Ultima VIII has a cheat room with almost all the items you could ever need, as well as a few other more complicated cheat mechanisms.
- 1The F8 Cheat Menu
- 2Hex Editing for Cheat Menu
- 5Other Cheats
- 5.1Training for Lazy Avatars
Many games without cheat codes require you to dig into the games 'database' using a Hex editor. Many times, Hex editing is used in Savegame files. When you want a certain number of credits or money, you will use a Hex editing tool to get those credits or money. Yes, Hex editing isn't a walk down the street. Editor and read on. The Scenario Disk. In all the Wizardry games, the scenario disk is the key to your adventure. On this disk is stored all the infromation about the maze, the monsters and your characters. Your character information is usually located on track $1A, sector $01 through track $1B, sector $0F (track $1D for 'Proving Grounds'). Cheat Engine value = 1 + 2. in-game value So if you have 5000 gold, that is stored ni RAM as 10001. NOTE: do NOT change such a value to an even number - it will crash the game. If you want 10000 gold, you MUST then put 20001.
The F8 Cheat Menu[edit]
Toggles[edit]
- Hackmover (H Key): The classic which allows you to move any pick up everything. Can't pick up people, but you can drop them from deadly height.
- Power Avatar (P Key): The game's god-mode. Invulnerable and endless mana.
- Footpads (F Key): Displays a grid over the gameworld, presumably related to collision.
- Egg Bounds (E Key): Displays egg boundaries.
Avatar Menu[edit]
- Demo: Skip to any 'cutscene' sequence in the game.
- Spell Book: Lets you cast any spell in the game.
- Information: Brings up a crosshair. Upon clicking an NPC you'll be given information on their location and current animation.
- Enemy Caster: Brings up a crosshair and asks for a Spell Caster that must be a sorcerer and not the Avatar.
- Time:The avatar tells you the time.
- Key: The avatar says 'You now have the key.'
- Staff: The avatar says 'You have returned the staff.'
- Call Guards: Brings up a crosshair. Upon clicking an NPC, you'll be given various options to decide what you did. Once they pass, the NPC you clicked will call for a guard, and Beren will show up and judge the shit out of you.
- Blow Up: Does exactly what you think.
- Kill Me: Brings up a crosshair. Upon clicking an NPC, they will be dealt untold amounts of damage, usually killing them unless they're immortal for plot purposes.
- EndGame: Lets you spawn Blackrock Fragments or Energised Fragments.
- Jump Ahead: Brings up a list of cryptically named options. Some spawn items, while others just make the Avatar say 'Bzzzzt! Thank you for playing.'
View/Edit[edit]
This option lets you view the properties of various NPCs and change their behavior accordingly.
Teleport[edit]
Exactly as it says, allows you to to teleport to a location of your choice.
Hex Editing for Cheat Menu[edit]
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Enabling cheat mode may also make it impossible to finish the game as intended.
Edit the staticavatar.dat file eg. using DOS DEBUG command:
- DEBUG AVATAR.DAT E 12A 01 01 W Q
Now, load the game as normal, and when you are in the game itself, access the cheats menus (yes, more than one....)
- Click left mouse button on yourself (the Avatar) (gives you all the spells and such)
- [Ctrl]+[F1], shows you all the combinations of keys to press in order to get all shields and weapons etc.
- Press [F7] to access a pull down menu (lets you activate hackmover and such) Note: if you are running the latest patch of Ultima VIII, then you will have to use [F9] (you can tell if you have this patch, try pressing [F7], and if it saves the game, you have the patch)
Press [F7] for a cheat menu and [CTRL]+[F1] for a list of other things.
More Hex Editing[edit]
Here is an interesting little cheat where you change some bytes in the AVATAR.DAT file, not to boost some stats in the game, but simply to create a cheat menu, ready to boost the stats for you!!
The edits you need to make are easy to do using any hex editor. Simply load the editor, pop-up the file AVATAR.DAT, and change the 00's you'll find at bytes 42 and 43 to 01's. Now write the changed data before quitting the editor and loading the game.
From there onwards, click the left-mouse-button on the Avatar and you should see the cheat menu appear. This will allow you to press [SHIFT]+[F4] for immortality during the game, or, [CTRL]+[F1] for a debug menu!
Cheat Program[edit]
Hex Editor For Game Cheating Player
Alternatively, if tampering with the game files isn't appealing, there is a program called U8 Cheat Activator which does the same, without altering any files and can be easily removed if cheating isn't needed/wanted anymore.
The Ulitma VIII Cheat Room[edit]
You will have to have completed the Earth section of the game to be able to enter the Lower Catacombs. There are two entrances to it.
- Enter the Upper Catacombs which ever way it is easiest (or possible) for you.
- For an easy reference point to start from, find the Birthplace of Moriens. From here, head through the passage to the eastern section of the Catacombs. Immediately turn south and walk past what looks like a broken staircase. Walk to the south and a gate will close. Walk away and walk back again, and the gate will lower. Beware the ghosts and ghouls in this area.
- Walk through the gate and then to the west until you come to a door. Kill the ghoul that rises. Unlock the door with the Key of the Scion, and enter the Lower Catacombs.
- Beware of fire shooters and bombs in this entrance area. Rock Flesh, Intervention, or a purple potion are recommended. Once through, walk to the NW so the gate closes. Walk South and pull the one lever there that is not broken. Walk South again and through the gate. Pull the Eastern lever to open the Northern Gate.
- Walk back North and through the gate.
- Follow the passage until you come to a door with a fire shooter in front of it. Dodge the fire shooters and walk around the lava on the way.
- Stand directly in front on the door (right in front of the fire shooter). Make sure your arrow is as small as it can be and hit both mouse buttons to jump directly up. You will be teleported to the cheat room.
- This room contains all the weapons (magic and non-magic; except the Blade of Striking), the magic shield, all the regular helmets, one of each of the scrolls you find throughout the game, fire and chaos gems, and oil flasks.
Other Cheats[edit]
Training for Lazy Avatars[edit]
The programmers obviously had little experience with a system where the stats are risen by usage. Thus they made some serious errors that a smart Avatar can exploit.
Get STR and DEX Fast[edit]
Normally you get STR and DEX by hitting enemies, or Darion during a training session. However, this isn't true! Just swinging your weapon against thin air also furthers your progress! Of course it's not as fast as real combat, thus you should do this near the pit at the East Road (the one near the Cemetery, where Changelings always re-appear after leaving the screen for some seconds. Also jump around a lot to raise DEX even more.
In less than a hour, both stats will be at 25.
Get INT in Less Time[edit]
There are multiple ways to raise the INT very fast. One thing the programmers forgot to mention is, that not only firing off spells raises INT, but also creating them, or even learning about them the first time! 'Learning' also includes reading a spellbook (Necromancy, Sorcery) again and again, cheating the Avatar to higher INT.
Also using scrolls raises INT as well! (so always use them!)
Actually, just reading books, regardless which books, raises INT. Just reading a useless book - like the logbooks in Tenebrae - constantly, will raise INT very fast as well, soon reaching the maximum of 25. Clearly, the programmers didn't set the flag for magic books properly.
No Need for Death Speak[edit]
Thanks to a bug, you have no need for the spell Death Speak at the Ancient Necromancers starting with the fourth, since the flag is not set. You can simply talk to them the normal way. This of course saves quite some regents on the way (which are scarce enough anyway). Alternatively, simply don't enter that quest at all. Thanks to a wrongly set flag, the Avatar already knows all the spells the Ancient Necromancers can teach from the start. It's very tempting to just go to Stone Cove right away, but then you miss out on the good loot in that quest.
Key Blank for Tenebrae[edit]
This one however is special: a key blank. Essentially, this is a skeleton key that allows you access to all buildings in Tenebrae, even ones you are not supposed to unlock, like the prison cells. This obviously was a tool of the programmers for easy playtesting. This makes it highly useful, but getting it is difficult. The key blank is almost entirely hidden behind the western wall of the southwestern room of the Palace of the Tempest. (the room with the chest containing the Tear of Seas). Thus, to actually get it, there are three possible methods:
- Simply use the hackmover to remove the wall and all obstacles and then grab the master key.
- If you don't want to cheat, place a grey explosive bottle on the desk and light it. Save before doing so, in case the key does not land visibly or falls into the water. Once it's visible, you do need Aerial Servant to get it (so only later in the game).
- The easiest method is simply to be very precise. One pixel of the key blank is visible. So finding the exact pixel (it's noticable where the black outline of the wall gets thicker), the spell Aerial Servant can be used to get it without further trouble.
Endless Sorcery Spells[edit]
The limited number of charges of Sorcery foci, together with the limited amount of reagents, is rather annoying. However, there is a way to circumvent this! The four blue pentagram symbols collected in the Obsidian Fortress are, due to neglectful programming, fully usable symbol foci that can hold any spell. However, the limit of how many charges it can hold was not included. This means once charged, the spell can be used as often as desired!
This is of course especially useful for spells like Banish Daemon, Endure Heat, Armor of Flames, Flash and Explosion, which are used often and are difficult to create. Using it with Conflagration is downright unfair and makes all battles jokes.
Breaking Open Chests[edit]
Unlike earlier games, in Ultima VIII it normally is impossible for you to break open locked chests. However, thanks to an oversight when patching the game, there is a way! When the Avatar's carrying capacity was risen to 4 x STR instead of 2 x STR, it enabled the Avatar to carry a chest in the backback (which hower must be almost empty for that). Then throwing the chest into yellow lava destroys the chest, but its contents are unharmed and can be picked up. (use Aerial Servant if needed) This for example allows you to get the Tear of Seas early.
Also, the game has no special check if an NPC wants the item in the chest you carry around. Thus, Vividos gladly acceps the Ritual Dagger even if it still is in the chest.
Lava Walk[edit]
The spell Endure Heat is not the only thing allowing you to walk over solid lava. Just throwing flat objects like shirts, bankets or unrolled bedrolls on the solid lava and then jumping onto these objects allows you a safe crossing of the danger zone.
| Cheats | |
|---|---|
| Game | Ultima III ☥ Ultima IV ☥ Ultima V ☥ Ultima VI ☥ Savage Empire ☥ Martian Dreams Underworld ☥ Ultima VII ☥ Underworld II ☥ Ultima VII Part Two ☥ Ultima VIII ☥ Ultima IX Ultima VII SNES ☥ Runes of Virtue ☥ Runes of Virtue II |
If you are not familiar or comfortable with this numberingsystem
then you have no business trying these things out becauseyou are
likely to screw things up beyond repair.
Taking the wiz out of...Wizardry
by Rob Hall (from Computist Issue No. 40 February 1987,pages 23-25)
(I found this at: ftp.apple.asimov.net)
Requirements:
A Wizardry Program
A good sector editor (ie. a Hex editor)
A sceneraio disk with six characters
A blank disk to copy your scenario disk
Most veteran Wizardry players know that, in
'Proving Grounds', if your Bishop successfully
'Identifies item number '9', he'll receive
100,000,000 experience points. Also, if he
successfully 'Identifies 'S', the character
below the bishop will receive 100,000,000
experience points. Any by 'Identifing 'J',
he gives the character below him 100,000,000
gold pieces. This technique allows you to create
almost unbeatable characters in 'Proving Grounds'
and when you transfer your characters to
'Knight of Diamonds', they keep their experience
and powers. But just when you think you've got
all the answers Sir Tech throws you a curve.
Yes, this technique doesn't work with
'Legacy of Llylgamyn' and you can't just transfer
your characters from a previous scenario, you
must perform a 'rite of passage'. This 'rite of
passage' creates new characters who are descendants
of your characters, but have minimal experience
and power. Are all those months, even years, of
wandering through dungeons and tunnels, 'lost
forever'?. Not if you grab your handy sector
editor and read on.
The Scenario Disk
In all the Wizardry games, the scenario diskis the key to your adventure. On this disk is stored
all the infromation about the maze, the monsters
and your characters. Your character information is
usually located on track $1A, sector $01 through
track $1B, sector $0F (track $1D for 'Proving Grounds').This information is $CF bytes long and is formatted
as follows:
| Bytes | Information |
| 00 | Number of letters in name |
| 01-0F | Name (15 letters maximum) |
| 10 | Number of letters in password |
| 11-1F | Password (15 letters maximum) |
| 20 | ($01) character is 'out' , ($00) is available |
| 22 | Race: see Table I |
| 24 | Class: see Table II |
| 26-27 | Age: see Table III |
| 28 | Life: ($00) OK, ($05) Dead, ($07) Lost |
| 2A | Alignment: see Table IV |
| 2C-2F | Characteristics: ($52 4A 52 4A is perfect) seeCharacteristics Breakdown |
| 3A | # of pieces of equipment (8 max) |
| 34-38 | Gold: see Table V |
| 3A | # of pieces of equipment (8 max) |
| 3C-7B | Equipment information: see Table_VI |
| 7C-80 | Experience (like gold: see Table V ) |
| 82 | Last level of character |
| 84 | Current level of character |
| 86-87 | # of hit points character has |
| 88-89 | max # of hit points your character can possess |
| 8A-91 | Type of spells: see Table VII |
| 92 | # of level 1 mage spells can cast |
| 94 | # of level 2 mage spells can cast |
| 96 | # of level 3 mage spells can cast |
| 98 | # of level 4 mage spells can cast |
| 9A | # of level 5 mage spells can cast |
| 9C | # of level 6 mage spells can cast |
| 9E | # of level 7 mage spells can cast |
| A0 | # of level 1 priest spells can cast |
| A2 | # of level 2 priest spells can cast |
| A4 | # of level 3 priest spells can cast |
| A6 | # of level 4 priest spells can cast |
| A8 | # of level 5 priest spells can cast |
| AA | # of level 6 priest spells can cast |
| AC | # of level 7 priest spells can cast |
| AE-AF | Last armor class |
| B0-B1 | Current armor class |
| B6-BF | Measures effect of weapons & items |
| CE-CF | Indicates honors |
| Attribute | Bits Used |
| Strength | 4-8 |
| Intelligence | 15-16, 1-3 |
| Piety | 10-14 |
| Vitality | 20-24 |
| Agility | 31-32, 17-19 |
| Luck | 26-30 |
| Value | Race |
| 01 | Human |
| 02 | Elf |
| 03 | Dwarf |
| 04 | Gnome |
| 05 | Hobbit |
| Value | Class |
| 00 | Fighter |
| 01 | Mage |
| 02 | Priest |
| 03 | Thief |
| 04 | Bishop |
| 05 | Samurai |
| 06 | Lord |
| 07 | Ninja |
| Age is calculated using bytes $26 and $27 under the following formula: |
| [($26) / $34] + [($27) X 5] = years (in decimal) |
| Therefore, if $26 and $27 are $D0 and $04 respectively: your character'sage is 24. |
| Value | Alignment |
| 01 | Good |
| 02 | Neutral |
| 03 | Evil |
| Byte $34 | 1st nibble: 16's place |
| 2nd nibble: 1's place | |
| Byte $35 | 1st nibble: 4,096's place |
| 2nd nibble: 256's place | |
| Byte $36 | 1st nibble: 160,000's place |
| 2nd nibble: 10,000's place | |
| Byte $37 | 1st nibble: 40,960,000's place |
| 2nd nibble: 2,560,000's place | |
| Byte $38 | 1st nibble: 1,600,000,000's place |
| 2nd nibble: 100,000,000's place |
| Byte | Meaning |
| 1 | status of possession ($00 = unequiped, $01 =equiped) |
| 2 | not used |
| 3 | not used |
| 4 | not used |
| 5 | status of equipment ($00 = unidentified, $01 = identified |
| 6 | not used |
| 7 | actual equipment (first byte) |
| 8 | actual equipment (second byte) |
| When giving a chracter a piece of equipment; insure all 'not used'bytes are $00, set byte #1 to $00 (unequiped), byte #5 to $01 (identified),and bytes #7-#8 as follows: |
| Byte 7 | Byte 8 | Item | Byte 7 | Byte 8 | Item |
| 01 | 00 | Long Sword | 33 | 00 | Shield + 2 |
| 02 | 00 | Short Sword | 34 | 00 | Helm + 2 (evil) |
| 03 | 00 | Anointed Mace | 35 | 00 | Potion of Dial |
| 04 | 00 | Anointed Flail | 36 | 00 | Ring of Porfic |
| 05 | 00 | Staff | 37 | 00 | Were Slayer |
| 06 | 00 | Dagger | 38 | 00 | Mage Masher |
| 07 | 00 | Small Shield | 39 | 00 | Mace Pro Poison |
| 08 | 00 | Large Shield | 3A | 00 | Staff/Montino |
| 09 | 00 | Robes | 3B | 00 | Blade Cusinart' |
| 0A | 00 | Leather Armor | 3C | 00 | Amulet/Manifo |
| 0B | 00 | Chain Mail | 3D | 00 | Rod of Flame |
| 0C | 00 | Breast Plate | 3E | 00 | Evil Chain + 2 |
| 0D | 00 | Plate Mail | 3F | 00 | Neurtal Plate Mail + 2 |
| 0E | 00 | Helm | 40 | 00 | Evil Shield + 2 |
| 0F | 00 | Dios Potion | 41 | 00 | Amulet Makanito |
| 10 | 00 | Latumofis Potion | 42 | 00 | Diadem of Malor |
| 11 | 00 | Long Sword + 1 | 43 | 00 | Scroll/Badial |
| 12 | 00 | Short Sword + 1 | 44 | 00 | Short Sword - 2 |
| 13 | 00 | Mace + 1 | 45 | 00 | Dagger + 2 |
| 14 | 00 | Staff of Mogref | 46 | 00 | Mace - 2 |
| 15 | 00 | Scroll/Katino | 47 | 00 | Staff - 2 |
| 16 | 00 | Leather Armor + 1 | 48 | 00 | Dagger of Speed |
| 17 | 00 | Chain Mail + 1 | 49 | 00 | Cursed Robe |
| 18 | 00 | Plate Mail + 1 | 4A | 00 | Leather Armor - 2 |
| 19 | 00 | Shield + 1 | 4B | 00 | Chain Mail - 2 |
| 1A | 00 | Breast Plate + 1 | 4C | 00 | Breast Plate - 2 |
| 1B | 00 | Scroll/Badios | 4D | 00 | Shield - 2 |
| 1C | 00 | Scroll/Halito | 4E | 00 | Cursed Helmet |
| 1D | 00 | Long Sword - 1 | 4F | 00 | Breast Plate + 2 |
| 1E | 00 | Short Sword - 1 | 50 | 00 | Silver Gloves |
| 1F | 00 | Mace - 1 | 51 | 00 | Evil Sword + 3 |
| 20 | 00 | Staff + 2 | 52 | 00 | Evil Short Sword + 3 |
| 21 | 00 | Dragon Slayer | 53 | 00 | Thieves Dagger |
| 22 | 00 | Helm + 1 | 54 | 00 | Breast Plate + 3 |
| 23 | 00 | Leather Armor - 1 | 55 | 00 | Lords Garb |
| 24 | 00 | Chain Mail - 1 | 56 | 00 | Murasama Blade |
| 25 | 00 | Breast Plate - 1 | 57 | 00 | Suriken |
| 26 | 00 | Shield - 1 | 58 | 00 | Chain Pro Fire |
| 27 | 00 | Jeweld Amulet | 59 | 00 | Evil Plate Mail + 3 |
| 28 | 00 | Scroll/Badios | 5A | 00 | Shield + 3 |
| 29 | 00 | Potoin of Sopic | 5B | 00 | Ring of Healing |
| 2A | 00 | Long Sword + 2 | 5C | 00 | Ring Pro Undead |
| 2B | 00 | Short Sword + 2 | 5D | 00 | Deadly Ring |
| 2C | 00 | Mace + 2 | 5E | 00 | Werdna's Amulet |
| 2D | 00 | Scroll/Lomilwa | 5F | 00 | Statuette/Bear |
| 2E | 00 | Scroll/Dilto | 60 | 00 | Statuette/Frog |
| 2F | 00 | Copper Gloves | 61 | 00 | Bronze Key |
| 30 | 00 | Leather Armor + 2 | 62 | 00 | Silver Key |
| 31 | 00 | Chain Mail + 2 | 63 | 00 | Gold Key |
| 32 | 00 | Plate Mail + 2 | 64 | 00 | Blue Ribbon |
| Byte 7 | Byte 8 | Item | Byte 7 | Byte 8 | Item |
| 5E | 00 | Rod of Raising | 70 | 00 | Dreamer's Stone |
| 5F | 00 | Amulet of Cover | 71 | 00 | Damien Stone |
| 60 | 00 | Robe + 3 | 72 | 00 | Great Mage Wand |
| 61 | 00 | Winter Mittens | 73 | 00 | Coin of Power |
| 62 | 00 | Necklace Pro Magic | 74 | 00 | Stone of Youth |
| 63 | 00 | Staff of Light | 75 | 00 | Mind Stone |
| 64 | 00 | Long Sword + 5 | 76 | 00 | Stone of Piety |
| 65 | 00 | Sword of Swinging | 77 | 00 | Blarney Stone |
| 66 | 00 | Priest Puncher | 78 | 00 | Amulet of Skill |
| 67 | 00 | Priest's Mace | 79 | 00 | Amulet of Skill |
| 68 | 00 | Short Sword of Swinging | 7A | 00 | Great Mage Wand |
| 69 | 00 | Ring Pro Fire | 7B | 00 | Coin of Power |
| 6A | 00 | Cursed Plate Mail + 1 | 7C | 00 | Staff of Gnilda |
| 6B | 00 | Plate Mail + 5 | 7D | 00 | Hrathnit |
| 6C | 00 | Staff of Curing | 7E | 00 | Kod's Helmet |
| 6D | 00 | Ring of Regeneration | 7F | 00 | Kod's Shield |
| 6E | 00 | Metamorph Ring | 80 | 00 | Kod's Gauntlets |
| 6F | 00 | Stone Stone | 81 | 00 | Kod's Armor |
| Byte 7 | Byte 8 | Item | Byte 7 | Byte 8 | Item |
| 01 | 04 | Haubek | 35 | 04 | Displacer Robes |
| 02 | 04 | Breast Plate | 36 | 04 | Hauberk + 2 |
| 03 | 04 | Plate Armor | 37 | 04 | Breast Plate + 2 |
| 04 | 04 | Sallet | 38 | 04 | Plate Armor + 2 |
| 05 | 04 | Potion of Dios | 39 | 04 | Armet |
| 06 | 04 | Latumofis Oil | 3A | 04 | Wargan Robes |
| 07 | 04 | Short Sword + 1 | 3B | 04 | Giant's Club |
| 08 | 04 | Broad Sword + 1 | 3C | 04 | Blade Cuisinart |
| 09 | 04 | Mace + 1 | 3D | 04 | Shepherd Crook |
| 0A | 04 | Battle Axe + 1 | 3E | 04 | Unholy Axe |
| 0B | 04 | Nunchuka | 3F | 04 | Rod of Death |
| 0C | 04 | Dagger + 1 | 40 | 04 | Gem of Exorcism |
| 0D | 04 | Katino Scroll | 41 | 04 | Bag of Emeralds |
| 0E | 04 | Cuirass + 1 | 42 | 04 | Bag of Garnets |
| 0F | 04 | Hauberk + 1 | 43 | 04 | Blue Pearl |
| 10 | 04 | Breast Plate + 1 | 44 | 04 | Ruby Slippers |
| 11 | 04 | Plate Armor + 1 | 45 | 04 | Necrology Rod |
| 12 | 04 | Heater + 1 | 46 | 04 | Book of Life |
| 13 | 04 | Bascinet | 47 | 04 | Book of Death |
| 14 | 04 | Iron Gloves | 48 | 04 | Dragon's Tooth |
| 15 | 04 | Badios Scroll | 49 | 04 | Trollkin Ring |
| 16 | 04 | Halito Potion | 4A | 04 | Rabbit's Foot |
| 17 | 04 | Short Sword - 1 | 4B | 04 | Thief's Pick |
| 18 | 04 | Battle Axe - 1 | 4C | 04 | Book of Demons |
| 19 | 04 | Mace - 1 | 4D | 04 | Butterfly Knife |
| 1A | 04 | Dagger - 1 | 4E | 04 | Gold Tiara |
| 1B | 04 | Battle Axe - 1 | 4F | 04 | Mantis Gloves |
| 1C | 04 | Margauz's Flail | FF | 03 | Mage's Robe |
| 1D | 04 | Bag of Gems | FE | 03 | Heater Shield |
| 1E | 04 | Wizard's Staff | FD | 03 | Round Shield |
| 1F | 04 | Flametongue | FC | 03 | Flail |
| 20 | 04 | Round Shield - 1 | FB | 03 | Dagger |
| 21 | 04 | Cuirass - 1 | FA | 03 | Battle Axe |
| 22 | 04 | Hauberk - 1 | F9 | 03 | Hand Axe |
| 23 | 04 | Breast Plate - 1 | F8 | 03 | Staff |
| 24 | 04 | Plate Armor - 1 | F7 | 03 | Mace |
| 25 | 04 | Sallet - 1 | F6 | 03 | Broad Sword |
| 26 | 04 | Sopic Philtre | F5 | 03 | Short Sword |
| 27 | 04 | Gold Ring | F4 | 03 | Butterfly Knife |
| 28 | 04 | Salamander Ring | F3 | 03 | Orb of Mhuuzfis |
| 29 | 04 | Serpent's Tooth | F2 | 03 | Gold Medallion |
| 2A | 04 | Short Sword + 2 | F1 | 03 | Rod of Fire |
| 2B | 04 | Broad Sword + 2 | F0 | 03 | Holy Water |
| 2C | 04 | Battle Axe + 2 | EF | 03 | Amulet of Air |
| 2D | 04 | Ivory Dagger | EE | 03 | Staff of Earch |
| 2E | 04 | Ebony Dagger | ED | 03 | Ship in Bottle |
| 2F | 04 | Amber Dagger | EC | 03 | Crystal of Good |
| 30 | 04 | Mace + 2 | EB | 03 | Crystal of Evil |
| 31 | 04 | Mithril Gloves | EA | 03 | Neutral Crystal |
| 32 | 04 | Dailki Amulet | E9 | 03 | Orb of Earithin |
| 33 | 04 | Cuirass + 2 | E8 | 03 | Broken Item |
| 34 | 04 | Heater + 2 |
Once your characters have the prober equipment,
then can equip themselves in camp or at Gilgamesh's
Tavern.
| The type of spells that a character can cast is determind by bytes$8A-90 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Each bit in these bytes represents a type of spell. If the bit is on('1'), that spell is known by the character. Don't forget that in orderfor a character to cast a spell, he must have 'spells left' in that level.The 'spells left' are indicated in bytes $92-AD. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Now that you know how your character is
formatted, it's time to turn your wimp into
a wizard.
Using the Sector Editor
Before creating your new character, you
should make a backup copy of your scenario disk.
The scenario disk is not copy protected so you
can use COPY A or any fast copy program to
duplicate it. To get the most out of this
procedure, I recommend that you scenario disk
contains at least six characters you would like
to strengthen.
For a start, read track $1A or $1B ($1D for
proving ground) to do some investigation work.
The location of your character within a sector
or track will vary depending on the sequence that
you characters were created on the disk. However,
it is easy to find the beginning of your character's
information by looking for the flashing ASCII
representation or your character's name. This will
be the first line of information, bytes $01 to
$0F (remember that byte $00 is the number of
letters in your character's name).
If you're lucky, your character's information
will start at the start of a sector. However,
it is more likely that your character's information
will start in the middle of a sector. This is because
each character's information block is only $CF bytes
long and new characters are added immediately after
old characters. If your character does not start at
byte 0 of a sector, count bytes starting with the byte
to the left of your character's name (starting at 0)
and use the chart to find the feature you want changed.
Unfortunately, the character's information is
usually not ordered in sequential sectors (starting
with sector $1 and finishing in sector $2). It is
usually in reverse order (starting with sector $F and
finishing in sector $E) or may jump from the beginning
of a track to the end. Careful attention to the length
of each character's information block and a little trial
and error can solve this problem.
The Little Fix
Along with the literature Sir Tech provides withits
program, a note warns of tampering with the characters:
'While it may seem appealing to use these products
(cheat programs), we urge you not to succumb to the
temptation. It took more than four years of careful
adjustment to properly balance Wizardry.' Well, it took
me all of last summer to get through the 'Proving Grounds'
even using the bishop trick. If these games are really
balanced, those dungeon monsters sure weigh a lot. In
fact, I was quite surprised at the number of items I
never came across when I played Proving Grounds and
Knight of Diamonds the normal and laborious way.
Wouldn't it be nice to use a 'great mage wand' for
a change?
Anyway, for those afraid to upset the proper
balance of a Wizardry game, may I suggest the 'Little
Fix':
1. Change the gold bytes ($34-38) to '00 00 00 01 00'
2. Change the experience bytes ($7C-80) to '00 00 00 01 00'
3. take your characters to the 'Adventurer's Inn' and
have him 'rest' there several times.
This method will allow your character to progress
normally, learning and acquireing normal spells and
powers. It will also give him enough hit points to
survive most levels. In addition, you now have the
money to buy the items you want from Boltac's Trading
Post.
The Super Lord
And for those who have no mercy for monsters and
the creatures of the dungeon, I suggest the creation
of a 'Super Lord':
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1. Change the class byte ($24) to '06'
2. Change age bytes ($26-27) to '00 04'
3. Insure life byte ($28) is '00'
4. Insure alignment byte ($2A) is '01'
5. Change the characteristic bytes
($2C-2F) to '52 4A 52 4A'
6. Change the gold bytes ($34-38) to
'00 00 00 00 01'
7. Change equipment possession byte
($3A) to '08'
8. Equip the character with eight items
as explained in Table VI
9. Change the experience bytes ($7C-80)
to '00 00 00 00 01'
10. Change level bytes ($82) and ($84)
to '60'
11. Change status bytes ($86-87) to '00 03'
12. Change hits bytes ($88-89) to '00 03'
13. Change spell type bytes ($8A-91) to
'FE FF FF FF FF FF 07'
14. Change spell bytes ($92-AC) to
'09 00 09 00 09 00 09 00. etc'
15. Equip your lord in 'camp' or in
Gilgamesh's Tavern'.
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This will give you a Super Being which will
defeat all your foes, if you play your 'spells'
right!
Other Uses
There are quite a few other uses for your
sector editor. For instance, Sir Tech will charge
you $15.00 to delete a password you have forgotten.
Now all you have to do is to insert $00 from
bytes $10 to $1F to delete your passowrd or better
yet, just look at these bytes to see your password.
If you have a power failure or you accidentally
press reset while you're playing Wizardry, your
character's record on the disk will be logged as
'on expedition'. Normally, you would not be able to
use your character until you recovered it using the
utility recover program. Now you may recover your
character on your own by placing a '00' in byte $20.
If you own Legacy of Llylgamyn and have always had
less than twenty character on your scenario disk you
will be in for a surprise. As you examine the character
information sectors, you are likely to find many ghosts
of past explorers. No one is sure where they came from!
These characters are usually 'lost' (byte $28 is '$07')
and may have '$00' in byte $00 (number of letters in
name). To resurrect these explorers, place a '$00' in
byte $28 and place a hex number corresponding to the
number of letters in the explorer's name in byte $00.
Be careful with these characters. I wouldn't trust a
character named '6502'.