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Anyone have any tips? Keeping a PDF file and searching for the hidden keyword has a certain nostalgic value, sure... but it runs thin quickly. :)
This question / problem has been solved by DCTimage
It appears as if the copy protection is already removed. I was entering the secret words in for no reason! (Maybe. It's possible that it's not going to save or something, but so far, it looks okay!)
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Chinook: It appears as if the copy protection is already removed. I was entering the secret words in for no reason! (Maybe. It's possible that it's not going to save or something, but so far, it looks okay!)
yeah it seems there using the Wizardry archives release of 6 and 7 which had the CP schemes removed.
Just hit the enter key and you will be just fine.
? does it mess with your 'to hit rolls" if you don't enter the code? I read something about the German version doing that, and I'm looking for something to blame my high party mortality rate on...this game is unforgiving!
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Gepzo: ? does it mess with your 'to hit rolls" if you don't enter the code? I read something about the German version doing that, and I'm looking for something to blame my high party mortality rate on...this game is unforgiving!
I've hit just fine on the US version of Wizardry 6. You need to go back to the golden rule of RPGs: save early, save often, and in different slots :D
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Gepzo: ? does it mess with your 'to hit rolls" if you don't enter the code? I read something about the German version doing that, and I'm looking for something to blame my high party mortality rate on...this game is unforgiving!
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JudasIscariot: I've hit just fine on the US version of Wizardry 6. You need to go back to the golden rule of RPGs: save early, save often, and in different slots :D
Good theory, but unfortunately Wiz 6 has only one save slot. ;-)
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JudasIscariot: I've hit just fine on the US version of Wizardry 6. You need to go back to the golden rule of RPGs: save early, save often, and in different slots :D
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PetrusOctavianus: Good theory, but unfortunately Wiz 6 has only one save slot. ;-)
But you can back it up, right? :D
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JudasIscariot: I've hit just fine on the US version of Wizardry 6. You need to go back to the golden rule of RPGs: save early, save often, and in different slots :D
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PetrusOctavianus: Good theory, but unfortunately Wiz 6 has only one save slot. ;-)
Ah right, I was thinking of Wizardry 7 where I kept naming my slots :P
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PetrusOctavianus: Good theory, but unfortunately Wiz 6 has only one save slot. ;-)
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triock: But you can back it up, right? :D
Yup. It's recommended.
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triock: But you can back it up, right? :D
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PetrusOctavianus: Yup. It's recommended.
Recommended, yes... but technically it could be considered cheating. Amongst oldschool Wizardry fans (and those of early CRPGs in general), this tactic is often called "save scumming" and is generally frowned upon, although I should hasten to add these are the same players who tend to think nothing of exploiting the "Identify 9" Bishop glitch in the original WizI to gain an über-powerful party in the early going -- and who complained the loudest when the Archives edition of the game finally swatted that bug.

My advice to you would be to ignore any derisive comments you may hear from us old-timers and back up your saves as much as you like. These early Wizardry games (I define "early" as "Bane or earlier") are challenging enough as it is, without adding the Roguelike-style "one save per character" restriction.
Post edited June 06, 2013 by TheKid965
Save scumming is when you save right before leveling up and keep reloading untill you get the stat increases you want.
I would call backing up saves for cheating. It's just a way of circumventing the one slot restriction, which probably was there due to technical reasons.
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PetrusOctavianus: Save scumming is when you save right before leveling up and keep reloading untill you get the stat increases you want.
That too, yes, but I've also heard it used in the sense of backing up your saves just before trying something risky, such as a boss fight or teleporting to an unknown location.
I would call backing up saves for cheating. It's just a way of circumventing the one slot restriction, which probably was there due to technical reasons.
Technical limitations, perhaps, but also because Wizardry and other CRPGs from this era were so closely tied with tabletop (D&D-style) gaming -- and in those games, at least at the time, you didn't necessarily get "do-overs" if your character was wiped out, unless you had a very generous and/or creative DM. The single-save aspect may have been a conscious attempt to replicate that atmosphere in a computer game, but as computers evolved and gaming habits changed, so too did this philosophy.

I agree, personally I don't think it's cheating either... but the sentiment is still out there regardless.
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Gepzo: ? does it mess with your 'to hit rolls" if you don't enter the code? I read something about the German version doing that, and I'm looking for something to blame my high party mortality rate on...this game is unforgiving!
As Judas pointed out the hit ratio is fine, the game is just that hard at the start when you get up to Level 2/3 it becomes a bit more easier, best thing to do is take on small groups of rats and vines and try avoid the bats, rogues and really large groups till you get some levels under your belt. So don't be afraid to run like crazy when your facing more then you can take on

Oh and whatever you do do not enter the door with the spade on it till your at least level 4 or 5 there is a single Zombie who will break you fast if your not ready
Post edited June 06, 2013 by DCT
I have loaded it on my Macbook and seems to be working but have 2 issues I have found so far that need immediate help
1) I cannot save. When I do, the menu just freezes. I tried just saving to C:\ but this did nothing either. Needless to say, I cannot really play the game if I cannot save at all.

2) Once I enter the dungeon, if I turn around and want to get out right away, I cannot- is the door supposed to be locked so I cannot get out?