                     *************************************
                               Wizardry VIII v1.5
                                  Walkthrough
                     *************************************

                                March 24th, 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

Appendices

  1.       Bard Instruments
  2.       Gadgeteer's Engineering
    2a.    Component Locations

Version Updates

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, Bajyin 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, Bajyin 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, Bajyin 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, Bajyin 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 buld
    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:

          Limbo - Intellectual Mook Fighter / Dual Wield Berserk Sword/Mace
          Adonai - Kindly Felpurr Bard / Bow & Dual Wield Sword/Dagger
          Ironheart - Burly Dwarf Gadgeteer / Modern Weapons & Rocket Launcher
          Joren - Aggressive Elf Ranger / Bow & Sword/Shield
          Kalim'Shar - Loner Human Bishop / Whip & Shield
          Gladiator - Laidback Dracon Samurai / Dual Wield Katana & Wakizashi

    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 back at Sub Level 4.

      Tip:  If you want to avoid taking damage from the fall (this applies to
            most other falls as well but not insanely high drops), press and
            hold your back button as you begin to drop.

    Okay, make your way back inside the Monastery and go to the Iron Bar Door.
    Glad you opened it, right?  Go back to the ramp, and now get set for your
    second mini-boss fight, GREGOR.  He has multiple attacks, can Poison and
    Paralyze.  He may also have buddies, like a swarm of roaches.  If he does,
    draw them back into the ramp and fight them as they single file down.  Beat
    him for a fairly large XP reward.  Walk into the Courtyard.

    There are 5 doorways (SE, SW, W, E, NW).  The West door is locked.  We came
    in from the NE.  We'll go to the NW one first.  In here, you will find SIX
    COFFINS.  The middle one on the left is TRAPPED and has nothing in it.  The
    furthest one down on the right has an undead APPARITION that casts Terror.
    Use the POOL there to fully heal if necessary.  Head on out and now take the
    SW path.  Go in, ignore the right hallway, and you will come to the Statue
    Room.  There are some Concussion Powder on the floor.  Stay away from the
    center of the room, and click on the SKULL but not the statue.  This will
    open a secret door on the eastern wall.  Clicking anywhere on the statue
    will trigger a fall-away floor at the center of the room.  Take the SAFE
    KEY, head on out and now go the right (West) corridor.  Follow it around,
    fight a swarm of SPIDERS, and hit the button on the wall to open the West
    door.  Head back to the Courtyard, and now go to the SE path to the crypt.

    You'll fight 3 groups of roaches here.  Kill them for XP, and head around,
    go down the hallway (you'll pass the East door), grab the Potion of Light
    Healing in the small alcove, continue, skip the right passageway, and move
    on down.  You'll come to a room with various items:

      Cleaver - save this for Antone's Custom Item Quest later
      Smelling Salts
      Various Potions of Light Healing and Cure Poison

    Use the Safe Key on the safe in the wall, and take the Resurrection Powder
    inside.  Head back and go to the right passageway.  When you come out,
    you'll notice a UNIQUE DOOR on the far right and that steel bridge below.
    Leave it as it is for now.  Continue on, follow the serpentine path all the
    way until you come out to the open.  Here you'll get to meet your first
    friendly NPC, a Trynnie Smuggler named Burz.  Chat with him about some
    things like Monastery, ship, Arnika, and so on.  Some of the important
    details requires a bribe.  You can also sell and buy some items from him.
    De-TRAP his Chest next to him, loot it, and then when you're all set, head
    all the way back to the Courtyard, and exit through the West Door.

********************************************************************************
II. Upper Monastery
********************************************************************************

  Synopsis:
  -----------

    You'll get a bunch of answers to questions about your journey in this area,
    although you'll also be getting a equal amount of more questions that need
    answers.

  Companions:
  -----------

             None.

  Walkthrough:
  ------------

  - ROOM OF SUPPLY CRATES

    When you round the bend, you'll arrive at a large room with a bunch of
    crates packed in the middle.  You should notice a stairwell to your left.
    Go up the stairs and immediately turn around to fight two RABID RATS.
    After you beat them, UNLOCK all the crates below for some armor and items.
    Then, go back up the stairs, around and into:

  - THE CONTROL ROOM

    You will fight three SEEKERS in here.  They attack long-range.  Kill them
    all and check around for some Feather Darts and Potion of Cure Poison.  Two
    things of note here: One, you'll start to find a bunch ACCESS DENIED systems
    and computers.  Don't worry.  You can't do anything about that.  Two, the
    glass and it overlooks the crates.  You'll come back to this room later.
    Head back down to the crate room.  Go to the back of the room (South) and
    take a left (East).

    You'll enter one of the Monastery bedchambers.  Search for some Smelling
    Salts and Potion of Cure Poison.  Open the only closed door in here.

    Here we find some kind of altar area and two HIGARDI BANDITS and a HIGARDI
    RAIDER.  They may drop random good Bard weapons and armor.  If you're the
    patient type, you can do the save/reload method to see if you can get some
    to drop.  Wipe them out, and loot the room for a Quarter Staff, Potion of
    Mod Healing, and some Flash Powder.  Go back to the bedchamber, and go into
    the other unexplored hallway.

    Follow the hallway to the Main Library.  Be prepared for a large rat fight
    here, GNAWER RATS and RABID RATS.  Stand by the doorway to get them to stack
    up, but don't step into the Library.  This area NULLIFIES all magic usage
    including instruments and items so watch out.  Clear them, then uncover all
    these items:

      Book of Traps
      Magnifying Glass - Gadget
      Book of Blessings
      Potion of Mod. Stamina

    Enter the back room for some Throwing Knives, Main Gauche, and another
    Cleaver.  Take a look at the CONTRAPTION on the wall with a dial.  Twist the
    DIAL all the way to the right, and hit the red button.  It will explode,
    leaving you a Microwave Chip - Gadget.

    Leave.  There's a locked door on the Eastern wall we can't open yet.  Skip
    it for now.  Head back to the crate room and take the opposite passageway
    (West).

    We're in another Monastery bedchamber.  Check for some hidden Sandals and a
    Potion of Cure Light Condition.  Now go through the South hallway, weave
    around, and you'll end up at the Monastery Lobby.  You'll also be greeted by
    a group of thieving Higardi Bandits.  These fiends have no respect for holy
    places.  Kill them.

    Go South now, past the Phoonzang (Cosmic Lord) Statue, and down the stairs
    into a cellar.  Here you can loot an Angel's Tongue - Bard Instrument - and
    de-TRAP a locked Chest.  There is also a piece of good Samurai armor in a
    display case, but you can't get that yet.  You will soon.

    Head on out, make a right (East) to a closed door.  Get ready for a battle
    with more Seekers.  Open it into the Monastery Garden.  Follow the path to
    another closed door, open that one, and go in to meet Aletheides.  Listen to
    his story.  He'll tell you about the other factions that have also arrived
    here on Dominus, the Mook, T'Rang, and Umpani.  Their true intentions are
    unknown still, but they share something with your party... to reach
    Ascension Peak.  He will vanish once he is finished.  Immediately after, you
    will be confronted with one of Dark Savant's minions.  He'll spout some
    threats and some other bolognas to dissuade you from going any further.
    Whatever.  He'll vanish, too.  Check the back of this room for Magic Nectar
    and a Potion of Mod Healing.  Search around the pews for a Cherry Bomb and
    some Smelling Salts.

    Go back to the Lobby now and go straight ahead, and look for a wooden ramp
    that climbs up on your left.  Follow that up into the Monastery Assistant's
    area.  You will encounter a random group of enemies here.  Take the Smelling
    Salts, and open the Chest for a Crude Iron Key, a Lightning Rod - Gadget -
    and random items.  Okay, we have a key!  Head all the way back to the Main
    Library and use that key on the locked door.  You will do battle with a
    large group of bats and some tougher DUST BATS behind the door.  Remember
    you can't use anything magic while in the Library.

    Finish them off, then go inside.  Look to your immediate left and you'll
    find a machinery with a dial.  Like the other one, dial this up all the way
    to the right, and hit the button.  Remember the glass?  This will shatter
    them all.  After ringing the bells, go on up the stairs to find another
    TRAPPED Chest.  Loot this and head back to the Control Room.

    Once you're up there, take a look at the demolished window.  There are three
    panes.  Look at the middle pane and inch your way up to the glass shard with
    the 2 points.  Look down, and hop down onto the crate below.  Jump into the
    middle, unlock the last crate to get a Hunter's Cape.  Climb up the plank,
    head back to the Lobby, grab the Tosei-Do from the display case, and head up
    to the Monastery Assistant's area, and loot the Fellowship Pass and a
    Shillelagh from behind the glass panel there.

    ... and that is that for the Monastery.  Rest up, Save, and then go back
    down to the double doors and exit the area.

********************************************************************************
III. Arnika Road
********************************************************************************

  Synopsis:
  -----------

    From this point on it's really up to you where you want to go.  Wizardry
    VIII does a pretty good job in avoiding a linear approach to the plot.  Well
    ask yourself this right now.  You are stuck in an alien world, and lost.
    What do you do?  First thing we need to do is find some civilization and
    base your camp there to rest and gather info.  You have several choices
    based on what Aletheides said.  We could seek out one of the races that
    landed here (shouldn't do this yet) or visit the local inhabitants (do this
    first).

  Companions:
  -----------

             None.

  Walkthrough:
  ------------

  - EXPLORING ARNIKA ROAD

    As soon as you step out of the Monastery, you may encounter a large group of
    HARDSHELL CRABS (extended reach, high AC), or VENOM CRABS (low HP, randomly
    drops Venom Shells you need for Antone Custom Item Quest), or a combination
    of both.  Remember to back yourself to a corner if fighting a large group.

    To your left (South) and along the wall you can find a hidden Granite
    Potion.  Proceed straight ahead (West) and into the ravine.  It follows a
    serpentine path (some Bullet Stones here) until a fork.  There, make a left
    (South), and follow this new path.  When you round a bend, you will be
    stopped by two HIGARDI RAIDERS or BANDITS.  Kill them, then back yourself to
    the North Wall and move around the second bend.  There you will find a
    Bandit Encampment with a group of CUTPURSES and RAIDERS.  Some of them throw
    poisoned knives at you.  Kill them all, and go to the back to find a TRAPPED
    Chest and these items:

      Awl Pike
      Shurikens
      Leather Leggings

    Inside the Chest you will find Piercing Pipes, an excellent Bard instrument,
    and random items.

    Go back to the fork and now take the other path (West) and leave the ravine.
    You will come to an open area.  To your left (South) along the wall corner
    is a hidden Leather Helm.  To your right (North) is a STRANGE BUILDING you
    can't access yet along with a pair of some Bullet Stones.  Monsters you may
    encounter here include WASPS (high Speeds), a new type of Higardi thief,
    ROUSTABOUTS (high HP, high damage, multiple attacks), and various plants
    (Crimson Poppies and Acid Vines).  If you have Missile Shield by now, it is
    HIGHLY recommended you keep that spell up in the duration you are in this
    area.

    Continue westward onto a new road.  There is a sign there which points
    Arnika-Trynton Road to the South and Northern Wilderness to the North.  If
    you want to hit town immediately, follow the road south till you hit the
    zone and skip down to the Arnika-Trynton Road section.  If you want more XP
    and more items, well read on. ;)

    First make a left, avoid the road, and follow the wall southwards.  You will
    find an Amulet of Static (5% vs. Mental) on the ground.  Enemies you may
    encounter include all previously mentioned ones and SOLDIER ANTS (annoying
    low HP mobs that can swarm you).  Your new Piercing Pipes works wonders
    here.  Once you've reached the sign that tells you're about to cross zone,
    swing around back (North) but this time follow the western wall.  Items you
    will find following this wall all the way up North includes:

      Short Bow
      Chamois Gloves

    Somewhere north you will encounter a Neutral Hogar (yellow dot on your
    radar).  The Hogar roams in a diagonal line up and down the road.  It won't
    attack you unless you wander too close to it.  Pick the optimal distance
    away from it and hold Shift to run past.  If you do want to fight it, the
    Hogar attacks multiple times and can KO at a high percentage.  Plus it has a
    lot of HP.  Use Insanity, Itching Skin, and whatever you have to slow down
    the attacks.

    Anyway, you'll eventually come to another sign which tells you're about to
    cross to the Northern Wilderness zone.  Go back to the eastern wall and
    you'll notice an inlet.  Go in, follow it, and you will find a secret cave
    guarded by three SEEKERS.  No problem.  Kill them, and walk in.  Be ready
    for another fight though.  This time it's a large group of FOREST MITES
    (very high Speed score).  Again, Piercing Pipes works good as with other
    area effect or cone effect spells.  In the cave you will find:

      Woodsman's Axe - Fighter & Ranger only 2-Hand Axe
      Potion of Hv Heal
      Sparkle Stix
      Leather Cuirass

    Leave the cave, proceed back South by following the eastern wall.  Skirt
    past the Hogar (if you didn't kill it).  Along the way you will find hidden
    Skullcap and a Bundle of Arrows.  Now go to the southern zone.

********************************************************************************
IV. Arnika-Trynton Road
********************************************************************************

  Synopsis:
  -----------

    This area is one of the largest maps in the game, and can be quite
    challenging in later levels.  Most importantly, this map will connect you to
    your first town, Arnika.  You should go there first.

  Companions:
  -----------

             None.

  Walkthrough:
  ------------

    As soon as you arrive in zone, check to your right, near the wall, for some
    hidden Knock Picks.  Along the eastern wall is also a visible purple Potion.
    Follow the road, and walk into Arnika.

    The rest of this map will be covered after the Arnika section down below.

********************************************************************************
V. Arnika
********************************************************************************

  Synopsis:
  -----------

    Arnika exists as only a shadow of its former glory since the arrival of the
    Dark Savant.  Most of the citizens have fled (take note of the abandoned
    buildings), and only a few guards here and there are left to fight off the
    hordes of Higardi thieves and the machines.

  Companions:
  -----------

    - Myles  Level 5 Human Rogue

      Found at:  Arnika Entrance
      Return Location:  Arnika Entrance
      Will not go to:  Sea Caves, Bajyin 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.

    - Urq  Level 9 Mook Psionic

      Found at:  Arnika (Mook HQ)
      Return Location:  Arnika (Mook HQ)
      Will not go to:  Sea Caves, Bajyin 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.

  Walkthrough:
  ------------

    Use the Fountain there for some very minor healing if needed.

  - GREETING MYLES

    You will be greeted by MYLES the thief at the city gates.  He has a mission
    to do and he needs some muscle to back him.  Say YES when he asks for your
    help.  Ask him whatever questions you want, although details will require
    bribes.  Recruit him now if you want, and equip him with whatever you've
    picked up so far.  He can throw things, and this early in game, he can be a
    good help.

  - MYLES' EXPOSITION

    At any point you dismiss Myles, or if you never recruited him, and run into
    him again, he may have another job for you.  This involves a recent heist at
    the bank where the thieves made off with an invaluable Diamond.  Their
    hideout is located in the North Wilderness right near the bridge to the
    Umpani Base Camp.  Kill the bandits and their leader, and loot the Diamond.




  - SAVING VITALIA DOMINA

    First thing to do, head to the Crash Site.  Go straight down the street,
    past the first intersection, until you come upon a flaming wreckage of a
    ship.  You will probably be attacked by a large group of Higardi Raiders,
    and whatever random spawns are there.

      Tip:  The Higardi Patrols and Temple Monks that wander in the city are
            your friends.  They are the green dots on your radar and act as
            supplementary players (you can buff them, protect them with spells).
            They WILL assist you in fights without any experience penalty costs,
            and they CAN die if you let them get wounded enough.  This also
            works in Rapax Castle, Trynton or any other area with friendly NPCs.

    Go into the wrecked ship, pick up the Copper Gauntlets, and search for a
    hidden Poignard.  You will also find a damaged Black Box on the ground.  At
    the end of the hallway, there are two rooms.  The one on the right is empty
    and is a good place to rest.  Get your magic ready, and open the left door.
    Here you'll meet VITALIA DOMINA and several SAVANT TROOPERS as well.  Save
    Vitalia and help her kill the Troopers.  She can hold her own but keep an
    eye on her health.  After killing them all, talk to her and you will be
    rewarded with 500 Gold and 7000 Experience.  Ask her about everything on
    your list, and then recruit her.  Grab the Hinged Box - gadget - in the
    corner as well.

    Leave.  The crates Northeast of the ship have some hidden bundle of arrows.
    Look directly South, see the Fountain with the Statue.  Go there, pop the
    sign there for some random hidden potions and powders, and look West for
    He'Li's Inn.  Go inside.

  - HE'LI'S INN & TAP

    Meet the proprietor of the establishment, He'Li.  If you have Myles with
    you, she'll ask that you pay his long overdue tab.  Do so for 500
    Experience.  If you have Vi, she will also give you 200 Experience and Ale.
    Chat with her about anything you want.  She'll mention a certain character
    named FUZZFAS if you mention Trynnies and Trynton.  Ask her about ROOMS.
    She'll rent you one for free if you go kick out the unruly Higardi Raiders
    upstairs.  Sounds good.  Go through the doors, and check both rooms on the
    first floor for a Viola D'Amore - Bard Instrument, a TRAPPED Chest
    containing He'Li's Bankcard and random items and another Chest for more
    random items.  Go upstairs, open the door, and waste the Raiders there.  De-
    TRAP the Chest there as well for some more gear.  Rest here if you want,
    then go on down and out.  Make a left (East), across the fountain, past the
    Temple (there are some Sneeze Powders on the barrels), into Antone's Armory.
    It's the Building with the blue banners.

  - ANTONE'S ARMORY

    Go inside, chat with Antone, and buy some good weapons and armor.  He has a
    very good stock with fairly affordable prices.  Talk to him about his CUSTOM
    items and he'll give you a list as follows:

      Beastslayer Axe:  Piercer Modai Claw - off various Piercer Modai
                        Wide Cleaver Blade - your basic Cleaver weapon
                        Giant Picus Egg - off various Giant Picus

      Ebon Staff:  Wood Spirit Staff - off various Wood Spirits, Oaklings
                   Ebon Gem - found in Marten's Room, Lower Marten's Bluff
                   Mummy Dust - dropped randomly off Mummies

      Zynaryx Plate:  Venom Crab Shell - random drop off Venom Crabs
                      Tomb Skull - found in Graveyard
                      Spider Silk - random drop off various Spiders

      Steelhide Armor:  Steelhide Croc Hide - dropped from Steelhide Croc in
                                              Swamp
                        Poison Seeker Sac - random drop off Poison Seekers
                        Iron Weed Thorn - random drop off Iron Weeds

    Check his bedroom and de-TRAP his Chest for Antone's Bankcard and random
    items.  His room is also an excellent place to rest.

  - EASTERN HOUSES

    You can find some hidden Icicle Stix on top of a barrel near one of eastern
    houses.  None of the houses however will have anything else.

  - ANNA'A MARINA AND BAIT SHOP

    Chat with Anna about Arnika and so on, details requires bribe as well, and
    buy items.  Anna has much better stock of ammunition for bows and so on than
    Antone so keep that in mind.  She also sells some Gadgets.  Check the back
    of her place and de-TRAP her Chest for Anna's Bankcard and random items.

    Leave her place, and search around the docks for a hidden Porthole - gadget
    - and some Flash Powder.

  - NORTH WEST HOUSES

    Some of them are locked and need to be PICKED.  Inside you will find a Doll
    - gadget - an Empty Bottle, and a hidden Book of Lesser Cures.  Loot them
    all.

  - TEMPLE

    Now return to the Temple (it's Southeast of the Fountain), go up the ramp,
    and into the Temple.  Descend down and talk with Braffit.  He'll give you
    500 Experience for saving Vi.  Talk to him about the Ascension Peak, and
    anything relevant to the Cosmic Lord and the Dark Savant.  You will find out
    that the Dark Savant has constructed some tower/bomb in the western part of
    the city, and has threatened to blow up the city if anyone interferes with
    him.  We'll deal with that soon.  You'll also hear about Marten, an ex-
    Higardi soldier that stole the Destinae Dominus and ran off with a bunch of
    followers.  Braffit will direct you to the HLLL Building for more info on
    Marten.  We'll do that later.  Clicking the pool in his room will fully
    recover your Health by the way.

    Leave his room, and now find the ramp which descends further into the
    Temple.  There are two outside which join up together in a T with another
    hallway which leads into the Inner Sanctum as I like to call it.  Go inside.
    Click on the statue for some minor magic restoration, look to your right
    (South), go down that hallway and to a locked door.  UNLOCK it, and enter
    the room and search for all these items:

      two Necklaces of Endurance - female only; great for Bards
      Ring of Protection
      Potion of Mod Healing
      Potion of Mod Stamina
      Potion of Cure Poison
      Potion of Cure Disease
      Pickmeup Potion

    Return back to the room with the magical Statue, and check out the door
    half-covered by a huge banner.  UNLOCK that one, proceed inside.  You will
    find another door.  Get ready for an Undead fight.  Open the door and you'll
    be confronted by two groups of Higardi Spirits (weak AC) and one lone Rebel
    Spirit (spellcaster) in the rear.  You will probably catch just the Higardi
    ones if you don't rush into the room.  Kill them all (Dispel undead is good
    here).  Heal up, then cautiously approach the center pillar.  Rush around,
    and attack the Rebel Spirit.  He casts a variety of Mental spells (Sleep,
    Terror, Insanity) so be forewarned.  Defeat him and grab the WHEEL KEY on
    the floor.  This is used back at the Monastery.

  - ARNIKA COMMUNITY BANK

    Now it's time to visit the Arnika Community Bank and make use of all those
    Bankcards.  The building is situated about West of the fountain.  Go inside,
    and talk with Lorrac and tell her you want a WITHDRAWAL.  Show her any of
    the Cards (apparently they can't tell the difference), and she'll open the
    elevator door for you.  Go on in and click the button to go down.

    Well time to clean the place out. :)  First move as you step out of the
    elevator, go left.  Use Antone's Card to open his vault and grab the
    Bloodlust sword inside.  It's a cursed weapon which grants wielder permanent
    Berserk attack mode for the sword only.  Leave, go down the hallway, and use
    the other cards on their respective vaults and loot more items.  Don't be
    surprised if you get crap.

    Continue following the hallway, and UNLOCK the vaults there for some more
    treasure.  Be careful of the final Vault however.  It's guarded by a tough
    Guardian Golem (a lot of HP, high AC and multiple attacks with high damage).
    Hit it with Blind by spell or by powder immediately and pummel it to the
    ground.  Most spells are pretty ineffective against it.  Once all done, head
    on up and out of the Bank.

  - JAILER'S STOCKADE

    It's directly straight ahead from the bank.  Head on up to the door, and
    UNLOCK it.  Go inside, and UNLOCK another door and go into the office.
    Check the lockers for Marten's ID Tag and some various items.  Push the
    BUTTON on the wall to de-activate the force-field and walk inside the
    Prison.  There are three Cells here blocked by fore-fields with
    corresponding controls at the end of the hallway.  De-activate them all if
    you want.  The center room is the one of interest only.  You CAN kill the
    Higardi thieves locked up in the other cell however with relative impunity.
    Check the center cell, look at the floor with the odd coloring and click it
    to expose a fake floor.  Drop on down.

    You'll be attacked by a SPEWING SLIME in the tunnel down here.  Kill it, and
    continue onwards.  It'll end with a high drop into a room.  Drop down
    (you'll take damage here regardless what you do), and loot these items:

      Diamond Epee
      Oilskin Cloak
      Amulet of Stillness

    Hey, well we're underneath the bank again.  This is where the other elevator
    door leads to by the way.  There are only two ways out of here.  One by
    picking the 10-tumbler lock on the door (which is a major task itself) and
    thus triggering an alarm, or step on the contraption by the corner and warp
    out of here.  Do the latter.

      Tip:  The locked door here is an excellent place to work on your Lock &
            Traps skill, and work on Earth magic by casting Knock Knock
            continuously.

  - HLL HEADQUARTERS

    Next stop, time to dig up some more info on this Marten character.  Head to
    the HLL Building (the one with the Unicorns in front), let the eye scan you
    with the Marten's ID Tag.  It'll think you're him, and let you in.  Go
    inside, and make the first left.  Follow it into a room with Star chart and
    lots of Lockers.  Check them all.  Go back, and take the right now.  Find
    the floor lift in the last room, and go up.  Talk with Tramain about Marten.
    He'll tell you that Marten stole the artifact, fled to Trynton, and then to
    an old HLL fort in what is now Marten's Bluff.  Unfortunately, he vanished
    there at the fort before Tramain and his men could capture him.  Looks like
    we'll have to travel to Trynton and the Bluff for some more clues.

  - DARK SAVANT'S TOWER

    Walk through the collapsed portion of the wall (west side of Arnika) and
    move around to the back of the tower.  Several Savant TROOPERS and GUARDS
    led by a SAVANT ORB will threaten you and attack you.  Teach them a lesson.
    One of the Androids will drop a NAS-81.  Keep that.  The Savant Orb will
    drop a bag full of random items.

  - UNITED MOOK ALLIANCE HEADQUARTERS

    Situated in the northern part of Arnika, you can't do much with the building
    at this point.  The Mook Hologram will not let you in.  However, if you have
    a Mook in your party, he is allowed to enter, but you can't control him.
    He'll be gone from your party for 8 hours.  You can rest and wait for him.
    When he does return, you will be told that the Mook have with them one of
    the major artifacts, the Chaos Moliri.

    This will be continued in another part of the game...

  - SPACEPORT

    The Spaceport is at the Southern end of Arnika.  Remove the sign there by
    viewing it, then UNLOCK the door.  You may encounter a group of Savant Orbs,
    various Androids or Savant HENCHMEN (can Paralyze) here.  Walk in.  On the
    runway, you can find some Bullet Stones and the Mook Stealth Bomber called
    the Callisto.  The ship was never really explored by Sir-Tech so it's not
    important.  You can talk to it.  Leave anyway, and go into the Building with
    the open door.  Walk around until you come to a room with large Machinery.
    Check the back and you'll be told of a device nearby.  Check it.  Looks like
    you can fit a box in there.  Take your damaged Black Box and put it in.
    It'll spit it back out after some garbled messages.  Well now you know what
    to do when you find an undamaged one.  Leave the building and go to the
    elevators, and go up.  Nab the X-Ray Chip - gadget - on the left and check
    the device on the right.  It's been vandalized by someone.  That someone has
    also left a message, "THANKS FOR THE MAGIC BALL. BOBO WILL LOVE IT."

    Hmm... who's Bobo?  We'll find out soon.  Leave the building, and go right,
    and check the two Hangars for these items:

      Empty Bottle
      Boom Bomb
      Potion of Haste
      Fire Stix

    Be sure to check between the two Hangars for some hidden Steel Gauntlets.
    You can also find a hidden Beanie at the Southwestern corner of the
    Spaceport.

    And that is all for Arnika, for now.  With the Wheel Key in hand, you might
    as well return to the Monastery and make use of it.  You get two good items
    and potentially more from the room it unlocks.

********************************************************************************
VI. Lower Monastery Re-Visited
********************************************************************************

  - TOMB OF CEIRDAN THE SMITH

    Chances are you'll encounter stronger monsters with your better levels.
    Make your way back to the steel bridge, and activate it.  Use the Wheel Key
    on the unique door.  Fight and defeat the two SCREAMING HEADS that guard the
    tomb.  Both of them are undead and hit you with a variety of annoying spells
    like Paralyze, Mind Stab, Insanity, and Sleep so be prepared.  De-TRAP both
    chests for random items and loot the Coffin for more treasure and:

      Demonsbane - decent sword
      Demonsting - decent bow

********************************************************************************
VII. Arnika-Trynton Road Re-Visited
********************************************************************************

  - EXPLORING ARNIKA-TRYNTON ROAD

    The road follows in a general eastward direction, and there is a fork about
    two-thirds of the way whch splits South to the Graveyard.

    Follow along the Northern wall, and you'll come to another STRANGE BUILDING
    much like the one we saw at Arnika Road.  We can't access this either for
    now but we'll make use of both of them later.  If you search Northeast of
    the house, in the corner, you'll uncover a hidden Buckler Shield, and a
    Chain Hauberk.

    If you keep to the Northern wall, and keep moving eastward, you will find
    Fire Stix, and a Mace halfway through the map, and a small inlet of land
    which leads to a TRAPPED treasure chest.  Directly South of the Mace and
    across the road, is a hidden Holy Water potion.  Along the southeastern wall
    there also has some Feather Darts.  Nearby, there is a Potion of Dracon
    Breath on the northern end of the road loop.

    Enemies you may encounter here include Soldier Ants led by one tough Queen
    Ant (her spit can cause Disease, Poison, Insanity and Paralyze), Piercer
    Modais (randomly drop the Claw you need for Antone) sometimes accompanied by
    a Sige (weak HP but has unlimited range in spells), various Plants with
    annoying area effect breaths (Caustic - Blind, Crimson - Sleep, Acid and
    Iron - Poison and Nauseate), Outlaw Trynnies (killing them won't effect your
    Trynnie faction),  plenty of Bats (Vampire and Twilight), Picuses led by
    Giant Picus (high Initiative, multiple attacks, high damage for their level,
    Giant one may drop Egg needed for Antone), Juggernauts (stronger versions of
    Modais with high AC) and plenty of Forest Mites.  When fighting groups of
    these, Hypnotic Lure and Insanity are good spells to use against them.

    At higher levels, you'll soon be faced with high level Geomancers with an
    Earth Elemental pet in tow.  They are extremely tough (high Initiative) that
    can cast Body of Stone and high damage Earth spells.  Even with high Earth
    magic resistance, they can still do heavy damage (WTF?).  Best tactic is to
    draw them close (i.e by hiding in corners) and hit them with Insanity.
    Silence does nothing to them.  This same tactic is good for the Sige as
    well.

  - GRAVEYARD

    This part of the area is in the southern section of the map.  You will be
    confronted by a Spirit Sige (casts Water and Mental magic) and a group of
    Trynnie Spirits near the entrance.  After killing them, the graveyward will
    randomly spawn more Spirits of both kinds after a time period.

    Kill them, and then go into the Graveyard.  Keep walking south ntil you see
    a gate, and then go in.  You will see a MUMMY not too far off.  Start combat
    immediately from long range and hit it with Dispel undead (if you have a
    Priest or Bishop).  Chances are you will paralyze him making combat easier.
    If not, he can attack you with disease form melee.  He can't cast magic.
    After defeating him, he will drop some Mummy Dust needed for Antone.

    Check out the structure at the center.  Near the corpse in front, you will
    uncover these items:

      Fuzzfas Fizzar
      Concussion Powder
      Stink Bomb
      Potion of Hv Healing

    Now go inside.  Note another dead corpse that is hanging there over a pool.
    This is a tortured soul that needs to be freed.  To do so, take the Holy
    Water and put it over your mouse and drop it into the pool.  You will get
    1000 party Experience.  Also check out the room for these items and de-TRAP
    the Chest for more.

      Siren's Wail
      Skull - needed for Antone Custom Item Quest

    You'll probably notice some wierd blue symbols on some of the headstones.
    These are markers that must be touched to trigger one of the three Retro
    Dungeons in the game.  There are six total in the area you have to touch.
    Activate them all, and then go to the Southeastern corner of the graveyard
    (still inside the headstones area).  You will need a DAGGER.  Simply hold it
    on your mouse and click it anywhere at the corner.  It will stab itself into
    the stone, and the dungeon will pop up outside, again at the Southeastern
    corner.  This is by far the easiest of the three dungeons (level range 8-10
    roughly).

  - RATTUS RATTUS' EXPOSITION

    Along the road east, you'll probably meet up with a roaming "friendly" NPC
    named Rattus Rattus.  After some depreciation from him, he'll tell you that
    he has a job to offer if you're in need of some cash.  Answer him YES for
    now.  He'll give you a ZIP GUN with some ammo, and a RATTUS NOTE which he
    claims to be his check.  He then tells you to take his check to the
    Community Bank in Arnika and make a withdrawal from his account.  The check
    is actually a hold-up note if you read it.  If you do decide to play dumb
    and go ahead and rob the bank, you'll end up back at the same room that you
    dropped down into from the Jailer's Stockade.  So, lose the note, and just
    keep his gun.  As tempting of a target he is, don't kill him.  Rattus is
    aligned with Rattkin faction and you don't want to lose that... yet.

********************************************************************************
VIII. Trynton
********************************************************************************

  Synopsis:
  -----------

    Our main goal here is to locate Trynton and find out as much as we can about
    this Marten.  Listen to some of the comments your RPCs will tell you.  Be
    sure to carry some cash as you might be spending a lot in Trynton.

  Companions:
  -----------

             None.

  Walkthrough:
  ------------

    Enemies you may encounter here include Giant Spiders (randomly drop Spider
    Webs needed for Antone), various Hogars, and various Plants.

    There is a SWALLOWER (can swallow party members) guarding the eastern zone
    to the SWAMP area.  It's fairly easy to beat, but we wary of any wandering
    Hogar that might come close and attack you as well.

  - SWIMMING AROUND

    Before you cross the bridge over, hop on into the river and follow it to the
    right (South) into a small lake with several cascades.  Check the furthest
    left one for a hidden Ring of Protection.  Next, follow the river back
    north, under the bridge, and approach the waterfall.  Remember when I told
    you to hold your back button when falling down?  Anyway, fall down into the
    large body of water below.  You will encounter a large group of Tanika Fish
    here (at this stage of the game they are very weak).  Kill them if you want,
    and follow the rocky cliff to your right (East).  Skip past the rope
    dangling there and check the small inlet of water close by for some Potions
    of Hv Healing and Stink Bombs.  Go back to the rope, and USE it to climb up.

  - CHIEF GARI'S EXPOSITION

    Trynton is a huge city of boughs built over several trees (like those dumb
    Ewoks from Star Wars).  Find the main trunk by following the path south then
    east.  When you see the totem poles, you're there.  Find the entrance.

    You'll meet a frazzled Chief Gari by the entrance door.  He'll go off on you
    thinking you're Rapax spies, but then he reconsiders his accusations.  Good
    for him.  He asks for your help in clearing out the Rattkins that have taken
    over their upper Boughs.  Say YES and he'll tell you to go up and meet
    MADRAS.  Ask him about Marten and so on and he'll give you his story and add
    that you should go talk to their SHAMAN.

    Okay.  Walk by him, grab the Ale on the table, and find the first ladder.
    Go up, and immediately next to you is another ladder that does down.
    Descend.  You'll be met by 3 VILE ROACHES guarding a Ring of Breezes and a
    bard instrument Snare of Delay.  Grab them, and then go back up, into the
    next room, and take the next ladder.  You'll find another Ale and two
    ladders.  Take the one that goes down first.  Creep around the corner and
    attack the 5 WOLF SPIDERS, and then grab the Tarnished Mail and the Forest
    Cape (ranger only) there.  Go back up, and take the next ladder up.  Here
    you will find a CRAWLING CREEPER, a high HP plant that can cause Irritation
    with its breath, and THREE LADDERS.  Kill the plant, and then search for a
    Potion of Mod healing and Cherry Bomb at the crates.  Take the right-most
    ladder first to find another Crawling Creeper and sme Icicle Stix in the
    room.  Go down, take the middle ladder for a hidden Cutlass and a fight with
    a DUNG BEETLE.  Finally, take the left-most ladder, grab the bundle of
    Arrows, and then use the rope to climb up.

    When you emerge from the main trunk, climb the ladder on your left and check
    the Fountain.  Be sure to save here.  The fountain will randomly Hex you,
    fully restore Health, or fully restore Mana when clicked on.  Leave, and now
    go right and follow the walkway.  There's a brazier there that's Useable but
    it was never finished by Sir-Tech so don't bother with it.  Proceed on until
    you find a house.  Go inside, and uncover all of these items:

      Leather Greaves
      Potion of Dracon Breath
      Potion of Haste
      bundle of Barbed Arrows

    You can rest here if you want.  When all done, go back to the walkway, and
    keep following it until you find the Lift which will take you up into the
    Upper boughs of Trynton.

********************************************************************************
IX. Trynton Upper Branches
********************************************************************************

  Synopsis:
  -----------

    This will be a long arduous trek up the boughs to reach Madras.  You'll also
    witness how much of the city is ruined by the Rattkins.

  Companions:
  -----------

    - Madras  Level 8 Trynnie Gadgeteer

      Found at:  Trynton Upper Branches
      Return Location:  Trynton Upper Branches
      Will not go to:  Sea Caves, Bajyin 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.

  Walkthrough:
  ------------

    The Trynnies that wander here (champions and patrols) are more than willing
    to help you in combat.  Keep that in mind.  The two most difficult enemies
    located in this zone are both spellcasters, Leaf Sprites (stronger version
    of Tree Sprites), and the Oak Saplings.  If you encounter Leaf Sprites, be
    sure to have Magic Screen up, and Elemental Shield.  They have very low HP
    but they do have ridiculously powerful magic if you're not careful.  Oak
    Saplings I will go into detail when they show up in my walkthrough.

  - SECOND BOUGH

    This is where we start.  Leave the lift, follow the path which circles the
    trunk of the tree until you come to a T-section.  Check the house on the
    right first for a Boom Bomb and a hidden Potion of Cure Disease.  Rest here
    now if you haven't done it back at Trynton.

    Leave the house, and continue on.  You'll discover a small Fountain at
    another T-section.  Click it, and a voice will ask you a riddle of sort:

            "As time moves so it creates...  the lessons learned and
            the ways of fate...  I am each and one yet still more...
            all you've known, seen and done before.  Tell me, what
            am I?"

    Answer with Memory or Experience, and you'll be rewarded with a permanent
    Intelligence bonus of 5, a Book of Detection, and 1000 Experience for each
    member.

    Go right now, and enter Fuzzfas' Potion Palace.  Chat with him about Trynton
    and he'll mention the Seventh Bough.  Ask him anything else you want.  If
    you mention He'Li from Arnika, he'll tell you she's a good friend.  Tell him
    she said hi and he'll give you Cherry Bomb, Fire Bomb, Sneeze Powder, Flash
    Powder and Pickmeup Potion.  After trade with him if you need to.  Be sure
    to buy a Mystery Potion (costs a pretty penny), and 4 Incense (not necessary
    but recommended).  You will also find Orange and Glowing Goo which a
    Gadgeteer can combine for a Lava Lamp.

    Leave his shop, and go back to the Fountain.  There is another building
    East.  That's the Trynton Sanctuary.  Be ready for a good fight with 5 TREE
    SPRITES (they cast Eye for an Eye and Haste immediately) there.  Make sure
    you have Magic Screen up, then run along the edge of the walkway and try to
    initiate combat but be out of sight.  Then on the next round, run at them
    and melee.  If they have Razor Cloak up, make sure the weak HP characters
    use long-range attacks.  They drop Feather Darts fairly common, and the
    Sprite Dagger as a rare drop.  Kill them all, and check the altar inside.
    Grab two Short Gooda Vines off the wall, and combine them to make a Gooda
    Vine Rope.  Then check the back of the room and click on the Lizard Head M
    Mantle for some various potions and powders.  It doesn't hold any weapons or
    armor.

    Leave the building, then continue North, through the tree, and out.  There
    is a Book of Healing inside the house on your left.  Continue east, follow
    it around another tree trunk, and go into this next house.  Search for
    hidden Magic Nectar and grab the Empty Bottle.  In the next room has 2 Giant
    Spiders that randomly drop Spider Web if you haven't picked one up one yet.
    Leave this house, continue on, kill the Crawling Creeper in the alley with
    the Awl Pike, and now head up to the Third Bough.

  - THIRD BOUGH

    The Third Bough consists of the Zoo and the Rising Elms temple.  When you
    arrive at the Zoo, you will see three LOCKED pens holding a variety of
    creatures.  The Sprite Cage has four Tree Sprites and Faerie Dust inside.
    The Crocodile Cage has three Crocodiles and the Shiny Chrome Plate - gadget
    inside.  The Hogar Cage has a hogar named Bobo and some Shurikens, Silver
    Sollerets, and Shiny Metal Ball we're looking for from Arnika.  Now Bobo is
    pretty tough (all the abilites of Hogar and it's pretty damn fast).  You
    have two ways of tackling this:

      1) Use the Dispenser near the Crocodile Cage to get MEAT and combine it
         with some Faerie Dust.  This will give you DRUGGED MEAT which you dump
         into the cage by the feeding window.  Bobo will come over, eat it, then
         pass out.  You can then go in, grab the stuff, and leave.  Hitting him
         will wake him back up.

      2) None of the espionage and just hack him.  Spells are pretty much
         ineffective against him although Insanity may go through.  You may want
         to enlist the aid of some roaming Trynnie Champions by waiting for them
         to walk in, and then trigger combat with Bobo.

    You can also find some hidden Faerie Dust on the walkway between the
    Crocodile and Sprite Cages.  Once all done, leave the Zoo and head on up to
    the large Temple building.  This is the Rising Elms temple.  Inside you will
    have to fight a group of Willow Saplings (randomly drops Spirit Staff needed
    for Antone) to get to the ZUZU PETALS.  Kill them all, and grab the petal.

    Walk back outside and continue to your right.  At the T-section, the house
    on the left is empty so go right and into that house you see.  Inside you
    may encounter a random group of enemies.  Grab the BLUE MARBLE from the
    table, and then check the wall for a secret door.  Open it to reveal a
    balcony with a LOCKED treasure chest.  Loot it, and then head out of the
    house, and then go right.

    You'll arrive at a 4-way intersection, North, South, East and West.  We're
    coming from the South.  The West leads to the Fourth Bough (go here first),
    the North leads to Madras, and the East takes you to the Fifth Bough.

  - FOURTH BOUGH

    Use the blue marble on the blue door to unlock it.  You will be met by a
    group of random Sprites (Leaf or Tree) and possibly others inside.  If you
    do fight Sprites, rush into the room and prevent them from leaving.  The
    room nullifies all magic use (like the Library back in the Monastery) and
    this will make the Leaf Sprites fight easier one-thousand-fold.  When done,
    use the Incense you bought from Fuzzfas on all four floating braziers.  This
    prevents monsters from spawning inside the room if I remember correctly.

    The room here is joined by three other hallways, North, East and West.  We
    came in from the South.

    NORTH DOOR - PAGODA ARCHIVES

    Go through here first.  You'll cross a bridge into a ransacked room.  Search
    for Scrolls of Armormelt, Fireball and Enchant Blade.  Get your party ready
    and now walk into the other room.  Here you'll find two Trynnie Patrols
    against four RAPAX SCOUTS.  The Rapax will go hostile on you regardless, and
    don't worry about any lost faction with the Rapax for now.  Kill the Scouts
    (randomly drops good Samurai armor and other plate pieces) and check the
    room for Potion of Hv Healing, Book of Portals, and a Sacred Tome.

    WEST DOOR - THE SEVENTH BOUGH

    Inspect the Sacred Tome and note the artwork it describes.  Well put one and
    one together and you'll realize you need to drink the mystery potion and eat
    the zutu petals.  Do so here in the Seventh Bough.  SHAMAN DAS will appear
    in your vision and he'll explain the entire Wizardry VIII plot to you.
    Intriguing.  After he disappears, each of your characters will be rewarded
    with a whopping 25000 Experience.

    EAST DOOR - PAGODA ARMORY

    Possibly your biggest challenge so far in this zone.  Get all of your
    protection spells ready and then head on in to take on three OAK SAPLINGS
    (randomly drops Spirit Staff needed for Antone as well).  They cast Body of
    Stone and Earth spells freely.  You have a couple of ways to handle this.
    You can try to draw them out into the no-magic room and fight them pure
    melee, or inch your way around the corner of the hallway until you get a
    profile of the Saplings, and hit them with Insanity or Noxious Fumes.  If
    they come chase you, position yourself at the inner corner so you can only
    see one at a time.  That way when one of them engages you in melee, the
    others are blocked and they can't see you to cast their magic.

    Beat them, and walk into the Armory.  Search for a bundle of Fear Bolts and
    a Spiked Spear.  Unlock the Vault there (5 tumblers) and de-TRAP both Chests
    for potentially great items (e.g. Stone of New Life, Cloak of Perception,
    Flynn's Cap), and then de-TRAP the other two chests on the table at the
    corner.

  - MADRAS' LABORATORY

    Check the first floor of his home for an Acid Bomb, a Giant Magnet and some
    Magic Nectar.  Go up the ramp and look for some hidden Sneeze Powder and
    Potion of Cure Poison.  Near Madras is an Empty Bottle as well.  Talk to
    Madras and he'll tell you that the Rattkins have taken over the Sixth Bough.
    He'll ask if you're ready to take them out.  Say YES and he'll give you Dust
    of Desiccation, Faerie Dust, and Flash Powder to help.  He won't join you
    yet at this point.  Rest here if necessary, then leave.

  - FIFTH BOUGH

    Take the Eastern walkway now to reach a ladder that will take you up to the
    Fifth Bough.  When you go up, take the left door first, and cross the bridge
    there.  You'll see a building with a LOCKED door that can't be open without
    the Marten's Idol (which we'll find later).  Skip it and head into the only
    other building there for some Bows, various Arrows, Slings, Stones and some
    Smelling Salts.  You will probably also encounter a GIANT BAT flying around
    outside here.  It's a sight to see actually.  It attacks with Terror screams
    and can Drain.  There is a group of roaming Trynnies that walk through here
    if you need their help.

    Once done, go back to the ladder, and take the right door.  Use your Gooda
    Vine Rope over the broken bridge to repair it, and then cross over to the
    next area, the Sixth Bough/Rattkin zone.

********************************************************************************
X. Rattkin Tree
********************************************************************************

  Synopsis:
  -----------

    This zone is where you will meet the Rattkin Rakuza for the first time, and
    is also the holding place for the Helm of Serenity which you will later
    discover its significance in game.

  Companions:
  -----------

             None.

  Walkthrough:
  ------------

    Welcome to the Sixth Bough.  Leave the trunk and walk around the walkway.
    You may encounter random spawns here which include all types of Wasps, and
    Rattkin Patrols and Archers.  If you haven't killed any Rattkin so far
    (like Rattus Rattus), they will be Neutral to you.

    The first house you will find contains a door you cannot open until you've
    met the Shaman Das a second time after you obtain the Marten's Idol.  Skip
    the house.  Keep going, skip the right path (East), and continue around the
    walkway.  Eventually, the path will split left and straight ahead.  The left
    leads to a Lift that will take you down to the floor below that has a zone
    to Trynton Upper Branches.  Go there.  When you do, come out to see a rope
    that you can lower to Trynton below.  This will allow you to skip Trynton
    Upper Branches altogether if you need to come back up (and you will).  The
    straight ahead path takes you to a House that has some Sneeze Powder.

    Return back to right path you skipped earlier and go there.  Click on the
    rope near the post to climb down.  The first House on your right has a 4
    tumbler lock.  UNLOCK it, and then go in.  This house is connected to the
    house we couldn't go up above, and likewise, we can't do much here.  However
    this is the safest place for you to rest in.  Do so if necessary.  Head back
    out the walkway, and take the first left, and then another left into another
    House.  There is a room in there with several Neutral Rattkin Thieves.
    Don't kill them yet, but do plunder the room for these items:

      Bronze Greaves
      Potion of Hv. Stamina
      Leather Boots

    You will need to walk through the Rattkins (the middle of the line) in order
    to reach the items behind them.

    Leave the House, go back right, and now left (East), and follow the path
    down and around and go straight on into another House.  In the first room
    you'll meet a Rattkin named Milano Calzone.  Tell him you're looking for the
    Dark Savant.  This sparks some interest from him and he'll tell you to
    follow him in to meet the Boss.  We'll do that later.  Milano makes a right
    at the hallway.  Make a left, open the door, and go inside to loot RATT KEY
    and some hidden Throwing Knives.  There is also a LOCKED Chest and a TRAPPED
    chest here you can loot.  The Trapped one may hold some good items (Flynn's
    Cap for example).

    Okay, now go back to Milano and enter the door he opens to see his Boss.

  - DON BARLONE'S EXPOSITION

    Inside the room is a TRAPPED CHEST that is pretty tough to crack and
    contains not so great items.  Talk to Don Barlone and hear his story.
    Apparently, the Dark Savant owes his crew some money and they're here to
    collect.  Rather then force a fight and possibly end up with no cash, they
    want to a deal with you.  They will steal the ASTRAL DOMINAE from him and
    then sell it to you.  Since you have no way of obtaining it yourself (you
    have no idea where the Dark Savant is presently), agree to it for now.

  - BREEDER HOUSE

    Leave Barlone's House, make a right, follow that all the way up (the House
    on the way contains nothing but you can rest there) into the Breeder House.
    Make sure you are at full health and mana before you tackle this next fight.

    Get all of your spell protections and enhancements up.  Now stand by the
    wall, and inch your way up to the door.  Behind it contains 2 RATTKIN
    BREEDERS (multiple attacks, very high damage, drops Burning Spear) and 3
    RATTKIN ARCHERS.  Open the door with your Ratt Key, and creep close till you
    get a profile of a Rattkin Breeder.  Hit it with Insanity (Siren's Wail
    works wonders), and if you have a thrower use some Flash Powder.  Hypnotic
    Lure is handy here as well.  If they come charging, Breeders are large
    enough to block the doorway so they only come one at a time.  With Insanity,
    this fight is fairly easy.  Kill them all and check the place for:

      Long Bow
      Filcher's Band
      bundle of Barbed Arrows
      Bundle of Arrows

    Well that is it for the Rattkins.  You'll notice you're now hostile to
    Rattkin Common but not to the Rakuza.  That means Don and Milano are still
    friendly, but any Rattkin Patrol or Archers you come across from now on are
    now your enemies.

    Leave the Breeder House.  You may encounter a random group of Rattkin
    Patrols, Archers, or both making their way up to you.  Make your way back to
    Madras for 5000 Experience points and his services.  Then return to Chief
    Gari for another 5000 Experience points for each of your members.

    From here on, we can go to Marten's Bluff to look for more clues.  You will
    probably run into the T'Rang that occupy there already.  You can ask them
    for help, or you can go the other way, avoid Marten's Bluff for now, and
    visit the Umpani for aid.  Getting either of their help requires services to
    them in return.  I suggest doing both to get the most Experience and
    potentially the most items.  We will start with the Umpani first.


================================================================================
                                  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 Monstery
   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
   Rousing Drums     Haste             45      8       Swamp

********************************************************************************
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        Large Prism              Laser Pointer
Noisemaker           Sonic Boom      15        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
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        X-Ray Chip                 Scanner
*Demon in a Box      Psionic Blast   60        Jack in the Box           Demon Doll
Regenerating Stone   Heal All        60        Lazurite Stone            Electrodes
Strobe Light         Prismic Ray     70        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                      Southeast 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              Southeast Wilderness
   Long Metal Tube             Sea Caves
   Loudspeaker                 Mt. Gigas Caverns
   Magic Polish                Swamp, sold by Crock
   Magnifying Glass            Upper Monastery
   Metal Belt                  Southeast 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
   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.
