     Wizardry 8 for Windows
     Supplementary FAQ (Version 0.5 - Limited Edition)

     Current Update: Tuesday, 18 December 2001
     Previous Update: Thursday, 13 December 2001
     Created: Thursday, 13 December 2001

     By Don "Gamera" Chan (crs1219@hotmail.com)

0.   Wanted
1.   Acknowledgements
2.   1st Impression
3.   The Party
3.1    Character Creation
3.2    Character Development
4.   The Adventure Begins
4.1    Lower Monastery
4.2    Upper Monastery
4.3    Arnika Road
5.   Links

"Setsunasa!" (*1)

0.   WANTED

     I'm looking for:
     - A list of gadgets, including names, locations, and
combinations.
     - A list of items that the party can Pickpocket from
NPCs, including names and locations.
     - A list of recruitable NPCs, including names,
locations, Classes, and Levels.
     - Any undocumented feature or weirdness that the
Sir-Tech Canada programmers and debuggers missed.
     - Osama bin Laden, dead or alive.

     Disclaimer: I send the newest version of this file
to only four Websites:
     - http://www.gamefaqs.com/
     - http://vgstrategies.about.com/
     - http://DLH.Net/
     - http://www.gamesover.com/
     If you downloaded or read this file at other
Websites, the SysOps of the other Websites probably
leeched it from one of the above Websites.

     Dementi: J'ai envoye la plus recente version de ce
fichier a seulement quatre sites webs.
     - http://www.gamefaqs.com/
     - http://vgstrategies.about.com/
     - http://DLH.Net/
     - http://www.gamesover.com/
     Si vous avez telecharge ou lu ce fichier a partir
d'autres sites, les responsables de ces sites l'auront
probablement pompe a partir de l'un des sites ci-dessus.

1.   ACKNOWLEDGEMENTS

     Thanks to these sierra hotel persons/organisations:
     - Drechenn, Guwahaha, kiah, Kthulu, Muley, and
tangentz, for chara creation hints.
     - Guiler, for the WIZ8 FAQ.
     - Jean-Luc Barbera of France, for the French
translation of the Disclaimer, and the English translation
of the NOIR foreword. (After all, Canada's official
languages are English and French.)
     - Jowy, Klef, MrPink, and phunky1, for Q&A.
     - NATO personnel participating in Operation Enduring
Freedom. The Empire Strikes Back.

     (Social democracy in action.)

     No thanks to these lima delta persons/organisations:
     - The EVIL terrorists responsible for the attacks in
the USA in the morning on (Tuesday) 11 September 2001 (local
time).
     - Osama bin Laden and his Al Qaeda.

     In memory of:
     - The victims of the terrorist attacks in the USA in
the morning on 11 September 2001. God bless America.

     "Le noir, ce mot designe depuis une epoque lointaine
le nom du destin.
     "Les deux vierges regnent sur la mort.
     "Les mains noires protegent la paix des nouveaux-nes."
     - NOIR (TV: 2001)

2.   1st Impression

     Wizardry 8 for Windows, by Sir-Tech Canada, has three CDs. Disc 3 is 
the play CD.
     This game installs as 1.19 GB (without levels and cinematics) to 1.85 
GB (with levels and cinematics). I chose to install it with levels and 
without cinematics, which consumes 1.59 GB.
     WIZ8 is a direct continuation of the previous Wizardry games. The 
player can actually import old chara from WIZ7.
     The WIZ8 party can have six PCs and two NPCs. The PCs' races and 
classes are same as the PC races in Bane of the Cosmic Forge and Crusaders 
of the Dark Savant.
     In each chara's inventory screen, the figure that represents that chara 
is blurry and naked, and the figure remains naked when that chara's wearing 
armour. (-_-;) (Then again, I knew we Canadians are more liberal than the 
Americans to our south.) Unfortunately, the male figures of the Human and 
Human-like races (Dwarf, Elf, &c) don't look (ahem) anatomical correct.
     During the game, the player can change the chara's names, portraits, 
and voices anytime. IMO, most of the female voices sound either overly 
cheery or overly macho.
     The game world is 3D, not square-based like WIZ7. Combat is turn-based, 
but can be set as continuous. The monsters are also 3D.
     The BGMs are MP3 files.

3.   THE PARTY

     The player can create a new WIZ8 party, or import a WIZ7 party. This 
defines the area where the party begins the adventure. I created a new WIZ8 
party.

3.1  CHARACTER CREATION

     The way I formed my first party is to create six new chara, and not use 
any default chara. First, I choose six different Classes.
     Based on my WIZ6 and WIZ7 (Bane of the Cosmic Forge and Crusaders of 
the Dark Savant) experience (and prejudice), I prefer Classes that can KIA 
(critical hit)... and hope they don't get Charmed or Confused in combat. I 
naturally also need a Priest-type and a Mage-type. I choose Samurai (melee 
KIA and speed), Ranger (missile KIA), Bard, Gadgeteer, Priest, and Mage... 
but hope they don't get doubled by NPCs with higher Levels in the same 
Classes.
     I dislike Monk and Ninja because they have light armour and weapons. 
Though Monk and Ninja have melee KIA, stealth, and thief skills; I can use 
Bard and Rogue for stealth and thief skills. Instead of Rogue, I choose Bard 
because Bard can use music instruments.
     As I'm a Mechanical Engineering grad (ERTW), I feel a sense of duty to 
try Gadgeteer. (^_^;)
     Instead of Alchemist, Bishop, and Psionic, I choose Priest and Mage for 
simplicity. I remember the WIZ1 Bishop's "Identify Item 9" trick that 
instantly warped a WIZ1 Level 1 Bishop into a Level 234 Bishop (Tiltowaits R 
Us), but I think a WIZ8 Bishop might level up too slowly and need to divide 
his bonus points amongst too many skills and spells. I might change my mind 
later and reform the party with the other Priest- and Mage-type Classes.
     (WRT the WIZ8 Ranger's missile KIA, when I was playing Phantasie III by 
SSI, the magic weapon called Gnome Bow impressed me. It could cause 
excellent damage to and remove a monster's body parts, and terminated many 
monsters with one shot. In the real world, I've a lot of respect for the 
USMC (United State Marine Corps) Scout Snipers, but I prefer semi-automatic 
sniper rifles.)
     Second, after I choose the above six Classes, I review the default 
chara of those Classes, to note their primary attributes, and the attributes 
that control their primary skills. Then, I choose a Class, and cycle through 
the Races to note which Race gives 50-60 points in the important attributes 
of that Class, without decreasing more than one of the other attributes to 
25-35 points.
     I avoid Faerie because I think despite the AC bonus, his size prevents 
him from using many items.
     Finally, my party are:

     Samurai:       Dracon, Male
     Ranger:        Mook, Female
     Bard:          Felpurr, Female
     Gadgeteer:     Elf, Female
     Priest:        Elf, Female
     Mage:          Elf, Female

     I hope there aren't many powerful items that Elves can't use. Also, I 
don't have any Fighter, Lord, or Valkyrie. I wonder if I should replace one 
of the first four chara by a female Human Valkyrie?

3.2  CHARACTER DEVELOPMENT

     Some of the chara's skills automatically increase (grow) when the party 
are yomping about the game world. For example, everytime the party find some 
hidden items, some chara's Scouting may increase. Everytime the party 
identify some items, some chara's Artifacts may increase. Everytime the 
party see some monsters, some chara's Mythology may increase. Everytime the 
party survive a battle, some chara's combat and weapon skills may increase.
     Thus, when a chara "levels up" or gains a level, I evenly allocate the 
bonus skill points to the skills beyond the above-mentioned. For example, 
Samurai increases his Critical Strike and Dual Weapons, but not his Sword. 
Gadgeteer increases her Engineering and Locks & Traps.
     Also, when a chara levels up, I evenly allocate the bonus attribute 
points to the attributes that control that chara's primary skills. For 
example:

     Samurai:       Dexterity, Senses, Speed
     Ranger:        Dexterity, Intelligence, Senses
     Bard:          Dexterity, Intelligence, Senses
     Gadgeteer:     Dexterity, Intelligence, Senses
     Priest:        Dexterity, Intelligence, Piety
     Mage:          Intelligence, Piety, Senses

     On second thought, I'm neglecting Vitality, which controls each chara's 
all-important HP. (My Mage's maximum HP is pathetic.) Maybe I'll increase 
their Vitality instead of Dexterity or Senses...

4.   THE ADVENTURE BEGINS

     Note: This section skips details that Guiler's WIZ8
FAQ has explained.

     If the player creates a new WIZ8 party, they begin on a beach in the 
Lower Monastery area.
     If the player imports a WIZ7 party who were alone with Vi Domini, they 
begin on a beach in the Lower Monastery area.
     If the player imports a WIZ7 party who were allied with the Umpani, 
they begin in the Umpani Base area.
     If the player imports a WIZ7 party who were allied with T'Rang, they 
begin in the Marten's Bluff area.
     (Thanks to Jowy and phunky1.)

     First, go to Options and customise the keyboard commands, especially 
the party's movement and look left/right keys.
     (I use the arrow keys for movement and num-pad for looking.)
     Second, adjust the chara's formation, such that the warriors are in the 
front and the wizards are in the back. Go to the chara's inventory screens 
and check everyone's armour pieces (including boots and shoes) and shields. 
When possible, give the best armour pieces to the chara with the worst HP. 
*Everytime the party buy or find new armour pieces, shields, or weapons, 
repeat this check!*
     (I call this procedure the "Lube, Oil, and Filter Sh_t".)
     Return to the external view.

4.1  LOWER MONASTERY

     Gadgets: None.

     Switch on Search mode. Without moving, look around and check the radar. 
*Always check the radar for items and monsters!*
     Left of the party is a huge brownish yellow door. For now, ignore it.
     Near the party is a chest. Open the untrapped chest and get all items. 
*Regularly press Q to quick save!*
     (Indeed, Q to quick save and Shift+Q to quick load is essential when 
the party is Pickpocketing or Shoplifting a NPC!)
     On the cliff wall way behind the chest is a grey panel. Guarding the 
grey panel are three Softshell Crabs, or just "Crabs" when the party can't 
ID them. Terminate them.
     Look right. Standing in the water is a grey wing-like panel. Patrolling 
in the water around the panel are two mobile Softshell Crabs. Move the party 
into the water (no chara will drown) and terminate the Softshell Crabs.
     With the grey wing-like panel on the party's left side, way before the 
party is a ramp. Move onto and slowly up the ramp until the party can just 
see some Softshell Crabs. When the Softshell Crabs also see the party and 
become hostile, move the party backwards to the first bend of the ramp, with 
the bend behind the party and the two patches of grass left of the party, 
and wait for the Softshell Crabs. Don't allow more than three Softshell 
Crabs to simultaneously engage the party. Also, a critical hit by a 
Softshell Crab can kill a chara with fewer than 10 HP!
     (To quote the Murphy's Laws of Combat, "When the enemy is in range, so 
are you.")
     After the party terminate the Softshell Crabs, go to the structure at 
the top end of the ramp and get all items.
     Return to the beach. Open the untrapped huge door. Enter the corridor. 
Down the corridor are some classic Green Slimes.
     (The gem-like object in a slime is its nucleus, and disappears when the 
slime is terminated.)
     The party eventually reach a doorway and a ramp... and some hostile 
Bats. FYI, in this dungeon, other monsters include: King Crab (boss monster 
with 107 HP), Noxious Slimes (which shoot missiles), Roaches (ugh), Seekers 
(lizards that shoot missiles), Small Spiders (which shoot missiles that can 
paralyse), Swarming Roaches, and Tanika Fishes.
     (WRT monsters that shoot missiles, to quote the Murphy's Laws of 
Combat, "Tracers work both ways.")
     Anyway. In the room with the ramp and the Bats is a door that's barred 
on the other side. Later, when the party enter that room from the other 
side, to unbar and open the door, don't click the door. Click the horizontal 
bar on the door, then click the door.
     In another room where the party gets a Book of Light, walk around the 
room and the party will find more items. For example, walk beside the 
bookcases and table. *In fact, in any dungeon, rub the party against the 
furniture and they might find items!*
     (Reminds me of some ancient action RPGs, such as the Ys series by 
Falcom, where the protagonist's SD figure bumps into a monster to attack it, 
or bumps into a chest to open it.)
     The Poseur's Cap isn't Cursed.
     WRT the locked doors of the small rooms that have corpses in them, just 
force the doors with your warriors (brute force). The party can get the 
items in a room through the window on the closed door, but the party must 
enter the room to find and get hidden items... and find and engage hidden 
monsters.
     WRT the King Crab in a big room behind a locked door, try to make it 
unconscious with spells, to minimise its damage to the party.

     When the party find Burz, they aren't suicidal. They won't or can't 
jump off the cliff that Burz's facing.
     Burz can add these keywords to the party's vocabulary: Arnika, Higardi. 
Also, ask him about "trade" and "pickpocket". The party can even ask him 
about persons and places that the party haven't seen, such as Ascension 
Peak.

     "(Heard anything about pickpocket?) Technically, it's
only stealing if you get caught. At least I think so."
     - Burz, Lower Monastery

     He demands cash for these keywords: messenger (72), monastery (24), 
ship (20). Of course, a cheap party can pay him, then Load Game.
     He considers these keywords as bad: c_ck, c_nt, d_ck, f_ck, sex, sh_t, 
s_ck, whore.

     "Come back and see me if you need anything."
     - Burz, Lower Monastery

     Unless your alignment is Lawful Awful or Lawful Goody-Good, the party 
can Pickpocket Burz. Quick save before an attempt. Leave and quick save 
after a successful attempt. Quick load after an unsuccessful attempt that's 
detected by Burz. After an unsuccessful attempt that's not detected by Burz, 
try again. When the game claims Burz has nothing for the party to 
Pickpocket, leave, hail him, and try to Pickpocket again. If the Bard or 
Rogue's Carried slots are full, the items will go to the Party slots.
     For comparison, my party got these items from Burz: Bearded war axe, 
bo, two buckler shields, bullet stones, bullwhip, bundle of arrows, bundle 
of quarrels, bundle of Viper Arrows, chamois gloves, cloth pants, Death 
Bomb, Dragon Kite (shield), Enchanted Bow, Faerie Dust, leather boots, 
leather greaves, leather helm, light crossbow, mail mittens, morning star, 
musket (1 shot), oliveskin doublet (Cursed, AC -2), plate mail (L), two 
Potions of Light Heal, Robes (L) +1, short bow, shuriken, silver sollerets, 
skullcap, sollerets, Staff of Blessing (5 charges), steel gauntlets, Stink 
Bomb, Stud-Cuir Bra +2, studded hauberk, suede pants, throwing knife, war 
hammer, 0 GP, 157 GP, 343 GP.
     (Some of his items are excellent, but my party don't have a Fighter, 
Lord, or Valkyrie to use them.) (T_T)

     "What the!? Hey, that's my job!"
     - Burz, Lower Monastery

     If the party attack Burz, he has 334 HP. Though the game claims he's 
Level 5, he can summon Wood Spirits. If the party murder Burz, they get 500 
GP.

4.2  UPPER MONASTERY

     Gadgets: Lightning Rod, Magnifying Glass, Microwave Chip.

     Gregor has 120 HP and three attacks/round (melee and missile). Paralyse 
or somehow disable it, so the party's physical attacks get bonus damage.
     In the hall with six coffins, a pool, and a female statue, some coffins 
are untrapped. One coffin may summon an Apparition (35 HP, Undead, can blind 
a chara). Give your Bishop or Priest a chance to prove her deity exists, by 
dispelling this monster.
     Another coffin may have a trap that nauseates or make unconscious 
multiple chara. Worse, the trap has multiple charges. Everytime the party 
open or close the coffin, they activate the trap again, until every chara 
buys the farm. (^_^;)
     From one of the coffins, the Puck's Cap may be Cursed (Piety -10)!
     South of Gregor's room, in the room with a female statue that's holding 
a skull, don't touch the statue, but touch the skull. This opens a small 
secret door behind and right of the statue, and the party can get the Safe 
Key. If the party touch the statue, the square on the floor before the 
statue opens and the party may fall to the intersection in the lower level 
and get some damage, unless the party are standing on the edge of the 
square.
     Northwest of the Safe Key room, slowly enter the room with a red 
button. Small Spiders from the ceiling engage the party.
     (To quote NATO combat pilots, "You always find a better class of people 
in the vertical.")
     A Pustulant Slime's poison is temporary. It stops to damage when the 
party win the battle.
     In the kitchen, the cleaver isn't Cursed. Set the dial of the microwave 
to maximum warp (3), click the red button, and get a Microwave Chip 
(gadget).
     In the Hall of Meditation, spell-casting automatically fails.
     Waiting in the garden are two groups of six Seekers. Disable some of 
them with Sleep, Sonic Boom, Terror, or Web.
     In a room west of the Phoonzang statue and upstairs is a Lightning Rod 
(gadget).
     Use the Crude Iron Key to open the locked door in the Hall of 
Meditation and enter the bells room. In the bells room, set the dial to 
maximum warp (3) and click the red button. The bells shake the screen but 
don't damage the party. The bells open the glass display case, glass wall, 
and glass window elsewhere in this level.
     Return to the control room above the crates in the first hall in the 
Upper Monastery area. Slowly walk to the edge of the broken glass window and 
look down. Aim for the centre of the crates and land there. Open an 
untrapped crate to get an Hunter's Cape that isn't Cursed.

4.3  ARNIKA ROAD

     Gadgets: ?

     Sige the Sorceress and her four Piercer Modais are a
pain to my party of Level 5-6 chara who have poor armours
and few missile ammo. (More about this later.)

     (Maybe because of the simplistic radar at the corner,
and the appearance of the auto-map, this area reminds me of
the roads in Autoduel by Origin.)

<TO BE CONTINUED>

5.   LINKS

   - http://www.wizardry8.com/
     Wizardry 8 official homepage, where players can
download WIZ8 patches.

   - http://www.volberding.com/Wizardry8/Wiz8Main.htm
     Wiz8Main - Wizardry 8 Walk-Throughs. With screen shots.
__

Don "Tsuru Hiromi Inochi" Chan (aho)
http://www.gamefaqs.com/features/recognition/146.html

*1   "Sakuretsu!"

<END OF FILE>

