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Submitted by System on 09/03/2006, 09:50. Print file.
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Wizardry 8
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- Walkthrough V1.1 -
by Guiler (Guilersk@earthlink.net)

This guide may be reproduced only with my permission, for non-profit
purposes only. If you would like to post a copy of this on your fansite,
email me at . In addition, if you do so, I will
automatically send you any updates I have made. This is only for fan/
FAQ sites; I'm not going to send updates to you if you haven't got a
website because I'm only on dialup, and it takes 3 minutes to send it
to all the fansites as it is, sorry. If I started adding everyone
else (and they've been mailing me, believe you me!), I'd have to do
it overnight or something.

Wizardry 8 is (c) 2001 Sir-Tech Canada Ltd.

This is by no means complete, but it ought to help you
play the game. If you know of something that I don't,
drop me a line at and I'll
credit it you for it. Go ahead and ask me any questions, too.

TABLE OF CONTENTS:
-Version History
-Combat
-Character (NEW 0.4)
-Walkthrough
1.0 LOWER MONASTERY
1.1 UPPER MONASTERY
2.0 ARNIKA ROAD
2.1 ARNIKA-TRYNTON ROAD
2.1.5 SECRET DUNGEON 1
2.2 ARNIKA
2.3 NORTHERN WILDERNESS
2.4 UMPANI BASE CAMP
2.5 MT. GIGAS CAVES
2.6 MT GIGAS UPPER CAVES
2.7 MT. GIGAS PEAK
3.0 TRYNTON
3.1 TRYNTON UPPER BRANCHES
3.2 RATTKIN TREE
4.0 SWAMP
4.1 MARTEN'S BLUFF
4.2 LOWER MARTEN'S BLUFF
4.3 MINE TUNNELS
5.0 MOUNTAIN WILDERNESS
5.1 SOUTH EAST WILDERNESS
5.2 WILDERNESS CLEARING (RAPAX CAMP)
6.0 MT. GIGAS WATER CAVES
6.1 BAYJIN SHALLOWS
6.2 BAYJIN
6.3 SEA CAVES
7.0 RAPAX RIFT
7.1 RAPAX COURTYARD
7.2 RAPAX CASTLE MAIN LEVEL
7.3 RAPAX CASTLE CELLAR
7.4 UPPER RAPAX CASTLE
7.5 SAVANT TOWER
8.0 ASCENSION PEAK


VERSION HISTORY:
0.1-12/01/2001 Done Monastery, roads, Arnika.
0.2-12/02/2001 Part of Trynton.
0.3-12/17/2001 Umpani and T'Rang (partial)
0.4-01/06/2002 Gigas, some wildernesses
0.5-02/18/2002 Marten's Bluff, some Bayjin
1.0-03/06/2002 Complete to end of game
1.1-11/25/2002 minor updates

COMBAT:
It is very important to have at least one flank or the rear against a wall.
If you are surrounded, you will easily be taken down, even by weak enemies.
The best fights (in your favor) take place while you stand in a doorway, a
hallway, or a cul-de-sac where they cannot get around you even to your
flank. This way, your casters can pound the enemies with spells without
fear of melee attacks, and your fighters will take the blows (because they
have the most hp). Additionally, you limit the number that can attack you
(unless they have ranged attacks--which run the risk of hitting their own
allies) and you can concentrate your firepower on one or 2 monsters.

Status effects are very important. Direct damage spells in this game by and
far are worthless. Why cast a L6 Fireball which will probably fizzle and do
6-36 damage to a group of creatures with 200hp each when you can make them
nauseous (easier to hit that way), unconscious (really easy to hit) or
blind (they run and you can pick them off piecemeal later)? Additionally,
you will do more damage when an enemy is suffering from certain effects,
like nausea, KO, or sleep.

CHEAP TRICK: If no enemies are in sight (all your weapons show red), choose
a move action. Most everyone will move before you do, and all your actions
will be delayed; saved until it is your turn to move. Then, simply click
the end move 'x' and you get all of your actions. This can also work if you
would rather have the monster get to you so you can melee it, rather than
hitting it with less damaging missile weapons.

CHARACTER: (NEW 0.4)

Many people ask me what my party is. So, here it is:

Liz Fighter
Hum Valk
Fel Samurai
Raw Priest
Hum Bard
Elf Mage

Anwar Ahmad adds:

First of, I thought I would share some small hints with you if you don't
already know them.
Having a bard is great but having a female bard gets you one additional
benefit. An ENDURANCE NECKLACE (you can get them from a shop or find them in
the temple in Arnika; at least for me it was there). This thing allows that
particular character to regain stamina like nobody's business. Running
effectively never effects the stamina of this character so she can enter
battle at top stamina. This is good because using instruments takes a lot of
stamina. I also found 3 things that only bards could use:

1) ARIEL'S SLIPPERS (Random encounter)
AC +5
Senses +10
10% vs. Air

2) OBERON'S GREAVES (Bought from Antone in Arnika)
AC +7
Speed +10
5% vs. Mental
5% vs. Divine

3) MERCUCIO'S BLADE (Random encounter)
To Hit +2
Initiative +2
Damage 4-11
Close Combat +15
15% vs. Fire

A few other things that Bards and a few other classes can use: -

4) FLICHER'S BAND
AC +1
Pickpocket +15

5) THIEVES BUCKLER
AC +1
SPEED +10
Locks & Traps +10

Secondly, Saxx is a bard (obviously) and he can join you. Unfortunately,
he's male so he can't use the ENDURANCE NECKLACE. But... he does have a
SOULFUL SAX, which is a musical instrument that casts 'Soul Shield' spell.
Not much I know...

Thirdly, that BLODDLUST is one hell of a sword. Sure, it stats aren't all
that great but when its working, it just blows away most other swords.
Anyone using it can berserk up to 3x (i.e. three whacks) and each whack does
a lot of damage between 2x and 3x damage per whack! (If you enable verbose
combat text, you will actually see this shown). Compare this to a normal
Fighter who normally only berserk with 2x whacks at most.

Another tip is have the rest of your party who are not in the front equipped
with 'extended range' weapons like pike, halberds, or staves. There are
quite a few good magical ones later on in the game. This ensures they can
whack the baddies in front AND around you even if they are not at the front.

Damaging spells are useful! Spells like Magic Missile affect everyone in
front. Even though the damage on one critter isn't all that great; the total
damage could be quite high. Spells like Fireball are also useful because it
doesn't have a range limitation. It's useful for nailing Sige(s) (weak spell
casters) in one go. The bard Piercing Pipe also has a similar effect on
baddies to the 'Shrill' spell (I think) and works like Magic Missile. When
attacked with hordes of weaker creatures like bats, vines and sprites... (It
happens a lot to me). Having three characters using those spells (and a bit
of luck), you can nail most if not all of them in 1 turn. Granted it's not
that useful later on but in the middle part of the game it really shortens
those stupid encounters (You know, the ones with tons of baddies like 9
Twilight Bats AND 6 Acidvines in ONE encounter).
----0.4---

Bard Instruments: (Initially provided by Anwar Ahmad)
Instrument's Name | Spell Cast When Used | Requirements
--------------------------------------------------------------------------
Poet's Lute | Sleep | Music 1, Bard Level 1
Angel's Tongue | Bless | Music 1, Bard Level 1
Viola D'Amore | Charm | Music 5, Bard Level 1
Piercing Pipes | Shrill Sound | Music 15, Bard Level 3
Siren's Wail | Insanity | Music 15, Bard Level 3
Snare of Delay | Slow | Music 15, Bard Level 3
Frigid Fiddle | Freeze Flesh (group) | Music 30, Bard Level 5
Silent Lyre | Silence | Music 30, Bard Level 5
Mandolin of the Ma| Magic Screen | Music 30, Bard Level 5
Jericho Horn | Armormelt | Music 45, Bard level 8
*Soulful Sax | Soul Shield | Music 45, Bard Level 8
Rousing Drums | Haste All | Music 45, Bard Level 8
Arresting Aria | Paralyze (all) | Music 60, Bard Level 11
Banshee's Howl | Hex | Music 60, Bard Level 11
Dulcimer of Mendin| Heal All | Music 60, Bard Level 11
Succubus Song | Lifesteal | Music 70, Bard Level 14
Chaos Drone | Fear/Insanity | Music 75, Bard Level 14
Strings of Seducti| Turncoat | Music 75, Bard Level 14
Renaissance Lute | Restoration | Music 85, Bard Level 18
Hades Harp | Cerebral Hemmorage | Music 85, Bard Level 18
Infernal Horn | Nuclear Blast | Music 90, Bard Level 18

Gadgets:
Name Components Effect
--------------------------------------------------------------------------
Jack-in-the-box | Doll + hinged box | fear
Lava Lamp | 2 colored goos (fuzz) | mesmerize
X-ray scanner | x-ray chip + scanner | put monsters/items on radar
Searchlight | flashlight + mag glass| detect secrets
Strobelight | Oscillator + elec lamp| prismatic ray
NegatAir | Vacuum Pump + L M Tube| Asphyxiation
Microwave Ray | Brk Blast + Micro chip| Boiling Blood
Magic Mirror | Magic Polish + Sh plat| Eye for an Eye (charged)
Forcefield Generat| Magnet + Voltage Ampli| Armorplate
Regenerating Stone| Electrodes + Lazurite | Heal all
Water Cannon | Hose + Bellows | Tsunami
Jackhammer | Pendulum + Chisel | Earthquake

WALKTHROUGH:

1.0 LOWER MONASTERY

You are on a beach. Yay. In the distance, you can see pieces of a crashed
ship (from which you miraculously escaped) and a treasure chest. You can
guess which one will be more helpful. Go open up that chest, select all the
pieces, and take them. You might have got some useful items, so make sure
to equip them or stick them in the inventory (if usable) of someone that
can use them.

UPDATE 0.3

I have been informed that the contents can vary. So, hope you get a bomb
(it makes the first miniboss easier).

Now head towards the ship and your first fight. It ought to be real easy;
just a couple crabs. Take this opportunity to learn the combat system. Do
not worry to much about them flanking you; they don't do much damage.

Head out into the water, skirting it with the cliff on your left side. You
will come to a ramp. If you look down, you can see some stones which you
can take; they are bullets for slings. Go up the ramp and find some more
crabs to fight. There are more than 3, likely, but only 3 can come on at a
time due to the narrowness of the ramp.

At the top of the ramp, in the gazebo, is a battleax, a cherry bomb, and a
sling. The cherry bomb is a portable fireball of sorts, so give that to
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