Wizardry 7 Walkthrough FunHouse Wizardry VII - Fun House

1. Rubi's Funhouse

Upon the door, barely visible, the faded painting of a bug-eyed clownish face stares out with a banana-like smile. There is a hollow pin protruding where the clown's nose should be.

->use [RED RUBBER BALLl]

You stick the red rubber ball on the clown's nose-pin. Giving the red nose a squeeze, you detect an unmistakable click.
2. The funhouse is quite weathered, and covered with dusty webs. Your surmise that it has not been occupied for many years. At least not by anything human.
3. At the rear of the chamber lies a solid metal pyramid, forged of black iron, and well capable of withstanding the onslaught of centuries.
4. Embedded atop the pyramid is a large steel hook, and embossed upon its face is the numeral 200. Attempting to lift the weight, you find that the years haven't shaved off more than a gram or two, if that much.

->get [BLACK PYRAMID]
5. Entering the central chamber, you spot a descending shaft from which arises a ladder of questionable integrity. You wonder whether it will be able to hold your weight without collapsing.
6. Entering the room, you stumble over piles of fallen debris cluttering the floor.
7. You find nothing but the remains of old wooden props and stands, and guess that it's probably been quite some time since any kind of circus gave a performance around here.
8. Corroded boxes and crates lie collapsed in heaps of rot and dust, and the promise of finding anything useful looks doubtful.
9. Much to your surprise, an old chest sits quietly in the back of this room, idly passing the years awaiting the return of its owner.
Part 1
10. The interior of the Funhouse appears gloomy and decrepit, lacking any festive spirit whatsoever. You begin to suspect rather devious connotations in the word, 'Fun'.
11. A long plank, secured to a pivot block, rests underneath an open shaft in the ceiling. Hanging from the shaft is a long heavy metal chain. (FUNHOUSE GADGET)

->use [BLACK PYRAMID]

With a heave and a grunt you hoist the black pyramid up and hook it on to the end of the chain.
12. Lying underneath a pile of rubble on the floor, you discover a tarnished key.

->get [TARNISHED KEY]
13. ->use [TARNISHED KEY] to open gate
14. Mounted upon the wall are two blocks which support short steel cylinders, each with a hook. Two metal blades are attached to an end of one cylinder, and you find that it spins around quite freely. (FUNHOUSE GADGET)

->use [RUBBER BAND]

You stretch the elastic band between the two hooked cylinders and wind it up. The blades spin around as the band unwinds, emitting a cool and steady breeze.
15. ->push button to remove wall
16. The chamber appears to be an old burial crypt, filled with bones. Even more disturbing, however, is that some of them are moving.

->encounter Walking Undead
17. ->search

Lying under an old broken skull, you retrieve an unusual object.

->get [SPOOL HANDLE]
18. A large spool stands mounted over an open shaft, and attached to it is a heavy metal chain. The chain is hanging down the shaft. (FUNHOUSE GADGET)

->use [SPOOL HANDLE]

Attaching the handle to the spindle of the spool, you crank up the chain as far as it will go.
19. ->use [FEATHER WEIGHTS] before step in this point.
You douse yourselves with the mysterious potion, and soon feel tingly, and as light as a feather.

->then step in
A long plank, secured to a pivot block, rests underneath an open shaft in the ceiling. Stepping onto the plank, your end pivots to the floor, triggering a switch underneath it. A weighty pyramid suddenly drops onto the other end of the plank, catapulting you into the air. Being reduced to featherweights, you are hurled upward through the shaft above the plank. (fly one floor up)

Still propelled from your launch, you continues sailing upwards. (fly one floor up)

Arising up through the shaft, you are hit by a gusty blast of wind, which, in your lightweight condition, blows you across the corridor like little fat balloons. (blow one square right)

Standing up from your miraculous flight, you feel your normal weight quickly returning.
(stop at point B1F '20')
20. ->fly from B3F point '19'
Part 2
21. Carefully stepping into the open chamber, your eyes note a peculiar darkness, which fills the room like a smoky cloud.
22. You can hear quiet whispering chits coming from somewhere nearby. You do not understand what is being said, or whether they are aware of you presence. (front gate opened) Hmmm, so much for the element of surprise.
23. Barlone' Order of Taw
24. Entering the room, you face a mob of husky Rattkin, weapons drawn and ready, but not yet moving into action. In the still of the moment, you quickly assess your opponents. Their fur is dark and well groomed. And though they exude a somewhat sinister ethos, there is a subtle strange charisma about them. They seem quite confident, and most of all, demonstrate an obvious interest in you and in watching your reactions. It is then that you recognize the nature of these creatures.

They are members of an underworld. But not a gang of thugs, no. These creatures are well organized, meticulous, and possess a razor-sharp intellect. Honed by years of strict orthodoxy. Upper echelon corsairs, studying their mark, noting your strengths and weaknesses. Silently forming the noose by which to profit from your eventual hanging. Finally, your eyes meet those of a Rattkin who appears to have an icy mask of death etched across his face. And he begins to speak in a low hoarse whisper.


Allow me to introduce myself. I am Barlone'. It is good that you have come. My associates and I have a proposition for you. Would you like something to drink?

->answer yes

Gensuda'.

As I was saying, my friends and I have an interesting proposal which we want you to consider. We can do many things for you. And we want you to do us a small favor in return. We know about you and the others. We've seen the machines that breathe fire and move through the sky.

Long ago there were others that had these machines. The Higardi. But they are gone now. We know that you have come from a world beyond the sky. And we wish to expand our operations. We want you to do something for us. And in return our organization will assist you. Do we have a deal?

->answer yes

This is a good day for us. What we ask is something simple. There is a flying machine which descends into the old ruins of Nyctalinth. Our scouts have seen it come and go many times. Find out when the flying machine will be at Nyctalinth again. This is a small favor we ask of you. Once you do this thing, return to me. And I'll tell you where you can find one of the maps. I know all about the maps. You do this small favor for us. And we'll help you get the maps. I think our business is concluded for today. You've made a wise decision to work with us.


(re-enter)
Have you done the small favor we asked of you?

->answer yes

When can we expect the next flying ship at Nyctalinth?

->answer 088:53

Excuse us for a moment. Yes, that is possible. You've done well. In the New City there is a passage that leads to the Old Archives. A piece of the map was put there by a friend of the family. As a small personal favor. We may have another favor you can do for us later. We'll let you know.

(re-enter)
We of the Razuka have another proposition for you. We have made certain arrangements, and will soon be vacating the premises. After careful consideration, we have decided to make you an offer. You make keep everything that we must leave behind. The treasure room alone contains many unique artifacts that cannot be found anywhere at any price. And I will give you a special bonus as well. And this we will do for you. And you only need to deliver to us a small payment. The modest sum of 40000 gold pieces. So much for so little, how can you refuse. Do we have a deal?

->answer yes (pay 40000 GP)

That's a very wise thing you have done. The treasure room is behind us, yours. I said I would throw in a bonus as well. Perhaps some time we'll do business again. We won't forget what you've done for us. (get Displacer Cloak)
25. ->search

Oops, you accidently pried the candle sconce loose from the wall! (gate ahead opened)
Part 3
26. Before you, a cascade of troughs turns beneath an open shaft, and you are cautious lest you accidently fall in.
27. You brazenly step into the cascading troughs. The cascading troughs spin you around and downward, slamming you into the solid bars of a closed steel gate. Having no escape from the rotating troughs, you are dumped into the darkness below.

->to point '28' and members damaged

->after throw [PAINTED BALL] at bull's eye at point '31'

You brazenly step into the cascading troughs. The cascading troughs spin you around and downward, flinging you into the open corridor ahead.
28. ->dump down from point '27'
29. Lying on the floor is a fist-sized wooden ball, painted with brightly colored circles and a star.

->get [PAINTED BALL]
30. ->pull level to open gate
31. Looking down the passage, you face a row of gaping pits which travels the length of the corridor. At the end of the pits stands a round pillow target, bearing circles of various colors and a crimson bull's-eye. (FUNHOUSE GADGET)

->use [PAINTED BALL]

You heave the painted ball down the passage towards the target. Missing the bull's-eye, the ball bounces off the target and falls back into the pit at the end of the corridor. (missed)

Bull's Eye! (try until you hit bull's eye, gate at point '32' will open)
32. ->go point '27' again
You brazenly step into the cascading troughs. The cascading troughs spin you around and downward, flinging you into the open corridor ahead.
33. ->pull level to unlock right gate
Part 4
34. Up ahead, a wide moving belt ascends from a shaft in the floor, rising steadily upward and into the ceiling.
35. Up you go! (one floor up). Up you go!(one floor up). Atop is the moving belt, it propels you into the hallway.
36. In the shaft ahead is a moving belt, which arises from below.
37. A thin veneer of water skates rapidly down a descending channel, and you wonder at its purpose. The water being only a few inches thick, you touch beneath its surface to discover a slick and slippery bottom. At least it isn't deep enough to worry about getting in over your heads.
38. Entering the water, you slide down the flue.
39. ->party flushed down from point '38' to this point (via MAGENTA route)
40. Coiled in the corner you discover a short thick rope, which is securely tied to a hefty bar.

->get [BAR & ROPE]
Part 5
41. Perched over the shaft, you hear the sound of rushing water far below.

->use [BAR & ROPE]

You insert the roped bar into the grooves which span the shaft, and let the rope fall below.
42. A thick transparent wall allows viewing, but not access, to a wide channel of rushing water.

->if you pull level on the wall, direction of water will be changed
->you need to pull [42'1], [42'4] and [42'5] three levels
43. ->go to point '38', party flushed down via ORANGE rount

Grabbing onto the rope so conveniently dangling from above, your momentum swings you across the water duct.
44. On the floor in front of you lies a square plate, large enough for everyone to crowd onto it. Behind the plate you can see the outline of a transparent tube, sticking down from a shaft in the ceiling.
45. Stepping onto the plate, you note the pad directly underneath the end of the tube. It appears to be connected to the plate as a kind of trigger mechanism.
46. Inspecting the tube, you see the pad underneath it is poised to catch anything that falls down the chute. Resting on the pad is an odd black ball, about the size of an ogre's head and almost as pretty.

->get [BLACK BALL]

->once you get [BLACK BALL], go to point '43', climb up rope and back to point '41'
Grabbing onto the rope, you find no where to go other than to drop below or climb back up.
47. Examining the wall, you peer through a narrow hole bored all the way throught it, and discern a glimmer of light coming from the other side.

->use [WOODEN DOWEL]

You insert the long wooden dowel into the hole, a snug fit, and shove it all the way in. But nothing happens.
48. An odd transparent dome protrudes from a narrow shaft a few steps in front of you.
49. Looking closer at the dome, you note a gaping hole in its face. It appears to be a hollow tube of some sort. (FUNHOUSE GADGET)

->use [BLACK BALL]

You drop the ball into the dome, making a loud thud as it lands on a plate inside the tube.
45. ->go to point '38', party flushed down via ORANGE route again
->go to point '45' again

Stepping onto the plate, you hear a slight click. A large black ball drops down the hollow tube, landing in the pad beneath it. Suddenly the entire plate shoots skyward, propelling you up to the open shaft directly overhead.
50. Launched up ward through the shaft, you grab hold of a long wooden dowel protruding from the wall. You shimmy across the dowel into the adjoining corridor.
Part 6
51. Upon the wall is a set of tall metal spears, mounted in a single row with a long rivet through the center. There are six spears in all, arranged in a circular pattern, and you discover that they can swing around on the rivet which pins them together. Looking a bit closer, it appears to be an elaborate mechanism of some kind, each spear rotating a different gear which is in turn connected to more gears and so no. There is nothing which indicates a purpose to the spears, or what the contraption actually does, although it appears likely that it is a locking mechanism of some kind, designed to open if the spears are turned in a specific combination.

->input the combination [5,3,4,2,6,1] then the locked gate '52' opened
53. ->pull level to open left gate
54. ->leave Funhouse to Witch Mountains

You emerge from the Funhouse to find yourself in the forest, somewhere outside the nearby Rattkin ruins.
c1 WOODEN DOWEL, Robes(U)&(L), Lodestone
c2 From the chest you extract a thick wide elastic band, strong and quite rubbery.

->get [RUBBER BAND]
c3 average equipments and scrolls, reagents, but better bows or arrows
c4 better equipments, Peacemaker, Jazeraint Suit, Vitriolic Warder
c5 Poison Dart, Death Star, Bottle of Old Jake's, Brass Key, Silver Key, Bag of Tricks
c6 Plate Mail+2 (U)&(L), Books, Ankhs
c7 Lo, inside the chest you find an old preserved piece of parchment, carefully bundled in waxed wrappings.

->get *BOAT* map (+5000 EXP)

沒有留言:

張貼留言