************************************* Wizardry VIII v1.7 Walkthrough - Part 6 ************************************* April 9th, 2002 Written by: Jack Leung Email: bullions27@yahoo.com URL: http://jbullions.topcities.com Continued from Issue 87 - FOURTH BOUGH Use the blue marble on the blue door to unlock it. You will be met by a group of random enemies (Sprites, Spiders, and so on). If you do fight Sprites, rush into the room and prevent them from leaving. The room nullifies all magic use (like the Library back in the Monastery) and this will make the Leaf Sprites fight easier one-thousand-fold. When done, use the Incense you bought from Fuzzfas on all four floating braziers. This prevents monsters from spawning inside the room if I remember correctly. The room here is joined by three other hallways, North, East and West. We came in from the South. NORTH DOOR - PAGODA ARCHIVES Go through here first. You'll cross a bridge into a ransacked room. Search for Scrolls of Armormelt, Fireball and Enchant Blade. Get your party ready and now walk into the other room. Here you'll find two Trynnie Patrols against four RAPAX SCOUTS. The Rapax will go hostile on you regardless, and don't worry about any lost faction with the Rapax for now. Kill the Scouts (randomly drops good Samurai armor and other plate pieces) and check the room for Potion of Hv Healing, Book of Portals, and a Sacred Tome. WEST DOOR - THE SEVENTH BOUGH Inspect the Sacred Tome and note the artwork it describes. Well put one and one together and you'll realize you need to drink the mystery potion and eat the zuzu petals. Do so here in the Seventh Bough. SHAMAN DAS will appear in your vision and he'll explain the entire Wizardry VIII plot to you. Intriguing. After he disappears, each of your characters will be rewarded with a whopping 25000 Experience. EAST DOOR - PAGODA ARMORY Possibly your biggest challenge so far in this zone. Get all of your protection spells ready and then head on in to take on three OAK SAPLINGS (randomly drops Spirit Staff needed for Antone as well). They cast Body of Stone and Earth spells freely. You have a couple of ways to handle this. You can try to draw them out into the no-magic room and fight them pure melee, or inch your way around the corner of the hallway until you get a profile of the Saplings, and hit them with Insanity or Noxious Fumes. If they come chase you, position yourself at the inner corner so you can only see one at a time. That way when one of them engages you in melee, the others are blocked and they can't see you to cast their magic. Beat them, and walk into the Armory. Search for a bundle of Fear Bolts and a Spiked Spear. Unlock the Vault there (5 tumblers) and de- TRAP both Chests for potentially great items (e.g. Stone of New Life, Cloak of Perception, Flynn's Cap), and then de-TRAP the other two chests on the table at the corner. - MADRAS' LABORATORY Check the first floor of his home for an Acid Bomb, a Giant Magnet and some Magic Nectar. Go up the ramp and look for some hidden Sneeze Powder and Potion of Cure Poison. Near Madras is an Empty Bottle as well. Talk to Madras and he'll tell you that the Rattkins have taken over the Sixth Bough. He'll ask if you're ready to take them out. Say YES and he'll give you Dust of Desiccation, Faerie Dust, and Flash Powder to help. He won't join you yet at this point. Rest here if necessary, then leave. - FIFTH BOUGH Take the Eastern walkway now to reach a ladder that will take you up to the Fifth Bough. When you go up, take the left door first, and cross the bridge there. You'll see a building with a LOCKED door that can't be open without the Marten's Idol (which we'll find later). Skip it and head into the only other building there for some Bows, various Arrows, Slings, Stones and some Smelling Salts. You will probably also encounter a GIANT BAT flying around outside here. It's a sight to see actually. It attacks with Terror screams and can Drain. There is a group of roaming Trynnies that walk through here if you need their help. Once done, go back to the ladder, and take the right door. Use your Gooda Vine Rope over the broken bridge to repair it, and then cross over to the next area, the Sixth Bough/Rattkin zone. ****************************************************************** X. Rattkin Tree ****************************************************************** Synopsis: ----------- This zone is where you will meet the Rattkin Razuka for the first time, and is also the holding place for the Helm of Serenity which you will later discover its significance in game. Companions: ----------- None. Walkthrough: ------------ Welcome to the Sixth Bough. Leave the trunk and walk around the walkway. You may encounter random spawns here which include all types of Wasps, and Rattkin Patrols and Archers. If you haven't killed any Rattkin so far (like Rattus Rattus), they will be Neutral to you. The first house you will find contains a door you cannot open until you've met the Shaman Das a second time after you obtain the Marten's Idol. Skip the house. Keep going, skip the right path (East), and continue around the walkway. Eventually, the path will split left and straight ahead. The left leads to a Lift that will take you down to the floor below that has a zone to Trynton Upper Branches. Go there. When you do, come out to see a rope that you can lower to Trynton below. This will allow you to skip Trynton Upper Branches altogether if you need to come back up (and you will). The straight ahead path takes you to a House that has some Sneeze Powder. Return back to right path you skipped earlier and go there. Click on the rope near the post to climb down. The first House on your right has a 4 tumbler lock. UNLOCK it, and then go in. This house is connected to the house we couldn't go up above, and likewise, we can't do much here. However this is the safest place for you to rest in. Do so if necessary. Head back out the walkway, and take the first left, and then another left into another House. There is a room in there with several Neutral Rattkin Thieves. Don't kill them yet, but do plunder the room for these items: Bronze Greaves Potion of Hv. Stamina Leather Boots You will need to walk through the Rattkins (the middle of the line) in order to reach the items behind them. Leave the House, go back right, and now left (East), and follow the path down and around and go straight on into another House. In the first room you'll meet a Rattkin named Milano Calzone. Tell him you're looking for the Dark Savant. This sparks some interest from him and he'll tell you to follow him in to meet the Boss. We'll do that later. Milano makes a right at the hallway. Make a left, open the door, and go inside to loot RATT KEY and some hidden Throwing Knives. There is also a LOCKED Chest and a TRAPPED chest here you can loot. The Trapped one may hold some good items (Flynn's Cap for example). Okay, now go back to Milano and enter the door he opens to see his Boss. - DON BARLONE'S EXPOSITION Inside the room is a TRAPPED CHEST that is pretty tough to crack and contains not so great items. Talk to Don Barlone and hear his story. Apparently, the Dark Savant owes his crew some money and they're here to collect. Rather then force a fight and possibly end up with no cash, they want to a deal with you. They will steal the ASTRAL DOMINAE from him and then sell it to you. Since you have no way of obtaining it yourself (you have no idea where the Dark Savant is presently), agree to it for now. - BREEDER HOUSE Leave Barlone's House, make a right, follow that all the way up (the House on the way contains nothing but you can rest there) into the Breeder House. Make sure you are at full health and mana before you tackle this next fight. Get all of your spell protections and enhancements up. Now stand by the wall, and inch your way up to the door. Behind it contains 2 RATTKIN BREEDERS (multiple attacks, very high damage, drops Burning Spear) and 3 RATTKIN ARCHERS. Open the door with your Ratt Key, and creep close till you get a profile of a Rattkin Breeder. Hit it with Insanity (Siren's Wail works wonders), and if you have a thrower use some Flash Powder. Hypnotic Lure is handy here as well. If they come charging, Breeders are large enough to block the doorway so they only come one at a time. With Insanity, this fight is fairly easy. Kill them all and check the place for: Long Bow Filcher's Band bundle of Barbed Arrows Bundle of Arrows Well that is it for the Rattkins. You'll notice you're now hostile to Rattkin Common but not to the Razuka. That means Don and Milano are still friendly, but any Rattkin Patrol or Archers you come across from now on are now your enemies. Leave the Breeder House. You may encounter a random group of Rattkin Patrols, Archers, or both making their way up to you. Make your way back to Madras for 5000 Experience points and his services. Then return to Chief Gari for another 5000 Experience points for each of your members. From here on, we can go to Marten's Bluff to look for more clues. You will probably run into the T'Rang that occupy there already. You can ask them for help, or you can go the other way, avoid Marten's Bluff for now, and visit the Umpani for aid. Getting either of their help requires services to them in return. I suggest doing both to get the most Experience and potentially the most items. Unless you're burdened with treasure from the Trynton and Rattkin areas, hop on over to the Swamp area first and check it out. There is a quest item there used for Antone. Afterwards, you could then return to Arnika to sell/rest/contemplate and then decide where to go. You will be walking back and forth between the T'Rang and the Umpani controlled areas. To make things easier, start with the Umpani first. ****************************************************************** XI. Swamp ****************************************************************** Synopsis: ----------- This is an excellent area to fight for experience as the mobs here are generally higher level. You will find another Merchant here as well that sells some very good gear and items. Companions: ----------- None. Walkthrough: ------------ Welcome to the Swamp. Be careful where you step here because there are hot spots (black blots shown on map) that will damage you and cause status ailments if your resistances are low. The Swamp is divided into two sections, a North and a South separated by a river in between. A wooden bridge near the cneter of the river connects the two areas. There are four zones here that connect to the Swamp. There is one which leads to Bayjin to the North, the Mine Tunnels to the Northeast, and finally Marten's Bluff and the South East Wilderness to the Southeast. - THE DARK SAVANT Some time after you agree to Don Barlone's deal, the Dark Savant will confront you near the first sign you see in the Swamp. He'll drop the ASTRAL DOMINAE (FAKE) after some threats. Pick that up. - LARGE TREE TRUNK The first trunk you pass under from the west has some hidden Devil Dust inside. - LARGE TAR PIT You will find this near the South Western part of the swamp. It's surrounded by skeletons of dead animals. Use EMPTY BOTTLES over the Tar Pit to nab some Cherry Bombs. - LOG BRIDGE This is located in the South Eastern portion of the Swamp area, and overlooks the zone to Marten's Bluff. There are ramps on both ends of the log which leads up. Inside the log itself, dwells a SLIME (very easy to kill) and has these items: Rousing Drums - Bard Instrument Blue Feather - quest item for Fuzzfas Ring of Sanity There are also some Feather Darts at the end of the eastern ramp that leads back down to the swamp. - CROCK'S SHACK Crock lives in a wooded area at the Eastern portion of the Swamp. You can't miss his shack. He sells very good weapons, cloaks, rings, gadgets and books. You may want to come back and check his inventory often for better gear. He has a room upstairs with a Treasure Chest which you can't get to without killing him. The chest itself MAY contain decent items at this stage of the game, but it's not worth killing Crock for and it's nothing you can't get later on. Be sure to buy a EAU D'RAPAX PERFUME before you go. - STEELHIDE CROC The crocodile lives inside a fallen log about west of Crock's House. It's located along the bank of a road. It has several hundred HP and attacks multiple times for high damage like the other crocodiles you will encounter here. However, the Steelhide is pretty easy to paralyze. Gadgeteer's Duct Tape works very well. Your reward is the STEELHIDE CROC HIDE needed for Antone's custom armor. - NORTHERN BEACH (CRASH SITE) There is a cave near the eastern side of the beach filled with Rynjin Thralls and an Overseer. Nearby that group is a powerful Rynjin Empath and more Overseers. If you're brave and attack, they attack with a variety of Mental magic and they are Monks so be careful. Along the beach, search and uncover these items: Throwing Knives Powerpaks Stun Mace Bullet Stones Spiked Stones Ankh of Healing Smelling Salts Magic Nectar Scroll of Resurrect Impaling Stones You'll wonder about the pieces of some ship that's also laying about the beach. Well that is in Bayjin, across the waters there and can only be accessed via the caves nearby or through Mt. Gigas. For now don't worry about it because the mobs are pretty tough there. - NORTHERN HUTS There are a pair of huts along the northern wall, east of the beach. Inside you will find: Poison Darts bundle of Quarrels Potion of Hv Stamina Chain Hosen Fire Stix bundle of Shrike Arrows Potion of Restoration Search behind the huts to find a hidden Kabuto (Samurai only). Following this wall east will lead to a hidden Potion of Restoration or Canned Elemental, and the zone to Mine Tunnels. - NORTH EASTERN POND A trail heading east will lead into this area. Search the water for: Shurikens Halberd Book of Corrosion Cure Paralysis Powder Bronze Cuirass You can find some Knock Picks lying about along the southern wall near the river. ****************************************************************** XII. Northern Wilderness ****************************************************************** Synopsis: ----------- The zone here contains another retro-dungeon like the one in Arnika-Trynton Road and it connects you to Mountain Wilderness, and the Umpani Base Camp. Companions: ----------- None. Walkthrough: ------------ If you follow the wall on your right (Southern wall), you will find a Long Bow, bundle of arrows, and a Battering Hogar Cave. Following the northern edge of the map (near the first rock formation north west from where you zone in) will uncover some Bronze Greaves, Bullet Stones, and a Potion of Cure Poison. It will also take you to the bridge which leads to the Umpani Base Camp. Finally, there is another bridge to the far east where it will take you to the Mountain Wilderness. The bridge is guarded by a MARBLE GOLEM (mid-level Golem with high damage and can throw boulders). - BATTERING HOGAR CAVE Located along the Southern Wall. The Battering Hogar guarding the cave has about 300 or so HP and can be hit with Insanity, and other spells that cause status ailments. Kill the Hogar and check the cave for these items: Sneeze Powder Leather Helm Walriblade Poison Darts Scrolls of Slow & Whipping Rocks Book of Return Fire Stix Banshee's Howl - Bard Instrument - ISLAND Located on the eastern portion of the map. The lake surrounding the island is home to several Emerald Slimes. On the Island, you will find: Acid Bomb Buckler Shield Chain Hauberk Book of Frost bundle of Shrike Arrows You can also find one of the six runes you need to touch in order to activate the retro-dungeon in this zone. It's on one of trees. - MYLES' EXPOSITION (JOB ONE) This involves a recent heist at the bank where the thieves made off with an invaluable Diamond. Their hideout is located in the North Wilderness right near the bridge to the Umpani Base Camp. Kill the bandits and their leader, and loot the Diamond. You could return the Diamond to the Bank (give it to Lorrac) for 2000 Experience and 1000 Gold, or you can sell it to another merchant for more money. I've been offered 10,000 Gold from He'Li so up to you. - RETRO-DUNGEON There are six runes total you need to touch. They are all on the black trunks of trees with solid graphics. You can tell the difference between the two types of trees here in this zone. The first three runes are located just a bit southwest from the bridge to the Umpani Base Camp, near the Bandit Camp. Another two are found exactly northeast of this position and that last one is on the Island. All six runes are north of the road by the way so use that as a guide. Once all six are touched, place a Short Staff on the small boulder near the first three runes. You can tell which boulder it is by clicking your mouse over and checking if you can manipulate it. This will pop Retro-Dungeon #2. More next issue - o -