`   _    _  __                       _
`  /     /   |                        \               ||
` /     /    |      ____  __    __   __\  __          ||
`(     (     | ||  ^ __/ /  \| {  > /  | {  >  ^/  ^| ||
` *   <=|===========/=======||=|=======|=|==========|=||#####=0
` *     ^    | ||  / _   \__/| | \  \__/ |  \   \__/| ||  
`  \    |    | || /_/ \_          \          \      | ||
`   \__/ \__/|                                __    | ||
`                                            {  \___/
`
--------------PROVING GROUNDS OF THE MAD OVERLORD--------------

-------------------PURE SOLO FAQ/WALKTHROUGH-------------------
--------------------------VERSION 1.0--------------------------

Written By:
`   |_|_
`   /0  \   
`  `~-_ o\    Aspie
`      \ o\     Giraffe
`       \o \____
`       | o o o \_/
`       |o_o_o_o|
`       | |    | \
`       \ \    \  \

The NES game Wizardry 1: Proving Grounds of the Mad Overlord, as
well as the Official Hint Book, is (c) 1990 by Nexoft Corp, all 
rights reserved.

This FAQ is property of Aspie Giraffe, Copyright 3/1/08, all rights reserved. 
Any relation to guide books or other websites dedicated to Wizardry are 
purely coincential, for this FAQ was put together by experience of playing 
the game without any form of manual or other FAQs. Feel free to distribute 
this FAQ or link this FAQ to your website. Just be sure to give the proper 
credit where it's due.

I have removed my e-mail info, because I don't have time to answer questions
about video games anymore. You may best consult another FAQ if you have
questions regarding Wizardry.

Last updated: 3/4/08

Version 1.0: I submitted this Wizardry Pure Solo FAQ. I think all
the details were done well, so hopefully another update won't be
necessary.

--- TABLE OF CONTENTS ---

1.00: TIPS FOR A WIZARDRY PURE SOLO
1.50: GROUND RULES FOR A PURE SOLO
2.00: NOTES ON A SOLO FIGHTER
2.33: KEY NOTES (FIGHTER)
2.66: STAT DISTRIBUTION (FIGHTER)
3.00: PURE SOLO FIGHTER WALKTHROUGH
`     --- MAGE REMOVAL SERVICE
`     --- CREEPING COINS MUST DIE!
`     --- WE COME IN PEACE! TAKE OUR BLUE RIBBON FREELY!
`     --- MY SWORD IS RUSTY...FIND ME A NEW ONE!!!
`     --- SLASHADY SLASH, SLASHADY SLASH
`     --- THE WIZARD SHALL PAY!
3.99: FINAL THOUGHTS (FIGHTER)
4.00: NOTES ON A SOLO MAGE
4.33: KEY NOTES (MAGE)
4.66: STAT DISTRIBUTION (MAGE)
5.00: PURE SOLO MAGE WALKTHROUGH
`        ---ARRRRRGH!
`        ---LVL 1 MAGES MUST DIE!
`        ---DUNGEON LEVEL 2 IS BURNING!!!
`        ---THEY AREN'T SO TOUGH...
`        ---HEEEEEEEEEY MAKANITO! (OY!)
`        ---WERDNA CAN'T PLAY HIS ROLE.
5.99: FINAL THOUGHTS (MAGE)
6.00: NOTES ON A SOLO CLERIC
6.33: KEY NOTES (CLERIC)
6.67: STAT DISTRIBUTION (CLERIC)
7.00: PURE SOLO CLERIC WALKTHROUGH
`        ---LVL 1 MAGES MUST DIE!
`        ---ANOTHER DAY, ANOTHER COIN
`        ---THEY ARE A LITTLE TOUGH...
`        ---HEEEEEEEEY MAKANITO (OY!)
`        ---WERDNA GIVES ME ISSUES
7.99: FINAL THOUGHTS (CLERIC)
8.00: NOTES ON A SOLO THIEF
8.33: KEY NOTES (THIEF)
8.66: STAT DISTRIBUTION (THIEF)
9.00: PURE SOLO THIEF WALKTHROUGH
`        ---COINS OR MAGES...TOUGH CALL...
`        ---WE COME IN PEACE! TAKE OUR BLUE-RIBBON FREELY!
`        ---HEEEEEEEEY MAKANITO (OY!)
`        ---WERDNA GIVES ME MORE ISSUES
9.99: FINAL THOUGHTS (THIEF)
10.00: NOTES ON A SOLO WIZARD
10.33: KEY NOTES (WIZARD)
10.66: STAT DISTRIBUTION (WIZARD)
11.00: PURE SOLO WIZARD WALKTHROUGH
`        ---THREE GUESSES WHO MUST DIE?
`        ---WE COME IN PEACE! TAKE OUR BLUE-RIBBON FREELY!
`        ---HEEEEEEEEY MAKANITO (OY!)
`        ---WERDNA, I WISH YOU DIDN'T EXIST!!!
11.99: FINAL THOUGHTS (WIZARD)
12.00: NOTES ON A SOLO SAMURAI
12.33: KEY NOTES (SAMURAI)
12.66: STAT DISTRIBUTION (SAMURAI)
13.00: PURE SOLO SAMURAI WALKTHROUGH
`        ---YOU KNOW THE DRILL
`        ---WE COME IN PEACE! TAKE OUR BLUE-RIBBON FREELY!
`        ---YES, THAT STUPID SONG AGAIN
`        ---WERDNA, KILLED IN MORE WAYS THAN ONE
13.99: FINAL THOUGHTS (SAMURAI)
14.00: NOTES ON A SOLO LORD
14.33: KEY NOTES (LORD)
14.66: STAT DISTRIBUTION (LORD)
15.00: (Almost) PURE SOLO LORD WALKTHROUGH
`        ---IF YOU HAVEN'T DETECTED THE PATTERN YET...
`        ---YES, THEY'RE STILL GIVING IT AWAY.
`        ---NOOOOOOOOOO MAKANITO! (WHAT!?)
`        ---I SLICE YOUR JUGGULAR
15.99: FINAL THOUGHTS (LORD)
16.00: NOTES ON A SOLO NINJA
16.33: KEY NOTES (NINJA)
16.66: STAT DISTRIBUTION (NINJA)
17.00: (Almost) PURE SOLO NINJA WALKTHROUGH
`        ---NINJAS HAVE IT ROUGH
`        ---MURPHY'S LAW
`        ---JUST TAKE IT!
`        ---BIG 'N BEEFY
`        ---...MAYBE ANOTHER WEAPON UPGRADE???
`        ---AND NOW, THE FINAL CURTAIN
17.99: FINAL THOUGHTS (NINJA)
18.00: QUICK FAQ + CLASS RATINGS
18.99: SPECIAL THANKS
19.00: DISCLAIMER NOTICE

 
`                                                ||            
<====TIPS FOR A WIZARDRY PURE SOLO========1.00===||<##>0
`                                                ||
           
When playing a solo adventure in any RPG designed for group    
adventures, the one thing that will always get in the way is
the overwhelming power of monsters early in the game. But like
all RPGs, there are ways to get around problems that may plague
your solo character. Here are some tips that I have devised for
your solo adventure in the game of Wizardry: Proving Grounds of
the Mad Overlord:

1.) The reset trick has become well-known to all Wizardry fans
`   who play the NES cartridge version. Since the game doesn't 
`   save until the end of battle, you can reset the game to prevent 
`   status ailments or death altogether. USE THIS TRICK ABUSIVELY!
2.) If you are paralyzed or petrified, it practically counts as
`   game over, since you're using only one character. Refer to the
`   reset trick.
3.) Try to avoid the Inn whenever possible. It costs money, and it
`   causes your character to age. The best way to do this is to use
`   the reset trick if you take too much damage in a battle. Even 
`   though it's not the end of the world if your character ages a 
`   few years, some Wizardry fans fear the aging of characters. 
4.) Avoid all random encounters except for the ones that I deem
`   fit. You don't have a lot of power to start, so most monsters
`   will kill you quickly if you don't run.
5.) If the monsters surprise you, RESET IMMEDIATELY! You can't
`   afford to lose HP right off the bat.
6.) If you ignored the above rules, then I'll repeat the 
`   important one. USE THE RESET TRICK ABUSIVELY!!!

Obviously, if you're not using an NES cartridge, then the reset
trick won't work. If you're using an emulator, than reload to
your most recent save state. For tips on the PC version and the
reissues, consult another FAQ or website.

`                                                ||            
<====GROUND RULES FOR A PURE SOLO=========1.50===||<##>0
`                                                ||

There are certain things that you're allowed to do to start a
legitimate solo quest. Here are some suggested guidelines:

--- You may create a group in advance to explore the dungeon. This
`   way, you can memorize the dungeon inside and out, and learn where 
`   the best exp locations are.
--- You may search for items to stock up Boltac's Trading Post. 
`   However, your group CAN'T freely give any of their found gold or 
`   equipment to the solo character, who must purchase those items 
`   from Boltac's Trading Post with the money he earns!
--- You CAN'T get Werdna's Amulet and then give it to the solo
`   character to beat the game. The solo character must defeat Werdna
`   on his own!
--- You CAN'T create characters to pool the gold to the solo character.
`   The solo character MUST earn gold on his own!
--- If your solo character isn't currently a Wizard, You CAN'T give 
`   unknown items to another Wizard to Identify. You must have them 
`   identified at Boltac's Trading Post!
--- You may NOT change classes at any given point.
--- (OPTIONAL) Before starting a pure solo, you can also reset to 
`   backed data, forcing pure solos to purchase ONLY the starting 
`   equipment at Boltac's Trading Post, and to find better equipment 
`   on their own. However, because you got no safe way to disarm
`   traps, this rule isn't required.
--- Finally, the most important rule: YOU'RE NOT ALLOWED to change
`   classes! This is a pure solo, and so therefore, class changes
`   are prohibited! There are a couple exceptions to the rule, and
`   those are explained on the approperiate solo adventure.

`                                                ||            
<====NOTES ON A SOLO FIGHTER==============2.00===||<##>0
`                                                ||

With every pure solo FAQ that I have posted, I've listed 
several key notes about each class. Here are the key notes
for the Fighter, as well as a scale for each note. The scale
is written as follows:

++++  Perfect
+++   Awesome
++    Very Good
+     Good
=     Average
-     Below Average
--    Bad
---   Very Bad
----  Absolute Weakness

`                                                ||            
<====KEY NOTES (FIGHTER)==================2.33===||<##>0
`                                                ||

WEAPONS/PHYSICAL ATTACKS: +++
This is what the Fighter's all about. Using big & beefy weapons and
killing everything in his path. Also one of four classes that will
score extra hits when he goes up in level.

ARMOR/DEFENSE: N/A
I want to say that having all the armor options is useful, but I've
learned through playing that the NES Wizardry must be glitched when
it comes to Armor Class. It doesn't seem to matter how much armor I
might have equipped, the monsters still hit me consistently, no
matter what. If you REALLY need armor, I would recommend the Armor
of Lords. It can only be equipped by Lords, but just having it in
your inventory will regenerate your HP.

EXP/LEVELS: ++++
Fighters earn levels at the second-fastest rate (behind the Thief.)
It won't take many kills to build levels.

HIT POINTS (HP): ++++
Because Fighters build levels quickly, their Hit Points skyrocket.
They usually end up with the most HP the fastest.

MAGIC: ----
Fighters can't learn any spells whatsoever. That alone is a serious
weakness. Because...

HEALING/RECUPERATION: ---
With no form of healing, they must stay at the Inn to recover HP.
This in turn will lead to aging. Based on my trial run, though,
you won't have to worry about aging too much, as long as you take
advantage of the reset trick to minimize the damage your fighter
absorbs.

GOLD: ----
Between Inn stays and equipment upgrades, the Fighter will always
be hurtin' for money. With no way to inspect or disarm traps, 
Fighters have to risk their lives to earn money/find equipment
through door encounters. Have that reset button handy.

OVERALL: =
Extreme strengths and weaknesses results in an average character
for a pure solo. 

Recommended Races: Dwarf, Gnome
Recommended Alignment: Neutral/Evil*

* If you stacked your Trading Post before attempting a pure solo, 
then choose Evil, so that you can use access to more equipment,
like the Saber of Evil or Soul Slayer. If you're starting with
a fresh, unstocked Trading Post (by resetting backup data) then 
choose Neutral, so that you can pick 'n choose which friendly 
monster encounters you can fight.

`                                                ||            
<====STAT DISTRIBUTION====================2.66===||<##>0
`                                                ||

Because this is a pure solo, we can concentrate our bonus points
on key stats. For the Fighter, Strength and Vitality are a must,
as these will increase his physical damage and HP respectively.
All remaining bonus points should go to Agility to improve the
chance of attacking first. Be sure to create a character with
a bonus roll of 18 or higher.

Below are charts for recommended stat distributions of 18, 19,
and the rare 25 and 29 Bonus Point rolls. (these were the most
common for me. If you got higher or different, then you were 
VERY lucky!) Recommended races are in ALL CAPS.

Human Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    8   |  +9 |  17  |  +9 |  17  | +10 |  18  | +10 |  18  |
IQ       |    8   |   0 |   8  |   0 |   8  |   0 |   8  |   0 |   8  |
Piety    |    5   |   0 |   5  |   0 |   5  |   0 |   5  |   0 |   5  |
Vitality |    8   |  +9 |  17  | +10 |  18  | +10 |  18  | +10 |  18  |
Agility  |    8   |   0 |   8  |   0 |   8  |  +5 |  13  |  +9 |  17  |
Luck     |    9   |   0 |   9  |   0 |   9  |   0 |   9  |   0 |   9  |
-----------------------------------------------------------------------

Elf Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    6   |  +9 |  15  |  +9 |  15  | +12 |  18  | +12 |  18  |
IQ       |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    6   |  +9 |  15  | +10 |  16  | +12 |  18  | +12 |  18  |
Agility  |    9   |   0 |   9  |   0 |   9  |  +1 |  10  |  +5 |  14  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   6  |
-----------------------------------------------------------------------

DWARF DISTRIBUTIONS

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |   10   |  +8 |  18  |  +8 |  18  |  +8 |  18  |  +8 |  18  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |   10   |  +8 |  18  |  +8 |  18  |  +8 |  18  |  +8 |  18  |
Agility  |    5   |  +2 |   7  |  +3 |   8  |  +9 |  14  | +13 |  18  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   6  |
-----------------------------------------------------------------------

GNOME DISTRIBUTIONS
 
`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    7   |  +9 |  16  |  +9 |  16  | +11 |  18  | +11 |  18  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    8   |  +9 |  17  | +10 |  18  | +10 |  18  | +10 |  18  |
Agility  |   10   |   0 |  10  |   0 |  10  |  +4 |  14  |  +8 |  18  |
Luck     |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
-----------------------------------------------------------------------

Hobbit Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    5   | +10 |  15  | +10 |  15  | +13 |  18  | +13 |  18  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Vitality |    6   |  +8 |  14  |  +9 |  15  | +12 |  18  | +12 |  18  |
Agility  |   10   |   0 |  10  |   0 |  10  |   0 |  10  |  +4 |  14  |
Luck     |   15   |   0 |  15  |   0 |  15  |   0 |  15  |   0 |  15  |
-----------------------------------------------------------------------

Fighters start with 8 - 14 HP, but I wouldn't recommend starting any
solo with fewer than 12 HP.

`                                                ||            
<====PURE SOLO FIGHTER WALKTHROUGH========3.00===||<##>0
`                                                ||

--- MAGE REMOVAL SERVICE ---
Character Level: 1
Goal: Raise Levels to 4

If you haven't already, purchase a Long Sword. Save the
rest for the Inn.

Right off, go to dungeon level 2 and fight a couple of Lvl 1 
Mages (Reset if they use Halito.) Then go back to the Inn when 
you have enough exp for Level 4. If you manage to get first 
attack, you might be able to take Mages out before they cast 
their spells (which in turn, means fewer stays at the Inn.) 
Mages are also great because if they run in the first round
of battle, it means free money for you.


--- CREEPING COINS MUST DIE! ---
Character Level: 4
Goal: Up Level to 13

At Level 4, you'll be able to take on Creeping Coins (small objects.)
Find a door encounter in Level 2, and keep running/resetting until
you encounter Creeping Coins (fight if they're friendly.) You might
take some damage, but you'll get a bunch of exp if you win the
fight. And they don't leave treasure chests, so you get the gold
as well.

Go back to the Inn, and watch your levels soar! 

Keep fighting Creeping Coins (and the occassional Lvl 1 Mage) 
until your level is 13. 

(Murphy's Ghost on Level 1 also becomes a viable option when your
Fighter gets his first hit multiplier at level 10.)


--- WE COME IN PEACE! TAKE OUR BLUE RIBBON FREELY! ---
Character Level: 13
Goal: Get the Blue Ribbon

You know about the sign that says "Area out of Bounds" located
at 9 East, 12 North? We're going to acquire the item that will
allow us to bypass this sign without having to go around.

The Bronze Key is located at Level 1, 13 East, 3 North.
The Silver Key is located at Level 1, 13 East, 18 North.

These give you access to the locked rooms at Level 2, 8 East, 8 North,
and at Level 2, 12 East, 8 North respectively. Within those areas,
you'll find:

The Statue of Bear, located at Level 2, 9 East, 18 North.
The Statue of Frog, located at Level 2, 12 East, 4 North.

Both statues give you access to the locked door at Level 2, 4 East,
10 North. Within the dark area within, you'll find the Gold Key.

(for more info regarding how to get to these items, consult the
official Wizardry 1 Hint Book, or a website dedicated to Wizardry.
Even though most sites are dedicated to the PC version, the dungeon
levels are mapped the same.)

The Gold Key gives you access to the dark area in Level 1. Use
this to get to the Elevator located at Level 1, 10 East, 8 North.

When you get to the Elevator, choose 'D' and you'll be on
Level 4. 

Keep going straight ahead until you trip an alarm.
Turn right and move ahead one space for an automatic encounter
with a group of monsters. Keep running and resetting until you
get friendly monsters, and leave them alone. Move ahead 1 more
space to be next to the "Monster Allocation Center." 

To the south lies a door to an automatic encounter with the
following:

2 Lvl 7 Fighters
2 Lvl 8 Mages
2 High Clerics
1 High Ninja

At this point of time, you're no match for this group of monsters.
So you only have one option: To keep resetting the battle until
they greet you with friendliness. (leave them alone if you do so.)

From the encounter, move 1 south, turn right, 1 west, turn left 
and enter the door. You'll read a message and get an automatic 
encounter. After the battle, enter the next door, get another 
message, and you will acquire the Blue Ribbon!!!

With the Blue Ribbon, you can enter the locked door that is
located south of the elevator. Return back to town and rest up.


--- MY SWORD IS RUSTY...FIND ME A NEW ONE!!! ---
Character Level: 13
Goal: Upgrade Your Equipment

Using the Blue Ribbon, access the elevator on Level 4 and choose
'F.' Look for the chute to Level 10. (Located two spaces west
and two spaces north of the Elevator.) 

If your Trading Post is stacked, then save up for a Sword of
Slashing. It's inexpensive, and your attack will improve
tremendously! If you started fresh, then I recommend door
encounters on Level 10. Keep randomly opening chests until
you can get some swords without taking too much damage. Here's
what you do if you get certain traps:

Poison Needle: Reset if you get no swords. If you get a couple
swords, the town teleporter is conveniently two steps east of
every door encounter. Exiting the dungeon will cure poison.
Gas Bomb: Same as poison needle.
Crossbow Bolt: Rare in Level 10. Reset if your HP is below 70
`              and/or you get no swords.
Exploding Box: Also rare. Same as Crossbow Bolt.
Stunner: Reset. Paralysis is instant death in a solo.
Teleporter: RESET! DO YOURSELF A FAVOR AND RESET!!!
Mage's Misery: You're not a mage. Safe trap.
Cleric's Crisis: You're not a cleric either. Safe trap.
Alarm: Reset. You're not strong enough to fight a second battle.

Go to Boltac's Trading Post and identify your items. If any of
the swords you found require 2000 gold, then the sword is either
an Epee of Excellence (not that excellent) or a Sword of Slashing.
If you can identify it and it's a Sword of Slashing, then awesome!
If not, go back down to Level 10 and try again.

Hope you don't do this too many times, as your gold supply is
limited.

OR...if you have a stacked trading post, then the more ambitious
pure solo Fighter will save up for a Blade Cusinart! (15,000 GP.)
In level 10, find a spot anywhere in the corridors, and tap
DOWN then A repeatedly. You'll keep pacing back and forth between
two spaces, which is the fastest method to random encounters,
aside from doors. (do this so that you can keep the gold without
dealing with chests.) Fight single, lone monsters (lvl 8 Fighter, 
Gorgon, Fire Dragon, etc.) and your gold supply will increase
steadily. Once you have a Blade Cusinart, you're ready for the
next step.


--- SLASHADY SLASH, SLASHADY SLASH ---
Character Level: 13
Goal: Build Your Gold and Levels

With your newfound/newly purchased Sword of Slashing/Blade Cusinart,
we can finally start to build levels and gold. Here are the best 
locations:

Will 'o Wisps on Level 10. Fairly uncommon, especially by themselves.
But they're the only high-exp monster that you can handle until your
Level 20's. Take them down for easy gold. 

When you reach your Level 20's, you can also add Frost Giants to
your kill list. They hit more often than Will-o-Wisps, but you'll
build levels faster. They're usually accompanied with a group
of Thieves (Men in Leather)

When you get to your Level 30's, (and dealing 90+ damage,) you
may also take on small groups of Poison Giants (usually accompanied
with Will-O-Wisps.)

Enjoy the level-building process! Your Fighter still has plenty
of years left to waste at the Inn. Build your levels until you
believe you're ready for Werdna.


--- SLASHADY SLASH, SLASHADY SLASH ---
Character Level: 40+
Goal: Defeat Werdna

Fight your way to the end of Level 10 by running/resetting until
you take down monsters without taking too much damage. You'll
need that energy for Werdna.

Werdna is usually accompanied with a Vampire Lord and a group
of Vampires. The most favorable fight is when you're fighting
only 1-2 Vampires at the most. As usual, reset until you can
get this matchup.

Here's how you will win:
`    Round 1: Fighter kills a Vampire. The Vampire Lord wastes
`             a turn casting Zilwan, and Werdna casts a spell
`             that isn't Tiltowait. The second Vampire, if there
`             was one, also wastes a turn casting a spell.
`    Round 2: Kill the other Vampire (if there was one,) or
`             beat the Vampire Lord. Again, you'll hope that
`             Werdna doesn't use Tiltowait.
`    Round 3 and After: Fight Werdna before he kills you or 
`                       before he hits you with a status ailment.

It took me four strikes (on average) to defeat Werdna. He did 
smack me for Energy Drain, but I was so close to victory that I
didn't bother to reset.

After defeating Werdna, you can use the Amulet to Malor back to
town. (DON'T TELEPORT DIRECTLY INTO TOWN, because sometimes you'll
drown in the moat!) Instead, teleport 8 or 9 floors up, and find
your way back to town.

CONGRATULATIONS! YOU'VE BEAT WIZARDRY 1 WITH A PURE SOLO FIGHTER!


`                                                ||            
<====FINAL THOUGHTS (FIGHTER)=============3.99===||<##>0
`                                                ||

Overall, a bit repetitive with the level-building, and the whole
experience playing a pure Fighter solo had its fair share of resets.
I don't think I'd ever go back to play this solo again, because
having only a FIGHT option gets really boring.


`                                                ||            
<====NOTES ON A SOLO MAGE=================4.00===||<##>0
`                                                ||

With every pure solo FAQ that I have posted, I've listed 
several key notes about each class. Here are the key notes
for the Mage, as well as a scale for each note. The scale
is written as follows:

++++  Perfect
+++   Awesome
++    Very Good
+     Good
=     Average
-     Below Average
--    Bad
---   Very Bad
----  Absolute Weakness

`                                                ||            
<====KEY NOTES (MAGE)=====================4.33===||<##>0
`                                                ||

WEAPONS/PHYSICAL ATTACKS: ----
The Mage is just bloody awful with physical attacks. It's pathetic
watching this guy fight.

ARMOR/DEFENSE: N/A
I want to say that having no armor options is a handicap, but I've
learned through playing that the NES Wizardry must be glitched when
it comes to Armor Class. It doesn't seem to matter how much armor I
might have equipped, the monsters still hit me consistently, no
matter what. If you REALLY need armor, I would recommend the Armor
of Lords. It can only be equipped by Lords, but just having it in
your inventory will regenerate your HP.

EXP/LEVELS: --
Amongst the original four classes, Mages require the most exp to
build levels, though it's not as much as the elite classes.

HIT POINTS (HP): ----
Mages have very little HP. You'll have to max their Vitality at
the beginning if you want this pitiful creature to survive.

MAGIC: +++
What the Mage loses in physical power, he sure makes up with his
magic. With the snap of his fingers, hordes of monsters crumble
to dust! In the blink of an eye, the Mage has disappeared to
another part of a dungeon. The Mage's magic makes him very
versatile. 

NOTE: There are NO GENERAL DETAILS REGARDING SPELLS!!! Only notes
as to which spells to use and at what times. Consult the manual,
official hint book, or a website to see what spells do.

HEALING/RECUPERATION: ---
With no form of healing, they must stay at the Inn to recover HP.
Mages don't have to worry about aging so much, because their HPs
are low to begin with.

GOLD: +
With little gold required for equipment, the Mage can save most
of it for Inn stays, and still have spare change remaining.

OVERALL: ++
Despite weaknesses in just about every category, Mages can be
an overpowering solo character with his spells. 

Recommended Races: Human, Gnome
Recommended Alignment: Neutral

Even though a Mage's primary stat is I.Q., a Mage's health, 
as well as the ability to pull out his spells before monsters
attack, are of primary importance. Therefore, the Gnome and 
Human are the best choices for a pure solo, as these important 
stats start out average.

Starting Neutral allows you to pick 'n choose which friendly 
monsters you wish to fight. The best choice for Mages.

`                                                ||            
<====STAT DISTRIBUTION====================4.66===||<##>0
`                                                ||

It's difficult to judge the stat distribution for a solo Mage,
because he's relying not only on spell learning, but also the
ability to get spells out before getting killed. I recommend
maxing out Vitality so that your Mage will earn decent HP
at level-up. Then max out I.Q. (you might need the extra shot
of magic at the start.) Finally, evenly distribute the remaining 
points between Strength and Agility.

Below are charts for recommended stat distributions of 18, 19,
and the rare 25 and 29 Bonus Point rolls. (these were the most
common for me. If you got higher, then you were VERY lucky!) 
Recommended races are in ALL CAPS.

HUMAN Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    8   |   0 |   8  |   0 |   8  |  +3 |  11  |  +4 |  12  |
IQ       |    8   |  +8 |  16  |  +9 |  17  | +10 |  18  | +10 |  18  |
Piety    |    5   |   0 |   5  |   0 |   5  |   0 |   5  |   0 |   5  |
Vitality |    8   | +10 |  18  | +10 |  18  | +10 |  18  | +10 |  18  |
Agility  |    8   |   0 |   8  |   0 |   8  |  +2 |  10  |  +5 |  13  |
Luck     |    9   |   0 |   9  |   0 |   9  |   0 |   9  |   0 |   9  |
-----------------------------------------------------------------------

Elf Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    6   |   0 |   6  |   0 |   6  |  +3 |   9  |  +6 |  12  |
IQ       |   10   |  +6 |  16  |  +7 |  17  |  +8 |  18  |  +8 |  18  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    6   | +12 |  18  | +12 |  18  | +12 |  18  | +12 |  18  |
Agility  |    9   |   0 |   9  |   0 |   9  |  +2 |  11  |  +3 |  12  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   6  |
-----------------------------------------------------------------------

Dwarf Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |   10   |   0 |  10  |   0 |  10  |   0 |  10  |  +4 |  14  |
IQ       |    7   | +10 |  17  | +11 |  18  | +11 |  18  | +11 |  18  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |   10   |  +8 |  18  |  +8 |  18  |  +8 |  18  |  +8 |  18  |
Agility  |    5   |   0 |   5  |   0 |   5  |  +6 |  11  |  +6 |  11  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   6  |
-----------------------------------------------------------------------

GNOME DISTRIBUTIONS
 
`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    7   |   0 |   7  |   0 |   7  |  +2 |   9  |  +5 |  12  |
IQ       |    7   |  +8 |  15  |  +9 |  16  | +11 |  18  | +11 |  18  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    8   | +10 |  18  | +10 |  18  | +10 |  18  | +10 |  18  |
Agility  |   10   |   0 |  10  |   0 |  10  |  +2 |  12  |  +3 |  13  |
Luck     |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
-----------------------------------------------------------------------

Hobbit Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    5   |   0 |   5  |   0 |   5  |  +2 |   7  |  +6 |  11  |
IQ       |    7   |  +6 |  13  |  +7 |  14  | +11 |  18  | +11 |  18  |
Piety    |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Vitality |    6   | +12 |  18  | +12 |  18  | +12 |  18  | +12 |  18  |
Agility  |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Luck     |   15   |   0 |  15  |   0 |  15  |   0 |  15  |   0 |  15  |
-----------------------------------------------------------------------

All of the Mage's starting HP (2 - 6) is basically suicide, so don't
try ANY Mage solo that is less than the maximum 6 HP.

`                                                ||            
<====PURE SOLO MAGE====WALKTHROUGH========5.00===||<##>0
`                                                ||

--- LVL 1 MAGES MUST DIE! ---
Character Level: 1
Goal: Up Level To 5

If you need a weapon, get a Staff. You won't use it much, and it's
all your Mage will ever need. (FYI, his best weapon is the Dagger
of Speed. 7-hit attack that barely eclipses 20 damage.)

Find the stairs to Level 2 (located at...) and get into some door
encounters. Keep running/resetting until you fight a lone Lvl 1 Mage
(camoflague is a Man in Robes.) Drop a Halito spell on the Lvl 1 Mage,
and watch him burn! (felt good, didn't it?) Neander around fighting 
Lvl 1 Mages until you have enough exp to raise your level to 5.


--- DUNGEON LEVEL 2 IS BURNING!!! ---
Character Level: 5
Goal: Up Level To 13

At Level 5, you'll learn Molito and/or Mahalito, which will make
killing Creeping Coins very very easy. If you only have one shot
of Level 3 magic to start, you can finish the second group with
your Halito spells. As you build levels, you'll start getting a
HUGE arsenal of magic (Dalto, Mahalito, Makanito, Madalto, etc.)
which will allow you to lay waste on all monsters! Building 
levels won't be a problem as soon as you get to Level 7 and higher.

Unleash your fury on all monsters of all types (concentrating
on Creeping Coins) until you build your level to 13 or 14. When
you've learned Tiltowait, you're ready to move on.


--- THEY AREN'T SO TOUGH... ---
Character Level: 13/14
Goal: Get the Blue Ribbon

You know about the sign that says "Area out of Bounds" located
at 9 East, 12 North? We're going to acquire the item that will
allow us to bypass this sign without having to go around.

The Bronze Key is located at Level 1, 13 East, 3 North.
The Silver Key is located at Level 1, 13 East, 18 North.

These give you access to the locked rooms at Level 2, 8 East, 8 North,
and at Level 2, 12 East, 8 North respectively. Within those areas,
you'll find:

The Statue of Bear, located at Level 2, 9 East, 18 North.
The Statue of Frog, located at Level 2, 12 East, 4 North.

Both statues give you access to the locked door at Level 2, 4 East,
10 North. Within the dark area within, you'll find the Gold Key.

(for more info regarding how to get to these items, consult the
official Wizardry 1 Hint Book, or a website dedicated to Wizardry.
Even though most sites are dedicated to the PC version, the dungeon
levels are mapped the same.)

The Gold Key gives you access to the dark area in Level 1. Use
this to get to the Elevator located at Level 1, 10 East, 8 North.

When you get to the Elevator, choose 'D' and you'll be on
Level 4. 

Keep going straight ahead until you trip an alarm.
Turn right and move ahead one space for an automatic encounter
with a group of monsters. Keep running and resetting until you
get friendly monsters, and leave them alone. Move ahead 1 more
space to be next to the "Monster Allocation Center." 

To the south lies a door to an automatic encounter with the
following:

2 Lvl 7 Fighters
2 Lvl 8 Mages
2 High Clerics
1 High Ninja

Have the reset button handy for this one, just in case you don't
get your spell off. Cast Tiltowait and hope it goes off before
you're killed. Watch this overpowering group grovel before you
as they're burned to a crisp! BWAHhahahaha!

From the encounter, move 1 south, turn right, 1 west, turn left 
and enter the door. You'll read a message and get an automatic 
encounter. After the battle, enter the next door, get another 
message, and you will acquire the Blue Ribbon!!!

With the Blue Ribbon, you can enter the locked door that is
located south of the elevator. Return back to town and rest up.


--- HEEEEEEEEEY MAKANITO! (OY!) ---
Character Level: 13/14
Goal: Build Levels + HP

Using the Blue Ribbon, access the elevator on Level 4 and choose
'F.' Look for the chute to Level 10. (Located two spaces west
and two spaces north of the Elevator.) 

Since there are no friendly monsters in Level 10, you'll have
to fight your way through most encounters. It's recommended that
you build several levels. Frost Giants and Poison Giants by 
themselves are the best targets (they fall to Makanito.)

This is the Mage's most efficient method of level-raising. Keep doing
this until you've maxed out your magic slots and have a good chunk
of HP.


--- WERDNA CAN'T PLAY HIS ROLE ---
Character Level: 21 to Whatever 
Goal: Defeat Werdna

Fight your way to the end of Level 10 (the level is straightforward, 
with a handful of teleporters seperating each one-way hallway.) The
last teleporter will take you to Werdna's room. 

Werdna is usually accompanied with a Vampire Lord and a group
of Vampires. There are two ways to win this fight: The cheap
way, and the difficult way.

Here's the cheap method:
`   Cast Haman and hope it goes off before you're inflicted with
`   paralyzation. If the 'Teleport Enemies' option comes up,
`   choose it, and YOU'VE WON!!! 

Here's the difficult method:
`   Unleash your supply of Tiltowait and hope you survive. Depending
`   on your HP level, how the vampires treat you and rather or not 
`   they resist your spells, you may have to reset a bunch of times. 
`   Here's the general theory behind each round of battle (and this
`   is how I pulled it off with less than 110 HP:)
`      Round 1: Tiltowait eliminates the Vampires, leaving Werdna and
`               the Vampire Lord. They both cast Zilwan and waste
`               their turn.
`      Round 2: Zilwan destroys the Vampire Lord. Werdna wastes
`               another turn casting Zilwan.
`      Round 3 and Onward: You exchange spells with Werdna (hoping 
`                          that he NEVER uses Tiltowait!) 

But stick to Haman. It's easier.

When you win the Amulet, you can use it to Malor out of dungeon
level 10. (JUST DON'T TELEPORT DIRECTLY TO TOWN, because you might 
drown in the moat!) Instead, teleport to dungeon level 1 and work 
your way back to town.

CONGRATULATIONS! YOU'VE BEAT WIZARDRY 1 WITH A PURE SOLO MAGE!!!

`                                                ||            
<====FINAL THOUGHTS (MAGE)================5.99===||<##>0
`                                                ||

Building levels early was a pain. But after my Mage learned his
first group killing spell, it was all over. Monsters trembled
in fear over the rampaging Mage of Death! In addition, my Mage
finished with the lowest overall level. Perhaps maybe HE should 
be the next Werdna. ;)

`                                                ||            
<====NOTES ON A SOLO CLERIC===============6.00===||<##>0
`                                                ||

With every pure solo FAQ that I have posted, I've listed 
several key notes about each class. Here are the key notes
for the Mage, as well as a scale for each note. The scale
is written as follows:

++++  Perfect
+++   Awesome
++    Very Good
+     Good
=     Average
-     Below Average
--    Bad
---   Very Bad
----  Absolute Weakness

`                                                ||            
<====KEY NOTES (CLERIC)===================6.33===||<##>0
`                                                ||

WEAPONS/PHYSICAL ATTACKS: ---
Clerics are nothing to rave over for physical attacks. They don't
get extra hits with level-building, and the best they can muster is
the 2-hit Mace of Snakes. That'll be good enough for Creeping Coins,
but leveling up later on becomes a handicap, and the final battle
with Werdna will prove difficult.

ARMOR/DEFENSE: N/A
I want to say that having some armor options is helpful, but I've
learned through playing that the NES Wizardry must be glitched when
it comes to Armor Class. It doesn't seem to matter how much armor I
might have equipped, the monsters still hit me consistently, no
matter what. If you REALLY need armor, I would recommend the Armor
of Lords. It can only be equipped by Lords, but just having it in
your inventory will regenerate your HP.

EXP/LEVELS: -
Clerics do need a decent chunk of EXP to gain levels, and a lack of
attack options might make things difficult.

HIT POINTS (HP): ++
Clerics HP are almost comparable to Fighters, so they will be able
to take a pounding. They need it.

MAGIC: +++
Yes, Cleric's physical power is dire, but they do have a handful
of single attack spells, and they do get group attack spells late
in their spellcasting career. This will compliment their weak
physical attack, and give them a chance to survive battles.

NOTE: There are NO GENERAL DETAILS REGARDING SPELLS!!! Only notes
as to which spells to use and at what times. Consult the manual,
official hint book, or a website to see what spells do.

HEALING/RECUPERATION: ++++
Duh, it's a Cleric! They have EVERY healing spell to their name.
They can take a nap at the Inn to recooperate, and heal themselves
in the dungeon. Your Cleric probably won't age at all.

GOLD: +
Clerics won't need much equipment. They don't need gold for the Inn,
and they also know Calfo, allowing them to open select treasure
chests. Clerics will be able to save their gold, if assuming you
are saving for items in a stocked Boltac's Trading Post.

OVERALL: -
Clerics have an advantage because of their healing spells,
and they do have some attack spells. However, it's all about
the final battle with Werdna, and Clerics have a disadvantage
overall, with their lack of attack options. I say they're
below-average overall.

Recommended Races: Dwarf, Gnome
Recommended Alignment: N/A

A Cleric's primary stat is Piety, but you will also need Vitality
for HP boosting. So Dwarf becomes the best choice, followed
closely by the Gnome.

Alignment isn't really a concern for Clerics. They can only be
Good or Evil, and most alignment-governed equipment can't be
used by Clerics anyway.

`                                                ||            
<====STAT DISTRIBUTION====================6.67===||<##>0
`                                                ||

You should concentrate on Piety and Vitality first. You need
every magic point for your spells, and you will certainly need
every possible HP to offset the Cleric's weak physical attack.
Leftover bonus points should be distributed evenly between
Strength and Agility.

Below are charts for recommended stat distributions of 18, 19,
and the rare 25 and 29 Bonus Point rolls. (these were the most
common for me. If you got higher, then you were VERY lucky!) 
Recommended races are in ALL CAPS.

Human Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    8   |   0 |   8  |   0 |   8  |  +1 |   9  |  +3 |  11  |
IQ       |    8   |   0 |   8  |   0 |   8  |   0 |   8  |   0 |   8  |
Piety    |    5   | +13 |  18  | +13 |  18  | +13 |  18  | +13 |  18  |
Vitality |    8   |  +5 |  13  |  +6 |  14  | +10 |  18  | +10 |  18  |
Agility  |    8   |   0 |   8  |   0 |   8  |  +1 |   9  |  +3 |  11  |
Luck     |    9   |   0 |   9  |   0 |   9  |   0 |   9  |   0 |   9  |
-----------------------------------------------------------------------

Elf Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    6   |   0 |   6  |   0 |   6  |  +4 |  10  |  +6 |  12  |
IQ       |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Piety    |   10   |  +8 |  18  |  +8 |  18  |  +8 |  18  |  +8 |  18  |
Vitality |    6   | +10 |  16  | +11 |  17  | +12 |  18  | +12 |  18  |
Agility  |    9   |   0 |   9  |   0 |   9  |  +1 |  10  |  +3 |  12  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   6  |
-----------------------------------------------------------------------

DWARF Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |   10   |   0 |  10  |   0 |  10  |  +6 |  16  |  +8 |  18  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |   10   |  +8 |  18  |  +8 |  18  |  +8 |  18  |  +8 |  18  |
Vitality |   10   |  +8 |  18  |  +8 |  18  |  +8 |  18  |  +8 |  18  |
Agility  |    5   |  +2 |   7  |  +3 |   8  |  +3 |   8  |  +5 |  10  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   6  |
-----------------------------------------------------------------------

GNOME DISTRIBUTIONS
 
`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    7   |   0 |   7  |  +1 |   8  |  +5 |  12  |  +8 |  15  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |   10   |  +8 |  18  |  +8 |  18  |  +8 |  18  |  +8 |  18  |
Vitality |    8   | +10 |  18  | +10 |  18  | +10 |  18  | +10 |  18  |
Agility  |   10   |   0 |  10  |   0 |  10  |  +2 |  12  |  +3 |  13  |
Luck     |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
-----------------------------------------------------------------------

Hobbit Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    5   |   0 |   5  |   0 |   5  |  +2 |   7  |  +6 |  11  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |    7   |  +6 |  13  |  +7 |  14  | +11 |  18  | +11 |  18  |
Vitality |    6   | +12 |  18  | +12 |  18  | +12 |  18  | +12 |  18  |
Agility  |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Luck     |   15   |   0 |  15  |   0 |  15  |   0 |  15  |   0 |  15  |
-----------------------------------------------------------------------

Clerics start with 6 - 12 HP. I don't recommend any generated Cleric
with less than 10.

`                                                ||            
<====PURE SOLO CLERIC==WALKTHROUGH========7.00===||<##>0
`                                                ||

--- LVL 1 MAGES MUST DIE! ---
Character Level: 1
Goal: Up Level To 5

Find the stairs to Level 2, and get into some door encounters. Keep 
running/resetting until you fight a lone Lvl 1 Mage(camoflague is a 
Man in Robes.) Drop a Badios spell on the Lvl 1 Mage, and watch him 
die! (felt good, didn't it?) Neander around fighting Lvl 1 Mages 
until you have enough exp to raise your level to 5. Use your healing 
spells to recover your HP, and Nap at the Inn to replenish your magic 
and build levels.

--- ANOTHER DAY, ANOTHER COIN ---
Character Level: 5
Goal: Up Level To 13

From now until Level 13, Creeping Coins are your best EXP. As you
build levels, you will get more single-attack spells, as well as
your handful of attack spells at the late levels. You will have
plenty of HP and spells to survive a very long time. The ability
to cure status ailments later on will also give the reset button
a rest. When you've learned Malikto, and have two shots of Level
7 Magic, you're ready to move on.

--- THEY ARE A LITTLE TOUGH... ---
Character Level: 13/14
Goal: Get the Blue Ribbon

You know about the sign that says "Area out of Bounds" located
at 9 East, 12 North? We're going to acquire the item that will
allow us to bypass this sign without having to go around.

The Bronze Key is located at Level 1, 13 East, 3 North.
The Silver Key is located at Level 1, 13 East, 18 North.

These give you access to the locked rooms at Level 2, 8 East, 8 North,
and at Level 2, 12 East, 8 North respectively. Within those areas,
you'll find:

The Statue of Bear, located at Level 2, 9 East, 18 North.
The Statue of Frog, located at Level 2, 12 East, 4 North.

Both statues give you access to the locked door at Level 2, 4 East,
10 North. Within the dark area within, you'll find the Gold Key.

(for more info regarding how to get to these items, consult the
official Wizardry 1 Hint Book, or a website dedicated to Wizardry.
Even though most sites are dedicated to the PC version, the dungeon
levels are mapped the same.)

The Gold Key gives you access to the dark area in Level 1. Use
this to get to the Elevator located at Level 1, 10 East, 8 North.

When you get to the Elevator, choose 'D' and you'll be on
Level 4. 

Keep going straight ahead until you trip an alarm.
Turn right and move ahead one space for an automatic encounter
with a group of monsters. Keep running and resetting until you
get friendly monsters, and leave them alone. Move ahead 1 more
space to be next to the "Monster Allocation Center." 

To the south lies a door to an automatic encounter with the
following:

2 Lvl 7 Fighters
2 Lvl 8 Mages
2 High Clerics
1 High Ninja

The two options here, is to keep resetting until you get a 
friendly encounter (choose 'Leave' if you do,) or, to throw
your Malikto spells and pray they do enough damage to kill
these groups. Either way, you need to get the blue ribbon
to advance to Level 10.

With the Blue Ribbon, you can enter the locked door that is
located south of the elevator. Return back to town and rest up.


--- HEEEEEEEEEY MAKANITO! (OY!) ---
Character Level: 13/14
Goal: Build Levels + HP

Using the Blue Ribbon, access the elevator on Level 4 and choose
'F.' Look for the chute to Level 10. (Located two spaces west
and two spaces north of the Elevator.) 

Here's the tough part. Your Cleric doesn't have an efficient
spell that can lead to good level-building. However, you do have
attack spells and plenty of healing spells to last in battles. 
In addition, your Calfo spell also allows for the safe opening
of select chests.

Our goal then, is to fight monsters on Level 10, until they drop
a chest. Use Calfo to determine trap, and if it's safe to open,
to find a Ring of Suffication (you could also save up to purchase
one, if you stocked Boltac's Trading Post ahead of time.)

If you choose the hard way and go the chest route, the following
traps are safe to open:
Poison Needles and Gas Bombs (Latamofis cures your poison)
Crossbow Bolts and Exploding Boxes (if you HP is greater than 100)
Mage's Misery (You're not a Mage.)
Alarm (if you think you can beat an extra encounter.)
Avoid all others.

Once you have your Ring of Suffication, you're ready to build
levels. Frost Giants and Poison Giants by themselves are the best 
targets (they fall to your Ring of Suffication, which casts
Makanito.)

This is the Cleric's most efficient method of level-raising. I would
recommend not fighing Werdna until you have at least 400 HP. You'll
need every one of them.


--- WERDNA GIVES ME ISSUES ---
Character Level: Doesn't matter, as long as you have lots of HP.
Goal: Defeat Werdna

Fight your way to the end of Level 10 (the level is straightforward, 
with a handful of teleporters seperating each one-way hallway.) The
last teleporter will take you to Werdna's room. 

Werdna is usually accompanied with a Vampire Lord and a group
of Vampires. Your Cleric can Dispel the Vampires easy enough, but
the tough battle begins with Werdna.

The goal is to unleash every Malikto spell you can fire, then follow
with all your anti-healing spells (Badialma, Badial, etc.) until
Werdna dies. Keep your Level 6 magic for Madi, in case you take
too much damage. For so long as Werdna doesn't use a physical
attack, you should be able to outlast him.

Surprisingly, I DID manage to hit Werdna with Mabadi once. But I
think it was just a lucky shot.

When you win the Amulet, you can use it to Malor out of dungeon
level 10. (JUST DON'T TELEPORT DIRECTLY TO TOWN, because you might 
drown in the moat!) Instead, teleport to dungeon level 1 and work 
your way back to town.

CONGRATULATIONS! YOU'VE BEAT WIZARDRY 1 WITH A PURE SOLO CLERIC!!!

`                                                ||            
<====FINAL THOUGHTS (CLERIC)==============7.99===||<##>0
`                                                ||

Building levels was tedious, but not difficult. My Cleric's healing
spells and select attack magic made him a self-sustaining character.
In fact, the only X factor was the Werdna battle, as I suspected
from the beginning. If not for Werdna, the Cleric makes a decent
solo character.

`                                                ||            
<====NOTES ON A SOLO THIEF================8.00===||<##>0
`                                                ||

With every pure solo FAQ that I have posted, I've listed 
several key notes about each class. Here are the key notes
for the Mage, as well as a scale for each note. The scale
is written as follows:

++++  Perfect
+++   Awesome
++    Very Good
+     Good
=     Average
-     Below Average
--    Bad
---   Very Bad
----  Absolute Weakness

`                                                ||            
<====KEY NOTES (THIEF)====================8.33===||<##>0
`                                                ||

WEAPONS/PHYSICAL ATTACKS: --
Thieves are only slightly better at physical attacks than spell-
casters, but only with select weapons. His best: The Soul Slayer,
which gives him 4-hit power. That's it. It's not gonna be easy.

ARMOR/DEFENSE: N/A
I want to say that having some armor options is helpful, but I've
learned through playing that the NES Wizardry must be glitched when
it comes to Armor Class. It doesn't seem to matter how much armor I
might have equipped, the monsters still hit me consistently, no
matter what. If you REALLY need armor, I would recommend the Armor
of Lords. It can only be equipped by Lords, but just having it in
your inventory will regenerate your HP.

EXP/LEVELS: ++
Thieves need the fewest EXP to build levels. But a limited number
of weapon options may make it difficult to build levels.

HIT POINTS (HP): -
Thieves' Hit Points are below average, but this is made-up with 
the ability to build levels faster.

MAGIC: ----
Thieves can't use magic, and that's ALWAYS a disadvantage.

HEALING/RECUPERATION: ---
No spells, means you have to sleep at the Inn. That means aging,
and aging isn't a good thing. But because of their disarming
ability...

GOLD: ++++
Thieves don't need much equipment, and thanks to the ability to
disarm traps, they will have more gold than all the other solo
classes. Thieves will more than be able to afford healing at the
Inn, and even find all the best items they can use with little
or no consequence.

OVERALL: ----
Overall, Thieves are the WORST solo class. They're like Fighters
with no fighting bonuses. Their lack of fighting options and low
HP is a serious handicap. I STILL can't beat Werdna with a Thief.
More info on that later.

Recommended Races: Hobbit, Gnome, Human
Recommended Alignment: Evil

A Thief's primary stat is Agility, but you will also need 
Vitality for HP boosting. If you happen to hit the rare 29 Bonus
Point total, then Hobbit is your best choice, because you can
max out Strength and Vitality, and be above average in Luck
and Agility. Gnomes and Humans are also suitable choices.

Make your Thief Evil. You will eventually want to find or
purchase a Soul Slayer, which can only be used by evil
characters.

`                                                ||            
<====STAT DISTRIBUTION====================8.66===||<##>0
`                                                ||

Your Thief is weak physically, so use only enough points for Agility to
make your Thief, then concentrate on Vitality and Strength. If you have
any remaining bonus points, then split between Agility and Luck. 

Below are charts for recommended stat distributions of 18, 19,
and the rare 25 and 29 Bonus Point rolls. (these were the most
common for me. If you got higher, then you were VERY lucky!) 
Recommended races are in ALL CAPS.

HUMAN Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    8   |  +5 |  13  |  +6 |  14  | +10 |  18  | +10 |  18  |
IQ       |    8   |   0 |   8  |   0 |   8  |   0 |   8  |   0 |   8  |
Piety    |    5   |   0 |   5  |   0 |   5  |   0 |   5  |   0 |   5  |
Vitality |    8   | +10 |  18  | +10 |  18  | +10 |  18  | +10 |  18  |
Agility  |    8   |  +3 |  11  |  +3 |  11  |  +5 |  13  |  +7 |  15  |
Luck     |    9   |   0 |   9  |   0 |   9  |   0 |   9  |  +2 |  11  |
-----------------------------------------------------------------------

Elf Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    6   |  +4 |  10  |  +5 |  11  | +11 |  17  | +12 |  18  |
IQ       |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    6   | +12 |  18  | +12 |  18  | +12 |  18  | +12 |  18  |
Agility  |    9   |  +2 |  11  |  +2 |  11  |  +2 |  11  |  +3 |  12  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |  +2 |   8  |
-----------------------------------------------------------------------

Dwarf Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |   10   |  +4 |  14  |  +5 |  15  |  +8 |  18  |  +8 |  18  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |   10   |  +8 |  18  |  +8 |  18  |  +8 |  18  |  +8 |  18  |
Agility  |    5   |  +6 |  11  |  +6 |  11  |  +6 |  11  |  +7 |  12  |
Luck     |    6   |   0 |   6  |   0 |   6  |  +1 |   7  |  +4 |  10  |
-----------------------------------------------------------------------

GNOME DISTRIBUTIONS
 
`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    7   |  +7 |  14  |  +8 |  15  | +11 |  18  | +11 |  18  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    8   | +10 |  18  | +10 |  18  | +10 |  18  | +10 |  18  |
Agility  |   10   |  +1 |  11  |  +1 |  11  |  +3 |  12  |  +5 |  15  |
Luck     |    7   |   0 |   7  |   0 |   7  |  +1 |   8  |  +3 |  10  |
-----------------------------------------------------------------------

HOBBIT Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    5   |  +5 |  10  |  +6 |  11  | +12 |  17  | +13 |  18  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Vitality |    6   | +12 |  18  | +12 |  18  | +12 |  18  | +12 |  18  |
Agility  |   10   |  +1 |  11  |  +1 |  11  |  +1 |  11  |  +4 |  14  |
Luck     |   15   |   0 |  15  |   0 |  15  |   0 |  15  |   0 |  15  |
-----------------------------------------------------------------------

Thieves start with 4 - 8 HP. Anything less than 8 is unacceptable.

`                                                ||            
<====PURE SOLO THIEF===WALKTHROUGH========9.00===||<##>0
`                                                ||

--- COINS OR MAGES...TOUGH CALL... ---
Character Level: 1
Goal: Character Level to 13/14

As always, your best level-up option is to fight Creeping Coins
or Level 1 Mages. However, because of your limited fighting
ability, and your low HP, Level 1 Mages 'can' kill you with one
shot of Halito. You might be better off against Creeping Coins,
if they spend all their time 'breathing' on you, but their sheer
quantity also makes them high-risk. Either way, you're stuck
fighting for awhile.

--- WE COME IN PEACE! TAKE OUR BLUE-RIBBON FREELY! ---
Character Level: 13/14
Goal: Get the Blue Ribbon

You know about the sign that says "Area out of Bounds" located
at 9 East, 12 North? We're going to acquire the item that will
allow us to bypass this sign without having to go around.

The Bronze Key is located at Level 1, 13 East, 3 North.
The Silver Key is located at Level 1, 13 East, 18 North.

These give you access to the locked rooms at Level 2, 8 East, 8 North,
and at Level 2, 12 East, 8 North respectively. Within those areas,
you'll find:

The Statue of Bear, located at Level 2, 9 East, 18 North.
The Statue of Frog, located at Level 2, 12 East, 4 North.

Both statues give you access to the locked door at Level 2, 4 East,
10 North. Within the dark area within, you'll find the Gold Key.

(for more info regarding how to get to these items, consult the
official Wizardry 1 Hint Book, or a website dedicated to Wizardry.
Even though most sites are dedicated to the PC version, the dungeon
levels are mapped the same.)

The Gold Key gives you access to the dark area in Level 1. Use
this to get to the Elevator located at Level 1, 10 East, 8 North.

When you get to the Elevator, choose 'D' and you'll be on
Level 4. 

Keep going straight ahead until you trip an alarm.
Turn right and move ahead one space for an automatic encounter
with a group of monsters. Keep running and resetting until you
get friendly monsters, and leave them alone. Move ahead 1 more
space to be next to the "Monster Allocation Center." 

To the south lies a door to an automatic encounter with the
following:

2 Lvl 7 Fighters
2 Lvl 8 Mages
2 High Clerics
1 High Ninja

You have no options here. You'll have to keep resetting until
you get the 'friendly' greeting. Then you'll have to leave them
alone, even though your alignment is evil. You can't get the
Blue Ribbon otherwise.


--- HEEEEEEEEEY MAKANITO! (OY!) ---
Character Level: 13/14
Goal: Build Levels + HP

Using the Blue Ribbon, access the elevator on Level 4 and choose
'F.' Look for the chute to Level 10. (Located two spaces west
and two spaces north of the Elevator.) 

Here's the tough part. Your Thief is, in no way, ever gonna be
tough enough to handle the encounters on Level 10. However, they
are the monsters standing in the way of your treasure hunting.
The advantage of your Thief, is being able to disarm traps and
possibly finding the equipment you need to make your Thief
a 'little' formidable.

And by that, I mean finding a Ring of Suffication. Your best
encounter of Level 10, is fighting a single Frost Giant (who
packs a serious punch.) If you are lucky enough to win, then
'maybe,' you'll have a snowball's chance (get it? Frost?
Snowball? I made a funny,) of finding one.

Or the other option, is to fight Creeping Coins on Level 2,
until you have enough gold to purchase one from a well-stocked
Boltac's Trading Post. It's your call.

Once you have your Ring of Suffication, you're ready to build
levels. Frost Giants and Poison Giants by themselves are the best 
targets (they fall to your Ring of Suffication, which casts
Makanito.)

This is the Thief's only real shot of level-building. Then you
can disarm traps in the chests, and possibly find rare but more
useful equipment (Soul Slayer, Ring of Healing, House of Lords,
etc.)

--- WERDNA GIVES ME MORE ISSUES ---
Character Level: Doesn't matter, as long as you have lots of HP.
Goal: Defeat Werdna

Fight your way to the end of Level 10 (the level is straightforward, 
with a handful of teleporters seperating each one-way hallway.) The
last teleporter will take you to Werdna's room. 

Werdna is usually accompanied with a Vampire Lord and a group
of Vampires. 

And here lies the problem...the Vampires paralyze my Thief EVERY...
SINGLE...TIME! I cannot beat Werdna with a Thief! It would take
a real serious shot of luck to beat him. 

Here's the theory:
--You face a single Vampire + the Vampire Lord, and you manage to
` slice them down before they can physically attack you (that means
` they would have to cast spells on every turn.)
--THEN, if assuming Werdna sticks to spells, then you chip him down,
` at a measily 4-hit, 24 damage attack (but it's often VERY less.)
` You would need a LOT of HP, and a LOT of luck to pull it off.

So how can a Thief possibly defeat Werdna? BY CHEATING, of course!
If you so happen to find a Dagger of Thieves during your treasure
hoarding, you can use it to transform into a Ninja! Follow the Ninja
walkthrough from there on.

When you win the Amulet, you can use it to Malor out of dungeon
level 10. (JUST DON'T TELEPORT DIRECTLY TO TOWN, because you might 
drown in the moat!) Instead, teleport to dungeon level 1 and work 
your way back to town.

CONGRATULATIONS! YOU'VE BEAT WIZARDRY 1 WITH A PURE SOLO THIEF!!!
...Well, sort of.

`                                                ||            
<====FINAL THOUGHTS (THIEF)===============9.99===||<##>0
`                                                ||

Worse than a Fighter. I couldn't pull off the win without 
transforming into a Ninja. The treasure hoarding was nice, and
finding the rare Dagger of Thieves was the only thing that allowed
me to complete a Thief solo quest. Terrible.

`                                                ||            
<====NOTES ON A SOLO WIZARD==============10.00===||<##>0
`                                                ||

Now, we start working into the real meat of this FAQ: The Elite
Classes: all of which are more than suitably equipped for a solo
adventure.

With every pure solo FAQ that I have posted, I've listed 
several key notes about each class. Here are the key notes
for the Mage, as well as a scale for each note. The scale
is written as follows:

++++  Perfect
+++   Awesome
++    Very Good
+     Good
=     Average
-     Below Average
--    Bad
---   Very Bad
----  Absolute Weakness

`                                                ||            
<====KEY NOTES (WIZARD)==================10.33===||<##>0
`                                                ||

WEAPONS/PHYSICAL ATTACKS: ---
A Wizard's physical attack is no better than a Cleric's, with the
2-hit Mace of Snakes being his best. But he will get plenty of
magic later on, so the Wizard won't have to rely so much on his
physical attack.

ARMOR/DEFENSE: N/A
I want to say that having some armor options is helpful, but I've
learned through playing that the NES Wizardry must be glitched when
it comes to Armor Class. It doesn't seem to matter how much armor I
might have equipped, the monsters still hit me consistently, no
matter what. If you REALLY need armor, I would recommend the Armor
of Lords. It can only be equipped by Lords, but just having it in
your inventory will regenerate your HP.

EXP/LEVELS: ---
The Wizard will eventually become a powerhouse, but he needs a LOT
of exp to get there. It will take some time, but after he learns his
first group attack spell at level 9, the slow and tedious process 
is at least not very difficult.

HIT POINTS (HP): --
A Wizard's Hit Points is below average. No better than a Thief.
His slow leveling doesn't help in the process either. Thankfully,
Hit Points won't be much of a factor when he's higher in level. 

MAGIC: +++
The greatness of the Wizard is having access to ALL spells! So, he
will clean out hordes of monsters, and will also be able to heal
himself or cure status ailments, or even open an occassional trap
with Calfo. His slow level-ups are the only thing impeding the
Wizard from being the perfect choice for magic.

HEALING/RECUPERATION: +++
Wizards will learn from both Mage and Cleric schools, so therefore,
healing won't be a problem once he reaches Level 2 or 3. He can nap
at the Inn to recover magic, and cast spells to heal himself. He
probably won't age a year.

GOLD: ++++
Wizards won't need much equipment, with his spells et al. Calfo will
also allow him to open certain chests without risk. In addition, he
can Identify the items he finds, and sell those items for gold. He
won't need the Inn to heal, so Wizards will be more than set for
gold. They will be able to purchase the items he needs from a well-
stocked Boltac's Trading Post the fastest.

OVERALL: +
The only concern with the elite classes are the redicilous quantities
of EXP they need to build levels. And the Wizard will have the
toughest time, with a lack of a physical attack and not learning the
sweeter spells until much later. But overall, Wizards are a suitable
class for soloing if you have patience.

Recommended Races: ELF, DWARF, GNOME
Recommended Alignment: N/A

You're gonna need at least 12 I.Q. and 12 Piety to create your Wizard,
and the best choice for that is the Elf. However, you may also consider
the Dwarf or Gnome. It may take more bonus points to create your
Wizard, but their higher Vitality will be more essential for HP boosts.

Your Wizard's alignment doesn't matter. He can't use the alignment-
specific items anyway. Besides, it's his spells that we are gonna be
using anyway.

`                                                ||            
<====STAT DISTRIBUTION===================10.66===||<##>0
`                                                ||

The first priority, of course, is allocating points to create the
Wizard. And then in order of priority: Vitality, I.Q., Agility,
then Piety. You want Vitality for HP, and I.Q. for quick level-ups 
of the Mage school. You want Agility to get your spells off quick.
Piety isn't as important, because Cleric spells are only there for
support magic, (and as a Wizard, will build quickly through level-
up anyway.)

Below are charts for recommended stat distributions of 18, 19,
and the rare 25 and 29 Bonus Point rolls. (these were the most
common for me. If you got higher, then you were VERY lucky!) 
Recommended races are in ALL CAPS.

Human Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    8   |   0 |   8  |   0 |   8  |   0 |   8  |   0 |   8  |
IQ       |    8   |  +4 |  12  |  +4 |  12  |  +8 |  16  | +10 |  18  |
Piety    |    5   |  +7 |  12  |  +7 |  12  |  +7 |  12  |  +7 |  12  |
Vitality |    8   |  +7 |  15  |  +8 |  16  | +10 |  18  | +10 |  18  |
Agility  |    8   |   0 |   8  |   0 |   8  |   0 |   8  |  +2 |  10  |
Luck     |    9   |   0 |   9  |   0 |   9  |   0 |   9  |   0 |   9  |
-----------------------------------------------------------------------

ELF Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   6  |
IQ       |   10   |  +4 |  14  |  +5 |  15  |  +8 |  18  |  +8 |  18  |
Piety    |   10   |  +2 |  12  |  +2 |  12  |  +2 |  12  |  +2 |  12  |
Vitality |    6   | +12 |  18  | +12 |  18  | +12 |  18  | +12 |  18  |
Agility  |    9   |   0 |   9  |   0 |   9  |  +3 |  12  |  +7 |  16  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   8  |
-----------------------------------------------------------------------

DWARF Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
IQ       |    7   |  +8 |  15  |  +9 |  16  | +11 |  18  | +11 |  18  |
Piety    |   10   |  +2 |  12  |  +2 |  12  |  +2 |  12  |  +2 |  12  |
Vitality |   10   |  +8 |  18  |  +8 |  18  |  +8 |  18  |  +8 |  18  |
Agility  |    5   |   0 |   5  |   0 |   5  |  +4 |   9  |  +8 |  13  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   7  |   0 |  10  |
-----------------------------------------------------------------------

GNOME DISTRIBUTIONS
 
`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
IQ       |    7   |  +6 |  13  |  +7 |  14  | +11 |  18  | +11 |  18  |
Piety    |   10   |  +2 |  12  |  +2 |  12  |  +2 |  12  |  +2 |  12  |
Vitality |    8   | +10 |  18  | +10 |  18  | +10 |  18  | +10 |  18  |
Agility  |   10   |   0 |  10  |   0 |  10  |  +2 |  12  |  +6 |  16  |
Luck     |    7   |   0 |   7  |   0 |   7  |   0 |   8  |  +3 |  10  |
-----------------------------------------------------------------------

Hobbit Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    5   |   0 |   5  |   0 |   5  |   0 |   5  |   0 |   5  |
IQ       |    7   |  +5 |  12  |  +5 |  12  |  +8 |  15  | +11 |  18  |
Piety    |    7   |  +5 |  12  |  +5 |  12  |  +5 |  12  |  +5 |  12  |
Vitality |    6   |  +8 |  14  |  +9 |  15  | +12 |  18  | +12 |  18  |
Agility  |   10   |   0 |  10  |   0 |  10  |   0 |  10  |  +1 |  11  |
Luck     |   15   |   0 |  15  |   0 |  15  |   0 |  15  |   0 |  15  |
-----------------------------------------------------------------------

Wizards start with 4 - 8 HP. Anything less than 8 is unacceptable.

`                                                ||            
<====PURE SOLO WIZARD==WALKTHROUGH=======11.00===||<##>0
`                                                ||

--- THREE GUESSES WHO MUST DIE? ---
Character Level: 1
Goal: Character Level to 17/18 (!!!)

As always, your best level-up option is to fight Creeping Coins
or Level 1 Mages. Halito kills the Mage. Physical attacks kill
the Creeping Coins, until Level 7/8 when you learn Mahalito and/
or Molito. Then Creeping Coins will be a breeze. 

Now comes the tough part...building to level 17 or 18. When you
reach Level 13, you'll need 400,000+ EXP per level. (!!!) Yes,
you have a LOT of creeping coins to kill. But your low attack-
magics will make this effort just a little test of patience.

--- WE COME IN PEACE! TAKE OUR BLUE-RIBBON FREELY! ---
Character Level: 17/18
Goal: Get the Blue Ribbon

You know about the sign that says "Area out of Bounds" located
at 9 East, 12 North? We're going to acquire the item that will
allow us to bypass this sign without having to go around.

The Bronze Key is located at Level 1, 13 East, 3 North.
The Silver Key is located at Level 1, 13 East, 18 North.

These give you access to the locked rooms at Level 2, 8 East, 8 North,
and at Level 2, 12 East, 8 North respectively. Within those areas,
you'll find:

The Statue of Bear, located at Level 2, 9 East, 18 North.
The Statue of Frog, located at Level 2, 12 East, 4 North.

Both statues give you access to the locked door at Level 2, 4 East,
10 North. Within the dark area within, you'll find the Gold Key.

(for more info regarding how to get to these items, consult the
official Wizardry 1 Hint Book, or a website dedicated to Wizardry.
Even though most sites are dedicated to the PC version, the dungeon
levels are mapped the same.)

The Gold Key gives you access to the dark area in Level 1. Use
this to get to the Elevator located at Level 1, 10 East, 8 North.

When you get to the Elevator, choose 'D' and you'll be on
Level 4. 

Keep going straight ahead until you trip an alarm.
Turn right and move ahead one space for an automatic encounter
with a group of monsters. Keep running and resetting until you
get friendly monsters, and leave them alone. Move ahead 1 more
space to be next to the "Monster Allocation Center." 

To the south lies a door to an automatic encounter with the
following:

2 Lvl 7 Fighters
2 Lvl 8 Mages
2 High Clerics
1 High Ninja

You have no options here. You'll have to keep resetting until
you get the 'friendly' greeting. Then you'll have to leave them
alone, even though your alignment is evil. You can't get the
Blue Ribbon otherwise.

(You could 'technically' test your patience some more until Level
20/21, which then you'll learn Haman, and then you can just
Teleport the enemies away at the sacrifice of a character level.
But I'm aiming for the least difficult route possible.


--- HEEEEEEEEEY MAKANITO! (OY!) ---
Character Level: 17/18
Goal: Build Levels + HP

Using the Blue Ribbon, access the elevator on Level 4 and choose
'F.' Look for the chute to Level 10. (Located two spaces west
and two spaces north of the Elevator.) 

Your source for EXP on dungeon level 10 will be the Poison Giants
and Frost Giants by themselves (I'm detecting a pattern here.)
They fall to Makanito, which, you guessed it, the Wizard learns
at Level 17 or 18, when they get the Level 5 school of Mage spells.

With that said, leveling should be a breeze. When you've learned
Haman (Should be Level 21 or 22,) then you're ready for Werdna.

--- WERDNA, I WISH YOU DIDN'T EXIST!!!---
Character Level: 21/22
Goal: Defeat Werdna

Fight your way to the end of Level 10 (the level is straightforward, 
with a handful of teleporters seperating each one-way hallway.) The
last teleporter will take you to Werdna's room. 

Werdna is usually accompanied with a Vampire Lord and a group
of Vampires. 

Cast Haman, and if you get the spell off before you're killed, choose
'Teleport Enemies.' That's it. You've won! (reset if that option
doesn't come up.)

(The other option is to wait until you've maxed all your spell
schools, which I think occurs in the Level 30's somewhere, dispel
the Vampires and Vampire Lord, then exchange Tiltowaits with
Werdna. But this route is completely unnecessary. And besides,
you've spent enough time building this Wizard to begin with. Make
it quick and painless.)

When you win the Amulet, you can use it to Malor out of dungeon
level 10. (JUST DON'T TELEPORT DIRECTLY TO TOWN, because you might 
drown in the moat!) Instead, teleport to dungeon level 1 and work 
your way back to town.

CONGRATULATIONS! YOU'VE BEAT WIZARDRY 1 WITH A PURE SOLO WIZARD!!!

`                                                ||            
<====FINAL THOUGHTS (WIZARD)=============11.99===||<##>0
`                                                ||

Wizards are alright. A bit of a pain to build character levels,
but they become self-sustaining as they get stronger. More
balanced than some of the other classes.


`                                                ||            
<====NOTES ON A SOLO SAMUARI=============12.00===||<##>0
`                                                ||

With every pure solo FAQ that I have posted, I've listed 
several key notes about each class. Here are the key notes
for the Mage, as well as a scale for each note. The scale
is written as follows:

++++  Perfect
+++   Awesome
++    Very Good
+     Good
=     Average
-     Below Average
--    Bad
---   Very Bad
----  Absolute Weakness

`                                                ||            
<====KEY NOTES (SAMUARI)=================12.33===||<##>0
`                                                ||

WEAPONS/PHYSICAL ATTACKS: +++
Samuaris are gonna knock the socks off enemies. Period. As good as
Fighters, AND they also have access to the mighty Maramusa Blade!!!
...that is, if you can find or afford one.

ARMOR/DEFENSE: N/A
I want to say that having armor options is helpful, but I've
learned through playing that the NES Wizardry must be glitched when
it comes to Armor Class. It doesn't seem to matter how much armor I
might have equipped, the monsters still hit me consistently, no
matter what. If you REALLY need armor, I would recommend the Armor
of Lords. It can only be equipped by Lords, but just having it in
your inventory will regenerate your HP.

EXP/LEVELS: =
The Samuari requires a lot of EXP to build levels (400,000+,) but
their physical attacks, and the ability to cast Mage Spells, will
make the road to building EXP better than what the numbers
dictate.

HIT POINTS (HP): +++
A Samuari's HP is the absolute best of all the classes! Only the
Fighter performs better in the HP department, just on the strength
of building character levels faster. If the Samuari could build
levels faster, then they would be the best in terms of HP.

MAGIC: +++
Having Mage spells at later levels compliments the Samuari's physical
attacks nicely. He will be very versatile in disposing of enemies,
allowing for faster level-ups.

HEALING/RECUPERATION: --
Samuaris don't have a method of healing, so they are stuck sleeping
at the Inn, which means Aging. But you should be able to finish
a Samuari solo long before he reaches his 30's.

GOLD: ---
Without an ability to check traps, Samuaris may have difficulties
building gold. He'll most likely need it for the Inn, and to upgrade
his weapon.

OVERALL: +++
The only concern with the elite classes are the redicilous quantities
of EXP they need to build levels. But the Samuari has plenty of power
physically and magically to get the job done effortlessly.

Recommended Races: DWARF, GNOME
Recommended Alignment: Neutral

It takes a LOT of bonus points to make a Samuari to begin with. (18
minimum for the recommended races, 23 for Humans, 25 for Hobbits.) 

The irony, is that if you do get the rare 29 bonus point roll,
then the Hobbit becomes the best class, because your Samuari
will have the best well-rounded stats. But it's VERY rare, and
so Gnome or Dwarf become better choices if you just want to get
on with the solo adventure.

Make your Samurai Neutral, that way you can pick and choose which
friendly monsters you can attack.

`                                                ||            
<====STAT DISTRIBUTION (SAMUARI)==========12.66==||<##>0
`                                                ||

As mentioned, you need a LOT of bonus points to create a Samuari.
What little bonus points you have leftover should be allocated to
Strength and Vitality. In the event of Human and Hobbit, any roll
less than 25 won't be enough! 

Below are charts for recommended stat distributions of 18, 19,
and the rare 25 and 29 Bonus Point rolls. (these were the most
common for me. If you got higher, then you were VERY lucky!) 
Recommended races are in ALL CAPS.

Human Distributions

`              Bonus Point Distributions
Stat     |Starting|25pts|Result|29pts|Result|
---------------------------------------------
Strength |    8   |  +5 |  15  |  +8 |  18  |   
IQ       |    8   |  +3 |  11  |  +4 |  12  |  
Piety    |    5   |  +5 |  10  |  +5 |  10  |
Vitality |    8   | +10 |  18  | +10 |  18  |
Agility  |    8   |  +2 |  10  |  +2 |  10  |
Luck     |    9   |   0 |   9  |   0 |   9  |
---------------------------------------------

Elf Distributions

`                      Bonus Point Distributions
Stat     |Starting|19pts|Result|25pts|Result|29pts|Result|
----------------------------------------------------------
Strength |    6   |  +9 |  15  | +11 |  17  | +12 |  18  |
IQ       |   10   |  +1 |  11  |  +1 |  11  |  +4 |  14  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    6   |  +8 |  14  | +12 |  18  | +12 |  18  |
Agility  |    9   |  +1 |  10  |  +1 |  10  |  +1 |  10  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |
----------------------------------------------------------

DWARF Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |   10   |  +5 |  15  |  +5 |  15  |  +8 |  18  |  +8 |  18  |
IQ       |    7   |  +4 |  11  |  +4 |  11  |  +4 |  11  |  +8 |  15  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |   10   |  +4 |  14  |  +5 |  15  |  +8 |  18  |  +8 |  18  |
Agility  |    5   |  +5 |  10  |  +5 |  10  |  +5 |  10  |  +5 |  10  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   6  |
-----------------------------------------------------------------------

GNOME DISTRIBUTIONS
 
`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    7   |  +8 |  15  |  +8 |  15  | +11 |  18  | +11 |  18  |
IQ       |    7   |  +4 |  11  |  +4 |  11  |  +4 |  11  |  +8 |  15  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    8   |  +6 |  14  |  +7 |  15  | +10 |  18  | +10 |  18  |
Agility  |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Luck     |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
-----------------------------------------------------------------------

Hobbit Distributions

`                      Bonus Point Distributions
Stat     |Starting|25pts|Result|29pts|Result|
---------------------------------------------
Strength |    5   | +10 |  15  | +10 |  15  |
IQ       |    7   |  +4 |  11  |  +4 |  11  |
Piety    |    7   |  +3 |  10  |  +3 |  10  |
Vitality |    6   |  +8 |  14  | +12 |  18  |
Agility  |   10   |   0 |  10  |   0 |  10  |
Luck     |   15   |   0 |  15  |   0 |  15  |
---------------------------------------------

Samuaris start with 12 - 18 HP, which is more than enough for a 
starting adventure.

`                                                ||            
<====PURE SOLO SAMUARI=WALKTHROUGH=======13.00===||<##>0
`                                                ||

--- YOU KNOW THE DRILL ---
Character Level: 1
Goal: Character Level to 17/18 (!!!)

As always, your best level-up option is to fight Creeping Coins
or Level 1 Mages. The Mages will have to punch you twice with
Halito to kill you, so you can quash them fast enough. After
a couple levels, you're ready for Creeping coins.

When you get to Level 10 (when you get your first hit multiplier,)
then Murphy's Ghost becomes an option on Level 1. He's a lot more
common than Creeping Coins, and packs decent EXP.

Now comes the tough part...building to level 17 or 18. When you
reach Level 13, you'll need 400,000+ EXP per level. (!!!) I believe
this is the level when you get Level 5 Mage spells.

--- WE COME IN PEACE! TAKE OUR BLUE-RIBBON FREELY! ---
Character Level: 17/18
Goal: Get the Blue Ribbon

You know about the sign that says "Area out of Bounds" located
at 9 East, 12 North? We're going to acquire the item that will
allow us to bypass this sign without having to go around.

The Bronze Key is located at Level 1, 13 East, 3 North.
The Silver Key is located at Level 1, 13 East, 18 North.

These give you access to the locked rooms at Level 2, 8 East, 8 North,
and at Level 2, 12 East, 8 North respectively. Within those areas,
you'll find:

The Statue of Bear, located at Level 2, 9 East, 18 North.
The Statue of Frog, located at Level 2, 12 East, 4 North.

Both statues give you access to the locked door at Level 2, 4 East,
10 North. Within the dark area within, you'll find the Gold Key.

(for more info regarding how to get to these items, consult the
official Wizardry 1 Hint Book, or a website dedicated to Wizardry.
Even though most sites are dedicated to the PC version, the dungeon
levels are mapped the same.)

The Gold Key gives you access to the dark area in Level 1. Use
this to get to the Elevator located at Level 1, 10 East, 8 North.

When you get to the Elevator, choose 'D' and you'll be on
Level 4. 

Keep going straight ahead until you trip an alarm.
Turn right and move ahead one space for an automatic encounter
with a group of monsters. Keep running and resetting until you
get friendly monsters, and leave them alone. Move ahead 1 more
space to be next to the "Monster Allocation Center." 

To the south lies a door to an automatic encounter with the
following:

2 Lvl 7 Fighters
2 Lvl 8 Mages
2 High Clerics
1 High Ninja

You have no options here. You'll have to keep resetting until
you get the 'friendly' greeting. Then you'll have to leave them
alone, even though your alignment is evil. You can't get the
Blue Ribbon otherwise.

(You could 'technically' test your patience some more until Level
21/22, which then you'll learn Haman, and then you can just
Teleport the enemies away at the sacrifice of a character level.
But I'm aiming for the least difficult route possible.


--- YES, THAT STUPID SONG AGAIN ---
Character Level: 17/18
Goal: Build Levels + HP

Using the Blue Ribbon, access the elevator on Level 4 and choose
'F.' Look for the chute to Level 10. (Located two spaces west
and two spaces north of the Elevator.) 

Your source for EXP on dungeon level 10 will be the Poison Giants
and Frost Giants by themselves (I'm detecting a pattern here.)
They fall to Makanito, which, you guessed it, the Samuari learns
at Level 17 or 18, when they get the Level 5 school of Mage spells.

With that said, leveling should be a breeze. When you've learned
Haman (Should be Level 21 or 22,) then you're ready for Werdna.

---WERDNA, KILLED IN MORE WAYS THAN ONE---
Character Level: 21/22 or higher
Goal: Defeat Werdna

Fight your way to the end of Level 10 (the level is straightforward, 
with a handful of teleporters seperating each one-way hallway.) The
last teleporter will take you to Werdna's room. 

Werdna is usually accompanied with a Vampire Lord and a group
of Vampires. 

Cast Haman, and if you get the spell off before you're killed, choose
'Teleport Enemies.' That's it. You've won! (reset if that option
doesn't come up.)

(The other option is to wait until you've maxed all your spell
schools, which I think occurs in the Level 30's somewhere, and
do the hard Mage route of exchanging Tiltowait spells with Werdna.
But you've been patient enough at this point. Quick and painless
Haman is still the better option.)

Or, if Haman is too cheap for you, save up for a Maramusa Blade in
a well-stocked Boltac's Trading Post (it's only 1,000,000 GP. Petty
cash.) The bugger does 33 damage per hit, and gives you a 3-hit
multiplier automatically! So ANY Samuari can start dealing 100 
damage right off the bat, nevermind any hit multipliers he gets
while leveling. For so long as the Vampires don't paralyze you,
Werdna could fall in a single hit!

OR, you can use a combination of all three. Spells/Weapons, THEN
Haman if you get too bored. I love the Samuari's versatility.

When you win the Amulet, you can use it to Malor out of dungeon
level 10. (JUST DON'T TELEPORT DIRECTLY TO TOWN, because you might 
drown in the moat!) Instead, teleport to dungeon level 1 and work 
your way back to town.

CONGRATULATIONS! YOU'VE BEAT WIZARDRY 1 WITH A PURE SOLO SAMURAI!!!

`                                                ||            
<====FINAL THOUGHTS (SAMUARI)============13.99===||<##>0
`                                                ||

I had the most fun with a Samuari. He was like a Mage, but with a
LOT of HP and the ability to dish out damage whenever he felt like
it. Samuari's don't need help; they ARE the help!


`                                                ||            
<====NOTES ON A SOLO LORD================14.00===||<##>0
`                                                ||

With every pure solo FAQ that I have posted, I've listed 
several key notes about each class. Here are the key notes
for the Mage, as well as a scale for each note. The scale
is written as follows:

++++  Perfect
+++   Awesome
++    Very Good
+     Good
=     Average
-     Below Average
--    Bad
---   Very Bad
----  Absolute Weakness

`                                                ||            
<====KEY NOTES (LORD)====================14.33===||<##>0
`                                                ||

WEAPONS/PHYSICAL ATTACKS: +++
Lords are on-par with Fighters, which means they will be able to
deal physical attacks, and will get hit multipliers each time
they go up 10 levels. 

ARMOR/DEFENSE: ++++
Despite the glitched armor class system, this IS the one time I
will recommend an armor for a class: The Armor of Lords. Yes, I've
recommended it for every class for it's regenerative powers. 
However, if in the possession of a Lord, it also grants him
DECAPITATION ABILITY! Yes, that's right, THEY GET THE NINJA'S
ABILITY TO INSTANTLY KILL MONSTERS! If you get one of these babies,
Your Lord will indeed be worshipped by all!

EXP/LEVELS: =
The Lord requires a lot of EXP to build levels (400,000+,) but
their physical attacks, and the ability to cast Cleric Spells, 
will make the road to building EXP better than what the numbers
dictate.

HIT POINTS (HP): ++
A Lord's HP is on-par with Fighters. Only the Fighter performs 
better in the HP department, just on the strength of building 
character levels faster. If the Lord could build levels faster, 
then they would be really good in terms of HP.

MAGIC: +++
Having Cleric spells means Lords can go a long time in the dungeon.
This will aid in building levels.

HEALING/RECUPERATION: ++++
When Lords learn their first Cleric spells at Level 4, they will no
longer need to sleep at the Inn. They become self-sustaining Clerics
who can dish out damage! You won't have to worry about aging.

GOLD: --
Calfo will allow to Lord to pick and choose treasure chests to open,
so they should be able to get a steady gold supply. But most of it
will most likely be spent on the more expensive items from a well-
stocked Boltac's Trading Post (hint hint Armor of Lords. ;-p  )

OVERALL: ++++
The only concern with the elite classes are the redicilous quantities
of EXP they need to build levels. But the Lord, when properly equipped,
is by far, THE perfect solo class, with the attack skills of a fighter,
Cleric spells for support, AND, with the right equipment, the skills
of a Ninja. Lords rock!

Recommended Races: DWARF
Recommended Alignment: Good

Unfortunately, It's not possible to create a Lord right off the bat.
(Damn! I KNEW there was a catch!) The most Bonus Points I ever got
in Wizardry was 29, and the absolute minimum you need for a Lord
is 33 (with the Hobbit race.) 

So that said, you will have to solo another character and get a
class change. If you actually DO get a bonus roll better than 29,
then you were VERY lucky.

ABOUT CHANGING YOUR CLASS
If you want to cheat, you could, theoretically, max out a Mage, then
change to a Lord. Which then your Lord would also have Mage spells.

However, for the sake of a solo, I will only allow a Fighter character,
so that the solo FAQ will be true to a Lord's basic skills.

You need an alignment of Good to become a Lord, and the following stats:
15 Strength, 12 I.Q., 12 Piety, 15 Vitality, 14 Agility, 15 Luck.

When you do acquire the stats for a Lord, and you make your class
change, your stats will DEFAULT to your basic race stats! So I
recommend the Dwarf class, because their basic stats of 10 Strength,
10 Piety, and 10 Vitality are all essential stats for a Lord.

`                                                ||            
<====STAT DISTRIBUTION (LORD)=============14.66==||<##>0
`                                                ||

As mentioned, you cannot create a Lord without a VERY lucky bonus 
points roll, so therefore ***THESE STAT DISTRIBUTIONS ARE FOR A 
FIGHTER CHARACTER WHO CAN CLASS CHANGE QUICKLY!!!*** The theory
will be to equally distribute points to all the stats, so that
you can change your class quicker.

Below are charts for recommended stat distributions of 18, 19,
and the rare 25 and 29 Bonus Point rolls. (these were the most
common for me. If you got higher, then you were VERY lucky, and
probably could've created a Lord right off the bat.) 

Human Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    8   |  +4 |  12  |  +4 |  12  |  +5 |  13  |  +6 |  14  |
IQ       |    8   |  +2 |  10  |  +2 |  10  |  +2 |  10  |  +2 |  10  |
Piety    |    5   |  +4 |   9  |  +5 |  10  |  +5 |  10  |  +5 |  10  |
Vitality |    8   |  +3 |  12  |  +3 |  12  |  +5 |  13  |  +6 |  14  |
Agility  |    8   |  +2 |  10  |  +2 |  10  |  +4 |  12  |  +5 |  13  |
Luck     |    9   |  +3 |  12  |  +3 |  12  |  +5 |  14  |  +5 |  14  |
-----------------------------------------------------------------------

Elf Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    6   |  +6 |  12  |  +6 |  12  |  +7 |  13  |  +8 |  14  |
IQ       |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    6   |  +5 |  11  |  +6 |  12  |  +8 |  13  |  +9 |  14  |
Agility  |    9   |  +2 |  11  |  +2 |  11  |  +3 |  12  |  +4 |  13  |
Luck     |    6   |  +5 |  11  |  +5 |  11  |  +7 |  13  |  +8 |  14  |
-----------------------------------------------------------------------

DWARF Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |   10   |  +2 |  12  |  +3 |  13  |  +4 |  14  |  +4 |  14  |
IQ       |    7   |  +3 |  10  |  +3 |  10  |  +3 |  10  |  +4 |  11  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |  +1 |  11  |
Vitality |   10   |  +3 |  13  |  +3 |  13  |  +4 |  14  |  +4 |  14  |
Agility  |    5   |  +5 |  10  |  +5 |  10  |  +7 |  12  |  +8 |  13  |
Luck     |    6   |  +5 |  11  |  +5 |  11  |  +7 |  13  |  +8 |  14  |
-----------------------------------------------------------------------
If a Dwarf Fighter with 29 bonus points gets a lucky stat boost, he can
change into a Lord at as low as Level 2!!! However, the best I've done
is Level 5. (I don't know why. My characters are just never that lucky.
^_^

Gnome Distributions
 
`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    7   |  +5 |  12  |  +5 |  12  |  +6 |  13  |  +7 |  14  |
IQ       |    7   |  +3 |  10  |  +3 |  10  |  +4 |  11  |  +4 |  11  |
Piety    |   10   |   0 |  10  |   0 |  10  |  +1 |  11  |  +1 |  11  |
Vitality |    8   |  +4 |  12  |  +5 |  13  |  +6 |  14  |  +7 |  15  |
Agility  |   10   |  +1 |  11  |  +1 |  11  |  +2 |  13  |  +3 |  13  |
Luck     |    7   |  +5 |  12  |  +5 |  12  |  +6 |  14  |  +7 |  14  |
-----------------------------------------------------------------------
Like with the Dwarf, you could change as low as Level 2, if you're
lucky.

Hobbit Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    5   |  +6 |  11  |  +7 |  12  |  +9 |  14  | +10 |  15  |
IQ       |    7   |  +3 |  10  |  +3 |  10  |  +3 |  10  |  +4 |  11  |
Piety    |    7   |  +3 |  10  |  +3 |  10  |  +3 |  10  |  +4 |  11  |
Vitality |    6   |  +5 |  11  |  +5 |  11  |  +8 |  14  |  +9 |  14  |
Agility  |   10   |  +1 |  11  |  +1 |  11  |  +2 |  12  |  +2 |  13  |
Luck     |   15   |   0 |  15  |   0 |  15  |   0 |  15  |   0 |  15  |
-----------------------------------------------------------------------
GAH! He's so close!!! It's not FAIR!

If you actually DO manage to create a Lord from scratch with a VERY
lucky roll, his starting HP will be the same as a Fighter (8 - 14.)
When you change your class, you will keep any HP you gained from
building your Fighter for the class change, so Lords will generally
be better equipped for leveling.

`                                                ||            
<====(Almost) PURE SOLO LORD=WALKTHROUGH=15.00===||<##>0
`                                                ||

--- IF YOU HAVEN'T DETECTED THE PATTERN YET... ---
Character Level: 1
Goal: Character Level to 17/18 (!!!)

As always, your best level-up option is to fight Creeping Coins
or Level 1 Mages. But if you class-changed, you'll have plenty
of HP, and so these guys will not be a threat.

When you hit Level 4, you get your first Cleric spells. Your Lord
will no longer need the Inn to heal HP. Use your spells, then nap
at the Inn to recover MP.

When you get to Level 10 (when you get your first hit multiplier,)
then Murphy's Ghost becomes an option on Level 1. He's a lot more
common than Creeping Coins, and packs decent EXP.

Now comes the tough part...building to level 17 or 18. When you
reach Level 13, you'll need 450,000+ EXP per level. (!!!) I believe
this is the level when your Lord starts getting Level 7 Cleric
Spells. This will take a LONG time, however, the money you earn
from Murphy's Ghosts along the way may be just enough to purchase
a Blade Cusinart from a well-stocked Boltac's Trading Post.

--- YES, THEY'RE STILL GIVING IT AWAY ---
Character Level: 17/18
Goal: Get the Blue Ribbon

You know about the sign that says "Area out of Bounds" located
at 9 East, 12 North? We're going to acquire the item that will
allow us to bypass this sign without having to go around.

The Bronze Key is located at Level 1, 13 East, 3 North.
The Silver Key is located at Level 1, 13 East, 18 North.

These give you access to the locked rooms at Level 2, 8 East, 8 North,
and at Level 2, 12 East, 8 North respectively. Within those areas,
you'll find:

The Statue of Bear, located at Level 2, 9 East, 18 North.
The Statue of Frog, located at Level 2, 12 East, 4 North.

Both statues give you access to the locked door at Level 2, 4 East,
10 North. Within the dark area within, you'll find the Gold Key.

(for more info regarding how to get to these items, consult the
official Wizardry 1 Hint Book, or a website dedicated to Wizardry.
Even though most sites are dedicated to the PC version, the dungeon
levels are mapped the same.)

The Gold Key gives you access to the dark area in Level 1. Use
this to get to the Elevator located at Level 1, 10 East, 8 North.

When you get to the Elevator, choose 'D' and you'll be on
Level 4. 

Keep going straight ahead until you trip an alarm.
Turn right and move ahead one space for an automatic encounter
with a group of monsters. Keep running and resetting until you
get friendly monsters, and leave them alone. Move ahead 1 more
space to be next to the "Monster Allocation Center." 

To the south lies a door to an automatic encounter with the
following:

2 Lvl 7 Fighters
2 Lvl 8 Mages
2 High Clerics
1 High Ninja

You have no options here. You'll have to keep resetting until
you get the 'friendly' greeting. Then you'll have to leave them
alone, even though your alignment is evil. You can't get the
Blue Ribbon otherwise.

You could take your chances with your supply of Malikto, but
this isn't necessary. There's better EXP waiting below.


--- NOOOOOOOOOO MAKANITO! (WHAT!?) ---
Character Level: 17/18
Goal: Build Levels + HP, FIND/PURCHASE AN ARMOR OF LORDS

Using the Blue Ribbon, access the elevator on Level 4 and choose
'F.' Look for the chute to Level 10. (Located two spaces west
and two spaces north of the Elevator.) 

Your source for EXP on dungeon level 10 will be the Poison Giants
and Frost Giants by themselves. Your Lord, with his Blade
Cusinart and his self-sustaining Cleric spells, will be able
to fight them valiantly, even without Makanito! But if you're
still uncertain, purchase/find a Ring of Suffication.

With that said, leveling should be a breeze. You're basically
leveling just to up your overall HP. Your goal will be to find/
purchase an Armor of Lords. This will give your Lord DECAPITATION
ability, which then you'll be ready for Werdna.

---I SLICE YOUR JUGGULAR---
Character Level: Doesn't matter, HP 300+
Goal: Defeat Werdna

Fight your way to the end of Level 10 (the level is straightforward, 
with a handful of teleporters seperating each one-way hallway.) The
last teleporter will take you to Werdna's room. 

Werdna is usually accompanied with a Vampire Lord and a group
of Vampires. They fall to your Dispel ability. Start with the
Vampire group, as the Vampire Lord sometimes wastes a turn with
Zilwan. Follow with another Dispel on the Vampire Lord.

From there, just pound away at Werdna until the Armor of Lords
does its work. It's almost not fair.

When you win the Amulet, you can use it to Malor out of dungeon
level 10. (JUST DON'T TELEPORT DIRECTLY TO TOWN, because you might 
drown in the moat!) Instead, teleport to dungeon level 1 and work 
your way back to town.

CONGRATULATIONS! YOU'VE BEAT WIZARDRY 1 WITH AN (almost) PURE 
SOLO LORD!!!

`                                                ||            
<====FINAL THOUGHTS (LORD)===============15.99===||<##>0
`                                                ||

Even without Mage magic, the Lord with his self-sustaining Cleric
spells, and his specialty armor, pretty much made him THE
archetypical perfect soloing character. There was practically
no challenge at all.

`                                                ||            
<====NOTES ON A SOLO NINJA===============16.00===||<##>0
`                                                ||

With every pure solo FAQ that I have posted, I've listed 
several key notes about each class. Here are the key notes
for the Ninja, as well as a scale for each note. The scale
is written as follows:

++++  Perfect
+++   Awesome
++    Very Good
+     Good
=     Average
-     Below Average
--    Bad
---   Very Bad
----  Absolute Weakness

`                                                ||            
<====KEY NOTES===========================16.33===||<##>0
`                                                ||

WEAPONS/PHYSICAL ATTACKS: ++++
Ninja's attack is slightly better than a Fighter to start. In
addition to having the availability of almost every weapon, he
also has the ability to decapitate monsters, and is the only
class to start with 2-hit damage. (makes for easy level-ups at
the beginning.
 
ARMOR/DEFENSE: N/A
Unfortunately, due to the armor class glitch, a Ninja's
ability to have lower armor classes at higher levels can't
be taken advantage of. I tested it. I LEVELED THE HECK out
of a Ninja until his AC read in the -70s, the the monsters
were STILL slicing him like melted butter! It's utterly
stupid!

EXP/LEVELS: ----
Ninjas need more experience than any other character for 
level-ups. Extreme patience is a virtue.

HIT POINTS (HP): ---
Since only a Thief may use a Dagger of Thieves, Ninjas start
with below-average HP, and based on my experience playing
Wizardry 2 KOD, Ninja's HP progression is the same. Count
in his slow leveling process, and he's stuck with low HP
throughout the game.

MAGIC: ----
Forget it. Ninjas can't use spells whatsoever. 

HEALING/RECUPERATION: ---
With no form of healing, they must stay at the Inn to recover HP. 
They will age a few years. 

GOLD: +
Even though Ninjas won't need equipment later on, he will still
need the gold for Inn stays. Trap disarming aids in building gold.

OVERALL: +
Their HP are below average, and they're slow to raise levels. However,
their mean fighting skills and trap disarming ability makes them 
better than a Fighter for pure soloing, but less than spellcasters.

I have created a chart below to show comparisons between each
of the classes, and the categories that were compared. 

Recommended Races: Human, Gnome
Recommended Alignment: Neutral*

You've got no heaping hell of creating a Ninja via bonus points.
If you found a Dagger of Thieves while stocking Boltac's Trading
Post, hold on to it, and use it on a Thief fresh off character
creation.

Though Ninjas can't start Neutral, Thieves can. So it's best
to create a Neutral Thief before using a Dagger of Thieves. (In
my case, I chose Evil, because I wasn't feeling Neutral at all.)

`                                                ||            
<====STAT DISTRIBUTION===================16.66===||<##>0
`                                                ||

Strength and Vitality are of primary importance (like in all
solos.) Use just enough Agility to make a Thief, and distribute
the rest between Strength and Vitality. If you have any points
remaining, spend the rest on Agility.

Even though, in theory, you can get a high enough bonus roll to
create a Ninja, I've never got anything higher than a 29. If you
got higher, then all the power to you. So in the meanwhile, I've
listed the distributions for the 18, 19, and the rare 25 and 29
bonus point rolls. (If you got anything higher, than your VERY
lucky!!!)


HUMAN Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    8   |  +7 |  15  |  +7 |  15  | +10 |  18  | +10 |  18  |
IQ       |    8   |   0 |   8  |   0 |   8  |   0 |   8  |   0 |   8  |
Piety    |    5   |   0 |   5  |   0 |   5  |   0 |   5  |   0 |   5  |
Vitality |    8   |  +8 |  16  |  +9 |  17  | +10 |  18  | +10 |  18  |
Agility  |    8   |  +3 |  11  |  +3 |  11  |  +5 |  13  |  +9 |  17  |
Luck     |    9   |   0 |   9  |   0 |   9  |   0 |   9  |   0 |   9  |
-----------------------------------------------------------------------

Elf Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    6   |  +4 |  10  |  +5 |  11  | +11 |  17  | +12 |  18  |
IQ       |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    6   | +12 |  18  | +12 |  18  | +12 |  18  | +12 |  18  |
Agility  |    9   |  +2 |  11  |  +2 |  11  |  +2 |  11  |  +5 |  14  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   6  |
-----------------------------------------------------------------------

Dwarf Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |   10   |  +4 |  14  |  +5 |  15  |  +8 |  18  |  +8 |  18  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |   10   |  +8 |  18  |  +8 |  18  |  +8 |  18  |  +8 |  18  |
Agility  |    5   |  +6 |  11  |  +6 |  11  |  +9 |  14  | +13 |  18  |
Luck     |    6   |   0 |   6  |   0 |   6  |   0 |   6  |   0 |   6  |
-----------------------------------------------------------------------

GNOME DISTRIBUTIONS
 
`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    7   |  +7 |  14  |  +8 |  15  | +11 |  18  | +11 |  18  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |   10   |   0 |  10  |   0 |  10  |   0 |  10  |   0 |  10  |
Vitality |    8   | +10 |  18  | +10 |  18  | +10 |  18  | +10 |  18  |
Agility  |   10   |  +1 |  11  |  +1 |  11  |  +4 |  14  |  +8 |  18  |
Luck     |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
-----------------------------------------------------------------------

Hobbit Distributions

`                      Bonus Point Distributions
Stat     |Starting|18pts|Result|19pts|Result|25pts|Result|29pts|Result|
-----------------------------------------------------------------------
Strength |    5   |  +5 |  10  |  +6 |  11  | +12 |  17  | +13 |  18  |
IQ       |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Piety    |    7   |   0 |   7  |   0 |   7  |   0 |   7  |   0 |   7  |
Vitality |    6   | +12 |  18  | +12 |  18  | +12 |  18  | +12 |  18  |
Agility  |   10   |  +1 |  11  |  +1 |  11  |  +1 |  11  |  +4 |  14  |
Luck     |   15   |   0 |  15  |   0 |  15  |   0 |  15  |   0 |  15  |
-----------------------------------------------------------------------

All of the Thief's starting HP (4 - 8) is basically suicide, so don't
convert ANY Thief to a Ninja unless he has the maximum 8 HP.

`                                                ||            
<====(ALMOST) PURE SOLO NINJA WALKTHROUGH===17.00||<##>0
`                                                ||

--- NINJAS HAVE IT ROUGH ---
Character Level: 1
Goal: Raise Levels to 10

Raise level to 3 or 4 by fighting lone Lvl 1 Mages on dungeon level
2 (and reset if you don't get first attack.) After that, you can 
fight Creeping Coins and any other neandering 1 or 2 monster groups.

And...that's about it. There isn't much else to add. Keep at the
attacks until you reach Level 10.

--- MURPHY'S LAW ---
Character Level: 10
Goal: Gold to 15,000, Purchase Blade Cusinart

If you stocked your Trading Post, your next goal is to earn 
15,000 Gold. The best way to do it is to fight Murphy's Ghosts
on Dungeon Level 1. Murphy's Ghost is located 2 spaces east of
the Bronze Key, at location 15 East, 3 North. (check various
Wizardry websites for maps if you need directions.) With the
ability to decapitate, Murphy's Ghost is surprisingly easy.
Return to town when your HP drop below 25. Keep laying the beat
down on Murphy until you can purchase a Blade Cusinart.

(I believe this is another glitch. A Ninja doesn't lose his
decapitation ability, even if he equips a weapon. And since
weapons do more damage than bare fists, mine as well give him
the best.)
 

--- JUST TAKE IT! ---
Character Level: Between 11 & 13
Goal: Get the Blue Ribbon

You know about the sign that says "Area out of Bounds" located
at 9 East, 12 North? We're going to acquire the item that will
allow us to bypass this sign without having to go around.

The Bronze Key is located at Level 1, 13 East, 3 North.
The Silver Key is located at Level 1, 13 East, 18 North.

These give you access to the locked rooms at Level 2, 8 East, 8 North,
and at Level 2, 12 East, 8 North respectively. Within those areas,
you'll find:

The Statue of Bear, located at Level 2, 9 East, 18 North.
The Statue of Frog, located at Level 2, 12 East, 4 North.

Both statues give you access to the locked door at Level 2, 4 East,
10 North. Within the dark area within, you'll find the Gold Key.

(for more info regarding how to get to these items, consult the
official Wizardry 1 Hint Book, or a website dedicated to Wizardry.
Even though most sites are dedicated to the PC version, the dungeon
levels are mapped the same.)

The Gold Key gives you access to the dark area in Level 1. Use
this to get to the Elevator located at Level 1, 10 East, 8 North.

When you get to the Elevator, choose 'D' and you'll be on
Level 4. 

Keep going straight ahead until you trip an alarm.
Turn right and move ahead one space for an automatic encounter
with a group of monsters. Keep running and resetting until you
get friendly monsters, and leave them alone. Move ahead 1 more
space to be next to the "Monster Allocation Center." 

To the south lies a door to an automatic encounter with the
following:

2 Lvl 7 Fighters
2 Lvl 8 Mages
2 High Clerics
1 High Ninja

At this point of time, you're no match for this group of monsters.
So you only have one option: To keep resetting the battle until
they greet you with friendliness. (leave them alone if you do so.)

From the encounter, move 1 south, turn right, 1 west, turn left 
and enter the door. You'll read a message and get an automatic 
encounter. After the battle, enter the next door, get another 
message, and you will acquire the Blue Ribbon!!!

With the Blue Ribbon, you can enter the locked door that is
located south of the elevator. Return back to town and rest up.


--- BIG 'N BEEFY ---
Character Level: Between 11 & 13
Goal: Lots and lots of leveling.

Using the Blue Ribbon, access the elevator on Level 4 and choose
'F.' Look for the chute to Level 10. (Located two spaces west
and two spaces north of the Elevator.) 

With your newly purchased Blade Cusinart, we shall continue to build 
levels and gold. Here are the best locations:

Will 'o Wisps on Level 10. Fairly uncommon, especially by themselves.
But they're the only high-exp monster that you can handle until your
Level 20's. Take him down for easy exp. 

When your HP reach the 90's, you can also add Frost Giants to
your kill list. They hit more often than Will-o-Wisps, but you'll
build levels faster. 

When you get to your Level 25, (and dealing 80+ damage,) you
may also take on small groups of Poison Giants (usually accompanied
with Will-O-Wisps.)

If you want to speed up the leveling process, purchase a Ring of
Suffication from your stocked trading post. It casts Makanito, a spell
that automatically kills groups of Frost Giants and Poison Giants.

Enjoy the level-building process! Your Ninja still has plenty
of years left to waste at the Inn. Build your levels until you
believe you're ready for Werdna.

--- ...MAYBE ANOTHER WEAPON UPGRADE??? ---

If you managed to find a Shiruken (I didn't,) Then you may want to
use that as an alternative to your Blade Cusinart (Shiruken is the
Ninja's best weapon.) However, if you haven't found or purchased one,
that's ok. The Blade Cusinart is efficient enough to get the job
done.


--- AND NOW, THE FINAL CURTAIN ---
Character Level: 30+ (and HP above 300)
Goal: Defeat Werdna

Fight your way to the end of Level 10 by running/resetting until
you take down monsters without taking too much damage. You'll
need that energy for Werdna.

Werdna is usually accompanied with a Vampire Lord and a group
of Vampires. The most favorable fight is when you're fighting
only 1-2 Vampires at the most. As usual, reset until you can
get this matchup (if you surprise monsters, all the better.)

Here's how you will win:
`    Round 1: Ninja kills a Vampire. The Vampire Lord wastes
`             a turn casting Zilwan, and Werdna casts a spell
`             that isn't Tiltowait. The second Vampire, if there
`             was one, also wastes a turn casting a spell.
`    Round 2: Kill the other Vampire (if there was one,) or
`             beat the Vampire Lord. Again, you'll hope that
`             Werdna doesn't use Tiltowait. You may have to take
`             an extra round to defeat the Vampire Lord.
`    Round 3 and After: Decapitate Werdna before he kills you.

You'll probably have to reset a bunch of times, like you have all
through most other solos. But if you're lucky, you might 
decapitate Werdna on the first shot.

You can use the Amulet to Malor back to town. (DON'T TELEPORT 
DIRECTLY INTO TOWN, because sometimes you'll drown in the moat!) 
Instead, teleport 8 or 9 floors up, and find your way back to 
town.

CONGRATULATIONS! YOU'VE BEAT WIZARDRY 1 WITH A PURE SOLO NINJA!


`                                                ||            
<====FINAL THOUGHTS=======================17.99==||<##>0
`                                                ||

Building exp was a minor nuisance when compared to the awesome
killing power my Ninja possessed. Trap disarming aided in building
gold, and overall, was actually a little faster and easier than
the Pure Solo Fighter. 

`                                                ||            
<====QUICK FAQ + CLASS RATINGS============18.00==||<##>0
`                                                ||

Q. I Can't find these weapons you keep talking about at Boltac's
Trading Post! What gives?!!!!!
A. You probably didn't use a temp party to hunt for treasure
and sell them ahead of time, before your solo adventure

Q. Is that what you meant by a "Well-Stocked Boltac's Trading
Post?"
A. Yep. You can stock up ahead of time, before the solo
adventure, but the solo character can't be given the weapons
freely. He must purchase them on his own.

Q. The monsters are KILLING my solo character! HELP!!!
A. The reset button is your friend. If you don't like the outcome,
reset. If you use an emulator, I hope you saved before the battle.
Oh, and that wasn't a question.

Q. Some other generic question.
A. I laid down the basic rules of soloing at the beginning of
this FAQ. If you need more info on the basics of Wizardry, consult
another FAQ.


To conclude, I've ranked the classes from easiest to most
difficult for soloing:

1.) Lord
2.) Samuari
3.) Ninja
4.) Fighter
5.) Wizard
6.) Mage
7.) Cleric
8.) Thief

`                                                ||            
<====SPECIAL THANKS=======================18.99===||<##>0
`                                                ||

--- GameFAQs and CJayC, for hosting my FAQs.
--- Earthshaker for the inspiration
--- The official Wizardry Hint Book, for the cheapest-of-the-cheap
`   reset trick. This solo wouldn't have been doable without it.
--- Friends and family, for being a part of my life

If you would like to see my other FAQs (all of which are on
GameFAQs,) click on my user name, and all my FAQs will pop up.

`                                                ||            
<====DISCLAIMER NOTICE===================19.00===||<##>0
`                                                ||

The NES game Wizardry 1: Proving Grounds of the Mad Overlord, as
well as the Official Hint Book, is (c) 1990 by Nexoft Corp, all 
rights reserved.

This FAQ is property of Aspie Giraffe, Copyright 3/1/08, all rights reserved. 
Any relation to guide books or other websites dedicated to Wizardry are 
purely coincential, for this FAQ was put together by experience of playing 
the game without any form of manual or other FAQs. Feel free to distribute 
this FAQ or link this FAQ to your website. Just be sure to give the proper 
credit where it's due.

I have removed my e-mail info, because I don't have time to answer questions
about video games anymore. You may best consult another FAQ if you have
questions regarding Wizardry.

Last update: 3/4/08