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Submitted by System on 09/03/2006, 09:50. Print file.
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*************************************
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
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