Wizardry 8 Walkthrough :
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Walkthrough - FAQ/Walkthrough************************************* Wizardry VIII v1.7 Walkthrough ************************************* April 9th, 2002 Written by: Jack Leung Email: bullions27@yahoo.com URL: http://jbullions.topcities.com Email Policy: (read before e-mailing me!) If you are going to email me about this game, please put Wizardry 8 as your email subject. Also please realize that I am not hiding cheats or any other information, i.e. everything I know about Wizardry VIII is in this guide. If you see any mistakes, or have anything that you want to add e-mail it to me. I will give you full credit for your addition. E-mail addresses are not posted in the FAQ, unless specifically requested to be. Also, if you have a BUG of some sort, try downloading and installing the latest Patches first. There are several of them out now on the web, so go through them all. For version updates, check below the Table of Contents. ************************************ Notes ************************************* You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ http://www.neoseeker.com/ http://jbullions.topcities.com You will find all the latest patches for Wizardry VIII at the Official Site here: http://www.wizardry8.com Or these other host sites: http://www.3dgamers.com/news/more/1009418133/ http://www.fileplanet.com/index.asp?scope=0&file=82895 This FAQ was created using Courier New. 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. ******************************************************************************** Table of Contents: ******************************************************************************** A. Introduction B. Creating your Party C. Recruitable Player Characters D. Gameplay Strategies and Tips E. Pick-Pocketing F. Annoying Things and Gripes Wizardry VIII Walkthrough I. Lower Monastery II. Upper Monastery III. Arnika Road IV. Arnika-Trynton Road V. Arnika VI. Lower Monastery Re-Visited VII. Arnika-Trynton Road Re-Visited VIII. Trynton IX. Trynton Upper Branches X. Rattkin Tree XI. Swamp XII. Northern Wilderness XIII. Umpani Base Camp (Umpani HQ) XIV. Mine Tunnels XV. Lower Marten's Bluff (T'Rang HQ) XVI. Marten's Bluff (Western half of Fort) XVII. Lower Marten's Bluff (Continued) XVIII. Marten's Bluff (Eastern half of Fort) XIX. Trynton Upper Branches Re-Visited XX. Arnika Re-Visited Appendices 1. Bard Instruments 2. Gadgeteer's Engineering 2a. Component Locations Version Updates April 09th, 2002 - Version 1.7 - Added in Umpani Base Camp, Mine Tunnels, Lower Marten's Bluff, and Marten's Bluff. Made minor updates to Arnika-Trynton Road and the Appendices. April 03rd, 2002 - Version 1.6 - Added in Swamp. Minor quest updates on Arnika, Trynton and updated the Appendices. March 24th, 2002 - Version 1.5 - Added in Rattkin Tree. Updated Arnika. March 21st, 2002 - Version 1.4 - Added in Trynton Upper Branches. March 20th, 2002 - Version 1.3 - Added in some Tips and Strategies. Added in the complete Arnika-Trynton Road walkthrough including Graveyard and Trynton. Added in a couple of gripes about the game. Added in some Appendices. March 18th, 2002 - Version 1.2 - Minor corrections. Added in Tomb of Ceirdan. March 15th, 2002 - Version 1.1 - Added in two new areas, and more miscellaneous information on RPCs, and Tips. March 12th, 2002 - Version 1.0 - First walkthrough. ******************************************************************************** A. Introduction ******************************************************************************** "The universe is on the brink of change. Vast forces are preparing for the final confrontation. A small group of heroes from afar must plunge into this storm and uncover the long-hidden secrets of the Ascension. A new era is about to begin." Wizardry 8 Manual ******************************************************************************** B. Creating your party ******************************************************************************** The tireless question to every single RPG with the option of party creation. First of all, there is no one grand party you can create in the game of Wizardry 8. Each of the classes has their own strengths and weaknesses, and it's only what you need that your party composition will be dependant on. Saying that, this is about as generic of a line-up as you can get: One Tank - Fighter, Lord, or Valkyrie One Healer - Priest, Bishop, etc. One Spellcaster - Mage, Bishop, etc. One Long Range Specialist - Ranger, Ninja, Gadgeteer etc. One Thief - Bard, Rogue, Gadgeteer One Support - your preference You would want to have at least one dedicated spellcaster for Portal spells. It is a pain to cover long distances and portal spells are there for your convenience. Make use of them. Mix and match with other classes at your pleasure. Second thing, offensive damaging magic isn't as ridiculously powerful as, say, Final Fantasy stuff. In fact, from the start to even the late stages of the game, you will probably never use magic to damage enemies directly unless you're trying to wipe out a swarm of minute-HP insects. Magic is spent to disable enemies by either slowing, making them go insane, paralyze, poison, and so on, while also used to protect your party with defensive spells. So if you don't have an extra spellcaster handy to focus on direct damage spells, there is really no point using them. You would need to dial up the power, and spend a lot of valuable spell points, to gain any significant results. There are also two slots available for RPCs (Recruitable Player Characters, see below). People complain about the 25% or so experience they take away. ???? I don't see the problem there. You'll end up with plenty of experience and levels by the time you're hitting the critical stages of the game (and that is with hybrids as well which take longer to level). My suggestion is, whatever is your cup of tea. I personally take them along for their comments and they add color to your group. - MULTI-CLASSING The rules are fairly similar to AD&D Dual-Classing. You can switch to a different class at any point in your career if you have the bare MINIMAL requirements for the class you are changing to. There are some changes to take note when you do: 1) You no longer have any of the Special Skills of your old class but you acquire the Special Skills of your new class. E.g. you will lose Cheat Death if you leave your Valkyrie class. 2) You keep ALL of the skills you've learned from your previous class but you can only improve the skills your new class can learn from. 3) You don't begin with a new experience table when you change to a new class, unlike AD&D. You will start at Level 1 on your new class but the amount of experience required to go to the next level is equal to the amount of experience you had left to advance to the next level in your previous class. You pretty much pick up where you left off. - WEAPONS I'm going to make this plain and simple. The Swords in Wizardry VIII pretty much dominate every other close-range weapon and the others are built for off-hand usage so keep that in mind. When I created my second party, all of my primary melee classes use Swords in primary hand, and the other weapon skills for off-hand (i.e Mace & Flail, Dagger). Valkyries are the exception because they maximize the most out of their Polearm skill. ******************************************************************************** C. RPCS (Recruitable Player Characters) ******************************************************************************** Some RPCS will not follow you into certain areas. You can cheat them into it by several ways (Portal spells being the favorite), but they may suffer drastic stat penalties, and not to mention them bitching to you about it every couple of minutes. Smart move Sir-Tech. :) - Myles Level 5 Human Rogue Found at: Arnika Entrance Return Location: Arnika Entrance Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all T'Rang and Umpani controlled areas, Ascension Peak Myles will try to recruit you right from the start for a mission to rescue a woman at the Crash Site. Grade: D+ Myles will supplement the role of thief if your party lacks one. However, he will not travel with you anywhere beyond the confines of civilization (beyond Arnika and Trynton) except for Rapax Castle, and thus isn't worth keeping around as there are other RPCs with far more valuable skills who will travel with you. - Vitalia (Vi) Domina Level 6 Human Valkyrie Found at: Arnika (Crash Site) Return Location: Arnika (He'Li's Bar) Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all Rapax controlled areas As a child, Vi Domina was taken into custody by the Dark Savant as repayment by the T'Rang. She is believed to come from the Cosmic Lord's Phoonzang's lineage and so earned interest from the Dark Savant. She grew up to become a fierce and capable warrior. Grade: B+ Vi has all the positives of the Valkyrie class with Polearm bonuses and the ability to Cheat Death. She makes a capable tank at handling damage and can wear some of the best armor out there. Her only flaw is that she won't travel with you in some of the more dangerous areas, like the Sea Caves and Rapax areas. She will, however, accompany you to both T'Rang and Umpani areas and most importantly, Ascension Peak. - Tantris Level 6 T'Rang Samurai Found at: Mine Tunnels Return Location: Mine Tunnels Uncorrected Bug: If you downloaded the latest patch, Tantris will forever vanish if you recruit and then disband him after. Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all Umpani controlled areas, Ascension Peak Tantris will join you if you make your intentions of alliance to Z'Ant. Grade: C As with many RPCs, Tantris will not accompany you to some of the crucial areas in late game. He has the powers of the Samurai in Critical Strikes, and Dual Wield, and he begins with a fairly decent polearm. He will travel to Rapax areas though which is a big plus. - Private Sparkle Level 6 Trynnie Ranger Found at: Umpani Base Camp Return Location: Umpani Base Camp Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all T'Rang controlled areas, Ascension Peak Unlike the other RPC you can acquire there, Saxx, Sparkle will join you right off the bat. She is a Trynnie, eager to please, and training with the Umpani in hopes to help her kind defeat the Rattkin at Trynton (hint). Grade: C- She can play the role of Ranger or another bow if you need one, and she has points into Axe skill. You can give her the useless Beastslayer Axe. - Saxx Level 8 Umpani Bard Found at: Umpani Base Camp Return Location: Umpani Base Camp Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all T'Rang controlled areas Saxx will join you if you make your intentions of alliance to Balbrak. Grade: C+ He can play the role of Bard if you need one or another. He is also one of the few who will travel with you up to Ascension Peak. However there are others who will also and he is perhaps the weakest and most useless. His personal instrument is one of a kind and is worth to pickpocket. - Madras Level 8 Trynnie Gadgeteer Found at: Trynton Upper Branches Return Location: Trynton Upper Branches Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all Rapax controlled areas, Ascension Peak Madras will join you if you complete his quest and clear out the Rattkin Breeders. Grade: C Madras is good to have with you if you're lacking a Gadgeteer and will follow you around the T'Rang and Umpani controlled areas. However, in more dangerous zones he'll leave making him pretty useless. - Urq Level 9 Mook Psionic Found at: Arnika (Mook HQ) Return Location: Arnika (Mook HQ) Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all Rapax controlled areas, Ascension Peak Urq is part of the Mook exploration team from the ship Callisto. Grade: C- Urq wants to explore Dominus and will pay you 500 gold for each new area you take him. He won't follow you into dangerous areas so there isn't a whole lot of places you can take him. - RFS-81 Level 10 Android Monk Found at: Mine Tunnels Return Location: Wherever you Dismiss him Will not go to: Rapax Away Camp RFS-81 is a damaged Android you will find in the Mine Tunnels. His alliance is at Neutral, but will follow whomever that fixes him. Like the Terminator 2 movie. ;) Grade: A RFS-81 will follow you anywhere and everywhere (even underwater) except for the Rapax Away Camp when the quest is initiated. You have no choice really on that matter because you must have 2 free RPC slots. He complements your party with all the Monk capabilities except for magic which is really no big deal. He also has Android immunities (can not be poisoned, or diseased). - Sergeant Glumph Level 11 Umpani Fighter Found at: Bayjin Return Location: Cannot Dismiss him Will not go to: any T'Rang controlled area, any Rapax controlled area, Ascension Peak Sergeant Glumph was sent with a team of Umpani soldiers to explore the Sea Caves area. They were waylaid by Nessie and later Glumph was taken hostage by the Rynjin race. Grade: D You will find Glumph in one of the huts in Bayjin and will do nicely as a Fighter if you're fighting your way back. His only purpose is to return to General Yamir. He will threaten and warn you if you decide to take a stroll away from the Umpani area. Once you return him, he is gone for good. - Drazic Level 14 T'Rang Ninja Found at: Rapax Away Camp Return Location: Cannot Dismiss him Will not go to: none Drazic and his Umpani counterpart Rodan were both taken captive by the Rapax King. You must be at least Neutral to both races, you must have at least two of the artifacts, and you must be a Templar in order to reach them. Grade: B+ Bail him and his friend out and this will forge an alliance between the two opposite factions, the Umpani and T'Rang. He will follow you anywhere and everywhere until you destroy the Dark Savant's ship, and after that he is gone for good to help prepare for an assault on Ascension Peak. - Rodan Level 14 Umpani Lord Found at: Rapax Away Camp Return Location: Cannot Dismiss him Will not go to: none Rodan and his T'Rang counterpart Drazic were both taken captive by the Rapax King. You must be at least Neutral to both races, you must have at least two of the artifacts, and you must be a Templar in order to reach them. Grade: B+ Bail him and his friend out and this will forge an alliance between the two opposite factions, the Umpani and T'Rang. He will follow you anywhere and everywhere until you destroy the Dark Savant's ship, and after that he is gone for good to help prepare for an assault on Ascension Peak. - Sexus Level 18 Rapax Mage Found at: Rapax Castle Return Location: Rapax Castle Will not go to: Arnika Sexus is one of the Rapax Templars and is eager to go out to further their cause. Grade: B Sexus makes a more than capable mage but eventually you will have to lose standing with the Rapax and he will leave and possibly even attack you if you do that. ******************************************************************************** D. Some Gameplay Strategies & Tips ******************************************************************************** Save a Lot: ---------- The most important thing to remember in every RPG you can think of: Save often! Know it, learn it, live it. In general you should REALLY save before and after every major fight, save once before you enter a new zone, save in another file when you enter a new zone, and save before you confront a treasure chest. You will never know when suddenly your band is waylaid by some Uber mobs or you underestimated someone and they wipe you out. Always save. Make it a habit. Increase the Gamma/Brightness Setting: ------------------------------------- I find that increasing the Brightness setting from halfway to about two- thirds really helps me in seeing the environment and the horizon. There areas in the game that are VERY dark and VERY difficult to see what is approaching from the distance. Exploit Terrain: --------------- Monsters generally come in groups or more, and nothing is more frightening than to be surrounded. Always fight with a wall, or a rock, or any obstruction, on a flank or behind, or better yet, fight in a corner. If there is a doorway, fight under the door. Monsters will single file and you can fight them one at a time. Archers can still hit you (major gripe) but they may shoot their own friends (rarely). Mages will always hit you unfortunately. Buying/Selling: -------------- Your faction and Communication skill determines prices on items. Treasure Chests: --------------- This is probably my biggest gripe about the game. Items, within chests, are randomly generated from a certain large set when you first enter the area and will remain that way thereafter. Nothing is more frustrating than to fight many battles, come to a chest, and open it to find rocks and mundane arrows. Knowing this, you might want to make a save before you enter a new area, then a separate save while you're in that new area. Monster Generation: ------------------ Like Chests, each area or zone has a specific set of monsters it randomly generates from upon your arrival. Each monster has a specific level range of difficulty. The level of difficulty rises as your party becomes stronger. Skill Distribution: ------------------ There are two ways for you to gain skill points. One via gaining levels, and the other by using them constantly in real time. Points from gaining levels will only take your skills, magic and combat and excluding bonuses from items, up to 75. From that point on, the only way to increase them is by using them. Knowing this, you would want your primary skills to reach that 75 cap as quickly as possible. The faster you can reach that cap, the more time it has being exposed to consistent real life usage. Everquest Pulling: ----------------- If you played EQ, then you know what pulling is. When you agro monsters (they come chasing you), you can backpedal and lead them into an area where you want to fight (like an area with Friendly NPCS to help fight with). As long as the Combat doesn't come up, they can chase you around all day and night, unless you disappear from sight. This is a good tactic to use in Trynton and Arnika. Keep Protection Spells Active: ----------------------------- AT ALL TIMES. These include Armorplate, Enchanted Blade, Magic Screen, Missile Shield, Light, and X-Ray. No point in wasting a round casting them while in combat. I generally run them at Power 2 when I'm still low level, then progress up to Power 4 or 5 as I increase in Levels. If you have a Bard and Gadgeteer, their personal items which can also cast those spells, can help lighten the mana load on your caster(s). When Camping: ------------ I never once had to camp outside of Arnika, but if you have to, remember to camp in places you can fight from since monsters can and will hunt you down. These places include corner spots and rooms with doors. Formations (Good): ---------------- See below for bad. Need more characters to melee close-range? Simply get rid of the front rank, and just use center, flanks and rear. Fast Money: ---------- You can make money ridiculously easy if you have some sort of Alchemist in your party (true class or Ranger, Ninja). All you need is at least a Skill of 15 for Alchemy. Find shops that sell Potions of Light and Mod Healing (Arnika is a good place). Buy an equal amount for each type as much as you can afford. Have your Alchemist combine them to create Potions of Hv Healing. Sell them back for a hefty profit. Camp 24 hours for the shop to reset their inventory, then repeat. Higher skill levels allow you to combine better powders and potions which turn in a even larger profit. Fast Skill Building (Psionics/Music): ------------------------------------ Learn Mindread and Knock Knock as soon as possible. Once you hit Arnika, proceed to cast Mindread over and over on any talking NPC to build up your Psionics and Mental magic skills up. The room with the 10 tumbler lock is an excellent place to cast Knock Knock to progress Earth skill. The Viola D'Amore instrument can be used over and over like Mindread to quickly build up Music skill. A female Bard with two Necklaces of Endurance (both found in Arnika) can recover stamina extremely fast. ******************************************************************************** E. Pick-Pocketing ******************************************************************************** The latest patch, if installed, increases the difficulty of the Pick-Pocket skill exponentially. If you use earlier patch versions, you can pretty much Pick-Pocket to your hearts' content by doing the Save/Re-Load method when you fail. If not, it becomes a bit tricky. Results of Pick-Pocketing will stick in your game regardless how many times you reload over and will remain that way until a time period has passed. So if you fail, just reload, and don't pick-pocket the NPC for awhile. ******************************************************************************** F. Annoying Things and Gripes ******************************************************************************** Do Not Underestimate Initiative: ------------------------------- Nothing is more annoying than watching mobs of monsters make their move quicker than you. This is especially annoying against low HP mobs like Soldier Ants and certain Fishes in Sea Caves that can do high damage and have multiple attacks. You can fix initiative by working on your Speed attribute. Your Magic vs. Their Magic: -------------------------- Whereas your spells are limited by range, the same spells cast by your enemies are not. This is a major pain if you begin combat against spellcasters that are far away from you. Combat this by getting them hostile, then hide in a corner so they will come closer. Monsters Can Hit Through Wall Corners: ------------------------------------- They can hit you but you can't hit them. This happens in a few places but regardless it is annoying. Formations (Bad): --------------- Formations have no effect on enemy long range attacks. Archers, throwers, et cetera can hit any of your characters with no penalty. Anyone with common sense will find this very annoying. Speaking of long range attacks, enemy archers and throwers can fire THROUGH their friends to hit any of your party members with extraordinary accuracy. This is twice as annoying. Hence why Missile Shield is so invaluable. =============================================================================== WALKTHROUGH =============================================================================== This walkthrough was written on my second go-through of the game. When I refer to directions in the walkthrough, they are relative to your auto-map/radar screens. So when I say South Wall, I mean the wall along the south. Remember that this game is fairly non-linear, and you can really go where you please as long as you can find a way to Ascension Peak and stop the Dark Savant. This walkthrough chronicles the path I took in finding every item (or come close), and establishing everything the story has to offer. Follow it if you want do everything and find everything. My party for the second go-through includes: Gladiator - Loner Dracon Fighter - Dual Wield Berserk Mace/Mace & Bow Limbo - Intellectual Mook Ranger - Bow & Sword Adonai - Kindly Rawulf Bard - Dual Wield Sword/Dagger & Bow Magnus - Burly Dwarf Gadgeteer - Sword/Shield & Modern Weapons Sh'a Mir - Laidback Felpurr Samurai - Dual Wield Sword/Sword & Staves/Wands Joren - Aggressive Elf Bishop - Whip/Shield & Staves/Wands I WILL include RPCs in my party. The experience loss is extremely trivial. ******************************************************************************** I. Lower Monastery ******************************************************************************** Synopsis: ----------- The game starts with a fairly long intro that recounts all the events from the latter parts of the Wizardry series (namely the ones involving the Dark Savant) up to this finale. Your party chases the Dark Savant to the planet Dominus, but you are hit by several blasts before you can even land. Everything goes black. Surviving the crash, your hapless party emerges from the wreckage, and you find yourselves in a complete alien world. Let's begin! Companions: ----------- None. Walkthrough: ------------ Lower Monastery is split into 4 Sub Levels. You start at Sub Level 4 and move upwards. - OUTSIDE THE MONASTERY - CRASH SITE You'll immediately start at the beach. Have a good look around you. Get used to the controls, and set up your party formations now. Ahead of you, conveniently, is a treasure chest. Remember what I told you about chests at the start of this walkthrough (you did look, right?). Items are generated when you first hit the zone and will remain that way thereafter. This is a good opportunity, if you have the patience, to check the chest, and if you don't like the items, quit and reload a new game. Some decent items to look for would be bombs, and some armor (e.g. Leather Armor, Feathered Hats). Beyond the chest are three Level One CRABS with various HPs. None of them are too difficult to tackle. To the left are some Bullet Stones. You can also search for some more Stones near the reeds coming out of the sand. Far to the left, on the Southern wall, is a door which leads into the Monastery. We'll worry about that later. Once you're done with those crabs, take a dip into the waters and explore out. You may encounter more random CRABS here. If you're outnumbered, remember you can always draw them out of the waters to a place more convenient to fight. My suggestion, you can sandwich yourself between the large boulder near the door and the wall and fight them single file. Swim north, along the wall, until you come to a narrow strip of sand. Proceed up it slowly. There are two sets of Stones here. One is hidden. Inch your way around the corner, and you'll meet up with several SOFTSHELL CRABS. They are pretty tough. Again, back your way into a boulder to avoid being encircled. If you have a Bard, the Poet's Lute is pretty handy here. After killing them all, continue up and around until you reach a lookout tower. You will find these items: Battle Axe Sling Cherry Bomb You can also search to find Potions of Mod Healing and Cure Poison. Make your way back down, swim across the waters again, and now head for the door and proceed inside. - EXPLORING LOWER MONASTERY There's only one direction you can go so follow that. You may encounter a roaming Bat (easy monster). You will encounter a group of GREEN SLIMES waiting for you at the first ramp. Kill them, and continue your way. You will eventually come to another ramp which leads into Sub-Level 3. Go up the ramp and continue straight into consecutive small rooms. Fight and defeat the lone NOXIOUS SLIME (Level 3) here (be wary of its spit). Go into the Library to find a Book of Light and search for these items: Scroll of Haste Potion of Cure Poison You can read the diary on the desk for some insight of what's to come in this dungeon. Head back out and note the Iron Bar Door to your left. You can't go through there yet. Grab the Bundle of Arrows on the right, and proceed into the only other hallway. At the T-intersection, make a right first, and keep right until you hit a corner room. You may encounter some battles along the way. Remember to keep your back to a wall and strafe if you're cautious. Search the room for some Bundle of Arrows, Bundle of Quarrels, and some Sneeze Powder. Continue on down the new hallway. There are hidden Fire Stix on the left corridor on the way. Keep to your right, and you'll enter another corner room. Search the corner for some hidden Buskins, and nab the Potion of Light Heals on the desk. Continue on, and make a right at the T-intersection, and then make a left (East) to the Green Room. Be ready for another Slime encounter here. Kill it, and open the Chest for some items. Double back and now proceed to the right (West) instead of the left to the Green Room. In this new corner room, grab the Feather Darts on the table, and search for a hidden Short Bow near the crates. Continue on, be on a lookout for a hidden Potion of Mod Healing near a lone crate, and into some more rooms. There is a Poseur's Cap (crap item) on a table, and a hidden Book of Stamina by the bookcase. Leave, and continue onwards. You will eventually come to a 3-way. Check the dead body on the floor for some Feather Darts and Potions of Cure Poison. Take the right hallway all the way until you see a door. Open it, note the corpse, and loot these items: Leather Boots Ring of Protection A Tattered Note This is an excellent area to rest by the way if you need to. Leave, go right, keep right, and you will find a second door. This one is locked. Do what you must to open it, and fight three ROACHES. Check inside for some Bullet Stones and Potion of Cure Poison. Rest up now because your next fight is a good one. Tip: If you want, you can go back over the areas you've been through and catch more random spawns for more experience. Leave the room, and continue right, and then right again into the new hallway. Pick up the Knock Picks on the floor, and head down to find another locked door. Make sure your protection spells are up (e.g. Bless, Armorplate) and open it. Here you'll meet your first mini-boss, KING CRAB. Kill him. Careful though, he has Extended range. Mental spells and Itching Skin also work good here. After, loot the room for: Stink Bomb Bundle of Arrows Light Crossbow Potion of Cure Light Condition Short Bow Remember that Iron Bar Door? Well be sure to click the bar to unlock it, and open it. You might need it later. Rest here if necessary, then proceed up the ramp to Sub Level 2. There is a ramp that goes to the right (South) which leads to Sub Level 1. If you're feeling brave, you can go fight the second mini-boss now. If you need more XP and items, ignore that ramp and continue straight ahead. Grab the Sling, continue, and you'll come to a small lake with a steel bridge. To the left are some Bullet Stones. Ignore the button, and go across the bridge. Go right, down the small corridor, into a new room. De- TRAP the locked Chest for items, and look for a couple of potions (Mod Stamina, Ale, and Potion of Hv Healing). Leave the room, and back to the lake. Jump into the lake, and fight a group of TANIKA FISH. The northern end of the lake leads to a stream. Follow it until you come to the cave opening. Hop down for some invaluable Resurrection Powder. After, hop down again to end up |
