{"id":7284,"date":"2022-10-28T23:01:49","date_gmt":"2022-10-29T06:01:49","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=7284"},"modified":"2022-11-05T14:09:49","modified_gmt":"2022-11-05T21:09:49","slug":"wizardry-iv-cosmic-cube-continued","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/7284","title":{"rendered":"Wizardry IV: Cosmic Cube Continued"},"content":{"rendered":"<p>By now, I&#8217;ve thoroughly mapped out the Cosmic Cube. Past a certain point, you can be pretty sure when you&#8217;re on the right track simply because it becomes harder to follow. You get choices about where to go, and most of them lead back to things you&#8217;ve seen before, the maze trying to shake you off. It&#8217;s a familiar pattern &#8212; the level immediately before the Cube, the Wandering Maze, does something similar, the final approach to the stairs onward being lined with one-way walls just to make you redo large portions of the maze if you make a single misstep.<\/p>\n<p>But I followed things to their conclusion, and I was rewarded with a sign telling me that I had finally found &#8220;THE EGRESS&#8221; &#8212; right at a blank wall. I know from my maps what&#8217;s on the other side of that wall: a staircase leading up, which I saw early in my explorations, but was unable to reach, due to a couple of hidden chutes that send you deeper into the maze as a sort of prank. It&#8217;s the prank aspect that really convinced me that it was in fact the actual egress, and that the sign marked the place I could access it from if I solved one more puzzle &#8212; one that I didn&#8217;t remember at all from my first playthrough, decades ago.<\/p>\n<p>I said in my last post that the whole Cube section begins with a Smullyanesque logic puzzle, but it didn&#8217;t seem to make a difference &#8212; no matter what passageway you took, they&#8217;d join up after a while. Maybe the choice really did matter? In earlier titles, this would be impossible: there was no persistent state other than your characters and their inventory. But I had evidence that <em>Wizardry IV<\/em> was different. Throughout most of the game, Werdna is hunted by the ghost of Trebor, who moves about slowly and intangibly, making threats as he approaches and providing a new purpose for the old &#8220;locate dead people&#8221; spell that would otherwise be useless in this game (and was barely useful even in <em>Wizardry I<\/em>). He&#8217;s generally easy to avoid if you keep moving, but it&#8217;s still a relief when you find a way to get rid of him for good: by applying a relic of Saint Trebor. (Saint? The Mad Overlord? History is written by the victors, I guess.) The point is, once Trebor&#8217;s ghost is gone, it&#8217;s gone, even if you ditch the relic. And that means the engine is capable of setting flags.<\/p>\n<p>So I tried starting over from the beginning of the Cube &#8212; I&#8217;ve been keeping a save just before the stairs in, just in case something like this happened &#8212; and this time I made sure I went through the correct path in the beginning. No dice. The egress was still unegressable. But then, the warning didn&#8217;t just warn about that one choice, did it? It said to watch my step in general and keep to the golden path, whatever that is. Maybe I had to plan my route more thoroughly? As I said before, the Cube is basically a directed graph. I&#8217;ve drawn that graph out, the better to plan. The final few steps are unambiguous, but the rest? Maybe I need a path that goes through all the &#8220;This Way to the Egress&#8221; signs. Maybe I need to avoid chutes. There are two particular places where you pick up important items; the correct route, if there is such a thing, probably goes through both of those. I have a bunch of possibilities to try, and it&#8217;s going to take a while to try each one, because wandering adventurers keep truncating my progress.<\/p>\n<p>While writing this post, it occurred to me to check if I could avoid falling down chutes by wearing the Winged Boots I had picked up earlier. I can&#8217;t, it turns out. But at least they&#8217;re useful for not taking damage from pit traps.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>By now, I&#8217;ve thoroughly mapped out the Cosmic Cube. Past a certain point, you can be pretty sure when you&#8217;re on the right track simply because it becomes harder to follow. You get choices about where to go, and most of them lead back to things you&#8217;ve seen before, the maze trying to shake you [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[348,242],"class_list":["post-7284","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-wizardry","tag-wizardry-iv-the-return-of-werdna"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7284","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=7284"}],"version-history":[{"count":4,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7284\/revisions"}],"predecessor-version":[{"id":7301,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7284\/revisions\/7301"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=7284"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=7284"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=7284"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}