Wizardry 8 (Sybex Official Strategies & Secrets)

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The document provides information about the production and development of the Wizardry 8 strategy guide book.

The acknowledgments section on page 6 thanks the author's wife and children as well as the various people who worked on the Sybex publication and those at Sir Tech who assisted.

Players may face powerful guardians like Greater Demons and Djinni of the Clouds who can use strong magic. Players will likely lose characters and should have Resurrection Powder ready.

ASSOCIATE PUBLISHER : DAN BRODNITZ

CONTRACTS AND LICENSING MANAGER: KRISTINE 0'CALLAGHAN

ACQUISITIONS AND DEVELOPMENTAL EDITORS : STEVE ANDERSON AND .MARISA ONG

EDITOR : BRETT TODD

PRODUCTION EDITORS: ALANA GILBERT AND KELLY WINQUIST

PROOFREADER: RICH GANIS

TECH EDITOR : STEVE SMITH

BOOK DESIGN : DIANA VAN WINKLE, VAN WINKLE DESIGN

BOOK PRODUCTION: DIANA VAN WINKLE, VAN WINKLE DESIGN

COVER DESIGN: RICHARD MILLER, CALYX DESIGN

SYBEX and the SYBEX logo are either registered trademarks or trademarks ofSYBEX, Inc. in the United States
and/or other countries.

Sybex Strategies &- Secrets is a trademark of SY BEX, Inc.

W izardry 8 Copyright © 2001 by Sir-tech Canada Limited . All rights reserved.

No part of this software or printed material may be reproduced in any way, or transmitted, in any form or by any
means, electronic, mechanical, photocopying, recording, or otherwise without prior permission in writing from
the publisher, except from reviewers, who may quote brief written passages to be printed or quoted in a maga-
zine, newspaper, radio, or television.

Wizardry ® is a registered trademark used pursuant to a license; other trademarked names are the property of
their individual owners and use of such names without mention of trademark status is not a challenge to their
status.

TRADEMARKS : Sybex has attempted throughout this book to distinguish proprietary trademarks from descrip-
tive terms by following the capitalization style used by the manufacturer.

The author and publisher have made their best efforts to prepare this book. Game content is subject to change
after its release. The author and the publisher make no representation or warranties of any kind with regard to
the completeness or accuracy of the contents herein and accept no liability of any kind including but not limited
to performance, merchantability, fitness for any particular purpose, or any losses or damages of any kind caused
or alleged to be caused directly or indirectly from this book.

Copyright © 200 I SYBEX, Inc., 1151 Marina Village Parkway, Alameda, CA 9450 I. World rights reserved. No
part of this publication may be stored in a retrieval system, transmitted, or reproduced in any way, including but
not limited to photocopy, photograph, magnetic or other record, without the prior agreement and written permis-
sion of the publisher.

Library of Congress Control Number: 2001088109

ISBN : 0-7821-2466-6

Manufactured in the United States of America

1098765432
Dedication
To Sunshine.
Turn off that computer and go out and get some.
Acknowledgments
Thanks to my wife and children . Thanks also to everyone at Sybex
who worked so hard on this book: Alana Gilbert, Steve Anderson,
Marisa Ong, Kelly Winquist, Diana Van Winkle, Rich Ganis, Brett
Todd, and Steve Smith.
And of course thanks go out to the folks at SirTech: Ian Currie and
Robert Sirotek for their assistance; Felix Leung and Terry Brose for the
preliminary walkthrough document; Brenda Brathwaite for NPC and
RPC reference summaries; Alex Meduna and Charles Miles for
monster and item database dumps; James Ferris for specific level
map renderings for better-quality maps; Lee Haneman for individual
monster renderings; Richard Dancause for individual item renderings;
and Linda Currie who got everything together and reviewed this book.
A Letter from the Publisher
Dear Reader,
At Sybex, our goal is to bring you the best game strategy guides money can buy. We
hire the best authors in the business, and we bring our love of games to the look and feel of
the books. We hope you see all of that reflected in the strategy guide you 're holding in your
hands right now.
The important question is: How well do YOU think we 're doing?
Are we providing you with the kind of in-depth , hardcore gaming content you crave? Is
the material presented in a way you find both useful and attractive? Are there other
approaches and/or types of information you 'd like to see but just aren 't getting? Or, are our
books so perfect that you 're considering nominating them for a Pulitzer this year?
Your comments and suggestions are always valuable. We want to encourage even more
feedback from our readers and make it even easier for you to get in touch with us. To that
end, we 've created an e-mailbox for your feedback . We
invite you to send your comments, criticism, praise, and
suggestions to gamesfeedback@sybex .com and let
us know what you think.
We can't guarantee we'll respond to every
message; but we can promise we'll read them all ,
take them to heart, and then print them out and
use the hard copy to make festive hats for
everyone in the building.
Most of all , we'll use your feedback to
continuously improve the quality of our
books. So please, let us hear from you!

Dan Brodnitz
Associate Publisher
Contents
Dedication .............................................. iii
Acknowledgments ......................................... iv
From the Publisher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. v
Table of Contents ......................................... vi
Introduction ........................................... .xvii

~
Game Background
and Stats
CHAPTER I
Character Building ............................. .3
Building Solid Characters . . . . . . . . . . . . . . . . . . . . . . . . .4
Attributes and Skills ......................... 4
Matching Races and Professions . . . . . . . . . . ...... 5
Character Development Strategies .............. 8
Building the Perfect Party . . . . . . . . . . . . . . . . . . . . . ... 10
Party Necessities . . . . . . . . . . . . . . . . . . . . . . ..... I0
Different Party Configurations ................ . 12
Contents .ff
CHAPTER 2
Life in Dominus .... . ........................... .15
Getting Around . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . l 6
Traveling Wisely . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Choosing Rest Stops ....................... . 17
Combat ..................................... 18
Phased or Continuous Combat? ............... . 18
How to Fight . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19

CHAPTER 3
The Magic of Dominus ........................ .23
Direct Damage Spells .................... . ...... 25
Area Damage Spells ............................ 27
Enhancement Spells ............................ 28
Hindering Spells ............................... 29
Curative Spells ................................ 30
Miscellaneous Spells ............................ 31

CHAPTER 4
Weapons and Other Items of Dominus ......... .33
The Items of Dominus .......................... 34
Weapons .................................... 35
Arrows and Bows .......................... 35
Axes, Flails, Hammers, and Maces ............ .37
Polearms and Whips . . . . . . . . . . . . . . . . . . . . . . . 40
Slings, Daggers, Darts, and Ninja Weapons ....... 43
Swords ................................ . 45
CONTENTS

Protective Equipment .......................... .49


Guns and Gadgetry ...... . ..................... 58
Magic Items .................................. 61
Jewelry ................................ .62
Musical Instruments ........................ 65
Potions and Powders ....................... 6 7
Magic Staves and Wands .................... 71
Stix and Stones ........................... 72
Scrolls and Spellbooks ....................... 73
Keys, Cards, and Other Quest-Related Items ..... .76

CHAPTER 5
The Creatures and NPCs of Wizardry 8 ...... .81
Fighters and Guards ............... . ............ 82
Death Lords ............................. . 82
Higardi Bandits ........... ... ............ . 82
Higardi Bank Guard ....................... . 82
Higardi Patrols ........................... 83
Higardi Lunar Legion Officer ................ . 83
Higardi Spirits ........................... . 83
Mook Guards ............................. 83
Rapax Archers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Rapax Concubine, Initiate, Courtesan,
and High Priestess . . . . . . . . . . . . . . . . . . . . . . . 84
Rapax Ghost and Vampiric Wraith ............. 84
Rapax Guards ............................ 84
Rapax Knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Rapax Templars . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Rattkin Archers ........................... 85
Rattkin Breeder . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Contents •

Rattkin Thieves .......................... . 86


Rynjin Footsoldiers ......................... 86
Rynjin Chiefs ............................. 86
Minions of the Dark Savant ...................... 87
Savant Drone ........................... . 87
Savant Henchmen ........................ . 87
Savant Gunners .......................... . 87
Savant Orb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 7
Savant Troopers ........................... 88
Siges and Their Next of Kin .. .................... 88
Siges .................................. . 88
Sige Ghosts .............................. 88
T'Rang ...................................... 89
T'Rang Assassins ........ ... .............. . 89
T'Rang Controllers ......................... 89
T'Rang Overmind and Sentinel ................ 89
T'Rang Watcher and Guarder ................ . 89
Trynnie ..................................... 90
Trynnie Guards . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Trynnie Ghosts .... . ....................... 90
Trynnie Hunters ........................... 90
Umpani ...................................... 91
Umpani Commander ....................... 91
Umpani Lieutenant ......................... 91
Umpani Private ........................... 91
Umpani Renegade ..................... ... . 91
Umpani Sergeants ......................... 92
Elementals ................................... 92
Air Elementals ............................ 92
Earth Elementals .......................... 92
CONTENTS

Fire Elementals ........................... 92


Water Elementals .......................... 93
Other Creatures ............................... 93
Ants ................................. . . 93
Apuses ................................ . 93
Baruta and Tanika Fish ...................... 94
Bats .................................. . 94
Centipedes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Crabs ................................. . 94
Crocodiles ............................... 95
Demons .......................... ...... . 95
Depth Dwellers ........................... 95
Djinni ................................. . 95
Flying Snakes ............................ 96
Frogs .................................. . 96
Gazers ............... ................. . 96
Go/ems ................................ . 96
Heads ......................... . ....... . 97
Hogars ................................ . 97
Lava Lord and Fire Sprite .................... 97
Mites .................................. 97
Modai ................................. . 98
Mosquitoes .............................. 98
Mummies and Various Undead ................ 98
Picuses ................................ . 98
Rats .................................. . 99
Rays .................................. . 99
Roaches and Beetles . . . . . . . . . . . . . . . ......... 99
Scorchers ................................ 99
Seekers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
Contents .f)

Sharks ................................ . JOO


Slimes ................................ . JOO
Sou/eater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I00
Spiders ................................ . /OJ
Squids ................................ . IOI
Swallowers ............................. . IOI
Tree Sprites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I0I
Unicorns ............................... I02
Vines ................................. .102
Wasps ................................ .102
Wood Spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . . I03
NPCs ...................................... 103
Recruitable Player Characters (RPCs) .......... I03
Merchant NPCs ......................... . 105
Quest NPCs ....... .. ................... .107
Other NPCs ............................ . 111

111-r
Main Story
Walkthroughs
CHAPTER 6
The Monastery ............................... ./ 15
On the Beach ................................ l 16
Lower Monastery ............................. 117
The King Crab . . . . . . . . . . . . . . . . . . . . . . . . . . .119
CONTENTS {:.

Gregor ........................... . .... . 120


The Last Footsteps . . . . . . . . . . . . . . ......... . 121
Upper Monastery ............................. 123

CHAPTER 7
Arnika ....................................... .127
The Road to Arnika .................... .. ...... 128
Arnika ..................................... 130
The Wrecked Starship ..................... . 131
He'Li's Bar ............................. . 132
The Arnika Community Bank . . . . . . . . . . . . . . . .133
The Vault of the Guardian Go/em ............ . 134
Browsing Through Antone's Store ............. . 135
On to the Jail ........................... . 136
The Temple ............................ . 136
Higardi Lunar Legion (HLL) Base ............ . 137
Anna's Marina and Bait Shop . . . . . . . . . . . . . . . .138
Leaving Arnika . . . . . . . . . . . . . . . . . . . ....... . 140

CHAPTER 8
Trynton ....................................... .141
The Arnika-Trynton Road ...................... 142
Lower Trynton . . . . . . . . . . . . . . . . . . . . . ..... . 144
The First Bough . . . . . . . . . . . . . . . . . . . . . . . . . .14 7
Upper Trynton ............................... 14 7
Bedtime for Bobo ........................ . 149
Madras's Place and the Pagoda .............. . 150
Rattkin Tree ................................. 153
The Rattkin Breeders . . . . . . . . . . . . . . . . . . . . . . 155
Contents •

CHAPTER 9
The Swamp and Mines ...................... .157
Down in the Swamp ........................... 158
The T' Rang Base and the Mines .................. 159

CHAPTER 10
Martens Bluff .................................163
Lower Marten's Bluff .......................... 164
Upper Marten's Bluff ........................... 167
Completing the Bluff ...................... . 170

CHAPTER 11
Return to the Swamp and Martens Bluff ..... .171
Return to the Swamp .......................... 172
Return to Marten's Bluff ........................ 17 5

CHAPTER 12
The Southeast Wilderness and
Wilderness Clearing .......................... .177
Southeast Wilderness .......................... 178
Wilderness Clearing . . . . . . . . . . . . . . . . . . . . . . . . . . .180

CHAPTER 13
The Northern Wilderness .................... .185
Making Preparations . . . . . . . . . . . . . . . . . . . . . . . . . . .186
On to the Northern Wilderness .................. 188
CONTENTS {:.

tit
Umpani Aligned
Walkthroughs
CHAPTER 14
Umpani Base Camp and Mount Gigas Caves .. .193
The Umpani Base Camp ......... ............ ... 194
The Lower Mount Gigas Caves .................. 196
The Upper Mount Gigas Caves ................... 198
Return to Arnika ............................. 200
Back to the Upper Mount Gigas Caves ............. 202

CHAPTER 15
The Underwater Caves and Bayjin Shallows ... .203
Underwater Caves ................... .... ..... 204
Bayjin Shallows ............................... 204
Bayjin ...................................... 206
The Sea Caves . ........ . .... ................. 208
Tying Up Loose Ends .......... .... ... .... ..... 210
Contents '7f

w
T' Rang Aligned
Walkthroughs
CHAPTER 16
Umpani Base Camp, Return to Martens
Bluff, and Arnika ............................. .213
The Umpani Base Camp ........................ 214
The Umpani Recruitment Center and Barracks ... .215
Marten's Bluff ................................ 215
Taking Care of an Assassin ................. .216
Return to Arnika ............................. 217
Burglarizing the Mook House ................ .217

CHAPTER 17
Bayjin and the Sea Caves . ... ................ .219
Through the Swamp-Again .................... 220
Bayjin ...................................... 220
The Bayjin Shallows .. ........................ .222
The Sea Caves .......... ........ . . ......... . .224
Tying Up Loose Ends .......................... 227
Arnika ............................... .227
The Umpani Base and Mount Gigas ............... 228
Mount Cigas' Peak ....................... .228
CONTENTS (.

Final Levels
Walkthroughs
CHAPTER 18
The Mountain Wilderness and Rapax Rift .... .231
Mountain Wilderness ......... .. .............. .232
The Rift ..... . .............................. 233
The Rapax Courtyard ......................... 237
The Main Castle ............................. 238
The Temple ofAl-Sedexus .................. .241
The Upper Castle ........................ .242
The Castle Cellar . .. .......... .......... .246

CHAPTER 19
Ascension Peak and the Cosmic Circle ....... .249
Ascension Peak ... ......... . ................. 250
The Cosmic Circle ............................ 253

xvi
Introduction
Role-playing games have blossomed in recent years, becoming some of the most popular
titles in electronic entertainment. This was not always so. Once upon a time, nearly two
decades ago, only a handful of RPGs existed . These games, which offered a world of
Tolkienesque fantasy and medieval-styled magic to small but devoted followings, were truly
pioneers.
Wizardry was among those early games. Yes, before Final Fantasy, before Legend of
Zelda , and before Diablo , Wizardry had opened the portal to an imaginary world of charis-
matic characters and intriguing storylines. Since the release of Wizardry 1: Crusaders of the
Dark Savant several years ago, fans have anxiously waited for another chapter in the
groundbreaking series. With the arrival of Wizardry 8 , that long wait is now officially over.

The World of Wizardry 8


Wizardry 8 takes gamers on a journey through the world of Dominus. You begin in search of
the Dark Savant, who ran off with the powerful Astral Dominae artifact at the conclusion of
the last game. Along the way, you must make decisions that affect your party's fate , engage
dozens of monsters in battle, converse with strange and eccentric creatures, unravel many
mysteries, and even head out on numerous side-quests.
Sirtech Canada has implemented numerous changes in the new game. For the first time
in the history of the series, Wizardry appears in full, high-resolution 3D splendor. Other revi-
sions can be found in the character-building departments. You can now give your characters
unique personalities and voices. Dominus is home to 11 playable races, consisting of such
creatures as Hobbits, Dracons, Dwarves, Faeries, and , of course, Humans. Moreover, 15
different classes (as shown in Figure I) are now available, including a wide and diverse range
of beings like Bards, Mages, Ninjas, and Psionics.
Exciting exploits lie in store for both newcomers and veterans alike. Wizardry 8 offers
gamers two combat options: You can slice and dice villains with the standard phased-combat
system or use the new and quicker continuous-combat system . Besides providing over a
dozen combat maneuvers, the game now enables parties to fend off attacks from all sides.
This allows you to sneak up behind monsters---or them to sneak up on you. This new aspect
invites lots of variety and excitement and requires you to demonstrate more creativity when
putting together party formations .
Fans old and new will find Wizardry 8 addictive. Sirtech Canada has made the game
accessible to people unfamiliar with the game's unique universe, offering a special beginning
for those who did not play Wizardry 1. The game also features a detailed , easy-to-use
automap and default combat settings. Long-time fans of the series will also discover plenty
to love about Wizardry 8 , including appearances by several characters from previous install-
ments. Moreover, the latest engine enables you to import characters from Wizardry 1 and
Wizardry Cold into the game. It's truly a complete RPG experience.
INTRODUCTION

FIGUllE 11

Parties consist of many


races and classes.

How to Use This Book


Wizardry 8 , like many RPGs, consists of a vast array of environments in a world filled with a
plethora of characters, weapons, and magic. In fact, the Wizardry 8 world is one of the most
expansive and non linear in all of role-playing, with several starting and ending points. That
means you need a thorough and in-depth strategy guide to make the most out of this
magical realm. Wizardry 8: Sybex Official Strategies &- Secrets supplies you with everything
you ever wanted to know about Dominus and more.
As you would expect, hundreds of valuable tips, eye-catching insights, and key statistics
are packed into its pages. You'll find profiles of Dominus inhabitants, a complete list of
weapons, basic combat strategies, and walkthroughs that will take you from the beginning of
the game through its dramatic conclusion.
The book is divided into five sections. Part I provides essential background information
and statistics for getting started. Chapters I through 3 detail how to evade and smite
enemies with navigational advice and combat strategies, effective party formations, and
helpful hints on the use of magic and weaponry. Chapter 4 furnishes the statistical skinny on
weapons, scrolls, amulets, and other artifacts. This part concludes with a bestiary and a
listing and description of NPCs in Chapter 5.
You're now ready for Part II , the handy-dandy "travel guide" to Dominus. Each chapter
here covers a major region within the game. For instance, Chapter 6 guides players through
the monastery (see Figure 2), and Chapter 7 picks up the story in beautiful Arnika. Part Ill,
which includes Chapters 14 and 15, focuses on the Umpani branch of the Wizardry 8 quest,
walking players through exotic locales such as Bayjin and the sea caves. Part IV once again
whisks gamers to Bayjin, the Umpani base, and the sea caves, but this time from the
perspective of someone who has sided with the spider like T'Rang.
Introduction

FIGURE 2:

Your journey begins in


the monastery.

Part V concludes the walkthrough with trips to the combat-intensive Rapax Castle and
austere Ascension Peak. It also details the ultimate showdown with the Dark Savant at the
Cosmic Circle. Along the way, you'll also discover several side-quests. Of course, you decide
whether to participate in them or blaze a trail straight to the finish. Nevertheless, tips for
trekking through these areas can be found in these pages.
Now that you know how to use this book, you're ready for the next step-reading it
and applying the tips and walkthroughs to your game. I'm sure that you'll realize after just a
few minutes of play that Wizardry 8 is one of the most memorable RPGs ever made.
Hopefully, you'll find that this book only enhances that experience.

x1x.
p~

Game Background
and Stat
Every strong building has a solid foundation, and although we aren't
trying to construct a fortress, the same holds true for solid gameplay-it
must be built on a sturdy foundation. Think of Part I as that foundation,
one created from essential background information and statistics. In
Chapters l through 3 you 'II learn how to fight gallantly, move effectively,
create killer parties, and cast a spell. However, you 'II find more than play
mechanics in this section. Chapter 4 gives you crucial stats on the games
weapons and items, and Chapter 5 serves as a bestiary with helpful hints
on the monsters and people that you 'II meet in Dominus. So dig in, mason;
its time to lay your foundation.
CHAPTER

A s in all role-playing games (RPGs), creating and building a strong, diversi-


fied party of characters is essential to successfully playing through
Wizardry 8. These parties, ofcourse, are a reflection ofthe gamer's personality and
can take on a multitude of forms. However, this does not mean that a successful
group is subject strictly to the player's whim. All must still, in some sense, be well
rounded and possess solid characters representing many of the different classes and
skills. >Ou need the right people in the right places to survive your adventures on
Dominus.
Strategic thinking-as well as fighting-is required to emerge triumphant at
the end of Wizardry 8. There is a strategy to putting together the right combina-
tions ofcharacters, races, attributes, and skills. This chapter is designed to show you
how to do this quickly and efficiently. Among other things, you 'II learn the most
effective technique for allocating skill and attribute points to party members, see
which races are best suited for certain professions, and discover several key group
configurations. >Our goal is to master these basics with utmost proficiency, and this
of course will take some time due to the game's complexity.
CHAPTER £ Character Building

Building Solid Characters


Once you get the hang of it, you'll soon be slicing through monsters like a hot knife through
butter. But before you butter your bread, let's begin with the fundamentals of character
development.
Characters, without doubt, are the cornerstones of a successful party. As you will learn,
matching the man with the mission or the person with the passion is as important to RPGs
as a kid's ABCs are to passing kindergarten. But don't stress; a lot of this is really just
common sense. For instance, you probably wouldn't want to try to turn a Faerie, who is
weak in Strength, into a buff and brawn Fighter (as shown in Figure I. I). Nor would you put
a Lizardman, who is running a quart low in the think tank, in a position that requires
Intelligence (for example, a Mage or a Psionic) . Instead, accommodate each race's strong
points with the requirements of their profession . Developing solid party members always
begins with a well-thought-out plan .

FIGURE 1.1:

Match races with profes-


sions that cater to their
strengths; rolling up a
Faerie Fighter is an
obvious no-no.

Attributes and Skills


As stated in the game manual, each character has seven primary attributes. It's important to
keep these in mind when choosing which race matches best with each profession. A brief
summary of these essential statistics follows:
0 Strength: Any maneuver that requires physical strength, such as slashing at a
monster with a sword, draws on this attribute. Warriors called upon to do the
majority of melee combat should have high Strength scores.
0 Intelligence: This number represents a character's gray matter. It's most significant
for Bishops, Psionics, and Mages, though other classes (the Ranger, for example)
also benefit from a high score here.
0 Piety: Piety is a character's devotion to a particular subject, and as such is vital for
Monks and Priests. It directly affects the amount of spell power received when
characters in these classes gain levels.
Building Solid Characters

0 Vitality: Hit point totals, and the ability of a character to recover in battle, depend
on Vitality. It's particularly crucial for front-line warriors. such as Fighters and
Lords, to have good Vitality scores.
0 Dexterity: Successfully manipulating bows, swords, gadgets, and other similar
items is the providence of this skill. The more dexterous characters are, the more
accurate they will be in combat
0 Speed: As quick characters strike sooner and more often, a high Speed score is
beneficial to all classes.
0 Senses: A high score in this skill allows characters to see monsters more quickly
and they will be able to identify trapped doors, chests, and booby traps and discover
hidden items more often than not. Parties that include a Rogue, Ninja, or Ranger
with a high score in this skill will find it very beneficial.

Matching Races and Professions


Like many jobs in the real world, the professions in Wizardry 8 demand special skills and
attributes. You wouldn't hire a bricklayer to write code for the latest application software,
just as you wouldn't sign up a Lizardman to cast Mage spells. High-Intelligence professions
are ideal for Faeries, Elves, or Mooks. Front-line combat positions, on the other hand,
demand high Strength and Vitality scores, which are usually present in Dwarves,
Lizardmen, and Dracons. And professions such as Rogue require high Speed and
Senses, attributes found most often in Hobbits and Gnomes.

(9( NOTE One oftlw,,,.,wnotik raoa in the pme ia Human. Altho.,.h


,,_,,.,. 1t01 ,,.....,;q ,.,_.In any one M,,arlnMnt, HllltlGIU do
not haw ony ~
~ tltq..,..,,. eqoolly-'1 tu Fl;an or Monb, Lord.°' P•ionic&. E1- on similar
In,,,,,..,,_--. '° tltq on abo one ofthe .-t-U--'etl .pecW. Tliu.s, tltq loo could
..,;*'6ly Jill a nunt6er ofocarpatlotu.

With these ideas in mind, think of this section as a job placement service. Take the
following information in hand and your characters will never find themselves-literally-in a
dead-end job. Combining each profession with the best-suited races creates optimized char-
acters. Each entry in the list below briefly reviews which races are the best matches with
each profession (see also Table I. I for comparisons) :
0 Fighter: This is your typical frontline combat position . Dracons. Lizardmen , and
Dwarves are best suited for such tasks. The Dwarf is, overall , the weakest choice
because of this race's 35 base Dexterity points. Dracons have a ranged Acid Breath
attack that adds more diversity to the traditional role of a Fighter.
0 Lord: Think of Lords as Fighters with Priest skills. Thus, unlike the Fighter, they
require good scores in two additional attributes: Speed and Piety. The Rawulf and
Dwarf races excel in this crusader position. Humans, with their balanced base
attributes, also are very capable Lords.
CHAPTER (. Character Building

Valkyrie: This is roughly the female version of the Lord profession, again best rele-
gated to Rawulfs, Dwarves, and Humans. Although similar to the Lord in many
ways, the Valkyrie has several distinguishing characteristics. For starters, she is very
good with pole-arm weaponry. This long weapon allows her to reach out and touch
the enemy from the side boxes of the formation circle. Also, her ability to cheat
death saves on the usage of Resurrection Powder.
Ranger: A profession best for scouting, the Ranger also has excellent ranged
combat skills. The Mook, Felpurr, and Rawulf races, each of which have a high
Senses base rating, fare well in this role. Felpurrs have the greatest Dexterity base
rating of the three, a necessary attribute for accurately firing arrows . However, any
of them will do, with the proper development. (Remember that there are excep-
tions to every rule ; we played through the entire game with an Elven Ranger named
Johanna.)
Samurai : Felpurrs are, hands down , the best species for this profession . Since
Samurai skills stress Dexterity and Speed , two strengths of this feline race, the
Felpurr is a natural match. Simply beef up the Felpurr's Strength, Vitality, and
Intelligence attributes with initial bonus points during creation (see Figure 1.2) and
you 're ready to go.

FIGURE 1.2:

Beef up your character's


crucial attributes with
bonus points during
creation.

Ninja: The Ninja can be considered a lightweight Samurai with Alchemy skills.
Ninjas are also highly effective in both close and ranged combat. Felpurrs are ideal
for this profession since they not only make great Samurai, but also easily fill the
Ninja's base Senses requirement.
Monk: As a spiritual warrior of high mental skills, Intelligence, Senses, and Piety
are a must for the Monk. Monks can get physical when necessary, so it's quite easy
to think of them as fighting Priests. Rawulfs, which make excellent Priests, can be

6
Building Solid Characters .ff
good Monks, too. The canine race's penchant for learning, their adequate baseline
Strength, and high Piety easily fill this job 's prerequisites.
0 Rogue: A critical position in every party, the Rogue is needed to pick pockets, pick
locks, disarm traps, and handle just about any other task requiring cunning, stealth,
and sleight of hand . The Hobbit, as tradition would have it, is geared for such
pursuits more so than any other race. Hobbits have high base ratings in the
Dexterity, Speed, and Senses departments.
0 Gadgeteer: Hobbits also qualify as good Gadgeteers because of decent Strength
and Intelligence levels. Gnomes and Mooks also will work well in this line of work.
The Gadgeteer's tinkering skills and knowledge of modern weapons are always
valuable to any party.
0 Bard : The same attributes necessary for Gadgeteers are also requirements for
Bards. Gnomes and Hobbits have the talents best equipped for the arts of music
and persuasion . Although Strength is an important attribute, don 't stress too much
over it when creating a Bard; you almost certainly won 't place the Bard on the front
lines, since he serves a number of ancillary roles in addition to straightforward
combat.
0 Priest: As mentioned earlier, the Rawulf race is a good choice for Priestly duties.
Of all the magic-related professions. the Priest is the most likely to get involved in
hand-to-hand combat. Given its Strength, Vitality, and Dexterity, the Rawulf can
easily get in a few whacks during battle. Its Piety also is instrumental for advancing
rapidly in Priest skills. The Dwarf can also make a good cleric, but has one draw-
back; this race learns magic at a slower rate due to lower Intelligence.
0 A lchemist: The Alchemist not only casts spells, but also has the knowledge to
mix potions. Since the profession requires both Intelligence and Dexterity, Elves,
Gnomes, and Hobbits are ideal for training in it. Faeries and Felpurrs are also
capable Alchemists, but their wide range of skills caters to other frontline combat
professions.
0 Bishop: Magic-users capable of learning from all four spellbooks, Bishops have an
extremely demanding role in Wizardry 8. With a minimum base of 55 points each in
the areas of Intelligence, Piety, Dexterity, and Senses, Lizardmen and Rawulfs need
not apply. Elves, Gnomes, and Faeries, however, often excel in this field .
0 Psionic : If there's a character that understands the power of mind over matter, it's
the Psionic. Since the job involves strong mental powers, it's also one of the most
demanding "white collar" careers on Dominus. Faeries are good choices as Psionics,
but Mooks will do well also.
0 Mage: As powerful sorcerers, Mages require high Intelligence and Dexterity
ratings. Felpurrs and Faeries more than fit the bill here. First, they score above
average in both of these departments. Furthermore, they have the highest base
Speed points, factors that affect initiative. Thus, if you 're looking to work some
magic, these two species will definitely do the trick.
CHAPTER {. Character Building

Table 1.1: Matching Professions with the Right Races and Attributes

Profession Key Attributes Ideal Races Profession Key Attributes Ideal Races
Fighter Strength Dracon Rogue Dexterity Hobbit
Vitality Lizardman Speed
Dexterity Dwarf Senses
Lord Strength Rawulf Gadgeteer Strength Gnome
Piety Dwarf Intelligence Hobbit
Vitality Human Dexterity Mook
Dexterity Senses
Speed Bard Dexterity Gnome
Valkyrie Piety Rawulf Intelligence Hobbit
Vitality Dwarf Senses
Strength Human Strength
Dexterity Priest Piety Rawulf
Speed Vitality Dwarf
Ranger Dexterity Mook Alchemist Dexterity Elf
Senses Fe Ipurr Intelligence Gnome
Strength Rawulf Hobbit
Intelligence
Vitality Bishop Intelligence Elf
Piety Gnome
Samurai Intelligence Fe Ipurr Dexterity Faerie
Dexterity Senses
Speed
Strength Psionic Intelligence Faerie
Vitality Piety Elf
Dexterity
Ninja Dexterity Fe Ipurr
Senses
Speed Mook
Strength Mage Intelligence Faerie
Intelligence Dexterity Fe Ipurr
Vitality
Senses
Monk Speed Rawulf
Senses
Intelligence
Piety
Dexterity

Character Development Strategies


As outlined above, there is a clear advantage to matching race attributes with appropriate
roles for each member in your party. It's not in your interest to ignore the logic of effective
character creation. For example, if you're bent on turning a Faerie into a Samurai, disaster is
sure to follow. By the same token, don't take a member ofa marginally qualified race and
try to overcome its makeup by shoveling attribute and skill points into its weaker traits. A
better approach is to concentrate on the strong characteristics of each race when consid-
ering a profession.
Building Solid Characters

Once you 're actually playing, your party members will gain experience points, find and
use an assortment of weapons, converse with other characters, and discover an array of
artifacts. All of this will enable them to develop new skills and abilities throughout the game.
Without continual development, all the combat skills in the world won 't save your charac-
ters. And stimulating effective character development requires strategy.
Throughout the game you will face a number of other factors that determine character
growth--and ultimately your party's success:
0 The 3/4 Rule: Characters will level up as they gain experience points. The key
here is knowing how to distribute those newly earned skill and attribute points.
That's where the 3/4 Rule comes in . It's simple to follow. Just distribute three-
quarters of all these newly acquired points in that particular profession's key areas.
For example, if your Hobbit Rogue has just leveled up, you want to add most of the
newfound experience points to the key job attributes: Dexterity, Speed, and Senses.
Next, distribute the remaining points to the other areas. The second screen covers
skill bonus points. As a rule of thumb, you should apply three-quarters of these
points to job-related skills, features that will help characters perform their primary
jobs. For example, in the case of a Ranger, emphasize the Ranged Combat and
Scouting category. Next, distribute the remaining points by order of importance.
0 Utilizing Weapon Skills: When a character uses a weapon , there is a chance that
doing so will boost his or her skills in that particular area of combat. For example,
using a sword may increase the Ranger 's Close Combat skill . It may also increase
the Sword skill .
0 Use the Best with the Best: Give the best weapons to the characters that can
best use them. For example, if you find a great bow, don't give it to your Fighter.
Instead, place it in the hands of a character with exceptional ranged combat skills,
such as your Ranger. Likewise, if you find a special sword, don't bother giving it to a
Psionic; you 'll achieve better results by handing it to a master swordsman such as
the Samurai .
0 Boosting Other Skills: Building a range of other character skills works in the same
way as using weapons. Each time that characters converse with non-player charac-
ters (NPCs} , their Communication skills increase (see Figure 1.3) . By the same
token, every time party members identify a monster, their Mythology skills are
boosted. The same is true with other actions, such as casting spells, finding arti-
facts, scouting areas, and disarming booby traps.
0 Change Professions with Care: Although a character's profession is not set in
stone, you should generally resist frequently switching occupations. This can result
in characters that are not good enough in their particular skills to survive the more
difficult battles. On the other hand , changing professions can be instrumental in
bringing diversity to your party. Still , doing so requires some thought. Generally,
you should change class early. Changing class beyond levels 10-12 doesn't give you
many opportunities to develop your new class and its unique skills. Always make
sure that the new profession complements the previous one. For example, turning a
Samurai into a Fighter is a good idea since many of the Samurai 's skills transfer to
the Fighter-plus it adds the Berserk option. Another option is to change between

9
CHAPTER (, Character Building

overlapping classes. For example, change a Mage to a Samurai or a Priest to a


Lord/Valkyrie. This gives them the early five levels of spell skill advancement,
though you'll have a lower HP in early levels. Don't play musical chairs too often,
though . At the most, only two characters out of a six-member party should have
changed careers by the time you complete Wizardry 8.

FIGURE 1.3:

Talking with other


characters doesn't just
reveal valuable informa-
tion, it increases the
Communication skill.

~ TIP ,,.,,,.,., 1o manipulat. c1tarat:t.r mu. 1o yow'~ Letlr..,,,


for ;,..,._, you conwrli«I a Ranger into a Gad..,_, at tJa. 5"' lne/. Thill charDdar a a
low En•inftrin6 alcill, which you ti UM lo boost. To do ao quiclcly, haw di.~,_ tM
Static Rod in combat •m.tiona that don't require tJa. 6ow. Each ti-. di. Rod u .,_,, tJ. chanlcferlr
En•inftrin• alcill may incrmae.

Building the Perfect Party


To build the perfect party, you need to gather together members with professions that
complement one another. You need a group with strong frontline combatants, ranged
sorcerers and/or archers, along with some stealthy and high-sensory individuals. This diver-
sity makes play more evenly balanced. After all , there are locks to be picked, people to be
questioned , and monsters to be killed . If your party can't do all of that, and do it all well, you
won't complete the game.

Party Necessities
Every party requires some basic necessities before beginning its journey. While an effective
party consists of characters that are good at their professions, at a deeper level you need to
gather a group that, collectively, has all the basic skills necessary for advancing through
Building the Perfect Party

Wizardry 8 . Navigating through the landscapes and structures ofDominus involves many
different types of interaction. Each party needs characters that can perform these tasks:
0 Locating Objects: You don't want to overlook any critical objects (for example,
treasure chests and special weapons) that could ultimately improve your perform-
ance in upcoming battles. The Ranger's Senses and Scouting ability are particularly
good for finding things.
0 Picking Locks and Disarming Booby Traps: Some areas can be accessed only by
picking locks. Disarming booby traps is also a necessary skill ; otherwise, your party
will be continually weakened by damage caused by the numerous dangerous traps
spread throughout the game.
0 Communicating with Non-player Characters (NPCs): This is important for
gathering information and cooperating with certain personalities. Remember,
Psionics and Bards have the charm and sophistication to get more out of acquain-
tances than the other professions.
0 Fighting in Hand-to-Hand Combat: You need several strong and durable close-
combat characters to protect members who are physically weaker. Fighters,
Samurai , and Lords are all very good at close combat.
0 Attacking from Afar, Using Projectiles and Magic: While weaker members
should generally remain behind the front lines of combat, they should still be able to
fight from a distance using spells and arrows (for example) .
0 Healing Wounded Party Members: When you battle monsters, you're sure to
suffer injuries. That's why you need a magic-wielder capable of healing wounded or
sick characters. Priests and Bishops serve this role quite well.
While the following abilities are less critical for your success than those listed above,
they are nonetheless important. These are what I call sub-needs, and they include the
following :
0 Mythology: Recognizing monsters is often vital for using the proper kinds of attack.
0 Artifacts: The ability to identify artifacts is definitely a critical skill. Consider the
Astral Dominae, the artifact currently in the Dark Savant's hands.
0 Modern Weapons Skills: Although your characters start Wizardry 8 using medieval
weaponry (for example, lances, swords, and bows), they'll soon discover a wide range
of modern weapons such as omni guns (see Figure 1.4) . Becoming skilled with the
latter is necessary for tackling the higher-tier monsters found later in the game.
Keep all of these party
necessities in mind from start
to finish , from creating your
e! NOTE """""""' ... ""'lndutM"
hionic or Bani, )1IOU71 ""-to lnct'MR tlta Cmnmunlc:wtian
characters and assigning
professions to going toe-to-
points of-""""----'~,,_."""' toe with monsters and distrib-
_.,•willw/Wllllte.....,._ W..•odws
;. . . itnpc; mlf ddlL Rawrrx•-. fllor.w6, ,,.., _ . uting experience points.
°"'1 W aoodC1111n1111•iHllOt /W fl» 9ldirw . . . .
,.. mlf/ltcliw.
CHAPTER ~ Character Building

FIGURE 1.4:

A character or two
should be able to handle
modern weapons.

Different Party Configurations


The final step in building the perfect party involves considering which professions-as a
collective group-are best equipped to handle the basic skills discussed earlier in this chapter.
You now should realize that a party full of one particular race or profession won 't go far. The
best party is a well-rounded party. A medley of skills is necessary, which requires a diverse
range of party members. Note that a "nonstandard ," less balanced party is also an option--
for example, for those looking to create a party made up entirely of Faeries.
You can put together a group using a variety of effective configurations. Most of these
will follow a simple party blueprint. Groups generally require two hand-to-hand combat
characters (for frontline protection) , a Ranger (for ranged combat and scouting) , a Rogue
(for picking pockets, picking locks, and disarming traps) , and two spellcasters (one for
inflicting damage upon opponents and one for healing your wounded characters) . Bards and
Gadgeteers-which are used less often-add variety to this mix . Overall, you can slant
parties in different ways, but each should nevertheless resemble a good deal of the
following :
Two hand-to-hand combatants (Fighter, Samurai, Valkyrie, Ninja)
0 One Ranger
0 One Rogue (Gadgeteers and Bards learn Locks and Traps skills as well)
0 One healing spellcaster (Bishop, Priest, Lord)
0 One spellcaster with the power to inflict pain (Alchemist, Mage, Psionic)

The Hand-to-Hand Combat Party


This configuration works well for players who love sword-wielding action . Place two
Fighters on the front line and use a Rogue to handle traps and picking locks. Make a Ranger
responsible for scouting and ranged combat duties (the benefit of a Ranger is that it searches
all of the time) . A Monk or Valkyrie, each of which can learn Priest skills, can function as
your healing spellcaster. Remember that the Valkyrie's skills at ranged close combat also

12
Building the Perfect Party

make her a great peripheral combatant. Place another hard-hitter, such as the Samurai, in
the other spellcaster role. If pumped up with the correct skill bonus points, the Samurai can
learn some of the Mage spells. While not as effective as the Mage, the Samurai can still lay
some hurt on your opponents.
The hand-to-hand combat group is ideally suited with a mixture of raw power and
special powers. The group, again, consists of the following:
0 Two Fighters 0 One Monk or Valkyrie 0 One Rogue
0 One Samurai 0 One Ranger

The Ranged Combat Party


Not everyone like the slice-' em/dice-' em mode of battle. Although they'll still need a strong
front line, some players may want to emphasize more ranged combat in their scenarios. The
following configuration is designed for these people.
First, use a Valkyrie on the front line, combining her close combat skills with Priestly
healing techniques. A Dracon Samurai can mix things up in the front row, and it can dispel
its Acid Breath when standing some distance from opponents. Again, use a Ranger for
scouting and ranged combat duties. Stress your Rogue's ranged combat skills, while empha-
sizing a Gadgeteer's long-distance modern weapons strengths. Finally, use your Mage 's
destructive magical powers from afar.
Every member of this team can attack enemies from a ranged distance. However, at the
same time, they can fulfill the basic duties necessary for completing the game. These profes-
sions are again listed below:
0 One Valkyrie 0 One Rogue 0 One Samurai (Dracon)
0 One Gadgeteer 0 One Ranger 0 One Mage

The Magic-Oriented Party


The magic-oriented party (shown in Figure 1.5) is also a kind of ranged combat party in
the sense that its spells are inflicted from afar. A Lord and Valkyrie are necessary to offer
frontline protection. They also have the ability to learn Priest skills, which are essential for
healing wounded group members. Although unable to work any magic, a Rogue (or a
Gadgeteer or Bard) is necessary for disabling booby traps and picking locks. You may also
want to accentuate the Rogue's ranged combat skills. Your Ranger, of course, must be used
for locating objects. Meanwhile, a Mage and a Psionic or Alchemist are useful for ranged
support. They can deliver some menacing magic against your foes.
Every member of this party can dish out damage from afar. Moreover, four of the char-
acters are capable of casting spells of some sort. In review, the magic-oriented group
includes these professions:
0 One Lord 0 One Rogue 0 One Valkyrie
0 One Psionic 0 One Ranger 0 One Mage
or Alchemist

The Mechanical Party


This group is another variation on the ranged party. With the mechanical group, ranged
attacks will come from guns and bows, in addition to magic. First, place a Fighter and a Lord
CHAPTER (. Character Building

at the head of the formation . In addition to close-combat strengths, the Lord can learn and
apply Priestly skills to heal people. Enlist two Gadgeteers for ranged support; their ability to
use modern weapons from afar is a big plus later in the game. Utilize one of the Gadgeteer's
Locks &- Traps skill since you don 't have a Rogue. A Ranger, again , is necessary for scouting
tasks. Also, a Mage can add some finishing touches with offensively geared spells.

FIGURE 1.5:

This group is a sorcerers


dream .

This combination of characters is a fine mix of various long-range attacks. Used wisely,
they can take your party far. The professions are, again , as follows :
0 One Fighter 0 Two Gadgeteers 0 One Lord
0 One Mage 0 One Ranger 0 One Mage

The Nimble Party


Perhaps the oddest of the configurations, the nimble party is still effective and provides a lot
of fun. This group concentrates on stealth . If you don 't want to sneak around , but want to
pick a fight, developing a high initiative usually enables your characters to get in the first
punch . Use a Ninja and Monk on the front line. Speed is an important attribute for both of
these professions. A Rogue is necessary for those instances requiring sleight of hand , while a
Priest can heal wounded group members and cast protective spells on the party. A Bard has
musical skill necessary for playing the many instruments you find and can also fight from
afar. The Mage has strong offensive capabilities and can also learn spells quicker than any
other profession, which appeals to the group's emphasis on speed.
Since this party doesn't provide as much brute power as the others, W izardry 8 novices
may shy away from it. More advanced gamers looking for a different style of play, however,
are sure to welcome the change in pace. This group, again, consists of the following :
0 One Ninja 0 One Priest 0 One Monk
0 One Bard 0 One Rogue
So there you have it, the best way to organize a party (beer and chips aside) . While
each of these questing parties is an excellent medium with which to experience W izardry 8,
feel free to dream up your own . Use your imagination and experience to create your own
killer party.
CHAPTER

A fter reading the first chapter, you should have a better understanding of how
to effectively build characters in the Wizardry 8 universe. This chapter will
expand on some of these concepts and address some of the basics, such as properly
getting around and surviving the hundreds of enemies that you 'II face. The user
manual discusses all ofthe game mechanics, so be sure to review it before reading the
following pages.
Dominus is one of the most expansive worlds ever to grace an RPG adventure.
It is full ofvicious creatures, locked doors, hidden goods, and, ofcourse, several eerie
locations. You need to know how to guide your party through this vast universe with
utmost precision and ease. What is the best way to locate hard-to-find goodies? How
can you prevent monsters from sneaking up on your party? At which times in battle
does the continuous combat mode work best? Why should you move during combat?
For the answers to these questions and more, read on ...
CHAPTER 2 (. Life in Dominus

Getting Around
Navigating efficiently through the lands of Dominus is essential for experiencing Wizardry 8
in its full glory. After all, you don't want to bypass an interesting side quest or miss any item
that may make your missions easier. On the other hand, you don't need monsters pouncing
unnecessarily on your party. Using specific game functions and spells will help tremendously
in these departments. Moreover, learning to use the automap and knowing how to camp out
safely will prevent you from ending up lost and confused.

Traveling Wisely
When not fighting or building up your characters' abilities, finding goodies and keeping your
head up is the name of the game. There are several key spells and in-game functions that
will help you do this. Keeping these in mind will make your trips through Dominus a pleasant
expenence.
For starters, you should generally navigate in full-screen mode. Without the character
panels blocking your view, you can see more of the area through which you're traveling.
Using this mode makes spotting monsters easier. The unobstructed peripheral vision is an aid
for quickly and efficiently eyeing hostile creatures, especially early on, before your charac-
ters have learned the X-Ray spell. Of course, when preparing for battle, quickly switch back
to the view with the character panels.
After your Mage can cast X-Ray, you can worry a little less about being ambushed by
monsters. Be sure to travel with this spell activated, as it enables your party to spot hostile
beings on the "radar" panel at the bottom left of the screen. Monsters are depicted as red
dots, where unknown items appear as white dots. There are times when you'll need to
avoid fights, such as when your party's health is low. The X-Ray feature enables you to
choose when to fight and when to sneak away. Regardless of whether you're ready to do
battle or not, though, no creature will be able to sneak up on your group if you're properly
monitoring the radar screen (as shown in Figure 2. I).

FIGURE 2.1:

Monitor the in-game radar screen for nearby


monsters and items.

Detect Secrets is another useful spell when traveling. It won't help you avoid unfriendly
monsters, but it will assist you in collecting some important and unusual goodies. Cast this
spell whenever you come to a suspicious-looking place, such as a room with crates, a
clearing featuring a hollow log, or a house standing out from a group of other cottages.
First, make sure no monsters are nearby, then turn on search mode or cast Detect Secrets
to help your party members find hidden items.

16
Getting Around

tf)#. TIP Nwer trawl in search mode. While doinR so increases your party
,,.,.,_rs' ability to locate items, it decreases their ability to locate and fiaht creatures. Trawlina
with search nuxJ. switched on makes your adventurers susc:eptibt. to surprise attach Un it only
after a room or area has been c:leared of all hostiles.

Finally, you should consider one more tool when navigating through Dominus : the
automap. Access the automap (see Figure 2.2) by pressing the Tab key (note that keys can
be reconfigured). Use it extensively to orient yourself to your surroundings. You can even
write on the map, something that should be done frequently unless you possess a photo-
graphic memory. Use it to label certain houses, the whereabouts of key characters, and the
locations of locked doors.

FIGURE 2.2:

Use the automap to


orient yourself to the
strange domains of
Dominus.

Choosing Rest Stops


Your party will need to rest for brief sessions on its long journey. Group members will need
to catch some sleep and rejuvenate their health with periods of rest. A good night's sleep
can restore health , stamina, and magical powers.

t(Jf TIP When ratina, always keep your back tu a wall, wlaether a it~
mwm wall or room conwr, or even just a larae boukkr or a aroup of tnes. Doin• this
pnwnts creatures from surroundina you while aslnp and directly attoc:kin• your - t . r
members (spe/lc:asters and ranaed weapon units).

Because Dom;nus is a dangerous world , making camp just anywhere is not particularly
smart. If monsters are constantly awakening your party, the group's health will obviously
suffer. The best places to rest include sheltered areas such as cleared rooms, vacant caves,
CHAPTER 2 (. Life in Dominus

and abandoned cottages. Always make sure that a location is safe by eliminating any nearby
monsters and constantly monitoring your radar screen for any threats moving into the area.

Combat
Wizardry 8 is a beautiful game, but you 'll be doing more than sightseeing. Traveling and
discovering goodies is an important part of the game, but the essence of any good RPG is its
combat system . And Sirtech doesn 't skimp on any of the fine details in this regard . Sure,
fighting monsters can be a complex affair, but it's this complexity- which is intelligently
presented- that makes the game so good. The following sections provide plenty of advice
with which to make sense out of this detailed combat engine. Some of these tips may
overlap with strategy presented in the party construction and magic chapters (Chapters I
and 3, respectively) .

Phased or Continuous Combat?


Wizardry 8 offers two combat modes: phased combat and continuous combat. Although
they differ in style, one should not consider either a one-size-fits-all type of fighting. Instead,
players gain more by viewing them as complementary modes of combat, either of which can
be helpful , depending upon the situation and foe that your party is facing.
The two modes differ primarily in style. Phased combat is the regular, turn-based mode
that you 'll use most often. It enables you to be more exact, controlled, and poised in your
attacks. Continuous combat, on the other hand, is similar to real-time action with its more
free-flowing battles. It comes in handy when taking on easy-to-slay monsters. You need not
worry about micromanaging every little detail of such encounters. Also, it allows you to
change character action mid-round, which can be very helpful in tough battles (for example,
you can refocus a Spellcaster to heal an injured party member) .
Utilize these two approaches appropriately in your adventures and life in Dominus will
be a lot easier. Make phased combat your default mode, since the vast majority of your time
will be spent fighting either hordes of beasts or seriously powerful individual monsters (see
Figure 2.3) . Use continuous combat only against those creatures that pose little threat to
your party.

FIGURE 2.3:

Phased combat's precise control


is essential for tackling tough
creatures.

18
___..
Combat ff
How to Fight
There are three steps in learning how to fight effectively in Wizardry 8 . First, you need to
know how to place your characters in formations that emphasize their strengths. Second,
you need to master the three basic elements of fighting. Finally, we 'll take a look at why
moving is a good idea during certain situations. Together, these strategies will help you
destroy the Dark Savant's evil minions, along with the other beasties you 'll face .

Party Formations
You may have developed some tough characters, but your party members won't go far if
they're not properly positioned . Setting up your adventurers in the right spots maximizes
their performance in battle (see Figure 2.4). In general , you will want to place a typical
six-member party in the following stances:
0 Three of the strong, close-combat characters should man the front lines.
0 Two members (one on each side) who excel in fighting with weapons such as
halberts, staffs, and lances, should be placed within the peripheral areas.
0 One or more magic users and long-range combatants should be protected
within the formation 's center.

t6f TIP An ...,,.,_/WmOfwu .stnmo;. to how on ...,....iwfront line, •p«:ifo:ally


·~ hontl~ cdentJMlftont lilt& While flu. can'- riMy if_.,,..,...*> aet behind
JOCI, it can'- wry f/IOfM#'ful if'YOU how a lot of,_.,.. (opecially..,. JOU pt RPC• in your pony).

FIGURE 2.4:

The color-coded formation panel in the bottom right of your


screen indicates where each character is positioned.

Short-range weapon professions, such as


Fighters, Samurai, Ninjas, and Lords, are best
rd TIP "",..., '° traNI suited for battle on the front ranks. These are the
lnllie--~ In whldiyaaplon
tojlpt. Ta........,, ads clown on crny
heavily armored characters strong enough to
"'*"*' oon/uWDn,.,..,.cltonPt•
,,.• .,.,, ifJOU,,,..,,,.
• 6"'tle '-aim.
yow
sustain the most direct hits. Flank your second
strongest members on the right and left sides of
the formation . Traditionally, characters that use
""' ........ .,.,. oom6at,
"°"',.,.will
,..,.,.,,.,.
extended-reach weapons, such as Monks,
Valkyries, Priests, and-to a lesser extent-
"""'/bnnollon Rogues, are adept in such positions. Their long
. . . trflWllna OJ10ln. reach makes them effective in many hand-to-
hand combat situations.
CHAPTER 2 {, Life in Dominus

Behind your front line and flank , position your weaker member(s) . This spot will usually
feature magic users such as Bishops, Mages, and Psionics, as well as ranged-combat special-
ists such as the Gadgeteer and Ranger.

Fighting Basics
Theories on fighting are simple in statement but complex in execution . In essence, they can
be summed up in three simple formulas:
Do the most amount of good (for your party) or damage (to the enemy) possible
during each turn .
0 Place your weapons in the hands of those characters that can use them best.
0 Know your enemies.
Realizing how each of these pointers relates to your situation is paramount to your
success (see Figure 2.5). There are a lot of weapons, spells, and potions to keep track of in
Wizardry 8. For some people, it's easy to get so bogged down in all these options that they
lose sight of one basic fact: during every turn , you need to inflict the highest amount of
damage possible upon the enemy. After all , your goal is to eliminate foes without suffering
damage.

FIGURE 2.5:

Every battle requires


that you keep the
fighting basics in mind.

A couple of examples may best explain this concept in battle. For instance, a Dracon has
the ability to breathe acid upon a cone of enemies. Let's say that he can inflict three points
of damage upon five opponents. This means that the foe will sustain 15 points of damage in
one turn . A Dracon who is a Samurai can use the Dual Weapons ability to attack twice with
swords. He might then be able to dish nine points of damage with one jab and I0 points with
the other. In this hypothetical instance, the Dracon's 19 point Dual Weapons attacks would
surpass the Acid Breath attack in strength, making it a more ideal choice during your turn.
A synergistic approach is also necessary when considering how best to attack your
opponents. For example, a wounded Samurai can spend a turn using a healing potion.
However, this may not be the best use of your resources. You could instead have your Priest

20
Combat ~
heal the Samurai , and that character could get in an attack by swinging his swords. The key
1s to take everyone 's abilities into account, including their abilities to attack and to heal. You
want group members concentrating their talents in an effort to maximize the party's effec-
tiveness during each turn .

Matching weapons with each


character's abilities is an important
0( N QTE It aen•ral/y donn 't matter way to also maximize your party's
how many etNmies you hit, but rather how many point.
potency. Make sure that you always
ofdamage that you duh out in a turn. Of cours.,
equip your adventurers with the
the strenath and powers ofeach opponent must
be tahn into account, for you also -nt to
best weapons for their professions
lab out the most powerful opponent first (see Figure 2.6). For example, you 'd
whenever possible. place a sword in your Fighter's
hands, not a bow. In essence, you
want the best weapons in the hands
best able to use them . You also
want to deal out the strongest ammunition against the toughest enemies. In short, always
make sure that your weapons suit your character and the situation.

FIGURE 2.6:

Effective fighting
requires placing the right
weapons in the right
hands.

0( N QTE The Eye for an Eye s,,.11 doan 't affect mop indirectly ta1ptCd
at tho# protectal with the s,,.11. For instance, you con summon an E1-dol lo /ialrt •uch
memies without the Elemental's attacks beina defl«:ted 6aclc upon your pan,.

Knowing which weapons and spells to direct towards a foe requires that you know your
enemy. Right-clicking opponents reveals any resistance they may have to a certain type of
attack; the information that is revealed depends on your Mythology skill. For example, if the

21
CHAPTER 2 C Life in Dominus

enemy has a high Air realm resistance, don't cast Whirlwind . Instead , use an Earth spell
such as Crush . Be aware of any strengths or weaknesses that enemies have. If they have tt
ability to use the Eye for an Eye spell , then you must refrain from using most types ofmag1
against the creatures-or else the spell's damage will be reflected back upon your party.
Right-click each enemy as you head into battle; it's the best scouting report you 'll get.

Moving During Combat


The most important tactic to keep in mind when doing battle is that moving and fighting aJ1
not exclusively mutual exercises. You can move some distance and still get in a few jabs
during the same turn . The Action icon next to a character portrait indicates whether a
party member that has already moved can still attack (as shown in Figure 2.7) . lfso, let ym
weapons bite into the opponent. Of course, moving is useful for more strategies than just
closing in on an enemy. You can use it to rush from an approaching foe or head into more
advantageous terrain .

FIGURE 2.7:

This character's lit


Action icon indicates
that he can still attack
his opponents-even
after just moving.

You 'II find that attacking an opponent and then retreating works well in certain situa-
tions. For example, creatures with close-combat attacks have no choice but to waste some
of their turns chasing after you. This tactic does not always prevent the beasts from
attacking your units, but it may cut down the number of times that they can hack into yo
characters. Running without attacking reduces this number even more.
Sometimes your group will need to retreat to more defensible terrain , to prevent op
nents from flanking or attacking the rear of your party. Always keep your opponents in fr
of you. Shift your combat to ideal terrain (a narrow passageway tucked beneath rock walls
ideal) whenever possible.

22
CHAPTER

M agic is a powerful force on Dominus. While it is not the only tool necessary
for staying alive during your many hazardous escapades, it remains the
most critical single ingredient for success. Sorcery plays an important role in battles
when properly combined with your close- and ranged-combat units. After all, a well-
protected Mage or Psionic is one of your most devastating offensive weapons.
Moreover, several professions, such as the Priest, can heal wounded characters. Such
powers are often essential for winning battles against foes armed with a variety of
weapons.
CHAPTER 3 (. The Magic of Dominus

Spells in Wizardry 8 comprise a wide range of these many weapons. For instance, you
have incantations that hypnotize opponents, camouflage party members, purify the air,
bolster the energy of allies, and strike enemies dead . Since the game manual already cover;
spell statistics, the following sections focus solely on the different types of magic and discu!
how best to employ them. More than I00 spells have been broken into six different cate-
gories based on particular spell effects.
0 Direct Damage: This section includes spells targeted on single creatures (for
example, Energy Blast, Make Wounds, and Frost) , inflicting damage only on the
specified victims and/or their armor.
0 Area Damage: Sorcery that targets a given area, inflict ing damage and/or death
creatures within that region, is rounded up in this category. Spells such as Noxiow
Fumes, Quicksand, and Nuclear Blast are good examples of Area Damage incant;
tions.
0 Enhancement: These spells enhance your character's offensive and sensory abil
ties on one spectrum (for example, Enchanted Blade and Bless), while others spec
ically protect your characters from being damaged by enemies (Armorplate, Mag11
Screen, and Guardian Angel) .
Hindering: Hindering magic either hinders or completely prevents opponents fro
attacking your party. Examples include Sleep, Web, and Paralyze.
0 Curative: Special powers used to cure or heal a party member's affliction and/or
bring the character back to life are rounded up in the Curative category.
Resurrection, Cure Poison, and Heal Wounds are just some of the spells repre-
sented here.
0 Miscellaneous: This section consists of spells that do a variety of things, from
persuading other characters to join your party to handling traps, locks, and pick-
pocketing (for example, Knock-Knock, Detect Secrets, Charm , and Divine Trap).
The first five types of magic are indispensable during all aspects of combat, from offer
sive tactics to defensive maneuvers. Furthermore, the Miscellaneous spells come in hand)
during other parts of your quest. With these in your repertoire, your party will undoubted
have an effective collection of weapons at its disposal (see Figure 3.1) .

24
Direct Damage Spells

FIGURE 3.1:

Magic is an important
ally in your battles on
Do minus.

Direct Damage Spells


The most straightforward type of magic in Wizardry 8, Direct Damage spells consist of
supernatural attacks cast upon a single enemy. However, unlike other spells targeted at an
opponent, these deliver specific forms of harm. Some spells, of course, even inflict death.
Like the other categories, this kind of magic is not restricted to just one realm, but instead is
scattered throughout the sorcery worlds. Thus, Direct Damage spells come in a variety of
flavors, such as Crush, Instant Death, Frost, Dehydrate, Cerebral Hemorrhage, Energy
Blast, and Mind Stab, among others.
Direct Damage spells are very useful
early in the game when they are usually the
only forms of magic that you have at your
TIP
t(!;f Before caatinga spell, disposal. At these times you will usually
cited your eMmia 'magic resistance by right-
attack the most powerful creature in the
diclcina on each. If an opponent has a 70%
opposing party with one of these spells.
raial!llll« *1 Fin attaclrs, then a Water-based
Dinct "-ae spell such as Frost would be
Obviously, you need to destroy the baddest
man effective than th. Fire-n/ated Encrv of the bad guys to win many combat
Blast. This •'"*a> ofCO&UH, scenarios (see Figure 3.2).
holds trw for all magic,
not just th. Direct
Damap variety.

25
CHAPTER 3 {. The Magic of Dominus

FIGURE 3.2:

A sorcerer strikes one of


the strongest opposing
party members with a
Direct Damage spell.

Of course, circumstances often dictate a change in plans. In some situations, attacking


the most distant opposing party member is also a sound strategy. If you 're facing a party of
multiple creatures, your close-combat foes can dust off the nearest enemies while your
Mage or Psionic assaults those that are farthest away. This enables your party to maximize
its attacks on opponents. The opposite could result by having your Mage attack a hostile
beast in front of your close-combat characters. For instance, the Mage could destroy the
enemy in front of your Samurai and Fighter, leaving them with no one to attack and forcing
the loss of a turn . Of course, you don 't want that, so try to concentrate your Direct
Damage spells on the most distant attackers, as necessary.
Finally, Direct Damage spells are also
useful in one other circumstance. Sometimes

~NOTE
an Area Damage spell is not practical for
s.-o1.,-,. attacking a group due to line of sight restric-
he"""'*'
could in...,... than one~
Fw __,., o Conolmion .,.II_,. inodc on
tions. For example, your Mage may sense five
or six enemies, but because of this character's
opponent llllCIOftlCiow, ,,.,,. rnimicldna.
e/fttcU ofo H~ .,.II. Boilina Blood can position the foes can 't be targeted with an
,,. dUwctetl only ot OM~ Hawewr, If Area Damage spell. Rather than leaving your
that chtuocter bunts, • aploalon "°" Mage idle, cast a spell such as Frost. Thus,
deliwr "°""'1Je m nearhy.,.,.. when the enemies come into sight, this Direct
(octina liu an .Ana Domop Damage incantation will inflict some hurt on
.pell ottoelc). the approaching opponents. On the next
turn-after your party has gained a clearer
view of its enemies- let rip with an Area
Damage spell .
Area Damage Spells

Area Damage Spells


With few exceptions, Area Damage magic encompasses the most devastating offensive
spells. They not only have the ability to affect multiple targets, they frequently are the most
powerful spells, level-for-level, in a caster's inventory. For example, Fireball , which can strike
several enemies at one time, delivers one more point of damage per level than the Energy
Blast, a Direct Damage attack. Thus, not only can the Fireball hit more targets, it affects
each opponent to a greater extent than a similar Direct Damage Fire spell . As with many
good things, though , there is a drawback. In general , Area Damage spells require more
Magic Energy than Direct Damage attacks; hence, try to strike multiple targets so as not to
waste resources. Note that Area Damage spells are different from Cone spells: Cone spells
attack the area immediately in front of the casters, while Area Damage spells emanate from
a point chosen by the player.
Usually, Area Damage spells will be the first that your magic-capable characters cast.
The reason for this is simple and ties in with the overall concept of combat: whenever you 'r e
fighting enemies in Wizardry 8, you want to do as much damage as possible in the shortest
amount oftime. This tactic naturally restricts the enemies' ability to inflict damage upon
your party. Therefore, depending on your resources, you will often attack opponents with
Area Damage spells in the first two or three combat turns (see Figure 3.3). At the very
least, this will decrease several enemies' hit points, enabling the rest of your party to fin ish
the opponents off. At best, Area Damage assaults may actually destroy several foes .

FIGURE 3.3:

Area Damage spells are


most effective during the
initial combat turns.

The final thing to consider is targeting. Once you 've selected the spell and chosen a
power rating, you must then aim that at a particular area. Obviously, clicking the battle
region calls up the targeting wand. This wand follows the same laws of physics as your
characters; thus, it cannot pass through obstacles such as walls and barroom counters.
The thing to remember is that line of sight can restrict Area Damage spell capabilities.

2I
CHAPTER 3 (. The Magic of Dominus

One word of caution: Area Damage spells require more resources than those used for
their Direct Damage counterparts. Use them in the early turns of combat, keeping relevant
factors such as resource levels and line of sight in mind . Toxic Cloud, Fire Bomb, Whipping
Rocks, Falling Stars, lceball, and Ego Whip are some of the most devastating invocations in
this category.

Enhancement Spells
Enhancement spells work as the name implies-they "enhance" an ally's abilities. In some
cases, this may mean increasing a character's offensive strengths, while in other cases this
may mean protecting a party member from harm . Overall , these spells should be invoked
prior to entering combat or early on in the battle. For example, you can cast Enchanted
Blade and Armorplate before heading into battle, ensuring that your spellcasters don 't have
to waste a turn conjuring them when they could instead be hurling a Fireball. Remember
that some magic cannot be cast until you enter the fray, including spells such as Bless and
Guardian Angel.
The Enhancement category embraces a wide range of beneficial spells. Many momen-
tarily bestow special powers to allies. For example, Superman provides your chosen friend
with a burst of speed and energy. Other Enhancement spells provide purely defensive abili-
ties to the party or individual . Ring of Fire, for example, thwarts aggressive enemies by
placing a protective circle of flames around your party, while Body of Stone improves a char·
acter's armor class, and Soul Shield provides resistance to Divine and Mental magic attacks
(see Figure 3 .4).

FIGURE 3.4:

Protective spells are


part of Wizardry B's
Enhancement magic.

As with all spells, the best use of this sort of magic depends on the situation. In general,
you will cast Enhancement spells before confronting an enemy. Some circumstances,
though , require that you use these incantations during combat. For example, if you discover
that an opponent can cast the Eye for an Eye spell- which reflects magical attacks back

28
Hindering Spells

upon your own party-it's best to use your spellcasters to improve other party members
rather than implement an offensive spell (which will be reflected onto your party) . Also,
when fighting a monster with strong close-combat attacks and high magical resistance, you
may invoke a Guardian Angel spell to protect your Samurai, Fighter, Valkyrie, or the like
from the beast's devastating blows.

t()f TIP Moat E"""-nt spelh ,,,. bat when implemented pat before .,.,.,;,..
aim6ot, or wlNn o foe i• hqond tlte ,,.... ofon offenaiw •trik Fol- aompt., )IOU mn can on
Enltonament •pe/l to buffup )llOUI' party _.,..for the comina batik, wlaik
d. ~ uaa its tum to mow in. AU in oU, itk always o mistake to 1 -
'JOUT mogic-wie/dan idle or unprepond.

Hindering Spells
Although Hindering spells do not directly inflict damage upon opponents, they remain some
of the most practical types of magic in Wizardry 8, preventing opponents from using their
full strength or power. Some such spells, like Slow, merely reduce the speed at which
enemies move; others, such as Terror, strike fear into opponents, affecting their performance
on the battlefield. Other powerful Hindering spells include Paralyze, Silence, Blinding Flash,
Freeze All, Hex, and Web. In general, such magic impedes a foe's ability to fight, making it
easier to take the enemy out.
This category of spells offers players a more
subtle way of vanquishing opponents. They are
most effective when taking on a large number
TIP
e(!;f TMreuonortto of enemies or a single tough foe with a large
iuina some Hlnd.rina •pel/& Sleep •pe/&, number of hit points. For example, eight or nine
for aample, will oftim .nd tlJe NCOnd that
Tanto Wasps can quickly ruin a questing party's
J'OU •trlh tlte offect1ld oppotrBlt. To take fell
atlvonlap ofthU moaic. foe- your wffem
day. A wasp is not that strong by itself, but a
on tJr.-;o who ore owab. When th. group of wasps is quite formidable. To prevent
brlaht-q«/ and buahy-tolled #tow this onslaught, you need to take out as many
been vonquiahcd, of these insects as possible in the first turn or
oftUck th. noppina two (see Figure 3.5). In cases such as these,
j'oa OM by one. Hindering spells are your best bet. Incapaci-
tating these stingers with wings enables your
party to take them out quicker than a can
of Raid.
Hindering spells work because a paralyzed enemy, of course, cannot defend itself. Not
only is the creature easier to hit when knocked out or otherwise held, the damage you inflict
tends to be greater. But take note that all Hindering spells are not created equal. Paralyze,
for instance, only affects one opposing party member, whereas Sleep can send a group of
opponents to dreamland. Moreover, the two spells vary in strength even while providing the
same basic results. Creatures that are paralyzed stay that way until the effects wear off. An

29
CHAPTER 3 £ The Magic of Dominus

enemy remains asleep only until one of your characters strikes it. Spells such as Freeze Flesh
combine the strong points of both these spells, stopping a group of enemies in its tracks.
To survive in Wizardry 8, you need Hindering spells. In fact, you must disable some of
the meanest bosses for your party to have a chance at victory. These types of incantations
are often the only way to tackle a powerful enemy creature. All in all , you'll save these
powers for tough-to-handle combat situations.

FIGU R E 3.5:

Hindering spells work


well against a large
number of opponents,
such as the swarm
of Tan to Wasps
pictured here.

Curative Spells
Curative spells are similar to their Enhancement cousins. Where Enhancement spells
bestow a character or group with special powers, Curative spells heal wounded party
members. Examples of Curative conjurations include Sane Mind , Cure Poison , Cure
Disease, Heal Wounds, Heal All, Restoration, and Cure Paralysis. Some, such as Lifesteal,
can even steal energy from enemies and transfer it to your most injured party member.
Every worthy group of adventurers needs at least one member capable of casting Curative
spells; otherwise your stalwart band will be limping wounded into every battle.
The Priest (see Figure 3.6) and Alchemist are two of the most capable character classes
for performing Curative spells. Teach them well, since Resurrection Powder is a rare
commodity on Dominus, and you don't want to waste too much time hunting it down ...
or reloading saved games.
A healthy party is necessary to fight at full strength. You must constantly keep an eye
on your group's collective health. When diseased or poisoned, have your spellcaster cure the
ailment with a Curative spell. Heal All is quite versatile. Dead members can be brought back
to this mortal coil with Resurrection. Although Curative magic rarely inflicts punishment
(the Lifesteal spell mentioned above is one of the exceptions) on the enemy, they enable
your party members to fight at their very best.
Miscellaneous Spells

FIGURE 3.6:

Priests, such as the one


in this party, are some
of the most effective
professions for casting
curative spells.

Miscellaneous Spells
A good number and variety of spells fall under the Miscellaneous heading. Detect Secrets,
Identify Item, Charm , Divine Trap, Knock-Knock, X-Ray, Shadow Hound, and Remove
Curse are some of the most popular conjurations in this diverse lot. Although much of this
magic is used outside of battle, it is an invaluable tool for your expeditions. After all, these
spells are used to perform tasks such as popping open locks, circumventing booby traps,
quickly identifying approaching enemies, and easily locating hidden goods. Without a strong
arsenal of Miscellaneous spells, you won't find all of the rich treasures that the game has to
offer.
Miscellaneous spells prove that magic
need not be combat-specific to be useful .

e NOTE ldatib ,,.,,.


u one oftire mod important •,,.U. in tlw
The X-Ray spell is an ideal "radar" tool for
evading creatures. Mindread can reveal some
important information that an NPC is with-
Miscelloncous ~ lMun ita . - a
holding, and Detect Secrets is a spell that
it's offered to J10Ur. Priat or P•ionit: (luddl'J,
it's offered quitw early). You71frequently come gives your party extrasensory powers, an
across nunwroru itwma in Dom'- t/1111 arw ability necessary for finding many hidden
unithntifiabk. Thi• •,,.II will lab auw ofany items. Remove Curse enables characters to
uncertainties. That mmru you'll rid themselves of cursed items. Of course,
lcnaw ifan am ia cuned or not some Miscellaneous spells are beneficial in
before you rue it. Your f10rl1 combat. Turncoat, for example, can cause an
will he gratwful. enemy to switch loyalties and fight for your
group.
CHAPTER
T.
J :~d
Wizardry 8 universe is huge. The many hours needed to explore every nook
cranny of Dominus aptly demonstrates this. As expected, with all this time
spent gaming you re sure to run across numerous creatures and items. This
chapter-as the above heading obviously indicates-is devoted to the latter. Here
we'll look at the hundreds of weapons, suits of armor, potions, and the like to be
found scattered throughout Dominus.
CHAPTER 4 ( . Weapons and Other Items of Dominus

The Items of Dominus


Items within the game consist of an assorted lot, ranging from swords and shields to
bagpipes and amulets. These goodies, when equipped on a certain character, often provide
him or her with special abilities. Such abilities, of course, vary. Characteristics can include
the following :
0 Armor Class: The higher the number, the more protection afforded your character
0 Components: These items are necessary to forge certain gadgets
0 Damage: This statistic covers the amount of damage that a given item can produce
0 Elements Merged: The two elements used to form the listed potion
0 Location: Where your party will find the item
Professions: All professions (for example, Ninja, Fighter, Bard, etc.) that can access the
listed item
Races: Races (for example, T'Rang, Mook, Elf, etc.) that can use the item in question
0 Required Alchemy Skill: The level needed to merge elements for potions and the like
0 Required Skill: The level needed to use a forged gadget or potion
0 Required Music Skill: The level needed to play a musical instrument
0 Resistances: The amount of resistance (given in percentages) to opponents' spells and
magic effects
0 Special Attacks: Special results (given in percentages) that are possible when
attacking opponents with a particular weapon; also can include if item holds charges for
casting spells
0 Spell/Powers: The spell and the given strength (power) that certain items produce
Not all items are entirely beneficial to their possessors. Some, for instance, are cursed.
Such items cannot be removed without the assistance of a Remove Curse spell and, there-
fore, can become hindrances at times. All cursed items are marked in the following tables
with an asterisk (*) .

In the Oamaae column in the tables of this chapter, Oamaae is given as an equation,
for example 1010+6 (7-16). "0" represents an imaainary die with "X" number of
sides, "X" beina the number immediately followina the "O" ("010" is a ten-sided
die). The number precedina the "O" is the number of times the computer rolls the
imaainary die. Thus, "1010" means that every time the weapon hits, it inflicts
Oamaae equivalent to one roll of a ten-sided die (here 1-10 points of Oamaae). The
number after "1010,'' in this example +6, is added to one roll of the ten-sided die.
Hence, a weapon that inflicts 1010+6 will inflict 7-16 points of Oamaae each time
it hits.

In the Special Attacks column of the tables in this chapter, the percentaae given after
the attack name indicates that in addition to the damaae inflicted by the weapon, it
has a certain percentqe chance of succeedina with the Special Attack as well. For
example, "Kill 2%" means that it has a 2% chance ofkiJlina its taraet.
Weapons

Weapons
Fighting is an integral part of Wizardry 8. Not only will you be taking on the Dark Savant's
minions, you'll also have to battle an assortment of other creatures, from pesky insectlike
critters to demonic hordes. Luckily, the wide assortment of weapons at your disposal will
help you defend yourself.

Arrows and Bows


Arrows and bows are integral ingredients in a party's long-range attack strategies. Ideal for
group members such as Rogues and Rangers, these weapons are excellent for weakening
enemies before rushing in to finish the job with your melee units.

Quarrel DemonSting

Arrows and Strong Bow Quarrels


ITEM DAMAOE SPECIAL ATTACKS RACES PROPESSIONS
Bundle of Armor Piercers ID 10+6 Kill 2%, Drain Stamina 10% All All but Monk,
(7-16) Priest, Alchemist,
Bishop, Psionic,
Mage
Bundle of Arrows 1D5+2 Drain Stamina 2% All All but Monk,
(3-7) Priest, Alchemist,
Bishop, Psionic,
Mage
Bundle of Barbed Arrows ID8+4 Drain Stamina 15% All All but Monk,
(5-12) Priest, Alchemist,
Bishop, Psionic,
Mage
Bundle of Fear Bolts 2D4+3 Frighten 100%, All All but Monk,
(5-11) Drain Stamina 2% Priest, Alchemist,
Bishop, Psionic,
Mage
continued
CHAPTER 4 (. Weapons and Other Items of Dominus

ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS


Bundle of Hunter 3D4+4 Drain Stamina 5% All All but Monk,
Quarrels (7- 16) Priest, Alchemist,
Bishop, Psionic,
Mage
Bundle of 5D5+5 Kill 8%, Drain SP 20% All All but Monk,
Lightning Bolts (10-30) Priest, Alchemist,
Bishop, Psionic,
Mage
Bundle of Mystic Arrows 4D4+4 Paralyze 35%, Kill 5% All All but Monk,
(8- 20) Priest, Alchemist,
Bishop, Psionic,
Mage
Bundle of Peacemakers 606+4 Kill20% All All but Rogue,
(10-40) Priest, Alchemist,
Bishop, Psionic,
Mage
Bundle of Precision 105+2 Blind 2% All All but Monk,
Arrows (3-7) Priest, Alchemist,
Bishop, Psionic,
Mage
Bundle of Quarrels 2D4+3 Drain Stamina 2% All All but Monk,
(5-11) Priest, Alchemist
Bishop, Psionic,
Mage
Bundle of Shrike Arrows 106+3 Drain Stamina 5% All All but Monk,
(4-9) Priest, Alchemist,
Bishop, Psionic,
Mage
Bundle of Viper Arrows 109+5 Poison 100% (Strength 3) All All but Monk,
(6- 14) Priest, Alchemist,
Bishop, Psionic,
Mage

Bows and Crossbows


ITEM SPECIAL ATTACKS RACES PROFESSIONS
OemonSting Knockout 2% All All but Samurai , Monk, Priest,
Alchemist, Bishop, Psionic,
Mage
Doubleshot Crossbow N/A All All but Samurai , Monk, Priest,
Alchemist, Bishop, Psionic,
Mage
Eagle Eye Bow Kiili% All Ranger
Elven Bow Kill5% Elf All but Monk, Priest, Alchemist
Bishop, Psionic, Mage
continued
Weapons

ITEM
Enchanted Bow
SPECIAL ATTACKS
Kill2%
RACES
All but Faerie
PROPESSIONS
""
All but Monk, Priest, Alchemist,
Bishop, Psionic, Mage
Great Bow Kiili% All All but Monk, Priest, Alchemist,
Bishop, Psionic, Mage
Greenwood Bow Kill 1% All Ranger
Heavy Crossbow N/A All but Faerie All but Monk, Priest, Alchemist,
Bishop, Psionic, Mage
Hunter's Bow Kill5% All All but Monk, Priest, Alchemist,
Bishop, Psionic, Mage
Light Crossbow N/A All but Faerie All but Monk, Priest, Alchemist,
Bishop, Psionic, Mage
Long Bow N/A All All but Monk, Priest, Alchemist,
Bishop, Psionic, Mage
Short Bow N/A All All but Monk, Priest, Alchemist,
Bishop, Psionic, Mage
Siege Arbalest Kill5% All but Faerie All but Monk, Priest, Alchemist,
Bishop, Psionic, Mage
Strong Bow Kill6% All All but Monk, Priest, Alchemist,
Bishop, Psionic, Mage
Tripleshot Crossbow Extra shots (2) All but Faerie All but Samurai , Monk, Priest,
Alchemist, Bishop, Psionic,
Mage

Axes, Flails, Hammers, and Maces


This category consists of close-combat weapons usually reserved for frontline party
members such as Fighters, Lords, and Valkyries. Battleaxes, bipennis, flails, hammers,
maces, scepters, and warhammers are included here.

Beasts/ayer Flail Hammer Mace


CHAPTER 4 c Weapons and Other Items of Dominus

Battleaxes and Bipennis


ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Axe of Many Runes* 2D7+2 NIA All but Faerie Fighter, Lord,
(4-16) Valkyrie, Ranger
Battle Axe 2D4+0 NIA All but Faerie Fighter, Lord,
(2-8) Valkyrie, Ranger
Bearded War Axe ID6+0 NIA All but Faerie Fighter, Lord,
(1-6) Valkyrie, Ranger
Beasts layer 2D5+0 NIA All but Faerie, Fighter, Lord,
(2-10) Android Valkyrie, Ranger,
Samurai
Bi pennis 2D7+3 NIA All but Faerie, Fighter, Lord ,
(5-17) Android Valkyrie, Ranger
Blades of Aesir 2Dl3+2 Kill 5%, Knockout 5% All but Faerie Fighter, Lord,
(4-28) Spell: lceball (power 5) Valkyrie, Ranger
Cleaver 2D5+1 NIA All but Faerie, Fighter,
(3-11) Android Valkyrie, Ranger
Crusader's 2DI0+3 NIA All but Faerie Fighter, Lord,
Twe-Handed Axe (5-23) Valkyrie, Ranger
Hand Axe IDIO+O NIA All but Faerie, Fighter, Lord,
(1-10) Android Valkyrie, Ranger
Hatchet ID8+1 NIA All but Faerie, Fighter,
(2-9) Android Valkyrie, Ranger
Plague Axe 2D5+2 Poison 5% (Strength 3), All but Faerie, Fighter, Valkyrie,
(4-12) Disease 70%, Blind 5%, Android Ranger
Nauseate 5%, Insane 5%
The Ripper 3D8+3 Kill 5%, Knockout 5% All but Faerie, Fighter, Lord,
(6-27) Spell: Instant Death Android Valkyrie, Ranger
(power 4)
Woodsman's Axe 2D6+1 NIA All but Faerie, Fighter,
(3-13) Android Ranger

Flails
ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Anointed Flail ID8+1 Knockout 5% All but Faerie All but Samurai,
(2-9) Spell: Bless Rogue, Gadgeteer,
(power 4) Bard, Alchemist,
Psionic, Mage
Flail ID6+2 Knockout 5% All but Faerie All but Samurai,
(3-8) Rogue, Gadgeteer,
Bard, Alchemist,
Psionic, Mage
The Mauler 3D6+9 Kill 2%, Knockout 15% All but Faerie All but Samurai,
(12-27) Spell: Crush (power 4) Rogue, Gadgeteer,
Bard, Alchemist,
Psionic, Mage
continued
Weapons

ITEM
Zizka Star
DAMAOE
206+1
SPECIAL ATTACKS
Knockout 5%
RACES
All but Faerie
PROFESSIONS
All but Samurai ,
""
(3-13) Rogue, Gadgeteer,
Bard, Alchemist,
Psionic, Mage

Hammers and Warhammers


ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Bee De Corbin 204+2 Knockout 5% All but Faerie Fighter, Lord,
(4-10) Valkyrie
Hammer !06+2 Knockout 5% All but Faerie Fighter, Lord ,
(3-8) Valkyrie, Ranger
Vulcan Hammer 305+5 Knockout I0% All but Faerie Fighter, Lord ,
(8--20) Spell : Fireball (power 5) Valkyrie
Warhammer 106+3 Knockout 5% All but Faerie Fighter, Lord,
(4-9) Valkyrie

Maces and Scepters


ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Chieftain's Scepter 106+4 Kill I%, Knockout 5% All but Faerie Fighter, Lord,
(5-10) Ranger
Diamond Eyes 306+4 Paralyze 20% All but Faerie Fighter, Lord ,
(7-22) Valkyrie, Ranger,
Priest, Bishop
Disruptor Mace 108+1 Kill 1%, Knockout 25% All but Faerie Fighter, Lord ,
(2-9) Valkyrie, Ranger,
Priest, Bishop
Enchanted Mace 106+3 Knockout 8% All but Faerie Fighter, Lord,
(4-9) Valkyrie, Ranger,
Priest, Bishop
Mace 106+1 Knockout 5% All but Faerie Fighter, Lord,
(2-7) Valkyrie, Ranger,
Priest, Bishop
Maiden Head 1016+2 Knockout I0% All but Faerie Fighter, Lord,
(3-18) Spell: Charm (power 5) Valkyrie, Ranger,
Priest, Bishop
Morning Star 206+0 Knockout 5% All but Faerie Fighter, Lord,
(2-12) Valkyrie, Ranger,
Priest, Bishop
Stun Mace 106+2 Knockout 15%, All but Faerie Fighter, Lord,
(3-8) Drain Stamina 25% Valkyrie, Ranger,
Priest, Bishop
War Scepter 106+2 Knockout 5% All but Faerie Fighter, Lord ,
(3-8) Valkyrie, Ranger,
Priest, Bishop
CHAPTER 4 £ Weapons and Other Items of Dominus

Polearms and Whips


Bo sticks, glaives, lances, spears, staves, sticks, and whips are most useful for long-range
melee combat. Samurai, Ninjas, Valkyries, and Lords (professions often delegated to
peripheral group positions during battle) will find these tools effective against hard-to-reach
opponents.

Fauchard Spear Stun Rod Vampire Chain

Bo Sticks
ITEM DAMAOE SPECIAL ATTACKS RACES PROPESSIONS
Bo 106+0 NIA All Samurai, Ninja,
(1-6) Monk
Hayai Bo 108+4 Knockout 5% All Samurai, Ninja,
(5-12) Monk
Zatoichi Bo 306+7 Paralyze 15%, Kill 5%, All Samurai, Monk
(10-25) Knockout 15%
Spell: Blinding Flash
(power 6)

Glaives and Lances


ITEM DAMAOE SPECIAL ATTACKS RACES PROPESSIONS
Fauchard IDl4+1 NIA All but Faerie Fighter, Lord ,
(2-15) Valkyrie
Lance 1012+2 NIA All but Faerie Lord, Valkyrie
(3-14)
Longstem Spade 104+5 NIA All but Faerie Fighter, Lord,
(6-9) Valkyrie, Ranger,
Ninja
Maenad 's Lance 2012+3 Kill 10% All Valkyrie
(5-27)
Naginata 1012+1 NIA All but Faerie Ninja, Monk
(2-13)
Weapons ff
Spears
ITEM DAMAOE SPECIAL ATTACKS RACES PROFESSIONS
Awl Pike ID8+3 N/A All but Faerie Fighter, Lord,
(4-11) Valkyrie, Ranger,
Ninja, Monk
Burning Spear ID12+2 Spell: Ring of Fire All but Faerie Fighter, Lord,
(3-14) (power 4) Valkyrie, Ranger,
Ninja, Monk
Dread Spear 2D7+3 Hex 50% All but Faerie Fighter, Lord,
(5-17) Valkyrie, Ranger,
Ninja, Monk
Mystic Spear 2D7+3 N/A All but Faerie Fighter, Lord,
(5-17) Valkyrie, Ranger,
Ninja, Monk
Spear ID8+0 N/A All Fighter, Lord ,
(1-8) Valkyrie, Ranger,
Ninja, Monk
Spear of Death ID6+5 Poison 15% (Strength 2) , All but Faerie Fighter, Lord ,
(6-11) Kill2% Valkyrie, Ranger,
Ninja, Monk
Spiked Spear ID8+4 Drain Stamina I0% All Fighter, Lord ,
(5-12) Valkyrie, Ranger,
Ninja, Monk

Staves
ITEM DAMAOE SPECIAL ATTACKS RACES PROFESSIONS
Bone basher Staff* 2D7+5 Knockout 12% All All
(7-19) Spell : Concussion
(power 5)
Cane of Corpus 6D6+6 Paralyze 50%, Faerie Ninja
(12-42) Poison 100%
(Strength I0), Kill 15%
Crux of Crossing* ID8+2 Knockout 5% All All
(3-10)
Ebon Staff IDl2+6 Blind 10% All but Faerie Priest, Alchemist,
(7-18) Bishop, Psionic,
Mage
Flame Staff 2D8+5 Blind 20% All All
(7-21) Spell: Firestorm (power 5)
Holy Basher ID9+6 Knockout I0% All Priest, Bishop
(7- 15)
M1ndblast Rod IDI0+5 Paralyze 20%, All but Faerie Monk, Bishop,
(6-15) Knockout 5%, Psionic
Drain Stamina 75%
Spell : Nuclear Blast (power 3)
Monstrance ID8+1 Knockout 5% All Priest, Bishop
(2-9)
continued
CHAPTER 4 c Weapons and Other Items of Dominus

ITEM DAMA.OE SPECIAL ATTACKS RACES PROPESSIONS


Quarter Staff 1D5+0 N/A All All
(1-5)
Rammbus Staff* 2D5+5 Knockout 15% All Priest, Bishop
(7-15) Spell : Lightning (power 5)
Shillelagh 1D6+0 Knockout 5% All All
(1-6)
Shock Rod 1D8+1 Drain Stamina 50% All but Elf. Fighter, Lord,
(2-9) Gnome, Hobbit, Valkyrie, Ranger,
Faerie Samurai, Ninja
Short Staff 1D4+0 N/A All All
(1-4)
Spirit Staff IDlO+l N/A All but Faerie, Monk,
(2-11) Android Priest, Bishop
Staff of Ash 1010+4 N/A All All
(5- 14)
Staff of Blessing lDlO+O Knockout 5% All Lord, Valkyrie,
(1-10) Spell: Bless (power 3) Monk, Priest,
Bishop
Staff of Charming lDlO+O Knockout 5% All Lord, Valkyrie,
(1-10) Spell : Charm (power 4) Monk, Priest,
Bishop, Psionic
Staff of Doom* 4D6+3 Paralyze 25%, Hex 10%, All All
(7-27) Kill 15%
Spell: Death Cloud
(power 5)
Stun Rod 1010+5 Paralyze 20%, All but Faerie Fighter, Lord,
(6-15) Drain Stamina 75% Valkyrie, Ranger,
Samurai, Ninja

Sticks
ITEM DAMA.OE SPECIAL ATTACKS RACES PROPESSIONS
Faerie Stick 105+0 Sleep 50% Faerie All
(1-5)
Notched Shaft 103+0 N/A All All
(1-3)
Wooden Dowel 1D3+0 N/A All All
(1-3)

Whips
ITEM DAMAOE SPECIAL ATTACKS RACES PROPESSIONS
Bullwhip 106+0 N/A All All but Samurai,
(1-6) Rogue, Gadgeteer.
Bard, Alchemist,
Psionic, Mage
continued
Weapons

ITEM DAMAOE SPECIAL ATTACKS RACES PROFESSIONS


Cato' Nine Tails 6D3+3 N/A All but Faerie All but Samurai,
(9-21) Rogue, Gadgeteer,
Bard, Alchemist,
Psionic, Mage
Chain ID6+4 Knockout 5% All All but Samurai,
(S-10) Rogue, Gadgeteer,
Bard , Alchemist,
Psionic, Mage
Vampire Chain 6D3+3 Drain Stamina I00% All but Faerie All but Samurai ,
(9-21) Rogue, Gadgeteer,
Bard , Alchemist,
Psionic, Mage

Slings, Daggers, Darts, and Ninja Weapons


Bows and arrows are fine, but they're not the only items in the long-range arsenal at your
party's disposal. Slings, darts, daggers (which are both long-range and close-combat
weapons). and a variety of Ninja weapons come in handy during many a battle. The
following tables are dedicated to these implements of destruction.

I\

Dagger Doom Dart Sai Sai

Daggers
ITEM DAMAOE SPECIAL ATTACKS RACES PROFESSIONS
Doublestrike Dagger lD4+0 N/A All All but Monk,
(l-4) Priest, Bishop
Main Gauche ID5+0 N/A All Fighter, Lord,
(l- 5) Valkyrie, Ranger,
Rogue, Gadgeteer,
Bard
Poignard ID8+0 N/A All Fighter, Lord ,
(1-8) Valkyrie , Ranger,
Rogue, Gadgeteer,
Bard
continued
CHAPTER 4 ~ Weapons and Other Items of Dominus

ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS


Poison Dagger 2D3+2 Poison 50% (Strength I) All All but Monk,
(4-8) Priest, Bishop
Serpent's Tooth 2D6+1 Poison 60% (Strength 0) Lizardman , All
(3-13) Dracon
Sprite's Dagger IDl2+2 NIA Faerie All but Monk,
(3-14) Priest, Bishop
Stiletto 2D3+1 Kill 10% All Fighter, Lord ,
(3-7) Valkyrie, Ranger,
Rogue, Gadgeteer.
Bard
Thieves ' Dagger 3D4+2 Poison 20% (Strength 2), All Rogue
(5-14) Kill5%
Throwing Knife IDS+I NIA All All but Priest,
(2-6) Alchemist,
Bishop, Psionic,
Mage
Throwing Stiletto 2D3+1 Kill8% All All but Priest,
(3-7) Alchemist,
Bishop, Psionic,
Mage

Darts
ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Doom Darts ID5+3 Hex80% All All but Lord,
(4-8) Valkyrie, Priest,
Bishop
Feather Darts IDS +O NIA All All
(1-5)
Poison Dart ID5+3 Poison 100% (Strength 2) All All but Lord,
(4-8) Valkyrie, Priest,
Bishop

Ninja Weapons
ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Enchanted Wakizashi IDI0+2 Kill2% All Samurai, Ninja
(3-12)
Ninjato 2D4+1 Kill5% All Ninja
(3-9)
Nunchaka 3D4+0 Knockout 15% All Ninja, Monk
(3-12)
Sai 2DS+I Kill5% All Ninja
(3-11)
continued

~
Weapons

ITEM DAMAGI! SPl!CIAL ATTACKS RACES PROFESSIONS


Shurikin 106+1 Kill 1% All Samurai, Ninja,
(2-7) Monk
Wakizashi 106+0 N/A All Samurai, Ninja
(1-6)

Slings
rrEM SPECIAL ATTACKS RACES PROFESSIONS
Doubleshot Sling N/A All All
Sling N/A All All
Wrist Rocket Knockout I 0% All All

Swords
What would a good role-playing game be without plenty of swordplay? Well, Wizardry 8
has more than enough swords for your fencing enjoyment, including flamberges, halberds,
katanas, and rapiers. On guard!

The Avenger Excalibur Katana longsword

Black Swords
ITEM DAMAGE SPl!CIAL ATTACKS RACES PROFESSIONS
Blade Cuisinart 404+4 Kill 5% All but Faerie All but Ninja,
(8-20) Monk, Priest,
Alchemist,
Bishop, Psionic,
Mage
Fang 208+8 Kill I 0% All Fighter, Lord ,
(10-24) Valkyrie, Samurai,
Rogue, Gadgeteer,
Bard
CHAPTER
" c Weapons and Other Items of Dominus

Fire Swords
ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
The Avenger 3D8+5 Kill 10% All but Faerie Fighter, Lord ,
(8-29) Spell : Lightning (power 5) Valkyrie
Sword of Fire 2D8+2 Spell: Fireball (power 4) All but Faerie Fighter, Lord,
(4- 18) Valkyrie, Samurai

Flamberges
ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Flamberge 2D7+2 NIA All but Faerie Fighter, Lord,
(4-16) Valkyrie Vorpal
Blade 2D8 + 2 Poison 35% (Strength 2) All but Faerie Fighter, Ranger,
(4-18) Samurai, Ninja,
Rogue, Gadgeteer.
Bard

Great Swords
ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Claymore 2D6+2 NIA All but Faerie Fighter, Lord,
(4-14) Valkyrie
Dragon Slayer IDl4+6 NIA All but Faerie Fighter, Lord,
(7- 20) Valkyrie
Excalibur 4D8+4 Hex 25%, Kill 5% All but Faerie Fighter, Lord,
(8-36) Spell: Lightning (power 6) Valkyrie
Giant's Sword 3D8+4 Knockout 30% Mook, Rapax Fighter, Lord,
(7-28) Resist Earth 5% Valkyrie, Ranger,
Samurai
Sword of Four Winds 4D5+5 Kill2% , All Fighter, Lord,
(9-25) Drain Stamina I0% Valkyrie, Ranger,
Spell: Asphyxiation Samurai, Ninja
(power 6)
Zweihander 3D6+1 NIA All but Faerie Fighter, Lord,
(4-19) Valkyrie

Halberds
ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Faust Halberd* 4D5+3 Paralyze 5%, Kill 5% All but Faerie Fighter, Lord,
(7-23) Spell: Lifesteal (power 5) Valkyrie
Halberd IDl2+1 NIA All but Faerie Fighter, Lord ,
(2- 13) Valkyrie
Raven 's Bill* 4D5+3 Poison 25% (Strength 2) , All but Faerie Fighter, Lord,
(7-23) Kill 5% Valkyrie
Katan as
Weapons

ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Bushido Blade 2010 + 2 Ki115% All Samurai , Ninja
(4- 22)
Enchanted Katana 106+3 N/A All Samurai , Ninja
(4-9)
Katana 106+ 1 N/A All Samurai, Ninja
(2-7)
Muramasa 308+4 Kill 15% All Samurai
(7-28)
No-Dachi 207+ 2 Kill2% All but Faerie Samurai , Ninja
(4-16)
Stinger 106+2 N/A All Samurai , Ninja
(3-8)

Long Swords
ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Bastard Sword 204+ 2 N/A All but Faerie Fighter, Lord,
(4-10) Valkyrie, Samurai ,
Rogue, Gadgeteer,
Bard
Bloodlust 109+4 N/A All but Faerie, All but Ninja,
(5-13) Android Monk, Priest,
Alchemist,
Bishop, Psionic,
Mage
Broadsword 109+ 2 N/A All but Faerie Fighter, Lord ,
(3- 11) Valkyrie, Samurai ,
Rogue, Gadgeteer,
Bard
Demons Bane 1012+ 4 N/ A All but Faerie Fighter, Lord,
(5-16) Valkyrie, Ranger
Enchanted Broadsword 109+ 4 N/A All but Faerie Fighter, Lord ,
(5- 13) Valkyrie, Samurai ,
Rogue, Gadgeteer,
Bard
Enchanted Longsword 107+3 N/A All but Faerie All but Ninja ,
(4-10) Monk, Priest,
Alchemist,
Bishop, Psionic,
Mage
Gleaming Sword 204 +2 Blind 10% All but Faerie All but N inja,
(4-10) Monk, Priest,
Alchemist,
Bishop, Psionic,
Mage
continued

4
CHAPTER 4 ~ Weapons and Other Items of Dominus

ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS


lnstakiller ID20+0 N/A All but Faerie, All
(1 - 20) Android
Ivory Blade 3D9+4 Knockout 1% All Fighter, Lord,
(7- 31) Spell: Haste (power 3) Valkyrie, Ranger,
Samurai
Longsword ID7+ 1 N/A All but Faerie All but Ninja,
(2- 8) Monk, Priest,
Alchemist,
Bishop, Psionic,
Mage
Rapax Mageblade IDI0+6 N/A Rapax Mage
(7- 16)
Saint Bastard 2D5 + 6 Knockout 5% All but Faerie Fighter, Lord ,
(8-16) Valkyrie, Samurai,
Rogue, Gadgeteer,
Bard
Tarnished Sword ID5+0 N/ A All but Faerie All but Monk,
(1-5) Priest, Alchemist,
Bishop, Psionic,
Mage
Walriblade 3D3+2 N/A All but Faerie All but Ranger,
(5- 11) Monk, Priest,
Alchemist,
Bishop, Psionic,
Mage

Rapiers and Light Swords


ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Diamond Epee ID10+2 N/A All Fighter, Lord ,
(3-12) Valkyrie, Ranger,
Rogue, Gadgeteer,
Bard
Estoc De Olivia 2D9+5 Kill5% All Ranger
(7- 23)
Light Sword 5D8+ 0 Kill 10% All All but Monk,
(5-40) Priest, Alchemist,
Bishop, Psionic,
Mage
Mercucio 's Blade ID8+3 N/A All Bard
(4-11)
Rapier ID7+0 N/A All Fighter; Lord,
(1 - 7) Valkyrie, Ranger,
Rogue, Gadgeteer,
Bard
Sword of Hearts ID9+5 Kill2% All Ranger, Rogue,
(6-14) Gadgeteer, Bard
Protective Equipment

Protective Equipment
Battles are a major part of Wizardry 8, so providing armor and shields to your party members
is a necessity. Keep your characters healthy and whole with the assistance of protective
equipment such as body armor, shields, leg greaves, gloves, footwear, and headgear.

Mirror Armor Mail Mittens Burgonet Helm Round Shield

Upper Body Armor


ITEM ARMOR CLASS RESISTANCES RACES PROFESSIONS
Breast Plate +8 N/A All but Faerie Fighter, Lord ,
Valkyrie
Bronze Cuirass +6 N/A All but Faerie Fighter, Lord,
Valkyrie
Caliban 's Cuirass +6 5% vs. Fire, Earth All but Faerie Bard
Chain Hauberk +9 N/A All but Faerie Fighter, Lord,
Valkyrie, Ranger,
Samurai ,
Gadgeteer, Bard
Cha1nmail +8 20% vs. Water, Air All but Faerie Fighter, Lord ,
Doublet +2 Valkyrie, Ranger,
Samurai ,
Gadgeteer, Bard
Cloth Shirt +I N/A All but Faerie All but Ninja
Deathmail* -8 N/A All but Faerie Fighter, Lord ,
Valkyrie
Featherweight +10 N/A All but Faerie, Fighter, Lord,
Armor Android Valkyrie, Ranger,
Samurai
Flak Jacket +9 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Flak Vest +7 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Fur Halter +L N/A All but Faerie All but Ninja
(Females Only)
continued
CHAPTER 4 c Weapons and Other Items of Dominus

ITEM ARMOR CLASS RESISTANCES RACES PROFESSIONS


Golden Breastplate +16 15% vs. Fire, Water, All but Faerie Fighter, Lord,
Air, Earth, Mental , Valkyrie
Divine
Jazeraint Tunic +9 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Leather Cuirass +5 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Leather Hauberk +7 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Mirror Armor +14 20% vs. Fire, Earth All but Faerie, Fighter, Lord,
Android Valkyrie
Oliveski Doublet* -2 N/A All but Faerie All but Ninja
Quilt Tunic +4 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Rapax Breastplate +II 10% vs. Fire All but Faerie Fighter, Lord,
Valkyrie
Red Silk Gown* +3 I0% vs. Mental All but Faerie, All
(Females Only) Android
Steelhide Breastplate +10 I0% vs. Water All but Faerie, Fighter, Lord ,
Android Valkyrie, Ranger,
Samurai,
Gadgeteer, Bard
Stud-Cuir Bra +2 +6 N/A All but Faerie All but Ninja,
(Females Only) Monk, Psionic,
Mage

Suede Doublet +3 N/A All but Faerie All but Ninja


Tarnished Mail +4 N/A All but Faerie Fighter, Lord,
Valkyrie, Ranger,
Samurai,
Gadgeteer, Bard
Trynnie Breastplate +7 I0% vs. Divine Dwarf, Gnome, Fighter, Lord ,
Hobbit, Trynnie Valkyrie, Rogue,
Gadgeteer, Bard
Upper Black Gown +12 90% vs. Divine All but Faerie All but Ninja
of Death*
Upper Chain Mail +10 I0% vs. Fire, Water All but Faerie Fighter, Lord,
Valkyrie, Ranger,
Samurai,
Gadgeteer, Bard
Upper Do-Maru +6 N/A All but Faerie Samurai
continue<J
ITEM ARMOR CLASS RESISTANCES
Protective Equipment

RACES PROFESSIONS
..
Upper Ebony Plate +14 30% vs. Fire, Water All but Faerie Fighter, Lord ,
Valkyrie
Upper Gossamer +I I0% vs. Mental Faerie All
Gown
Upper Gown +10 I0% vs. Divine All but Faerie, Fighter, Lord ,
ofDivinemail* T'Rang Valkyrie, Ranger,
Samurai ,
Gadgeteer, Bard
Upper Hi-Kane Do +12 30% vs. Fire All but Faerie, Samurai
T'Rang
Upper Ninja Garb +3 N/A All Ninja
Upper Plate Mail +10 N/A All but Faerie Fighter, Lord,
Valkyrie
Upper Plate Mail +2 +12 20% vs. Fire, Water All but Faerie Fighter, Lord ,
Valkyrie
Upper Plate Mail +3 +13 30% vs. Fire, Water All but Faerie Fighter, Lord,
Valkyrie
Upper Tosei-Do +9 N/A All but Faerie Samurai
Zynaryx Plate +6 N/A Faerie All but Ninja,
Monk

Lower Body Armor


ITEM ARMOR CLASS RESISTANCES RACES PROFESSIONS
Bronze Greaves +7 N/A All but Faerie, Fighter, Lord,
T' Rang, Rapax Valkyrie
Chain Chausses +9 N/A All but Faerie, Fighter, Lord ,
T' Rang, Rapax Valkyrie, Ranger,
Samurai,
Gadgeteer, Bard
Chainmail Pants +2 +8 20% vs. Water, Air All but Faerie, Fighter, Lord ,
T'Rang Valkyrie, Ranger,
Samurai,
Gadgeteer, Bard
Chamois Skirt +3 N/A All but Faerie Ninja, Monk,
(Females Only) Psionic, Mage
Cloth Pants +I N/A All but Faerie, All but Ninja
T'Rang
Fur Leggings +4 N/A All but Faerie, All but Ninja
T'Rang
Jazeraint Skirt +9 N/A All but Faerie All but Ninja,
(Females Only) Monk, Psionic,
Mage
continued
CHAPTER 4 c Weapons and Other Items of Dominus

ITEM ARMOR CLASS RESISTANCES RACES PROFESSIONS


Leather Leggings +5 N/A All but Faerie, All but Ninja,
T'Rang Monk, Psionic,
Mage
Lower Black +12 90% vs. Divine All but Faerie, All but Ninja
Gown of Death T'Rang
Lower Chain Mail +I +IO I0% vs. Fire, Water All but Faerie, Fighter, Lord,
T' Rang, Rapax Valkyrie, Ranger,
Samurai,
Gadgeteer, Bard
Lower Doll 's Armor +5 N/A Faerie All but Ninja,
Monk
Lower Do-Maru +6 N/A All but Faerie, Samurai
T'Rang
Lower Ebony Plate +14 30% vs. Fire, Water All but Faerie, Fighter, Lord,
T'Rang, Rapax Valkyrie
Lower Gossamer +I I0% vs. Mental Faerie All
Gown
Lower Gown +10 I0% vs. Divine All but Faerie, Fighter, Lord ,
of Divin email* T'Rang Valkyrie, Ranger,
Samurai,
Gadgeteer, Bard
Lower Hi-Kane Do +12 30% vs. Fire All but Faerie, Samurai
T'Rang
Lower Ninja Garb +3 N/A All but T'Rang, Ninja
Rapax
Lower Plate Mail +10 N/A AJI but Faerie, Fighter, Lord,
T'Rang, Rapax Valkyrie
Lower Plate Mail +2 +12 20% vs. Fire, Water All but Faerie, Fighter, Lord,
T' Rang, Rapax Valkyrie
Lower Plate Mail +3 +13 30% vs. Fire, Water All but Faerie, Fighter, Lord,
T' Rang, Rapax Valkyrie
Lower Tosei-Do +9 N/A All but Faerie, All but Ninja
T'Rang
Mesh Leggings +7 N/A All but Faerie, All but Ninja,
T' Rang, Rapax Monk, Psionic,
Mage
Oliveskin Leggings* -2 N/A AJI but Faerie, All but Ninja
T'Rang
Platinum Greaves +16 N/A All but Faerie, Fighter, Lord,
T'Rang, Rapax Valkyrie
Quilt Leggings +4 N/A All but Faerie, All but Ninja,
T'Rang Monk, Psionic,
Mage
continued

2
mM ARMOR CLASS RESISTANCES
Protective Equipment

RACES PROFESSIONS

Stud Chausses +8 NIA All but Faerie, All but Ninja,
T'Rang Monk, Psionic,
Mage
Stud-Cu1r Skirt +6 NIA All but Faerie All but Ninja,
(Females Only) Monk, Psionic,
Mage
Suede Pants +3 NIA All but Faerie, All but Ninja
T'Rang

Capes, Cloaks, and Robes


mM ARMOR CLASS RESISTANCES RACES PROFESSIONS
Canezou Robe +4 NIA All All
Cape of Stealth +3 NIA All but Faerie All but Fighter,
Lord , Valkyrie,
Ranger, Samurai,
Monk
Cloak of Many Colors +3 l 0% vs. Fire, Water, All All
Air, Earth, Mental , Divine
Cloak of Perception +2 I0% vs. Divine All All
Death Shroud* +2 NIA All All
Dragonhide Cloak +I 20% vs. Fire All but Faerie All
Forest Cape +3 NIA All Ranger
Hunter's Cape +2 NIA All but Faerie Fighter, Lord,
Valkyrie, Ranger,
Rogue, Gadgeteer,
Bard
Lower Robes +2 NIA All but Faerie, All but Ninja
T'Rang
Lower Robes + I +3 NIA All but Faerie, All but Ninja
T'Rang
Lower Robes +6 NIA All but Faerie, All but Ninja
of Enchant T'Rang
Midnight Cloak +2 +5 in close combat All but Faerie Ninja, Rogue,
Gadgeteer, Bard
Oilskin Cloak +I 20% vs. Water All but Faerie All
Prospero's Cloak +2 I0% vs. Water All Bard
Robes ofRejuvenation +6 NIA All but Faerie All but Ninja
Shadow Cloak +I NIA All but Faerie Ninja, Rogue,
Gadgeteer, Bard
Upper Robes +2 NIA All but Faerie All but Ninja
Upper Robes + l +3 NIA All but Faerie All but Ninja
Upper Robes +6 NIA All but Faerie All but Ninja
of Enchant
CHAPTER 4 ( . Weapons and Other Items of Dominus

Gloves
ITEM ARMOR CLASS RESISTANCES RACES PROFESSIONS
Chamois Gloves +3 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Colbaltine N/A N/A All Fighter, Lord,
Powergloves Valkyrie, Ranger,
Rogue, Gadgeteer
Copper Gloves +10 N/A All but Faerie Fighter, Lord,
Valkyrie
Cuir Gauntlets +5 N/ A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Doll 's Gloves +3 N/A None All but Ninja,
Monk, Psionic,
Mage
M at·1M'tt
I ens +6 N/A All b u tF aene Ftg hter, Lord,
Valkyrie, Ranger,
Samurai ,
Gadgeteer, Bard
Mantis Gloves + 14 N/A All but Faerie Fighter, Lord,
Valkyrie
Silken Gloves* -I N/A All but Faerie All but Ninja
Silver Gloves + 12 N/A All but Faerie Fighter, Lord,
Valkyrie
Steel Gauntlets +8 N/A All but Faerie Fighter, Lord,
Valkyrie

Footwear
ITEM ARMOR CLASS RESISTANCES RACES PROFESSIONS
Ariel's Slippers +5 10% vs. Air All Bard
Buskins +3 N/A All but Faerie All but Ninja
Chain Hosen +8 N/A All but Faerie Fighter, Lord,
Valkyrie, Ranger
Samurai ,
Gadgeteer, Bard
Goatfoot Boots +7 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Leather Boots +5 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Leather Greaves +6 N/A All but Faerie, All but Ninja,
T'Rang, Rapax Monk, Psionic,
Mage
continue.
~

~
ITEM ARMOR CLASS RESISTANCES
Protective Equipment

RACES PROFESSIONS
""
"1agnetic Boots* -5 N/A All but Faerie Fighter, Lord,
Valkyrie
Mantis Boots +14 N/A All but Faerie Fighter, Lord ,
Valkyrie
Oberon's Greaves +7 5% vs. Mental , Divine All but Faerie, Bard
T' Rang, Rapax
Rubber Shoes N/ A N/A All but Faerie All but Ninja
Sandals +I N/A All but Faerie All but Ninja
Silver Sollerets +12 N/A All but Faerie Fighter, Lord,
Valkyrie
Snakeskin Boots +8 N/ A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Sollerets +10 N/ A All but Faerie Fighter, Lord ,
Valkyrie
Spiked Boots +5 N/A All All
Tab1 Boots +3 N/A All Ninja
Winged Boots +5 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage

Headgear
ITEM ARMOR CLASS RESISTANCES RACES PROFESSIONS
Armet +10 N/ A All but Faerie Fighter, Lord ,
Valkyrie
Assassin's Cap +3 5% vs. Water, Mental All All
Basc1net +6 N/A All but Faerie Fighter, Lord ,
Valkyrie, Ranger,
Samurai ,
Gadgeteer, Bard
Basc1net and Camail +9 N/A All but Faerie Fighter, Lord,
Valkyrie
Beanie N/ A N/ A All All
Bnlhant Helm +6 N/ A All All
Burgonet Helm +8 N/A All but Faerie Fighter, Lord,
Valkyrie
Canezou Helm +7 N/ A All All
Cap of Wiles* -4 10% vs. Mental All but Faerie All but Ninja
Coif of Divinemail* +8 l 0% vs. Divine All but Faerie Fighter, Lord ,
Valkyrie, Ranger,
Samurai ,
Gadgeteer, Bard
continued
CHAPTER 4 ~ Weapons and Other Items of Dominus

ITEM ARMOR CLASS RESISTANCES RACES PROFESSIONS


Crusader Helm +8 I0% vs. Divine All but Faerie Fighter, Lord,
Valkyrie
Ebony Heaume + 14 30% vs. Fire, Water All but Faerie Fighter, Lord,
Valkyrie
Faerie Cap +4 NIA Faerie All
Feathered Hat +2 N/A All but Faerie All but Ninja,
Monk, Psionic,
Mage
Flynn's Cap +4 30% vs. Earth All Ranger, Rogue,
Gadgeteer, Bard
Heaume +12 NIA All but Faerie Fighter, Lord,
Valkyrie
Helm & Coif +7 NIA All but Faerie Fighter, Lord,
Valkyrie
Helm of Insight +3 NIA All but Faerie All but Ninja
Spell: Mindread
(power 4)
Helm of Serenity +3 30% vs. Mental All All
Infinity Helm +14 5% vs. Fire, Water, All but Faerie Fighter, Lord,
Air, Earth , Mental , Valkyrie, Ranger
Divine Samurai
Leather Helm +3 NIA All but Faerie All but Ninja,
Monk, Psionic,
Mage
Mail Coif +5 NIA All but Faerie Fighter, Lord,
Valkyrie, Ranger.
Samurai ,
Gadgeteer, Bard
Mitre +2 NIA All Priest, Bishop
Mitre De Sanct +5 NIA All but Faerie Priest, Bishop
Necromatic Helm* +7 50% vs. Fire, Mental All but Faerie All but Ninja
Ninja Cowl +3 NIA All Ninja
Phrygian Cap +4 NIA All but Faerie All but Ninja,
Monk, Psionic,
Mage
Poseur's Cap NIA NIA All All but Ninja,
Rogue, Gadgetee
Bard
Puck's Cap +3 I0% vs. Earth All but Faerie All but Ninja
Skullcap +I NIA All but Faerie All but Ninja
Steel Helm +4 NIA All but Faerie Fighter, Lord,
Valkyrie, Range'.
Samurai,
Gadgeteer, Bare
Wizard's Cone +2 I0% vs. Divine All Alchemist,
Psionic, Mage

56
Shields
Protective Equipment ..
ITEM ARMOR CLASS RE!SISTANCE!S RACES PROFESSIONS
Aqua Shield +2 20% vs. Water All but Faerie All but Ninja,
Monk, Psionic,
Mage
Brimstone Shield +2 20% vs. Fire All but Faerie All but Ninja,
Monk, Psionic,
Mage
Buckler Shield +I NIA All but Faerie All but Ninja,
Monk, Psionic,
Mage
Dragon Kite Shield +4 40% vs. Fire, Water All but Faerie Fighter, Lord ,
Valkyrie
Granite Shield +2 20% vs. Earth All but Faerie All but Ninja,
Monk, Psionic,
Mage
Heater Shield +3 NIA All but Faerie Fighter, Lord ,
Valkyrie, Ranger,
Samurai ,
Gadgeteer, Bard
Light Shield +IO 90% vs. Fire, Water All but Faerie All but Ninja,
Monk, Psionic,
Mage
Lithe Buckler +I NIA All but Faerie All but Ninja,
Monk, Psionic,
Mage
Philosopher's Shield +2 20% vs. Mental, Divine All but Faerie All but Ninja,
Monk, Psionic,
Mage
Rainbow Shield +4 15% vs. Fire, Water, All but Faerie Fighter, Lord,
Spell: Prismic Ray Air, Earth, Mental, Valkyrie
(power 4) Divine
Round Shield +2 NIA All but Faerie All but Ninja,
Monk, Psionic,
Mage
Shield of Sacrifice +3 NIA All but Faerie Fighter, Lord,
Valkyrie, Ranger,
Samurai ,
Gadgeteer, Bard
Shield of Soaring* -3 NIA All but Faerie All but Ninja,
Monk, Psionic,
Mage
Shield of Winds +2 20%vs. Air All but Faerie All but Ninja,
Monk, Psionic,
Mage
Thieves Buckler +I NIA All but Faerie All but Ninja,
Monk, Psionic,
Mage

S1 '
CHAPTER 4 (. Weapons and Other Items of Dominus

Guns and Gadgetry


The Wizardry 8 universe meshes aspects of science fiction and modern warfare with arche-
typal fantasy elements. Nowhere is this more evident than in the game's weaponry. Napalm
Bombs, Holograph Projectors, and Omniguns are at home in Dominus right alongside magic
wands and potions. This section focuses on an assortment of bombs, gadgets, guns, and
other advanced equipment found in the game.

Boom Bomb Omnigun Mk. 8 Flamethrower Demon in a Box

Bombs
ITEM DAMAOE SPECIAL ATTACKS RACES PROFESSIONS
Boom Bomb Sonic Boom N/A All Samurai, Ninja,
(power 4) Monk
Cherry Bomb Fireball spell N/A All All
(power 3)
Death Bomb Death Cloud N/A All All
spell (power 3)
Earthshaker Bomb Earthquake spell N/A All All
(power 6)
Fire Bomb Firestorm spell NIA All All
(power 4)
Ice Bomb lceball spell N/A All All
(power 6)
Napalm Bomb Ring of Fire spell N/A All All
(power 4)
Stink Bomb Noxious Fumes N/A All All
spell (power 3)

Gadgets
ITEM SPELL/POWER COMPONENT I COMPONENT2 REQUIRED SKILL
Demon in a Box Psionic Blast Jack in the Box Demon Doll 60
(power I) (Upper Rapax
Castle)
continued
ITEM SPELL/POWER COMPONENT I
Guns and Gadgetry

COMPONENT2
..
REQUIRED SKILL
Duct Tape Paralyze (power 1) Duct Tape N/A N/A
(sold complete by
Anna in Arnika)
Electro-shocker Resurrection Electrodes High Voltage 75
(power I) (sold by Anna Transformer
in Arnika) (Mt. Gigas)
Forcefield Generator Armorplate Voltage Amplifier Giant Magnet 30
(power I) (Swamp, Crock) (Trynton)
Holograph Projector Guardian Angel Large Prism Laser Pointer 15
(power I) (Swamp, Crock) (Marten's Bluff,
underground)
lnvigorator Belt Superman Metal Belt Electrodes 45
(power I) (Southeast (sold by Anna
Wilderness) in Arnika)
Jack in the Box Terror (power 1) Hinged Box Doll 5
(Arnika) (Arnika)
Jackhammer Earthquake Chisel Pendulum 85
(power I) (Southeast (Rapax Castle,
Wilderness) roof)
Lava Lamp Hypnotic Lure Glowing Goo Orange Goo 30
(power 1) (Trynton) (Trynton)
Lightning Rod Energy Blast Lightning Rod N/A N/A
(power I) (found complete
in an upper
monastery, chest)
Magic Mirror Eye for an Eye Shiny Chrome Magic Polish 45
(power I) Plate (Swamp, Crock)
(Trynton Zoo)
Microwave Ray Boiling Blood Microwave Chip Broken Blaster 75
(Gun) (power 1) (upper monastery) (Bayjin)
NegatAir Asphyxiation Long Metal Tube Vacuum Pump 85
(power 1) (Sea Caves, beach) (Bayjin)
Noisemaker Sonic Boom Empty Bottle Gunpowder 15
(power 1) (various sites) (Umpani base
camp)
Regenerating Stone Heal All (power 1) Electrodes Lazurite Stone 60
(Anna, Crock) (Southeast
Wilderness)
Searchlight Detect Secrets Ptorch Magnifying Glass 15
(power 1) (Mt. Gigas (upper monastery)
Caves)
Strobe Light Prismic Ray Electric Lamp Oscillator 70
(power I) (T'Rang house) (Marten's Bluff,
east)
continued
CHAPTER 4 c Weapons and Other Items of Dominus

ITEM SPELL/POWER COMPONENT I COMPONENT2 REQUIRED SKILL


VapoRizer Instant Death VapoRizer NIA NIA
(power I) (found complete
in Bayjin chest)
Watchdog Alarm Shadow Hound Electric Eye Loudspeaker 30
(power I) (Marten 's Bluff, (Mt. Gigas)
underground)
Water Cannon Tsunami Hose Bellows 85
(power I) (Mine Tunnels) (Rapax Castle,
Ferro)
X-Ray Scanner X-Ray (power I) Scanner X-Ray Chip 45
(Arnika, Mook) (Arnika, spaceport)

Guns and Ammo


ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Blunder Buss 2024+0 Kill5% All but Faerie Fighter, Lord,
(2-48) Valkyrie, Ranger
Broken Blaster NIA NIA All Gadgeteer
Bullet Stones 104+ 0 Knockout 4% All All Frontier
(1-4)
Phaser 3010+0 Kill5% All Fighter, Lord,
(3-30) Valkyrie, Ranger,
Rogue, Gadgeteer
Gold Nuggets 404+4 Knockout 60% All All
(8- 20)
Impaling Stones 404+2 Kill 2%, Knockout 9% All All
(6-18)
Medusa Stones 404+4 Paralyze 20%, All All
(8-20) Knockout l 0%
Musket 1024+0 Kill2% All Fighter, Lord,
(1-24) Valkyrie, Ranger,
Rogue, Gadgeteer
Mystery Ray 205+2 NIA All All
(4- 12)
Omnigun Mk. I NIA NIA All Gadgeteer
Omnigun Mk. 2 NIA NIA All Gadgeteer
Omnigun Mk. 3 NIA Blind 5% All Gadgeteer
Omnigun Mk. 4 NIA Blind 5% All Gadgeteer
Omnigun Mk. 5 NIA Blind 10% All Gadgeteer
Omnigun Mk. 6 NIA Blind 10% All Gadgeteer
Omnigun Mk. 7 NIA Knockout 5%, Blind 10% All Gadgeteer
Omnigun Mk. 8 NIA Knockout 5%, Blind 10% All Gadgeteer
continuea
ITEM
Omnigun Mk. 9
DAMAGE
N/A
SPECIAL ATTACKS
Kill!% , Knockout 5%,
Blind 10%
RACES
All
Magic Items

PROFESSIONS
Gadgeteer
"'
Omrngun Mk. I0 N/A Kill 1%, Knockout 5%, All Gadgeteer
Blind 10%
Omrngun Mk. 11 N/A Kill 2%, Knockout 5%, All Gadgeteer
Blind 10%
Omnigun Mk. 12 N/A Sleep 1%, Paralyze 1%, All Gadgeteer
Poison I% (Strength 5).
Hex 1%, Disease 1%,
Kill 2%, Knockout 10%,
Blind 10%, Frighten 1%.
Drain HP 1%,
Drain Stamina 1%,
Drain SP 1%, Nauseate 1%,
Insane 1%
Spike Stones 3D3+2 Knockout 5% All All
(5-11)
Ta-L1 Stones 205+2 Paralyze 10%, All All
(4-12) Knockout I0%
Zip Gun IDl2+0 Knockout 4% All Fighter, Lord ,
(1-12) Valkyrie, Ranger,
Rogue, Gadgeteer

Modern Equipment
ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS
Flamethrower Firestorm spell N/A All All but Mage
(power I)
Rockets 3D6+0 N/A All All
(3-18)
Rocket Launcher N/A N/A All All
Thermal Pineapples Nuclear Blast N/A All All
spell (power 6)

Magic Items
What would a good RPG be without plenty of magical goodies? Wizardry 8 doesn't disap-
point in this regard . Your party will discover a number of enchanted items, ranging from
potions and trinkets to musical instruments and magic wands. Many of these objects, of
course, offer their possessors special powers.

61
CHAPTER 4 ( , Weapons and Other Items of Dominus

Jewelry
Trinkets are not just a means of adornment in Wizardry 8. Amulets, bracelets, necklaces, and
the like provide wearers with special powers. In particular, they offer resistance to enemy
magic, enable a party member to cast spells on opponents, and boost armor protection.

Amulet of Life Ankh of Death Gem of Power Aqua Ring

Amulets
ITEM SPELL/POWER RESISTANCES PROFESSIONS
Amulet of Airs Purify Air (power 4) 10%vs. Air All
Amulet of Healing Heal All (power 6) 50% vs. Divine All
Amulet of Life Resurrection (power 6) NIA All
Amulet of Nebdar Hex (power 6) I0% vs. Fire, Water, 5% vs. Air, All
Earth, Mental, Divine
Amulet of Rainbows Prismic Ray (power 4) 30% vs. Fire All
Amulet of Spiders Web (power 4) I0% vs. Water All
Amulet of Static Energy Blast (power 6) 5% vs. Mental All
Amulet of Stillness Paralyze (power 5) I0% vs. Water All
Blarneystone Amulet Charm (power 6) NIA All

Ankhs and Crosses


ITEM SPELL/POWER RESISTANCES PROFESSIONS
Ankh of Death* Instant Death (power 6) NIA All
Ankh of Dexterity NIA NIA All
Ankh of Healing Heal Wounds (power 6) NIA All
Ankh of Life Resurrection (power 6) 50% vs. Divine All
Ankh of Might NIA NIA All
continued

62
Mag ic Items

ITEM SPELL/POWER RESISTANCES PROFESSIONU


Ankh of Sanctity N/A N/A All
Ankh of Speed Haste (power 4) N/A All
Ankh ofYouth N/ A N/A All
Cross of Protection N/A I 0% vs. Water, 20% vs. Divine All but Ninja
Silver Cross N/A N/A Priest, Bishop

Brace rs
ITEM ARMOR CLASS RESISTANCES PROFESSIONS
Bracers of Defense +2 I0% vs. Earth, Divine All
F1lcher's Band +I N/A Ranger, Ninja, Rogue, Gadgeteer,
Bard
Tinker's Carryall +I N/A Gadgeteer
Bracers

Lockets &- Medallions


ITEM ARMOR CLASS RESISTANCES PROFESSIONS
Cameo Locket +4 30% vs. Divine All
(Males Only)
Golden Medallion +3 40% vs. Fire All

Necklaces
ITEM SPELL/POWER RESISTANCES RACES PROFESSIONS
Amulet of Asphixiate Asphyxiation 30% vs. Air All All
(power 4)
Amulet Pro Magic N/A I0% vs. Fire, Water, All All
Air, Earth, Mental,
Divine
Bat Necklace N/A 50% vs. Fire All All
Emerald Talisman N/A 30% vs. Divine All All
Gem of Power N/ A 5% vs. Fire, Water, All All
Air, Earth, Mental ,
Divine
continued
CHAPTER 4 c Weapons and Other Items of Dominus

ITEM SPELL/POWER RESISTANCES RACES PROFESSIONS


Helazoid Pendant N/A 50% vs. Fire All All
Locket of Reflection Eye for an Eye N/A All All
(Females Only) (power 4)
Necklace of N/A N/A All but Faerie, All
Endurance Android
(Females Only)
Pk Crystal Psionic Blast 50% vs. Mental All Psionic
(power 4)
Scarab Necklace* N/A 20% vs. Mental All All
Valentine Necklace N/A I0% vs. Mental All All

Rings
ITEM SPELL/POWER RESISTANCES RACES PROFESSIONS
Aeromancer's Ring N/A 5% vs. Air All but Android All
Aqua Ring N/A 20% vs. Water All but Android All
Brimstone Ring N/A 20% vs. Fire All but Android All
Diamond Ring N/A 30% vs. Divine All All
(Females Only)
Fey Ring* N/A N/A Elf, Faerie All
Geomancer's Ring N/A 5% vs. Earth All but Android All
Granite Ring N/A 20% vs. Earth All but Android All
Hydromancer's Ring N/A 5%vs. Water All but Android All
Mystic's Ring Mindread I0% vs. Mental All Monk, Priest,
(power 4) Alchemist,
Bishop, Psionic,
Mage
Pyromancer's Ring N/A 5% vs. Fire All but Android All
Ring of Beasts N/A N/A Felpurr, Rawulf, All
Trynnie, Rapax
Ring of Breezes Purify Air 20%vs. Air All but Android All
(power 3)
Ring of Felix N/A N/A All All
Ring of Life N/A N/A All All
Ring of Power Restore Magic N/A All but Android All but Fighter,
(power 3) Rogue
Ring of Protection N/A N/A All but Android All
Ring of Reflextion N/A N/A All All
Ring of Regeneration N/A3 30% vs. Divine All All
continu~
Magic Items

ITEM SPELL/POWER RESISTANCES RACES PROFESSIONS


Ring of Resounding Shrill Sound N/A All All
(power 3)
Ring of the Road Superman N/A All Bard
(power 2)
Ring of Sanity Sane Mind 10% vs. Mental All Monk, Priest,
(power 5) Alchemist,
Bishop, Psionic,
Mage
Ring of Stars N/A 50% vs. Mental All All
Ring Pro Frost N/A 40% vs. Water All All
Ring Pro Magic N/A 10% vs. Fire, Water, All All
Air, Earth , Mental,
Divine

Musical Instruments
Music is an entertaining and unique method for taking on enemies. Party members with
music skills (usually Bards) can obtain musical instruments from various Dominus sites. They
can then employ them in a manner that produces effects similar to the magic of Mages and
Psionics. (Note that some of these items are only available to parties imported from
Wizardry Cold or Wizardry 7: Crusaders of the Dark Savant.)

Pipes of Doom Infernal Horn Lute of Sloth Lyre of Cakes

Bagpipes
ITEM SPELL/POWER SPECIAL ATTACKS REOUIRED LOCATION
MUSIC SKILL
Banshee 's Howl Hex (power 3) N/A 60 Northern
Wilderness
Chaos Drone Pandemonium N/A 75 Southeast
(power 3) Wilderness
P1erc1ng Pipes Shrill Sound N/A 15 Arnika Road,
(power 3) chest
Pipes of Doom Terror (power 3) Paralyze 11% 5 Limited to
imported parties
CHAPTER 4 ~ Weapons and Other Items of Dominus

Drums
ITEM SPELL/POWER SPECIAL ATTACKS REOUIRED LOCATION
MUSIC SKILL
Rousing Drums Haste (power 3) N/A 45 Swamp (hollow
tree over Marten's
Bluff exit)
Snare of Delay Slow {power 3) N/A 15 Trynton
(ground level)

Horns and Bullroarer


ITEM SPELL/POWER SPECIAL ATTACKS REOUIRED LOCATION
MUSIC SKILL
Angel's Tongue Bless (power I) N/A I Upper monastery
Bull roarer Whirlwind N/A 45 Trynton
(power 3) {upper branches,
shaman's hut)
Cornu of Banish N/A 70 Limited to
Demonspawn (power I) imported parties
Horn of Fear Terror (power 3) N/A 5 Limited to
imported parties
Horn of Prometheus Fireball (power 3) N/A 30 Limited to
imported parties
Infernal Horn Nuclear Blast N/A 90 Rapax Castle
(power 3) (dining room
table)
Jericho Horn Armormelt N/A 45 Marten's Bluff
(power 3) {underground,
eastern area)
Siren 's Wail Insanity (power 3) N/A 15 Trynton
Graveyard
Soulful Sax Soul Shield N/A 45 Saxx's personal
(power 4) item (Umpani
base camp)

Lutes
ITEM SPELL/POWER SPECIAL ATTACKS REOUIRED LOCATION
MUSIC SKILL
Dulcimer of Mending Heal All (power 3) N/A 60 Arnika Road
{in house)
Lute of Sloth Slow (power 3) N/A 15 Limited to
imported parties
Mandolin of Magic Screen N/A 30 Marten 's Bluff
the Magus (power 3) (in castle)
continuted
Magic Items

ITEM SPELL/POWER SPECIAL ATTACKS REQUIRED LOCATION


MUSIC SKILL
Poet's Lute Sleep (power 3) N/A I Bards
automatically
come with this
instrument
Renaissance Lute Restoration N/A 85 Sea Caves
(power 3)

Lyres
ITEM SPELL/POWER SPECIAL ATTACKS REQUIRED LOCATION
MUSIC SKILL
Chromatic Lyre Itching Skin N/A 5 Limited to
(power 3) imported parties
Hades Harp Cerebral N/A 85 Rapax Rift
Hemorrhage (High Priestess'
(power 3) apartment)
Lyre of Cakes Heal All (power 3) N/A 60 Limited to
imported parties
Silent Lyre Silence (power 3) N/A 30 Mine Tunnels
Succubus Song Lifesteal (power 3) N/A 70 Mountain
Wilderness

Violins
ITEM SPELL/POWER SPECIAL ATTACKS REQUIRED LOCATION
MUSIC SKILL
Arresting Aria Freeze All N/A 60 Arnika- Trynton
(power 3) Road (in house)
Fngid Fiddle Freeze Flesh N/A 30 Mt. Gigas
(power 3) Caves
Strings of Seduction Turncoat (power 3) N/A 75 Bayjin
Viola D' Amore Charm (power 3) N/A 5 Arnika
(He' Li's inn)

Potions and Powders


Magic can take many forms . Potions (classified below by their color) and powders are yet
another way of casting spells against enemies. Note that alchemy skills are not necessary for
all of these items. In fact, you can even take an empty bottle and dip it in the Swamp 's oil
pool to make a Cherry Bomb-even if none of your party members has abilities with
alchemy. In the Spell/Power column, the power level given in parentheses refers to the spell
level potency of the potion . For example, Doubleman Draught, listed as "(power S), "
invokes a STH level Superman spell.

6
CHAPTER 4 (. Weapons and Other Items of Dominus

Holy Water Cherry Bomb

Blue Potions
ITEM SPELL/POWER ELEMENTS REOUIRED RACES
MERO ED ALCHEMY SKILL
Doubleman Draught Superman (power 5) NIA NIA All
Holy Water Holy Water (power 3) NIA NIA All
Magic Nectar Restore Magic (power 6) NIA NIA All
Potion of Heavy Heal Heal Wounds (power 6) Light Heal and 15 All
Moderate Heal
potions
Potion of Light Heal Heal Wounds (power I) NIA NIA All
Potion of Moderate Heal Wounds (power 3) NIA NIA All
Heal
Potion of Superman Superman (power 5) NIA NIA All
Tincture of Shadows Chameleon (power 5) NIA NIA All

Green Potions
ITEM SPELL/POWER ELEMENTS REOUIRED RACES
MEROED ALCHEMY SKILL
Acid Bomb Acid Bomb (power 4) Stink Bomb and 20 All
Boom Bomb
Moser's Mojo Tea Restore Magic (power 2) NIA NIA All

Purple Potions
ITEM SPELL/POWER ELEMENTS REOUIRED RACES
MERO ED ALCHEMY SKILL
Dark Nectar NIA NIA NIA All
Eye for an Eye Potion Eye for an Eye (power 5) NIA NIA All
Granite Potion Body of Stone (power 5) NIA N/A All
Milk of Magmanasia Restore Magic (power 6) NIA NIA All
Pickmeup Restore Health (power 6) Moderate Heal 20 All
and Heavy
Heal potions
continuea
ITEM SPELL/POWER ELEMENTS REOUIRED
Magic Items

RACES
..
MERCED ALCHEMY SKILL
Potion of Cure Poison Cure Poison (power 6) Poison Reduction 15 All
and Light
Heal potions
Potion of Dracon Breath Dracon Breath N/A N/A All
(power 5)
Potion of Haste Haste (power 5) N/A N/A All
Potion of Poison Cure Poison (power 3) N/A N/A All
Reduction
Potion of Razor Razor Cloak (power 5) N/A N/A All
Cloak
Renewal Potion Renewal (power I) Cure Disease 50 All
and Heavy
Heal potions

Red Potions
ITEM SPELL/POWER ELEMENTS REOUIRED RACES
MERCED ALCHEMY SKILL
Canned Elemental Summon Elemental Fire Bomb and 95 All
(power 6) Ice Bomb
Cherry Bomb Fireball (power 3) N/A N/A All
Eau D'Rapax Perfume N/A N/A N/A All
Glowing Goo N/A N/A N/A Gadgeteer
Potion of Restoration Restoration (power 3) Heavy Heal 50 All
and Heavy
Stamina potions

Yellow Potions
ITEM SPELL/POWER ELEMENTS REOUIRED RACES
MERCED ALCHEMY SKILL
Ale Booze (power 1) N/A N/A All but
Android
Bottle of Old Jake's Booze (power 4) N/A N/A All
Chief's Swamp Malt Cure Lesser Condition N/A N/A All
(power 6)
Dungore's Malt Ale Booze (power 1) N/A N/A All
Fuzzfas Fizzer Booze (power 6) N/A N/A All
Potion of Bless Bless (power 6) N/A N/A All
continued
CHAPTER 4 ~ Weapons and Other Items of Dominus

ITEM SPELL/POWER ELEMENTS REQUIRED RACES


MERGED ALCHEMY SKILL
Potion of Cure Cure Disease (power 6) Cure Light 40 All
Disease Condition and
Heavy Heal
potions
Potion of Cure Cure Lesser Condition N/A N/A All
Light Condition (power 6)
Potion of Guardian Guardian Angel (power 5) Light Heal and 15 All
Angel Bless potions
Potion of Heavy Stamina (power 6) N/A N/A All
Stamina
Potion of Moderate Stamina (power 4) N/A N/A All
Stamina

Powders
ITEM SPELL/POWER SPECIAL ELEMENTS REQUIRED
ATTACKS MERGED ALCHEMY
SKILL
Concussion Powder Concussion (power 3) Knockout I00% N/A N/A
Cure Paralysis Powder Cure Paralysis (power 6) N/A N/A N/A
Devil Dust Whirlwind (power 3) N/A N/A N/A
Dust of Banishment Banish (power 3) N/A N/A N/A
Dust of Defection Turncoat (power 3) N/A N/A N/A
Dust of Dessication Dehydrate (power 3) N/A N/A N/A
Faerie Dust Sleep (power 3) N/A N/A N/A
Flash Powder Blinding Flash (power 3) N/A N/A N/A
Pandemonium Powder Pandemonium (power 3) N/A Sneeze and Flash 50
powders
Resurrection Powder Resurrection (power I) N/A Renewal Potion and 80
Magic Nectar
Skeleton Powder Instant Death (power 6) N/A Dust of Desiccation 70
and Concussion
Powder
Smelling Salts Smelling Salts (power 4) N/A N/A N/A
Sneeze Powder Itching Skin (power 3) N/A N/A N/A
Magic Items

Magic Staves and Wands


Magic staves and wands are tools often used by Monks, Priests, Bishops, and Mages. Forget
the mundane Abracadabra! acts of local magic shows. Several of these wands carry strong
special attacks, such as poisoning, paralyzing, and hexing opponents.

r
FlameQuencher Wand
i
Stave of Silence

ITEM DAMAGE SPECIAL ATTACKS RACES PROFESSIONS


Coil of the Serpent* 308+3 Poison 100% (Strength 7) All All
(6-27)
FlameQuencher Wand ID8+0 Paralyze 5% All All
(1-8) Spell: Blizzard (power 2)
Knock Picks Knock Knock spell N/A All All
(power 3)
Rod of Sprites 404+2 Hex 50% Faerie All
(6-18)
Staff Pro Paralysis 106+2 Paralyze 10%, All Lord, Valkyrie,
(3-8) Monk, Priest,
Bishop, Psionic,
Mage
Stave of 12 Stars* 304+4 Sleep 35% All All
(7-16) Spell: Restore Magic
(power 6)
Stave of Silence 106+1 Spell: Silence All Lord , Valkyrie,
(2-7) (power 4) Monk, Priest,
Bishop, Psionic,
Mage
Thunder Stick 204+2 Spell : Earthquake All All
(4-10) (power 2)
Wand of Static 108+0 Spell: Energy Blast All All
(1-8) (power 2)
Wand of Winds 203+4 Spell: Whirlwind All All
(6-10) (power 4)
W1nterwand 203+2 Paralyze 15% All All
(4-8) Spell : lceball (power 4)
Ymmu's Paw 106+4 Hex 15% All All
(5-10)
CHAPTER 4 ( . Weapons and Other Items of Dominus

Stix and Stones


Stix and stones can do more than break some bones in Wizardry 8. These implements of
battle empower their possessors with supernatural abilities. Moreover, a lot of professions
have access to these powerful tools.

Fire Stix Beckoning Stone

St ix
ITEM SPELL/POWER SPECIAL ATTACKS RACES PROFESSIONS
Cracker Stix Energy Blast (power 3) NI A All Ninja, Rogue, Gadgeteer,
Bard, Alchemist, Psionic,
Mage
Fire Stix Magic Missiles (power 2) NIA All Ninja, Rogue, Gadgeteer,
Bard, Alchemist, Psionic,
Mage
Icicle Stix Frost (power 2) NIA All All but Monk, Priest, Bishop
Rocket Stix Magic Missiles (power 4) NIA All Ninja, Rogue, Gadgeteer,
Bard, Alchemist, Psionic,
Mage
Sparkle Stix Energy Blast (power I) NIA All Ninja, Rogue, Gadgeteer,
Bard, Alchemist, Psionic,
Mage

Stones
ITEM SPELL/POWER RESISTANCES RACES PROFESSIONS
Beckoning Stone NIA NIA All All
Mana Stone Restore Magic NIA All All
(power 6)
Stone of New Life Resurrection 30% vs. Divine All All
(power 6)
Stone Pro Airs NIA 50% vs. Air All All
Magic Items

Scrolls and Spellbooks


Paper items that either provide clues or empower certain members of your party with the
ability to cast spells, scrolls and spellbooks are some of the most potent items to be found on
Dominus. Note that all races have access to scrolls, notes, contracts, spellbooks, and the like.

Book of Hexes

Scrolls
ITEM SPELL/POWER SKILL/LEVEL REQUIRED PROFESSIONS
Scroll of Armormelt Armormelt (power 4) Artifacts (level N/ A) All
Scroll of Armorplate Armorplate (power 3) Artifacts (level N/ A) All
Scroll of Crush Crush (power 5) Artifacts (level N/ A) All
Scroll of Cure Poison Cure Poison (power 4) Artifacts (level N/ A) All
Scroll of Ego Whip Ego Whip (power 4) Artifacts (level N/ A) All
Scroll of Enchanted Enchanted Blade Artifacts (level N/ A) All
Blade (power 3)
Scroll of Fireball Fireball (power 4) Artifacts (level N/ A) All
Scroll of Freeze Flesh Freeze Flesh (power 3) Artifacts (level N/ A) All
Scroll of Haste Haste (power 3) Artifacts (level N/ A) All
Scroll of Heal All Heal All (power 4) Artifacts (level I0) All
Scroll of Identity Identify Item (power 4) Artifacts (level N/ A) All
Scroll of Insanity Insanity (power 3) Artifacts (level N/ A) All
Scroll of Knock Knock Knock Knock (power 4) Artifacts (level N/ A) All
Scroll of Magic Missiles Magic Missiles (power 2) Artifacts (level N/ A) All
Scroll of Magic Screen Magic Screen (power 3) Artifacts (level N/ A) All
Scroll of Missile Shield Missile Shield (power 3) Artifacts (level N/ A) All
Scroll of Remove Curse Remove Curse (power 6) Artifacts (level N/ A) All
Scroll of Rest All Rest All (power 4) Artifacts (level N/ A) All
Scroll of Resurrect Resurrection (power 6) Artifacts (level 35) All
Scroll of Slow Slow (power 2) Artifacts (level N/ A) All
Scroll of Terror Terror (power 2) Artifacts (level N/ A) All
Scroll of Whipping Whipping Rocks (power 3) Artifacts (level N/ A) All
Rocks
CHAPTER 4 {. Weapons and Other Items of Dominus

Spell books
ITEM SPELL/POWER PROFESSIONS
Book of Acid Acid Bomb (power 6) Ranger, Ninja, Alchemist, Bishop
Book of Angels Guardian Angel (power 6) Lord , Valkyrie, Priest, Bishop
Book of Armormelt Armormelt (power 6) Samurai, Monk, Bishop, Psionic, Mage
Book of Armorplate Armorplate (power 6) Lord, Valkyrie, Priest, Bishop
Book of Banishing Banish (power 6) Lord , Valkyrie, Samurai, Priest, Bishop, Mage
Book of Barriers Missile Shield (power 6) Samurai, Bishop, Mage
Book of Blessings Bless (power 6) Lord , Valkyrie, Priest, Bishop
Book of Blinding Blinding Flash (power 6) Ranger, Ninja, Alchemist, Bishop
Book of Booms Sonic Boom (power 6) Ranger, Samurai, Ninja, Alchemist, Bishop, Mage
Book of Breath Dracon Breath (power 6) Ranger, Ninja, Alchemist, Bishop
Book of Burning Psionic Fire (power 6) Monk, Bishop, Psionic
Thoughts
Book of Chameleons Chameleon (power 6) Ranger, Ninja, Monk, Alchemist, Bishop, Psionic
Book of Charming Charm (power 6) Lord, Valkyrie, Monk, Priest, Bishop, Psionic
Book of Corrosion Acid Splash (power 6) Ranger, Ninja, Alchemist, Bishop
Book of Crushing Crush (power 6) Ranger, Samurai, Ninja, Alchemist, Bishop, Mage
Book of the Dark Shadow Hound (power 6) Samurai, Bishop, Mage
Hound
Book of Death Instant Death (power 6) Lord, Valkyrie, Priest, Bishop
Book of Dessication Dehydrate (power 6) Samurai, Bishop, Mage
Book of Detection Detect Secrets (power 6) Samurai, Monk, Bishop, Psionic, Mage
Book of Disease Cure Disease (power 6) Lord, Valkyrie, Ranger, Ninja, Priest, Alchemist,
Cures Bishop
Book of Ego Whip Ego Whip (power 6) Monk, Bishop, Psionic
Book of Elements Element Shield (power 6) Ranger, Samurai, Ninja, Alchemist, Bishop, Mage
Book of Enchantment Enchanted Blade (power 6) Samurai, Bishop, Mage
Book of Energy Energy Blast (power 6) Samurai, Bishop, Mage
Book of Fiery Rings Ring ofFire (power 6) Ranger, Ninja, Alchemist, Bishop
Book of Fire Fire Bomb (power 6) Ranger, Ninja, Alchemist, Bishop
Book of Fireballs Fireball (power 6) Samurai, Bishop, Mage
Book of Freeze All Freeze All (power 6) Samurai, Bishop, Mage
Book of Freezing Freeze Flesh (power 6) Samurai, Bishop, Mage
Book of Frost Frost (power 6) Samurai, Bishop, Mage
Book of Fumes Noxious Fumes (power 6) Ranger, Samurai, Ninja, Alchemist, Bishop, Mage
Book of Haste Haste (power 6) Monk, Bishop, Psionic
Book of Heal All Heal All (power 6) Lord , Valkyrie, Priest, Bishop
continuer:

74
Magic Items

ITEM SPELL/POWER PROFESSIONS


Book of Healing Heal Wounds (power 6) All but Fighter, Samurai, Rogue, Gadgeteer,
Bard, Mage
Book of Hexes Hex (power 6) Samurai, Monk, Bishop, Psionic, Mage
Book of Holding Paralyze (power 6) Lord, Valkyrie, Monk, Priest, Bishop, Psionic
Book of Holy Water Holy Water (power 6) Lord, Valkyrie, Priest, Bishop
Book of Ice lceball (power 6) Samurai, Bishop, Mage
Book of Insanity Insanity (power 6) Monk, Bishop, Psionic
Book of Insight X-Ray (power 6) Samurai, Bishop, Mage
Book of Itching Itching Skin (power 6) Ranger, Ninja, Alchemist, Bishop
Book of Knocks Knock Knock (power 6) Samurai, Monk, Alchemist, Bishop, Mage
Book of Lesser Cures Cure Lesser Condition All but Fighter, Samurai, Rogue, Gadgeteer, Bard,
(power 6) Mage
Book of Light Light (power 6) All but Fighter, Monk, Rogue, Gadgeteer, Bard,
Psionic
Book of Lures Hypnotic Lure (power 6) Monk, Bishop, Psionic
Book of Mind Stab Mind Stab (power 6) Monk, Bishop, Psionic
Book of Mindread Mindread (power 6) Monk, Bishop, Psionic
Book of Missiles Magic Missiles (power 6) Samurai, Bishop, Mage
Book of Paralysis Cure Paralysis (power 6) Lord , Valkyrie, Ranger, Ninja, Priest, Alchemist,
Cures Bishop
Book of Poison Cures Cure Poison (power 6) Lord, Valkyrie, Ranger, Ninja, Priest, Alchemist,
Bishop
Book of Portals Set Portal (power 6) All but Fighter, Rogue, Gadgeteer, Bard
Book of Psionic Blast Psionic Blast (power 6) Monk, Bishop, Psionic
Book of Purification Purify Air (power 6) Lord, Valkyrie, Ranger, Ninja, Priest, Alchemist,
Bishop
Book of Razors Razor Cloak (power 6) Ranger, Ninja, Alchemist, Bishop
Book of Relics Identify Item (power 6) Lord, Valkyrie, Monk, Priest, Bishop, Psionic
Book of Removal Remove Curse (power 6) Lord, Valkyrie, Samurai, Priest, Bishop, Mage
Book of Resting Rest All (power 6) Lord, Valkyrie, Priest, Bishop
Book of Retaliation Eye for an Eye (power 6) Monk, Bishop, Psionic
Book of Return Return to Portal (power 6) All but Fighter, Rogue, Gadgeteer, Bard
Book of Rocks Whipping Rocks (power 6) Ranger, Samurai, Ninja, Alchemist, Bishop, Mage
Book of Sanity Sane Mind (power 6) Lord, Valkyrie, Monk, Priest, Bishop, Psionic
Book of Screens Magic Screen (power 6) Lord, Valkyrie, Priest, Bishop
Book of Silence Silence (power 6) Lord, Valkyrie, Monk, Priest, Bishop, Psionic
Book of Sleep Sleep (power 6) All but Fighter, Lord, Valkyrie, Rogue, Gadgeteer,
Bard, Priest
continued
CHAPTER {. Weapons and Other Items of Dominus

ITEM SPELL/POWER PROFESSIONS


Book of Slowness Slow (power 6) Monk, Bishop, Psionic
Book of Souls Soul Shield (power 6) Lord, Valkyrie, Monk, Priest, Bishop, Psionic
Book of Sound Shrill Sound (power 6) Samurai, Monk, Bishop, Psionic, Mage
Book of Stamina Stamina (power 6) Lord, Valkyrie, Ranger, Ninja, Priest, Alchemist,
Bishop
Book of Statues Body of Stone (power 6) Ranger, Ninja, Alchemist, Bishop
Book of Summoning Summon Elemental (power 6) Ranger, Samurai, Ninja, Alchemist, Bishop, Mage
Book of Superman Superman (power 6) Lord, Valkyrie, Priest, Bishop
Book of Terror Terror (power 6) Samurai, Monk, Bishop, Psionic, Mage
Book of Toxic Cloud Toxic Cloud (power 6) Ranger, Ninja, Alchemist, Bishop
Book of Traps Divine Trap (power 6) Lord, Valkyrie, Monk, Priest, Bishop, Psionic
BookofWebs Web (power 6) Lord, Valkyrie, Samurai, Priest, Bishop, Mage
Book of Whirlwinds Whirlwind (power 6) Lord , Valkyrie, Priest, Bishop
Book of Wounding Make Wounds (power 6) Lord, Valkyrie, Priest, Bishop

Keys, Cards, and Other Quest-Related Items


These items are necessary for completing many of the game's quests. A couple of goodies
are listed that several non-player characters (such as Antone and Ferro) can forge into
weapons for your party. Overall , you'll find many of these items critical for your success, or
for simply moving forward in the game.

Skull Pickled Trynnie

,ITEM LOCATION SPECIAL USE


Anna's Keycard Arnika (Anna) Opens Anna's vault at the bank
Antone's Keycard Arnika (Antone's bedroom) Opens Antone 's vault at the bank
Armory Key Ferro the blacksmith Opens Pagoda Armory in Trynton Upper Branches
Astral Dominae Lower Marten's Bluff Necessary for endgame
(Don Barlone)
Astral Dominae (Fake) Swamp (Dark Savant) Can be traded for the Chaos Moliri at Arnika
Black Box Bayjin Must be fed into the Orbit Tracker to find
coordinates for the Dark Savant's ship
continued
Magic Items

rrEM LOCATION SPECIAL USE


Blue Feather Swamp Fuzzfas will make the Earthshaker Bomb for you if
you can give him a feather from this rare bird
Blue Flower Marten's Bluff A pointer to Crock's house
Blue Marble Trynton Upper Branches Use to enter the Trynton Pagoda (Upper Branches)
Chaos Moliri Arnika (main level) Necessary for endgame
Constable's Key Rapax Key (Constable) Opens the Rapax King 's treasury
Covert Flag Upper Mt. Gigas Caves Give to Rubble as part of a continued training
mission
Crude Iron Key Upper monastery Opens bell room in upper monastery
Dark Nectar Rapax Castle Pour on Al-Sedexus' bed during Templar initiation
(Ferro and Al-Adryian) ritual.
Dest1nae Dominus Sea Caves (Marten) Necessary for endgame
Obtained when you kill a Necessary for Antone to make and sell you special
Djinn (though not every Featherweight Armor
Djinn coughs up an eye)
Eau d'Rapax Perfume Swamp (Crock) Used to lure Raven Rapax into your clutches
Ebon Gem Marten 's Bluff Antone needs this to forge the Ebon Staff for you
Giant Frog Leg Swamp (obtained after Give it to Crock to release a hostage party
killing Brekek) member
Giant Picus Egg Often obtained when Antone needs this to forge a BeastSlayer Axe for
you kill a Greater Picus you
Glumph's Identity Tag Bayjin (Sergeant Glumph) Solves the "Bring Back My Boys" quest
Gooda Vines Trynton (Upper Branches) Used to repair the bridge to Rattkin Tree
Head of Raven Rapax Marten 's Bluff Must be brought to Z'Ant to solve one of the
many T'Rang quests
Heart of the Sorceress Southeast Wilderness Ferro needs this to forge the Vampire
Temple Chain for you
Helazoid Banner Bayjin (Janette) Must be taken to Braffit in Arnika
Hel 1's Keycard Arnika (He ' Li) Opens He' Li 's vault at the bank
Hinged Box Arnika Gadgeteers can merge it with the Doll to make a
Jack in the Box
Hogar Tusk Often obtained after Ferro needs this to forge the Ivory Blade for you
killing a Hogar
Hook and Line Sea Caves Swing this item from the Sea Caves ' overhang
IUF Identity Tags Umpani base camp Grants you access to various IUF locations
IUF Level I Umpani base camp Grants you access to various IUF locations
Security Pass
IUF Level 2 Umpani base camp Grants you access to various IUF locations
Security Pass
IUF Level 3 Umpani base camp Grants you access to various IUF locations
Security Pass
continued
CHAPTER {, Weapons and Other Items of Dominus

ITEM LOCATION SPECIAL USE


IUF Level 4 Umpani base camp Grants you access to various IUF locations
Security Pass
IUF Level 5 Umpani base camp Grants you access to various IUF locations
Security Pass
IUF Level 6 Umpani base camp Grants you access to various IUF locations
Security Pass
IUF Top Security Pass Umpani base camp Grants you access to various IUF locations
IUF Top Security Pass Umpani base camp Grants you access to various IUF locations
(Fake) and Mt. Gigas
(Sergeant Kunar)
lnitiate 's Badge Rapax Castle Allows you to enter the initiate's chambers
Iron Weed Thorns Often obtained when you Antone needs this to forge the Steelhide
slay Iron Weed Vines Breastplate for you
Key of Serenity Trynton (Shaman Das) Gives you access to the Helm of Serenity
Key to Marten 's Tomb Sea Caves (Skeleton) Gives you access to Marten's Tomb
King's Apartment Key Rapax Castle Grants you access to the Rapax King's chambers
King's Cave Key Upper Rapax Castle (table) Activates the portal to the Dark Savant Tower
Marten 's Badge Arnika Gives you access to the Higardi Lunar Legion post
in Arnika
Mummy Dust Often obtained when you Antone needs this to forge the Ebon Staff for you
kill Mummies
Mystery Potion Trynton (Fuzzas) When consumed with the Zuzu Petals, Shaman
Das will reveal a bit of the future
NAS-81 Arnika (behind the Dark Needed to repair RFS-81
Savant's tower)
Ornate Metal Rod Upper Rapax Castle Activates a portal to Arnika
Pickled Trynnie Rapax Castle (kitchen) Should be given to Ferro
Piece of Coral Sea Caves Ferro needs this to forge the Ivory Blade for you
Piece of Obsidian Rapax Rift Ferro needs this to forge Mirror Armor for you
Piercer Modai Claw Often obtained when you Antone needs this to forge a BeastSlayer Axe
kill a Piercer Modai for you
Plumed Serpent Feather Often obtained by killing Antone needs this to make and
Plumed Serpents sell you special Featherweight Armor
Porthole Anika (the dock near the Merge with Pot with Hinge to make a secret
sunken ship) Gadgeteer item
Portcullis Key Rapax Upper Castle Opens the portcullis on the upper floor of the
Rapax Castle
Pot With Hinge Marten's Bluff Merge with Porthole to make a secret Gadgeteer
(room with trap door) item
Prisoner's Chain Rapax Rift Ferro needs this to forge the Vampire Chain
for you
Queen 's Key Upper Rapax Castle Opens upper Rapax Castle room that contains the
(wall safe) Ornate Metal Rod
continuec
Magic Items

ITEM LOCATION SPECIAL USE


Ratt Key Rattkin Tree Opens the door to the Rattkin Breeders' house
Rift Key Rapax Rift Opens the locked door near the earthquake area in
the Rift
Rotten Meat Trynton Upper Branches Mix with Fairy Dust and feed to Bobo the Hogar,
(Trynnie Zoo) enabling you to retrieve the Shiny Metal Ball
Safe Key Lower monastery Opens a nearby safe that contains Resurrection
Powder
Sanctum Key Rapax Rift Opens the Sanctum door, giving you access to the
Staff of Ash and the Rift Key
Screg's Key On Screg Opens the door to the Chaos Moliri room in the
Mook fortress. Only needed if you kill Screg
Sea Cave Gate Key Sea Caves (Marten) Opens the Sea Cave gate
Shiny Metal Ball Trynton Upper Branches Used in the Orbital Tracker
Silver Ore Mine Tunnels Ferro needs this to forge Mirror Armor for you
Skull Arnika-Trynton Road Antone needs this to forge Zynaryx Plate for you
Spider Silk Trynton Upper Branches Antone needs this to forge Zynaryx Plate for you
Steelhide Skin Often obtained when you Antone needs this to forge the Steelhide
kill Ironskin Crocodiles Breastplate for you
Stockade Key On Rapax Guard at Rapax Used to open the tree-prison door in the
Away Camp Rapax Away Camp/Wilderness Clearing
Stone Idol Upper Marten 's Bluff Place on the pedestal within Trynton Upper
Branches to gain access to Marten 's place
Tanto Wasp Wings Often obtained by slaying Antone needs this to make and sell you special
Tanto Wasps Featherweight Armor
T'Rang Arm Upper Marten 's Bluff Bring to Sergeant Balbrak to complete an Umpani
quest
Umpani Flag Mt. Gigas Bring to Z'Ant to complete the "Flag Retrieval"
(Sergeant Kunar) quest for the T' Rang
Vampire Bat Wing Often obtained when Ferro needs this to forge the Vampire Chain
you kill Vampire Bats for you
Venom Crab Shell Often obtained when Antone needs this to forge the
you kill Venom Crabs Zynaryx Plate for you
Venom Sac Often obtained by killing Antone needs this to forge Steelhide Armor
Poison Seekers for you
Wheel Key Lower monastery Opens the lower monastery Crypt that contains
the DemonSting Bow and the DemonsBane Sword
Wooden Plank Sea Caves Creates a makeshift bridge in the Sea Caves so
that you can reach Marten
Zoo Shed Key On one of the monsters Opens a door on the roof of the Rapax Castle
on the Rapax Roof
Zuzu Petals Trynton Upper Branches These must be eaten to first talk with Shaman Das

79 ~
CHAPTER
' ve
I A taught you how to use both magic and a wide array ofweaponry. Now
Y Y ;ts time to teach you about the monsters that you'll be using that magic
and weaponry against during your travels on Dominus. This chapter includes impor-
, tant information about monsters, various non-player characters (NPCs), and other
beings that your party will encounter during its adventures.
CHAPTER s {. The Creatures and NPCs of Wizardry 8

Fighters and Guards


This is a broad category describing the intelligent beings that are either fighters, warriors, or
are guarding areas. This includes the Rattkin , Higardi, the Dark Savant's men , Rapax,
T'Rang, Umpani, and Sige.

Death Lords
You'll meet at least a couple of iterations of the Death Lord
on Dominus. These powerful creatures average 402 hit
points, wield Giant Swords, and boast an impressive number
of spells, including Terror, Insanity, Magic Missiles, Hex,
Toxic Cloud, Draining Cloud, Lightning, Death Cloud, and
Death Wish. Additionally, Death Lords have high magic
resistance (though they're somewhat susceptible to incanta-
tions from the Divine school) . When fighting Death Lords,
your best bet is to wear them down with arrows and then
cast Superman on your frontline warriors. At this point, you should be able to wade in and
hack the monsters to death .

Higardi Bandits
Higardi Bandits come in several flavors : basic Bandits, Dungeon Crawlers,
Rogues, Brigands, Cutpurses, Highwaymen, and Rogue Leaders. Roust-
abouts and Higardi Raiders are also similar to these types. Most attack with
knives, either by throwing or slashing. The weakest of this class is the base-
line Bandit, and the strongest is the Brigand, which averages 117 hit points.
Rogue Leaders are also dangerous, as they're very accurate when tossing
knives. They are all susceptible to magic, however, so it's best to whittle
their numbers down to size with area-effect spells such a~ Fireball before
closing in for the kill.

Higardi Bank Guard


These opponents are found at the Bank of Arnika. With 70 hit points each,
they are fairly tough foes in the early stages of the game, so are best left
alone. To add insult to injury, attacking the Higardi Bank Guards draws the
attention of a tough Higardi Patrol, and that's a fight that you just can't wm.
Fighters and Guards

Higardi Patrols
Higardi Patrols and Higardi Guards can be pretty tough customers in the
early portions of the game. Patrol members pack an average of about 90 hit
points each, while Higardi Guards weigh in at an impressive 125 hit points
apiece. Both types love to attack with their Stun Maces, which knock out
opponents 5% of the time. A Higardi Guard 's mace has a 5% chance of
scoring an outright kill.

Higardi Lunar Legion Officer


Higardi Lunar Legion (HLL) Officers guard the HLL Outpost in Arnika.
Armed with a Disruptor Mace, these troops can knock out their enemies
and drain Stamina or Strength points 10% of the time. HLL Officers are
somewhat challenged in regards to durability, possessing an average of74 .5
hit points each.

Higardi Spirits
Higardi Spirits are the wraithlike remains of departed H igardi who still haunt
the physical world. They guard sunken treasure, the halls of Marten's Bluff.
the temple in Arnika, and even a small portion of the Sea Caves. With the
exception of the Higardi Spirit and the Rebel Specter, these ghosts are magic
users, and hence parties with magical defenses will fair the best against
them. Most Higardi Spirits know Sleep, Terror, Insanity, Slow, and Paralyze
spells, and the Rebel Specter (which possesses an average of 165 hit points)
can cast Terror, Blinding Flash, Freeze Flesh, Noxious Fumes, Silence,
lceball, and Boiling Blood .

Mook Guards
Mook Guards watch over the Chaos Moliri in the Mook's mission house in
Arnika. You won't see them, however, unless you steal the Moliri. If you
grab the original, a wall will disappear and the Mooks will attack (if you put
the fake in its place, you avoid the attack). These guards have an average of
89 hit points each, but pack a mediocre physical punch . Conversely, they are
powerful Psionics and can fling Make Wounds, Blinding Flash, Slow, Fireball,
Freeze Flesh, and Asphyxiation spells with reckless abandon .
CHAPTER 5 {. The Creatures and NPCs of Wizardry 8

Rapax Archers
Rapax Archers, Templar Archers, and Bowmen are included under the
generic category of Rapax Archers. The Rapax Archers are bow and
arrow specialists, with 144 hit points each. They also have strong magic
capabilities and are able to cast Bless, Heal Wounds, Make Wounds,
Guardian Angel Web, Silence, Whirlwind, and Heal All spells. Templar
Archers have more hit points, with an average of 225 , and a slightly
stronger attack than the Rapax Archers. Bowmen boast the most hit
points of the three, at 325 each, and they like to fight in close quarters
with swords.

Rapax Concubine, Initiate, Courtesan, and High Priestess


These three Rapax femme fatales look similar but attack differently. The
Concubine is the strongest, possessing an average of 260 hit points and a
tough dagger attack. Although the Priestess and Initiate have fewer hit
points, offsetting this is the ability to cast some serious magical spells,
including Bless, Heal Wounds, Make Wounds, Guardian Angel. Magic
Screen , Silence, Whirlwind , and Hex. The Courtesan packs an even more
impressive set of spells. Her arsenal includes Bless, Make Wounds, Web,
Armorplate, Silence, Heal All, Hex , Lightning, and Instant Death. As with
all magic users, it's best to combat this trio by casting Soul Shield, Eye for
an Eye, and Magic Screens on your party before venturing too close.

Rapax Ghost and Vampiric Wraith


It seems that no one stays dead on Dominus. Both the Rapax Ghost
and Vampiric Wraith return from the dark side to haunt your party. The
Vampiric Wraith is the stronger of these battleaxe-wielding characters.
Not only does it have nearly 70 more hit points than the ghost, but a
better armor class to boot.

Rapax Guards
This category includes the Drunken Rapax found in the Rapax Castle
cellar, Jail Guards, Prisoners, Berserkers, Guards, Patrols, Scouts, and
Veterans. All are stout warriors. They run the gamut from the 403-hit-
point Rapax Guard to the 228-hit-point Scout. None are magic users, but
all are susceptible to both Water-based spells and Insanity. It's best to take
care of these enemies from afar, or to immobilize them with Freeze or
Web spells before sending in your melee specialists.

~ 84
Fighters and Guards •

Rapax Knights
Included here are the Assassin , Samurai , Stockade Guard , and Templar
Knight (all of the Rapax persuasion) , with hit points ranging from the
Assassin with 27 6 to the Knight with 341 . Think of these Rapax as
warriors who also know how to brew up some serious magic. Their
spells include Enchanted Blade, Magic Missiles, Shrill Sound, Web,
Magic Screen , Crush, Dehydrate, Hex, Firestorm, Enchanted Blade,
Missile Shield, Fireball, Freeze Flesh, Noxious Fumes, Whipping Rocks,
and Crush . They are vulnerable to Earth and Water spells, so keep that
in mind when readying incantations of your own.

Rapax Templars
Answering roll call in this section are the magic-using Rapax Templar,
Templar Master, Warlock, and Warmage. Each weighs in with some-
where between 200- 260 hit points and each knows several spells. Their
magical arsenals include the Templar Master's Nuclear Blast and lesser
spells such as Magic Screen, Magic Missiles, Web, and Shrill Sound.
These mages have poor Water-based spell resistances, so casting
Blizzard or Ice Ball works well against them.

Rattkin Archers
The Rattkin Archer and its close relative the Rattkin Sniper are your basic,
mid-level bowmen . The Archer averages 119 hit points, while the Sniper
has a 149-hit-point median . Both may be camouflaged, which makes them
hard to spot.

Rattkin Breeder
First encountered in the Rattkin Tree, these brutes carry axes and
boast 320 hit points apiece. Your best bet is to immobilize them with
a spell and then to simply hack away until done.
CHAPTER 5 (, The Creatures and NPCs of Wizardry 8

Rattkin Thieves
This category consists of Goons, Guards, Patrols, and Thieves. All of these
foot-sold ier rats like to move in close and mix it up, often with the assis-
tance of the surprise gained by their camouflage abilities. Goons are the
most durable, with an average of230 hit points each.

Rynjin Footsoldiers
Elite, Empaths, Scavengers, Sentries, and Thralls comprise the group
of basic Rynjin soldiers. Rynjin Footsoldiers are tough opponents. Not
only are they good with their hands and feet , but-with the excep-
tion of the Thrall-each has powerful magic. The strongest warriorts
the Elite, a soldier that comes complete with around 194 hit points
and the ability to inflict an average of 22 hit points of damage with
each successful strike.

Rynjin Chiefs
Think of these foes as the Rynjin demi-bosses. Rynjin Battlelords, Chiefi
and Overseers are part of this category. Each Battle lord normally has
207 hit points and can deal approximately 15 hit points of damage per
swipe in close combat. They are serious magic users who love to fling
Psionic Blast at your characters. Despite their strong magic resistance,
they can be webbed. The Chief is a big man on campus. Around 402 hit
points are stuffed into his bony body, and he has numerous spells to cast
More often than not, he 'II hit you with Cerebral Hemorrhage. On the
other hand, Overseers are no more dangerous than Rynjin Scavengers.
Minions of the Dark Savant

Minions of the Dark Savant


The multitude of soldiers that the Dark Savant will throw across your path is covered in this
section. From ranged fighters like the Gunner to close-combat specialists such as the
Slasher, these are-for the most part-robots that mean business.

Savant Drone
The Savant Drone isn 't so much a creature as a bobbing weapons globe. The
Drone's forte is ranged combat; the Neuro Bolt that it fires has a 15% chance of
paralyzing its target. They like to travel in threes, and each averages 55.5 hit
points.

Savant Henchmen
The only non-androids working for the Dark Savant form the Savant
Henchman category. This group includes Savant Behemoths, Savant
Henchmen, and Savant Minions. Your first encounter with these
cheery folks will usually come as you make your way up Ascension
Peak. The Behemoths have the most hit points (approximately 460
each), but the Henchmen boast tougher attacks. All three varieties
can attack from afar as well as from close range. None of them uses
magic, but all possess strong magic resistance.

Savant Gunners
Included here are the Berserker, Destroyer, and Gunner. Both the
Berserker and Gunner can attack at long and short range, although they
prefer keeping opponents at a distance. The Destroyer specializes at close
combat. All three types of Savant Gunner lack magical skills, and their hit
points range from the Gunner, with 55, to the Beserker with 164.

Savant Orb
The Savant Orb is similar to the Savant Drone, but a wee bit less powerful.
It has thinner armor than its Drone cousin, fewer hit points, and only a 5%
chance of piling on additional effects, such as paralysis, on its target.
CHAPTER 5 (. The Creatures and NPCs of W izardry 8

Savant Troopers
The Savant's Dark Trooper minions, including the Guard , Slasher, and
Trooper, answer roll call here. Each excels with in-your-face combat.
The Guard and Trooper are weak, though , averaging just 37 hit points
each . Conversely, the Slasher boasts an impressive 235 hit points, and
averages 12.5 hit points of damage each time that he strikes one of your
characters. All Savant Troopers are easy prey to magic attacks.

Siges and Their Next of Kin


Siges are female Mages who wander the dregs of Dominus. All are mighty practitioners of
the mystic arts but are susceptible to the cutting edge of a sharp sword ... if you can get
close enough to employ one.

Siges
Aeromancers, Geomancers, Hydromancers, and Pyromancers are the
primary Sige variants. All utilize spells from the realm that their name
implies. Other types, such as the Cultist, Dungeon Mage, and basic Sige use
a mix of spell types . To battle these creatures, you must fling spells that pre1
on their weaknesses, and then close in to finish them with steel. Their hit
points range from around I0 I for the Aeromancer to 146 for the Geomance

Sige Ghosts
This category consists of Acute Spirits, Enlightened Spirits, Guardian of
Knowledge, Sage Spirit, Sige Ghost, Sige Haunt, Sige Shade, Sige Specter.
Sige Spirit, and Swamp Spirit. Think of these creatures as more powerful
versions of the Aeromancer Sige. The Enlightened Spirit, which possesses
an average of 299 hit points, is the toughest physically, but all are potent
opponents that may cast serious spells such as Nuclear Blast, Magic
Missiles, and a host of others. Again , the best strategy is to close in and tai
out these magicians in melee combat.
T'Rang

T'Rang
The T'Rang are spiderlike creatures who will offer to ally with your party in its quest to
destroy the Dark Savant. Their rivals, the Umpani, also offer an alliance, so the following
creatures may be friends or foes, depending upon which race you sign up with . Which
bargain you accept does not directly affect the endgame-in fact, there is a way that you
can unite the two races in a peace pact.

T'Rang Assassins
Assassin and Sentry T' Rang types are covered here. The two types are
nearly identical. Both average 145.5 hit points and prefer to move in
close and smack you with their PSI Rods. Doing so usually inflicts 16
points of damage. Both know a few spells, their favorite being Whipping
Rocks.

T'Rang Controllers
The Controller, Keeper, and Sniper comprise this category. The Sniper is
a weaker version of the Assassin and likes to do his work in close. Both
the Controllers and the Keepers enjoy engaging your party from afar
with shots from their Stun Rods. Additionally, Keepers like to cast Mind
Stab spells. Keepers are also the strongest of the lot, weighing in at 128
hit points apiece.

T'Rang Overmind and Sentinel


Two similar creatures, the Over mind and Sentinel are somewhat
passive, powerful beings. Each has an average of 279 hit points. They
can move in close to join melee combat with your party with PSI Rods,
or attack from a distance with a broad range of magic. Their spells
include Shrill Sound, Slow, Psionic Fire, Silence, Eye for an Eye, Haste,
Psionic Blast, Prismic Ray, and Turncoat. Overminds and Sentinels are
vulnerable to Fire spells.

T' Rang Watcher and Guarder


Although the Watcher and Guarder look different from the T' Rang
Sniper, they share a similar number of hit points (42 .5 and 75, respec-
tively) and a common melee attack strategy. While they are not strong
adversaries on their own, they can be troublesome in larger packs.

89
CHAPTER 5 ( . The Creatures and NPCs of Wizardry 8

Trynnie
Trynnies are the chipmunklike tree dwellers who inhabit Trynton. You can play the entire
game without fighting one (Trynnie Ghosts aside), but if you do cross their paths you'll find
that all but the best Trynnie fighters are no match for your party.

Trynnie Guards
Champions, Guards, Outcasts, and Patrols make up the standard
Trynnie footsoldier complement. They are the basic Trynnie infantry
and like to fight up close and personal. The Trynnie Champion is the
stoutest of this lot, averaging 20 I hit points and boasting the best
natural armor class. All are vulnerable to Fire and Water magic.

Trynnie Ghosts
Transparent Trynnies make up this category. Included are the Ghost,
Haunt, Shade, Specter, and Spirit, all of which are weak monsters.
The Ghost, with an average of 102 hit points, is the strongest. All
attack at close range with their Phantom Spears, and all are vulner-
able to Divine magic. These undead creatures are susceptible to the
Priest's Dispel Undead ability.

Trynnie Hunters
Hunters, Outlaws, and Spearmen are in this group. Think of the Hunter
and Spearman as Trynnie Guards with ranged attacks. Rather than
engage your troops in close combat, both the Hunter and Spearman will
stand back and toss their spears. The Spearman is a stout fellow to boot,
averaging 164 hit points. Conversely, the Outlaw is a fighter with around
101 hit points who likes to mix it up with your troops from close range.
Umpani

Umpani
The natural enemies of the T' Rang, the Umpani are the other race that offers to form an
alliance with your party. The Umpani are strong creatures who have an affinity for
gunpowder weapons. As they come from a militaristic society, most Umpanis are identified
by their ranks.

Umpani Commander
The toughest of the tough, the Umpani Commander is one hard-nosed
hombre. Commanders average 357 hit points each and can hurt characters
both from in close with their Rhinablades ( 12 points average damage per
strike) and from afar with their Blunderbusses (25 points average damage) .
Commanders also have strong magic resistance but are vulnerable to Air-
based spells.

Umpani Lieutenant
Umpani Lieutenants are weaker versions of Umpani Commanders. They
attack with both Rhinablades and Blunderbusses but average just 228 hit
points each and have lower magical resistances.

Umpani Private
Privates are the cannon fodder of the Umpani army. They have around 185
hit points each and are armed with Walriblades that dish out an average of
five points of damage per attack. These soldiers attack in close and are
susceptible to all kinds of magic.

Umpani Renegade
These are the weakest Umpani with around 82 .5 hit points. You 'll meet
them in a variety of places with a number of strange bedfellows, sometimes
including Higardi Cutpurses. They attack at close range with Walriblades.
Like Umpani Renegades, they are fully susceptible to magic attacks.
CHAPTER s (. The Creatures and NPCs of Wizardry 8

Umpani Sergeants
Umpani Sergeants are serious opponents who attack with their Walriblades in
close and their muskets from afar. Of the two, the musket is more deadly.
Hence, try to close with the Sergeants and finish them off with melee
weapons.

Elementals
Elementals are large creatures devoted to the magic of the four primary elements of Air,
Earth, Fire, and Water. Each group has a high resistance to magic based on the specific
element. For example, a Fire-based attack would have little effect on a Fire Elemental.
Along with these resistances, all Elementals have the ability to stage devastating melee
assaults.

Air Elementals
A number of Air Elementals, such as the basic Air Elemental , Air
Pawn, Lesser Air Elemental, and Minor Air Elemental, can only battle
opponents with their windy fists. Others, like the Blast, Elemental Air
Lord, Greater Air Elemental , Major Air Elemental, and Tempest, can
cast spells and throw punches. Some popular spells in this group's
arsenal include Whirlwind and Asphyxiation.

Earth Elementals
Earth Elementals rely less on magic than the other Elemental groups,
packing quite a wallop with their fists . For example, the Elemental Earth
Lord can deliver up to 133 points of damage with a single blow. It, along
with the standard Earth Elemental, Earth Pawn, Greater Earth Elemental.
Lesser Earth Elemental, Major Earth Elemental, and Minor Earth
Elemental, just uses its fists. The Avalanche and Landslide variants,
however, employ magic as well , including Crush and Whipping Rocks spell~

Fire Elementals
Many types of Fire Elementals use both spells and their fists . Blasts,
Elemental Fire Lords, Fire Sprites, Greater Fire Elementals, Infernos,
and Major Fire Elementals form this group. Popular spells in their arse-
nals include Fireball and Firestorm . The Fire Elemental, Fire Pawn,
Lesser Fire Elemental, and Minor Fire Elemental have no magical
attack capabilities.

92
Other Creatures

Water Elementals
The majority of Water Elementals, like their earthen counterparts, lack
spellcasting abilities. The Elemental Water Lord, Greater Water
Elemental, Lesser Water Elemental , Major Water Elemental, Minor
Water Elemental, Water Elemental, and Water Pawn only use their
fists when attacking. The Riptide and Torrent, however, also practice
magic and can use the Acid Bomb, Blizzard, and Noxious Fumes spells.

Other Creatures
This is a miscellaneous category of sorts that catalogues the rest of the monsters that your
party will face in Wizardry 8. A wide array of beasts is included here, ranging from vines and
Slimes to crocodiles and demons. Many creatures bear a resemblance to actual animals
found in our world-although most are a little more exotic and are more dangerous than
we're used to. Several mythological beasts also appear in Dominus.

Ants
Ants, aside from the Queen Ant, consist of two classes. The Soldier
Ant is a low-level fighter that attacks opponents with a weak bite
attack. The Fire Ant, on the other hand , is somewhat tougher since
it can spit fire at your party. The key to fighting ants is to just wade
in and hack at these creatures until they're no more.

Queen Ant
The Queen Ant is the most powerful of the ants, with an average
of 195 hit points (nearly 10 times the hit point totals of her Soldier
Ant minions) . She also has both close-range (biting) and long-range
(venom-spit) attacks. The latter can be a potent form of defense for
the Queen when hard-pressed.

Apuses
Apuses are insectoid creatures that can either lay into parties with
their beaks or fire poisonous thornlike missiles from their stingers.
The Thrasher Apuses and Deathsting Apuses belong to this group.
The latter is the tougher of these two pests, sporting an average of
87 hit points along with deadlier bites and projectiles.

93
CHAPTER 5 (. The Creatures and NPCs of Wizardry 8

Baruta and Tanika Fish


Think of these aquatic monsters as the piranhas of Wizardry 8 . Although
not that intimidating individually, these swimming enemies are annoying in
groups. Unfortunately, Baruta Fish and their related species attack their
targets in large swarms that sometimes contain up to 17 members. Try to
immobilize as many of these hungry creatures as you can with spells such
as Web. The Tanika Fish and Ravenous Baruta belong to this monster
class as well.

Bats
A wide range of bats populates Dominus. These winged mammals usually
appear in groups. Depending on the species, bats attack foes in a number
of ways, including biting and frightening. When taking on these creatures,
it 's not a bad idea to keep your party's backs to a wall so that some of
these flying rodents don 't attack from behind . Bat species include the
standard Bat, Bat Vampire, Contagion Bat, Dusk Bat, Giant Bat, Shrieker
Bat, Twilight Bat, and Vampire Bat.

Centipedes
These fast , multi-legged insects will attack your party by either using their
stingers or by shooting venom . They are also found in groups, which should
be immobilized as soon as possible. Luckily, centipedes and their millipede
cousins are not that tough to handle. Thanatopedes, however, put up much
more of a fight due to stronger attacks and 94 hit points.

Crabs
Crabs are pesky crustaceans that populate several regions of
Wizardry 8 . For starters, you'll find them on the beach just
outside of the Monastery at the very beginning of the game.
You'll also run into them in Rynjin and in the Sea Caves. These
creatures come in several varieties, including Crabs, Crusher Crabs, Curare Crabs,
Hardshell Crabs, King Crabs, Rock Crabs, Sand Crabs, Softshell Crabs, and Venom Crabs.
They attack opponents with their pincers, a tactic that can be devastating because they
often swarm parties in large groups. Therefore, Web and Turncoat spells should be
employed against them whenever possible.

94
---+-
Other Creatures

Crocodiles
Crocodiles can be found in the Swamp, in the river just outside of upper
Marten 's Bluff, and in the Trynton Zoo. These reptilian beasties are
pretty tough in melee combat situations. Since they don 't have long-
range attacks, it's a good idea to battle crocodiles and their kin
(Helligators, lronskin Crocodiles, and Mauligators) from afar, using magic
and projectile weapons. You can also immobilize them and then rush in
and hack at their defenseless bodies.

Demons
This is a broad category that encompasses several types of evil monsters,
including the Hellspawn and Pit Fiend, which are nearly boss-caliber
monsters. Other creatures included in the group are the Cave Fiends,
Chaos Demons, Depth Spawns, Greater Demons, Guardians of Chaos,
and Lesser Demons. In combat, alryiost all of the demons rely on their
claws (close range) and magic (long range) .

Depth Dwellers
The Depth Dweller family consists of several aquatic monsters that
you 're apt to encounter in any underwater area, such as the Bayjin
Shallows. The Depth Dweller and Shallows Dweller attack with their
teeth and tentacles, while the creatures' cousin, the Depth Flayer, lashes
opponents with only its tentacles. Avoid close-combat situations with all
of these enemies, which usually attack in small groups.

Djinni
Since Djinni are serious spellcasters, they can be rather tough oppo-
nents. Spells vary with each type of Djinn. One of the most form i-
dable is the Djinn of the Clouds, which is capable of casting Death
Cloud and Toxic Cloud. The Imp of Discord, Djinn of the Sun, Djinn
of the Blade, and the basic Djinn can all cast Boiling Blood, among
an arsenal of other spells. Other varieties of Djinn include the Imp
of Chaos and the Djinn of the Moon. Melee combat is the best way
to take out all Djinni.
CHAPTER 5 {, The Creatures and NPCs of Wizardry 8

Flying Snakes
Although they can bite opponents, Flying Snakes are renowned for their
ranged attacks, which usually consist of some form of putrid spittle. The
Quetzalcoatl carries the most potent venom , delivering as much as 91
points of damage in just one shot. Other reptiles in this family include the
Acid Wing, Bitter Wing, Blood Wing, Death Wing, Flying Snake, Night
Wing, and Plumed Serpent.

Frogs
Several kinds of amphibious beasts lurk in the wetlands of
Dominus, ranging from Brekek (a boss with 495 hit points) to the
smaller Swamp Frogs and Viper Frogs. These latter two creatures
attack with their lashing tongues and poisonous spittle, while
Brekek relies on melee attacks from his tongue and arms. It's best
to immobilize all of these frogs from afar with a Web spell before
closing in for the kill .

Gazers
These three-headed beasts are deadly. Not only can they bite and
propel poisonous spittle at their opponents, but many of them know a
number of powerful spells. The ArmeGazer, Hypnotic Gazer,
Maddening Gazer, Prismic Gazer, Shattering Gazer, and Storm Gazer
are part of this lethal group.

Go/ems
Golems, beings of Hebrew mythology, are just one of the many types
of creatures from ancient folklore roaming the world of Wizardry 8.
These human-shaped monsters, molded from rock and soil , are known
for their great strength . Pee Wee is a boss Golem that your party will
meet when climbing Ascension Peak. He can stomp, punch , and hurl
boulders at your characters. Some of his attacks can result in 118 points
of damage. Other varieties of Golems found in the game include
Anthracite, Coal, Flint, Granite, Guardian, Marble, Mucor, and Oozite.
Other Creatures •

Heads
Ghoulish noggins, existing as undead or as apparitions, populate Dominus.
You'll "bump heads" with several of these creatures, beginning at the
Monastery and in the cemetery on the Arnika-Trynton Road. Heads can
attack opponents with their teeth, but they most often use magic (which
varies depending on the head type). This group consists of Burning Heads,
Gibbering Heads, Screaming Heads, Shrieking Heads, and Undead Heads. In
general, swords and projectile weapons work best against them.

Hogars
This family of huge, rhinoceros-like beasts includes basic Hogars,
Brute Hogars, and Battering Hogars. These monsters usually attack
alone--though it's not uncommon to occasionally run upon a trio of
them. As with most beasts that only have close-range attacks, it's
best to soften up Hogars from afar with spells that reduce their
offensive capabilities (such as Insanity and Hex). Once weakened,
you can immobilize them with Freeze Flesh or Paralyze spells and
then finish them off with your front-line troops.

-
Lava Lord and Fire Sprite
Your group will meet the fearsome Lava Lord at Rapax Rift. Not only

\
does he, on average, sport 628 hit points, the Lava Lord swings his
powerful club at opponents and can summon Fire Sprites, which have
spellcasting capabilities (Fireball and Firestorm) and around 185 hit
points. Luckily, this demonic bully and his minions are susceptible to
Water-based magic, which must be used to put out their flames.

Mites
Mites are insects that attack your party with bites. The group consists of
Forest Mites and Dungeon Mites. Although both creatures' mandibles
deliver similar damage, the Dungeon Mite's 64 hit points gives them approxi-
mately three times as many hit points to work with, making it much more of
a nuisance. Both types of mites appear in droves, at times attacking in
groups of more than 15.

97
CHAPTER 5 (. The Creatures and NPCs of Wizardry 8

Modai
Modai are bipedal monsters with large claws that are used for close-
combat attacks. A single swipe can rip I0 hit points from one of your
characters. The Juggernaut, which has an average of 232 hit points,
is the most powerful variety of Modai . They migrate in packs of five
to nine members, meaning that battles against them can be quite
challenging. The Piercer Modai and basic Modai have significantly
fewer hit points and usually travel in smaller groups. Tackle all of
these beasts from a distance, using magic and ranged weaponry.

Mosquitoes
Mosquitoes are similar to bats in that they attack in swarms and can
quickly surround your characters. Therefore, you need to put some
backs against a wall to minimize your party's vulnerability. Use area-
effect spells that immobilize these creatures (such as Paralyze, Freeze
Flesh, and Web) . In general, you want to focus most of your firepower
on just a few mosquitoes, Blood Drinkers, Soul Drinkers, Tiger
Mosquitoes, and Tse Tse Flies per turn , and work at gradually clearing
away these pests.

Mummies and Various Undead


Flesh Rippers, Grave Ghouls, Mummies, Tomb Reapers, and Scythes are
undead creatures that rely on close-range attacks. Assaults range from a
swiping claw to a dangerous touch that can cause special effects such as
Paralyze, Possess, and Disease. Since all of the monsters listed above are
undead, they are vulnerable to the Dispel Undead abilities of your Priests.
Of course, always stay out of the reach of undead opponents-attack
them from afar whenever feasible.

Picuses
These large, avianlike creatures are excellent at close-range combat, thanks
to their devastating kicks and pecks. Two of the most dangerous Picus breeds
are the standard Picus and the Greater Picus, which can carry up to 460 hit
points apiece. They often travel in pairs. The Bull Picus (235-385 hit points),
on the other hand, usually fights by itself Rogue Picuses, which on average
sport the fewest number of hit points at 232, roam in the largest groups,
which sometimes include as many as six members. Luckily, these birds are
susceptible to magic attacks, although they do have a high resistance to
Earth-based spells.
Other Creatures

Rats
Dominus' rodents come in several varieties: Chameleon Rats, Gnawer Rats,
Pestilent Rats, Rabid Rats, and basic Rats. All of them attack in groups, so
don't let the disgusting critters get the best of you by surrounding your party.
Luckily, the rat family doesn't have any long-range attacks (they can only
nibble), allowing your characters to weaken the creatures from a distance
with area-effect spells like Nuclear Blast, Fireball, and Falling Stars.

Rays
Rays populate the water regions of Dominus, such as the Bayjin
Shallows and the Underwater Caves. Several types of these crea-
tures exist, all of which use ranged bolt attacks that do varying
amounts of damage depending on the species. However, whereas
the Death Ray, Manta Ray, and Cosmic Ray travel in packs, the
strongest type of Ray-the Brother Ray-fights by itself A
variety of non-Water-based spells work well against rays.

Roaches and Beetles


Roaches, beetles, and the like scurry about in a number of areas.
All of these insects will try to surround your party, so keep your
backs toward a wall. Gregor (a semi-boss you'll find in the
monastary), the Brain Borer, and Dung Beetle are three of the
deadliest creatures in this group. Both the Brain Borer and
the Dung Beetle have close-range (stings) and long-range (thorns can be fired from their
stingers) attacks. The Roach, Swarming Roach, and Vile Roach can only bite their oppo-
nents, while the Water Scorpion's sole option remains stinging nearby enemies.

Scorchers
The Blistering Scorcher, Furor, Magma Scorcher, Molten Scorcher,
Scorcher, and Sulfurous Scorcher comprise one hot family. Your party will
begin to frequently meet Scorchers when heading through the Mountain
Wilderness, and it will face them in other areas after that. These crea-
tures, which usually attack in handfuls, can use their arms and/or claws in
close combat. All members of the Scorcher family also use a group attack
that consists of breathing fire. Furors have a burning need to use this
strategy (90% of their actions consist of these group attacks).

99
CHAPTER 5 {: The Creatures and NPCs of Wizardry 8

Seekers
Seekers are lizardlike creatures that you meet throughout your
Wizardry 8 journey. Their attacks vary in strength depending on the
level of the seeker involved. For example, the Lesser Seeker can only
lash its tail at your party, while the Great Seeker can use its tail as
well as spit venom (which paralyzes its target 80% of the time). Size
also varies. The Lesser Seeker has as few as 16 hit points, and the
Great Seeker can have as many as 185 hit points. The Poison Seeker,
Stalker Seeker, and basic seeker are other variants of this species.

Sharks
Like the rays, you 'll usually find sharks wherever there is water. As
expected, these hungry beasts, which hunt prey in packs, are always
ready to take a bite out of your party. However, the breeds in Dominus
are not your usual kinds of sharks. Both Psi Sharks and Omega Sharks
can cast a number of spells, including Paralyze, Psionic Blast, and Soul
Shield.

Slimes
A multitude of slimy enemies exist, such as the Adamantium
Slime, Emerald Slime, Enveloping Slime, Flesheater Slime,
Green Slime, Hoarder Slime, Metallic Slime, Noxious Slime,
Pustulant Slime, Quagmroth Slime, Slithering Slime, and
Spewing Slime. All Slimes can lash opponents, and many can
shoot goo and/or rotting flesh at targets. Moreover, Special
Attacks can result from these actions, most frequently Poison
and Nauseate. A few Slimes even have group attacks, which consist of emitting a draining
cloud or spraying a vile or sticky ooze. Only the Black Slime, Languid Slime, Oozing Slime,
and Succubus Slime have all three capabilities.

Sou/eater
Powerful demons, Souleaters have a number of attacks at their disposal.
First, they can thrash opponents with their tentacles, an action that has
the potential to produce up to 96 points of damage per attack. A horde
of side effects can result from this, most frequently Poison, Possess,
Paralyze, or Blind. Second, a Souleater's claws can inflict up to 86
points of damage. Such attacks always Drain Stamina, knock out the
target 50% of the actions, and kill the character 25% of the time.
Souleaters can also consume souls with their group attack. It's impera-
tive to kill these demons as quickly as possible. Close to melee combat
range as soon as you spot them , using your swords in unison with ranged attacks to whittle
away at the 740-880 hit points that each carries.
Other Creatures

Spiders
Spiders, again, are creatures that you will meet throughout
Wizardry 8. These arachnids will swarm your party, trying to
surround it. Thus, it's always a good idea to back your group to a
wall and prevent this circling onslaught. All spiders can bite
(Paralyze and Poison are common side effects). Many, such as the
Cavern Spider, Ensnaring Spider, Giant Spider, Vile Spider, and Widowmaker Spider, can
also spin a web as a group to immobilize your characters. Others lack a group attack, but
can shoot webs at individual party members. This is true of the Small Spider and Wolf
Spider.

Squids
These tentacled beasts usually roam the aquatic regions of Dominus in
small packs. The Inky Squid (90-280 hit points) is known for its group
attack, which consists of squirting ink at enemies. It can also use its
tentacles to lash opponents with up to 16 points of damage. The Tantura
Squid, which sports a higher range of hit points (ranging from 206 to
308), can also whip opponents with its tentacles; up to 20 points of
damage can result from each swing. Instead of squirting ink, Tantura
Squids emit a draining cloud as their group attack. All squids have a strong resistance to
Water-based spells.

Swallowers
Swallowers are large creatures that will attack your group with
their gnashing teeth . At their worst, they (with the exception of
the smaller Nibbler variety) can gobble one of your characters
whole. As the swallowed character remains in the monster's gut,
he or she will continue to lose hit points and will eventually die if
the Swallower is not killed. Only slaying the beast will force the
regurgitation of the party member. Swallowers come in several
types, such as the Gnashing Swallower, Ravenous Swallower,
and basic Swallower. Attack these beasts in much the same way you would a Hogar,
opening combat by attempting to immobilize them from afar with spells.

Tree Sprites
Tree Sprites are winged female magic users with a hefty resistance to
Earth- and Air-based magic. Some of their most common spells include
Blizzard, Falling Stars, Quicksand , and Whirlwind. Although the Leaf
Sprite is the weakest by far in terms of hit points total (22-32), none of
these Faerielike beings has strong close-range attacks (they use their
fists). Because of this, Tree Sprites are often susceptible to melee
assaults from swords, polearms, and the like, as well as projectile
weaponry.
CHAPTER 5 (. The Creatures and NPCs of Wizardry 8

Unicorns
Unicorns are divided into Black and Crystal variants. These creatures, which often travel in
small packs, rely on magic. Luckily, most unicorns have a tendency to run away from battle,
a tactic that often allows you to take them on one at a time. In general, you should fight
them by closing to melee range and using your weaponry rather than magic.

Black Unicorns
While the spells that they can employ vary widely, Insanity and Energy Blast are
two of the most common incantations cast by Black Unicorns. Whereas the
Dreadmare, Frightmare, and Nightmare varieties of Black Unicorns use sorcery,
the Weird Nightmare can also fire small Energy Bolts at opponents. This action
produces an average of 31 .5 damage to victims, which are also frightened 70% of
the time. All Black Unicorns have strong resistances to Fire magic.

Crystal Unicorns
In general, the types of Crystal Unicorns on Dominus have more similar traits
than their more diverse Black Unicorn counterparts. For starters, all members of
this group have at least 200 hit points. They also use a similar arsenal of spells,
featuring Concussion, Element Shield, Fire Bomb, Freeze All, and Lightning. All
three types-Adamant, Crystal, and Diamond-can also shoot small Energy
Bolts. They are most resistant to Divine-based spells.

Vines
This group of botanical beasties includes the Acidvine, Bloodvine, Caustic Vine,
Crawling Creeper, Crimson Poppy, Iron Weed, Rank Weed, Redweed, and
Spore Plant. Each type has different strength levels, but nearly all of them have
the ability to spit poisonous darts at your party. The most dangerous breeds,
however, are the Caustic Vines, Crawling Creepers, and Crimson Poppies.

Wasps
These flying insects swarm opponents, so you want to avoid becoming
/ surrounded by backing the party up to a nearby wall. All four types of wasp
are restricted to close-range attacks. Their stings produce variable amounts
of damage, and each Wasp type can inflict different side effects with their
attacks. The Blind Wasp 's sting can Blind and Paralyze, while the Swarming
Wasp can Paralyze and Poison, and the standard Wasp can Paralyze. The most dangerous
variant is the Tanto Wasp, which has the most hit points (80-150) and can inflict Blind,
Drain Stamina, and Sleep with its stings. Thin out these pests by focusing attacks on a few
members at a time. Wasps are usually susceptible to Web and Freeze Flesh spells.
NPCs fl.
Wood Spirits
Wood Spirits include the Guardian of Life, along with three age-based levels
(Elders, Guardians, and Saplings) for the Iron Wood, Oak, and Willow vari-
eties. Although these beings can swat your party with a quarterstaff, they
rely more on magic (except for the Willow Sapling) than physical assaults.
Some of this group's most popular spells include Earthquake, Lightning,
Make Wounds, and Whipping Rocks. Wood Spirits vary in size, ranging
from the 75 hit points sported by the average Willow Sapling to the typical
Iron Wood Guardian's more impressive 632 .5 hit points. It's best to immobi-
lize Wood Spirits and then hack away at them with your close-combat
weapons. Although vulnerable to Fire spells, be wary of those breeds that
have access to Eye for an Eye (The Guardian of Life, Oak Sapling, Willow Elder, and
Willow Sapling are the only ones that can't use this spell) .

NPCs
When taking a break from monster-slaying duties, your party can chat with a number of
interesting NPCs. These personages are, of course, more than just conversation pieces
within the game. Besides revealing important story-building information , some characters
can join your party, sell you valuable items, or engage group members in combat. Many
NPCs play several roles and are often involved in key Wizardry 8 quests. All of the
game's NPCs are listed below, categorized according to their capabilities and purpose.

Recruitable Player Characters (RPCs)


These characters have the ability to join your party-if you let them . Some of these charac-
ters will simply ask to sign up on the quest because they have similar objectives, although
others might charge a fee or expect some deed in return .

Drazic Saxx
CHAPTER 5 c The Creatures and NPCs of Wizardry 8
CHARACTER RACE/ ATTRIBUTES LOCATION NOTES
PROFESSION/
LEVEL
Drazic T'Rang Ninja Strength: 52 , Rapax Away Release this Rapax
(Level 14) Intelligence: 50, Camp prisoner to learn
Dexterity: 80, more about the
Speed: 100, Savant's plans
Senses: 56
Madras Trynnie Gadgeteer Strength: 50, Trynton Offers a lot of
(level 8) Intelligence: 60, information on the
Dexterity: 91 , area and knows the
Speed : 63, location of the
Senses: 68 Silver Ball
Myles Higardi Rogue Strength: 63 , Arnika, Has the skills and
(level 5) Intelligence: 40 , Rapax Castle knowledge necessary
Dexterity: 85, for completing
Speed: 70, several side quests
Senses: 63
Private Sparkle Trynnie Ranger Strength: 50, Umpani Base Knowledgeable
(level 6) Intelligence: 50, Camp about the planet and
Dexterity: 69, can lead you to
Speed: 60, Chief Gari
Senses: 78
RFS- 81 Android Trooper Strength : 70 , Mine Tunnels Fix the android with
(level 10) Intelligence: 50, NAS-81 and it will
Dexterity: 58, provide information
Speed: 87 , on the Dark Savant
Senses: 60
Rodan Lewarx Umpani Lord Strength: 64, Rapax Away Free this Rapax
(level 14) Intelligence: 57, Camp prisoner and he can
Dexterity: 76, help you kill
Speed: 54, the Rapax King
Senses: 53
Saxx Umpani Bard Strength: 53, Mount Gigas Your party needs to
(level 8) Intelligence: 65 , be aligned with the
Dexterity: 87 , Umpani in order to
Speed: 62 , speak to Saxx
Senses: 59
Sergeant Glumph Umpani Fighter Strength: 96, Bayjin Can give your party
(level 11) Intelligence: 31 , information for
Dexterity: 53, completing the
Speed: 69 , underwater Umpani
Senses: 44 mission
Sex us Rapax Mage Strength: 75, Rapax Castle Will offer to join your
(level 18) Intelligence: 100, party if you are a
Dexterity: 55, Templar Rapax-
Speed: 41 , but you must
Senses: 70 pay him first
continued

04
~CTER RACE/ ATTRIBUTES LOCATION NOTES
NPCs ..
PROFESSION{..
LEVEL
Tan tr is T' Rang Samurai Strength: 50 , Marten 's Bluff Will join your party
(level 6) Intelligence: 55, if you 're aligned with
Dexterity: 55, the T' Rang, but will
Speed: 79, exit when meeting
Senses: 52 Z' Ant at Ascension
Peak (though he will
leave you his sword ,
Stinger)
Urq Mook Psionic Strength: 50, Arnika Offers a lot of
(level 9) Intelligence: 100, interesting
Dexterity: 53, information about the
Speed : 42, areas you'll discover,
Senses: 71 and will also pay your
party to escort him
to specific places
Vi Domina Higardi Valkyrie Strength 68, Arnika Recently returned
(Level 6) Intelligence 50, from a fling with the
Dexterity 58, Dark Savant, Vi
Speed 63, Domina will join you
Senses 50 for several quests

Merchant NPCs
These NPCs sell goods, which can range from special weapons to magical potions. They can
also offer pivotal information for your party's journey through Dominus. Note that merchant
NPCs carry a limited amount of spellbooks at any given time, and that these supplies vary.
Just because a merchant has a particular book in stock during your first visit doesn't mean
that it will still be there for your second time perusing his or her wares.

Antone Fuzzfas
CHAPTER 5 ~ The Creatures and NPCs of Wizardry 8

CHARACTER RACE/ OCCUPATION LOCATION SPECIAL ITEMS


PROFESSION AND/ORINPO
Anna L'.am Higardi Valkyrie Seaside Arnika Sells cloth and leather items,
shopkeeper armor, bows, arrows, and
ammo; also features Mental
spellbooks levels 1-3, and a
Bank Card that can be stolen
with a successful pickpocket
attempt
Antone Rapax Fighter Weapons maker Arnika Can forge the Beastslayer
Axe, Ebon Staff, Feather-
weight Armor, Steelhide
Armor, and Zynaryx Plate
from specific raw materials
Bela Half Human &- Bounty hunter Mountain Sells various items; is
Half Demon Wilderness interested in the diamond
ring taken from Becky (his
half sister) in Wizardry 6
Braffit Higardi Lord Temple keeper Arnika Sells Renewal potions and
spellbooks and Divine spell-
books, levels 1-3
Burz Trynnie Rogue Traveling Monastery Sells Musket balls, arrows
salesperson and ammo; he also provides a
lot of necessary information
for getting you started on
your journey
Crock Higardi Monk Merchant Swamp Sells Eau D' Rapax Perfume,
Ninja garb, arrows, ammo,
and level 4 spellbooks; he can
also direct you to Marten's
whereabouts
Ferro Rapax Fighter Armorer Rapax Castle Sells armor, weapons,
potions, powders, bombs,
arrows, ammo, Samurai
items, and level 5 spellbooks,
he can also forge the Ivory
Blade, Mirror Armor, and
Vampire Chain from specific
items
Fuzzfas Trynnie Alchemist Potion dealer Trynton Sells a variety of goods and
will make the Earthshaker
Bomb; he'll also give you
some free potions if you
mention He 'Li
He'Li Higardi Valkyrie Innkeeper and Arnika Will give you the Tincture
bartender Shadows if you've stolen the
Chaos Moliri; she also has a
Bank Card that can be stoler
with a successful pickpocket
attempt
conttrw;

0
NPCs

L'HARACTER RACE/ OCCUPATION LOCATION SPECIAL ITEMS


PROFESSION AND/OR INFO
ladok T'Rang Alchemist Merchant of Marten 's Sells Resurrection Powder,
Healing Potions Bluff arrows, ammo, and Water
and Air spellbooks, levels 1-3
lergeant Umpani Fighter Bartender Umpani Will discuss the Trynnie and
B1\dublu Base Camp the Cosmic Circle
lergeant Kunar Umpani Fighter Commissary Umpani Base Sells Umpani flags ; if
keeper(and Camp and aligned with the Umpani ,
a T'Rang spy) Mount Gigas he'll sell you musket balls,
arrows, ammo, and Fire and
Earth spellbooks, levels 1-3

Quest NPCs
NPCs detailed in this section play pivotal roles in your quests (although not all of them are
integral to completing the game) and perform many specific actions . Some of the most
important characters in Wizardry 8 are listed in here, including Marten, Z'Ant, and the Dark
Savant.

Al-Sedexus The Dark Savant


CHAPTER 5 c The Creatures and NPCs of Wizardry 8

CHARACTER RACE/ OCCUPATION LOCATION QUEST


PROFESSION
Al-Adryian Rapax Mage Servant of Al-Sedexus Rapax Castle Part of the Templar
Rapax Initiation
Al-Asaiz Rapax Rogue Servant of Al-Sedexus Rapax Castle Part of the Templar
Rapax Initiation
Al-Lure Rapax Rogue Servant of Al-Sedexus Rapax Castle Part of the Templar
Rapax Initiation
Al-Madeus Rapax Rogue Servant of Al-Sedexus Rapax Castle Part of the Templar
Rapax Initiation
Al-Sedexus Demon Rapax Demoness Rapax Castle, Part of the Templar
Rapax Rift Rapax Initiation
Braffit Higardi Monk Temple keeper Arnika Give him the
Fellowship Key and
he'll tell you how to
obtain the Wheel
Key, necessary for
getting Cierdan's
armor
Chief Gari Trynnie Lord Trynnie leader Trynton Wants you to
destroy the Rattkin
Breeders
Constable Rapax Samurai Guard of the King's Rapax Castle Possesses the
Treasury Treasury Key
Crock Higardi Monk Merchant Swamp Wants you to kill
Brekek; he will also
sell you the Eau D'
Rapax Perfume,
necessary for
completing the quest
to kill Raven Rapax
The Dark Deity Arch-Villain Swamp, Will convince the
Savant Cosmic Circle party to kill the
Rattkin; he will also
drop a fake Astral
Dominae, which car
be traded for the
Chaos Molin
Don Barlone Rattkin Rogue Rattkin Razuka leader Trynton Will sell you the r~
Astral Dominae
Drazic T'Rang Ninja Rapax prisoner Rapax Away His release, as weP
Camp as Rodan's, is
necessary for
establishing peace
between the T'~
and Umpani
con tiIll.?:

108
CHARACTER RACE/
PROFESSION
OCCUPATION LOCATION QUEST
NPCs

•erro Rapax Fighter Armorer Rapax Castle Advises you to see
Rapax King
Fuzzfas Trynnie Potion dealer Trynton Gives you free
Al chem 1st potions if you say
that you know He 'Li
and sells Mystery
potion required to
see Shaman Das
General Yamir Umpani Lord Imperial Umpani Umpani Base Yamir's consent is
Federation leader Camp necessary for
establishing an
alliance between the
Umpani and T'Rant
Lorrac Higardi Valkyrie Bank teller Arnika You have several
quest options with
Lorrac, including
robbing the bank,
returning the stolen
diamond to her for a
reward , or giving her
a Bank Card to enter
the safety deposit
box area
Madras Trynnie Trynnie Gadgeteer Trynton Will help you kill the
Gadgeteer Rattkin Breeders
Marten Higardi Legendary figure of Sea Caves Possesses the
Dominus lore Destinae Dominus
Milano Calzone Rattkin Rogue Rattkin Razuka member Trynton Talk to him in order
to see Don Barlone
Myles Higardi Rogue Rogue Arnika, You have a variety of
Rapax Castle quests you can go on
with Myles, such as
rescuing Vi Domina,
retrieving the
diamond , and
robbing the Bank;
also, you can release
Myles from the
Rapax Castle prison
and join him in
looting the Rapax
weapons stash
Rafe Rapax Fighter Prisoner of Al-Sedexus Rapax Rift Free Rafe from his
cage and remove the
Mark of Death
continued

109
CHAPTER 5 £ The Creatures and NPCs of Wizardry 8

CHARACTER RACE/ OCCUPATION LOCATION QUEST


PROFESSION
Rapax King Rapax Lord King of the Rapax RapaxAway Interrogate the
Camp Umpani and T'Rang
prisoners, and then
kill the King to
prevent the Rapax
from destroying the
Trynnies
Rapax Queen Rapax Lord Imprisoned Rapax Queen RapaxAway Steal a key from the
Camp Rapax King to
release the queen
from her cage
Rattus Rattus Rattkin Rogue Con artist Arnika Arnika Bank robbery
(hoax)
Rodan Lewarx Umpani Lord Rapax prisoner RapaxAway Free Rodan to
Camp establish an alliance
between the T' Rang
and the Umpani, and
then kill the Rapax
King
Saydin Rapax Samurai Temple of the Rapax Castle Lets the party into
Initiate Guard the temple if they
pay a tithe and say
"Al-Adryian"
Screg Mook Mage Mook expedition leader Arnika Can offer your party
special information
and the Mook
alliance letter from
the Umpani
Sergeant Balbrak Umpani Fighter Imperial Umpani Umpani Base Will ask you to join
Federation Officer Camp the Umpani forces,
prompting several
training exercises
Sergeant Kunar Umpani Fighter Commissary Umpani Base Sells flags that will
keeper (and Camp, Mount end Z ' Ant's Umpan
T'Rang spy) Gigas flag mission; Kunar
will also help the
party destroy the
Umpani ship
Sergeant Rubble Umpani Fighter Imperial Umpani Umpani Base Appears in IUF
Federation Officer Camp training exercises
Shaman Das Trynnie Priest Legendary Trynnie Trynton Gives you the Key
holy man of Serenity and tel.
you how to obtain
Marten's Idol and
diary
contm11i
NPCs

CHARACTER RACE/ OCCUPATION LOCATION QUEST


PROFESSION
Surdan Rapax Samurai Gate guard at Rapax Castle Part of the Templar
Al-Sedexus' Temple Rapax Initiation
Urq Mook Psionic Escort Arnika Pays your party to
escort him to specific
places
Vi Domina Higardi Valkyrie Savant prisoner Arnika Your party needs to
rescue her from the
Dark Savant
Z'Ant T'Rang Ninja T' Rang Leader Marten 's Bluff Sends your party on
several quests,
including the
retrieval of an
Umpani flag, the
murder of Raven
Rapax, the theft of
the Chaos Moliri ,
and the discovery of
the location of the
Dark Savant's ship

Other NPCs
This is a miscellaneous category featuring all of the NPCs that didn 't qualify for the other
lists. As you might guess, most of these characters play a minimal part in the game.

Aletheides Bela
CHAPTER 5 ~ The Creatures and NPCs of Wizardry 8

CHARACTER RACE/ OCCUPATION LOCATION NOTE


PROFESSION
Alethedies Android Messenger of Monastery Sets up the
Cosmic Lords Wizardry 8 saga
Amit Trynnie Priest Toll keeper Ascension Peak Will charge you a fee
to pass through; if
you refuse to pay,
your party will have
to face Pee Wee
Anselm H igardi Monk Head of the Wilderness Appears near the
Brotherhood of the game's end, asking
Ascension you to battle the
Dark Savant
Bela Dragon Bounty hunter Wilderness Offers information
on the Dark Savant.
If you import a
party that got the
Diamond Ring in
Bane of the Cosmic
Forge, you can give
it to Bela.
Jan-Ette Helazoid Survivor of a spaceship Bayjin Gives your party
Valkyrie crash some background
info on the Dark
Savant.
Phoonzang Cosmic Lord Legendary wizard of Cosmic Circle You'll learn more
Dominus lore about this renowned
figure toward the
end of the game
Private Panrack Umpani Fighter Umpani Base Umpani Base Will discuss Umpam
Camp guard Camp matters with you; if
you try to steal the
nearby flag, Panrack
will attack your
party
Rapax Prince Rapax Lord Royal pain Rapax Away The prince's army
Camp, Rapax must be defeated at
Castle, Ascension Peak
Ascension Peak
Tramain Higardi Lord Higardi Lunar Arnika Talk with him to
Legion head prevent being
attacked by H1gardi
Guards

112
Main Story
Walkthroughs
YOu 've mastered the basics of Wizardry 8. You know how to fight, move,
and cast; you built an awesome questing party; and you know the
statistics. Now it's time to take that experience on the road. Part II starts
you on the road that ultimately leads to the final confrontation with the
Dark Savant. Beginning with the monastery and continuing through the
Northern Wilderness, this section will be your guide through a plethora of
exotic locations where you 'II fight bats, crabs, slimes, huge Ratkin
Breeders, ghosts, and huge animals called Hogars. But you 11/ never get to
fight them if youre reading this, so grab your sword; it's time to go
questing.
CHAPTER

T_ journey to Dominus ends rather abruptly ... with a crash landing. Not
l :ntent with becoming beach bums, your party recovers from the bumpy ride
and heads to a strange-looking edifice that stands some distance away. YOu discover
that this building is an old monastery abandoned by the Higardi. Well, almost
abandoned.
A number of critters now seem to calf this impressive structure home. And
none of them are happy to see you. Roaches, giant crabs, and spiders scurry about
the perimeters. Other yucky creatures patrol the area, too, such as bats, slimes, and
a handful of thieves. The darkness and medieval splendor only add to the eerie char-
acter of the setting. But, believe it or not, the place is equipped with a few high-tech
appliances, including a computer and a microwave. Here are some instructions on
getting through the monastery alive-and using at least one ofthose modern conven-
iences to your advantage.
CHAPTER 6 ( . The Monastery

On the Beach
Your starship has crashed on an idyllic beach, as shown in Figure 6.1. Pieces of the metallic
behemoth are scattered across the white sand, submerged in the crystal water. Water
tumbles down the rock mountain face, and in the distance you see an indefinable structure
perched on a high plateau. The quest begins.

FIGURE 6.1:

The beach where your


adventure starts

While you can enter the lower

e NOTE Throughout each


wallcthrough, -·11 refer to locations by
monastery (see Figure 6.2) through the
doors south of your starting position, take
out the crabs to the west first. Doing so
number. Thue numbers correlate to
provides additional experience points,
locations on the maps found at the
bezinning of the wallcthroughs for something that you need right now. You
eochnewarea. also need to slay these critters in order to
claim some loot. No doubt the crabs will
prove a bit tricky at this early point in the
game, so initiate combat from afar,
pricking the crustaceans with arrows and ranged magic. Make sure that your fighter-types
are in the front of your party formation before the crabs close in. Hack the remaining crea-
tures at close range and you 'II soon emerge victorious from the fight. Open the chest and
take your reward. Not bad pay for five minutes of work.
You'll find even more "work" in the water. Wade north into the surf until you come
across several more crabs that will take exception to your splashing. Destroy them as you
did the first of their kind. If you continue along the shore, you'll find a path to your right that
leads to more crabs and a gazebo that contains some valuable items.

116
Lower Monastery

e NOTE The gcurut randomly geMratts many oftlw monslen and tlw hidden
itrms as you load each level. In the crabs' beach chat following th. first battle, you might
find a long sword, and in the next gcurut, quilt leaings and featlwred dart& Whik - _ ,
quotr certain hit point values for some creatures, given a random ekment your game
might not exactly match.

Lower Monastery Door


Room
West corridor
Chest
Crates &- barrels
Room
Room
Chamber
Southernomst chamber
Knock Picks
Mini-boss fixht
Gregor

FIGURE 6.2:

The lower
monastery

Now it's monastery time. Enter the door (I) and follow the halls until you meet your first
group of Green Slimes (as shown in Figure 6.3). No real challenge here. These creatures
aren 't as tough as the crabs, and like the pincer-bearing crustaceans, these gelatinous foes
lack a ranged attack. Inflict as much damage as possible from afar using ranged spells such as
Energy Blast or Frost. Once the slimes are weakened, your warriors should be able to finish
them off. Continue up the halls.

117 ~
CHAPTER 6 C The Monastery

FIGURE 6.3:

These slimes are no


match for your fearsome
party.

Enter the large room (2) before you. To


the south is a locked door. Don 't worry about
that right now; we'll open it a little bit later.
barreU, Cl'Ofa, 6oolaMlva or Oii)' otlt.r
Directly in front of you lies a small library. A
conllliner ond - the s.ordi function tu
spell book is located in one of the bookshelves,
cMclc for hidden iftma. Or - a Ranpr,
who ,,,,. the •p«iol ability and there may be other hidden items in this
tu continually area. Search everything here carefully before
s.ordi ., )IOU 'II moving on .
_,haw to,..,,._,,., Leave the room through the west corrid«
to carefully cMclc each - . (3) . Prepare for random encounters and
treasure throughout these halls. A chest (4A)
awaits, and hidden items lie in the crates and
barrels (48) nearby. Hack and slash whatever
monsters you meet, then gather your treasures and continue into the next room (5) . You
find more valuable items here, mostly potions. Continue southeast until you enter the
(6) , as shown in Figure 6.4. The unidentified chapeau you 'll find is a magical item knowna!
a Roguish Cap. Plop it on a non-Thief 's head for a +10 on the Lock-Picking skill. This 1sa
great bonus for a party low on Roguish characters, for the boost to Lock-Picking is highly
valuable. But you will not be able to create the ultimate Thief with it, since it cannot be
worn by the Thieving classes of Rogues, Gadgeteers or Bards.
Follow the corridor until you reach two chambers (7 A, 78) that lead off to the east
Both contain some hidden goodies. The southernmost chamber (78) has a lock. This
should, however, be no sweat for whoever is wearing the Rogu ish Cap. Beware of the
roaches that wait inside. When you're finished exterminating these bugs, trace the cornoo
to the northern passageway. Head north and snap up the Knock Picks (8) ; they will be a
big help with future lock-picking. Continue north for the first mini-boss fight (9) .
Lower Monastery

FIGURE 6.4:

This Roguish Cap is


a handy addition to a
non- Thief's wardrobe.

The King Crab


Not really a boss, but the toughest competition that you've yet faced , the King Crab (see
Figure 6.5) has around 27 hit points- a laughable sum later in the game, but serious opposi-
tion now. It normally takes the giant clawed beast a turn to reach you, so make sure that
you hit it with everything you have as it approaches. Just remember that this crab will only
come as close to your party as it needs to in order to hit with its extended range attack, so
once the King Crab has come within clawing range, you 'll need to close in with your fighters
and put the thing out of its misery.
After the King Crab succumbs, search
the room for additional goodies. The door in

e NOTE Nothing bad


will happen if you are standing on the bridge
the northern wall is the same previously
glimpsed from the large entry room. Unlock
it now; we 'll use the access that it provides
MOr the underaround pond. l&u 71 simply pt a
{rN ride up, and some new creatures to slay.
in a few minutes.
You 71 still be able to finish the wallcthrough, Leave through the room's east exit and
but it will malce it much more follow the hall to the underground pond . You
difficult to snare the Resurrection will find a bridge with a red button located
Powder described in the "Gregor" on the bridge support, but do not press it
section below. just yet. Instead, cross the bridge and march
down the south passage. You'll find some
items and a locked chest in the room into
which the passage leads. Tripping the lock
triggers a projectile booby trap, which may be Dagger Scatter or Poison Darts, either of
which will inflict a relatively small amount of damage to the offender. Quickly scoop up the
items in the chest and retrace your steps.
Now hop into the pond and battle the four attacking Tanika Fish. Wrap up this wet
work and then move north . Inch up to the waterfall ledge, being careful that you don't fall .
Look down and you'll see a bag of Resurrection Powder on the rock below (see Figure 6.6) .

119
CHAPTER 6 ( . The Monastery

FIGURE 6.5:

The King Crab is a


semi-tough customer.

FIGURE 6.6:

Helpful Resurrection
Powder can be found
below the waterfalls.

Creep over the upper falls to avoid taking damage. Grab the bag and then repeat yotr
careful maneuvering over the lower falls. Take a deep breath and return to the entrance
chamber. Go through the previously locked door, take a right at the intersection, then waJ;
up the hall to face another quasi-boss encounter with a big roach named Gregor (10) .

Gregor
Think of Gregor (shown in Figure 6 .7) as a king roach . With 37 hit points, the massive
insect is tougher than anything you've faced so far, and thus merits at least respect, if not
fear. He is not, however, indestructible. The best tactic to use when facing him is to take
one round of ranged shots-with magic spells, traditional missiles, or a combination of the
two-and then close in for the kill.

120
Lower Monastery

FIGURE 6.71

Gregor is one tough bug.

Web, Paralyze, or Sleep spells also work wonders against Gregor. As noted above in the
section on the King Crab, the best of the three incantations is Paralyze. Immobilize the giant
pest and you can finish it off in short order, saving your party members a lot of grief

The Last Footsteps


After Gregor's demise, exit the northwest passage. You 'll enter a room (I I) (see Figure 6.8)
with a healing pool and several crypts. Don't open the crypt in the northeast corner of
the room (12) , as it's booby-trapped and contains nothing of value. Click the healing pool
located at the north end of the room to receive a health boost.
Return to Gregor's chamber and exit the south passage. Take the first right and head to
the switch room (13) . After you defeat a swarm of Wolf Spiders that will engage the party
at this point, activate the red switch on the wall ; this will open the entrance to the upper
monastery.
But don 't leave this level yet. There's still more lower monastery fun to come. Exit the
Wolf Spider room , trace the passage south, and then head east to a room with a statue
(148) . Keep an eye out for goodies; you 'll find a bag of Concussion Powder (14A) in a
corner of this room . As shown in Figure 6 .9, click the skull in the statue's hand and snatch
the key that appears in the wall to the right of the figure.

~ WARN JN G Cliclcing just anywhere on the statue triaen a trap door


directly in front of it that will drop you and your crew back into an earlier part of the level.
Canfully position your party to ovoid this trap and stand to the side of the statue when
clicking the skull.

Retrace your steps back to Gregor's room . Exit via the southeast tunnel this time
and follow it to a room with nine roaches. By now these insects should be little more than

121
CHAPTER 6 ( . The Monastery

experience points waiting to be taken. Continue to the northernmost room. Use the key
acquired from the statue to open the safe found here. Inside you'll discover a couple of packs
of Resurrection Powder.

Room
Notheast corner of the room
Switch room
Concussion Powder
Statue room
Spider room
Passageway
Burz
Crypt

FIGURE 6.8:
The lower monastery,
Part 2

Retrace your route


south along the corridor
that you walked along
to reach the safe with
the Resurrection
Powder. Take a left
(east) at the inter-
secting passageway (16) . Follow this path north until you find Burz (17), a Trynnie trader.
Chat him up, and make sure to ask about Marten's messenger, Arnika, and Trynton. Buy
provisions and make sure to pick up some powder and shot, which will come in very handy
later.
Leave Burz and head back to Gregor's chambers one final time. Take the exit that you
opened in the spider room (15) and head for the upper monastery (see Figure 6 .10) .
Occasionally a herd of Swarming Roaches will block your departure from Burz. If you have
been real nice, Burz will help you fight them .

e NOTE En route to Bun )IOU may crou tit. britlas that )IOU rohH ,.,.-.
Doing so leads to a crypt (II) that cannot b. ent.twd until )IOU ad tit. Wheel Kq /i'Ollt Amlicr.
When opeMd, however, you 'II find that it containa tit. O-.OnaSting Bow and D.monsllone Sworrl.

122
Upper Monastery

FIGURE 6.9:

Click this skull to gain


access to a key.

Upper Monastery
One monastery level down , one to go. The entrance to this floor leads to a large room
(19) . Rats will often assault you here. Defeat them and stroll over to the boxes. Open them
and pluck their contents.

FIGURE 6.10:

Map of the upper


monastery

19 Lar&e room
20 Main room
21 Room of beds
22 Statue room
23 Stud}'.
24 Armor chamber
25 Arboretum
26 Aletheides
27 Room
28 Thief room
29 Hall of Silence
30 Southern room
31 Bell room
CHAPTER 6 C The Monastery

Continue north into the next room (20) . Ascend the stairs and you'll soon enter a room
with electronic gadgets and a large window. After you ring the monastery's bell (see note in
this section) , this window shatters. Check both desks for items, grab everything that you
find , and then go back to the entrance chambers. Take the west exit to a room of beds
(21) , as shown in Figure 6 .11 . You 'll find several hidden items in here, so make sure to check
each bed. Exit the room to the south and get ready to do battle.
There can be as many as six Higardi Bandits in the room (22). These villains would
have provided a tough fight a bit earlier on the lower monastery level. .. but that isn 't the case
at this point. First immobilize the bandits with Sleep or Paralyze spells, then make your
brawny non-magical party members with the swords earn their keep.
Taking the western exit leads to a large room (marked "Exit" on the map) w ith double
doors in the west wall. These double doors lead to the road to Arnika. Don 't leave the
monastery just yet, however.

FIGURE 6.11:

Don 't these beds look


comfy?

A set of stairs set into the room 's southern wall lead to a room (23) that holds a pair of
computers and a chest. In the chest you 'll find a Crude Iron Key, a lightning rod , and
possibly some Fire Stix that fire Magic Missiles. We'll use the iron key later in this walk-
through , so be sure to hold on to it. You 'll also notice another room behind the glass. Don't
sweat that room right now; we 'll shatter that glass later.
Return to the monastery exit
room , and move east. Take the next
el NOTE o...o1•#flla1n hall to the south. Trace this passage
.......,JI.,.,,._
tlw ,,,,,,.,. l'OOftl can only be
until it opens into a chamber (24) .
,,,,.,,.Jfrom;,,.. dw citW ofbozo. To do so, yoa Open the chest found there to search
,,..,., ,.,. ,,. .....,. ~ w, w"1clt.,,,,,,.,. for more items. See the armor in the
. . . . In . . . . . . . . . . . . . glass (see Figure 6. 12)? It's strong
..."""",,,.,,.•circle Mil.,..,. Samurai body armor called Tosei-Do
(AC +9). This glass will also break
· - ·(AC
a.. i.-.,..'ll/intl.
+2, ..... +$)
,_,_...
when you ring the bell.
Upper Monastery

Make sure to snatch the horn found opposite the chest. It's called the Angel's Tongue,
and it allows the user to cast a Bless spell. Of course, you must have the appropriate Music
skill to use it.
Leave the Angel 's Tongue room and backtrack to the cubicle with the statue (22).
Walk through the east exit to the arboretum (25). You 'II now be accosted by a handful of
Seekers and Lesser Seekers. Destroy them and head for the southern door, which leads to
an encounter with the mysterious Aletheides (26). depicted in Figure 6.13 .

FIGURE 6.12:

The Tosei-Do armor will


suit a Samurai perfectly.

Listen to w hat Aletheides says. It will add an entry to your journal. Then turn and face
the myst erious w arrior again and listen further. When his monologue has wrapped up, check
the stage in t his room for items, then turn on your heels and march north to the next room
(27) . Search all the beds and you 'll find some Cure Poison and Smelling Salts. Exit east and
stroll over to the other room (28) . Inside you'll find thieves, but they can be easily defeated.
Scoop up the goodies that can be found behind the thieves and then jog through the
northern room (27) into the Hall of Silence.
Head into the southern room (30). Crank the
microwave oven found here up to maximum power
and press the red button . Grab the chip that it
td TIP As the name
coughs up when it breaks. Walk back into the Hall
would imply, the Hall of Silence
of Silence (29) . Use the Crude Iron Key to open the
neutralizes your magic users. They
door to the bell room (31) . Several bats will swoop
will be uTUJble to utter the words to
cast a spell. Be sure to change
down on you here. Remember that your magic-users
your weapons won 't be able to cast spells while standing in the Hall
and adjust of Silence, as seen in Figure 6.14. On the other hand,
your formations retreating into the southern room (30) allows your
accordingly. Mages to speak, and hence magically hammer the
bats (who will follow your party into the room).

125
CHAPTER 6 {. The Monastery

After you've battered down the bats, return to the bell room . Sprint to the upper level
and open the chest found there. Inside you'll most likely find an assortment of weapons,
which may include shuriken (a nice treat for any Ninjas in the party) , and possibly armor and
potions. Go downstairs, turn up the bell box to max, and ring the bell again. This breaks all
the glass in the upper monastery. Now it becomes goodie-grabbing time.

FIGURE 6.13:

Aletheides, the enigmatic


stranger

FIGURE 6.14:

Keep your magic-users


out of the Hall of
Silence.

Exit the bell room and go south to the chamber (6) with the armor encased in glass.
Now you can pick up the Tosei-Do armor-hope you have a Samurai in your party. March
over to the study (23) and grab the Fellowship Pass by the desk. Finally, return to the
balcony in the large main room (20). Jump onto the boxes below and open the final box to
receive a spanking-new Hunter's Cape.
It's time to bid adieu to the upper monastery. Return to the room and depart through
the west doors. You 're off to Arnika!

126
CHAPTER
T.
J ~~e
journey to Arnika begins outside the gate of the monastery. The road to
village isn't long, but it is challenging. At the same time, however, the
chalJenges faced along the way to Arnika are minor in comparison to what you will
find in the town itself. From the Dark Savants minions to mysterious new weapons,
Arnika is full of what role-playing gamers crave-adventure.
CHAPTER 7 ( . Arnika

The Road to Arnika


It is in Arnika that you 'll garner your first new party members: Myles and Vitalia. Both will
prove to be valuable assets, though it will take more than new blood to emerge alive from
the many tough battles that lie ahead . Before you arrive in Arnika, you'll have many oppor-
tunities to earn a few extra experience points and toughen up your party on the road (see
Figure 7.1) .

Stone arch

FIGURE 7.1:

The road to
Arnika

Exit the Monastery and pass beneath the towering stone arch (I) shown in Figure 7.2
Follow the path- there is really no other way to go. As you would expect on such a danger·
ous world as Dominus, there will be a variety of creatures and characters determined to
make your journey through the countryside much more hazardous than it needs to be. You
battle King Crabs, similar to what was once considered a "semi-boss," by the handful over
the miles ahead . Additionally, more than a few Rogues and Thieves will attempt to thwart
your passage. While these adversaries are not serious challenges, neither are they to be
trifled with . Keep the party well rested to ensure sure that your magic-users are always
ready for battle.
Take a left at the first trail and proceed south. You'll often meet six Acidvines here.
These can be tricky. Use area attacks, such as Fireball spells, or even Sparkle Stix to thin
both the Acidvine numbers and hit points. Use obstructions, such as the stone pillar in the
center of the passage, to shield your party from some of the plants.

12
The Road to Arnika ff

FIGURE 7.2:

These arches mark the


beginning of the road to
Arnika.

# The Hl"-\1 ,..e•lvc.s 26 aofd £!


1t-. UN'.1 r&Ull.IU 2:9 Q:Old
o:,.... rviv•)rj t•rftf.d E.60 /'\Pt , ..e'""'
'! c ..... lbi r,._r. ' ' r Q 1.......,,.
' c...,,...;,, .. ,.l,,.. ~

_,, t..u11~~(.c::;.i:,. •~rs. tJ

After the vines have been cut down, continue south on the path. At its end you'll meet
Higardi Cutpurses and Higardi Bandits (see Figure 7.3). Again, the Fireball spell is an effec-
tive recourse here. Defeat these taffers and open their nearby chest to find bagpipes capable
of casting the Shrill sound and other potions, armor, and weapons. Be sure to take every-
thing-after all, the thieves no longer have any use for these items.

FIGURE 7.3:

These bandits are no


match for your party.

/
ho .. rr•e'
- .... ~ct. (.Ub P1.r1.!o,nI.( Hm1.rdi tf.ndU -
D
Hlauili C..Ulilt is H1'.i''fU.4
J '"""~ Shoou Hta.ud1 !!i.1.ndit ~
1 ~ ..",.hits -- 6 ~ ....
Ml:b,. u.au. i;-lr~b•lld~: .. hh far •'"II of 13 C

Return to the main road and head west. The route will soon open into a large clearing.
In the northern part of this space is a large house (2) that serves as a teleportation site for
the Umpani . Although you can't enter the house now, it will be important later on in your
quest.

129
CHAPTER 7 (. Arnika

Continue moving west into


the green woods. You 'll eventuall1
(Si NOTE Wcu,,. wiU somdima
spot a sign that points south to
attack you ,_,. tlN tekportation site. They atw
Arnika. Take some time here to
wry /cut and pOISOI deodJy poiaonou.s 1tina-n.
rest and recuperate from your
On the flip •"'- t#tq don't haw o lot of
hit points and con N .,.;1y lcilW. recent exertions, then follow the
directions on that sign and
prepare for more battle.
Frequently, numerous bandits
wait south of the sign. Individually, the bandits aren 't tough , but they can be tricky when
they attack in large groups. Use "mass-appeal" spells/ attacks such as Fireball and Dracon
Breath to simultaneously attack these foes . Magic of this sort will dramatically lower their
hit points. Consider casting a Sleep spell if you want to simply put a lot of them out of
commission with one blow- you may need that advantage to win this battle.
Continue south until you find the Arnika- Trynton Road and then (finally) Arnika itself.
Enter the village and the next portion of your saga will begin.

(Si N QTE If )'Ou d«itk to Mad north at tit. Arni/co sip, )'Ou'll find
yourselfin the NortlNm Wild.mas. That adwntutt ia tktailed in Claopt.r 13.

Arnika
So, you enter the first of the many villages that you will visit over the course of Wizardry 8.
Arnika (see Figure 7.4) is generally a peaceful town, but trouble can be found here if you go
looking for it. In fact, there is trouble here even if you don 't go looking for it.
Your first hint that things aren 't as placid as they could be is the presence of a 5th level
Rogue named Myles. He 'll meet you at the front gate of Arnika and invite you to help
rescue a beautiful woman from the Dark Savant's troopers. He'll join your party if you
accept the offer. Myles makes a nice addition to any group of adventurers, especially those
that have no Rogue in their lineups.

Move straight into Arnika,


ignoring the buildings for now,
td- TIP l&u""" clJclc Ami/ca~~ and you'll soon discover the
fountain to heal your troops. This mialat come in handy
spaceship wreck. It's on your right
o/twr the,..._, boltla on tM Amilra-Trynton Road.
at the third intersection. Seven
Higardi Raiders can be found
guarding the vessel. Massacre
them and scoop up the weapons
that they leave behind.
Arnika

He'Li'sbar
Arnika Community Bank
Antone's Store
Jail
Temple
Hi1ardi Lunar Le1ion Base
Anna's Marina and Bait Shop
Mook HolOJl'am
Dark Savant's Tower

FIGURE 7.4:

Arnika

The Wrecked Starship


Rest your troops, enter the crashed starship, and grab the steel gauntlets and Black Box that
lie near the entrance. Cast Bless and Armor Plate on your party before proceeding any
further ; the next fight is a humdinger and you'll need to be prepared. Two rooms branch
from the spaceship "foyer." The left one holds a group of the Dark Savant's android Troopers
(see Figure 7.5) that must be slain before they kill the captive that they 're holding. Spells that
prevent these mechanical adversaries from attacking their prisoner are useful in this fight.
Anything that downgrades their offensive abilities, such as Flash or Sneeze Powder, is a
good thing to pull out of your backpacks here.
After the Savant's Troopers have been destroyed, you'll meet their captive, the lovely
Vitalia. Talk with her, invite her to join your party, and then head over to He' Li's bar (1),
which is located to the south of the ship. Before you leave, take a look around the burning
house and find the hinged box hidden inside. You'll pass a Phoonzang statue en route to

13
CHAPTER 7 ~ Arnika

He'Li's. Click on the water to heal hurting party members (in addition to ramping up their
Artifact skills).

FIGURE 7.5:

The Dark Savant's


warrior 'bots are tough
customers.

He 1Li's Bar
He'Li , like all of the non-player characters in Wizardry 8, is bursting with personality. Chat
her up and she'll ask Myles to pay his tab. Do it if you feel charitable; it's only a paltry 50
gold and having the barkeep as a friend might come in handy later on.
Exit the main bar through the
only interior door and then enter the
f'2YNOTE first room on your left. In it you 'll
\;f\ If you refuse'° pay find a violin that invokes the Charm
Myla'tabat He'Li's bar, the awnerwill refme to do
spell , but requires a 40 Music skill to
businaa with you. So pay up, and don't tr)/ anything
use it, and a locked chest. Myles
funny. Ifyou attack her or •"- cotc#Na you
attempting Co piclc her pacat, a#N 7/ coll should be able to handle the chest.
the Higordi Patrol, and that's o fight Inside you'll find several handy items
yau con 't win. as well as He'Li 's ID card .
Continue down the hall and
enter the next room . There's
another chest in here. Have Myles
open it and "liberate" its contents. Trod down the hall when you're finished looting and dint
the ramps to the second floor. There you 'll find six Higardi Raiders spoiling for a fight
(shown in Figure 7.6) . Give them what they want and then walk over their corpses and pick
the lock on the chest they were guarding. If you botch the lock-pick work, the chest may
cast Rune of Madness or Alarm on the party member making the attempt. Successful
picking may reveal a host of familiar items. Take what you want and return to the main
barroom . Buy and trade a bit here if you like and leave the bar when you 're finished .
Arnika

FIGURE 7.6:

Higardi Raiders are


prepared to defend
their bounty.

Beware of an ambush by the Dark Savant's androids outside of He' Li 's bar. These
mechanical monsters are always tough enemies to overcome. If you 're having trouble, try
leading them back into He'Li's establishment. Not only does fighting them in the bar's
narrow halls prevent the androids from flanking your party, but He ' Li will also help you tn
the battle.

The Arnika Community Bank


After you're safely back on the streets of Arnika, run a couple of errands. First, saunter over
to the Arnika Community Bank (2) . Inside you 'll meet Lorrac, a slightly cold yet efficient
teller, see Figure 7. 7.

FIGURE 7.7:

Watch your step around


Lorrac-she '.s always
ready for a fight.

133
CHAPTER 7 {. Arnika

You can try showing Lorrac an ID card to gain access to the elevator in the room next
to the bank counter, but if you don 't have one in your inventory, peek behind the counter
and you will see three buttons. Pressing the red button opens the elevator, while pushing the
yellow or green ones will start a battle with Lorrac (who apparently also serves as a vault
guard) and some members of the Higardi Patrol. It's another of those fights that you can't
win , so don 't bother starting it.
Press the red button and take the elevator down to the lower level. There you will find
several personal vaults. These belong to He' Li, Antone, Anna, and Marten . Keycards are
needed to open these doors, so ignore them for now and continue wandering around the
hall. You'll next run across three public vaults that can be broken into. Use Myles's lock-
picking skills to open these chambers. The first two hold a wide assortment of goodies, and
they may include a great bow, potions of Razor Cloak and Heavy Heal, Viper arrows, an
Ankh of Dexterity, and chain chausses. The third public vault not only holds a nice store of
items, but the bank's Guardian Golem as well.

The Vault of the Guardian Go/em


The Guardian Golem, shown in Figure 7.8, is the toughest boss that you have faced to this
point in the game. With over 430 hit points, it will take a few smacks to kill . Cast Armor
Plate, Enchanted Blade, and Bless on your troops before Myles picks the lock on that third
door, then retreat as soon as the door is opened .

FIGURE 7.8:

The Guardian Go/em


is a serious boss, with
a devastating close-
quarters attack.

, . n .. "'~ "'•l t>c<r r1 wtJ:•

•4 ,.

Zap the Golem with whatever ranged spells and weapons you have as soon as it rears its
ugly head. Paralyze is a great spell to cast here. If you manage to freeze the creature in its
tracks, your fighters can wade in and whack it to death before it can regain mobility. Barring
that, throw Flash Powder to reduce the monster's effectiveness. Enough of it will let you
gain the upper hand .
After defeating the Golem, snap up your just reward from the chests inside the vault.
You may be able to locate a bronze cuirass, some Devil Dust, and a Granite potion inside
this vault.
Arnika

t(;f TIP Don't waste your magic with anything Ina than a 5'" l~el s,,.11
when battling the Guardian Golan. The creature can be a difficult opponent,
and you 'II ttftll atrong incantationa to ~n.trote ita hide.

Browsing Through Antone s Store


Leave the bank when your robbery is complete and head over to Antone's Store (3) , as
shown in Figure 7.9. Antone buys and sells a multitude of weapons and armor. Take a
gander at what he has, and give some thought as to what he might be willing to buy. Sneak
back to his room and unlock his chest to get his keycard and a stash of loot. You can use
Antone's card on his bank vault.

FIGURE 7.9:

Antones Store is well


stocked with weapons
and armor.

Besides buying and selling normal armaments, Antone also deals in specialty equipment,
which includes:
0 Beast Slayer Axe: Piercer Modia Claw, Picus Egg, and a cleaver (the one from the
monastery)
Ebon Staff: Wood Spirit Staff. Ebon Gem (Marten's Bluff) , and Mummy Dust
0 Zynaryx Plate: Venom Crab Shell , skull (crypt) , and Giant Spider Silk
0 Steelhide Breastplate: Steelhide Crocodile Hide, Poison Seeker Sac, and Iron
Weed Thorn
0 Featherweight Armor: Tanto Wasp Wings, Plumed Serpent Feather, and
Djinn Eye

135
CHAPTER 7 C Arnika

You'll normally have to kill the associated beasts to get these items. Sometimes you may
have to kill several of them. After you collect the materials, bring them to Antone and he'll
make the piece ... for a reasonable fee, of course.

On to the Jail
Leave Antone's Store and walk northeast to the jail (4). You'll need to pick both the
outside lock and the lock to the jail proper to gain entrance to the facility. Myles is capable
ofhandling both, but feel free to use your Knock Picks ifthe security system proves too
problematic.
Once in the office, search the three corner lockers. They hold Marten's ID. a valuable
item that will be needed later to enter the Higardi Lunar Legion (HLL) base, discussed in
this chapter. Take note of the computer monitor nearby, which flashes a useless system
warning. The bulletin board in the room states that Marten is a wanted man , and the
papers lying on the desk are unreadable. Exit the room by pressing the button next to
the force-field-shrouded door.
Three jail cells lie in the connecting corridor. Each is accessed by pressing the buttons
on the panel located in the end of the corridor, as shown in Figure 7. I0 .

FIGURE 7.lO:

This panel drops the


forcefield in front of
each jail cell.

# ,..u.., u.t1u i.....\h9r \.aft.Ins

. . -
)

Fight the two Higardi Bandits in the first jail cell . They'll cough up items (randomly
determined) when they die. Take a gander at the magnificent tree etched on the cell wall.
Enter the second cell , which appears empty. Look closer and pry up the loose floor planks
covering a tunnel to the bank vault. There you will find a Diamond Epee (rapier +3 to hit,
+4 to Initiative) , an Amulet of Stillness (casts a 5th level Paralyze spell and holds four
charges), and an Oilskin Cloak (AC +I, 20% water resistance). Use the machine in the
corner to teleport out of the room and you'll emerge across the street from He ' Li's bar.

The Temple
March over to the temple (5) and enter via one of the ramps. Descend through the halls in
the center of the building until you reach Lord Braffit's room. Speak with him about the

136
Arnika ""

Ascension and ask him ifhe knows the whereabouts of the Wheel Key. He 'll also be glad to
heal any hurting party members. With the Wheel Key, you can return to the upper
monastery and enter the crypt (see Chapter 6 for more) .
Exit the temple and re-enter
through the ground entrance. Trace

~
the passageway down . You 'll enter a
N QTE If you show Lord Bra/fit
large room with a small , illuminated
the hllawship Pou you will receiw information about
statue. Clicking the sculpture replen-
the Wheel Kq. >&u will al.a -nt to return to him
ishes a small bit of the selected party
later to complm a small quat-,dmply 6iw
him the H~id banner that you pt from
member's magic energy. Leave the
J-n. in Bay/In and you will rwceiw a room via the door with the carpet
sipificont amount of.xperienc. points. hanging over it and walk down the
passageway to the next room . A
handful of Higardi Spirits wait here.
This isn 't a particularly
tough fight. The spirits average 25 hit points each , and they only attack with their hands.
After you 've sent them to the great beyond for a second time, scour the room for the
Wheel Key (you'll find it floating above the floor) , as shown in Figure 7 .11 .

FIGURE 7.11:

Finding the Wheel Key is


worth the trouble.

Return to the room with the lit statue and take the other exit. A few feet down the hall
you'll find a locked door. Have Myles unlock it and you 'll be able to enter what is obviously
the monks ' bunkroom . Turn on search mode. A character will soon find a Ring of Protection
(AC +I), a Necklace of Endurance (regenerates Stamina) , and possibly some Pickmeup
potions (which boost both Health and Stamina) . Exit the temple and head to the Higardi
Lunar Legion base (6).

Higardi Lunar Legion (HLL) Base


If you have Marten 's ID (you should have picked it up in the jail) , the HLL door scanner
will let you into the base. Jog to the end of the hall, hang a right, and weave through the

137
CHAPTER 7 {. Arnika

next two rooms until you see the lift shown in Figure 7. 12. Take the small elevator upstairs
where you 'll meet Tramain . Talk w ith him about Marten and you 'll learn that Marten stole
the Destinae Dominus and fled to Trynton. If you ask Tramain, "Where is the Destinae
Dominus?" he'll tell you that Crock, who lives in the swamp (see Chapter 9 for more) near
Mart en 's Bluff, might know more. Thank Tramain and close the conversation.

FIGURE 7.12:

Ride this lift up to


Tramain s office.

i .... ,,. Cl1v1f\Jt• s111n '~"••~ 1..o 64:i

Return to the main hall and then explore the rooms south of the hall. One of these
chambers holds a replica of the Dominus star system and several lockers. The lockers house
various items, so you may find a pair of steel helms (AC +4), assorted powders and potions.
and ale. Leave the HLL compound and head northeast to Anna's Marina and Bait Shop
(7) (see Figure 7.13) .

td Tl P Ifyou like, you can piclc-pock« Tramainfor tM 200 ao/d ,.. ..


carryina. Yau can ewn fiaht tlw old-ti,_, ifyou want. A succuefu/ bottJ. will tWt more titan
2,500 experienc. points, but remember that tlte HiaanJi-n't 6e loo p'--I with you oJt-r du..

Annas Marina and Bait Shop


In addition to her main line of business, Anna sells ammo and she likes to talk a lot. Indulge
her and you 'II be granted a unique perspective of Marten's theft of the Destinae Dominus. If
you ask her about the Mook (we'll visit them next), she'll say that they have an item similar
to the Destinae Dominus hidden in the old town hall . You won 't, however, be able to look at
it alone. You 'll need to show the Mook an alliance letter from the Umpani or T'Rang before
getting the chance at a peek, and that won 't be forthcoming for some time yet.
Make sure to check out Anna's wares before leaving. She has a nice supply of shrike and
barbed arrows, spiked stones, and some strong armor and spellbooks. She will buy your used
armor and excess ammo.
Arnika '1f

FIGURE 7.13:

Annas is an important
stop along your
journey-you can
pick up supplies
and gossip.

Head to the back room of Anna's place. There you'll find a locked, booby-trapped
chest, so take care not to trip it or you'll be taking some pointless damage. Once the chest
has been opened, you'll find Anna's keycard along with a random selection of goodies. You
can usually find a potion of Superman (more energy and power), scrolls of Magic Missiles
and Fireball, and copper gloves (AC +10) inside. Leave the shop and head back to the Arnika
Community Bank via the docks. Look around and you'll find more Flash Powder next to
some crates.
En route to the bank you may stop and talk to the Mook hologram (8) depicted in
Figure 7 .14. It won't do much until you give it an alliance letter from the Umpani or T' Rang,
but it can't hurt to get familiar with it now.

FIGURE 7.14:

This Mook hologram is


important later in the
game.

Once at the bank, present any of the keycards to Lorrac and she'll call the elevator to
take you below to the vaults. Check the name over each vault and use the correct keycard

139
CHAPTER 7 {. Arnika

in the slots. In Antone's vault is the sword Bloodlust, which seriously pumps up the bearer's
initiative, and adds the Berserk attack to its bearer as well +5 to the Sword skill.
Unfortunately, this sword is cursed, so the warrior who wields Bloodlust will not be able to
change weapons after the blade has been equipped, unless a curse removal spell is cast.
He ' Li 's and Anna's vaults contain quite a few useful items, such as Smelling Salts, Cure
Paralysis powder, an Enchanted Bow (+2 to hit, +2 Initiative-not quite as good as a great
bow) , Cure Paralysis powder, chain chausses AC + 9) , and a bronze cuirass.

Leaving Arnika
Leave the bank and head over to the Dark Savant's tower (11) . You 'll need the NAS-81
potion that can be found behind it. The bad news is that you will also ftnd a handful of
Savant Troopers and a Savant Orb. Take them down (Bloodlust really shines here when put
in the hands of a competent Fighter) , and pick up the potion. After you have this necessary
elixir, it's almost time to leave Arnika.
First, however, drop by the spaceport. You 'll need Myles to pick the lock on the
entrance. After he does, you 'll be confronted by four Savant Gunners. They use energy
weapons, but are not too tough for your crew to overcome. Slay them and enter the large
spaceport building, see Figure 7 .15. Inside you 'll ftnd a Black Box Analysis Center. The one
that you removed from the crashed spaceship is too damaged to analyze, but maybe you'll
ftnd another Black Box later.

FIGURE 7.15:

The Spaceport contains


valuable equipment that
will assist your party.

Outside of the main building is the Mook space plane, Callisto. There isn't much to do
there, but the nearby hangars hold an empty bottle, a Boom Bomb (renders opponents
unconscious or terrorizes them) , a potion of Haste (speeds up characters), and-hidden in
the second hanger-Fire Stix, which ftre magic missiles.
After you've picked up the items in the hangars, take the elevator to the top of the
tower. On the top floor are a broken Orbit Tracker and an X-Ray Chip. Take the chip and
then leave both the spaceport and Arnika.
CHAPTER
~ leave Arnika much stronger than when you entered. Certainly you 'II need
I ::ery bit of that newfound strength during your next journey. In Trynton your
party members will meet a number of hideous creatures from the insect kingdom,
including beetles, spiders, roaches, ants, and wasps. These are primers for your key
battle with the Rattkin Breeders further down the road.
Of course, fighting numerous battles is not the only action you have to look
forward to in Trynton. )Our party will also confiscate lots of magical rewards and
converse with a number of interesting personalities, characters who will either help
or hinder your progress.
CHAPTER 8 ( . Trynton

The Arnika-Trynton Road


Exit Arnika and head south on the Arnika- Trynton road as seen in Figure 8.1. Take a time
out along the way and scoot over to the monastery. Use the Wheel Key to open the crypt
there and retrieve the DemonsSting Bow and the DemonsBane Sword. They're nice
weapons to have for use in dealing with the many random encounters on the road .

Umpani Teleportation House


Graveyard

FIGURE 8.1:

The Arnika-
Trynton Road

Initially, you may meet Acidvines or Soldier Ants. Neither variety of creature is too
tough to handle, but beware of the Twilight Bats. These winged monsters boast about 65 h:
points each and can blind your adventurers with their attacks. Neither are the 100 HP+
Pincer Modias pieces of cake. By the way, make sure to recover the claws from any Pincer
Modias you defeat. Antone, the weapon shop owner back in Arnika, can use them to
fashion a nice weapon.

~ Tf P Move off the road and up an embanlcment if you nnd lo


camp durina your jolll'llq to Trynmn. Baddia will oftm pus alon6 the road durin6
the ni6ht, so the only place to yob a pc«:eful sl•p u out ofsi6'at behind a trw.

After a couple of minutes traveling down this road, you'll see a house to the east, as
shown in Figure 8.2. It's an Umpani Teleportation House (1) , which cannot be entered
from the outside. Mark its location and continue south, fighting random encounters as you go.

142
The Arnika- Trynton Road ..,.

FIGURE 8.2:

The Umpani Teleportation


House

On the road , you 'll eventually meet Rattus . He'll ask you to return to Arnika and cash
his check at the bank, where he 's had some problems of late. Go figure. It's not mandatory
that you accept his proposal , but if you do, he 'll reward you with your first modern weapon :
a zip gun that comes complete with powder and shot. But even if you agree to visit the
bank. don 't return to Arnika. If you show the check to Lorrac, she'll call the guards, who will
call a Higardi Patrol , and you 'll end up fighting another unwinnable battle. So, accept the
quest, but don 't follow through. You can also cast a Charm spell on Rattus and then pick his
pockets for the 500 gold he carries.
Continue southeast. The monsters that
you encounter become much more difficult
from this point on . You 'll meet a new version
rd TIP On your way'° the of the Acidvine called Crimson Poppies, which
~ cmttheX-Rayspell, ifyoulcnow
not only sport well over I00 hit points each
it, and mob sun that My/u is lllOding your
party. X-Ray mables you lo spot possible
but can render their victims unconscious with
adversaries hefore they sn
a single strike. Additionally, it's possible to
you (tlwy allow up stumble on more than one group of monsters
on your radar), and simultaneously.
My/a eon then Mlp Continue south into the graveyard (2) .
you sneak around tlwn. If you enter at night, you'll find mummies
on the prowl. Each mummy packs about
150 hit points beneath those rotting bandages,
but as there are eight of you against just
one mummy (at a time) , the ensuing fight isn 't much ofa contest. Be wary, however, ofa
mummy's ability to knock out members of your party. You may also encounter some restless
undead wandering around this boneyard .
There's a mausoleum (see Figure 8.3) in the middle of the graveyard that features a
dagger-trapped chest inside. Have Myles disarm the chest. Once opened, the chest may
contain several significant items: plate mail (AC + 10) and chain hosen (AC +8) . You may
also find around the room a skull (more on that later) and the Siren 's Wail , an instrument
that causes insanity. This item can be very helpful , but you'll need a Music skill of at least
10 to use it.

143
CHAPTER 8 ( . Trynton

FIGURE 8.3:

This mausoleum
contains more than
dusty corpses-plenty of
valuable loot can be
found inside.

Exit the graveyard when you've collected all the items and travel east to Trynton.

Lower Trynton
Cross the bridge (1) to enter lower Trynton (see Figure 8.4A). Vitalia will leave at this point
and return to Arnika. There are several bands of roaming monsters in Trynton that are best
to avoid at this point, so be sure to use the X-Ray spell and do a lot of sneaking around.

FIGURE 8.4A:

Lower Trynton
The Arnika- Trynton Road

For those who don 't wish to explore each room , we've included a three-dimensional
map (see Figure 8.4B) that shows the quickest way through lower Trynton.

FIGURE 8.48:

30 route through lower Trynton

Head southeast until you meet Chief Gari (2), shown in Figure 8.5 . He 's a Trynnie
with a bit of a gripe ; Rattkin have been attacking his village. He'll ask you to kill the Rattkin
Breeders, which live in the Fifth Bough ofTrynton. If you agree, he'll let you have a pass into
the Great Tree.
Go immediately to the Great Tree and ascend the first ladder. In front of you is another
ladder (in front ofa light brown wall). Take this one down to a room populated with Vile
Roaches. These bugs have about 120 hit points each and can poison with their bites. After
the roaches have been stomped on, scoop up the Ring of Breezes (AC +I, two charges of
Purify Air, +20% air resistance) . You may also find the Snare of Delay (casts the Slow spell,
but a character needs a Music skill of I0 to operate it) that can be sometimes be found
nearby.
Climb back up the ladder and cross the room to the ladder located behind the crates.
Take it down to a room that is similar to the first one you entered after leaving Chief Gari,
then descend another ladder to a room with several Wolf Spiders, shown in Figure 8.6.
CHAPTER 8 ( . Trynton

After the spiders have been eliminated, pick up the Forest Cape (AC +3) and the tarnished
mail (AC +4) lying beside their bodies. Retrace your steps to the previous room via the
ladder that you used to enter the Wolf Spider chamber. Now descend via the ladder next to
the barrels.

FIGURE 8.5:

Chief Gari, the head Trynnie

In the room below, you'll find three potions of Restoration and one potion of Moderate
Heal. Remember, to find these items you must place your party in search mode. Three
ladders grace this room 's walls. The right-hand ladder leads to a battle with a Crawling
Creeper. With only 107 hit points, the creeper is nothing more than experience points
waiting to be added to your coffers. Kill it and return to the three-ladder room .
Now ascend the center ladder to a chamber where another easy battle awaits. The
Dung Beetle here has fewer hit points than the average senior citizen. Destroy it in short
order and search the room for a cutlass (inflicts 2-7 Damage). Once again return to the
three-ladder room . Climb up the left-hand ladder and you'll find a bundle of arrows and a
rope that leads to the First Bough . Climb the rope.

FIGURE 8.6:

Eliminate the Wolf Spiders and


retrieve two pieces of armor as
your reward.
Upper Trynton

The First Bough


Up the left-hand ladder you'll find a pool that generates a random result. Click it at your
own risk. It may cure hit points, up your magic energy, or boost your Stamina. On the other
hand, it may hex you . But hey, life is full of surprises.
Follow the wooden walkway until you enter a house. Search the building's north wall to
find leather greaves (AC +6) and a bottle of Dracon Breath potion (roughly equivalent to an
Acid Breath spell). On the table is a potion of Haste, and beside the table lies a bundle of
barbed arrows (7-14 Damage, +I to hit, 15% chance of draining Stamina) . Exit the house
and continue along the pathway.
The route you are on soon circles around a huge tree. Enter the tree-trunk house via its
door to the west. The chest holds shuriken throwing knives and a Fireball scroll. Exit the
room and continue following where the path leads you. Be careful not to fall off Marten 's
Pagoda, as shown in Figure 8.7. Enter the elevator and use it to rise to Trynton's upper
levels.

FIGURE 8.7:

Marten's Pagoda-be careful if


you re afraid of heights.

Upper Trynton
Upper Trynton (see Figure 8.8) is a tangle of catwalks hung between towering oaks.
Beautiful , yes, but rather dangerously so, as who knows what waits behind the intriguing
scenery.
Follow the initial catwalk past the Second Bough sign. Duck down the west branch and
into the Trynnie house (l). Inside you'll find three Trynnie Warriors, a Boom Bomb (which
causes a Sonic Boom spell effect) and a potion of Cure Disease. Leave the house and return
to the intersection.
Continue to follow the catwalk. Click the water in the magic fountain (2), shown in
Figure 8 .9, and it will ask you the following riddle:
'',A.s time moves, so it creates ... the lessons learned and the ways of fate ... I am each one
and yet still all known, seen and done before."

147
CHAPTER 8 {. Trynton

1 Trynnie House
2 Magic Fountain
3 Fuzzfas
4 Sanctuary
5 House
6 Trynnie Zoo
7 Building
8 House
9 Madras's Place
10 Four-way Intersection
11 Pa1oda Doors
12 House

FIGURE 8.8 :

Map of upper Trynton

The correct answer is "Experience." After


you've replied correctly, all party members WI
e\ N QTE Yi:iu can attack be rewarded with +5 Intelligence and 1,000
the Trynniu at all)I time in upper Trynton.
experience points. Additionally, the fountain
They cough up some cool stuff when they
will reveal a Book of Detection, which allows
croalc, hut overall it's a losing proposition. If
you attm:Jc, more will come. If you manage to a magic-user to learn the Detect Secrets spell
kill them, mightier Trynnie Champions will Continue to the three-way intersection.
come. In other words, the Trynnies Blinding Wasps or Vile Spiders may attack y
are best left alone. here, but neither will prove to be a serious
challenge. Moving south takes you to Fuz
(3) , an inept Trynnie Wizard. Speak with him
about Marten and the Shaman. Buy some
barbed arrows, hunter quarrels, Flash Powder
and a Mystery Potion. You may also charm

148
Upper Trynton

him and then lift nearly 1,000 gold, some nondescript orange goo, and a dagger from his
pockets. By the way, if you start a second conversation with Fuzzfas, he will mention the
Seventh Bough.

FIGURE 8.9:

Correctly answering this


riddle will earn your
party +5 Intelligence
and I, 000 experience
points apiece.

Bedtime for Bobo


Return to the three-way intersection and march east to the sanctuary (4) . Five Tree
Sprites are guarding its door. These little buggers can dish out about 15 points of ranged fire
damage each, but will succumb quickly to a Fireball or Whirlwind spell. Each will drop a
Pickmeup potion and Feather Darts (Initiative +4) when it dies. Jog into the sanctuary and
click the back of the altar (to either side of the lizard head) to pull down a couple of Gooda
vines that will be of use later.
Leave the sanctuary and follow the path north through the tree. Take your first left and
enter the house (5) . Inside you'll find nothing but an empty bottle. Continue through the
house, then move through the northwest corner passage to the back room , where two
Giant Spiders await. Kill the arachnids and pick up the spider silk that they drop. You 'll need
this as part of Antone's recipe for Zynaryx Plate.
Return to the path and move up to the Third Bough. The first location you'll explore is
the Trynnie Zoo (6). as shown in Figure 8.10. You'll notice Bobo on your left as you enter.
He is one bad dude, but a little light in the gray matter department. Walk over to the meat
dispenser and pull the handle. Then pick open the last cage in the row and kill the Tree Sprites
in it for their Faerie Dust, Feather Darts, and a Sprite's Dagger (1-12 Damage, +4 to hit) .
Mix the meat with the Faerie Dust and place it in Bobo's trough . He 'll eat it and soon
fall asleep. With this brute out of the way, pick the lock, rush into Bobo's cage, and grab the
silver sollerets (AC + 10) and the Silver Ball . You can use this metal sphere to fix the broken
Orbit Tracker back at the Arnika spaceport.
CHAPTER 8 ( . Trynton

FIGURE 8.10:

Welcome to the Trynnie version


of a zoo.

If you choose to fight Bobo, take a


moment to rest and recuperate in his cage
tGf TIP >&u don't how '° drua after you slay him . Just walk in and shut
Bobo '° retrieve tlw voluablu in Im cap. >&u
may, if you wish, fight him. TIN bat _,, '° win the doors ; no one will disturb your sleep.
After you awaken, scoot across the halite
that •crop u hy ca.tina o 6m lrHI or hiala.r
Porolyu •pe/I on Bobo
the crocodiles. Have Myles pick the lock
and tlNn hat:kina him on the door and kill the three reptiles
to Math. inside. Each has about 75 hit points, so
this isn't a big chore. Grab the shiny meta
plate that can be found there; your
Gadgeteer can use it later.

Madras s Place and the Pagoda


Take the first left upon exiting the zoo. The ramp here leads to a large meeting hall-like
building (7) . At the far end of this structure you 'll find some Zuzu petals. Pick them, as
you 'll need both the petals and the Mystery Potion for an important task at the Seventh
Bough .

tGf TIP '°


>&u may how fiaht Shrieker Bau, Blindina Wcups, or Tm Sprites on
th. romp l«adina to th. 6uildina with th. Zuzu petals, and thue con be difficult
IJattN.. It helps to ma olona with a Trynnie patrol headed in the some direction,
becaun the Trynnin will help you Jiaht if they on in the area when combat i• initiated.

Leave the building and walk north . Take your first right and enter the house (8) .
Destroy the two Crawling Creepers there and grab the Blue Marble that they're guarding
You 'll need this to enter the pagoda. Check out the fake wall in the northeast corner of the
house. Open it, stroll onto the porch, and unlock the chest to claim your just reward: a Boo
of Removal (it allows magic-users to learn Remove Curse) . Return to the walkway and
move north .
Upper Trynton

Follow the path around the big tree and into a nearby house. This is Madras's place
(9) . On the first floor of his home you'll find Magic Nectar and a giant magnet. If you look
on the table you'll discover an Acid Bomb. Go upstairs and talk with Madras, who will ask
you to kill the Rattkin Breeders. If you accept the job, he 'll give you some Desiccation, Flash,
and Faerie Dust powder.
Exit Madras's house and retrace your steps down the spiraling walkway until you reach
a four-way intersection (10) that you passed earlier. Read the signs at the intersection-
one reads Fourth Bough, the other Fifth Bough. Take the path to the Fifth Bough. Use the
Blue Marble to open the pagoda doors (II). but don't go in . Once you enter the pagoda
(see Figure 8. I I) , you can't use magic, and this is one location where you 're going to need
your spells.

FIGURE 8.111

Prepare your party for


melee combat-magic
isn't allowed within these
walls.

e NOTE Thepmc
You'll have to fight three successive battles at
the Pagoda entrance: the first against two Vile
Spiders, the second against three Blinding Wasps
and three wasps, and the last against seven
Crimson Poppies and three Rank Weeds. Each
gamer can manage these battles differently-
with common sense and sound tactics you'll
emerge victorious. Just don 't enter the pagoda until
the last battle is finished ; you 'll never win without the assistance of your magic-users.
After eliminating these adversaries . enter the pagoda. It's a verdant, cavernous building,
as shown in Figure 8. 12. Three passages lead north, east, and west from the room . Walk
through the north passage. This feeds into a disheveled room (obviously the scene of a
recent fight) , a small bridge, and finally a space in which four Rapax Scouts are assailing a
pair ofTrynnie Warriors. Kill the scouts and pick up the assorted goodies that they leave
behind. The best of the lot includes a kabuto (Samurai headgear AC +6), an Aqua Ring (AC
+I, 20% water resistance), a Shield of Winds (AC +2, 20% air resistance) , Tosei-Do armor
(AC +9 Samurai body armor) , and a scroll of Resurrection . There is also a sacred tome that
hints at the ingredients needed to consume in order to see the future (Mystery Potion and

151
CHAPTER 8 ( . Trynton

Zuzu leaves) . On the way out, pick up a scroll of Enchanted Blade found in the first room,
and take a moment to admire the loving detail that Sirtech put into this game--even the
smashed lantern's freed lightning bugs flicker feebly on the table.

FIGURE 8.12:

This pagoda contains several


pieces of excellent Samurai
gear.

Return to the pagoda and cast Armor Plate and Enchanted Blade on your troops. Tur
open the east door and march down the hall. This is the way to the pagoda armory; it hol6
lots of good stuff, but it also holds three Tree Saplings, each weighing in at approximately
300 hit points. The Tree Saplings (see Figure 8.13) are big creatures, but as the saying gaei
"the bigger they are, the harder they fall ."
Have your w izard-types fling area-effect spells, such as Fireball, while Priests (or
others) attempt to paralyze one or two of the treelike enemies. If you have Flash or Sneeu
Powder, throw it in the opening turn or two. The goal is to decrease the saplings' effective·
ness, whether by reducing their effective numbers (through paralyzing, for example) or~
hampering those who can fight (by blinding or otherwise irritating them). As soon as you
evened the odds, close in for the kill , bringing all your warriors into play against one enem;
Wait until a foe falls before moving on to the next.
There are lots of spoils to reap after defeating the saplings. Two chests are situatefa
the table adjacent to the south wall , and two more lie inside the locker that stands next to
the north wall (turn the helmlike wheel on the locker to access its chests). Notable prizes
within include a scroll of Freeze Flesh, a Book of Removal, plate mail (AC + I0) , and potKr:
of Dracon Breath and Guardian Angel.
Go back to the pagoda and proceed through the west hall , which leads to the aforernr
t ioned and much-anticipated Seventh Bough . Walk onto the altar, drink the Mystery Po
eat the Zuzu leaves, and the Shaman there will reveal a bit of the future. Specifically, here
you that the Destinae Dominus is with Marten, and that perhaps you'll find Marten at~
bluff that bears his name.
Leave the pagoda and return to the Fourth/Fifth Bough intersection (10) . Follow
the walkway marked Fourth Bough, climb the ladder in the room you enter there, and he~
south into a house (12) . Kill the two Blinding Wasps that currently call the building home
and pick up their loot. Unfortunately, nothing special can be found here-the wasps
"owned" just a few arrows, bows, slings, and bullets.
Rattkin Tree

When you leave the house, you'll walk right into the waiting clutches of a Giant Bat.
The bat boasts about 370 hit points, but as it flies alone, don't expect too much ofa fight.
Kill it quickly and move to the other side of the walk to Marten 's place. You can't get in at
the moment, though. In front of the house is a pedestal (see Figure 8.14) upon which you
will later place an idol (more on that later).

FIGURE 8.13:

Attempt to blind, para-


lyze, or just magically
annoy these big monsters
before going toe to twig
with them.

FIGURE 8.14:

Martens pedestal. Come


back later.

Leave this location and march northeast to the broken bridge. Merge the two vines that
you pulled down in the sanctuary to get across, and say hello to the Rattkin Tree.

Rattkin Tree
The recently repaired bridge connects to a large tree that you can walk right through. More
often than not, several Twilight Bats will confront your party on the tree's far side. These
bats were a challenge on the Arnika-Trynton road, but your party is much more powerful

153
CHAPTER 8 {. Trynton

now. Dispose of the bats and continue on the walkway. You'll soon pass a house (I) on the
east (see Figure 8. 15). Remember its location, but ignore it for now.

EuternHouu
Elevator
Duerted House
Dead End
Rattkin Breeden

FIGURE 8.15:

The Rattkin Tree.

Keep following the walkway to an elevator (2) that leads to Trynton. There's no need
to go back there at the moment, so keep moving ahead. Eventually, you'll come to a
deserted house (3) with some Sneeze Powder inside.
Retrace your steps to the eastern house (I) . Unfortunately, you can't open the front
door without the Key of Serenity. The Shaman will give you this key, but only if you bring
him Marten 's Idol from Marten's Bluff So forget this for now. Take the rope down at theeno
of the adjacent passageway and pick the lock on the door that you'll find there. Again you'll
enter a house. A sign can be seen on a wall nearby that reads "The third messenger gains
knowledge." As the shaman told you , you are the third messenger, but accessing the foun-
tain behind the doors will have to wait.
Go back outside and return to the main walkway (the one that leads to both the
elevator and the Sneeze Powder house). Head east and take the first left (north), then heac
west at the next intersection. Enter the house there. You'll immediately have to fight three
Rattkin Thieves (80 hit points or so apiece) and two Rattkin Archers (125 hit points each).
Kill them and pick up the Ring of Protection, Viper arrows (100%, +3 to hit), and a potion 11
Heavy Stamina-a nice reward for a measly five kills, or so you would think. Unfortunateil
Rattkin Tree

exiting the house will bring down a world of hurt; you'll now have to fight Swarming Wasps,
Blinding Wasps, and Twilight Bats (see Figure 8.16).

FIGURE 8.16:

Prepare for the


onslaught upon leaving
the house.

Return to the main walkway once the carnage is through and head south. Enter the
building at which the path meets a dead end (4) and you'll meet Milano Calzone. Ask him
about the Dark Savant and he'll take you to meet his boss, the Don. By the way, you can
also ask Milano for more information on the Helm of Serenity.
Follow Milano to the Don and agree to pay him ifhe can obtain the Dominae. You may
also pay I, 000 gold for a bit of protection or the same amount to take out a hit on someone.
There is also a chest in the room. It is booby-trapped with the Philosopher's Bane trap that
turns some of the party's gold into lead if triggered. In the chest you 'll find several items,
most notably the Zweihander (inflicts 3-15 Damage, - 5 Initiative), and a Book of Hexes
(that basically impedes everything that the enemy does) .
Before leaving the building, duck into the room at the other end of the hall. It holds the
Ratt Key (needed shortly) and two chests, one with a Stunner trap. The best items you 'll
find in the chests are a Wrist Rocket sling, (+ 5 Initiative, +3 to hit) , a beanie (Intelligence
- I0) , and some Hunter 's quarrels. Exit the structure and head north to your confrontation
with the Rattkin Breeders (5).

The Rattkin Breeders


No doubt you are primed for the breeders by this point, but the Don's dudes aren 't finished
with you yet. Upon exiting the Don's place, three Rattkin Goons will assault you . These
creatures are cowardly, so cast a Fear spell on them to reduce their efficiency and perhaps
make one or two retreat. Hack them up one at a time, or try Paralyze or Sleep spells. After
the goons are gone you 'll be assailed by a swarm of wasps and Blinding Wasps. Counter-
attack with a Dracon Breath spell or two and you 'll soon be moving through the fat tree
until you reach the breeders' door.
CHAPTER 8 (.. Trynton

Make sure that you take a moment to rest before entering the Rattkin Breeders'
domain. You 'll need everyone with all of their spells and at maximum strength here. Cast
Armor Plate and Enchanted Blade on the party, and make sure you have distributed your
potions logically amongst the party members. Then open the door with the Ratt Key.
Rattkin Breeders are huge monsters (see Figure 8.17) that will come right after you! A
5th level Freeze Flesh spell will normally paralyze one of them, so cast one as quick as you
can . If you're lucky, you'll freeze the breeder in the doorway and block the others from
getting by. Move through the door with your Fighter (the Bloodlust sword comes in handy
here, giving most Fighters three swings) . Chop down the first Rattkin Breeder, rinse, and
repeat.

FIGURE 8.17:

Rattkin Breeders are so


big that one whack from
their axes can kill.

With your enemies dead, reap the


spoils of war. Chief among these spoils are
t6I TJ P If you stay in th.hall two Flaming Spears (Damage 1- 12, Initiative
outsUJ. the btwtkrs 'shop, the Rattkin Archers
- 3) , a Ring of Beasts (AC +2, Senses +10,
con 't fire at you. After the btwtkn haw
Mythology +20) , a great bow, and barbed
been eliminat.d, you
con ta'"1 on the archers
arrows. There is also a Filcher's Band (AC
in a separatw battle. + I , Pickpocket + 15) hidden in the room. YOl.i
might have to cast Detect Secret to find it
Retrace your steps to the entrance to
Rattkin Tree and exit to the upper boughs oi
Trynton. Return to Madras, but be aware that you might meet a new monster-the
Thrasher Apus. Talk with Madras and reap 5,000 experience points. Ask Madras to join you
and he and his nifty Omnigun Mk 4 will sign up. Return to Rattkin Tree and take the elevata-
down and move southeast to find the swamp and the next chapter of your quest.
CHAPTER

T swamp is the first location in the game where you won't need to fight (unless
J ;:u go looking for one). There are several creatures for your slaying pleasure
(especially in the Bayjin area), however, ifyou}-e interested in picking up some expe-
rience points. l'Du 'II get a better understanding of the Wizardry 8 story and how you
fit into it as you travel through the swamp.
CHAPTER 9 ( . The Swamp and Mines

Down in the Swamp


Instead of chasing after kills in the swamp (see Figure 9. I), this walk through will concentrate
on moving through the area with the express purpose of quickly reaching the mine tunnels.
After passing through the tunnels, we'll arrive at lower Marten's Bluff to see a man about an
artifact.

L&r&esip
HOUMI
Crock

FIGURE 9.1:

The Swamp

Begin on the path through the swamp, staying on it until you see a large sign (1) . An evil
entity is near. That's right; when you approach this sign, you'll encounter the Dark Savant
(as shown in Figure 9.2) for the first time in the game. He's actually quite hospitable! The
chief menace of Wizardry 8 rants for a few moments at your party. It seems that the ulti-
mate bad guy doesn't enjoy being tricked, and he believes that the Rattkin have the true
Astral Dominae. Before disappearing into the darkness, however, he leaves behind the
fake Astral Dominae, which for the moment you can just stick into your inventory. You'll
use the fake later in the game to trade the Mocks for the Chaos Moliri.
Once the Dark Savant is gone, continue north until you reach the water's edge. Take a
right here, heading east. Stay along the water until you find a bridge. Cross this bridge and
then, once again, turn east. You'll soon find a pair of houses (2) , as seen in Figure 9.3,
which contain quite a few goodies. A potion of Restoration, Fire Stix, and Shrike arrows are
amongst the items stashed in these homes.
If you have a party member capable of casting a Detect Secrets spell, use it here. This
will help you turn up a kabuto and chain hosen. Even though you've already discovered
items like these before, the chain hosen is still a valuable find, and the spare kabuto will
come in handy if you have more than one Samurai in your group.
Continue moving roughly to the east, tracing the path as it veers a little to the north.
The road leads into the mine tunnels. Say goodbye to the creepy-looking swamp for now.

15
The T' Rang Base and the Mines

You 'll be back, though . For starters, you still need to visit Crock (3) . The swamp is also an
intermediate path to other destinations. Thus, you have to traverse this area once again to
reach the Southeast Wilderness. But, at this moment, we need only worry about the mines.

FIGURE 9.2:

The Dark Savant welcomes


you to the swamp.

FIGURE 9.3:

Spending time to search these


grounds will pay off

The T'Rang Base and the Mines


Follow the trail through the woods to the location shown in Figure 9.4 . Here you 'll find a
handful of Savant Troopers and a Savant Gunner fighting against an enemy that can 't be
readily seen (1) . Take out the visible Savants. This shouldn't be too much of a challenge at
this stage of your party's development. Have a Mage employ a Web spell to immobilize
some of the Troopers, while the rest of the party bang on them fi-om afar. Madras '
Omnigun , archers ' bows, and ranged spells should do the trick.

159
CHAPTER 9 ( , The Swamp and Mines

~ NOTE The Savant Troopers may not always be present. If there is no battk,
you may walk up to RFS-81, chat with him, recruit him, and adminhter the NAS-81.

FIGURE 9.4:

The Mines

Northern branch
CapofWiles

Finally, the Savant Troopers and


Gunner will succumb, and you 'II catch up
~NOTE Don'tworryifyou with their initial opponent. It turns out thar
don't have any NAS-81 on you at the time you
the enemy that the Savants were attacking
rescue the malfimctioning Savant Trooper.
RFS-81 can still join your party, even if it isn't
was another Savant Trooper, named
repaired. Other Savant Troopers, when killed, RFS-81 (see Figure 9.5). The androidhasa
sometimes drop the l'lftdRd solution, so malfunctioning system that needs NAS-81
you should eventually be able to acquire for the fix . If you recall, NAS-81 was the
some of the uncommon liquid. name of a potion located behind the Dark
Savant's tower in Arnika. This potion will
cure RFS-81, and if you have an extra
party slot available, you can ask the Savant
Trooper to join your group.
The Savant camp--where you meet RFS- 81-boasts several rewards for your recent
victory. You'll find mail mittens (AC +6), shrike arrows, and Boom Bombs. After you p1ckl,f

160
The T'Rang Base and the Mines

all the loot, head east up the hill (behind the Savant camp). This is a very narrow, ridge-lined
path. Follow it as it gradually curves. When the trail splits, take the northern branch (2) .
Here you'll find a chain hauberk (AC +9), which provides its wearer with some helpful torso
protection.
Return to the location where the path divided and head south. Your party should
soon discover a hidden steel plate stuck in the ground. Be careful! It turns out that this is
an avalanche trap. You want to trigger it without getting hurt. First, creep up to the plate.
The second you hear that the trap has been activated, retreat as quickly as possible and the
avalanche should miss you.

FIGURE 9.5:

RFS-81: Your personal


Savant Trooper

A rock switch (see Figure 9 .6) lies east of the boulders. If you can't find the lever, use
your Ranger and turn on search mode. Activate the switch when you locate it. Doing so
pops open the door to a T'Rang base. Unlike anything your party has yet seen, the T'Rang
base is made from metal, and electronic displays bleep and flash around the elevated control
center. Enter the facility and speak with Tantris. He won't talk much since you haven't done
anything for the T'Rang yet. It looks like you'll have to go see Z'Ant (more on Z'Ant later)
to get more out of him. (Be sure to return to Tantris after Z'Ant has given you a mission.
Tantris gladly joins your party once you are fighting for the T'Rang Empire, and his sword-
fighting skills will make a welcome addition.)
A panel with four red buttons is located on the south wall. Press the top left button and
another panel will spring from the northeast wall. Some directions are inscribed there. You'll
need to remember these, for they'll be necessary to program the mine car.
Down N/A N/A
Right Down N/A
Down

Now it is time to exit the T'Rang base. Retrace your steps to the "Y" in the passage and
take the passage not yet traveled. Exiting is easy: just tap the button adjacent to the gate
and the lasers will stop. Exit and head west.

161
CHAPTER 9 £ The Swamp and Mines

Take note of a barred entrance (or perhaps a window) that leads to a cave. You can't
break in here, but the portal may be important later. North of the window location you'll
find a Cap of Wiles (3) (Initiative + IO, Mental Magic + 10, + 10% vs. Mental Magic) . It 1s
cursed, however, and cannot be removed from a party member's head without invoking the
Remove Curse spell. Along the way, you'll also find a Silent Lyre, which prevents opponents
from using vocal magic against your party, but requires a Magic skill rating of 25 to use.
Continue west until you find a wooden building. Snatch up the length of hose outside
the building (your Gadgeteer may be able to use it later) and enter the structure, which 1s
obviously the home of the mine cart you've acquired the instructions to operate. Set the
switches on the wall as your were shown in the T ' Rang base. Mount the center cart and
pull the lever. Wheee!

FIGURE 9.6:

The rock switch is tucked


away behind some plants.

e NOTE Mo.quitan, _,,., s.ars. bats, °"" croa mi;it occoat your party
a you follow this trail. N- ia a strona ~ but tw,,.ated battlu will .,.adually -an
your party. )bu lllG)I rdurn fo th. T'Rona 6aN fo camp, rut, ond rntotw your -rain.

Tromp down the path on which the cart empties you. Notice the flying snakes to your
right, but they usually won 't attack. Make sure to pick up the Giant Silver Nugget before
you proceed on to the lower portion of Marten 's Bluff

162
CHAPTER

I ts time to leave the mines and head to Martens Bluff. Your party is looking for
the infamous Marten, who-if you 'II recall-stole the Destinae Dominus. You
need to track him down and see if he can offer your group any clues as to the Dark
Savants plans. Of course, along the way you'll chat with more characters, pick
several locks, slay a lot of monsters, collect some goodies, and even form alliances.
You 'II begin this leg of the journey in lower Martens Bluffand work your way up. As
you go, your party will unravel more of the Wizardry 8 mystery. Good luck.
CHAPTER I 0 (, Marten's Bluff

Lower Martens Bluff


Enter lower Marten 's Bluff (see Figure 10.1) and head down the corridor. You'll likely meet a
war party of three or four millipedes. Luckily, these creatures-with their 30 to 45 hit pom
each-are just fodder for your party at this stage of the game. Slay the Millipedes, and then
continue west to the main room (1) . There is a series of doors along the walls of this area.
Beginning with the first portal to your left, examine each entrance while moving in a clock-
wise manner.

Locked room
Locked door
Stain

FIGURE 10.1:

Lower Marten '.s Bluff

The lock to the first room's door is difficult to pick. Madras is your best bet for gaining
access here. The door will eventually open, revealing three millipedes. These pests should
bite the dust even faster than the previous ones. You're rewarded with a flamethrower
(-6 Initiative) and Concussion Powder.
Move clockwise to the second room. Luckily, its lock is easy to pick and no one
waits inside to ambush you. Moreover, it's stocked with valuable items. You may find
the Oscillator-an object that a Gadgeteer can later fuse with other trinkets to create

164
Lower Marten's Bluff .fl.
something new-copper gloves (AC +10), potions of Heavy Stamina and Restoration, and a
Pulse Pick, which you'll use to unlock the next couple of doors.
Make your way to the next
entrance. The third room contains more
ammo and weaponry, including the
el NOTE Of course, anystron11 Jericho Horn (requires a minimum
clratactv- canfon:e open a locked "'1or. Each
Music skill of 45, and only a Bard of 8th
atllempt suhtrocts points from hh or lwr Stamina
level or higher can operate it), which
rotina, but N diminis/wd statistic will
rapidly buil.d bOdt up. Ewntuolly, your casts the Armormelt spell when blown.
charot:t.r lltould be able to brealc This spell, by the way, decreases the
open die door. enemy's Armor rating, enabling your
attacks to inflict more damage. Scoop
up all of this stuff and head out.
You'll need the Pulse Pick to get
past the fourth door, which actually leads to a small hallway. Inside you'll find two T'Rang
Watchers guarding a small foyer. Since you're not yet aligned with the T'Rang or the
Umpani, they won't offer any information. Thankfully, neither will they attack you.
Continue past the Watchers into a large room (2) that contains two T' Rang Assassins,
who won 't bother you either. Take a look around. A Nargisst Command Station (see
Figure 10.2) is situated to the right of the Assassins. You can use the station to talk with
the T'Rang mothership. There 's not much you'll learn here now. However, you can later
accept a quest from the Umpani to destroy the mothership. It is here that you will come to
overload the ship's systems, ultimately destroying it.

FIGURE 10.2:

The Nargisst Command


Station is your link to the
T'Rang mothership.

A small passageway lies north of the control station. It leads to Z'Ant, the strange
looking alien you've heard of before. Z' Ant, of course, is the man with the plan. In fact, he's
the creature you need to talk to if you're going to align with the T'Rang. While you're at it,
be sure to also question him about the Dark Savant and Marten. Next, accept Z'Ant's offer
of a quest. He 'II ask you to steal a flag from an Umpani base that lies north of Marten's

165
CHAPTER I 0 ~ Marten's Bluff

Bluff With this, your alliance with the T' Rang is now complete. Before you leave, place a
portal in Z'Ant's chambers at the Nargisst computer.

Return to the room with the


Nargisst Command Station. Next,
(Si\N QTE Wizardry 8 gives
take the passage on the south side of
players a great deal offreedom in regards to T'Rang
the room. It leads to a door that again
and Umpani relations. For instance, you can mah an
requires the Pulse Pick. Pop open the
alliance with the T'Rang and still
doublecross the species by also portal and head into the massive area
making a pact with the Umpani. beyond. A healing machine is situated
Mort!OVer, you can accept quests against the east wall. Just walk up to it
from both parties. Keep in mind and click the water to bring your
that double agents can be caught! weary adventurers back to the pink of
health. An elevator that can take you
to the upper levels is also located on
the south wall (3). The door on the
west wall can't be opened at this time (it leads to a portion of Marten's Bluff that will be
discussed in the next chapter). Attempting to force this door damages your party, so ignore
it. If your group, in haste, has already tried this door and sustained a few bumps and bruises,
simply head to the healing machine.

(Si\ N QT E While upper Marten !r Bluff will be detailed later in thia chapter,
you can ta/ce the elevator in the massiw room with the healing machine to the upper kvela.
If you do so, move north to exit the castle and then circle -st to the catapult: pid: up tM
upper Marten !r Bluff wa/Jcthrough at that paint. We don't ncomtMnd toking thia altortr:ut,
because you 'II miss the chance to p several valuable it.ma, such as the Enchantwl Sword.

Head back to the large enclave to which this room 1s attached. Take the northern
passageway. You'll soon reach another locked room (4) with items. The first hallway that
runs east leads to a heavily guarded T'Rang room. Don't tempt the guards or they'll start a
fight, alliance or not (for more on this room, see Chapter 11). Follow the hallway until you
reach the point where it intersects with the main hall. Swing north and travel down this
stretch . You 'll come to another room with more T'Rang guards. Again, there's no admit-
tance to this room .
Follow the main passage south . Take the first branch heading east. This is a right turn.
A few feet down the right wall , you'll find a locked door (5). Pick the door's lock and head
inside. A round shield and various arrows are located here. Take whatever you need and
continue to trace this passage west and then south. Climb up the stairs (6) and enter the
upper level of Marten 's Bluff

166
Upper Marten's Bluff fl.
Upper Martens Bluff
Enter upper Marten's Bluff (l), as seen in Figure 10.3. Turn on your search mode to find
the Dulcimer of Mending (heals all , can only be wielded by Bards of the 11th level or above
with Music skills of 60). Be wary of attacks from the hall. H igardi and Rebel Spirits will often
accost your party at this spot.

FIGURE 10.3:

Upper Marten '.s Bluff

I Marten's Bluff
IA Large central room
e\ N QTE TMre is a posi- 2 Southern iuard tower
tive side to th• spirit attack when you first enter 3 Guard tower
the topmost section of Marten~ B/uff- 4 Western perimeter courtyard
thae spirit. will ~ntly couah up 5 Castle courtyard
Armor Piercer arrows when they die. 6 Inner castle area
7 Western guard tower
8 East guard tower
9 Swamps
10 Lower level
CHAPTER I 0 {. Marten 's Bluff

Head toward the southern guard tower (2) . Use caution when crossing the large
central room (IA) ; a column here spits arrows at regular intervals. Time your move-
ment carefully and you 'll avoid the shafts. Pull the lever located on the wall (as shown in
Figure 10.4) to open a door in another part of the castle. Also hidden in this room are four
helpings of Flash Powder and a bronze cuirass. Collect these items and march northeast to
the guard tower (3) .

FIGURE 10.4:

Pulling this switch opens


a door elsewhere in the
castle.

In the vicinity of the guard tower you 'II find a beautiful sword hovering on the far side of
a small room . Do not head straight for it. Instead, hug the wall and walk around the edge of
the room to the obviously magical blade and grab it. It's an Enchanted Broadsword (Damage
5-13 , + I to hit, + I Initiative) . Give this sword to a capable fighter and then walk to the
center of the sword room , where the floor will now lower you into the moat.
Follow the moat to the right. Eventually you 'll pass under a natural bridge that will be
used a little later to re-enter the swamp. For now, however, climb the bank on the far side of
the bridge and walk to the castle. You may fight several random encounters with Deathsting
Apuses, lronskin Crocodiles, and the like during this short journey. Sidle over to the west
side of the castle, where a catapult can be found in the western perimeter courtyard (4).
Ready the war machine by clicking on the winding handle and then release the arm by
clicking the lever on the back of the catapult. The arm then impales itself in the wall (shown
in Figure 10 .5), providing the perfect bridge for your party to enter the castle.
A dead T'Rang lies in the castle courtyard (5) . Grab the unfortunate alien 's severed
arm , the wires nearby, and whatever else you can find here. Enter the inner castle area
(6) through a door unlocked when you pulled the switch in the southern interior room
(2) . In the western guard tower (7) you'll find a Mandolin of Magus, which, when used,
increases your party's resistance to all realms of magic (requires a 5th level Bard with a
Music skill of 30 to use) . There are also potions of Heavy Heal and Superman and some
Magic Nectar scattered on the floor.

168
Upper Marten's Bluff .fl.
Move to the east guard tower (8) and pick up the scrolls of Freeze Flesh (paralyzes
opponents) and Whipping Rocks (missile attack). Between the two scrolls is Marten 's Idol
(see Figure 10.6). Save your game before grabbing the statue. The screen blackens as you
do so and your party falls into a deep slumber. When you awaken, you'll find that one of
your characters (randomly determined) has left the party. Worry not, however, as your ally
will return within the next couple of chapters. Exit the idol room, scooping up the blue
flowers that have fallen to the floor as you leave. The flowers provide a crucial hint to
locating your lost party member.

FIGURE 10.5:

Use this war machine


for a simpler task-
a makeshift bridge.

FIGURE 10.6:

Taking Marten's Idol will


remove a character from
your party.

169
CHAPTER I 0 {, Marten's Bluff

td Tl P I/you an unludcJI, the aa- may chooN lo kidnap 70fll' moat Wlluoble dtarot:ter
at upper Mamn ~ Bluff. WbJle you can at:t»pt thU loH anti so/dW ~ dtallenp la~ con
also nwrl lo your mart , _ t raved aa- anti try a.,,;n (anti ,.,,U., anti opin).
In fat:t, you can bep trying until the aa- abtlucts the t:harocter you Jftl that
you can liw without.

Completing the Bluff


Once you've nabbed Marten's Idol, your work is done. Exit the castle to the north , crossing
the moat via the natural bridge (see Figure 10.7), and exit to the swamps (9) . While en
route, examine the rooms adjacent to the elevator to the lower level (10) . The wall switches
give access to these spaces, and another wall switch activates the hydraulic ram that smashes
anything in the center of the elevator room . Great way to "crush" your enemies, no? Don't
forget to search the corners of the final unexplored courtyard-weapons, armor, and ammo
are stashed around the perimeter.

FIGURE 10.71

Cross this moat and


make your way back to
the swamp.

70
CHAPTER

1A T,.h Martens Idol in hand, your party must now travel back through the
' r :'~amp, searching for your lost comrade. Fortunately, the blue flowers
that you found after your friends kidnapping provide a clue. If you can find a place
where such flowers thrive, perhaps you can also find your missing friend. Although
it covers familiar territory, this section will do much more than reiterate your
previous itinerary. For instance, you need to find your lost party member. Second,
more monsters await in the swamp, and you 'II need to speak with characters such as
Crock and Brekek. There are also formerly impassable rooms at Martens Bluff that
need to be searched after rescuing your fellow party member.
So theres something old, something new, something borrowed (er, kidnapped),
and something blue awaiting your adventurers here. Read on for a guide that will
take you safely through these regions, leading you to everything that you need to find
and more.
CHAPTER I I (, Return to the Swamp and Marten's Bluff

Return to the Swamp


As soon as you gained Marten 's Idol , your party lost a member. Well, it's time to find that
missing person or creature. An old geezer named Crock (1) can help you locate the lost
companion . His house is situated to the northeast of your starting location (as shown
in Figure 11 .1). Head to Crock's, but be wary of the enemies strewn along your path. In
particular, Swarming Wasps and lronskin Crocodiles populate this region. So be careful.

FIGURE 11.1:

The Swamp

Place your back to a wall (or some other form of cover) when fighting Swarming Wasps
and cast a Guardian Angel spell on your front rank fighters . These two actions will prevent
the wasps from surrounding you and will enable the front rank to take the wasps ' stings
without incurring significant damage. Area effect spells, such as Fireball , should also work
well against Swarming Wasps, simultaneously damaging many of the flying insects.
lronskin Crocodiles are horses, or rather reptiles, of a different color (see Figure 11.2).
Keep your distance from these savage beasts and pelt them with ranged spells, arrows,
darts, and stones. Once you have weakened the tough-hided monsters, paralyze them
(Freeze Flesh or Paralyze work reasonably well), and then wade in and finish them offw1th
your sword swingers.
If you wish to avoid combat on your way to Crock's house, use an X-Ray spell to iden-
tify enemies' locations. By utilizing these magical abilities, your group can then go where
these monsters are not. Usually, this entails heading off the beaten path, as many of your
run-ins will come on the stone trail.
Return to the Swamp ..

FIGURE 11.2:

Keep your distance and


try to paralyze lronskin
Crocodiles before
engaging in battle.

You can 't miss Crock's house-some


familiar blue flowers surround it that look
~ TIP You con save a step and
like the same variety of flora found where
just tnurrhr Crock. After slayin6 him, pick up the
your party member was kidnapped . Go in
itenu that he 1-va behind, inc/udin6 the Eau
and talk to Crock. He 'll allude to the fact
D'Rapax perfun-, Ma6ic Polish, a I0111t1 prism,
and a VollOJe Ampli/illr (your Gad6eteer can use that he can help locate your lost friend .
the lost thne items). Thttn io6 up the stairs fo the Unfortunately, there 's a stipulation : you
top j1Dor. Your missin6 party member, alon6 with must first slay Brekek, a giant frog that has
sweral 6f'Odi11s, can be found stashed in a ch11st. been terrorizing the swamp folk. Agree to
Tlwre are stlWral nttaons why you may not want kill the monster and then head on your
to kill Crock, thou6h. Most importantl'li he will merry way.
Finding Brekek won't be easy. You 'll
often run into other creatures if you 're not
careful. Continue to use your spellcasters'
X-Ray abilities to avoid unwanted skir-
mishes with these monsters. During your
search, make sure to check out a
hollowed-out log bridge above the entrance to the swamp; you can access it via a small
path (2) (as shown in Figure 11 .3) . Inside the bridge you'll find a Ring of Sanity (I 0% resist-
ance vs. mental magic, five charges of Sanity) , and Rousing Drums (counters Slow spells,
can only be played by a Bard of level 8 or higher with a Music skill of at least 45).
You'll also find a bit of a boss called a Steelhide Crocodile hidden in a large, hollow log
(3). This armored behemoth has over 500 hit points. The best way to tackle the reptile is by
first paralyzing it and then hitting it with everything that you have. When the big croc dies,
it will leave behind its skin, which as you may remember is one of the ingredients that
Antone of Arnika needs to make the Steelhide Breastplate.

173
CHAPTER 1 1 (. Return to the Swamp and Marten's Bf uff

Continue searching until you find Brekek. He is located in a cul-de-sac just north of
Crock's house. To get there, you must take the river bridge to the west of Crock's and wind
back around to the east edge of the swamp. When you locate the giant frog, lead off your
attack with Freeze Flesh, Paralyze, or Web spells; be sure to immobilize the beast before
closing in for melee combat. Fire and water spells work best against the massive amphibian.
Use Fireballs and Cherry Bombs to whittle away at the monster's hit points before wading in
for the kill. Then use your Fighters, Samurai, and Ninjas to hack at the amphibian while your
magicians cast their most powerful spells. The creature should soon succumb to your
assault, leaving a rather large frog leg behind . Search the area, picking up the frog leg and the
other goodies strewn about his lair.

FIGURE 11.3:

Take this path to the log


bridge.

e NOTE T/te Eau D'llopox ,..,.,,_" nndedfor. Raven Ropax ,,.,..t


you can ot:Olpt later. You can ehlt.- buy thi• item from Cf'Odc or faut tGlce it from hi• corp1e.

Take the frog leg to Crock, who will then return your lost party member. A number of
valuable items are hidden upstairs, but you'll have to kill Crock to get up there. Consider
whether this is worthwhile, as Crock is the sole purveyor of fine ammo and potions in the
swamp. You may need his goods later. If you do kill the surly shopkeeper, expect to find a
chest with Mantis Gloves (+14 AC, +3 Dexterity) and a handful of Doom Darts (4- 8
Damage, +4 Initiative, hexes targets 80% of the time on successful hits). Collect these valu-
ables and then prepare to return to Marten's Bluff Abandon Crock's house, heading south-
west to the point at which you re-entered the swamp.
Return to Marten 's Bluff •

Return to Martens Bluff


Enter upper Marten 's Bluff. Fight your way to the castle's main gates, battling Greater
Seekers and perhaps some lronskin Crocodiles. Once you reach the front gates, enter and
proceed to the elevator. Your adventures in the upper passages of Marten 's Bluff are just
about over. Descend to the large room (l) (as shown in Figure 11.4) .
Use the severed T'Rang hand/arm you found earlier (see Chapter 10: Marten's Bluff)
to open the door at the west end of this large room. If you recall, this was the door that not
only wouldn't budge before, it would also inflict damage upon your party. Now, via the
T' Rang hand, you can open this portal. At the first intersection, check out the first painting
to pick up some mythology points. Stroll north up the hallway. You'll come across a painting
of Marten (2) (shown in Figure 11.5). Click this picture and a riddle will appear: "Tell me
this, who you be, and then by chance your fortune see." The correct answer is, of course,
"Marten." After typing this in, the painting will roll into the ceiling, revealing a secret
passageway.

LarpRoom
Paintin& of Marten
Diary
Room
Room
Sadok's Shop

FIGURE 11.4:

Lower Marten's Bluff


CHAPTER I I (, Return to the Swamp and Marten 's Bluff

Walk t o the end of this corridor, where you 'II find Marten's room. Marten's diary (3) 1s
lying on the table next to his bed, but all of the pages except one have been ripped out. Read
this surviving page by clicking the diary. A cryptic message, "Eternal trust survives the soul."
is inscribed here. Do not forget these words. Next, search the room for some goodies. Exit
the room.
Retrace your steps up the hallway. At various points here and throughout most of lower
Marten 's Bluff, you'll encounter Rebel Spirits or Higardi Spirits. These are not tough oppo-
nents. Close quickly, and take them out with blade and pike. Enter the room to your left.
Cast a Detect Secrets spell and use your best scout to search the area. You'll find a potion of
Moderate Heal, a Book of Remove Curse, and a bassinet (+6 AC, medium weight) in this
room (4) . After you 've collected all of the goodies, leave this area.

FIGURE 11.5:

Answer another riddle


to uncover a secret route
to Martens private
chambers.

Cross the hall, heading south. Look for another room to your right (5) and prepare for
some more looting. Here you'll find the Blarneystone Amulet (AC + l, Communication +20.
with seven charges) . Unfortunately, it's a cursed item . Place it on a character's arm and you
won 't be able to remove it without a Remove Curse spell. The room also holds potions of
Granite and Cure Disease, Icicle Stix (fires the equivalent of a 2nd level Frost spell), a Forest
Cape, a Brilliant Helm (AC +6, Intelligence +20), some Resurrection Powder, a Cherry
Bomb, and a Razor Cloak, to name but a few of the highlights. After raking in the items,
head back past Marten's painting (2) to Sadok's shop (6) . Sadok has lots to offer: bullet
stones, arrows, quarrels, spell books, and even several bags of Redemption Powder. Also
search this shop for potions and a laser pointer.
If you wish , you may continue south, but eventually a group ofT' Rang will stop you. It
seems that their friendship only goes so far. Trade and barter with Sadok, then once agam
take the elevator to upper Marten's Bluff Exit the bluff and re-enter the swamp.

176
CHAPTER

C onquering the Southeast Wilderness and Wilderness Clearing are not


necessary to complete your quest on Dominus. Nothing in these areas will
advance the plot, nor will you meet an awesome NPC eager to join your party. Still,
exploring these lands will garner your party valuable combat experience and some
even more valuable items. But be forewarned, however-these are not locales for the
faint of heart. There is some serious opposition here, and plenty of it. So, ifyou find
that your party is frequently overwhelmed in these areas, perhaps it's time to choose
the better part of valor and back out for the time being. Remember, you can always
return when your party is stronger.
CHAPTER I 2 {. The Southeast Wilderness and Wilderness Clearing

Southeast Wilderness
Exit Marten 's Bluff and return to the swamp. lfyou haven 't already checked out the hollow
log above the path leading into the marshland , make sure to do this now. In the log is a blue
feather that can be brought to Fuzzfas in Trynton . He 'll be able to use it to make an Earth
Shaker Bomb. Head in the direction of Crock's house when your log exploring is complete.
Follow the path south of the building to the east. This path exits to the Southeast
Wilderness (see Figure 12 .1 for a complete map of this area) .

FIGURE 12.1:

The Southeast Wilderness

Follow the Southeast Wilderness path to an intersection (1) . Take a left there and
follow this path . A Swallower will often accost your party not far down this road . These
dangerous creatures can (unsurprisingly) swallow a character in one bite, and ifthe
Swallower isn 't slain before the character's health depletes (anyone gulped down loses hit
points every round they are in the monster's gullet) , the character dies . The good news 1s
that the Swallower only boasts 120 hit points and is susceptible to water-based spells such ~
Freeze Flesh.
Southeast Wilderness

Hack the beast down and move on. Be wary of nine Swarming Wasps patrolling the
area, however. At the bottom of the mountain you'll find a gazebo (2) . Inside lies a deli-
cious spread of goodies: a Chaos Drone (invokes Fear and Insanity, but can only be used by
14th level Bards with Music skills of at least 75), shrike arrows, Mystic arrows, and hunter
quarrels.
It's time to muster all your courage and follow the path south, up the hill to the temple
(3) . Here a big battle awaits. At the temple you 'll find a Sorceress Queen, a pair of Death
Lords, six Cultists, and three Siges (as shown in Figure 12.2) . Be prepared for a bruising
fight .

FIGURE 12.2:

A herd of evil entities


stand ready to guard
their temple.

Creep into the temple courtyard and dispatch the three Siges-the other baddies
usually wait inside the temple. Retreat, rest, and heal before entering the building proper.
Tiptoe back to the temple when you 're ready and position your party so that only one or
two enemies are in view. Then start firing. Hopefully, you can take down a couple of the
temple guardians this way. When melee combat looms, cast Summon Elemental and move
in behind whatever elemental is called up. With luck, the elemental will absorb most of the
remaining attacks.
Because the Sorceress Queen and her Cultists possess such powerful magical skills,
you 'll want to move in quickly to finish them off them off in close-quarters combat. After
the temple guardians succumb, enter search mode and have your Mage cast Reveal Secrets.
Pick up all the items that the spell uncovers and exit these hallowed grounds. Before you
leave you may want to check out the lower mausoleum where you can get some pretty
good items, most notably Fang. You 'll also find some more undead to kill.
Now head back to the southern "T'' in the path (l) and proceed east. Down this road
you 'll find another challenge (see Figure 12 .3). Five Frightmares, two AreoMancers, and a
Minor Air Elemental roam this path. If you 're lucky, you won't encounter them at the same
time, which would lead to a horrendous clash that even the most powerful group of adven-
turers would have a difficult time surviving.
CHAPTER I 2 (, The Southeast Wilderness and Wilderness Clearing

FIGURE 12.3:

One of the many


Frightmares your party
will encounter

Thankfully, you 'll usually spot the Frightmares first. These are dangerous creatures,
however, even on their own . Their "Rear" can frighten your characters and even cause them
to Turncoat and attack their fellow party members. Additionally, Frightmares frequently
protect themselves with Eye for an Eye, which reflects the magical damage that they
receive. On the other hand, they frighten easily themselves, so you'll rarely have to fight all
five of them in a single battle. It's best to attack them from outside the range of the their
rear attack (which is a "thrown" ranged spell). It takes patience to destroy them from afar,
but such a plan is doable.
After "corralling" the Frightmares and whatever other monsters you encounter here,
head back to the hilltop temple vicinity and move northeast along the beach until you reach
a fork in the road . Take a right at this spot (4) and head east to enter the wilderness
clearing.

Wilderness Clearing
Again, this isn't an area that you need to visit to complete Wizardry 8, but it does offer a
couple of exciting battles and plenty of experience points.
Enter the clearing as shown in Figure 12.4. Tramp north and you 'll undoubtedly cross
paths with a pair of Swallowers and a handful ofTanto Wasps. These are not big battles.
Use whatever tactics you prefer to destroy them and then move on . AL the north end of the
clearing (l) , you'll find Rex, a friendly Hogar (see Figure 12.5) . The beast won 't speak with
you , but it will faithfully follow you throughout the area. Rex moves slowly and is easy to
lose, however. So remember to let him catch up or go back to retrieve him. And make no
mistake, Rex's help will soon be most welcome. Also patrolling the north end of the clearing
are three Greater Picuses (approximately 340 hit points each) and more Tanto Wasps.
Keep an eye on your radar and try to fight the Greater Picuses and wasps separately.
Additionally, attempt to face each in the narrow corridor (2) that leads east from where
you meet Rex.

180
Wilderness Clearing

Clearin&
Narrow corridor

FIGURE 12.4:

The Wilderness Clearing

After defeating the Greater Picuses and wasps, head south to the Gazers' cave (3) . En
route you 'll meet a pair of Gnashing Swallowers and Brute Hogar (which boasts 500+ hit
points). Fortunately, these aren't perceptive monsters. Use an X-Ray spell to avoid the Brute
Hogar, but attack and destroy the Gnashing Swallowers. Remember that these behemoths are
susceptible to Freeze Flesh spells. Stop them in their tracks and cut them to ribbons .

181
CHAPTER I 2 (. The Southeast Wilderness and Wilderness Clearing

Once the Swallowers have been removed


from the scene, travel south to the Gazers'
~TIP~,,. .... cave. The Gazers (300 + hit points) here are
or Greater 1'iaua in tlte ,..,,_ conyon
that,_. ...tfrom lfcJClt rr-ana,,,,,,..
,,,...,.,.,. -*from cJrdlna onwndyour
tough customers. If you can summon an
elemental, do so. Get behind the conjured
party and ottaolcina from Weind. Ifyour
creature and let it absorb most of the Gazer
.,_.;a an all in front oftlte ""'17. protect attacks while you inflict damage from afar.
your front ranlc ofworrion witla Guardian Following this battle, enter the cave and claim
Anpl. Tlw l'iciua and wtups wt11 waate your reward, which consists of a Napalm
their -raia atmnptin• fD lturt tlte Bomb, a Book of Instant Death (teaches the
enchanted front rank, lenina your otlwr Instant Death spell) , and Enchanted Robes
odwntunn free ,., (AC +6 , wearable by most spellcasters).
•-dotnoae-

FIGURE 12.5:

Rex may be a little slow,


but he can soak up quite
a bit of damage for your
party.

~ TIP Thole with I~ I 3 or 14 characters may wont to try their luck with the Brute
Hogar befo,. leavina t#N wikkrneas clearina. TIN beast is by no means invincible, but you 'II need a party
capable of takina a 120 hit point chunk out of it durina each and wery turn. Otherwise the animal will run
throuah your party liU a hot sword throup butt.r.

Return to the Southeast Wilderness and then exit the region on the north road leading to
the Mountain Wilderness.

82
W i lde rn ess Cle arn ing

If you enter the Wilderness Clearing early in the game, it wiJI be more or less
an empty clearing. Sure, there are plenty of monsters to fight, as we mention
throughout the chapter, but none of them significantly affect the flow of the
game. However, once you've collected two of the artifacts (Chaos Moliri,
Astral Dominae, or Destinae Dominus), the Rapax move an army into the
Wilderness.

More importantly the Rapax have imprisoned a T'Rang and an Umpani in


the Wilderness. If your party is Rapax aligned (you have become a Rapax
Templar), the Rapax King will ask you to interrogate the prisoners. Speak
with them. Both realize that the only way to stop a Rapax/Dark Savant
alliance is with an even more powerful Umpani/T'Rang merger. You may free both
by liberating the key from the sleeping guard.

Once Rodan and Drazic are free, the king becomes hostile. This means much
fighting with the Rapax, but jt's worth it. If you do not kill the Rapax King before
ascending, Trynton is destroyed and all Trynnie are exterminated (as shown in the
endgame). Freeing both Rodan and Drazic (one will refuse to leave without the
other) activates the peace mission (unless you have destroyed either the Umpani or
T ' Rang ship). Take Rodan and Drazic to General Yamir and Z' Ant.

The leaders determine that they can work together to destroy the Savant's ship.
Z' Ant provides a T'Rang Tracking Device to use with the Umpani canon at Mt.
Gigas peak and General Yamir gives them the IUF Top Security Pass to give them
access to Mt. Gigas Peak. Go to the canon and use it to destroy the Dark Savant's
ship. Note: This peace mission is optional; you need not undertake it to finish the
game.
CHAPTER

0 ne of the most noteworthy aspects of Wizardry 8 is that its a true non-


linear game. Players have a lot offreedom when exploring areas and fighting
monsters. The Northern Wilderness represents something of a watershed moment
where that style of gameplay is concerned. After completing your explorations of
this region, you'll need to choose either the T'Rang path or the Umpani path to the
endgame. While you may always return and follow the road not taken later, for your
first trip through the game you 'II need to pick one side.
CHAPTER I 3 (. The Northern Wilderness

Making Preparations
Unless you've been playing on Easy mode, you have probably noticed that your party was
often challenged to the max as it traveled through the Southeast Wilderness and the
Wilderness Clearing. Well , now the opponents only get tougher. You'll need a host of special
equipment and a few party member changes to survive the rest of this trip. So, before
heading to the Northern Wilderness, pause a moment to strengthen your troops.
Exit the Southeast Wilderness to the swamp. Next, return to Tantris. Go to upper
Marten's Bluff and take the elevator inside the castle down to Tantris. Or proceed through
the mine tunnels back to Tantris. Drop RFS-81 from your party and recruit the T'Rang
Samurai, who happens to be a much more capable fighter than the Dark Savant's reject
robot. Tantris carries a Stun Rod and even knows a bit of Fire magic. Overall, he will endow
your group with a greater chance of surviving the treacherous encounters that lie ahead.
Trudge from the mine tunnels back to the swamp and make your way towards Trynton.
There you need to search out the merchant named Fuzzfas, see Figure 13.l. When you
reach his shop, offer him the blue feather (for more, see Chapter 12: The Southeast
Wilderness and the Wilderness Clearing) . Fuzzfas will then make the Earthshaker Bomb for
you. This takes some time, however, so continue your quest while the merchant/weapon-
smith does his work.

FIGURE 13.1:

Fuzzfas is a reliable
supplier of powders and
potions for your party.

Begin killing time with a trip back to the Rattkin Tree. Place Marten's Idol upon the Fifth
Bough's pedestal and the door directly in front of you will pop open, revealing Shaman Das.
The sage has been waiting for the third messenger, who not so coincidentally is you.
However, you've still got to prove that. First, Das asks, "Who sent you?" Reply, "Marten"
and he will prompt you for the secret message. The not-so secret answer is "Eternal trust
survives the soul." Das will then give you the Serenity Key, which is necessary for obtaining
the Helm of Serenity.

186
Making Preparations

Although you 've finished talking with Shaman Das, don't leave his chamber yet. Plenty
of goodies are stashed in the two areas that flank the shaman 's room. The eastern one
contains items such as Bracers of Defense (good for a +2 AC bonus and I0% resistance
against Earth and Divine magic) , a Mitre de Sanct (special headgear for magic users that
carries a +5 AC bonus) , and the Mystic Spear (does 5-17 Damage per strike and gives the
wielder +2 to hit and +2 Initiative) . You'll find potions of Renewal and Summon Elemental
in the western room . Remember that such objects are randomly determined , so those
mentioned here are merely representative of what you 'll find.
After looting the nearby chambers, head back to the Rattkin Tree. The first room to
your right contains the Serenity Helm. Take another right and follow the passageway to the
locked portal, which can be opened with the Serenity Key. Too bad picking up the helm itself
won 't be this easy. Rattkin Thieves- and perhaps some Rattkin Goons- are stationed inside.
In fact, there may be as many as 12 enemies (see Figure 13.2).

FIGURE 13.2:

You must go through


this rat pack to obtain
the Helm of Serenity.

Showing the Goons and Thieves who 's the big cheese is as tough as building a better
mousetrap. Remember to move back as often as necessary when fighting against sword-
wielding Rattkin Thieves. Retreat from the rodentlike antagonists, engaging them with your
bows, rifles, and long-range magic spells. Fireball , Whirlwind, and Noxious Fumes incanta-
tions work well against enemy hordes such as these. Freeze Flesh, Web, and Sleep are also
useful because they can reduce the number of opponents attacking at one time. Once the
gang has been weakened or paralyzed, close in and finish them off with your dose-combat
units.
Now it's time to grab the Helm of Serenity. Click the sign located on the floor, as shown
in Figure 13.3, and it will speak to you of knowledge. Click it again and it will slide away,
revealing the matted , hay ceiling of the room below. This chamber holds the Helm of
Serenity. Step onto the hay and your party will fall into this secret area. Open the chest and
snatch the Helm of Serenity (which gives the wearer a +3 AC bonus and 30% protection
against Mental magic) . You may also find a Shadow Cloak (+ I AC bonus for the wearer) , a
CHAPTER I 3 (. The Northern Wilderness

DoubleStrike Dagger (causes 1-4 damage and provides + l to hit and +4 Initiative bonuses),
steel gauntlets (which are good for a +8 AC bonus) , and bronze greaves (which provide a
+ 7 AC bonus). Grab all of these goodies and equip your party as appropriate.

FIGURE 13.3:

Click this sign on the


floor to uncover a secret
chamber.

Abandon the Rattkin Tree and return to Fuzzfas. Collect your Earthshaker Bomb and
then exit Trynton. You might want to drop by Arnika and visit Antone, who can construct
Zynaryx Plate, Steelhide Armor, Featherweight Armor, a BeastSlayer Axe, and an Ebon
Staff for your party if you have collected all of the necessary components (see Chapter 7:
Arnika for the list of components). By now, you will have accumulated most 1f not all of the
goodies necessary to make these special items.
After completing these tasks, you have a buffed party capable of handling the baddies in
the Northern Wilderness. Head along Arnika Road . Hang a right where the path forks and
make your way north. Exit the Arnika Road area into the Northern Wilderness and you 're
ready for the next leg of your journey.

On to the Northern Wilderness


Passing through the Northern Wilderness is necessary to reach the Umpani base camp.
You must reach the camp, of course, to grab the Umpani flag and take it back to Z' Ant, the
T'Rang leader, (for more, see Chapter JO : Marten 's Bluff)- who has another quest waiting.
However, while you 're here, go ahead and explore the area (shown in Figure 13.4). After all,
you'll find a lot of items that will help you with your journey. Unfortunately, this is a
dangerous area that several types of creatures call home (they 're one of the reasons why
you spent all that time buffing up) . In particular, you 'll find Hogars, Juggernauts,
Swallowers, Rogues, and Highwaymen lurking in the shadows.
Stay on the beaten path . About a third of the way into the Northern Wilderness, your
party will reach the ruins (I). Take out the Rogues and Highwaymen patrolling in the neigh-
borhood , then garner the bounty scattered throughout the crumbling buildings.
On to the Northern Wi Ide mess

Continue along the road , gradually veering south as you move east. You'll eventually
reach a stone wall. Trace this structure as you proceed east. In the clearing (2) , you 'll prob-
ably discover a basic item such as a long bow. Although your long-range units are at this
time likely carrying more sophisticated projectile weapons, such an item may come in handy
for selling later.

FIGURE 13.4:

The Northern Wilderness

Continue tracing the southern

e NOTE The Northem w;,.,._.


edge of the area until you reach a
cave (3) . Be careful-a Battering
Hagar (shown in Figure 13.5) is
wui- monstrwitia. T,_.,,,,., ,,_ couJtl
t'Ull into a ,._,_,ofdifferent creaturw.
guarding the cavernous area. Before
in various ptllU ofthe lftllP. IM canfuL
opening battle, cast Guardian Angel
on your front row of close-combat
specialists. This spell will help protect
them from the Hagar's devastating
attacks. Also, use Freeze Flesh,
Web, and Paralyze magic on the Hagar. Once hindered, it becomes easy prey for your
attacks. If you're unable to render the beast helpless, you'll have to constantly heal your
front-row units during the several intense rounds of combat you'll no doubt experience.

8
_.___
CHAPTER I 3 (. The Northern Wilderness

When the Hogar does fall, step over its body and enter the nearby cave. You might be
able to discover a host of things inside, including a scroll of Slow (which works similarly to
the Slow spell), a Banshee's Howl (an instrument that hexes targets and is only usable by an
11 th_level Bard with a musical ability of 60), a Walriblade (which does 5-11 Damage, but
penalizes the user with -3 Initiative), Firesticks, a scroll of Whipping Rocks, and a Book of
Return. Again, the objects you find here are randomly generated and saved the first time
you enter the area and could differ from game to game.

FIGURE 13.5:

The Battering Hagar is a


vicious creature.

Head northeast after you've filled

e NOTE The Boole of Return


that you may find in II. Bott.ring Hoaark mw is
your inventory slots. You 'II soon come to
a lake (as shown in Figure 13 .6). Have
your party wade across the shallow body
'l/Oluabk if1""' pony ha . _ who eon /nm
of water, making its way to the island not
the Rdum to Portal a,,.U. A Set Portal apcll
enables you to •d a ponal at any - on
far offshore. You'll find a number of
the map; the Rdum Portal ape// allows goodies stashed here, possibly including
you to return to it. Tltq will - Shrike arrows, a buckler shield (which
your ,aup memben a lot of gives a + I AC boost) , a chain hauberk
walking. (provides +9 AC) , and a Book of
Frost (allows a spellcaster to learn
the Frost spell). Once you collect the
loot, exit the island from the east.

19
On to the Northern Wilderness

FIGURE 13.6:

Wade through this


shallow lake to reach
the island.

Wade back through the water until you return


to the shore. Pick up the trail and continue east.
~ TIP &turn Ponm. You 'II come to a swinging bridge guarded by a
can be found in Hopr~ Caw and a
Marble Go Iem. First, wear the monster down by
shadt in Bayjin. Set Portola are located
attacking with bows, guns, and ranged spells. Once
in a Moo/c Bui/dinw in Arnika and
Tryn'°" upper branclta archiwa. you have weakened him, wade in and take out the
creature with your close in fighters. While your
party can now cross the bridge to the Mountain
Wilderness (discussed in Chapter 12: The
Southeast Wilderness and Wilderness Clearing),
that's not where you need to go right now. Ignore
this route for the time being and hike north.
In a short time you will come to a river. Follow it west, passing the lake and island once
again. Continue tracing the river's edge until your party reaches a steel bridge. Turning right
onto the bridge will take you to the Umpani base camp. As a T' Rang, Tantris will naturally
leave your party just before entering the base. Fear not, though-he will rejoin the group
should you return to Marten 's Bluff.

191
Umpani Aligned
Walkthroughs
You've made the decision to join the Umpani; Part Ill details your
adventures on this branch of the Wizardry 8 quest. Traveling with the
mechanically inclined Umpani, you 111 likely come across items such as
musket balls and muskets, as well as various characters like Sergeant
Rubble and Saxx. In the ensuing chapters, you 'II also see some interesting
sites such as Bayjin, the Sea Caves, and the Mount Gigas Caves and fight
some fierce monsters. Let '.s get started.
CHAPTER

B y taking this path, you will join forces with the Umpani. As a strong and
technologically advanced race of aliens, the Umpani make good allies. Much
of what happens to an Umpani aligned party also happens to those who choose to
side with the T'Rang. Nevertheless, there are differences, so we will cover each path
separately. Here we join the Umpani in the fight against the Dark Savant.
CHAPTER I 4 ~ Umpani Base Camp and Mount Gigas Caves

The Umpani Base Camp


Exit the Northern Wilderness and jog over to the Umpani base, as shown in Figure 14. I. If
Tantris is with your party, he will leave now. Private Panrack will then meet you at the front
gate. Answer his questions however you like. As long as you don't try to openly steal the
Umpani flag in front of the base, he will let you pass.

FIGURE 14.l:
Umpani base camp

194
Umpani Base Camp

Walk north into the base and take the first right, which leads toward the commissary (I) .
Once in the building, bear left to enter the commissary itself Speak with Sergeant Kunar there
and buy the Umpani flag. Stroll down the hall to the bar where you'll encounter a musician
named Saxx. This Umpani is a 7th level Bard, capable of using most of the instruments you may
have found along your way. Once you enlist in the Umpani army, you may recruit Saxx into the
party if you like, as he might come in handy in the upcoming battles. Keep in mind that he will
depart before you enter the next major game section, the underwater areas. Now cross the
street to the recruitment center and barracks (2) . Talk to Balbrak in order to enlist. Doing
so not only places you firmly on the Umpani alliance path, but also earns your characters 500
experience points each. If you have another opening in the party, you may sign up Sparkle the
Trynnie. She's a 6th level Ranger who might prove useful until someone better comes along. Of
course, three chapters ago a 6th level anything would have been useful , but by now most party
members should be pushing 12th or 13th level. So, unless you 're in dire need ofa Ranger, Sparkle
is just filler material to add to the number in your party.
Wandering among the tables in the recruitment room reveals that not only are the
Umpani planning an assault on Marten's Bluff. but that they are also exploring Mount Gigas
and have lost an exploration party in the sea caves. Interesting information, but none of it is
currently critical or of much use to the party.
Traipse down the hall to the IUF barracks.
Here sit many lockers and chests. Inside them
you'll find a host of supplies. Although exactly
f6f. TIP u.. ,,,._ n. what each locker/chest contains is randomly
.,,. ·-,,,. . . . of... ......
10..,,,"""""
'*-tlr , , .
.,.,. . . . chat.
°'"""'
,__,,,.,..,.,.of
ldntl:
determined when you load this level, musket
balls, Healing potions, Sneeze Powder, Hunter's
Quarrels, and potions of Cure Poison are among

.
ytMlt' ,,.ry . . ,,,. 6at I.ode "7iwp llltJll
bupeoldalm. the items you 'll discover.

.,.., '""' ..
A/tsr,_ inow After you've finished looting the barracks,
exit the recruitment center and follow the path
,_ ... """""' It'. north to the obstacle course (3) . Speak w ith
Sergeant Rubble and enter the course. A series
of ramps comprise the first section . These chal-
lenges won't make anyone break out in a sweat,
but the descending teeth (see Figure 14.2) that follow can be a bit ofa problem . Dash
through the instant that the first set of teeth begin to lift and you should survive.
Run up the stairs that are your next obstacle and leap onto the moving platform. Drop
off the platform when it passes over the shore. Fight the dummies there and scour the
vicinity for items. Pick the lock on the door and dash down the hall into the last room .
Sergeant Rubble is there to congratulate you and bestow 5, 000 experience points on each of
your characters. Pick up the Healing potion and the level 2 IUF Security Pass there. Use the
pass to exit the obstacle course door.
Jog back to Sergeant Balbrak. Although he 's not overly impressed with your accom-
plishments, the hard-nosed military man will give you what turns out to be a simple quest:
bring him a I00% T' Rang artifact from Marten 's Bluff It just so happens that you should
have the severed T'Rang arm that you found at the bluff (for more, see Chapter 10:
Marten 's Bluff) . Show it to Balbrak and he'll hand your party 40,000 experience points, a
commissary credit, and a level 3 IUF Security Pass. He also tells you to report to Rubble for
more training.
CHAPTER I 4 ~ Umpani Base Camp and Mount Gigas Caves

Give Rubble a rest for now and head over to the commissary. You may buy and sell lots
of items here, including Impaling Stones, Shrike arrows, barbed arrows, and musket balls.
Freshly equipped , it's time to find Rubble and continue your training. To do so, enter the
Mount Gigas Caves.
Stroll over to the EWAXX Computer Building (4) . Present your level 3 security pass
at the door and you'll be permitted to enter the lower Mount Gigas Caves.

FIGURE 14.2:

One situation where


brushing twice a day
isn't much help

The Lower Mount Gigas Caves


It's possible to move quickly through the Mount Gigas Caves, see Figure 14.3, but by doing
so you'll miss out on some cool stuff. Sergeant Rubble is in the upper caves, but don 't worry
about getting to him right away. First, take some time to explore the lower levels.
Head east to the pressure switch located in the dead-end cave (I) . Place something
heavy-like the Giant Silver Nugget you probably acquired earlier (see the end of Chapter 9:
The Swamp and Mines, although you can acquire it later)-here. Once activated , the pres-
sure switch will open the secret door (2) located at the dead-end passage leading west. In
the room behind the secret door are several items and a trapped chest. A musket, a scroll of
Insanity, and assorted other goodies can be found here.
Head to the storage room (3) located at the southwest corner of the maze of caves.
Inside you 'll find a plethora of items. Quarrels, musket balls, and Healing potions are good
examples of what can be picked up here. The collection here is nothing stunning, but
certainly features a number of useful items. Leave the storage room and move east to the
chest (4) placed in the dead end . If you like, you may now head south to the elevator (5)
(see Figure 14.4) and exit to the upper Mount Gigas Caves, or continue scrounging this area
for more useful material.

9
The Lower Mount Gigas Caves

7A Chest FIGURE 14.3:


78 Chest
SA Hole The lower Mount Gigas Caves
SB Chest

South of the elevator in a side passage is another chest (6) . Loot it and move on. There
are several more chests (7 A , 78 , 88) scattered around this level. Note that you 'll need to
drop through the hole (SA) to reach the chest (88) . You 'll fight numerous random battles
as you march through the halls, but none of them should be a serious challenge to your
party. Cave Spiders, Apuses, and several species of roaches and bats are on the menu of
potential foes .
Be attentive to the crates you pass. Turn on search mode and cast a Detect Secrets
spell in order to find all of the neat stuff that has been planted in or near the crates. Once
you've picked up all the items that you can find , plod back to the elevator and head for the
upper Mount Gigas Caves.
CHAPTER I 4 (. Umpani Base Camp and Mount Gigas Caves

FIGURE 14.4:

The elevator that


ascends to the upper
Mount Gigas Caves

The Upper Mount Gigas Caves


Welcome to the upper Mount Gigas Caves (see Figure 14.5) . In here you'll fight a few
battles, receive additional training, and get a cool new weapon. Begin by moving north from
your entrance position (I) to the teleporter (2). The teleporter transports you to that
sealed house you kept passing on the Trynton road earlier in the game (for more, see
Chapter 7: Arnika). Search the building and you 'll find the Dulcimer of Mending (Heals all.
but takes Music 60, and Bard Level 11 to use) , a musket, and some musket balls. You may
leave the house for a bit of fresh air, but be advised that there are numerous Higardi
Highwaymen in the vicinity. When you 're finished, use the teleporter to return to the upper
Mount Gigas Caves.
Head east to the faulty wall (3)
Behind this crumbling structure are
three Apuses. Kill them and then reap
td TJ P Brwon of hordes of Shrieker
your rewards. Among the items that
Bats and Patilent Rats that frequently roam the
may be found here are I0 rockets next
caws near the upper Mount Gi6os Caves' control
potttll. /Cnp one eye on your radar a& you repair the
to the crate, other items, and even
machine. If the rats approach, try to put your baclc more rockets inside the crate.
to the wall before beginnin1 the battle. Continue east and then north to
the noncommissioned officer's quar·
ters (4) . In here you'll find lots of good
stuff Some notable items that can be
acquired here include the Bascinet and
Camail Helmet (gives the user a +9 AC
bonus) , Peacemaker arrows (which do 10-40 Damage, gives to hit +3, and there is 20%
chance of a kill per successful hit) , and stud chausses (armor that gives its wearer a +8 AC
boost) . North of the NCO 's quarters is a healing fountain (5) .
The Upper Mount Gigas Caves

Head southeast to the control panel (6) that lies in the center of the upper Mount
Gigas Caves (see Figure 14.6) . Throughout the caves you'll meet Shrieker Bats, Bat
Vampires, and just plain old bats. None should pose a problem at this stage of the game.
Present your level 3 IUF Security Pass to the machine. It will promptly break, but that's
okay, you can fix it. Click the green wire first, then the blue wire, and finally the white wire
to get the device up and running again.

FIGURE 14.5:

The upper Mount Gigas Caves

Entrance position
7 Gunnery ran&•
2 Teleporter
S Covert operations trainin1 site
3 Faulty wall
SA, SB, SC, SD, and SE Flap
4 Officer's quarters
9A,9B Twodoors
5 Healin& fountain
10 Underwater Trainin1 Unit
6 Control panel

199
CHAPTER I 4 ~ Umpani Base Camp and Mount Gigas Caves

Now move southeast to the gunnery range (7) . You 'll meet your old friend Sergeant
Rubble here. He 'll give you a rocket launcher, some rockets, and 5,000 experience points.
Use the launcher to take out the dummies on the range. After destroying the dummies,
march over to the northern room and grab the additional rockets stored there.
Exit the range and head over to the covert operations training site (8) . Rubble will
ask you to bring him five flags (8A, SB, 8C, 80, and 8E) . A number of critters, from
Deathsting Apuses to Flint Golems to Djinns, guard the flags. Killing the Djinn yields the
Djinn Eye, which will come in handy later. Gather the five flags and return to Sergeant
Rubble. Give them to him and you 'll be granted a level 4 IUF Security Pass and 50,000
experience points. Now head back to Sergeant Balbrak and you'll also receive a new quest.

FIGURE 14.6:

This ID card reader will


need a bit of repair work
before you can proceed.

Return to Arnika
Balbrak has a simple job for your band of warriors: bring back the Chaos Moliri from the
Mooks in Arnika. To trick the Mooks into allowing entry to their Arnikan house, Balbrak
provides your party an alliance letter. Hold onto it. This portion of the walkthrough is iden-
tical for both the Umpani- and T' Rang- aligned paths, although Z' Ant provides the letter in
the T' Rang section of the walkthrough . Start off by returning to Arnika. March north when
you enter the city. Watch your radar for dangerous Savant Gunners and Savant Troopers.
Engage the Troopers from afar with your ranged weapons and magic. Take on the Gunners
in close with me lee weapons like swords and axes. If you meet a combination of the two
deadly foes, take out the Gunners first .
The Mook house you 're looking for is located in the northeast sector of Arnika, exactly
where you left it in Chapter 7: Arnika. Speak with the Mook hologram once again , but this
time present him the letter after paying your respects.

200
Return to Arnika

The door to the house will open and permit you to enter. You'll soon see Screg, the
head of the Mook mission on Dominus; speak with him and he will grant you permission to
see the Chaos Moliri and accept your offer of an alliance between the Mook and Umpani.
Turn west inside the building and you 'll soon come across a metal door. Behind this door
(see Figure 14.7) is the Chaos Moliri . Take the artifact and leave the fake Astral Dominae
(see Chapter 9: The Swamp and Mines) in its place. The Mooks will be none the wiser.
On the other hand , if you don 't have the fake Astral Dominae, you 'll have to just swipe
the Chaos Moliri and then fight your way out of the Mook house. If you must battle the
Mooks, attempt to immobilize as many of them as possible with spells such as Web,
Paralyze, and Freeze Flesh.

FIGURE 14.71

Swap your fake for the


real goods.

With the Chaos Moliri in hand , exit

e NOTE Tab 0 stroll on tlw


upper kwJ ofthe Moolc """-. wlwre )IOU can ,,_,
Arnika and return to the Umpani base
camp. Present the Mook's letter to
Balbrak. He 'II present you with a login
Urq and recruit him Udo your parl)4 Urq ;. o
9tJa Incl P1ionic with o meful repertoire
password, and a level 5 IUF Security
of1pell1 such as Mind Stab and /ruonlty. Pass. Now it's time to visit Umpani
There are alao , _ voluabk ;,.,,., General Yamir in the upper caves.
/yina about.
CHAPTER I 4 £ Umpani Base Camp and Mount Gigas Caves

Back to the Upper Mount Gigas Caves


Make your way to the upper Mount Gigas Caves as you did earlier in the chapter. There are
two doors (9A, 98) in the northwest portion of the upper Mount Gigas map (refer to
Figure 14.5) . Use your security card to open either.
Move through the caves to the northwest anteroom. Just south of this room is a smaller
cave with a musket. West of the musket is a pile of items. Again, these are randomly deter-
mined when you enter the level. Scoop up the goodies and move south to General Yamir's
quarters. Yamir is a kindly general, who cares about the Umpani who serve him . He's partic-
ularly concerned about the special forces unit that never came back from the Bayjin/sea
caves area , and he wants your party to rescue it. Salute the old man and place a portal in his
quarters. Head back to Sergeant Rubble at the Underwater Training Unit (UTU) (JO) in
the southeast part of the map for further instructions.
Pay attention to Rubble's orders and walk south of the facility where you'll find eight
sets of scuba gear. Put one set in each party member's miscellaneous items slot. With the
items equipped, you're now ready to enter the underwater caves.
CHAPTER

I ts now time to rescue General Yamirs lost Special Forces unit. That, however,
isn't all that will be covered in this watery walkthrough. While in the
Underwater Caves, your party will need to take a moment to speak with Marten and
retrieve the Destinae Dominus. Then you'll have to tie up a few loose ends and rejoin
the T'Rang-aligned walkthrough at Rapax Rift.

Despite subtle differences in the Umpani and T'Rang walkthroughs, many of the
events covered are identical. As such, some of the following text is roughly the same
as that used to guide T'Rang-aligned parties through these areas. Rest assured, we
will tell you where the differences exist.
CHAPTER I 5 C The Underwater Caves and Bayjin Shallows

Underwater Caves
Enter the Underwater Caves (as shown in Figure 15.1) from the upper Mount Gigas
Caves (1) . Swim toward the south. You'll have random encounters with Psi Sharks, Manta
Rays, Depth Dwellers, and Depth Flayers m this section. Use Magic Screen and Soul Shield
to protect you from the Psi Sharks, and Missile Shield against the Mantas. Of course,
Armorplate and Enchanted Blade will help against both. Remember to equip your party
with items that enhance its resistance to Water-based attacks.

FIGURE 15.1:

The Underwater Caves

Upper Mount Gi1as Caves


Exit

Continue south to the exit (2). Leave the Underwater Caves and enter the Bayjin
Shallows.

Bayjin Shallows
The Bayjin Shallows (as shown in Figure 15.2) remain the same Bayjin Shallows whether
you traverse them as a T'Rang-aligned party or one allied with the Umpani . The only signifi-
cant difference is that you enter the Shallows from the north when working with the
Umpani and from the west when in the employ of the T'Rang.
Underwater Caves

Tqs
Small cave
Sunken ship
Valley
Exit to Bay;in
Small alcove
Exit to Sea Caves

FIGURE 15.2:

Bayjin Shallows

Enter the Bayjin Shallows from the caves (1) and drop into the valley. As shown in
Figure 15.3, guarding the valley is Nessie (2). the boss of all Sea Dragons. You can't win this
battle, as Nessie has over 800 hit points, so don't even fight it. If you have a Tincture of
Shadows potion, drink it now, and head southeast. Nessie may still detect your party, but
keep moving. It takes time for Nessie to target your party, so use the Run command during
combat to hug the walls of this area and make your way to the tags. Pick up the tags (3)
and catch the updraft just west of their location. This updraft will raise you to a new level.
Continue to run west along this new passageway until you're far enough away to end your
encounter with Nessie.
Head west to the sunken ship (5) .
Buccaneer Ghosts protect the wrecked vessel,

~
so be ready for a fight . Try to position your party
N QTE More loot so that the ghosts must not only come to you,
i• availahk southetut of tlw updraft that
but that only part of their number can attack
ena6ks your ucop41 from Neuie. Ifyou
you at any given time. Earth magic works well
hawm 't talren too much damap,
run to the ...U cave (4), w/wre against them, but the sharp edge of a powerful
Davq Jona' Locker await& sword is even better.
ln.sia, you 'II find urioua When the ship's guardians have been
aoocJia. vanquished, explore the wreck site to find some
high-end gear both scattered nearby and stored
in a chest. The goodies might include an Aqua
Shield (AC +2 and 20% vs. Water), the Najinto
Sword (2-13 Damage, Initiative~). and various scrolls. (Please note that items are gener-
ated randomly in many places in this chapter.)

20.5
CHAPTER I 5 (. The Underwater Caves and Bayjin Shallows

·-1111;11

FIGURE 15.3:

Nessie, the Sea Dragon

More trinkets (perhaps including a valuable Ice Bomb) await your sticky fingers at a
bend in the valley (6) . Keep an eye out for coral , because Antone's brother, Ferro, can use
it to make a unique item for you when you visit him in the Rapax Castle. You may run into a
wandering party of Rynjin on your way out of the area. When you 've finished collecting
treasures, exit to Bayjin (7) .

Bayjin
Okay, now it's time to find those missing Umpani Special Forces. Enter Bayjin (as shown in
Figure 15.4) from the Bayjin Shallows (1). (Note that you can also enter Bayjin from the
swamp (5).) There are some items, possibly Resurrection Powder and a Potion of
Superman , along with a Rynjin Empath in the walkway building (2). The pier leads to a
small village. In the center of these hovels you 'll find a Rynjin Chief-who has over 400 hit
points-along with some Sentries and Thralls. Fireball, Sonic Boom, and Web spells are
effective weapons against such foes, as of course are your sword blades and arrows.
After your party has destroyed most of the villagers, enter the large house (3) .
Sergeant Glumph and Ja'nette are imprisoned in cages inside. Speak with the latter, and
she'll give you the Helazoid Banner, which can be taken to Braffit in Arnika for some serious
experience points. Now go over to Glumph and set him free. He is all that remains of the
Special Forces party that General Yamir sent to Bayjin. Recruit him and move on. A third
cage in the house contains a Mystic Spear (delivers 3-17 Damage, +2 Initiative) , a magic
violin called the Strings of Seduction (it invokes the Turncoat Spell), and Mantis Gloves
(+14 AC, +5 Dexterity) .
After collecting the trinkets and resting for a while, leave the large house. Ransack the
other huts in the village, kill the remaining Rynjin sentries, and trace the beach northwest to
the wrecked Higardi ship (4) (see Figure 15.5). Your trek will probably include more
random encounters with Rock Crabs, as well as with Rynjin Sentries, Thralls, and
Scavengers.
Bayjin

FIGURE 15.4:

Bayjin

I Bayjin Shallows
2 Walkway buildin1
3 Laqehouse
4 Wrecked Hi1ardi ship
5 To Swamp

FIGURE 15.5:

This Higardi ship didn't


have a soft landing.

Locate the black box inside the Higardi spacecraft. Some other items are in the ship,
too, including a Vacuum Pump and a Broken Blaster. All it takes to fix the blaster is a
Microwave Chip and the talents of a Gadgeteer to assemble the pieces. When finished with
your work, you'll have a spanking new Microwave Ray. When fired at an opponent, it will
boil the enemy's blood in a manner similar to the Boiling Blood spell. Unfortunately, a level
14 Gadgeteer with a 75 Engineering skill is needed to use it.

201
CHAPTER I 5 {. The Underwater Caves and Bayjin Shallows

Before returning Glumph to Yarnir, retrieve the Destinae Dominus. Start by reentering
the Bayjin Shallows. Grab the items in the small alcove (8) (on the Bayjin Shallows map).
Your loot could include a Plague Axe (Damage 4-12, Initiative -2, Poison 5%, Disease 15%,
Nausea 5%, Insane 5%) , Armor Piercer Arrows, Dragon Kite Shield (AC +4, 40% vs. Fire,
20% vs. Water), and Plate Mail (AC + 13, 30 vs. Fire, 30% vs. Water) . Return to the main
passage and continue east until you exit to the Sea Caves (9) (on the Bayjin Shallows map).

The Sea Caves


Take a plunge to get to the Sea Caves (see Figure 15.6) . Enter the region via the water from
the Bayjin Shallows (1) . Beware, as always, ofrandom battles. Head south along the
beach to the southern cave entrance (2) . Before entering the cave, pick up the Long
Metal Tube south of the entrance; a Gadgeteer can put this to good use.

Bayjin Shallows
Cave/tunnel
Hook and Line
Sled1ehammer
Wooden Plank
Cave
Chute

Hole
Keeper of the Crypt
Chest
Skeleton

FIGURE 15.6:

The Sea Caves


Enter the cave/tunnel (2) . Trace the tunnel path for a bit, and then take the first left.
You should be heading east at this point. At the end of this tunnel, your party will discover a
Hook and Line (3) . Snatch it up, for you'll need it shortly. Additionally, you'll find items,
which may include a Scroll of Missile Screen, Magic Nectar, Ankh of Dexterity, and Mystic

20
The Sea Caves

Arrows. Retrace your steps to the beach. Move due north, then west. You'll find a
Sledgehammer (4) in this area. Add it to your inventory and then head southwest,
following the beach. Random battles against crabs occur in this region, but they shouldn't be
very difficult. Remember, crabs are susceptible to Web spells.
Continue southwest on the beach. To the left of the path lies a shipwreck, and near the
wreck a Wooden Plank (5) . Again, this is another item that you'll need later, so pick it up.
Backtrack your way to the spot where you found the Sledgehammer. Enter the cave (6)
just east of this location. Trace the cavern's walls, gradually moving east. Jump down the
chute at the dead end (9) . Beware, there's another chute (7) that zips you down to the
dead end of the tunnel (8) .
After jumping down the correct chute, your party will emerge in a large space to the
southwest. There may be some items lying about, such as Concussion Powder and Barbed
Arrows. Look up and you'll spot a hole (10) in the ceiling that can be climbed through with
your Hook and Line. Your group will then end up in yet another large room.
This time, though, a boss fight awaits with the Keeper of the Crypt (11) and a handful
of Rebel Specters (see Figure 15 .7). It's a good idea to use Armor Plate, Enchanted Blade,
and Magic Screen before challenging the Keeper. For extra protection, cast Guardian Angel
on your front-row characters. Hit this boss with everything you have until you destroy him.
He's almost immune to magic, and he normally casts Missile Shield as his first action , so
you'll have to do most of your fighting at sword range. Defeat the Keeper and it will cough
up a Giant's Sword (7-28 damage, TH +2, Initiative -2, Knockout 30%, Strength +5, 5%
vs. Earth). This is an awesome weapon, though you'll need a Mook in your party to use it. If
you don't have a Mook at present, you can always hold on to the sword and recruit Urq
when you return to Arnika. Once Urq levels up, you can switch him to the Ranger class and
equip him with the Giant's Sword.
A chest (12) lies south of the Keeper's crypt (as shown in Figure 15.6). Collect the
goodies inside, which could include a Renaissance Lute (restores a single target), a Hunter's
Bow, a Book of Resting (teaches the Rest All spell), and Ebony Plate (AC +14, +30% vs.
Fire and Water) . Also roaming this area are Sige Ghosts (approximately 150 hit points each)
and Trynnie Specters (around 75 hit points each). Don't forget to use your Priest's Turn
Undead power here.
Now, walk over to the large room that lies south of where you originally found the
Hook and Line. There's a Skeleton (13) here with a key to Marten 's Tomb. Another
skeleton is in this area, too. Check both for items.
With the key in hand , head to the west of the room where your party fought the
Keeper. You'll find a passage there. Look for a pair of Spike Boots on one of the skeletons
laying about the area and slip them on a character. Doing so lets him or her walk down the
slippery passage. Place the plank at the passage's edge (14) as a makeshift bridge, cross
over it, and head up to Marten's Tomb. If you don't have the shoes, slide down the passage
with the plank in hand and click the edge of the chasm to set it in place. With luck, you'll
stop sliding on the plank. Back up a bit and then run across the plank and up the passage to
Marten's Tomb (15).
Use the Marten's Tomb key to enter this sought-after figure 's place of final repose. At
last, you have caught up with mad Marten. Tell him that you've been looking for him and
that you seek knowledge. Marten will then give you the Destinae Dominus and the Sea
Caves Gate Key. The Sea Gate Key opens a set of double doors near the ladder you climbed

209
CHAPTER I 5 £ The Underwater Caves and Bayjin Shallow s

earlier. Put the Destinae in the personal inventory of the character w earing the Helm of
Serenity, otherwise your entire party will go permanently insane. Solving the Destinae
Domin us quest gives your party 400 ,000 experience points.

FIGURE 15.7:

The Keeper

Tying Up Loose Ends


Return to General Yamir's office via the portal that you set up there. He'll throw quite a few
experience points at you for finding Sergeant Glumph and give you one more mission: the
destruction of the T' Rang transporter.
Take this assignment and go to Lower Marten 's Bluff (as shown in Figure 15 .8) . Head to
the Power Station (I) as soon as you arrive. You 'll need to get inside and flip a switch so
that it shows red . To do so, you must fight both the guards outside the room and the T'Rang
on the inside. With the T'Rang dead, and the switch flipped , it's time to go to Z'Ant's cham-
bers. By now, the T'Rang will be on to you , and you'll have to fight your way through many
to reach his room.
Tell the Nargisst computer terminal
(as shown in Figure 15.9) in the outer
chambers to increase the power, by
TIP
t(!)'# You can avoidflafitin6 the typing "power" and "increase." This
T'&ng between the Pow.r Station and Z'Ant!s
overloads the terminal and prevents
chamber• ifyou ploced a porlol ln Z'Ant!s chaml»n
at the Narriut computer during your earlier vuit.
more T' Rang from teleporting to the
After you flip the,,_.,. .witt:la, aimply ~ to planet. It also smothers the T' Rang on
the Na,,.iast and avoid a lot of the spaceship with young T' Rang and
bloody battJa. OfcourN, kills them all. Note that if you blow up
you 'II atiU haw to Jlaht the the T' Rang mothership, you will not be
T'&na at the Na,,.iut. able to do the peace mission.
Now, head back to Yamir, but be
sure to make a stop off with Don
Tying Up Loose Ends

Barlone and pick up the Astral Dominae. Head back through the Swamp and Trynton to
Rattkin Tree. En route, pick up Madras at his workshop in Upper Trynton . Fight through
random encounters with Rattkin Snipers and Goons, and get the Astral Dominae from
Barlone (he 's in the same place that you left him after your first visit) . You 'll either have to
kill him or pay 80 ,000 in gold to obtain the item (the amount can vary based on your
Communications skill). Killing Barlone will not only yield the Astral Dominae, but also a
stash of valuable items.

FIGURE 15.8:

Lower Martens Bluff

Your party now has the Astral Dominae, the Destinae Dominus, and the Chaos Moliri .
You 're almost ready for the endgame. Report back to General Yamir and prepare for a march
to Rapax Rift.

FIGURE 15.91

The Nargisst computer


will take you where you
want to go today.
T'Rang Aligned
Walkthroughs
In Part IV, you 'II cover the same ground traveled in the previous section,
but this time through you'll be aligned with the T'Rang. YOu'll proceed
through the Umpani base and learn where to steal some cool stuff, before
making a quick return to Arnika. Next, you 'II walk through the swamp to
Bayjin and fight your way through the tough Ryjin troops. Finally, after
dodging a sea dragon, you'll end up in the Sea Caves. It's here that you'll
finally meet Mad Marten. After that ...well, you wouldn't want it spoiled
for you, would you? Follow along and you 'II find out yourself.
CHAPTER
~'ve decided to side with the T'Rang, or at least you have come to the segment
I. ~fyour quest where you re willing to do the T'Rang's bidding. Either way, the
next chapters deal with the T'Rang quests and how to solve them. In this first
chapter dealing with the T'Rang quests, your party will buy the flag that Z'Ant
requested, return it to him, kill a Rapax Assassin that prowls the halls of Marten's
Bluff, and return to Arnika.
CHAPTER I 6 C Umpani Base Camp, Return to Marten '.s Bluff, and Arnika

The Umpani Base Camp


Exit the Northern Wilderness and make your way to the Umpani base camp (as shown in
the Figure 16. 1 map) . lfTantris is with your party, he will leave at this point. Private Panrack
will meet you at the front gate. Answer his questions however you like. As long as you don 't
steal the Umpani flag in front of the base, he will let you in.

FIGURE 16.l.

The Umpani base camp

214
Marten 's Bluff fl.
Walk north into the base. Take the first right into the commissary building (I). Once
inside, bear left to enter the eatery itself Speak with Sergeant Kunar there and buy the
Umpani flag on display. Stroll down the hall to the bar. Unless you've enlisted in the Umpani
army (not exactly a good move if you're planning on siding with the T'Rang here), the
barkeep will tell you to get lost. You may recruit the bar's musician, Saxx , if you like, but he 'll
leave the party when you enter T' Rang territory.

The Umpani Recruitment Center and Barracks


Cross the street to the recruitment center and barracks (2) . Ignore Balbrak here, but
sign up Sparkle the Trynnie. She's a 6th level Ranger who will prove useful , at least until
someone better comes along. Browsing the tables in the recruitment room reveals that not
only are the Umpani planning an assault on Marten's Bluff, but that they are also exploring
Mount Gigas and have lost an exploration party in the Sea Caves.
Move down the hall to the Umpani barracks.
Here are many lockers and chests containing a
host of supplies. Although exactly what each
locker/chest contains is randomly determined ,
Spar/tie is an adquat. warrior, she is
you're likely to discover Musket Balls, Healing
alianed with the Umpani and will
Potions, Sneeze Powder, Hunter's Quarrels, and
abandon )IOUr party wlwn you enhlr
Marhln ~ Blu/f, which is a Potions of Cure Poison . Use the Divine Trap spell
T'Rana base. You c:an piclc to ease the burden of deciphering each chest's
Sparltk up apin when/if trap. To determine which types of traps are
)IOU return to the Umpani present, have the party member with the best
base camp. Lock and Trap skill inspect each chest. After you
know what a specific trap is, you can disarm it.
After you've finished looting the barracks, return
to Marten 's Bluff.

Martens Bluff
Take the Umpani flag purchased from Sergeant Kunar to Z' Ant. This won't be easy.
Monsters are lurking in the shadows of the Marten 's Bluff Castle. Helligators and Thrasher
Apuses are good examples of what you 'll encounter here. Take your time and avoid rushing
forward, as this will draw crowds of monsters into combat. Keep your back to the rock cliffs
whenever possible and run for the castle entrance as soon as it comes into view.

TIP
t(j'#. If )IOU haven't already done so, duck into the small caw pond to the north of
the trail that l«Mh to Mart.n ~ Bluff. Battle the two Shadow Dwellers tlwre and snap up the
aootJiu that thq auanJ. The randomly aenerahld it.ms here miaht include Maaic Nector, an
Enchantwd Mace (4-9 Damaae, Knoclcout 8%), and a Boom Bamb.

215
CHAPTER I 6 (. Umpani Base Camp, Return to Martens Bluff, and Arnika

Z' Ant will be pleased to see you and the flag that you 're now carrying. In fact, he 'll be
so pleased that he 'll hand over 2,000 gold, and each party member will receive 40,000 expe-
rience points for solving the quest. No sooner does he congratulate you on your success
than he asks you to undertake another mission for him . It seems that a Rapax Assassin is
loose in Marten 's Bluff. To kill him , you 'll need Rapax perfume and a bit of guile.

Taking Care of an Assassin


First, you 'll need something that the Rapax can't resist-Eau D'Rapax. Crock, the man in
the Swamp, has some. If you murdered Crock earlier, you'll already have a bottle of the
scent in your inventory; otherwise, you 'll need to return to Crock's place and either murder
him for the perfume or purchase it. With the Eau D'Rapax in hand , return to Marten 's Bluff.
On the upper level , you 'll find Tantris waiting. Recruit him if you like, and then move to
the room to the right (west) of the upper elevator room . You'll see a switch beside a sign
with a Rapax straw dummy painted on it (as shown in Figure 16.2). Pull the switch to drop
the Rapax dummy from the ceiling.

FIGURE 16.2:

Pull this switch to drop


the Rapax dummy.

Enter the elevator room and open the north door. Now sprinkle the perfume on the
Rapax dummy and run back to the switch room . Just south of the dummy switch is a
control station . Stand there and wait for the Rapax Assassin , lured by the perfume, to enter
the elevator room from the north. Activate the switch and the hydraulic rams will converge,
crushing the Rapax. Of course after luring him with the Eau D' Rapax on the dummy, you
can just choose to kill the Rapax the old-fashioned way. Reenter the elevator room and grab
the Rapax's head , along w ith a few items that it was carrying.
Give the head to Z'Ant to complete this quest and earn 4,000 gold. Each party member
will also receive 8,000 experience points. Z' Ant is obviously pleased with your work, as he
now asks you to steal the Chaos Molin from the Mooks in Arnika. He also gives you an
alliance letter to take w ith you .

216
Return to Arn ika

Return to Arnika
As one of the Wizardry 8 character voice-overs says, "This dustup will be dead easy" -
unless, of course, you failed to get the fake Astral Dominae from the Dark Savant when he
appeared to you earlier in the Swamp. Without the counterfeit artifact, you 'll have to fight
your way out of the Mook house, and it won 't be pretty.
Enter Arnika and march north. Watch your radar for Savant Gunners and Savant
Troopers waiting in ambush on the streets. Engage the Troopers from afar with your ranged
weapons and magic. Take on the Gunners in close with swords and axes. If you meet a
combination of the two enemies, take out the Gunners first .

Burglarizing the Mook House


The Mook house, shown in Figure 16.3, is located in the northeast sector of Arnika, exactly
where you left it earlier. Once again , speak w ith the Mook hologram , but this t ime present it
with the letter after paying your respects.

FIGURE 16.3

The Mook house

The door to the house will open, permitting you to enter. You 'll soon see Screg, a Mook
leader. Speak with him and he will grant you permission to see the Chaos Moliri .
Head west inside the building and you 'll soon come to a metal door. Behind this door is
the Chaos Moliri . Grab the Moliri and put the fake Astral Dominae in its place; the Mocks
will be none the wiser. On the other hand , if you don 't have the fake Astral Dominae, you 'll
have to fight your way out of the Mook house. If you must battle the Mocks, attempt to
immobilize as many of them as possible with spells such as Web, Paralyze, and Freeze Flesh .
CHAPTER I 6 (. Umpani Base Camp, Return to Martens Bluff. and Arnika

With the Chaos Moliri in hand,


exit Arnika and return to Marten 's
Bluff. Z' Ant will reward you hand-
somely for your accomplishments.
Better still , he will have a new
quest for your party. He wants you
to locate the coordinates of the
Dark Savant's ship. To do so, you
must travel to Bayjin and then
again to Arnika. So put on your
traveling shoes and turn the page.
CHAPTER
V,, 've retrieved the Chaos Moliri for Z 'Ant, but now he wants your party to
I. ~:cate the Dark Savants ship. It appears that the only way to do this is to
recover the Black Box from a Higardi spacecraft that was shot down over Bayjin.
Once you find the device, you must take it to the Orbital Tracker at the Arnika
airfield. Placing the box there will reveal the location of the Dark Savants ship.
First, however, you must go to Bayjin, and then don some Scuba Gear and
head to the Sea Caves. Trips to Arnika and Mount Gigas will follow, setting the stage
for the final battle.
CHAPTER 1 7 ~ Bayjin and the Sea Caves

Through the Swamp-Again


Leave Lower Marten's Bluff and travel north through the Swamp. Place a portal somewhere
in the middle of the Swamp-it will be needed after you finish with the Sea Caves. In the
north center of the Swamp lies a plateau that houses the entrance to Bayjin. Unfortunately,
several Rynjin Sentries, along with an Empath, patrol this area. These creatures are some of
the toughest opponents in the game.
Still, they're not invincible. To defeat these Rynjins, creep up on them slowly . Once the
battle is set, retreat from the Sentries using the rock walls of the hillside as a shield. Run
during your first turn, then fight on the next. Repeat this tactic and your enemies will spread
out, making the battle much easier. As an added bonus, the Empath will often stay in the
camp, if you handle things properly.
Frequently use the Fireball spell during combat against the Sentries and employ Magic
Screen to lessen the effects of their magic. Also be sure to use Magic Nectar to "refill" your
magic users' powers, enabling them to recast spells. Meanwhile, close in on the enemies
with your sword-wielding characters and the Rynjin should soon succumb to this multi-
pronged assault. Ascend to the plateau after the area has been cleared. Exit the Swamp and
head to Bayjin.

Bayjin
Enter the tunnel to Bayjin , wary of the enemies that may spring up in the area. Your party
might encounter more Rynjin Sentries and Rock Crabs. When you exit the tunnel, you'll
have to fight a pair of Rynjin Thralls, fishlike creatures that are less powerful than the
Sentries. Slay the Thralls, then hang a right. Be careful as you move through this area (see
the Figure 17. I map of Bayjin), as the place includes more random encounters with Rock
Crabs, as well as with Rynjin Sentries, Thralls, and Scavengers. After each fight, be sure to
take a moment to heal up. Cast Enchanted Blade, Armorplate, and Magic Screen on your
party to make these upcoming battles less painful. If you have two party members capable
of casting the Portal spell, you may rest in comfort. Place one portal in Lower Marten 's bluff
and one at your current location. Transport back to the bluff for healing and re-equipping,
and then return when ready to once more do battle.
Curl around the island, heading north.
Swing left and you'll notice a series of huts.

e NOTE Rocle Crabs ore


semitive to Earth ~k, so tM Web spell is
In the center of these hovels, you'll find a
Rynjin Chief-who has over 400 hit points-
along with some Sentries and Thralls. The
useful for immabi/Uina thsn. Thq ore also
susceptible to Fire magic, such as Fireball,
Fireball and Sonic Boom spells are effective
Ene'llY Blast, and Firestorm. Perhaps weapons against such foes, as of course are
moat of oil, though, they n vulnerable your sword blades.
to a bnm with a sharp blade. Once your party destroys most of the
village baddies, enter the large house (I) .
Sergeant Glumph and Ja'nette are impris-
oned in cages inside. Speak with the latter,
and she'll give you the Helazoid Banner. You

220
Bayjin

can take this object to Braffit in Arnika for some serious experience points. Now go over
to Glumph and set him free. Although he won't join your party if you're aligned with the
T' Rang, you can still kill him to obtain his Dog Tags (which will come in handy later) . A
third cage within the house contains a Mystic Spear (delivers 317 Damage, +2 Initiative) , a
magic violin called the Strings of Seduction (it invokes the Turncoat Spell) , and Mantis
Gloves (+14 AC, +5 Dexterity) .

1 Large house
2 Smaller hut
3 Chests
4 Items
5 Northwestern beach
6 Hicardi spaceship wreckqe

FIGURE 17.1:

Bayjin

After collecting these items and resting for a while, leave the large house. Head west to
the smaller hut (2) , which is situated next to the one where Glumph had been held
captive. You'll probably have to battle Rock Crabs, Curare Crabs, and some Rynjin folks on
your way through the village (see Figure 17 .2) . Be prepared . In this house, you'll find eight
sets of Scuba Gear, necessary equipment for the next leg of your journey. There are several
other cottages in this area. Be wary of the Rynjin Sentries as you gather the various items
and loot the chests (3) .
When you finally leave the village, climb the rocky hillside. There are some items (4)
stashed up above, but first you 'll most likely have to go through some Sea Sprites. Use close-
combat and ballistic weapons and these winged spellcasters will quickly become mincemeat.
Ascend the mountains to a path running along the top. Stay on this trail, grabbing any
strewn items you might pass. Continue north, descending to the northwestern part of
the beach (5) . Loot the chest in this area. Curl east alongside the hillside. The Higardi
spaceship wreckage (6) lies nearby.

221
CHAPTER I 7 (. Bayjin and the Sea Caves

FIGURE 17.2:

This is not paradise.


The Bayjin island has a
heavy Rynjin and crab
population.

Locate the Black Box inside the Higardi


ship. Some other items are in the spacecraft,
t6'TIP Th.tlayjin 1-ha too, including a Vacuum Pump and a Broken
an crawHng with Rynjin and crabs. Once )'DC'
Blaster. Grab them. All it takes to fix the
/inWr - 6attle, )'DC' 71 frequartly tah jun a blaster is a Microwave Chip and a talented
few *PS Nfore .,,,.ring anotl-. Ludd/y,
you con avoid - oft#Nu pests by U1ing
Gadgeteer to assemble the pieces. When
tM mountain trail fo trowl fo and fixed , you'll have a brand new Microwave
from tM northwea,.m Ray that can boil the blood of an enemy in a
end of the map. manner similar to the Boiling Blood spell.
Unfortunately, only level 14 Gadgeteers with
75 Engineering skills can use this nifty
weapon.
Your party now needs to bring the Black
Box to the Arnika airfield, but a detour to the Sea Caves via the Bayjin Shallows is required
first . Return to the small village where you fought the Rynjin Chief and take the northwest
path into the bay. Don your Scuba Gear (by putting a set of the equipment in each char-
acter's miscellaneous slots) when you reach the bones of the huge monster, and then wade
into the Bayjin Shallows. The Scuba Gear will occupy one miscellaneous slot, and the other
slot should be reserved for any item or artifact that offers an increased resistance to Water-
based magic.

The Bayjin Shallows


Enter the Bayjin Shallows (refer to the map shown in Figure 17.3) at its western end (I).
Once again , you'll need to fight through more Rynjin . After the waves have settled, swim
east to a mini-cave (2) in a southern passage, where you 'll be able to find interesting items
such as an Ice Bomb. This is also a reasonably safe place to rest your party, although

222
The Bayjin Shallows

wandering Manta Rays may still attack you here. East of this southern passage is a ship-
wreck protected by Buccaneer Ghosts.

Enter
Mini-cave
Updraft
Cave

FIGURE 17.l:

The Bayjin Shallows

Try to position your party so that the


ghosts must not only come to you, but that
only part of their group can attack you
e\ N QTE Mon loot is
simultaneously. Earth magic works well
OYOilable ea6t of the updraft that enables your
against them, but a powerful sword wielded
elt:O/» from Nessie. Ifyou haven't sustained
by a skilled warrior is even better. Some
too much damage, tab a tktour and enter the
amall cave (4) It.re. Inside you 'II find Davey
high-end gear can be found in and around
JoMs' Locbr, complete with a selection of the wreck, and in a chest inside; you might
it.nu that may includ. a Coif of Divine Mail uncover an Aqua Shield (AC +2 and 20% vs.
(AC +8, HP /lepMration +I, Vitality +5, Water, the Najinto sword (2-13 Damage,
and 10% vs. o;,,;,,. magic), Rina of Initiative --4), and various scrolls.
Regen.rotian (AC +2, HP Continue east after vanquishing the
tr.generation +4, 30% vs. Buccaneer Ghosts. Just a few hundred feet
o;,,;,,. magic), and a away the trail drops down sheer cliffs into a
Boole of Finbolls. valley. Guarding this valley is Nessie (see
Figure 17.4), a mighty sea dragon . Nessie
has over 800 hit points, so this is one battle
that you can't hope to win. If you have a
Tincture of Shadows potion, drink it and then jump off the cliff and head to the right
(south). Nessie might still be able to see your party, but ignore her as best you can and run
toward the updraft (3) located southeast of where you initially entered the valley. This
updraft will lift you to a new level. Continue to run away from Nessie along this new
passageway until you're far enough away to escape her.

223
CHAPTER I 1 {. Bayjin and the Sea Caves

Follow this passageway to the east, watching for Psi Sharks, Manta Rays, Depth
Dwellers, Depth Flayers, and other monsters. Magic Screen will help protect you during the
Psi Shark fights, and Missile Shield will help against the Mantas. In both scenarios, your best
option is to close with the enemies and kill them with sharp steel. On the other hand, you
can attempt to wrap up the Deep Dwellers with Web spells before closing in for the kill.
A short cave (5) branches off north of the passage. In the cave you'll find a Plague Axe
(Damage 4-12, Initiative -2, Poison 5%, Disease 15%, Nausea 5%, Insane 5%), Armor
Piercer Arrows, a Dragon Kite Shield (AC +4, 40% vs. Fire, 20% vs. Water), and Plate Mail
(AC +13, 30% vs. Fire, 30% vs. Water) or some similar high-end goodies. After you've
finished your scavenging, return to the main passage and continue east until you enter the
Sea Caves.

FIGURE 17.4:

Nessie, queen of
the deep

The Sea Caves


Take a plunge to get to the Sea Caves (see the Figure 17.5 map). Enter the region via the
water from the Bayjin Shallows (I) . Beware, as always, ofrandom battles. Head south
along the beach to the southern cave entrance (2) . Before entering the cave, pick up the
Long Metal Tube south of the entrance, as a Gadgeteer can put this to good use.
Enter the cave/tunnel (2) . Trace the tunnel path for a ways and then take the first left:.
You should be heading east at this point. At the end of this tunnel (3) , your party will
discover a Hook and Line. Snatch it up; you'll need it shortly. Additionally, you might find
such items as a Scroll of Missile Screen, Magic Nectar, Ankh of Dexterity, and Mystic
Arrows. Retrace your steps to the beach. Move due north and then west. You'll find a
Sledgehammer (4) in this area that should be added to your inventory. Head southwest,
following the beach. Random battles against crabs occur in this region, but none of them
should pose much of a challenge. Remember to use Web spells if the crabs are proving to be
a bit of a threat.

224
The Sea Caves

Bay;in Shallow•
2 Southern cave entrance
3 Tunnel
4 Sled1ehanuner
5 Wooden Plank FIGURE 17.51
6 Chute The Sea Caves
7 Chute
8 Dead end of tunnel
Chute
Continue southwest on the beach. To the left of the path
9
10 Hole lies a shipwreck, and near the wreck a Wooden Plank (5) .
II Keeper of the Crypt Again, this is another item that you'll need later, so be sure to
12 Cheat pick it up. Walk back to the spot where you found the
13 Skeleton Sledgehammer and enter the cave (6) just south of this area.
14 Paua1e'1 edp Trace the walls of the cavern, gradually moving east. Jump
15 Marten'• Tomb down the chute at the dead end (9). Be careful you take
16 Sea Caves Gate the right one, though , as there's another chute (7) that zips
you down to the dead end of the tunnel (8) .
After jumping down the correct chute, your party will emerge in a large space to the
southeast. There may be some items lying about, such as Concussion Powder and Barbed
Arrows. Use your Hook and Line to climb up through a hole (10) in the cavern roof here.
Your group will clamber into yet another large room. This time, though , a tough fight awaits
you with the Keeper of the Crypt (11) and a handful of Rebel Specters (see Figure 17 .6) .
It's a good idea to use Armorplate, Enchanted Blade, and Magic Screen spells on the
party before challenging the Keeper. For extra protection, cast Guardian Angel on your
front-row characters. Hit this boss with everything you have until it goes down. The Keeper
CHAPTER I 7 (, Bayjin and th e Sea Caves

is almost immune to magic and normally casts Missile Shield as the first action in the fight,
so you 'll have to do most of your fighting in close quarters. Once dead , the beast will cough
up a Giant's Sword (7- 28 Damage, TH +2, Initiative - 2, Knockout 30%, Strength +5, 5%
vs. Earth) . This mighty weapon can only be used by a Mook, though . If you don 't have a
Mook in your party, you can always recruit Urq when you return to Arnika. Once Urq levels
up, you can change him to a Ranger and equip him with the Giant's Sword.

FIGURE 17.6:

Welcome to the Keeper's


Crypt.

A chest (12) lies south of the Keeper (see Figure 17.6) . Collect the goodies inside,
which could include a Renaissance Lute (restores a single character), a Hunter 's Bow, a
Book of Resting (teaches the Rest All spell) , and Ebony Plate (AC + 14, +30% vs. Fire and
Water) . Also roaming this area are a Sige Ghost (which has approximately 150 hit points)
and Trynnie Specters (each of which has around 75 hit points) . Both types of undead are of
course vulnerable to a Priest's Turn Undead power, so be sure to use it frequently here.
Now head to the large room that lies south of where you originally found the Hook and
Line. There 's a skeleton (13) here that has the key to Marten 's Tomb. Another skeleton is in
this area, too, so check it for items as well .
After wrapping up your looting, head west of the room where your party fought the
Keeper and you 'll discover a passage. If you have a pair of Spike Boots, slip them on a char-
acter, as doing so lets you walk down the slippery passage. Place the plank at the passage's
edge (14) as a makeshift bridge, and then cross it and head to Marten's Tomb. If you don't
have the shoes, slide down the passage with the plank in hand . Click the edge of the chasm
to place the plank and you 'll stop sliding. Back up a bit and then run across the plank and up
the passage to Marten's Tomb (15) .
Tying Up Loose Ends

Use the key to enter Marten's Tomb and you'll catch up with mad Marten at last. Tell
him that you've been looking for him and that you seek knowledge. Marten will then give
you the Destinae Dominus and the Sea Caves Gate Key. Put the Destinae Dominus in the
personal inventory of the character wearing the Helm of Serenity, otherwise your entire
party will go permanently insane. Solving the Destinae Dominus quest gives your party
400, 000 experience points.
Return to your portal in the Swamp. If you didn't place a portal. you'll have to travel
overland to the Sea Caves Gate (16) in the northeast. Open the door with the Sea Cave
Gate Key. On the other side is a faux stone wall that can broken down with your
Sledgehammer. Take the northern passage on the other side to the beach and then move
south to reenter the Bayjin Shallows (9). Make your way to the Swamp via Bayjin.

Tying Up Loose Ends


Although you 're basically finished with Bayjin and the Sea Caves at this point, there's still
work to be done. Head back through the Swamp and Trynton to Rattkin Tree. En route,
pick up Madras at his workshop in UpperTrynton .
Fight through random encounters with Rattkin Snipers and Goons, and get the Astral
Dominae from Don Barlone in the Swamp. You'll either have to kill him or pay 80 ,000 in gold
to obtain the item (the amount varies based on your Communication skill) . Killing Barlone
will not only yield the Astral Dominae, but also an Amulet of Asphixiate (Asphixiation
power 4 and 30% vs. Air) and the Thieves' Dagger (5-14 Damage, +2 TH, Initiative +3,
Poison 20%, Locks and Traps + I0). Your party now has the Astral Dominae, the Destinae
Dominus, and the Chaos Moliri, meaning that you're almost ready for the endgame. For
now, however, just head back to Arnika.

Arnika
Once in Arnika, head over to the temple. Talk with Braffit and give him the Helazoid
Banner, for which you'll be rewarded with a hefty hunk of experience. This is also a good
time to recruit Urq the Mook.
Next, go to the airfield in Arnika. Place the
Black Box-the device that your party found in
the Higardi ship wreckage-into the analyzer
NOTE
<..91 11youta1c. there. Target coordinates of I, I, 2 will come up.
Urq to M"'*1a ~Bluff- place
Then place the Shiny Metal Ball into the Orbital
you rrtfUt flD to report the
Tracker. This fixes the device, allowing you to
coordinatu of the Savant~
ship to Z'Anf-lte'U 6ive
enter the target coordinates of l, I, 2. The
you 500 flDld. Orbital Tracker will then compute the coordi-
nates of the Dark Savant's ship as 10:24, infor-
mation that the T' Rang leader will be very
pleased to receive.
Zip back to Lower Marten's Bluff and tell Z'Ant what the Dark Savant's coordinates
are. Z'Ant will then send you on one final mission-to blow up the Umpani spaceship.

227
CHAPTER I 7 (. Bayjin and the Sea Caves

The Umpani Base and Mount Gigas


Set a portal in lower Marten's Bluff near Z' Ant, and then head to the Umpani base camp.
Tell Sergeant Kunar in the commissary that the Destiny arrives tonight. Answer "Z' Ant,"
when he asks who sent you. You'll also need to agree to pay for his services. After the nego-
tiations have been completed , Kunar will give you a high-level pass (and 20 ,000 experience
points) and tell you to go to the top of Mount Gigas.
Sever the latch cord and enter "transfer to base" into the computer. Go to the EWAXX
Computer Building in the Umpani base camp and use your card to enter the mountain and
to activate the elevator. Then head to the elevator on the Gigas Caves map (#4 on that
map) and take the elevator to the upper Caves. In the upper Caves, walk to the elevator
located east of your starting location and take it up to the peak of Mount Gigas.

Mount Gigas 'Peak


Prepare for more action on the peak of Mount Gigas as shown in the Figure 17. 7 map of the
location. Enter on the west side of the Mount Gigas' peak (I) . Search around the crates
found here for useful items. You may find Armor Piercer Arrows, Magic Nectar, and other
interesting trinkets. Move north and you'll come upon a big anti-ship missile (2) that the
Umpani have readied for the Dark Savant's ship. They don't know where the Savant's ship is,
though-but you do.
Continue northeast fi-om the ship. Unlatch the cord on the large structure (3) (as
shown in Figure 17.8) here, and then head southeast past the Control Building (4) . You'll
now see that the Umpani missile is lined up on the T'Rang ship (5) . Return to the Control
Building and climb the ramp to the control computer where an Umpani Commander stands
guard . Kill him and enter the words "transfer to base" into the computer, causing the
Umpani spaceship to crash and explode. (Note that if you blow up the Umpani ship, you'll
be unable to complete the peace mission.) Your party will take damage, so it's a good idea to
make sure that you have invoked an Armorplate spell first.
After the ship plummets to the earth, you'll receive 100,000 experience points for each
party member. Return to the Marten's Bluff portal and report the completion of your
mission to Z'Ant. If you didn't place a portal at Marten's Bluff, you'll have to retrace your
steps out of the Gigas Caves and Umpani base, fighting hordes ofUmpani along the way.
Z'Ant will give your party 100,000 gold and 600,000 experience points. He will put
together troops for the final battle on Ascension Peak, where you'll need to join him . To do
that, you'll have to go through the Rapax area. So head to the Mountain Wilderness and
then enter the Rapax Rift. By the way, whether you're helping the Umpani or the T'Rang,
the Rapax Rift walkthrough to follow is identical.
The Umpani Base and Mount Gigas .fl.

Large structure
Control Building
T'Rangsbip

FIGURE 17.7:

Mount Gigas' Peak

FIGURE 17.8:

Release this cord to start


some fireworks.

229.
Final Levels
Walkthroughs
You've battled through thousands of monsters and walked hundreds of
miles, all for the ultimate showdown with the Dark Savant. Nevertheless,
you still have a little way to go before that final meeting. This section of the
book will take you through the final levels. First, you 'II have to battle your
way through the Rapax castle. Then, with your newfound Templar status,
you 'II be granted an evening of bliss. Next, you 'II have to battle your way
up Ascension Peak. At its summit, you'll meet the Dark Savant. He'llflee;
you'llfollow and the final stage will be set. Play on.
CHAPTER
V : , r party members have much to do before they fight the Dark Savant at
.I ~:cension Peak. For openers, they must traverse the land ofthe Rapax in order
to reach its archenemy. And to get to Rapax Rift they must first enter the Mountain
Wilderness. Both locations present their own sets of difficulties, so don 1t begin
planning that final confrontation with the Dark Savant just yet.
CHAPTER I 8 (.. The Mountain Wilderness and Rapax Rift

Mountain Wilderness
Begin your journey by entering the Mountain Wilderness (refer to the Figure 18. I map for
specific locations) from the Swamp. To the right is the entrance to Rapax Rift, guarded by a
Rapax war party. Defeat the Rapax, but ignore the entrance to Rapax Rift for the moment.

FIGURE 18.1:

The Mountain Wilderness

Instead, trace the mountain wall west into the Mountain Wilderness, where you'll soon
meet wandering parties of fire-breathing Scorchers. They have approximately 300 hit points
each and possess the ability to throw miniature fireballs at individual party members.
Nevertheless, they are no serious threat to your party at this stage in the game. Also
wandering in the area are Fire Ants (approximately 95 hit points apiece) and Marble and
Granite Golems (350-450 hit points each).
In a small, mountain-wall cave (1) in the vicinity can be found Anslem and his fellow
Higardi in the process of fighting several Rapax Bowmen and a Rapax Patrol. Help the Higardi
defeat the Rapax and talk with Anslem, who is also seeking a confrontation with the Dark
Savant. Ask him about the Dark Savant and Cosmic Lord to receive some nice background
information about events. Unfortunately, neither he nor his Higardi Adept Brothers will join
your party.
The Rift

Move northwest following this conversation.


e NOTE ,,you,..,..
able co battle your way to . . ..,,,,. ,,_
Eventually, you'll cross a path (2) that will lead
you to Bela (3) . This man/demon hybrid (see
Figure 18.2) will cough up some more knowl-
coUa:tal the """""ofthe a... Molin,
edge about what awaits you on Ascension Peak.
DatinM Domimu, Aatrol Dominua lrio,
hopefuJJy )IOU retnembentl fo , , - . • He'll also ask you to help him. Agree and he'll
portal at A.rans/on l'mlc. tell you that you need to disarm the bomb in the
lf thh;. the t:tue, •imply Dark Savant's tower in Arnika and then meet
,.,.,_.,.,..
,..,.q.
)IOU . .
"""' him on Ascension Peak. Unfortunately, you
can't access the mountain via the entrance
behind Bela, as the Rapax blocked the pass
when you obtained the second of the three
artifacts (Chaos Moliri, Destinae Dominus,
Astral Dominus) .

FIGURE 18.2:

Half-human, half-demon
Bela aids in your quest.

Continue along the path to the west after wrapping things up with Bela. Nearby is a
swinging bridge that leads to the Northern Wilderness, but you don 't need to go that way
right now. Keep the cliff face on your left (there are items hidden in this area) and return to
the entrance to Rapax Rift.

The Rift
Enter Rapax Rift (see Figure 18.3 map) from the Mountain Wilderness exit. Most NPCs will
leave your party here, so you'll likely be reduced to your original number before you can
proceed.
After passing through the entrance (l) to Rapax Rift, trek northwest until you
encounter a couple of Rapax Patrols. Following these battles, move through the curved
tunnel leading to Rapax Prison . Continue north , but head west the first chance you get and
CHAPTER I 8 (. The Mountain Wilderness and Rapax Rift

enter a large chamber with two adjoining rooms. The southern room (2) contains an
imprisoned Rapax named Rafe, while the other is home to a pair of Rapax undead. Briefly
chat with Rafe to learn why he is awaiting execution. You can try to help him by picking the
lock and opening the cage door, but Rafe refuses to escape unless his Mark of Death is
removed . To do this, your party will need the Staff of Ash. Unfortunately, you don't have it
at the moment-but you will soon. Leave the chamber and continue exploring the region
(don't worry, Rafe isn't going anywhere).

Southern room
Chunk of Obsidian
4A, 4B, 4C Jail cells
4D Switch
SA, SB Bedrooms
6 Bedroom
7 Hallway
8 Ceilin1 column's lei
9A North teleporter
9B Sanctum FIGURE 18.3:
10 Hall Rapax Rift
11 Staff of Ash
12 Hin1ed panel
13A, 13B, 13C Chests
14 Beckonin& Stone
ISA, lSB Teleporters
16 El Dorado
17 Al-Sedexus
18 Courtyard

2.34
The Rift

Retrace your steps to the location where you first entered Rapax Rift. This time,
however, head east from the entrance. You 'll soon locate a Chunk of Obsidian (3) that can
be collected for later use by a merchant named Ferro (who can craft a weapon) . Head north
up the inclined walk and cross the bridge to your right. Several jail cells (4A, 48, 4C)
containing some goodies are located at the end of the bridge. You may drop the bridge
grating over the lava moat by pulling the lever in front of each cell (as shown in Figure 18.4) ,
though you won't be able to enter the cells until you've activated a switch (40) .

TIP w,.._,.
t.(!;'I )IOll di•miu charocler• 1rom tM porfy, chclc
the u.v.ntory-. l'Our rwmainina characters will haw'° pick up their load of
;,.,,,. ond du. c:an acumber the party (nottld by red numbers in thtl inventory screen
load blodc). If so, drop or sell equipment until )IOll hr within )IOllr load allowonce or )IOllr
cltarot:tiers will not mow or fialat c/ficiaitly.

FIGURE 18.4:

Pull this lever to lower


the gate.

Cross the hanging bridge to the west. Move northwest, being careful to avoid the lava,
and you 'll soon arrive at the lnitiate's Hall . Head down the long corridor here. Each room off
this hall contains Initiates (Mages with 170 hit points each) and some items. Hang the first
and second lefts from this hallway to collect more artifacts stashed in adjoining bedrooms
(SA, SB). Next, go to the end of the main corridor and hit the switch (40)- this will open
the jail cells.
Before returning to the cells, however, hang a left down another hallway and snatch the
Sanctum Key from yet another bedchamber (6) . Make your way back to the main corridor.
Briefly head south before taking another left and grab the FlameQuencher Wand (Damage
1-8, TH+! , Initiative +5, Paralyze 5%, four charges of the level 2 Blizzard spell) from the
bedroom at the end of this hallway (7) . You'll need this to deactivate the Fire Temple.

235
CHAPTER 18 ( . The Mountain Wilderness and Rapax Rift

Exit the bedchamber area, dropping to the ground level via the steep path directly south
of the exit. Often, you 'll encounter a squad of Rapax Veterans and Berserkers here. These
warriors are tough in close battles, but very beatable with ranged weapons. Open the battle
by softening up the Rapax with Web, Insanity, Hex, Slow, or even something really
powerful like Nuclear Blast or Falling Stars. Cast Superman on your frontline fighters and
then wade in for the kill .
After this battle, head west into a corridor where Rapax Veterans, Beserkers, and
Initiates are lying in wait for you. Use the Eye for an Eye spell to neutralize the Initiates, and
eliminate the Veterans and Berserkers as described previously. You need to take a right to
reach the Sanctum teleporter, but the corridor is filled with lava. To fix this problem, pull on
the ceiling column's leg (8), as shown in Figure 18.5. Rocks will topple onto the lava,
enabling your party to clamber across the hallway to your right.

FIGURE 18.5:

Pull on this leg to bring


down the ceiling.

The teleporter itself is located at the end ofa network of tunnels. You 'll have to fight
your way to it through a swarm of Initiates and the occasional Priestess. There are two tele-
porters at the end of the tunnels. The north teleporter (9A) leads to the Sanctum (98),
while the other teleporter (15A) leads to El Dorado.
Take the Sanctum teleporter and vanquish the two Rapax Priestesses who wait on the
other side. Use the Sanctum Key on the Sanctum doors. On the other side, hang a right and
follow the long, curving hall (10) until it opens onto a small plain . You may encounter a
massive wave of Rapax foes here. Retreat back into the hallway so that only a few warriors
follow you at a time to do battle. Ahead lies the flaming pagoda that holds the Staff of Ash
(see Figure 18.6) . Stick the FlameQuencher Wand you found in one of the bedchambers
into the keyhole here to stop the fire. If you have difficulty applying the Use command to
the wand , go into the inventory screen, pick up the wand, exit inventory, and apply the
wand to the keyhole.
Your next task is to battle the Lava Lord (650-plus hit points) and his four Fire Sprites
(220+ hit points each). While this isn 't an easy fight, remember that such fiery creatures are
susceptible to Water-based spells. Hence, Freeze Flesh or Paralyze can stop them in their
The Rapax Courtyard

tracks. After mopping up the horned enemies, you can finally grab the Staff of Ash (11) and
the Rift Key.
Head back to Rafe 's cage and free him (the correct lock/pointer combination from left
to right is left/bottom/left) . Give him the Staff of Ash and this time he'll have no problem
making his escape. You'll gain 100,000 points and Rafe will provide cryptic directions to the
door that leads to Al-Sedexus's altar. This is the door to which the second transporter
(ISA) leads. You already know where it is, but you'll need the Beckoning Stone to open it.

FIGURE 18.6:

Anyone got a fire


extinguisher?

Return to the Sanctum's entrance and walk north. You'll notice a hinged panel (12) on
the right. Disarm the panel and the trap that it controls and then head north. Enter the large
chamber and loot the three chests (13A, 138, 13C) there for a number of helpful items
and the Beckoning Stone (14). One of the chests is hidden behind the dressing screen.
Now, dash back to the El Dorado teleporter (ISA) in the northwest corner of the map.
Take the Beckoning Stone to El Dorado and place it in the door.
At this point, the demon boss El Dorado (16) will appear. Since magic has little effect
on El Dorado, use sharp steel to extinguish this hellish creature. Cast Superman and
Guardian Angel on your frontline fighters and use your best arrows. Hack and pincushion
him until he succumbs. When El Dorado has been finished off, head north through the
passageway to pay a visit to Al-Sedexus, a demon goddess (17) who wants to meet you at
Rapax Castle. Then go north and leave Rapax Rift for the Courtyard (18), which you must
go through to enter Rapax Castle.

The Rapax Courtyard


Exit Rapax Rift and enter the Courtyard (see Figure 18.7). You'll immediately set foot in the
middle ofa huge passageway (I) . Be wary of the lava trap (2) up ahead and stay near the
wall as you pass through. Head north some distance, fighting Rapax Archers, Patrols,
Samurai , and Veterans along the way. You'll need to take the ramp to the upper level to clear
all of the Rapax .

237
CHAPTER 18 {. The Mountain Wilderness and Rapax Rift

FIGURE 18.7:

Rapax Castle Courtyard

Enter the dining room on the upper level and collect the items there. Use the search
command to find even more hidden items. Return to the lower level and head east through
the double doors. The Rapax Castle entrance is just ahead .

The Main Castle


The Rapax Main Castle is a vast area. Accordingly, two maps are needed to cover the
complete complex (see Figure 18.8 and 18.9) . You can get lost easily, so feel free to often
refer back to these maps.
Enter the castle from the Courtyard (1) . You will immediately encounter hordes of
Rapax enemies, including Samurai, Warmages, Archers, Bowmen , Berzerkers, and
Veterans. Fortunately, they attack in parties of manageable size. Defeat each group, heal ,
and move on to the next battle. Samurai and Berserkers are susceptible to both Web and
Insanity spells. After clearing these initial waves of enemies, head north to locate the Ring
of Life (2) (AC +I , Regeneration + I, Vitality + 5) .
Exit this room and locate a Rapax merchant named Ferro (3) , who also happens to be
Antone 's brother. Discuss the Rapax alliance with the Dark Savant. Ferro will mention the
capture of a T' Rang and an Umpani in the Wilderness Clearing, information necessary for
completing an alternate ending to the game. Adjacent to Ferro's storefront is his forge room
and another chamber with an elevator that hides a hole in the floor under it. Raising the

23
The Main Castle

elevator will allow you to enter the Main Castle level from the secret passage described in
the section on the Castle Cellar. If you give Ferro some pickledTrynnie, he 'Ugive you a key
to the cabinet that you'll find by riding the elevator up.

1 Courtyard
2 Rin& of Life
3 Ferro
4 Surclan
5 Al-Adryian
6 Saydin
7 Initiate'• Badp
8 Lar&echamber
9 Center pedestal
10 Gate
11 Bedroom
12 Sexus
13 Portal to Ascension Peak
14, 15, 16, 17 Stairs

FIGURE 1 8 . 8 :

Rapax Main Castle, lower

239
CHAPTER I s (. The Mountain Wilderness and Rapax Rift

Courtyard
Rine of Life
Ferro
Surdan
Al-Adryian
Saydin
Initiate'• Badp

Center pedestal
Gate
Bedroom

FIGURE 18.9:

Rapax Main Castle, upper

Ferro can use his forge to create

e NOTE

MirrorAnnorhtua
20% ruistanai Fire and Earth spells. It can only
three types of weapons for your party.
However, you must have the "ingredi-
ents" necessary for building them . The
be worn hy Fipmrs, Lords, and Valiyria. TM
Rapax merchant uses obsidian, silver
Ivory Blade htu an Armor Clau bonus of +I, a +J

Initiative bonus, and a +4 hit bonus. Fipmn,
ore, and the Locket of Reflection to
make Mirror Armor. A Hagar Tusk,
Lords, Valkyries, /lanaen. and Samurai can be
equipped with th. weapon. The Vampire coral from the Sea Caves, and a Ring of
Chain (+3 hit bonus) aiva lllllllY ofth. Protection are necessary for creating the
frontJi,.. dassa an atendetl Ivory Blade. Finally, Ferro can transform
attoclr ran... a Vampire Bat's Wing, a Prisoner's
Chain from the rift, and the Heart of a
Sorceress into the Vampire Chain.

%4
The Main Castle

The Temple ofAl-Sedexus


Now it's time to begin your journey to the Temple of Al-Sedexus. Return to the room where
you found the Ring of Life. On the upper level waits a Rapax Guard named Surdan (4) .
Talk with him and answer "yes" to his question to become Initiates. Then go see the temple
leader. Enter through the gate, which leads to another network of halls. Hang a left, then an
immediate right. Continue along this corridor to Al-Adryian (5) .
Al-Adryian will tell your party that your initiation is incomplete and that you must go to
Saydin and collect the three pieces of Al-Sedexus' Canezou outfit. He 'll also give you Dark
Nectar. Head back to the gate where you met Surdan and take a left, heading north .
Saydin (6) is up ahead. He 'll ask for a tithe of gold , but you 'll also need to answer a ques-
tion before being allowed to pass. Reply "Al-Adryian" and the Rapax Guard will finally let
you by. Head into the hallway to collect the lnitiate's Badge (7) . Continue down the
passageway, turning right, then left, and you'll eventually reach a large chamber (8) .
This area will lead your party to several puzzles and items. First, head to the center
pedestal (9) to descend to a room below. On each level , you will need to fight different
pairs of Elemental Lords. Each has a natural weakness. For instance, the Water Elementals
are susceptible to fire spells, and most can be paralyzed with Web spells. Activate the
nearby switch and prepare to answer a few riddles. The first is posed by Al-Asaiz. You 'll be
rewarded with the Canezou Robe when you provide the correct answer, "Flesh." The
elevator will then descend once more. Activate the switch to speak to the next riddler, Al-
Madeus. Type in "Mind" after he poses his riddle and you 'll be granted the Canezou Helm .
The elevator descends again to a final brain twister, this time posed by Al-Lure. Answer
"Heart" and you 'll get the Canezou Dagger. You 'll also receive 50 ,000 experience points for
solving each of these puzzles. Teleport back to Al-Adryian and you will be confirmed as
Initiates.
The next step is to become a Rapax Templar. Dress one of your male characters in the
Canezou outfit. Adorn him with the robe and helm , stick the dagger in his primary weapon
hand, and then march him to the locked gate (IO) . Using the lnitiate's badge, open the gate.
Take another right and you 'll enter the demon goddess ' bedroom (II) (see Figure 18.10).
Summon Al-Sedexus by pouring the Dark
Nectar given to you by Al-Adryian onto the altar
(Rafe also has Dark Nectar for sale). Al-Sedexus
~WARNING appears, asking her new devotees (that's you)
The /lapox Templor tw• lllQOll)' lttu _,..
three questions. The first answer is "Flesh," the
dniwbodc.s for the chontcter dttn«l in
second is "Mind, " and the third is "Heart." The
the ea-au outfit. First, ifhe 1 - the
ca& wlaik A.1-S«lctw diU 1ivn, lw will character wearing the Canezou outfit must then
be head and will .Jowly to.. '-'th until make a sacrifice-he gets a night of "bliss" w ith
he ,.,.,,,._ Second, #te fathers Al-Sedexus.
the,.,_,. . . . . . . child, Each party member w ill receive 100,000
" cnalun thot will iolet' experience points after your character's night of
fiaht )IOU on Mount Gipa' passion with Al-Sedexus. In the cold light of
Arcension IWlc. morning, go speak to Sexus (12) about the Dark
Savant. Sexus, by the way, is a Rapax Mage who
will also offer you his services, albeit for a fee, if
you 've attained the rank ofTemplar by this point.
CHAPTER I 8 £ The Mountain Wilderness and Rapax Rift

FIGURE 18.10:

Al-Sedexus '.s bedroom

North ofSexus is a portal to Ascension Peak (13) . Before using it, however, the party
will need to disarm the bomb in the Savant's Tower. To do that, you first need to find the
portal to the tower in the upper Castle. Use the stairs (14) to enter this area. (You can also
enter the Rapax Castle cellar via the stairs (15-17), but that location will be covered a bit
later in this chapter.)

The Upper Castle


Ascend to the upper Castle (see Figure 18.11 and Figure 18.12 for maps) . Begin your itin-
erary in the lower middle part of the map. Trek north to the stairs that are located in the
north and take them to the upper-level zoo. March south to the Rapax Prince's bedroom
(1) . Pick the lock and enter the room . You 'll find both Doll 's Armor (AC + 5, only wearable
by a Faerie) and Doll's Gloves (AC + 3) . There is also a large stone statue inside the room .
Walk behind the statue and turn the spear. Now you can push the statue aside and reveal a
secret passageway. Jump down this chute to end up in a nearby chamber containing the
King 's Key on a table (2) .
Exit the room and work your way east. Pick up the Deposit Slip (3) as you proceed .
Leave the chamber the same way in which you came and head west to the chest (4). This
container holds some serious treasure, such as the Staff of Paralysis (Damage 3-8, Initiative
+ I, Paralyze 10%, 50% resistance vs. Water) , Skeleton Powder, and Hi Kane Do (AC + 12 ,
30% vs. Water) .
After picking everything up, move to the room to the south. Place the Deposit Slip into
the tube there and you 'll be able to acquire the Queen 's Key from the wall safe (5) .
Enter the large room to the east. On the far side of the wall is a small keyhole (6) . It is
hard to see, but once you get near it your party members should alert you. When you do
locate it, use the King's Key on it to open a door into a room that holds a portal to the
Savant's Tower (7) . If you have a party member who knows the Set Portal spell, set a
portal of your own before traveling to the Savant's Tower.
The Main Castle

FIGURE 18.11:

Rapax upper Castle and Zoo

c(jJ T JP Your party may pass through the soutlrern wall of tire Queens Key room.
Its a nice shortcut to the passage that in turn leads to the Rapax Main Castle.
It is, however, a one-way shortcut; you may pass south through the wall,
but you con not return the same way.

243
CHAPTER I 8 (. The Mountain Wilderness and Rapax Rift

llapax Prince'• bedroom


Table
Deposit Slip
Chat
Wall.Ue
Keyhole
Porta1 to the Savant'• Tower
Queen'• chamben
Chat

FIGURE 18.12:

Rapax upper Castle and lower rooms

244
The Main Castle ..,.

Enter the tower portal as shown in Figure 18.13. You'll have to fight some of the
Savant's cronies here, but it's nothing that you can't handle. You now have to deactivate a
bomb. If you go to the Cosmic Circle before doing so, the bomb will detonate and you'll
automatically lose the game. The bomb deactivation code is square, triangle.

FIGURE 18.13:

Inside the Dark Savant's


Tower

You can now return to the Main Castle and take the portal to Ascension Peak.
However, you should kill Al-Sedexus before you leave the fortress , as the character that
bedded her is enthralled and will otherwise be hexed when he leaves the castle. You can find
her back in her Rapax Rift lair. She 's an I, I00+ hit point boss, with the ability to quickly
summon eight Rapax Templars to help her, but at this stage of the game she really 1s no
match for a well-prepared party. Move away from the Templars and concentrate all of your
ranged weapons and Water magic on Al-Sedexus ; your characters should be able to inflict
150-225 points of damage per turn. Mop up the Templars after the goddess dies.
You may also want to explore a bit more on this upper level and then check out the
cellar. If so, walk back to the large room in which you used the King's Key. Work your way
east to the Queen's chambers (8) . Use the Queen's Key to open the door. You'll find the
Potion of Heavy Stamina on the shelves. Open the chest (9) and take its contents, including
the Ornate Metal Rod. There are usually a nur1r ,r 0f other high-end items in the chest,
possibly including a Cape of Stealth (AC +3, S ......
Head east to the adjacent room, where you'll tlnd iJvr ( 1 to Arnika (10) that can be
activated by using the Ornate Metal Rod . Note that you don 't have go to Arnika at this
point, but the portal is there if you decide to head back for supplies or to wrap up an unfin-
ished quest. March back to the Upper Castle entrance, descend the stairs to the Main
Castle, and descend once again to enter the Castle Cellar. Cruising the cellar isn 't manda-
tory to complete the game, but doing so turns up a few goodies.

245
CHAPTER I 8 C The Mountain Wilderness and Rapax Rift

The Castle Cellar


There are three entrances into the Rapax Castle Cellar, marked on the main map as loca-
t ions 15 , 16, and 17 (see Figure 18.8) . Duck down the stairs at location 15 first. You 'll pop into
the northwestern portion of the Castle Cellar (I) , as seen in the Figure 18. 14 map. You 'll
find a chest and some items in this room .

2
3 Wenern room
4 Northern room
5 Bar
6
7

FIGURE 18.14:

Rapax Castle Cellar


The Main Castle ff
Return to the Main Castle and descend again using the stairs at location 16. Stroll down
the hall and into the jail (2) . Each of the cells is locked . In the southwestern cell are a few
items (Barbed Arrows, an Acid Bomb, and an empty bottle).
Return to the main passage. In the westernmost room (3) is a chest containing some
useful randomized equipment, perhaps including Fear Bolts, a Fire Bomb, and a Death Spear
(Damage 6-11 , Hit + I, Initiative -1, Poison 15%, Kill 2%). Return to the main passage and
enter the northern room (4) . Pull the lever in the northwest corner to open another secret
passage. Move through the passage and push on the wall at the far end . This leads into a
barracks room with some items. There is nothing major here, though you may find Poison
Arrows and an empty bottle.
Continue to follow the hallway. In the bar to the north (5), a handful of intoxicated
Rapax is brawling (see Figure 18.15). Go ahead and join the fight if you're looking for more
experience points. After the Rapax have been cleared, you can pick up the Bonecrusher
Brews scattered about the bar. Return to the east-west passage and enter the eastern
room (6). Again, there are a couple of intoxicated Rapax to fight . Kill them and pick up
more spoils of victory (Barbed Arrows and more Bonecrusher Brews) .

FIGURE 18.15:

These brawling Rapax


never expected a fight
like this.

Now, go back to the bar and head west. Pick the lock on the Constable's room (7) .
Kill him after you get inside and take the Constable's Key off his dead body. This key unlocks
the Constable's safe in Upper Rapax Castle. In the safe you 'll find three Deposit Slips that
can be taken to the deposit tube on the upper level. Insert the slips and you 'll receive the
Assassin's Cap (AC +3, Critical Strike +20 , 5% vs. Water and Mental), a Zatoichi Bo
(Damage 10-25, Hit +4 , Initiative +4, Paralyze 15%, Kill 5%, 15%, Blinding Flash, power 6) ,
and an Amulet of Rainbows (Prismic Ray with four charges, 30% vs. Fire).
When you 've satisfied your curiosity and completely looted the castle basement, return
to the portal on the main level and beam directly to Ascension Peak.

247
CHAPTER
T , s is it-the final confrontation of Wizardry 8. This is what you have striven
J ;;~since those early moments in the Monastery. All that's left for your party
now is the placement of the Chaos Moliri, Astral Dominae, and Destinae Dominus in
their proper spots and a final meeting with the Dark Savant. Well, that and a little
bit of combat ...
CHAPTER 19 (. Ascension Peak and the Cosmic Circle

Ascension Peak
Enter Ascension Peak (as shown in the Figure 19.1 map) by the Rapax Castle portal (I) .
Be wary, as Blistering Scorchers (with approximately 300 hit points each and the ability to
cast fireballs) are lying in wait. Kill them and move on.

2
3 Peew-
4 Temple of Knowled1e
5 Pedestal
6 Rapaxarmy
7 Cave entrance
8 Furor
9 Temple of Life
10 Temple ofChan1e
11 Portal to the Cosmic Circle

FIGURE 19.1:

Ascension Peak

250
Ascension Peak

Throughout the paths and cul-de-sacs of Ascension Peak, use your radar and Search
skills to scavenge the many potions and ammo scattered about. March north to an
encounter with some of the Dark Savant's Henchmen and perhaps a trio of Maddening
Gazers. Use the canyon's rock wall to shield your party from some of the bad guys while
you attack the others. Head east after the conclusion of this battle. Unlock the gate you find
and talk with Amit (2), who will ask for a wee bit of cash before letting you through his
pass. You can either pay Amit or fight his pet Golem, Pee Wee (3) (see Figure 19.2) .
Despite Pee Wee 's I, 000-plus hit points, the creature isn't that hard to take down as he
rarely connects with his blows. Wade in close, cast Superman on your swordsmen, and
slash away at the behemoth until it falls . Check out Pee Wee's alcove for a locked chest of
goodies.

FIGURE 19.2:

Say hello to Pee Wee.

Continue north , fighting your way through Crystal Mares. They are susceptible to
damage from Concussion spells, so keep some of these handy as you proceed . You 'll also
meet Maddening Gazers, which are susceptible to cold , hard steel. Alethiedes waits at the
Temple of Knowledge (4) with a pair of riddles. Answer "knowledge " and "man" and
you'll be permitted to pass through the doors and portal. Place the Destinae Dominus on the
pedestal (5) inside; you're one-third of the way home. Return through the portal. You 'll
arrive in the center of Ascension Peak.
Move west to face the Rapax army (6) . Consisting of six Rapax Archers, six Templar
Knights, three Templars, the Rapax Prince, and the daughter born of the union between
your party member and Al-Sedexus, it's not all that impressive when the battle starts. It
doesn't remain that way for long, however, as the Templars summon Elementals and the
Prince and your daughter call in additional Rapax reinforcements. Fortunately, some of your
Templar brethren will help out. Kill your daughter and the Prince as soon as possible. Weed
out the massive force facing you with Death Wish and Asphyxiation spells, and then wade
in and chop up the remaining troops.
March north to the cave entrance (7). You may meet an Iron Wood Elder and a
handful of Mountain Sprites on the way. The Elder is a level 25 Mage, so it's best to close

251
CHAPTER I 9 {. Ascension Peak and the Cosmic Circle

with both him and his pet Sprites and finish them with hand-to-hand weapons. A passage
beyond the cave entrance takes you to a clearing populated by the 1,300-hit-point Dragon
named Furor (8) (see Figure 19.3) . Thankfully, Furor isn 't as strong as its hit point totals
indicate. Steel is your best bet here , although the Dehydrate and Concussion spells also
damage the beast.

FIGURE 19.3:

Furor, the scaly one

Kill the dragon and head to the Temple of Life (9) , fighting Mountain Sprites and
lronWood Elders along the way. An Oak Guardian and a handful of Cliff Sprites guard the
temple proper. Cut them down and enter the building, where again you 're confronted with a
pair of riddles. The answers here are "life" and "Phoonzang." Enter them correctly and you 'll
be teleported back to the pedestal (5). This time set the Astral Dominae in place there.
Return via the teleporter to the center of Ascension Peak.
The final artifact can be found in the Temple of Change (10). Head southwest from
the center of Ascension Peak and then continue to follow the path as its bends north. Make
no mistake, this road isn't an easy one to travel, as you 'll meet a Souleater with more than
800 hit points along the way. This demonic beast has strong magic and is best dispatched at
the end of your swords. Near the Souleater is a shallow cave where you 'll find plenty of
Barbed Arrows. Near the area where you fought the Souleater is a collection ofTa-Li stones
that should be scooped up.
Continue north , fighting Hellspawns, 450-hit-point beasts with powerful Fire magic.
Three Djinni of the Clouds and a Greater Demon stand watch over the Temple of Change
itself (see Figure 19 .4) . Make sure that you have some Resurrection Powder handy before
you fight these creatures, because you're almost certain to lose a couple of characters to
these powerful mages. The Greater Demon can cast Nuclear Blast, Boiling Blood, and
Quicksand; the Djinni can cast Draining Cloud, Death Cloud, and Toxic Cloud. Conversely,
both the Demon and the Djinni are susceptible to Freeze Flesh and Silence. Additionally, a
strong Banish spell can lay a real hurting on the Demon . Casting Eye for an Eye on one of
your party is another good idea here , along with Silence and Paralyze.
The Cosmic Circle

FIGURE 19.4:

Fearsome guardians
watch over the Temple of
Change.

Frankly, the temple itself looks a little run down. Columns lie shattered on the floor, a
fire burns in the corner, and the place could use a good dusting. The inelegant surroundings
haven't dissuaded Aletheides, though, as he's waiting for you with two more riddles. Answer
"change" and "Dark Savant" and you'll soon find yourself back at the pedestal (5). Place
the Chaos Moliri there and return to the center of Ascension Peak.
Now, all you need to do is head north to the portal to the Cosmic Circle (11) . Of
course, it's not quite that easy. You'll have to fight your way through Sulphurous Scorchers and
similar monsters on the lower side of the mountain. As you make your way to the top, Plumed
Serpents and Bitter Wings will attack in a series of somewhat randomized encounters.
Just below the portal temple, you'll fight a Landslide and a Major Earth Elemental. The
Landslide is a powerful being sporting 600-plus hit points and a strong punch. Weaken him
from afar with Air magic and arrows before moving in for the kill. At the temple, you'll see
the Dark Savant and Bela. Furious that you have deactivated his bomb, the Savant flees
through the cosmic portal. Bela beckons you to follow him through to a final confrontation
with the Savant.

The Cosmic Circle


Enter the Cosmic Circle. No map is needed here-the story and cutscenes will propel you
to the ultimate meeting with the Dark Savant (as shown in Figure 19.5) and the book at the
Cosmic Forge. You have three choices here: you may tear a page from the book (bringing
Phoonzang to life), hand the Dark Savant the book, or begin writing in the book.
Tearing the page or writing in the book provokes the Dark Savant into opening battle
with your party. This isn't a tough fight. The trick is to close rapidly and concentrate all of
your power on the Savant himself He'll summon Savant Henchmen to aid him against Bela
and your party, but when the Savant succumbs to your fierce assault, the Henchmen will
implode.

25:3
CHAPTER I 9 £ Ascension Peak and the Cosmic Circle

FIGURE 19.5:

Meet the Dark Savant.

Choosing to hand the book to the Dark Savant antagonizes Bela, and you 'JI then have to
fight the winged half-demon . This battle is even easier than the one against the Savant. Bela
has one-third of the Savant's hit points (330) , and with the Savant's aid, Bela wiJI soon die.
Which ending is right for you? Ah , you 'Jl have to see for yourself; we wouldn 't want to
spoil the story.
0 25211 22466 3 9 780782 124668

ISBN 0-7821-2466-6

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