*************************************
                               Wizardry VIII v1.7
                                  Walkthrough
                     *************************************

                                April 9th, 2002

                    Written by:  Jack Leung
                         Email:  bullions27@yahoo.com
                           URL:  http://jbullions.topcities.com


                  Email Policy: (read before e-mailing me!)

    If you are going to email me about this game, please put Wizardry 8 as your 
    email subject.  Also please realize that I am not hiding cheats or any other 
    information, i.e. everything I know about Wizardry VIII is in this guide.

    If you see any mistakes, or have anything that you want to add e-mail it to 
    me.  I will give you full credit for your addition.  E-mail addresses are 
    not posted in the FAQ, unless specifically requested to be.

    Also, if you have a BUG of some sort, try downloading and installing the 
    latest Patches first.  There are several of them out now on the web, so go 
    through them all.

    For version updates, check below the Table of Contents.

************************************ Notes *************************************

    You will find the most up to date version of this FAQ at:

      http://www.gamefaqs.com/
      http://www.neoseeker.com/
      http://jbullions.topcities.com

    You will find all the latest patches for Wizardry VIII at the Official Site 
    here:

    http://www.wizardry8.com

    Or these other host sites:

    http://www.3dgamers.com/news/more/1009418133/
    http://www.fileplanet.com/index.asp?scope=0&file=82895

    This FAQ was created using Courier New.

    This Document is Copyright 2001-2002 by Jack Leung
    Wizardry VIII is Copyright 1999-2000 by Sir-Tech Canada Ltd.

    I am not affiliated with Sir-Tech or anyone who had anything to do with the 
    creation of this game.  This walkthrough may be posted on any site so long 
    as NOTHING IS CHANGED and you CONTACT ME telling me that you are posting it.  
    You may not charge for, or in any way profit from this FAQ.

********************************************************************************
                              Table of Contents:
********************************************************************************

  A.       Introduction
  B.       Creating your Party
  C.       Recruitable Player Characters
  D.       Gameplay Strategies and Tips
  E.       Pick-Pocketing
  F.       Annoying Things and Gripes

Wizardry VIII Walkthrough

  I.       Lower Monastery
  II.      Upper Monastery
  III.     Arnika Road
  IV.      Arnika-Trynton Road
  V.       Arnika
  VI.      Lower Monastery Re-Visited
  VII.     Arnika-Trynton Road Re-Visited
  VIII.    Trynton
  IX.      Trynton Upper Branches
  X.       Rattkin Tree
  XI.      Swamp
  XII.     Northern Wilderness
  XIII.    Umpani Base Camp (Umpani HQ)
  XIV.     Mine Tunnels
  XV.      Lower Marten's Bluff (T'Rang HQ)
  XVI.     Marten's Bluff (Western half of Fort)
  XVII.    Lower Marten's Bluff (Continued)
  XVIII.   Marten's Bluff (Eastern half of Fort)
  XIX.     Trynton Upper Branches Re-Visited
  XX.      Arnika Re-Visited

Appendices

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

Version Updates

April 09th, 2002 - Version 1.7 - Added in Umpani Base Camp, Mine Tunnels, Lower 
                                 Marten's Bluff, and Marten's Bluff.  Made minor 
                                 updates to Arnika-Trynton Road and the 
                                 Appendices.

April 03rd, 2002 - Version 1.6 - Added in Swamp.  Minor quest updates on Arnika, 
                                 Trynton and updated the Appendices.

March 24th, 2002 - Version 1.5 - Added in Rattkin Tree.  Updated Arnika.

March 21st, 2002 - Version 1.4 - Added in Trynton Upper Branches.

March 20th, 2002 - Version 1.3 - Added in some Tips and Strategies.  Added in 
                                 the complete Arnika-Trynton Road walkthrough 
                                 including Graveyard and Trynton.  Added in a 
                                 couple of gripes about the game.  Added in some 
                                 Appendices.

March 18th, 2002 - Version 1.2 - Minor corrections.  Added in Tomb of Ceirdan.

March 15th, 2002 - Version 1.1 - Added in two new areas, and more miscellaneous 
                                 information on RPCs, and Tips.
March 12th, 2002 - Version 1.0 - First walkthrough.

********************************************************************************
A.  Introduction
********************************************************************************

    "The universe is on the brink of change.  Vast forces are preparing for the 
    final confrontation.  A small group of heroes from afar must plunge into 
    this storm and uncover the long-hidden secrets of the Ascension.  A new era 
    is about to begin."

                                                               Wizardry 8 Manual 

********************************************************************************
B.  Creating your party
********************************************************************************

    The tireless question to every single RPG with the option of party creation.
    First of all, there is no one grand party you can create in the game of 
    Wizardry 8.  Each of the classes has their own strengths and weaknesses, 
    and it's only what you need that your party composition will be dependant 
    on.  Saying that, this is about as generic of a line-up as you can get: 

          One Tank - Fighter, Lord, or Valkyrie
          One Healer - Priest, Bishop, etc.
          One Spellcaster - Mage, Bishop, etc.
          One Long Range Specialist - Ranger, Ninja, Gadgeteer etc.
          One Thief - Bard, Rogue, Gadgeteer 
          One Support - your preference

    You would want to have at least one dedicated spellcaster for Portal spells.  
    It is a pain to cover long distances and portal spells are there for your 
    convenience.  Make use of them.

    Mix and match with other classes at your pleasure.  Second thing, offensive 
    damaging magic isn't as ridiculously powerful as, say, Final Fantasy stuff.
    In fact, from the start to even the late stages of the game, you will 
    probably never use magic to damage enemies directly unless you're trying to 
    wipe out a swarm of minute-HP insects.  Magic is spent to disable enemies by 
    either slowing, making them go insane, paralyze, poison, and so on, while 
    also used to protect your party with defensive spells.  So if you don't have 
    an extra spellcaster handy to focus on direct damage spells, there is really 
    no point using them.  You would need to dial up the power, and spend a lot 
    of valuable spell points, to gain any significant results. 

    There are also two slots available for RPCs (Recruitable Player Characters, 
    see below).  People complain about the 25% or so experience they take away.  
    ????  I don't see the problem there.  You'll end up with plenty of 
    experience and levels by the time you're hitting the critical stages of the 
    game (and that is with hybrids as well which take longer to level).  My 
    suggestion is, whatever is your cup of tea.  I personally take them along 
    for their comments and they add color to your group.

    - MULTI-CLASSING 

      The rules are fairly similar to AD&D Dual-Classing.  You can switch to a 
      different class at any point in your career if you have the bare MINIMAL 
      requirements for the class you are changing to.  There are some changes to 
      take note when you do: 

      1) You no longer have any of the Special Skills of your old class but you 
         acquire the Special Skills of your new class.  E.g. you will lose Cheat 
         Death if you leave your Valkyrie class. 

      2) You keep ALL of the skills you've learned from your previous class but 
         you can only improve the skills your new class can learn from.

      3) You don't begin with a new experience table when you change to a new 
         class, unlike AD&D.  You will start at Level 1 on your new class but 
         the amount of experience required to go to the next level is equal to 
         the amount of experience you had left to advance to the next level in 
         your previous class.  You pretty much pick up where you left off. 

    - WEAPONS

      I'm going to make this plain and simple.  The Swords in Wizardry VIII 
      pretty much dominate every other close-range weapon and the others are 
      built for off-hand usage so keep that in mind.  When I created my second 
      party, all of my primary melee classes use Swords in primary hand, and the 
      other weapon skills for off-hand (i.e Mace & Flail, Dagger).  Valkyries 
      are the exception because they maximize the most out of their Polearm 
      skill.

********************************************************************************
C.  RPCS (Recruitable Player Characters)
********************************************************************************

    Some RPCS will not follow you into certain areas.  You can cheat them into 
    it by several ways (Portal spells being the favorite), but they may suffer 
    drastic stat penalties, and not to mention them bitching to you about it 
    every couple of minutes.  Smart move Sir-Tech. :)

    - Myles  Level 5 Human Rogue

      Found at:  Arnika Entrance
      Return Location:  Arnika Entrance
      Will not go to:  Sea Caves, Bayjin Shallows, Bayjin, all T'Rang and Umpani 
                       controlled areas, Ascension Peak

      Myles will try to recruit you right from the start for a mission to rescue 
      a woman at the Crash Site.

      Grade:  D+  Myles will supplement the role of thief if your party lacks 
                  one.  However, he will not travel with you anywhere beyond the 
                  confines of civilization (beyond Arnika and Trynton) except 
                  for Rapax Castle, and thus isn't worth keeping around as there 
                  are other RPCs with far more valuable skills who will travel 
                  with you.

    - Vitalia (Vi) Domina  Level 6 Human Valkyrie

      Found at:  Arnika (Crash Site)
      Return Location:  Arnika (He'Li's Bar)
      Will not go to:  Sea Caves, Bayjin Shallows, Bayjin, all Rapax controlled 
                       areas

      As a child, Vi Domina was taken into custody by the Dark Savant as 
      repayment by the T'Rang.  She is believed to come from the Cosmic Lord's 
      Phoonzang's lineage and so earned interest from the Dark Savant.  She grew 
      up to become a fierce and capable warrior.

      Grade:  B+  Vi has all the positives of the Valkyrie class with Polearm 
                  bonuses and the ability to Cheat Death.  She makes a capable 
                  tank at handling damage and can wear some of the best armor 
                  out there.  Her only flaw is that she won't travel with you in 
                  some of the more dangerous areas, like the Sea Caves and Rapax 
                  areas.  She will, however, accompany you to both T'Rang and 
                  Umpani areas and most importantly, Ascension Peak.

    - Tantris  Level 6 T'Rang Samurai

      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, Bayjin 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, Bayjin 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, Bayjin 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, Bayjin 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 build 
    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:

          Gladiator - Loner Dracon Fighter - Dual Wield Berserk Mace/Mace & Bow
          Limbo - Intellectual Mook Ranger - Bow & Sword
          Adonai - Kindly Rawulf Bard - Dual Wield Sword/Dagger & Bow
          Magnus - Burly Dwarf Gadgeteer - Sword/Shield & Modern Weapons
          Sh'a Mir - Laidback Felpurr Samurai - Dual Wield Sword/Sword & Staves/Wands
          Joren - Aggressive Elf Bishop - Whip/Shield & Staves/Wands

    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.

      Tip:  At any point in your game you decide to be evil and go kill 
            Burz, position yourself behind him, and against the wall.  He 
            will be unable to summon Woodland Spirits because you are 
            standing right on their spawn spot.  This works for any other 
            spellcaster that summons.  Killing Burz has no effect on any 
            faction.  Why kill him?  Burz randomly drops a very good 
            Enchanted Bow, Dragon Kite, and other assorted goodies.

********************************************************************************
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 the UMPANI GATEHOUSE 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, 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.

    - Urq  Level 9 Mook Psionic

      Found at:  Arnika (Mook HQ)
      Return Location:  Arnika (Mook HQ)
      Will not go to:  Sea Caves, Bayjin 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 additional jobs for you.  

    Job One:  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.

              You could return the Diamond to the Bank (give it to Lorrac) 
              for 2000 Experience and 1000 Gold, or you can sell it to 
              another merchant for more money.  I've been offered 10,000 
              Gold from He'Li so up to you.  

    Job Two:  Myles will tell you that he needs to help the bank transfer 
              some items from the vault out to another place.  It's 
              similar to the Rattus Rattus job.  Don't bother with it 
              unless you want to make enemies with Arnika.

  - 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?  The item needed here is the SHINY METAL BALL (tracking 
    module) and that's found in Trynton.  Re-installing it will allow you to 
    contact or track ships around Dominus.  This is required for a T'Rang quest 
    later on.  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 which splits South to the Graveyard.

    Follow along the Northern wall, and you'll find the T'RANG GATEHOUSE which 
    you can only access from the T'Rang HQ.  Inside you will find:

      Arresting Aria - Bard Instrument
      Electric Lamp - gadget
      Poison Darts

    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 very 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 graveyard will 
    randomly spawn more Spirits of both kinds after a period of time.

    Kill them, and then go into the Graveyard.  Keep walking south until 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 weird 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 RAZUKA faction and you don't want to lose that... yet.

    Once you leave, he will never appear in the game again even though he tells 
    you that he will be waiting in Trynton.

********************************************************************************
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 some 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, Bayjin 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.

      Quest:  If you have a BLUE FEATHER, give it to Fuzzfas and he'll 
              concoct some Earthshaker potions for you to buy after 24 
              hours.

    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 
    Mantle for gold and 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 abilities of Hogar and it's pretty damn fast).  Here's 
    what you should do:

      1) Use the Dispenser near the Crocodile Cage to get ROTTEN 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.  This will net you 500 
         Experience.  You can then go in, grab the stuff, and leave.  
         Hitting him will wake him back up.  

         If you do get into a fight, 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 enemies (Sprites, Spiders, and so on).  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 zuzu 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 Razuka 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 Razuka.  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.

    Unless you're burdened with treasure from the Trynton and Rattkin areas, hop 
    on over to the Swamp area first and check it out.  There is a quest item 
    there used for Antone.  Afterwards, you could then return to Arnika to 
    sell/rest/contemplate and then decide where to go.  You will be walking back 
    and forth between the T'Rang and the Umpani controlled areas.  To make things 
    easier, start with the Umpani first.

********************************************************************************
XI. Swamp
********************************************************************************

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

    This is an excellent area to fight for experience as the mobs here are 
    generally higher level.  You will find another Merchant here as well that 
    sells some very good gear and items.

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

             None.

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

    Welcome to the Swamp.  Be careful where you step here because there are hot 
    spots (black blots shown on map) that will damage you and cause status 
    ailments if your resistances are low.

    The Swamp is divided into two sections, a North and a South separated by a 
    river in between.  A wooden bridge near the cneter of the river connects the 
    two areas.  There are four zones here that connect to the Swamp.  There is 
    one which leads to Bayjin to the North, the Mine Tunnels to the Northeast, 
    and finally Marten's Bluff and the South East Wilderness to the Southeast.

  - THE DARK SAVANT

    Some time after you agree to Don Barlone's deal, the Dark Savant will 
    confront you near the first sign you see in the Swamp.  He'll drop the 
    ASTRAL DOMINAE (FAKE) after some threats.  Pick that up.

  - LARGE TREE TRUNK

    The first trunk you pass under from the west has some hidden Devil Dust 
    inside.

  - LARGE TAR PIT

    You will find this near the South Western part of the swamp.  It's 
    surrounded by skeletons of dead animals.  Use EMPTY BOTTLES over the Tar Pit 
    to nab some Cherry Bombs.

  - LOG BRIDGE

    This is located in the South Eastern portion of the Swamp area, and overlooks 
    the zone to Marten's Bluff.  There are ramps on both ends of the log which 
    leads up.  Inside the log itself, dwells a SLIME (very easy to kill) and has 
    these items:

      Rousing Drums - Bard Instrument
      Blue Feather - quest item for Fuzzfas
      Ring of Sanity

    There are also some Feather Darts at the end of the eastern ramp that leads 
    back down to the swamp.

  - CROCK'S SHACK

    Crock lives in a wooded area at the Eastern portion of the Swamp.  You can't 
    miss his shack.  He sells very good weapons, cloaks, rings, gadgets and 
    books.  You may want to come back and check his inventory often for better 
    gear.  He has a room upstairs with a Treasure Chest which you can't get to 
    without killing him.  The chest itself MAY contain decent items at this 
    stage of the game, but it's not worth killing Crock for and it's nothing you 
    can't get later on.  Be sure to buy a EAU D'RAPAX PERFUME before you go.

  - STEELHIDE CROC

    The crocodile lives inside a fallen log about west of Crock's House.  It's 
    located along the bank of a road.  It has several hundred HP and attacks 
    multiple times for high damage like the other crocodiles you will encounter 
    here.  However, the Steelhide is pretty easy to paralyze.  Gadgeteer's Duct 
    Tape works very well.  Your reward is the STEELHIDE CROC HIDE needed for 
    Antone's custom armor.

  - NORTHERN BEACH (CRASH SITE)

    There is a cave near the eastern side of the beach filled with Rynjin 
    Thralls and an Overseer.  Nearby that group is a powerful Rynjin Empath and 
    more Overseers.  If you're brave and attack, they attack with a variety of 
    Mental magic and they are Monks so be careful.

    Along the beach, search and uncover these items:

      Throwing Knives
      Powerpaks
      Stun Mace
      Bullet Stones
      Spiked Stones
      Ankh of Healing
      Smelling Salts
      Magic Nectar
      Scroll of Resurrect
      Impaling Stones

    You'll wonder about the pieces of some ship that's also laying about the 
    beach.  Well that is in Bayjin, across the waters there and can only be 
    accessed via the caves nearby or through Mt. Gigas.  For now don't worry 
    about it because the mobs are pretty tough there. 
    
  - NORTHERN HUTS

    There are a pair of huts along the northern wall, east of the beach.  Inside 
    you will find:

      Poison Darts
      bundle of Quarrels
      Potion of Hv Stamina
      Chain Hosen
      Fire Stix
      bundle of Shrike Arrows
      Potion of Restoration

    Search behind the huts to find a hidden Kabuto (Samurai only).  Following 
    this wall east will lead to a hidden Potion of Restoration or Canned 
    Elemental, and the zone to Mine Tunnels.

  - NORTH EASTERN POND

    A trail heading east will lead into this area.  Search the water for:

      Shurikens
      Halberd
      Book of Corrosion
      Cure Paralysis Powder
      Bronze Cuirass

    You can find some Knock Picks lying about along the southern wall near the 
    river.

********************************************************************************
XII. Northern Wilderness
********************************************************************************

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

    The zone here contains another retro-dungeon like the one in Arnika-Trynton 
    Road and it connects you to Mountain Wilderness, and the Umpani Base Camp.

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

             None.

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

    If you follow the wall on your right (Southern wall), you will find a Long 
    Bow, bundle of arrows, and a Battering Hogar Cave.  Following the northern 
    edge of the map (near the first rock formation north west from where you 
    zone in) will uncover some Bronze Greaves, Bullet Stones, and a Potion of 
    Cure Poison.   It will also take you to the bridge which leads to the Umpani 
    Base Camp.  Finally, there is another bridge to the far east where it will 
    take you to the Mountain Wilderness.  The bridge is guarded by a MARBLE 
    GOLEM (mid-level Golem with high damage and can throw boulders).

  - BATTERING HOGAR CAVE

    Located along the Southern Wall.  The Battering Hogar guarding the cave has 
    about 300 or so HP and can be hit with Insanity, and other spells that cause 
    status ailments.  Kill the Hogar and check the cave for these items:

      Sneeze Powder
      Leather Helm
      Walriblade
      Poison Darts
      Scrolls of Slow & Whipping Rocks
      Book of Return
      Fire Stix
      Banshee's Howl - Bard Instrument

  - ISLAND

    Located on the eastern portion of the map.  The lake surrounding the island 
    is home to several Emerald Slimes.  On the Island, you will find:

      Acid Bomb
      Buckler Shield
      Chain Hauberk
      Book of Frost
      bundle of Shrike Arrows

    You can also find one of the six runes you need to touch in order to 
    activate the retro-dungeon in this zone.  It's on one of trees.

  -  MYLES' EXPOSITION (JOB ONE)

    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.

    You could return the Diamond to the Bank (give it to Lorrac) for 2000 
    Experience and 1000 Gold, or you can sell it to another merchant for more 
    money.  I've been offered 10,000 Gold from He'Li so up to you.  

  -  RETRO-DUNGEON

    There are six runes total you need to touch.  They are all on the black 
    trunks of trees with solid graphics.  You can tell the difference between 
    the two types of trees here in this zone.  The first three runes are located 
    just a bit southwest from the bridge to the Umpani Base Camp, near the 
    Bandit Camp.  Another two are found exactly northeast of this position and 
    that last one is on the Island.  All six runes are north of the road by the 
    way so use that as a guide.  Once all six are touched, place a Short Staff 
    on the small boulder near the first three runes.  You can tell which boulder 
    it is by clicking your mouse over and checking if you can manipulate it.  
    This will pop Retro-Dungeon #2.

********************************************************************************
XIII. Umpani Base Camp
********************************************************************************

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

    The foot of Mt. Gigas is where the Umpani have set up their base of 
    operations.  Accessing certain areas in the Umpani base requires special 
    Security Clearance cards which are issued to you as you complete their 
    missions.

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

    - Private Sparkle  Level 6 Trynnie Ranger

      Found at:  Umpani Base Camp
      Return Location:  Umpani Base Camp
      Will not go to:  Sea Caves, Bayjin 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, Bayjin 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.

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

    Welcome to the Base.  Northwest from where you came in spawns random groups 
    of monsters.  If you're feeling evil, you can initiate combat against mobs 
    that can poison (like Iron Weeds, Acid Vines, Poison Seekers, etc.) from a 
    distance and let the Umpani Privates charge them while being pelt with 
    poison attacks.  They may die from the poison damage overtime.  They drop 
    pretty good items.

    Anyway, we're here to see what the Umpani are about.  Go to Private Panrack, 
    the Umpani guarding the main entrance.  Be logical and say NO to every 
    question he asks you.  He'll let you in.  Behind Yamo's Road House on your 
    right has these hidden items:

      2 Empty Bottles
      Pickmeup Potion
      Scroll of Armorplate

    Go into the Barracks now and recruit Private Sparkle there if you want.  The 
    right hallway leads to the sleeping quarters of the Umpani with a plethora 
    of locked Lockers and trapped Chests.  Open them all.  Among the good items 
    found are Studded Chausses and Chain Hosens.

    The left hallway leads to Sergeant Balbrak, the recruiter.  Chat with him 
    and say YES if you're interesting in joining them.  You will get 500 
    Experience and he'll tell you to go meet Sergeant Rubble for some STF 
    training that all recruits must undergo.  He will then give you the IUF LEVEL 
    1 SECURITY PASS.  

    Leave the Barracks, go across the path to the Roadhouse bar.  The left hall
    takes you to Kunar, the quartermaster of the Base.  Go there.  He doesn't 
    have much to say to you but he sells pretty good books, and plenty of good 
    ammo (rockets and musket balls).  You can check his cash register for gold 
    and random items.  The locked door behind him leads to a T'Rang teleporter 
    to Marten's Bluff.  Kunar has the key on him so you can try to pickpocket it 
    off him, or kill him and he may randomly drop it (I suggest NOT doing the 
    latter).  Be sure to buy an UMPANI FLAG from him before you leave.  

    Now go down the right hallway and enter the Roadhouse bar.  You can recruit 
    Saxx here if you want.  Talk to Bildublu about the Umpani.  You can grab 
    some Ale from the containers behind him.  By the way, neither Kunar, 
    Bildublu nor Saxx will deal with you unless you are recruited.

      Note:  Saxx may make a comment if you talk to him about some of the 
             bands here in reality.  If you have an all-male party, ask him 
             about the Backstreet Boys.

    Okay, it's time for the training mission.  Walk to the northwestern building 
    on the Base, and meet Sergeant Rubble.  Grab the Icicle Stix and Enchanted 
    Broadsword on the floor nearby.  The training mission is composed of four 
    obstacles you have to pass.  There is no time limit but you will die if 
    something goes wrong (impaled, fall into lava, et cetera).  The first 
    obstacle requires you to pass under the ceiling spikes without being 
    impaled.  The second obstacle has planks and a swinging platform over a 
    giant lava pit you need to cross.  The third obstacle has 6 TRAINING DUMMIES 
    (very easy monks) for you to fight.  Search the crate area for:

      Steel helm
      bundle of Arrows
      Musket Balls
      Boom Bomb
      Throwing Knives

    And finally, the last obstacle is a locked door you have to pick.  Once all 
    done, you'll be rewarded with 5000 Experience, Potions of Mod Healing, and 
    the IUF LEVEL 2 SECURITY PASS.

    Go back to Balbrak and he'll congratulate you and give you your second quest 
    that involves you to go confirm the T'Rang presence in Marten's Bluff.  
    That's all we can do for now in the Umpani Base so leave.  Make sure you 
    have the Umpani Flag from Kunar with you.

    Next stop, Lower Marten's Bluff.  You have a choice to either go through the 
    Mine Tunnels, or Marten's Bluff to get there.  I suggest going by Mine 
    Tunnels first.  Head back to the Swamp.

********************************************************************************
XIV. Mine Tunnels
********************************************************************************

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

    There are two zones that connect to Lower Marten's Bluff where the T'Rang 
    are located; one by Marten's Bluff, and the other the abandoned Mine 
    Tunnels.  This zone requires you to climb a fairly large mountain with 
    plenty of monsters in the way, up near the T'Rang outpost, and from there, 
    wind your way to the Mine shack.  

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

    - 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.

    - 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, and so on).  

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

    Monsters in here spawn pretty damn fast near the foot of the mountain so be 
    prepared.  Among them include Tanto Wasps (randomly drops wings for Antone), 
    Flesheater Slimes, Queen Ants with their entourage, assorted Crocodiles, 
    assorted Bats (Vampire, Twilight, Dusk) and Blinding Wasps.

    Follow the trail and uncover some hidden Pandemonium Powder and Bullet 
    Stones along the way.  Swing around the lake and look up the hill.  You will 
    see a SAVANT GUNNER leading a group of five SAVANT TROOPERS and whatever 
    random spawns that are there.  If they are Tanto Wasps or any high level 
    monsters, I would suggest getting them hostile then move your party to the 
    giant boulder nearby for rear protection.  Anyway, kill them all and head up 
    to the camp. 

    Inside one of the huts is the damaged Android, RFS-81.  Friendly him when 
    you are in conversation and then give him the NAS-81 from Arnika.  If you 
    don't have one, you can uncover a hidden NAS-81 from behind the hut on the 
    left.  You will receive 25000 Experience for repairing him, and he can now 
    join your party.  I suggest letting him join, ASAP.  RFS-81 is arguably the 
    best melee RPC in the game and unlike the other RPCs, is not a coward.  The 
    android will follow you wherever you go with the exception of the Rapax Away 
    Camp.

    The other huts at the camp contain:

      Boom Bomb
      Empty Bottle
      Powerpaks - ammunition for certain Modern Weapons
      Mail Mittens
      bundle of Shrike Arrows

    The path to the right of the hill will lead to a small pond and a hidden and 
    invaluable Amulet of Healing.

    Climb up the long steep path until you arrive at a fork.  The right path 
    leads to a hidden Chain Hauberk.  Continue straight, wind around, and 
    eventually you'll reach a clearing.  There is a TRAPPED plate on the floor 
    if you continue on (west).  Rather then do that, inspect the large rock in 
    the clearing and you will see you can manipulate it.  Do so.  It will open a 
    secret door into the T'Rang Outpost manned by TANTRIS.  Speak to him and he 
    will tell you to go see Z'Ant.  He will not join you until you do so.  While 
    we're here, check the southern wall for the 4 PINK BUTTONS.  Press the top 
    left one and it will open a map on the large console behind Tantris.  The 
    map provides directions how to reach the T'Rang HQ from the Mine Tunnels.

    Leave the outpost, hit the controls in the hallway to de-activate the force 
    field there, and step out.  You will probably be met by a large group of 
    Bats (Vampire, Dusk, et cetera), or Wasps.  There is usually a T'Rang party 
    here that will assist you in fights.  Anyway, check behind the rocks for a 
    Cap of Wiles (cursed), and follow the only available path.  You will run 
    into more enemies like Poison Seekers and so on, and you can also pick up a 
    Silent Lyre.  At the end of the path is a Shack with the Mine Carts inside 
    and a Hose - gadget- nearby.  Pick it up and go inside.

    Inside the Shack, look on the wall and check out the dials.  Each one 
    switches the tracks for the mine carts to run on.  We begin at the top left 
    corner and there are four ROUTES total we can go to, North, South, East, and 
    West.  The directions back at the Outpost will take you south to the T'Rang 
    HQ.  Once you're done, hop on the middle cart, and throw the switch.

      Northern Route:  Leads you back to the Outpost.

      Eastern Route:   Leads you near the Silent Lyre area.

      Western Route:   You will encounter two FLYING SERPENTS here that may 
                       drop Plumed Serpent Feathers used for Antone' quest, 
                       and you can also find a Granite Potion, Acid Bomb, 
                       bundle of thunder bolts, and another Silent Lyre 
                       among the crates.  Follow the path around and use 
                       the lever to release the boulders so you can drop 
                       back down.

      Southern Route:  Pick up the Impaling Stones, and the Giant Silver 
                       Nugget (used for Ferro's Custom Item Quest in Rapax 
                       Castle), and zone into Lower Marten's Bluff.

********************************************************************************
XV. Lower Marten's Bluff 
********************************************************************************

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

    This underground network of sewers is where the T'Rang have set up their 
    base of operations.    

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

             None.

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

    Walk down the corridor and defeat a group of Millipedes.  Open the door and 
    walk through.  There are three locked doors on your left, one door straight 
    ahead of you, and a hallway to the right.  Check the three LOCKED DOORS 
    first.  The first room has another group of Millipedes to fight, some 
    Concussion Powder, and a Flamethrower (Modern Weapon, requires Napalm ammo).  
    The second room contains Copper Gloves, Oscillator - gadget, a Pulse Pick, 
    Potion of Restoration, Potion of Hv Stamina, and Potion of Cure Light 
    Condition.  The third room contains some Bullet Stones, Bipennis, and a Bard 
    Instrument, Jericho Horn.

  - MEETING Z'ANT

    Use the Pulse Pick on the panel near the fourth door (the one straight ahead 
    of you when you came in), and go inside.  Talk to Z'Ant there and say YES to 
    the partnership he proposes.  His first mission for you is to go confirm the 
    Umpani presence in Mt. Gigas by bringing back a flag.  Give him the one you 
    bought from Kunar and he will give you 40000 Experience and 2000 Gold.  He 
    will then send Drazic to go scout for him, and you will be given your second 
    mission.  He wants you to go kill the Raven Rapax that has been hunting his 
    race for some time now up in Marten's Bluff.  Okay.  Use your Pulse Pick on 
    the other door in this room and head for the elevator inside this long 
    chamber.  It will automatically lift once you step on.

********************************************************************************
XVI. Marten's Bluff (Western half of Fort)
********************************************************************************

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

    The zone here is dominated by a large fort that once housed Marten himself.  
    It is split into two halves, with one half only accessible via Lower 
    Marten's Bluff.

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

             None.

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

    If you decide to go this route rather then the Mine Tunnels, then you will 
    need to gain access into the Fort in order to reach Lower Marten's Bluff.  

    Climb up the hill and you will be met by a group of POSION SEEKERS at the 
    summit.  Defeat them, and then check the nearby lake for a cave.  Walk 
    inside and defeat the two SHALLOWS DWELLER inside (multiple attacks, can 
    nauseate).  You will find these items inside:

      Potion of Mod healing
      Enchanted Mace
      Bastard Sword
      Boom Bomb
      Magic Nectar

    Leave the lake and continue South.  You will probably fight a group of 
    random enemies at the bridge.  Cross the moat and approach the fort.

  - EXPLORING THE FORT 

    There are two ways in.  There is the front gate you can enter if the 
    controls in the back to open/close are powered on (this might be random), 
    the other method requires you to go around the fort.  If you can't go 
    through the door, head to the Western side of the fort.  Note the catapult.  
    Crank the arm back by clicking on the ropes and gears, and then release by 
    using the lever.  The arm will swing forward and collapse on the wall 
    forming a sort of makeshift bridge for you to climb up.  Do so.

    Make your way around the rooftop, and find the ramp down.  When you reach 
    ground level, look to your left and check the T'RANG CORPSE there stuck with 
    arrows.  Remember what Tramain said about the traps in the Fort.  Anyway, 
    approach the corpse carefully, and grab these items:

      bundle of Shrike Arrows
      red & yellow wires - required to repair T'Rang teleport
      Paper reading --0 - one of three numbers to a door combination 
      T'Rang Arm - required to explore Lower Marten's Bluff

    The arrow trap is to your left as you look at the corpse.  When done, 
    double-back and go through the open gate into a courtyard, then a left.  
    There is a group of SOLDIER ANTS guarding some Bronze Graves at the other 
    courtyard straight ahead.  To your right is a Battle Axe and a locked iron 
    door that can't be opened from here.  The elevator lift to the T'Rang HQ is 
    on your left.

  - Z'ANT QUEST (CONTINUED)

    If you started with the Mine Tunnels, and you're on the Raven Rapax Quest.  
    Here we go.  Exit out of this room by going left (South) and then swing a 
    right into the Control Room.  The various controls here and in the other 
    room on the opposite side power the doors and the trap here.  Use the lever 
    there to drop a RAPAX DUMMY.  Go back to the room and use the PERFUME you 
    bought from Crock on it.  You will get a message that a Rapax is 
    approaching.  Run back to the Control Panel, and wait.  Eventually, the 
    Raven Rapax will show up.  SAVE HERE before he enters the room.  Once he 
    walks inside, you can crush him by hitting the controls and trigger the trap 
    (you will get 80000 Experience for this clever trick), or you can fight him 
    (lousy Experience).  He is a Samurai.  He will randomly drop Samurai armor, 
    an Ankh of Dexterity, and most importantly the only Bushido Blade in game.  
    Save and reload if you have to.  Once done, loot the Head of the Raven 
    Rapax.

    If this is your first time up here, be sure to check the rest of the fort 
    for the T'Rang Arm.
 
    When ready, go back down the elevator.  Give the head to Z'Ant and he will 
    reward you with 4000 Gold and an additional 10000 Experience.  Your third 
    mission now will be to retrieve the Chaos Moliri from the Mook in Arnika.  
    He will give you the T'Rang-Mook Letter that will allow you to go in the 
    building.  How you obtain it though he leaves up to you.  Before you go, he 
    will also mention that Drazic has gone missing.  

********************************************************************************
XVII. Lower Marten's Bluff (Continued)
********************************************************************************

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

    For simplicity's sake, I'm going to split the zone into two halves, East and 
    West.  If you came in from the Mine Tunnels, you would be coming from the 
    East and we explored most of it except for the hallway.  Don't go there yet.  
    From the chamber with Z'Ant, head West and inspect the door.  Use the T'Rang 
    Arm on the panel to open it.  Trying to do so without the arm will cause 
    damage to your party and it will not open.  Walk on in.

  - EXPLORING LOWER MARTEN'S BLUFF (WESTERN)

    You will come to a T-intersection.  Inspect the painting there for some 
    eerie foreshadowing and then head right.  The hallway to your left leads to 
    a Restrictive Area (one of two here) that you can not access unless you 
    intend to side with the Umpani strictly and kill all T'Rang.  If you're 
    wondering about the items in the room there: 

      Spiked Stones
      Gleaming Sword
      Book of Crushing

    Nothing spectacular.  That room joins with the Transport Room from their 
    Mothership, which also joins with the T'Rang Teleport.  You can access the 
    Teleport without the need of going through the T'Rang so no point piquing 
    them off.

    Anyway, follow the right hallway into a room that splits left and right.  
    There is a Dagger on the far wall.  If you need to shop now, go right.  If 
    you don't need to, check the mural on your left.  Go up the ramp, click on 
    it and it will ask you a riddle like the one in Trynton:

            "Tell me this, who you be and then by chance your fortune 
             see..."

    We are looking at a painting of Marten with the Destinae Dominus if you 
    can't figure it out.  Answer MARTEN, and a door will open.  Walk down the 
    steps.

    The first room on your left houses a large group of REBEL SPIRITS, and 
    HIGARDI SPIRITS so be ready.  Kill them all, and check the entire room for 
    these items.

      Granite Potion
      Icicle Stix
      Potion of Cure Disease
      Boomb Bomb
      Bullet Stones
      Forest Cape
      bundle of Quarrels
      Heavy Crosbow
      Potion of Cure Light Condition
      Blarneystone Amulet - excellent misc. item to put on when shopping

    Leave this room and check the second room on the right for:

      Potion of Mod Healing
      Bascinet
      Book of Removal
      bundle of Viper Arrows
      Hammer
      Shillelah

    Leave this room and continue straight (West) and you will find Marten's old 
    Room.  Pick up the Ebon Gem, Potion of Superman, and the Renewal Potion on 
    the floor and inspect the diary.  Pay careful attention to the line that is 
    all in caps.  ETERNAL TRUST SURVIVES THE SOUL.  This will be used later in 
    Trynton.

    Leave this area now and go straight ahead (East).  To the left leads to 
    another supply room with these items:

      Spiked Stones
      Leather Leggings
      Leather Cuirass
      Brilliant Helm
      Bundle of arrows
      Potion of Razor Cloak
      Resurrection Powder
      Smelling Salts
      Cherry Bomb

    To the right will lead to SADOK'S room.  Go inside and loot the Laser 
    Pointer - gadget - on the floor.  There are also Potions of Dracon Breath, 
    Canned Elemental, and Magic Nectar near the vats.  Speak with Sadok and buy 
    some books and weapons from him.  If he has a Stun Rod for sale, buy one.  
    It's one of the most powerful polearms in mid-game with high percentage 
    Paralyze and Drain Stamina.

  - EXPLORING LOWER MARTEN'S BLUFF (EASTERN)

    The first room on the left of the Northern hallway is locked.  Open it and 
    kill the lone THANATOPEDE (can kill with spit).  There is a Mail Mitten, 
    Mana Stone and a Pickmeup Potion inside.  Continue down the hall.  The 
    corridor to the right will take you to two T'RANG SENTRIES guarding a door 
    locked by a combination.  They will tell you to leave at once.  Unless 
    you're planning on killing the T'Rang, leave.  The combination to the door 
    is 7-4-0.  Each of the numbers you will find on a piece of paper that is 
    randomly dropped by some of the higher level T'Rang NPCs here.  Behind the 
    door are some more T'Rang and a Mindblast Rod (weaker version of the Stun 
    Rod) and Potions of Hv Healing, and Cure Poison.

    If you take the corridor to the left, it will bring you to a stairway that 
    will allow you to access the other half of Marten's Bluff.  There is a 
    locked room in that hallway as well with a Round Shield, and some mundane 
    ammunition (stones, arrows et cetera.).  Do check the interesting graffiti 
    on the wall though.  The corridor straight ahead leads to the chamber 
    containing the T'Rang Overmind.  You don't have to worry about this area 
    unless you plan on destroying the T'Rang.

    Rest if necessary, and then go up the stairs.

********************************************************************************
XVIII. Marten's Bluff (Eastern half of Fort)
********************************************************************************

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

    In the first room, search the crates for an Amulet of Healing, and the 
    Dulcimer of Mending - great Bard Instrument.  Make sure your protective 
    spells are up because you may encounter powerful spellcasters here.  Make a 
    right, and then left.  You may run into a group of HIGARDI SPIRITS or REBEL 
    SPECTERS.  The latter versions hit you with Slow, Blind, and Mental spells 
    so Soul Shield is a must.  Kill them all and walk into this new hallway.  
    From here you will see another corridor straight and one to your right.  
    There is a Potion of Razor Cloak, and Books of Haste and Portals in this 
    hallway.  Go to the right first.  Take the Sneeze Powder, and carefully step 
    into the room.  Check out the pillar at the center of the room with the 
    contorted faces.  The mouth will spit arrows continuously so time your move.  
    There is nothing here so make your way across the room.  You will find 
    another left and right.  The left leads to stairs which will take you down 
    to the T'Rang teleport in Lower Marten's Bluff.  Go to the right, walk into 
    the room, pick up the Bronze Curiass and Flash Powder, and throw the switch 
    down on the wall.  This will open the large iron door that you couldn't go 
    through back at the courtyard.  Now go back and head own the stairs.

  - T'RANG TELEPORT

    Walk down the hallway and you will find a 4-way here.  Straight ahead is 
    another set of stairs which will take you back up to Marten's Bluff, outside 
    the Fort.  The one on the right will lead to the Restrictive area.  Go to 
    the left, open the door.  Check the console and use your red & yellow wires 
    on it.  This will allow you to control the teleport.  Excellent!  Each of 
    the buttons on the console will activate the port to that corresponding 
    area.  If you have Set Portal by now, I highly suggest setting it here so 
    you can access this room.

      BUTTON ONE - Northern Wilderness - near Umpani Base Camp  
      BUTTON TWO - Arnika-Trynton Road - the T'Rang House
      BUTTON THREE - Rapax Rift - near the Mountain Wilderness zone
      BUTTON FOUR - Marten's Bluff - near the lake

    While you're here, you may as well hit button two and go to the house to 
    pick up the items inside.  Also, unlock the door there so you can make use 
    of this house later.  Once done, come back, and then return to the Fort.

    Make your way back to the first hallway, and head down the other unexplored 
    corridor.  Avoid stepping in the middle of the room, and skirt around the 
    edge to pick up the Enchanted Broadsword, and Pot with Hinge - gadget.  Now 
    step in the middle, and it will drop you down to the moat.  You will be met 
    by several IRONSKIN CROCODILES and whatever random spawns are in the area.

    Return back to the courtyard, and go through the now open door.  If you head 
    up the right path, you will find a lone THRSHER APUS guarding some Magic 
    Nectar, Potions of Hv Healing and Superman, and a Mandolin of Magus.  Go 
    left, and loot the Scroll of Whipping Rocks and Freeze Flesh.  Pick up the 
    Marten's Idol there and this will trigger a trap.  There's no way to avoid 
    it.  Your party will black out for a moment and when you awake, one of your 
    party members will be missing (completely random).  Nearby are some Blue 
    Flowers on the floor probably left by the kidnapper.  You saw these at 
    Crock's place so time to head back to the Swamp.

  - CROCK'S EXPOSITION

    Once you confront Crock on the matter, he'll play dumb and make up some 
    bogus story about the T'Rang not trusting you and so on.  He will offer to 
    help you find your lost companion if you help him with a small favor.  
    Apparently, this large frog called a Brekek has returned back to the Swamp 
    and it's scared the bejeezus out of him.  Say YES to the favor for now and 
    head to the North Eastern Pond.  The Brekek is a Level 9 Frog with about 500 
    HP.  It has a poison-based spit that can affect your entire party and he can 
    swallow.  Kill him for 75000 Experience and loot the Giant Frog's Leg.  
    Return it to Crock and he will miraculously whip out your companion from a 
    room nearby.  You can kill him if you want, but again, he sells powerful 
    books and items so if you want to hold off on the revenge...

    Okay, now that we have Marten's Idol in our hands, it's time to go back to 
    Trynton and meet Shaman Das again.

********************************************************************************
XIX. Trynton Upper Branches Re-Visited
********************************************************************************

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

    Make your way back to the Fifth Bough and return the hut with the wedding 
    cake-like dais set before the locked door.  Place Marten's Idol over the 
    dais, and it will open the door.  Go inside, check the two huts on the side 
    for Mystic Spear, Wand of Static, Canned Elemental, Bracers of Defense, 
    Mitre de Sanct, and a Renewal Potion.  Walk straight and talk to Shaman Das.  
    He will ask who sends you.  Answer Marten.  Then he asks you what message he 
    has prepared for you to take to him.  Answer him with the line from Marten's 
    diary, ETERNAL TRUST SURVIVES THE SOUL and he will give you the KEY OF 
    SERENITY.

    Interestingly enough, you can go ahead and kill Shaman Das without losing 
    any Trynnie faction if there are no other Trynnies present other then the 
    two SPEARMEN guards.  In fact, the Spearmen will even assist you if they 
    don't run away, heh.  Shaman Das drops very good items including the most 
    powerful off-hand weapon in the game, the Diamond Eyes.  You will be able to 
    find this weapon in another zone so killing him is entirely up to you.  
    Shaman Das will no longer add anything else to the plot after you receive 
    your key.

    Take the key now and head up to the Rattkin Tree zone.  Go into the first 
    building an dunlock the door you couldn't get to on your previous trip.  You 
    will be met by five RATTKIN THIEVES.  Kill them all, loot the Leather Helm 
    and Magic Nectar on the floor, and inspect the KNOWLEDGE sign laying there.  
    Check it twice, and you will move it aside to reveal a section you can jump 
    through.  Fall in.  Open the Chest and you will acquire the Helm of Serenity 
    and other random items.  You must wear this permanently if you get your 
    hands on the Destinae Dominus.  I suggest giving it to a Monk or Ninja as it 
    is one of the best AC helmets they can wear in the game.

    We might as well take care of the Astral Dominae business with Don Barlone.  
    Hop on over to his house and talk to him.  Depending on your Communications 
    skill, he will sell the artifact to you for a price range between 90K to 
    100K.  $&&^%$-ing highway robbery this is.  If you attack him, he is Level 
    20 with very high AC and high resistances, and Milano will attack you as 
    well.  I was able to defeat him with a level 12-13 party by casting 
    Armormelt, and then give my team Superman and Haste while Bard/Gadgeteer 
    string Heal All now and then.  It took awhile but they went down pretty 
    fast.  Loot the Astral Dominae from Don Barlone.  He may also drop an ass 
    Faeries weapon called the Cane of Corpus.

    Once you have the Astral Dominae, the Dark Savant will send out groups of 
    his machines led by Orbs to get it back.  You will randomly run into them as 
    you move around Dominus.

********************************************************************************
XX. Arnika Re-Visited
********************************************************************************

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

  - Z'ANT QUEST (CONTINUED)

    Talk to He'Li at the tavern and she'll tell you that it's pretty dangerous 
    playing on both sides of the field.  You will need to bribe her, even if you 
    don't talk to her, to keep her mouth shut if you want to continue working 
    for the Umpani and the T'Rang (roughly 1800 gold pieces).  Bleh.  Go to 
    Antone and get some of the Custom Items ordered with the material you've 
    discovered so far.

    Return back to the Mook HQ, and give the Hologram your T'Rang-Mook Letter.  
    This will allow you to go inside.  Talk with Screg and ask him about the 
    Chaos Moliri.  If you try to recruit him to join, he will recommend Urq 
    instead who is upstairs.  Pick up the Book of Portals on the floor here and 
    then head to the back room.  If you attempt to swipe the Chaos Moliri, a 
    secret wall will open and a group of high-level Mook will engage you.  If 
    you don't put it back, they will attack.  To counter this problem besides 
    fighting them, switch the Chaos Moliri with your fake Astral Dominae.  The 
    Mook will leave and you can walk out.  Go upstairs to grab a Scanner - 
    gadget - and some Magic Nectar.  You can pick up Urq if you want.

    Return back to Z'Ant (use the T'Rang house) and give him the Chaos Moliri.  
    He will shower you with praise and hands it back along with 8000 gold, and 
    150000 Experience.  Your fourth mission now will be to track the Dark 
    Savant's Black Ship.  To do this, you will need to find the original Orbital 
    coordinates of the two vessels that were shot down by the Black Ship.  They 
    are logged in Black Boxes.  We have one from Arnika.  The other one is 
    located in Bayjin.

================================================================================
                                  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 Monastery
   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
   Mandolin of Magus   Magic Screen      30      5       Marten's Bluff
   Silent Lyre         Silence           30      5       Mine Tunnels, two of them 
   Jericho Horn        Armormelt         45      8       Lower Marten's Bluff 
   Rousing Drums       Haste             45      8       Swamp
   Soulful Sax         Soul Shield       45      8       Umpani Base Camp, on Saxx 
   Arresting Aria      Freeze Flesh      60     11       Arnika-Trynton Road
   Banshee's Howl      Hex               60     11       Northern Wilderness 
   Dulcimer of Mending Heal All          60     11       Marten's Bluff
   Chaos Drone         Pandemonium       75     14       South East Wilderness

********************************************************************************
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    3   Large Prism              Laser Pointer
Noisemaker           Sonic Boom      15    3   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
Port-O-Potty         Noxious Fumes   20    5   Porthole                 Pot with Hinge
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    8   X-Ray Chip                 Scanner
*Demon in a Box      Psionic Blast   60        Jack in the Box           Demon Doll
Regenerating Stone   Heal All        60   11   Lazurite Stone            Electrodes 
Strobe Light         Prismic Ray     70   14   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                      South East 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              South East Wilderness
   Long Metal Tube             Sea Caves
   Loudspeaker                 Mt. Gigas Caverns
   Magic Polish                Swamp, sold by Crock
   Magnifying Glass            Upper Monastery
   Metal Belt                  South East 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
   Pot with Hinge              Marten's Bluff
   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.