---------- Wizardry 8 ---------- - Walkthrough V0.3 - by Guiler (Guilersk@earthlink.net) This guide may be reproduced only with my permission, for non-profit purposes only. If you would like to post a copy of this on your fansite, email me at . In addition, if you do so, I will automatically send you any updates I have made. This is only for fan/ FAQ sites; I'm not going to send updates to you if you haven't got a website because I'm only on dialup, and it takes 3 minutes to send it to all the fansites as it is, sorry. If I started adding everyone else (and they've been mailing me, believe you me!), I'd have to do it overnight or something. Wizardry 8 is (c) 2001 Sir-Tech Canada Ltd. This is by no means complete, but it ought to help you play the game. If you know of something that I don't, drop me a line at and I'll credit it you for it. Go ahead and ask me any questions, too. However, since it's pretty obvious that I haven't gotten very far in the game yet, asking me how to get past a puzzle on Ascension Peak is putting yourself the fast track to Disappointment. TABLE OF CONTENTS: -Version History -Combat -Walkthrough 1.0 LOWER MONASTERY 1.1 UPPER MONASTERY 2.0 ARNIKA ROAD 2.1 ARNIKA-TRYNTON ROAD 2.2 ARNIKA 2.3 NORTHERN WILDERNESS 2.4 UMPANI BASE CAMP 3.0 TRYNTON 3.1 TRYNTON UPPER BRANCHES 3.2 RATTKIN TREE 4.0 SWAMP 4.1 MARTEN'S BLUFF 4.2 LOWER MARTEN'S BLUFF VERSION HISTORY: 0.1-12/1/2001 Done Monastery, roads, Arnika. 0.2-12/2/2001 Part of Trynton. 0.3-12/17/2001 Umpani and T'Rang (partial) COMBAT: It is very important to have at least one flank or the rear against a wall. If you are surrounded, you will easily be taken down, even by weak enemies. The best fights (in your favor) take place while you stand in a doorway, a hallway, or a cul-de-sac where they cannot get around you even to your flank. This way, your casters can pound the enemies with spells without fear of melee attacks, and your fighters will take the blows (because they have the most hp). Additionally, you limit the number that can attack you (unless they have ranged attacks--which run the risk of hitting their own allies) and you can concentrate your firepower on one or 2 monsters. Status effects are very important. Direct damage spells in this game by and far are worthless. Why cast a L6 Fireball which will probably fizzle and do 6-36 damage to a group of creatures with 200hp each when you can make them nauseous (easier to hit that way), unconscious (really easy to hit) or blind (they run and you can pick them off piecemeal later)? Additionally, you will do more damage when an enemy is suffering from certain effects, like nausea, KO, or sleep. CHEAP TRICK: If no enemies are in sight (all your weapons show red), choose a move action. Most everyone will move before you do, and all your actions will be delayed; saved until it is your turn to move. Then, simply click the end move 'x' and you get all of your actions. This can also work if you would rather have the monster get to you so you can melee it, rather than hitting it with less damaging missile weapons. WALKTHROUGH: 1.0 LOWER MONASTERY You are on a beach. Yay. In the distance, you can see pieces of a crashed ship (from which you miraculously escaped) and a treasure chest. You can guess which one will be more helpful. Go open up that chest, select all the pieces, and take them. You should have gotten a shield, which should go to anyone who doesn't have one (and can use it) and a bomb. It is an area- effect item and will be very useful later. Give it to your mage/spellcaster -type. Don't worry if you can't identify it; it still works, regardless (unlike some games). UPDATE 0.3 I have been informed that the contents can vary. So, hope you get a bomb (it makes the first miniboss easier). Now head towards the ship and your first fight. It ought to be real easy; just a couple crabs. Take this opportunity to learn the combat system. Do not worry to much about them flanking you; they don't do much damage. Head out into the water, skirting it with the cliff on your left side. You will come to a ramp. If you look down, you can see some stones which you can take; they are bullets for slings. Go up the ramp and find some more crabs to fight. There are more than 3, likely, but only 3 can come on at a time due to the narrowness of the ramp. At the top of the ramp, in the gazebo, is a battleax, a cherry bomb, and a sling. The cherry bomb is a portable fireball of sorts, so give that to someone in the back. Done with the outside, so head back to the beach and up to the Monastery door, lit with orange light. Open up the door and head down the corridor with green moss on the ceiling. It will head up a ramp and take several turns along the way. If you are lucky, you will find slimes to find on the way (well, maybe unlucky; but at this point you need all the xp you can get). From now on, only specific encounters will be mentioned because they are (for the most part) randomly placed and change every time. You will come into a large room with a dome ceiling and 4 electrical lights. Continue straight, despite the passage behind you, and up the ramp. At the end is a room with a spellbook and a book on the table. Turn on search, too, for good measure. Head back down to the dome room and note the passage above the ramp you came up (west on the map). Grab the arrows on the right side and head down this new passage. It splits to a right (N) and a left (S). Head right (N). It splits again, but continue NW. In the room of barrels and boxes, search. You might find some quarrels. Head out the doorway to the left (SW) and ignore the intersection, continuing straight (SW). You will come to a larger blue-tinged room with a lamp on a table and a potion, which you should grab. Follow the passage and take the right turn (S). It will split again, and you should take the left now, towards the room with green slimy water in it. The water will not harm you. Go into the corner to find a chest with a bow and some other equipment in it. Turn around and head back west. You'll find a room with a table in it and some darts and a candle. From here you turn south into a green-lit corridor with a lantern on a table. Further down is a room with a table and a poseur cap, if you don't have anyone with lock skills. Search for a spellbook. Further down, you'll pass a banner on the wall and find a 3-way split with bones at the apex. The corridors are all blue-lit. Take a right and go SE, and the passage will turn north and you will find a door on the east wall. Go in, take the note, and search for boots and a ring of protection. Continue north and you can find another cell, but this one is locked and has enemies inside. Try out the 'stand in a doorway' trick and see how well it works here. Once done, you can take the cure poison potion inside and some sling bullets (in the corner). Continue along this passage and you will find one that heads right (NW). On the floor are knock picks, invaluable for getting doors open. Head up this passage and it ends in a door, which is locked. Open it and you will find a big wonking crab inside, with extended reach (make sure to get in melee range if you can). Once he's down, enter search mode and get the potion in the corner. Search for a bow. You can find arrows here, too, by the table. You can now unbar the door here into the domed room that leads down to the entrance, and you can also go up the stairs to the next level. Continue straight (E) and not up the ramp yet (S). There is an alcove with a sling in it you can take, and then continue east. You will find yourself in a room with a large metal bridge and a pool full of enemy fish. Do not go up the bridge using the button; you can't get down the same way, and must fight a big boss-type guy to get back down here if you do, and this will be a problem if you are not high enough level. If you jump into the water, you can head out of a cave onto the waterfall, outside. A rock in the middle of the waterfall has some resurrection powder, which is both expensive and useful. It is easily worth the time, especially because you unbarred that door. You did unbar that door, right? Right? Anyway, back to the bridge room. You can see into that room with the bookcase at the top of the ramp here. Cross the bridge and head right (S) and down a ramp. It terminates in a room full of ale kegs. There are some potions there, including ale, which fills up your stamina when used (if you do not become nauseous). You will also find a trapped chest on the table. This is a dead end, so head back to the bridge room, back past the alcove, and up the ramp (S) that I told you not to go up before. I hope you are about level 3 or 4, because this fight will likely be a hard one. You must fight Gregor and a number of roaches, Gregor being the king. (Before lots of people who think they're smart mail me about this one, YES, I know it's a reference to Kafka...) If you are lucky, Gregor won't engage and you can pick off his friends before going after him. If not, I suggest you use that ? bomb and cherry bomb if things start getting tough. If it proves too hard for you, you can go up the bridge and engage Gregor by himself, but then you are trapped up there until he is dead. Assuming you came up the ramp, you are now in a large hall. Take a right and go in the first passage in the right. It twists and opens into a large temple room. There are 6 coffins, all lootable, along the sides. There are a couple of items here that you can use. Be careful, some of the coffins are trapped with monsters. Leave and cross the large room to the passage heading south. Skip the right- hand turn and go instead to the room at the end of the hall, on the left side. If you touch the statue, a trap door will open up and you will fall to the blue rooms below. Consider _not_ doing it. Instead, touch the skull. This opens up a panel in the wall behind the statue, which gives you the SAFE KEY which will open up the safe mentioned below. Go back to the passage you just skipped. Go up the ramp and hit the button, and then go back down. You just opened the door on the west side, allowing you to go to the upper monastery. Before doing so, consider exploring the rest of this level. To the SE is a morgue full of roaches. Head east and then north to find a potion in the wall and (ultimately) a kitchen with a safe and a cleaver. Use the SAFE KEY (mentioned above) to open it. You can also go east to the bridge room, where you can find another locked door (fit by the WHEEL KEY, found in ARNIKA) and a path that leads outside to a talkative Trynnie, your first NPC. Make sure to grab the sling stones by the cliff edge and open up the chest. You can also buy things from Burz, here, and I suggest you do; the road to ARNIKA is not particularly short, by any means. Ask him about 'ship', 'monastery', 'messenger', and anything else you can think of. Sell anything you don't need, and head back to the 'Gregor' room, where you can go to the Upper Monastery. Don't miss the bullets on the floor there, right before you zone. Opening up the WHEEL KEY door allows you to get into a room with a coffin, 2 chests, and a pair of screaming heads (enemies). There is some good loot in there, including a demon-slaying sword and a demon-slaying bow. 1.1 UPPER MONASTERY You walk up into a largish room filled with crates. Go up the stairs that are over the ramp you just came up and you will find yourself in a control room of sorts. You will return here soon, but for now head back down and try to open the locks on a couple of the crates here. They are the ones that appear to have 'handles'. You will find 2 passages. Take the one to the left (E). Open up the door in the bedroom you find, go down the stairs, and down to a devotional room with a table and some bandits. They have a number of items to loot. Return to the bedroom and head left (S). Down a long ramp is the library. Search here by all the bookshelves. There is a locked door here that you will get into later, but you can continue into another room, a smaller one with a microwave. Turn the dial up all the way and hit the red button to blow it up and get a microwave chip. Search the bedroom on your way back up. (The OLD IRON KEY is located in a room near the exit, up a ramp; see below) Head back to the crate room and take the right-hand passage this time. You are in a bedroom; search the beds, then take the left-hand (S) passage. It will twist and open up into a large hall filled with bandits. Make sure you don't get surrounded; stay near the door or against the wall. When done, cross the hall and take a left (E), through the closed door, into the garden. Then, take a right (S) into the main temple area and talk to the guy there (actually, just approach him). Then, another guy will appear and threaten you with the power of the Dark Savant (if he's so cool, why doesn't he kill you here? I don't understand...) Now, go up onto the platform at the south end with the 3 banners and take the potions there. Return to the great hall (the one with the bandits, and the statue of Phoonzang) and head down the stairs (S) this time. You will find yourself in a small room where you can get a bard horn that casts bless and samurai armor (once you set off the BELLS). Open up the chest, and go back to the great hall. Head west, into the purple-lit section. The main double door leads out of this area, but to the south there is an open doorway. Go through here and up the ramp. You'll end up in a largish room, probably with monsters. There is loot up here, and a chest with an OLD IRON KEY. This opens up the door in the library. There is also a chamber behind some glass which you will break in a moment, with the BELLS. Return there and open up the door. Kill the bats within and turn to your left to find a machine there. 'Use' the dial all the way to the right and press the red button. This will ring the BELLS and blow out all the glass in the building, allowing you to get some loot in a minute. First, go up the stairs to find a chest there. Head back up to the control room, to start. This is the room right at the beginning of the zone, up the stairs by the crates. Feeling brave? Ok. Get up on the controls near the open window and look down. Aim for the highest crate and jump. Then, jump down into the middle of the crates. Open up the crate here with the handles (the only one you couldn't open from outside) and get the Hunter's Cape, a +2 AC cloak with +5 senses tacked on. Then, walk up the plank to get out. Return to the room with the armor in the center (S of the great hall with Phoonzang's statue in it) to get it, some samurai armor. Last but not least, go up the ramp where you found the OLD IRON KEY and through the broken glass portal on your left. You should get a shillelagh and a FELLOWSHIP PASS. Go back down to the purple-lit room. Camp, save, and zone. 2.0 ARNIKA ROAD Now you find the nasty part of the game; encounters scale to you, and often, over you (at least, to a certain point). It is abolutely critical that you use good cover procedures out here, because most of the monsters will crush you if you don't. Always have your back or side to a wall and use lots and lots of protection and status spells. If you find yourself overwhelmed, you will have to reload (and it will happen often). On the other hand, it's pretty easy to level out here if you're into that. Start heading forward (W). If you run into enemies, back up to a wall or pillar and use that to make sure they don't get behind you. The hardshell crabs here can be irritating because they have extended reach, so take care of the little venom crabs before advancing a step or two on them. The area will narrow into a pass, which you can follow for a while. Note some sling bullets along the way. Soon after, the path will split. Go left and you'll run into a bunch of bandits guarding a treasure chest. Once you're done here, head back the other way, and you will come out into a green area with a fort on your right side (N) and a road heading straight out (W). There is usually an enemy group at the crossroads, so make sure to use the walls and also the copious cul-de-sacs in the area to your advantage, even if you have to run for the first 2 or 3 rounds of combat. Always make sure you rest in cul-de-sacs too, facing outward with your mages in the back. The road splits right after it begins. Head left (S), towards ARNIKA. Heading right (N) goes to MT GIGAS, where the Umpani dwell, and you can do that now if you like, but I always head to ARNIKA first. Head along the south border of the hills to find an amulet of static. On the other hand, if you go along the south edge of the hills towards MT GIGAS, you can find some gloves (Beware of the Hogar there if you do). There is a cave on the north side near the hogar, and it has a few weak enemies in it. There are a bunch of items in here, so feel free go get them before Arnika. Piercer Modais can be found roaming the road, from which you can get a PIERCER MODAI CLAW for one of Antone's item quests. 2.1 ARNIKA-TRYNTON ROAD Stay along the left side if you want to get into ARNIKA. You'll find a potion near the wall. Heading south along the road leads you to Trynton, or the graveyard. You may run into Rattus Rattus along the road, a Rattkin who wants you to rob a bank in Arnika for him. Agree to do it for him and He'll give you a gun. There are a number of small items along the way; nothing particularly great, but if you want to get everything (and you don't want to get constantly ambushed by monsters), stay off the road and against the cliff faces. The graveyard is in this area, and you should circle around it first to find a treasure chest against the graveyard wall. Actually getting into the graveyard will force you to confront a group of spirits, one of which is a spellcaster (try to move around the corner where she cannot see you, forcing her to come to you). The graveyard itself consists of a large group of graves around a tomb of some kind. Inside the tomb building is a spectre of some sort, upon which you must sprinkle holy water. You can actually find holy water if you search up by where the road to the graveyard meets the main road, at the southeast corner of that intersection, by a tree. Doing so gains you 1K xp. You can also find here, on 6 gravestones, 6 blue runes which must be done to help complete the rune puzzle. A mummy stalks the area, and it gives you MUMMY DUST, necessary for one of the item quests that Antone will require of you to get his custom items. You can also find a SKULL here, necessary for another of the items. Next to it, in the tomb, is the Siren's wail, a nifty little instrument for your bard which casts insanity on the monsters; an incredibly useful item this is, if you have a bard. Search by the skeleton for more items. Picuses can sometimes be found roaming the road, from which you can get a GIANT PICUS EGG for one of Antone's item quests. There are also Piercer Modais, which carry PIERCER MODAI CLAWS. 2.2 ARNIKA Watch out for rogues and Savant troopers. If you want to engage them, try to do it near a Higardi Patrol or some Brotherhood Monks. They will help you, and you will get all the xp and gold for anything they kill (a nifty trick later on in TRYNTON). Advance past the fountain and pick up your first NPC; a rogue named Myles. Talk to him about a number of things, and then 'recruit' him. Ask him about 'Marten', 'Trynton', 'Arnika', 'Antone', and anything else on your list. Now, go straight up the street. You'll pass a building with 2 unicorn statues; that's the HLL; you can't get in there yet. At the next intersection, take a right towards the statue. Go into He'Li's inn (on the left) and talk to her (pay Myles' tab first for xp). Talk to her and then buy stuff. Save money for the weapon shop though. Ask her about 'room' and she'll tell you to kill the guys upstairs. Go through the only closed door and then immediately into the first room on the left. Take the viola and open the chest for HE'LI'S KEYCARD, used in the bank later. Go back into the hall and into the 2nd door on the left for a chest with potions. Finally, go upstairs and kill the rogues. You can sleep here without fear of being bothered. Cross the road, west, to get to the weapon shop. The police station/jail is on the same block; the weapon shop is between 2 blue banners. Talk to the rapax inside. Ask about 'custom' and he will tell you of his custom pieces. He is otherwise unwilling to talk about anything else. Make sure to buy yourself a crossbow if you do not already have one. If he hasn't got one, leave, rest, and come back. Turn around from the counter and go into his personal quarters. Open the chest there and get ANTONE'S KEYCARD. He probably also has some nifty equipment in there that you can use too. Cross the road south to find the temple. Don't go upstairs, but instead down the ramp into the basement. At the bottom is a room with a reflective floor. Touch the blue statue to recove magic and then unlock the door behind the tapestry. Down at the end of a marble corridor is a metal door, behind which are a number of spirits and the WHEEL KEY. Just stay in the door and fight them one at a time and you'll be fine. Go through the open doorway in that marble room and open up the door on the left side of the hallway (it has a beige eye in the middle). This is the priests' quarters, and contains several potions. Search near all the beds for magic items. This is it, so head upstairs and talk to Braffit in the top room upstairs. He will give you a background on some things (though not much important) and you can buy potions and spellbooks from him. Use the pool nearby for healing. West of here is the bank, but we don't need to go there yet; we need one more key card. You can get it by going to the northeast corner of town, near the docks. Ask her about some things (she doesn't say much that you don't know) and go in the back to open up her chest and get the ANNA'S KEYCARD. Now we are ready for the bank, near the statue at the center of town. (Incidentally, look at the sign and it will fall off and give you treasure.) Walk into the bank and say 'withdrawal'. She'll tell you she needs a card. Exit out of 'talk', go into inventory, pick up one of the 3 KEYCARDs, exit out of inventory with it still stuck to the pointer, and click it on her. She will open up the elevator in the next room. Go in there and down the elevator (there is a button by the door). Take a left out of the elevator and use ANTONE'S KEYCARD on the slider on the right side of the door. This will open his vault. Go in and take Bloodlust, a longsword. It is cursed (cannot be unequipped without help, and you can't weapon-switch in combat because of this) but allows any user (not just a fighter) to berserk while using it. Next go into Anna's vault using ANNA'S KEYCARD. Do the same with He'Li's. They have some loot, but nothing spectacular. Now go around the corner and start picking the locks on the doors. The first one on the right has 2 chests and the one on the left has one. The one at the end of the hall has a golem in it; best be prepared for it. If you have trouble defeating it, get Vi in your party (described below) and try again. The best thing to do is blind him; if you have the gleaming sword from the monastery coffin room or a blinding spell, do it. He doesn't respond to paralysis. Get the 2 chests behind him, and that's it for the bank. Let's check out the police station now; it's on the same block as Antone's weapon shop. The entrance is on the east side of the street, heading north from the statue (towards the burning ship). Go on in and have a look at your friend, Marten, on the bulletin board. Pick open the lockers to get the MARTEN ID TAG and some miscellaneous loot. This MARTEN ID TAG will allow you to get into the HLL later. Go into the prison area and open up all 3 cells. Kill the rogues in the first one and hit the panel on the floor of the second one. Fall into the passage and follow it all the way until you are under the HLL. There will probably be a slime on the way. The end will require you to fall a short distance; hopefully you can survive it. You get a diamond epee, an oilskin cloak, and an amulet of stillness (casts paralyze). The door here is basic- ally unpickable, so just use the machine (hit that big button there) and it will teleport you to the inn. TBowers@searay.com suggests: In Arnika. I recruited Myles when he asked me to help him rob the bank. (I didn't use him to free Vi.) He worded it a bit nicer than 'robbing', he's quite the spin master, but I knew what he meant. He mentioned that there was a tunnel in the jail that goes to the vault. As you mentioned, the tunnel goes to a room with the diamond epee and an emergency escape machine. ( You mention that the room is under the HLL. It may be, but I'm not sure about that. It appears that you are in one of the bank vaults. Note the message on the transport machine.) The door out of the vault is breakable, IF you use a lock pick. The door has about 10 tumblers, but the lock pick opens about 6 of them for you. My rogue had the door opened in about 6 tries after using a pick. Thing is, I don't know that you get any extra items for doing this. The door opens to a floor in the bank, separate from the other vaults, which takes you to an elevator up to the main lobby. Although it is better than being transported onto the street in front of the rogues. I ended up fighting the rogues anyway, but on better terms. I caught them at the bank entrance coming in after me. ----0.3---- Now let's go get our second NPC, Vi Domina. Head north from the town square towards the burning ship. Go in, grab the copper gloves and the damaged black box. Go up to the door on the left side and open it. A fight will begin with some Troopers. You must destroy them before they kill Vi (not a hard thing to do). Go in and talk to her. Ask her about a few things, and grab the box in the corner; it is used in a gadget later (if you have a gadgeteer). You get 7K xp for saving her. Ask her about 'Rapax Rift' and 'Al-Sedexus'. Take her to He'Li (200xp + ale) and Braffit (500 xp). Now you should go to the HLL. As long as you have the MARTEN ID TAG, you can get in; the scanner will detect it. Go to the end of the hall, take a right, and go through the room with officers to the elevator room. Take it up to meet Tramain. Ask him about 'Destinae Dominus' to get 'Phoonzang' added to the list. You can of course add it yourself, but sometimes it doesn't take, and I hate retyping it every time... Otherwise, this guy is pretty useless. Go around the other way, to the left of the entrance, to find a number of lockers with potions. If you like, you can go explore the Dark Savant's Tower (but you cannot get in yet). You can always kill the guards, though. It is at the west end of town, through a hole in the city wall. Ther are a couple more things to do in town, but not much. Go through the houses, one by one, to loot them for stuff. You can find a doll (combine with hinged box for jack-in-the-box gadget) and various other things. Always search near bookshelves. There is a Mook building which I do not, as yet, know how to get into. TBowers@searay.com suggests: You mentioned not being able to get into the Mook building in Arnika. Do you have a Mook in your group? I bet not. I do. I don't get into the building either, but my Mook does. He leaves my party and goes into the building for 24 hours. He just popped back into the group after I camped. It appears that the only thing I gained from that was some information. I don't know if you can gain the information in other ways or not. My Mook found out that the Mooks have one of the things you are looking for. ----0.3---- Go into the spaceport, too, on the south side of town. There are a couple of buildings here. The first one has a flight recorder analysis slot, and you can stick in the broken black box found at the crash where Vi was, but it won't be able to read it. The next building (up an elevator) has an x-ray chip and a slot for the SHINY METAL BALL found in Trynton in the Hogar's cage. The hangars have a couple of misc items. There is also a hidden (search) cursed item in the SW corner, just for kicks, the 'beanie'. I am going to presume later that you can find a 'propeller' and the gadgeteer can merge them to create an intelligence-boosting item... Once the SHINY METAL BALL has been installed, you can track and calculate ships in orbit. If you have the X Y Z coordinates of a ship, this will be a useful tool (presumably). 2.3 NORTHERN WILDERNESS This area is accessable from ARNIKA road, if you go past the hogar towards Mt Gigas. It is fairly nondescript, compared to other areas. Head along the southern hills and you'll eventually find a cave with a hogar in it that is stuffed with items. This should include (at least for me) a bard instrument that casts hex, which is a very useful spell. Along the road, you can find a small camp of rogues who carry a large amount of loot with them. Take the time to clean them out and get a diamond. Also along the road is a shallow pond with an island in the middle. There are a number of items on the island, but the pond is filled with slimes, so beware. There is a bridge that heads west out over the water, and it is guarded by a marble golem. He is immune to most things except insanity, so try to use that so he won't hit you. This bridge leads to the MOUNTAIN WILDERNESS. If you cross the north bridge, this leads to the UMPANI BASE CAMP. Myles refuses to go here. 2.4 UMPANI BASE CAMP Head up to the main gate to talk to Private Panrack there. He hasn't got much interesting to say. For reference, to get in, I said YES to hazardous materials, NO to convictions, and NO to the T'Rang empire. Head into the bar (first building on your right after you get into the base) and talk to the people there. Saxx won't talk to you unless you've allied with the Umpani, and neither will Sgt. Bildublu. Neither says much even when you ARE recruited, so no big loss. The other half of this building is the Commissary; you can't buy anything from here unless you've allied, but you can talk to the guy. Ask about 'Umpani'. If you would like to ally with the Umpani, go into the IUF recruitment center. Sgt. Balbrak will offer to recruit you. Say 'yes' and he'll give you a pass to the obstacle course. Head up the road to the left and you'll find Sgt. Rubble at the Recruit Training course. If you have already enlisted, he'll let you in and you can take the obstacle course on. There is a bit of actiony movement required, but if you've ever played a shooter, it shouldn't be too bad. Then, you have to attack some training dummies. Since I did this at level 11, this was cake. The dummies are rated at level 6 and all single (no groups). There are a number of hidden items here, too, so stop and search if you don't have Sparkle to auto-search. Then, you find a locked door which you must pick. Go out through here, and it's done. 5K xp. Take the potion and IUF LEVEL 2 SECURITY PASS, and use the PASS on the door to open it. Return to Balbrak in the recruitment center and he'll send you on a mission to Marten's Bluff to find a T'Rang item. Also in the recruitment center you can find Sparkle, an incredibly cute Trynnie ranger who will join up with you. Head on over to the barracks (in the same building) and loot all the lockers and footlockers for some ammunition and misc items. You can try to get into MT GIGAS, but unfortunately you need level 3 clearance. To get that, you have to go to Marten's Bluff and bring back a T'Rang piece. Hidden behind the bar building are some items you can search for. 3.0 TRYNTON You'll start across the river and you have to cross a bridge to start looking for the tree that is Trynton. Unfortunately, a large variety of difficult (status-causing) plants live here, as well as a Hogar, which, despite the fact that it is level 7, causes an inordinate amount of damage. My advice is to hit it with as many status effects as you can to try and keep it from hitting you. Items you can get from here include the HOGAR TUSK, IRON WEED THORNS, VENOM SAC, and GIANT PICUS EGG. Follow the 'road' over the bridge, past some trees, and past a pair of torch-lit pillars carved into faces. You'll see a large tree on your right which goes up farther than you can see; this is your destination. Circle around it to the right, and find the main doorway. There will be a chief there who will talk to you. Agree to help him and you can go in. Follow the green passage to a ladder. Click on it and you will automatically climb. You'll find yourself in a small room with an archway and another ladder down; take that ladder and fight the roaches found there. You will earn a magic ring and a magic drum. Once you've gotten them, go back up the ladder and through the green-lit archway. Here you find another ladder down. Grab the ale on the table to your right and move on to the next ladder down. You will find yourself in a passage that turns left into a small room filled with spiders. There is a suit of mail and a ranger cloak. Go back up the ladder and you will find yourself facing one that goes up. Take it. This next room has an evil plant in it that needs to be disposed of. Search this room for 2 potions and you'll note 3 ladders. Take the one on the right first. This small room has another plant. Search for some magic 'stix'. Take the center ladder next, and you will find a dung beetle you need to defeat. Search for a sword by the crates. Then, head back down and up the left-hand (and last) ladder. You'll find arrows and a rope to climb. Go out onto the wooden platform and take the ladder on the left side. 'Use' the pool for some healing, then head back down and south. You'll come around to a platform with a small table/brazier thing that can be 'used', but I don't know what to use on it. Go up the ramp and into the building. Take the purple potion on the table and search for arrows, a potion, and greaves. Leave the house and take a left up to the circular platform. Go around it to find another route out, on the right side. You'll pass a sign that says 'Marten's Pagoda' on the left-hand side as you approach an elevator. Use it to get up to the higher levels (you'll zone)--just pull on the hanging rock. 3.1 TRYNTON UPPER BRANCHES Go up the ramp and you'll pass a sign that notes that you're headed for the Second Bough. The ramp will end in a 'T' with a right-hand going to a building and a left-hand going further in. Take the right, into the building. You can find a bomb on the table. Now take that left and it will curve to the right and through a 'cave' in a large tree, lit by a green lantern. You will come to a crossroads by a fountain; go straight to get into the sanctuary, a safe place to rest. Take a VINE from each of the pillars and combine them in your inventory to make a GOODA VINE ROPE. Then, move behind the ash pit up to the dragon head and search it for items. Jakub Yaghob suggests: You are talking about a fountain in the early part of the section 3.1 (TRYNTON UPPER BRANCHES) (precisely: "You will come to a crossroads by a fountain"). This fountain gives you a question. I do not remember exact words, but the answer is 'mind' (maybe one answer of a set of answers). After that one character (probably with highest intelligence) gets a bonus-his/her intelligence is set to 100. And all members get 1k xp (or something like this:-). ----0.3---- For what it is worth, I believe I answered 'memory'. Leave and head left (S) towards the building, which is Fuzzfazz's Potion Palace. Tell him 'He'Li says hello' and you'll get a whole pile of potions. Talk to him about 'Seventh Bough' and 'Marten' and 'Shaman', and then trade with him for some magic items if you are so inclined. Make sure to buy a MYSTERIOUS POTION for the Seventh Bough quest a little later on. Otherwise, head out of his 'palace' and straight (N). You will go through another tree and come to a 'T'. Take a left up to the building there. Grab the book off the table and head back out. Take the left and go around the spiral platform down the tree. You'll come to a building with a path around it. First go into the building and grab the empty bottle and search for a potion on the table. Proceed through the doorway by the table into the next room and fight the monsters there, if you like, but the only way out is the way you came in. Go on past the right side of the building and you'll find an alley on your left with a plant guarding a spear (awl pike). To your right will be a sign noting that the Third Bough is ahead. Go up the ramp and through the tree, past that sign. You'll end up in a zoo area. Each of the monsters has items in their cage, so you are going to have to open up the cages and kill the monsters within. The only really hard one to do is the Hogar, Bobo, but if you open up the cage and wait for a Trynnie patrol to come by, you can go in, make him hostile, and then run for it while the patrol kills him for you. "Lactococcus !" suggests: You were on the right track. You have to use the meat. Once you have the meat, combine it with fairy dust (you can find some in the cage with the fairies if you haven't brought any with you). Once combined, you get drugged meat. Use this meat in Bobo's food bin. Each character receives 500 exp points. And Bobo falls asleep for a few minutes. So you better hurry getting in his cage and back out again. ----0.3---- In any case, in the croc cage is the SHINY CHROME PLATE, and in Bobo's cage is the SHINY METAL BALL and the silver sollerets, great shoes. When done here, head up northeast towards the large orange pavilion with the plants out front; a sign announces it as 'The Rising Elms'. Inside you can find a plant that gives you ZUZU PETALS, needed for the Seventh Bough quest a little later on. Leave and take a right (N) and another quick right (E). Pass the left and go straight into the house. Kill the monsters inside and take the BLUE MARBLE on the table. Search in the back corner to find a sliding panel wall and a locked chest behind it. Once done, leave the building and take a right (N). You will find a 4-way intersection. To your right is the Fifth Bough. To your left is the Fourth Bough. Straight ahead is unmarked. Take the left first. You will find a door with a blue indentation on it. Click the BLUE MARBLE on it to open it. You will go into a large open area (in which magic does not work) which might have monsters in it. In the center is a large stump, surrounded by 4 trees, water, and 4 floating ember dishes, which apparently can have something 'used' on them. I do not know what. Take a left to find the Seventh Bough. It is a garden with a sign. First, eat the ZUZU PETAL, and then drink the MYSTERIOUS POTION ('use' both, one after the other). The Shaman will appear. Talk to him. He will give you some quests and 25K xp. Head back to the main courtyard area with the water and take your left (N). You will find a ruined house with 2 scrolls, one of them hidden by the broken lantern. In the back, a group of Rapax are having it out with some Trynnie. Kill them and get the SACRED TOME. Be careful not to fall through the hole; you will fall out of the tree, zone, and hit the ground, likely killing anyone except any Valkyries you have. You can also find the Set Portal spellbook in this room; you may not be able to use it yet, but it will certainly come in handy soon. Leave and take another left (E) to find some Oak Saplings guarding a room full of loot. There are a number of chests on the table and a large safe, as well as hidden items you must search for. The safe has 2 chests inside, and to get to them you'll have to pick a 5 tumbler door. I suggest using an item like a knock pick, or a spell such as knock knock to help out your thief character. You are done here. Return to the main room, and then the crossroads. You are going to want to head up the unmarked ramp this time, which winds up around the tree. You will find the workshop of Madras, the Trynnie. He will quest you to kill the Ratts. Accept it and get a number of items. Talk to him about 'Mook', 'Dominus', 'Mt Gigas' (add Sparkle), 'Destinae Dominus'. He will join you if you ask him, and makes a capable gadgeteer. Grab the bottle on his table, and search downstairs for potions and/or bombs. Return to the crossroads and head towards the Fifth Bough (the only way you haven't been yet). You'll go down a passage into a tree and up a ladder. Take a left first and head down towards a building there. There is a small dais which you can put something on, but what it is, I do not know yet. Past that building, to the left (E) is an armory, though, full of bows and arrows, rocks and slings, and a powder. Return to the ladder room and head out the right-hand passage this time (N). You will go through a tree and to a bridge that falls as you approach it. Use the GOODA VINE ROPE on it to repair it. You can then go across the bridge and zone to the Rattkin Tree area (Bough 6). 3.2 RATTKIN TREE You will be able to head forward, and swing a left (N), alongside a building. You may spot a Rattkin patrol, but they are not hostile...yet. Attack them if you like (or keep them around to help with other monsters for now). Head into the building on your right (E) with the door broken in. A passage twists until you find a locked door. Not sure how to get in yet. Once back out on the platform, head right (N), and follow it, ignoring turns all the way up to the building filled with cobwebs. Grab the powder, and take the lift down on the right, leaving the building (N). This deposits you a bit lower and you can take a rope down to Trynton from here. Go outside here and 'use' the rope to lower it, allowing easy access to the Rattkin later. Then, return, all the way back up. Head back toward the building with the locked door, and notice to the left a platform that lets you fall to the one below (with no visible way back up). Make sure to save the game here, as there is no turning back, and fall off onto the lower platform. Pick the lock on the building to your right (S). You might need help from a knock knock spell. You'll find a room with a chest, locked behind an unopenable door. We'll be back here much later, but keep this in mind. For now, it is a generally safe place to rest. Head back out to the ramp and take a right and 2 lefts, up to the building across from the first. Go on in and squeeze between the Rattkin to get some loot behind them; make sure to search, too. Leave, and take a right to get back near the original building, then take a left and the ramp will head downward and to the right. Keep going straight until you go into the large building at the south end. Talk to Milano there and tell him 'Dark Savant'. He will move and you can go in. Head to the left first, into the room with a treasure chest on a stump-table on the north end of it. Have fun opening it; it has 5 tumblers. It has very little inside, so don't feel bad if you can't get in. There is also a trapped chest behind you, and the important RATT KEY on a stump in another part of this room. Now, head around to the north side, where Milano went. Go in and talk to the Don. He will offer to steal the ASTRAL DOMINAE from the Dark Savant. If you come back later, you can buy it from him. You can also trade with him for some stuff, and once you've got the ASTRAL DOMINAE, you can kill him for some cool magic items. You will know they have done so when the Dark Savant appears before you and demands it back. You of course do not have it, so he drops the ASTRAL DOMINAE (FAKE) and leaves. This is your cue to come back and buy it from the Don for about 100K gold. You can try to kill him for it, but he is a L20 monster at this point. Before you leave, there is a chest in the corner (usually with a nasty trap) with some loot inside. Then, head out and take a right (E). The path will split. Take a right (ignore the building, it is empty) and head upwards. You will end up in a building that twists to the right and ends in a locked door. Use the RATT KEY to open it, and fight the breeders. Stand in the doorway and fight them one at a time; they pack a punch. If you can, by all means knock them out, put them to sleep, or (best) make them insane (use the Siren's Wail with your bard if you can). When done, search the area and get all the arrows and the bow. Note that killing these guys hasn't made the Don or Milano hostile towards you, but it has made the Rattkin patrol hostile to you, so when you feel like leaving (head back to where you fell off; there is a rope there) you will find that they will attack you. At this point, you should return to the Gadgeteer in Trynton. You get a mere 5K xp from him. You can now recruit him, if you like. Head all the way down to the chief, and he will give you another 5K xp. When you are done head all the way to the southeast of Trynton, outside, to the next area; the swamp. 4.0 SWAMP Not much in here, except a bunch of monsters. Follow the road west until you see a building on the left side; once you do, you'll find Crock, who was mentioned in Trynton by the gadgeteer Madras. Ask him about 'Marten', 'Sea Caves', 'Rapax', 'Perfume', and buy a bottle of Eau D'Rapax PERFUME when you trade. On the south side of the swamp, you can find a ramp that leads up to a hollow log with a haste drum inside and a blue feather, (which I suspect is for an item you can buy from the Rapax Smith in Arnika,) and also a ring. Incidentally, going south under that log leads to Marten's Bluff. This is a place you will eventually have to go, but unfortunately Myles, who is the thief you picked up in Arnika, refuses to go there. If you want to go, I would suggest switching him for someone like the gadgeteer in Trynton (Madras). He'll also leave if you try to go to the Mine Tunnels, up in the northeast corner. Up in the northern part of the map, you can find a small area with waist- deep water on the east side that has some items, and also in the central part of it are a couple of huts stocked with items, mostly potions and ammunition. The northwest corner is stocked with Rynjin, a particularly nasty race of fishmen that feature spellcasters; not a good thing, especially if they have party-effect damage spells (and they do). Use magic screen and any other protection spells you've got before you go to battle. These monsters are rated at level 15, so if you can't take them, don't worry. You can come back later if you like. You can avoid the Rynjin, and on the beach up there you can find some ammunition, including ammo for futuristic weapons; power packs. 4.1 MARTEN'S BLUFF This area will be necessarily incomplete, because I chose to ally with the Umpani instead of the T'Rang. You have to to up a slope (S) to get to the fort area, which is surrounded by a moat. Along the right side of the fort is a catapult near a gate. Crank it (using the crank gear to one side) and then 'use' the rope to fire it. It will hit the wall and break, allowing you to walk up the length of it. Do so, and follow the parapet and then head down into the courtyard. You will find a dead T'Rang, and more importantly, a T'RANG ARM, which you can use both as a key to some doors here and as proof for the Umpani, if you are on their quest. Search for a paper, too. Beware the trap that fires arrows by the door. From here, head south into another courtyard and take a left to get to a road with buildings on each side. On the left, you find a room with some machinery. Using the panel squishes anything inside the area, killing it instantly. If you go into that room, and onto the center platform, you will go down to Lower Marten's Bluff, described below. On the other side of this room is the other control room, and it has 2 panels, the meaning of which are not clear to me... 4.2 LOWER MARTEN'S BLUFF This is the home of the T'Rang. If you came down the platform from Marten's Bluff, head up to right and open up the panel. You'll find Z'Ant, the T'Rang leader. He will ask you to ally with them. Say 'yes' (even if you have allied with the Umpani) and he'll talk to you about the T'Rang. Say 'strategy', 'history', 'mission'. He will ask you to get an Umpani Flag (which you can buy from the Umpani stock room). Take a left towards the door. You cannot open the panels yourself, so you must use the T'RANG ARM you found up above in Marten's Bluff to do so. You end up in a large hallway that immediately splits into left and right passages. Head right and into a large room with a painting. 'Use' it and say 'Marten' to open it. There are a whole bunch of undead back here, and even though you might be high level, it's not an easy fight. This is primarily because some of them are spellcasters, and stick you with status effect spells, and insanity is one of them. Take your first left into a room and start searching. You should find a bunch of items in here. Then go back out to the hall and take the first right. This room is nearly the same, and you can search here for more loot. Now go to the end of the hall. Read the diary in the room and take the EBON GEM on the floor next to it. Once done here, head back out and down the new hallway, east. It will 'T' quickly. Take the right into the shop there. There is a T'Rang here who will tell you that he won't talk to you until you ally with the T'Rang, if you have not done so, or will sell you things if you have. Take the left, now, away from the shop, into another storage room. Now head back to the first 'T' intersection and take the left now (S). You will find a room with a T'Rang who tells you to leave. If you get too close to them, they will attack you, and they are rated at L16, some of them. More to come...