Much of this information is in addition to the Wizardry I Walkthrough, so please see that page for supplementary information (such as chest traps, cheats, and building a party).
New characters would not survive in the second scenario, so you will need to transfer your party to Wizardry II once you have finished Wizardry I.
The Wizardry II monsters are tougher. Some of the monsters are the same, in other cases they are upgraded (for example Creeping Coins are replaced by No-See-Um Swarms, and High Priests are more powerful). Fuzzballs are worth no experience points and can call for help, a real pain. A Dink (Little Old Man) is another comical figure, but who knows, maybe he'll find a special purpose someday. Each of KOD's five items are also monsters! They must be vanquished to obtain the item.
When you transfer your characters to Wizardry II, you have to get rid of scenario-specific items, such as the Blue Ribbon. Don't worry, there's better items to be had from the Knight of Diamonds. In the Wizardry Archives, all of your character's items are deleted as you transfer from scenario 1 to 2.
There's not much to winning the Knight of Diamonds. At the end of each level, right before the stairs, you will fight one of KOD's items. Sometimes you need to do something special to get to these items (in level 1, cast MALOR; in level 2, answer "Shield" to a riddle). A MAHAMAN spell is useful for surviving these encounters. Once you have all five items, return to Gnilda's temple at the middle of level 1 with one character and all five items. The answer to the riddle is the name of the game ("The Knight of Diamonds"):
Return to the castle with the staff, and another Chevron is yours!
For a more detailed walkthrough see GameFAQs.
Created, maintained and © by John Hubbard (write to me). Disclaimers. Hosted by Dreamhost. Last modified: February-19-2005.