************************************* Wizardry VIII v1.7 Walkthrough - Part 8 ************************************* April 9th, 2002 Written by: Jack Leung Email: bullions27@yahoo.com URL: http://jbullions.topcities.com Concluded from Issue 89 ****************************************************************** XVII. Lower Marten's Bluff (Continued) ****************************************************************** Walkthrough: ------------ For simplicity's sake, I'm going to split the zone into two halves, East and West. If you came in from the Mine Tunnels, you would be coming from the East and we explored most of it except for the hallway. Don't go there yet. From the chamber with Z'Ant, head West and inspect the door. Use the T'Rang Arm on the panel to open it. Trying to do so without the arm will cause damage to your party and it will not open. Walk on in. - EXPLORING LOWER MARTEN'S BLUFF (WESTERN) You will come to a T-intersection. Inspect the painting there for some eerie foreshadowing and then head right. The hallway to your left leads to a Restrictive Area (one of two here) that you can not access unless you intend to side with the Umpani strictly and kill all T'Rang. If you're wondering about the items in the room there: Spiked Stones Gleaming Sword Book of Crushing Nothing spectacular. That room joins with the Transport Room from their Mothership, which also joins with the T'Rang Teleport. You can access the Teleport without the need of going through the T'Rang so no point piquing them off. Anyway, follow the right hallway into a room that splits left and right. There is a Dagger on the far wall. If you need to shop now, go right. If you don't need to, check the mural on your left. Go up the ramp, click on it and it will ask you a riddle like the one in Trynton: "Tell me this, who you be and then by chance your fortune see..." We are looking at a painting of Marten with the Destinae Dominus if you can't figure it out. Answer MARTEN, and a door will open. Walk down the steps. The first room on your left houses a large group of REBEL SPIRITS, and HIGARDI SPIRITS so be ready. Kill them all, and check the entire room for these items. Granite Potion Icicle Stix Potion of Cure Disease Boomb Bomb Bullet Stones Forest Cape bundle of Quarrels Heavy Crosbow Potion of Cure Light Condition Blarneystone Amulet - excellent misc. item to put on when shopping Leave this room and check the second room on the right for: Potion of Mod Healing Bascinet Book of Removal bundle of Viper Arrows Hammer Shillelah Leave this room and continue straight (West) and you will find Marten's old Room. Pick up the Ebon Gem, Potion of Superman, and the Renewal Potion on the floor and inspect the diary. Pay careful attention to the line that is all in caps. ETERNAL TRUST SURVIVES THE SOUL. This will be used later in Trynton. Leave this area now and go straight ahead (East). To the left leads to another supply room with these items: Spiked Stones Leather Leggings Leather Cuirass Brilliant Helm Bundle of arrows Potion of Razor Cloak Resurrection Powder Smelling Salts Cherry Bomb To the right will lead to SADOK'S room. Go inside and loot the Laser Pointer - gadget - on the floor. There are also Potions of Dracon Breath, Canned Elemental, and Magic Nectar near the vats. Speak with Sadok and buy some books and weapons from him. If he has a Stun Rod for sale, buy one. It's one of the most powerful polearms in mid-game with high percentage Paralyze and Drain Stamina. - EXPLORING LOWER MARTEN'S BLUFF (EASTERN) The first room on the left of the Northern hallway is locked. Open it and kill the lone THANATOPEDE (can kill with spit). There is a Mail Mitten, Mana Stone and a Pickmeup Potion inside. Continue down the hall. The corridor to the right will take you to two T'RANG SENTRIES guarding a door locked by a combination. They will tell you to leave at once. Unless you're planning on killing the T'Rang, leave. The combination to the door is 7-4-0. Each of the numbers you will find on a piece of paper that is randomly dropped by some of the higher level T'Rang NPCs here. Behind the door are some more T'Rang and a Mindblast Rod (weaker version of the Stun Rod) and Potions of Hv Healing, and Cure Poison. If you take the corridor to the left, it will bring you to a stairway that will allow you to access the other half of Marten's Bluff. There is a locked room in that hallway as well with a Round Shield, and some mundane ammunition (stones, arrows et cetera.). Do check the interesting graffiti on the wall though. The corridor straight ahead leads to the chamber containing the T'Rang Overmind. You don't have to worry about this area unless you plan on destroying the T'Rang. Rest if necessary, and then go up the stairs. ****************************************************************** XVIII. Marten's Bluff (Eastern half of Fort) ****************************************************************** Walkthrough: ------------ In the first room, search the crates for an Amulet of Healing, and the Dulcimer of Mending - great Bard Instrument. Make sure your protective spells are up because you may encounter powerful spellcasters here. Make a right, and then left. You may run into a group of HIGARDI SPIRITS or REBEL SPECTERS. The latter versions hit you with Slow, Blind, and Mental spells so Soul Shield is a must. Kill them all and walk into this new hallway. From here you will see another corridor straight and one to your right. There is a Potion of Razor Cloak, and Books of Haste and Portals in this hallway. Go to the right first. Take the Sneeze Powder, and carefully step into the room. Check out the pillar at the center of the room with the contorted faces. The mouth will spit arrows continuously so time your move. There is nothing here so make your way across the room. You will find another left and right. The left leads to stairs which will take you down to the T'Rang teleport in Lower Marten's Bluff. Go to the right, walk into the room, pick up the Bronze Curiass and Flash Powder, and throw the switch down on the wall. This will open the large iron door that you couldn't go through back at the courtyard. Now go back and head own the stairs. - T'RANG TELEPORT Walk down the hallway and you will find a 4-way here. Straight ahead is another set of stairs which will take you back up to Marten's Bluff, outside the Fort. The one on the right will lead to the Restrictive area. Go to the left, open the door. Check the console and use your red & yellow wires on it. This will allow you to control the teleport. Excellent! Each of the buttons on the console will activate the port to that corresponding area. If you have Set Portal by now, I highly suggest setting it here so you can access this room. BUTTON ONE - Northern Wilderness - near Umpani Base Camp BUTTON TWO - Arnika-Trynton Road - the T'Rang House BUTTON THREE - Rapax Rift - near the Mountain Wilderness zone BUTTON FOUR - Marten's Bluff - near the lake While you're here, you may as well hit button two and go to the house to pick up the items inside. Also, unlock the door there so you can make use of this house later. Once done, come back, and then return to the Fort. Make your way back to the first hallway, and head down the other unexplored corridor. Avoid stepping in the middle of the room, and skirt around the edge to pick up the Enchanted Broadsword, and Pot with Hinge - gadget. Now step in the middle, and it will drop you down to the moat. You will be met by several IRONSKIN CROCODILES and whatever random spawns are in the area. Return back to the courtyard, and go through the now open door. If you head up the right path, you will find a lone THRSHER APUS guarding some Magic Nectar, Potions of Hv Healing and Superman, and a Mandolin of Magus. Go left, and loot the Scroll of Whipping Rocks and Freeze Flesh. Pick up the Marten's Idol there and this will trigger a trap. There's no way to avoid it. Your party will black out for a moment and when you awake, one of your party members will be missing (completely random). Nearby are some Blue Flowers on the floor probably left by the kidnapper. You saw these at Crock's place so time to head back to the Swamp. - CROCK'S EXPOSITION Once you confront Crock on the matter, he'll play dumb and make up some bogus story about the T'Rang not trusting you and so on. He will offer to help you find your lost companion if you help him with a small favor. Apparently, this large frog called a Brekek has returned back to the Swamp and it's scared the bejeezus out of him. Say YES to the favor for now and head to the North Eastern Pond. The Brekek is a Level 9 Frog with about 500 HP. It has a poison-based spit that can affect your entire party and he can swallow. Kill him for 75000 Experience and loot the Giant Frog's Leg. Return it to Crock and he will miraculously whip out your companion from a room nearby. You can kill him if you want, but again, he sells powerful books and items so if you want to hold off on the revenge... Okay, now that we have Marten's Idol in our hands, it's time to go back to Trynton and meet Shaman Das again. ****************************************************************** XIX. Trynton Upper Branches Re-Visited ****************************************************************** Walkthrough: ------------ Make your way back to the Fifth Bough and return the hut with the wedding cake-like dais set before the locked door. Place Marten's Idol over the dais, and it will open the door. Go inside, check the two huts on the side for Mystic Spear, Wand of Static, Canned Elemental, Bracers of Defense, Mitre de Sanct, and a Renewal Potion. Walk straight and talk to Shaman Das. He will ask who sends you. Answer Marten. Then he asks you what message he has prepared for you to take to him. Answer him with the line from Marten's diary, ETERNAL TRUST SURVIVES THE SOUL and he will give you the KEY OF SERENITY. Interestingly enough, you can go ahead and kill Shaman Das without losing any Trynnie faction if there are no other Trynnies present other then the two SPEARMEN guards. In fact, the Spearmen will even assist you if they don't run away, heh. Shaman Das drops very good items including the most powerful off-hand weapon in the game, the Diamond Eyes. You will be able to find this weapon in another zone so killing him is entirely up to you. Shaman Das will no longer add anything else to the plot after you receive your key. Take the key now and head up to the Rattkin Tree zone. Go into the first building an dunlock the door you couldn't get to on your previous trip. You will be met by five RATTKIN THIEVES. Kill them all, loot the Leather Helm and Magic Nectar on the floor, and inspect the KNOWLEDGE sign laying there. Check it twice, and you will move it aside to reveal a section you can jump through. Fall in. Open the Chest and you will acquire the Helm of Serenity and other random items. You must wear this permanently if you get your hands on the Destinae Dominus. I suggest giving it to a Monk or Ninja as it is one of the best AC helmets they can wear in the game. We might as well take care of the Astral Dominae business with Don Barlone. Hop on over to his house and talk to him. Depending on your Communications skill, he will sell the artifact to you for a price range between 90K to 100K. $&&^%$-ing highway robbery this is. If you attack him, he is Level 20 with very high AC and high resistances, and Milano will attack you as well. I was able to defeat him with a level 12-13 party by casting Armormelt, and then give my team Superman and Haste while Bard/Gadgeteer string Heal All now and then. It took awhile but they went down pretty fast. Loot the Astral Dominae from Don Barlone. He may also drop an ass Faeries weapon called the Cane of Corpus. Once you have the Astral Dominae, the Dark Savant will send out groups of his machines led by Orbs to get it back. You will randomly run into them as you move around Dominus. ****************************************************************** XX. Arnika Re-Visited ****************************************************************** Walkthrough: ------------ - Z'ANT QUEST (CONTINUED) Talk to He'Li at the tavern and she'll tell you that it's pretty dangerous playing on both sides of the field. You will need to bribe her, even if you don't talk to her, to keep her mouth shut if you want to continue working for the Umpani and the T'Rang (roughly 1800 gold pieces). Bleh. Go to Antone and get some of the Custom Items ordered with the material you've discovered so far. Return back to the Mook HQ, and give the Hologram your T'Rang-Mook Letter. This will allow you to go inside. Talk with Screg and ask him about the Chaos Moliri. If you try to recruit him to join, he will recommend Urq instead who is upstairs. Pick up the Book of Portals on the floor here and then head to the back room. If you attempt to swipe the Chaos Moliri, a secret wall will open and a group of high-level Mook will engage you. If you don't put it back, they will attack. To counter this problem besides fighting them, switch the Chaos Moliri with your fake Astral Dominae. The Mook will leave and you can walk out. Go upstairs to grab a Scanner - gadget - and some Magic Nectar. You can pick up Urq if you want. Return back to Z'Ant (use the T'Rang house) and give him the Chaos Moliri. He will shower you with praise and hands it back along with 8000 gold, and 150000 Experience. Your fourth mission now will be to track the Dark Savant's Black Ship. To do this, you will need to find the original Orbital coordinates of the two vessels that were shot down by the Black Ship. They are logged in Black Boxes. We have one from Arnika. The other one is located in Bayjin. =============================================== APPENDICES =============================================== All the information I have about Bard instruments and the Gadgets of Wizardry VIII are down below. If you discover errors or have updates, let me know. ****************************************************************** 1. Bard Instruments ****************************************************************** Spell is the spell effect of instrument. Music is the skill requirement to use the item, and Level is the level requirement of your Bard to use the instrument. Effectiveness of spell is determined by level of Bard. Instrument Spell Music Level Location ---------- ----- ----- ----- -------- Poet's Lute Sleep 1 1 Arnika, He'Li's Tavern Angel's Tongue Bless 1 1 Upper Monastery Viola D'Amore Charm 5 1 Arnika, He'Li's Inn & Tap Piercing Pipes Shrill Sound 15 3 Arnika Road Siren's Wail Insanity 15 3 Arnika-Trynton Road Snare of Delay Slow 15 3 Trynton Mandolin of Magus Magic Screen 30 5 Marten's Bluff Silent Lyre Silence 30 5 Mine Tunnels, two of them Jericho Horn Armormelt 45 8 Lower Marten's Bluff Rousing Drums Haste 45 8 Swamp Soulful Sax Soul Shield 45 8 Umpani Base Camp, on Saxx Arresting Aria Freeze Flesh 60 11 Arnika- Trynton Road Banshee's Howl Hex 60 11 Northern Wilderness Dulcimer of Mending Heal All 60 11 Marten's Bluff Chaos Drone Pandemonium 75 14 South East Wilderness ****************************************************************** 2. Gadgeteer's Engineering ****************************************************************** Spell is the spell effect of gadget. Skill is the Engineering skill requirement to make and use the item, and Level is the level requirement of your Gadgeteer to use the Gadget. Effectiveness of spell is determined by level of Gadgeteer. Gadget Spell Skill Level Component A, Component B ------ ----- ----- ------ ----------- ------ ----- Lightning Rod Energy Blast 1 1 none, none Duct Tape Paralyze 1 1 none, none Jack in the Box Terror 5 1 Doll, Hinged Box Holograph Projector Guardian Angel 15 3 Large Prism, Laser Pointer Noisemaker Sonic Boom 15 3 Empty Bottle, Gunpowder Searchlight Detect Secrets 15 Magnifying Glass, PTorch Forcefield Generator Armorplate 30 5 Voltage Amplifier, Giant Magnet Lava Lamp Hypnotic Lure 30 5 Orange Goo, Glowing Goo Port-O-Potty Noxious Fumes 20 5 Porthole, Pot with Hinge Watchdog Alarm Shadow Hound 30 Loudspeaker, Electric Eye Invigorator Belt Superman 45 Metal Belt, Electrodes Magic Mirror Eye for an Eye 45 8 Shiny Chrome Plate, Magic Polish X-Ray Scanner X-Ray 45 8 X-Ray Chip, Scanner *Demon in a Box Psionic Blast 60 Jack in the Box, Demon Doll Regenerating Stone Heal All 60 11 Lazurite Stone, Electrodes Strobe Light Prismic Ray 70 14 Electric Lamp, Oscillator Electro-Shocker Resurrection 75 High Voltage Transformer, Electrodes Microwave Ray Gun Boiling Blood 75 Microwave Chip, Broken Blaster Jackhammer Earthquake 85 Pendulum, Chisel Negate Air Asphyxiation 85 Long Metal Tube, Vacuum Pump Water Cannon Tsunami 85 Bellows, Hose * = The Demon Doll was never implemented in game and must imported via Editor to complete item. Note: Some person claimed he found it in Rapax Castle but I've never seen it there. ****************************************************************** 2a. Component Locations ****************************************************************** Should be a fairly accurate and complete list of all components required to make gadgets. Component Location --------- -------- Bellows Lower Rapax Castle, kitchen Broken Blaster Bayjin Chisel South East Wilderness Doll Arnika, abandon house Electric Eye Lower Marten's Bluff Electric Lamp Arnika-Trynton Road, T'Rang House Electrodes Anna's Bait & Marina Empty Bottle found in various locations Giant Magnet Trynton Glowing Goo Trynton, sold by Fuzzfas Gunpowder Swamp, sold by Crock High Voltage Transformer Swamp, sold by Crock Hinged Box Arnika, crash site Hose Mine Tunnels Large Prism Swamp, sold by Crock Laser Pointer Lower Marten's Bluff, Sadok's Shop Lazurite Stone South East Wilderness Long Metal Tube Sea Caves Loudspeaker Mt. Gigas Caverns Magic Polish Swamp, sold by Crock Magnifying Glass Upper Monastery Metal Belt South East Wilderness Microwave Chip Upper Monastery Magnifying Glass Upper Monastery Orange Goo Trynton, sold by Fuzzfas Oscillator Marten's Bluff Pendulum Upper Rapax Castle Porthole Arnika, docks Pot with Hinge Marten's Bluff PTorch Mt. Gigas Caverns Scanner Arnika, Mook HQ Shiny Chrome Plate Trynton Vacuum Pump Bayjin Voltage Amplifier Swamp, sold by Crock X-Ray Chip Arnika, Spaceport ****************************************************************** This Document is Copyright 2001-2002 by Jack Leung Wizardry VIII is Copyright 1999-2000 by Sir-Tech Canada Ltd. I am not affiliated with Sir-Tech or anyone who had anything to do with the creation of this game. This walkthrough may be posted on any site so long as NOTHING IS CHANGED and you CONTACT ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ. - o -