cosmo-Bot. I put up Armorplate, Enchanted Blade and Magic Screen beforehand. It is very similar to a Mega-Bot, and may sometimes appear with a few Mega-Bots to help it out. It has also four attacks per round, any of which may be a phaser bolt, a physical attack, a phasma cannon blast, or a spectral ray attack. Ryu casting Create Life to summon a Godzylli has the effect I wanted, as the Cosmo-Bot spent all of its attacks on the impervious Godzylli. That buys the party time to kill it off, after killing a Mega-Bot during the previous round.
She then asks if I know where a Spaceship can be found. Here, the party is presented with a roleplaying choice. There are in fact four alternative endings available for Wizardry 7. If you lie and tell her you haven't found a spaceship, this will make endings #3 and #4 available. But I choose to tell her that I have found a spaceship, and this makes endings #1 and #2 available.
The Dark Savant favours the use of spells like Mind Flay and Psionic Blast. He can shoot projectiles from his glove that can critically hit their targets. He can make use of his chroma glove so as to paralyze multiple party members. The Savant Kui-Sa' Kas can attack with spears that can paralyze or drain stamina. They can also critically hit, and cast Psionic Blast. This battle reveals the benefits of maxing out my Mind Control skills for all party members while I had the chance. Mind Control, plus Magic Screen, means that I pretty much always resist Psionic Blast when cast by any of the Kui-Sa' Kas. The Dark Savant, however, casts Mind Flay and Psionic Blast at a much higher level. So once in a while, his spells will end up turning a party member insane or his chroma glove will paralyze a party member or two. As long as I have characters who can cast Sane Mind and Cure Paralysis and keep the party in the fight without getting overwhelmed, I should be fine and eventually prevail. Everyone advances to their 32nd level.
Vi Domina then plays around with the Astral Dominae some more after the battle. Now, IF I had lied and told Vi Domina that I had not found a ship, she would tell me to rendesvous with her to New City (you'll need to hold onto the Control Card and Vitalia's Device if you want to go this route). You could then go back to the Forbidden Zone in New City. But now a furious fight breaks out between the elite forces of both the Umpani and T'Rang Empires, and you get to choose whose side you'll fight on. Siding with the Umpani leads to one possible ending, while siding with the T'Rang leads to another.
The most straightforward way to leave the Hall of the Past now is to go from 63^ to the teleporter at 43^, go from 43_ to the teleporter at 33^, go from 33_ to the teleporter at 9^, and go from 9_ to the stairs at S. That brings me to the Hall of Gorrors.
I am now at #6 on the map of the Hall of Gorrors. Rothgar had held onto his Potion of Invisibility, for whatever reason. I go near #2, and Zarax picks up a Potion of Invisibility that I had left there.
I go to where there had been the chest that was guarded by the Fiend of 9 Worlds, near 'B'. Terra picks up her Potion of Invisibility where I had left it. All of Zarax, Chun-Li, Ryu, Errol and Terra pick up and equip a Bat Necklace from the same spot. The resistance to Light spells that they provide will be needed for the next battle. Rothgar already has his Necromantic Helm.
I approach the gate at 'D' and open it with my remaining Key of Gorrors. Waiting for me on the other side is the Beast of a Thousand Eyes. I postponed this fight until I had gone up several more levels.
The reason for this requires some explanation of the game mechanics. Monsters, like your player characters, have levels. Now for example, notice that Glow Mothras might put your parties to sleep during the early parts of the game with their 'glowing aura'. But as you acquire more levels, your characters start to shrug if off, and other such spell attacks, with greater frequency. You should be able to figure out from this that being able to resist spell-like attacks involves a dice roll, but one that also involves a direct comparison of the level of your party members to the level of the monsters. Higher level party members are more likely to resist spells from lower level monsters, and are more likely to affect those monsters with their own spells. The reverse is also true. Higher level monsters more frequently resist spells from lower-level player characters, and more frequently affect lower level characters with their own spells. The same mechanic is true of critical hits, poison attacks, etc.
The Beast of a Thousand Eyes can use poisonous tentacle attacks, as well as a scream attack that resembles the Psionic Blast. The real danger of the Beast is that it can without limit use the Dazzling Lights spell as a 99th level monster. What this means is that the odds are far greater than average that party members will get poisoned, rendered insane, blinded, nauseated, severely damaged, petrified, or just plain killed outright. Oh and, the Beast has 9,900+ hit points.
Ok, so I have prepared by having everyone wear either a Bat Necklaces or the Necromantic Helm that provide significant bonuses to light resistance (e.g., +50%). This also requires explanation. That bonus does not mean that half the Beast's Dazzling Light spells will be resisted automatically. What the resistance bonus means is that for a character wearing such an item, his effective level for purposes of resisting the Beast's spell will receive an upwards adjustment.
Zarax loans his *Light Sword* to Ryu, who has maxed out his Sword skill, for this fight. Rotghar casts Remove Curse on himself and then lends his Staff of Doom to Chun-Li, who has maxed out her Pole & Staff skill. The reasons for this arrangement will be explained shortly.
I put up Magic Screen, Armorplate and Enchanting Blade, and then step through. Ryu casts Create Life to summon a Godzylli. A Godzylli provides an alternative target that can take some of the heat from the party during some of the combat rounds, which will be valuable. The Godzylli itself has insane Hit Points, and is itself very high-level and thus able to resist the Beast's screams and Dazzling Lights spells. The Beast will still sometimes target the party instead of Godzylli. But any round that it targets Godzylli instead is immensely valuable.
Chun-Li goes into hiding. Zarax, Errol and Terra each use a Potion of Invisibility. And they all avoid actions that will lose their invisibility, as with the battle against the Fiend of Nine Worlds. The Beast often will not use Dazzling Lights if it can't see any party members, but sometimes it still will. But the point of going into Hiding or going Invisibile is that it both lessens the number of times the Beast will use its Dazzling Lights on the party, and will increase the party members' resistances when the Beast does use Dazzling Lights on the party.
Ryu goes into hiding, and he and Chun-Li stay hidden for the moment. Errol takes the time to put an Armor Shield on each individual character. The defensive bonuses from Armor Shield will stack with the other defensive bonuses as well.
Now as for bringing down the Beast itself, it's still a rather involved process. The Beast has +125% resistance to almost every form of attack there is, except for two. Its two weaknesses are Fire and Cold, to which it has only +25% Resistance. Fire spells won't do me much good, since they only do damage. And that's not especially helpful against a monster that has almost 10,000 Hit Points.
The two water spells that act as effective cards are the Slow spell and the Weaken spell. Rothgar starts to cast Slow on the Beast every chance that it gets, with the result that the Beast sometimes only attacks once or even not at all on a given round.
Weaken will reduce damage caused by a monster in a given round, which usually isn't a big deal. But it has another effect worth noting. The *Light Sword* that Ryu is using has a 10% chance of making a Critical Hit attack, and Ryu himself has Critical Hit ability as a Ninja. The Staff of Doom that Chun-Li is borrowing has a 25% chance of Paralysis, 10% chance of causing Petrification, and 10% chance of a Critical Hit, in addition to Chun-Li's own Critical Hit ability as a Monk. The problem is that the Beast at least to begin with is far more likely to resist being affected. But the Weaken spell reduces the target's ability to resist those on-hit effects from weapons. And each successive casting of Weaken will stack. So Terra keeps pumping the Beast with a Weaken spell every chance she gets.
It's not all smooth sailing though. Once in a while for example Terra needs to use a Watchbells spell when Chun-Li gets put to Sleep. Or both Terra and Rothgar have to use Cure Poison spells when Ryu gets hit with a tentacle attack. Or Rothgar has to use Sane Mind on Ryu when he's driven insane. Or Terra has to cast Cure Lesser Conditions after she gets blinded, helped along by Errol's Lyre of Cakes. At one point Errol got turned into Stone by the Dazzling Lights. Terra afterwards has to use a Cure Stone spell on him. He loses a point of Vitality, putting him back to 18, but I can live with that as long as I can defeat the Beast in time.
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