Simplified Wizardry 8 Solo Guide

Do anything you please with this guide.

Wizardry 8, the best RPG ever, is (c) 2001 Sir-Tech Canada Ltd.

This guide is not a detailed walkthrough except where necessary.  
It does go through the game step by step but then defers to a 
detailed walkthrough when that works.  

The best detailed walkthrough of Wiz 8 is Guiler's at 

The best website for all things Wizardry 8 is Flamestryke’s at 

The best all-around Wizardry resource is John Hubbard’s at 

The best separate set of maps is at 

Or, just click on a location at Flamestyke’s portal, which pulls up a 
map that matches the locations in Guiler’s walkthrough.
It is possible to get through Wizardry 8 solo without sacrificing a 
party member early on, or dual classing.  Following this guide will 
reach the end of the game sooner than the time it takes to level a
bishop's magic skills for 18 levels, and certainly less than a 6 
character game including a bishop.  On the other hand, it does get 

1. Spoiler alert!  No attempt is made to avoid spoilers.  Presumably 
the reader has played Wiz 8 more than once and has the basics down.  

2. No genetic modifications are performed, i.e. no character edits are 
needed or were made to complete this game solo!

3. For this guide the game difficulty stayed on Normal, never Novice.

4. No NPC's were allowed except for specific purposes, as noted in the 

5. My characters refuse to take part in the Al-Sedexus demon mom 
sequence, so we will endure some inconvenience to avoid that.

6. This guide uses a T'Rang-Umpani alliance ending.

1. Profession
Major considerations from the start and throughout solo, are stamina 
and resistance to both physical and magical abuse.  To avoid 
complicated class changes and training sequences, and to start 
working on stealth immediately we'll need a monk, rogue, or ninja. 

Two of the three best weapons in the game (Staff of DOOM and *Light* 
*Sword*) are useable by all, so eventually weapons are not the 
problem.  Rogue and ninja (but not monk) can level lock skill.  
Remember the 8-tumbler locks on Ascension Peak?  Monk and ninja (but 
not rogue) have the critical hit skill, which will be vital in long, 
exhausting battles. 

A ninja can acquire the heal and stamina spells at levels 5 and 6, 
train the water element for stamina at level 7 using cure lesser
conditions, and acquire knock-knock at level 9 to train alchemy.  
Rogue and monk can do none of this without class changes.  Since small
party experience shows that the early levels are hard and tedious, a 
ninja seems the best choice.

2. Race
Faeries have the best magic resists, and are naturally hard to hit.  
Since we won't have most of the buffs, the faerie's magic resists are 
a huge advantage--especially the 40% mental magic.  Only faerie ninjas
can use the best weapon in the game so hmmm, looks like we've decided.
Not too original, but at least practical.

3. Starting Stats
At creation faerie ninjas only have 5 points left to distribute.  What
to concentrate on?  Given our defensive spell challenges, and that we
will be pounded constantly and need lots of stamina, let's go with
piety and vitality.  The faerie's piety is pitifully low, but it does
govern stamina and so will have to be pumped.

Everything else is in decent shape, and iron skin and iron will are
great for solo even though iron will doesn't kick in until level 22. 
The difference between even 40, 50, and 60 piety have a big effect on
stamina loss.  So, 3 points to piety (all we can give it) and 2 to

Continue to pump both of these attributes exclusively until vitality 
maxes out.  Once vitality maxes out, pump dexterity.  When piety maxes 
out, put points in speed and senses to keep them about even.  See a 
sample point distribution table at the end of the guide. 

4. Character Voice
Pick the least annoying, we'll hear it a lot and probably change it 
from time to time anyway.  "I've got a situation here!!!" again...and 
again...and again, same fight.  Arrgh.

1. Fewer Random Spawns
Maybe half what a party of 6 would encounter in the early part of the 
game.  It is possible to run from the monastery to Arnika-Trynton Road 
without difficulty in a solo game.  However, the set battles such as 
the 3 starter crabs are not affected.  To offset this, we'll have most 
of the set battles out-leveled by the time we get to them and we'll 
avoid or postpone the rest.

2. Critters Give Up Easily
A party of 6 must run for 5 to 7 rounds (often into the next mob) 
before the pursuing mob gives up.  In the solo game, at least in the 
early to middle parts, it's more like 2 to 3 rounds and much less 
likelihood of running into the next adversary.  This is always the 
last resort if a fight is too tough.

3. Use of Terrain is Vital
It's more important than ever to avoid facing more than two of 
anything that is not puny or weak to the solo character early in the 
game--and even then be careful at least for a while.  Luckily this is 
almost always possible although it sometimes takes backtracking.  
Remember where the doors and narrow doorways are, save the game at 
tight crevices in outdoor walls.  

Keep a backup copy of the last totally safe spot, and a save after 
that to keep up with progress.  Do not update the backup copy until 
certain that the current location is safe--often after a progress save 
and then camping out just to be sure.  Generally update both copies 
just before changing zones.
4. Carrying Capacity
Is almost a non-factor in this solo game.  The faerie ninja does not 
carry anything but potions, powders, darts, throwing knives, and 
absolutely necessary quest items which are all light.  See next item.

5. Money and Loot
There is no need to pick up and lug around heavy loot because the 
faerie ninja won't need the extra gold.  Equipment purchases 
eventually will cost only 55k gold on the first visit to Crock, and 
70k more at Bela's.  We will not be paying off Don Barlone or buying 
our way past Amit and Pee-Wee.  The best weapons in Wiz 8 are free.  

After raising alchemy skill past level 50, which will happen soon 
after first reaching Arnika, we can acquire more than enough gold to 
finish covering purchases for the entire game using just three alchemy 
Heal       + Moderate Heal         = Heavy Heal
Heavy Heal + Cure Light Conditions = Cure Disease 
Heavy Heal + Cure Disease          = Renewal

6. Many Quests are Pointless
No need to return to Cierdan's Tomb with the wheel key.  What does a 
solo faerie ninja want with Cierdan's sword and great bow?  Ninja 
can't equip either, already has plenty of gold, and there is no xp 
quest reward.  

7. Insanity and Turncoat
These effects are much less significant in a solo game.  There are no 
other party members to attack.  Since it's still sometimes possible to 
fight and to cast spells while insane, insanity is only a delay.  
Turncoat simply puts the fight on hold until it passes.  It's fun to 
watch Soul Eater connect with turncoat and then wander off after a 
couple of turns, sometimes having to be reengaged.  This is an example 
of a set battle that becomes a caricature of itself in the solo game. 

Read Guiler's guide.  It's well written, and all of Guiler's advice is 
great.  A couple of other techniques are important in a solo game.

Investigate (and "pull") adversaries by stopping first and saving at 
the closest point out of sight, then hitting the start combat icon, 
party move icon, run or walk icon, and advancing (for less than half 
of the movement available) and returning to the starting point.  This 
will both allow a look at what is out there, and usually get it to 
move toward the character's starting position.

Solo fights get stranger as the game progresses.  Some, especially set 
battles as mentioned, become ludicrously easy.  Some, however, start 
to follow a pattern: ninja and adversary almost cannot hit each 
other, ninja will eventually get in a lucky hit, and effects of the 
lucky hit allow more damage which eventually will finish the fight.  

Later on, in this type of fight lucky hits happen less and battles 
become a matter of attrition.  Once equipped with the Cane of Corpus, 
poison is ninja's friend--13 to 15 damage per round.  Keep up 
defensive spells and hang on as long as possible but bail out if 
necessary.  Enemies rarely follow far even late in the solo game, and 
by then our stamina control will be good enough that it won’t matter.

Critical hits, and extra damage due to paralyzation or poison will 
usually finish the later battles--not straight weapon damage.  The 
toughest battles are noted in the guide. 

Occasionally, the solo character will choose to initiate combat with a 
non-hostile NPC (Don Barlone, Rapax stockade guard, Al-Sedexus).  Do 
this by hitting the start combat icon, right-clicking the combat 
options icon next to the character’s portrait, and then clicking on 
the NPC about to be sent to another plane of existence.  
Restart the game from the select party screen until the first chest 
contains a bo (however, see next paragraph).  Collect unidentified 
potions and powders along the way, they are useful later.

Choose (or unchoose) weapons.  There are 3 basic startup weapon 
configurations for the faerie ninja, all with pro’s and con’s, 
presented here in order of preference.

1. The faerie ninja deals by far the most damage from the outset if 
equipped with a bo dropped randomly in the starter chest on the beach. 
The staff and wand skill will start to develop immediately, but not 
dual wield.  However, dual wield can be pumped to compensate.  The 
sample point distribution chart at the end of this guide is based on 
starting out with a bo.

2. Faerie ninja does much better with bare hands and feet than with a 
faerie stick and dagger.  The disadvantage of an early martial arts 
approach, however, is that some extra time will be needed to level 
staff and wand skill after buying a hayai bo at Crock’s.  Staff and 
wand skill will not have time to max out using this option.  

3. Equipping the faerie stick and dagger in the starting inventory 
will build both staff and wand skill, and the dual wield skill.  
However, the damage dealt is pathetic and this option is not 
recommended.  A single try at this option was quickly abandoned.
In spite of thrown critical hits, ranged combat is not important 
because starting fairly early in the game ninja will use a cursed 
melee weapon that is not practical to swap out.  In the meantime, use 
darts and throwing daggers. 

Plan on spending attribute points toward piety and vitality, skill 
points toward critical hit, dual wield, and lock skill.  See the 
sample point distribution table at the end of the guide.

Ok, the starter crabs.  The crabs aren't bothering us, they won't go 
hostile unless we get close, and they would pwn us right now anyway.  
Ignore them.  Definitely leave alone the 5 soft shell crabs across 
the lagoon.  

Go through the door and close it.  Start checking the hallway and 
returning to the ("beach") door.  Save a backup copy and a progress 
copy of the game.  Get comfortable, this will be home for a while.

If chased down the hallway run away rather than fight.  Critters will 
retreat after two or three rounds and usually go back to patrolling 
the other side of the big entry room.  If critters do decide to wait, 
go back to the beach door and camp for 24 hours.  They will go away 
eventually and something new will be patrolling the hallways on the 
other side of the entry room.

If the pursuing critters do show up while camping, try sleeping 
outside—-very little pops at the beach in a solo game.  Also, random 
battles that occur while camping are usually easier than other random 
battles.  If all else fails, restore and start over.

Remember to avoid facing more than 2 of anything for a long time.  
Rely on narrow doorways.  Wait until character level 4 or 5 to tackle 
the noxious slime in the desk room up the ramp, and the one in the 
green corner room with the chest.  When there's nothing patrolling the 
halls that can safely be fought, go back home and camp for 24 hours.

After resting, go hunting on the other side of the big entry room.  
Remember which way to run and escape.  Pick off whatever can be fought 
safely; rarely will it be possible to defeat more than one or two 
critters before having to run away.  Do not use potions for now, save 
them--stamina potions for emergencies, the 5 heals originally in 
inventory plus any found along the way, for later.  Retreat when 
stamina or health runs low.  

On reaching the big entry room during a retreat, take the drop to the 
bottom of the ramp and head down the hallway toward the beach door.  
The drop does not cause damage, and will leave behind whatever is 
following--it has to go the long way.

High solo xp awards for slimes, bats, and rats and will raise levels 
quickly in the beginning.  When encountering groups of stalkers, stand 
past the edge of a doorway and get shot at until running out of 
stamina or health.  Do this as much as possible, it builds stealth.  
It is also possible to get stalkers to line up at the edge of their 
range and let them shoot away until ninja's health runs out.  This 
builds stealth quickly.

On reaching level 5, learn the magic spell heal and add points to the 
divine and water realm.  At level 6, learn stamina and add points to 
water realm.  It's ok to put points in the water and divine realms 
through level 7, but not at level 8 since then we will train these 
realms plus the alchemy book.  More on that later.  Be sure at each 
level to place 3 points into the critical hit skill until it hits 75.

Keep hunting until level 6 or 7 with stealth at least in the 50's, and 
try to have at least half a dozen light heals in personal inventory.  
There are a few lying around, and slimes will drop them occasionally.

It’s possible to get stealth much higher than in the 50’s with small 
stalker groups.

In any case, stalkers soon will show up more often.  They will prowl 
in one or two groups with 4 to 7 stalkers per group.  10 to 12 
stalkers in a two-group mob is typical.  When ready, pull a mob into 
the large entry room.  The more the better.  Go slow, they’ll follow.  
After all, they’re stalkers.  By now not too much damage should result.

Work back to the large entry room, go gradually around the ramp to the 
top of it, and wait.  When the stalkers follow, they will fan out near 
the door and start spitting from long range.

Once the mob is in place and spitting, stealth will increase quickly 
but ninja will take damage.  Use spells rather than potions to keep up 
with damage as much as possible, since a faerie’s magic points 
regenerate over time.  The object is to build up stealth to 100, which 
is critically important in the solo game.  Stealth at 100 gives the 
character a bonus of 10 to armor class. 

With 10-12 stalkers fanned out expect to use about 3 potions while 
stealth is in the 60's, maybe one while stealth is in the 70's, and 
keep up without potions after that--stealth kicks in and hits are less 
frequent.  With 10-12 stalkers spitting away, 100 stealth happens in 
about two hours, somewhere around turn 1000.  Having fewer stalkers 
deployed will take more rounds to reach 100, but damage will occur 
less often and be easier to manage with magic regeneration.  

In any case, once this process is complete, head back to the beach 
door and sleep the stalkers away or just kill them off.  The stalkers 
are not hard to take on now.  Whack on the nearest stalker until 
stamina runs lows, walk away and be spit at until stamina returns, 
walk back and resume whacking, and repeat until the fight is over.  
If anything even starts to go wrong, bail out and run for the beach 

It's now ok to range farther to hunt--or sleep 24 hours by the beach 
door and wait for random crab groups to spawn (they’re easy now, at 
the beach door, one at a time).  The next goal is to reach character 
level 7 with enough xp for level 8 and proceed to the coffin room.  
Once reaching xp for level 8, don't distribute points unless alchemy 
is already 15 or more because we'll want the cure lesser conditions 
spell for training.  Why hold off at level 8 rather than level 7?  
Because the fights with Gregor and with the spiders guarding the red 
button to the exit door are noticeably easier.  

Here is the spell and magic training agenda.
1. Level 5 - heal spell
2. Level 6 - stamina spell
3. Before distributing points at level 8, alchemy skill at 15+
4. Level 8 - cure lesser conditions
5. Train alchemy to skill level 30 in the coffin room
6. Level 9 - knock-knock and cure poison spell
7. Train alchemy to skill level 60 at the locked bank door in Arnika
8. Level 12 - element shield and cure disease spells
9. Level 15 – portal, purify air, and body of stone spells
Purify air is for two or three fights only, but it's helpful in those 
to avoid the risk of instant death.  Body of stone is helpful on 
occasion, such as when a lot of archers are doing damage and they are 
not the first priority.  Choose other spells as desired, but be sure 
to leave enough spell choices for these.

The next safe point for camping is at one of the side rooms with a 
door, just before reaching the king crab.  Don't forget the hidden 
ring with the armor class +1.  Close the door before camping, and do 
a progress save before venturing out.  If whatever might be lurking 
nearby outside the door is too dangerous, run back inside and camp 
some more or just restore the game if things get too hairy.

It may take many tries to reach the side rooms safely, but that's ok.  
When low on magic and stamina return to the beach door, rest, and head 
out again.

When rested and ready, open the king crab room door from the side, 
select combat, and run up to the king crab (remember his range is 
longer than a ninja's not equipped with a bo).  This fight should be 
easy--crab cakes for dinner.  If not, do some more fights and come 
back later.  Gregor and the spiders are harder.  After the fight unbar 
the barred door if there is any more hunting to do.  No reason not to 
retrieve the resurrect powder from the waterfall, the fish are now 

Rest up and save, next is Gregor.  This should take place at level 7 
with enough xp to reach level 8 as described earlier.  At level 7+ 
this fight should not be too challenging.  However, this battle takes 
on a pattern that more and more battles will follow—-Gregor has a hard 
time targeting ninja, but ninja can hardly hit either.  Eventually a 
lucky shot by ninja either will kill Gregor outright, or paralyze him 
and then it’s downhill from there for the unfortunate bug. 

Move on to the coffin room, it's safe.  Go to the middle coffin on the 
left.  If alchemy is not already at skill level 15, open or close the 
coffin lid and cast heal at the lowest power setting until healed.  
Keep working the lid and casting heal, resting when magic runs out, 
and keep this up until alchemy is at skill level 15. 

With alchemy skill at least at 15, distribute points for level 8 and 
learn the cure lesser conditions spell.  Now there is no need to 
distribute skill points into magic except for the air realm--we're 
about to train water and divine realms, and alchemy.  Open and close 
the coffin lid, cast cure nausea when nauseated and then cast heal 
until healed, both at the lowest power setting.  When magic runs out, 

Do this over and over until alchemy is 30, which is needed to learn 
knock-knock at character level 9.  This is a pain for a party of one, 
sorry about that.  We're doing this here, now, as opposed to in 
Arnika, or another time, because the nausea effect allows us to train 
the water realm for stamina, and we're not coming back until much 
later.  Water and divine realms will be around 40 and 50 respectively 
when alchemy reaches 30.

Don't sell unidentified items to Burz.  We'll soon use them to train 
Vi Domina's identify item spell.  There's no need to visit Burz at 

Next is the room with the red switch that opens the exit door, where 
the spiders drop from the ceiling.  The spiders throw paralyzing webs 
but only do minor damage.  Finish them off and push the red button to 
open the door to the upper monastery.  <Whew!> Congratulations!

Fighting in the upper monastery consists of set battles with 
variations in levels and numbers of opponents, except for the final 
room with the iron key which usually spawns seekers, wolf spiders, or 
dung beetles.  Compared to the previous level with its numerous 
random encounters, this level is easier.

However, the initial rat group can be trouble.  It will be some 
combination of gnawer rats, rabid rats, and pestilent rats.  
Pestilent rats have hit points in the 70’s and inflict nausea, poison, 
and disease effects.  The rabid rats have the same effects, but far 
fewer hit points.  So, take position carefully at doorways when 
engaging mobs on this level.  Many of the doorways and corridors in 
the upper monastery restrict adversaries to attacking one at a time.  
Take advantage of this especially with the rats.

Proceed carefully, see what’s in the rat group by looking, or by 
engaging it from a distance by clicking the combat icon.  If the group 
looks too tough, retreat back to the coffin room in the lower 
monastery and camp for 24 hours, return, and see what the next group 
looks like.  Camping in the upper monastery does not change the 
composition of the rat group.

Once the rat group looks doable, start in.  If there are any pestilent 
rats, after killing one of them without getting diseased retreat to 
the initial stairway nearly to the point of reentering the lower 
monastery and wait for the battle to end.  The rats, thankfully, will 
not pursue past the stairway. Rest, save, carefully reengage the rat 
group, repeat until finishing it off. 

Most likely sometime between this fight and early in Arnika ninja will 
reach level 9.  Learn the knock-knock spell, put skill points in 
critical hit, dual wield, and air realm.

Proceed through the upper monastery.  No need to bother with crates 
and chests.  Don't kill off the stalkers in the courtyard between the 
statue of Phoonzang and the chapel where Altheides appears.  We'll 
need them later.  No need even to bother with Altheides here.  Head 
for the exit and do backup and progress saves.

With a party of 6 at level 8, this leg of the journey can be a major 
struggle.  With a solo character, it really isn't since there are far 
fewer random groups.  Expect to encounter only 4 or 5 groups on the 
way, any of which can be outrun since they give up quickly.  The side 
trip with the Higardi bad guys guarding a chest is optional, it's a 
winnable set battle but there is no useful loot.

Once near the main road and onward, move from crevice to crevice and 
do progress saves.  Take on whatever seems safe, but many adversaries 
such as a queen ant are close to impossible to defeat.  The random 
higher level Higardi rogue-type characters inflict a lot of damage at 
this point, even one at a time. 

Maybe one group, fight or outrun it at will.

Be sure to pick up the pink potion just before the Arnika entrance.  
It is an unidentified renewal potion, and is especially useful. 

He'Li's is safe with the door closed, so tell Myles "No" and head for 
the tavern, take the room He'Li offers or sleep at the bar.  In 
general, fights with random Dark Savant androids will be easy and 
those with random Higardi baddies can be tough.  Be aware of the 
location of HLL guards.  They help a lot by tanking and using their 
k.o. ability, but they seriously drag out the length of fights.

In Arnika we can make money by merging and selling potions, but our 
artifact skill is (and will remain) pitifully weak.  We also have 
unidentified items in our inventory now and will have others soon.  
The best way out of our plight is to rescue Vi Domina and have her 
use magic to do id's.  She is close to being able to do that now.  

So, go rescue Vi.  First do a progress save, then break into Vi's 
holding cell at the wrecked ship.  Vi never seems to get in trouble 
here so don't do anything rash.  Recruit Vi and situate her toward the 
back in the party formation window.  Vi is prone to taking most of the 
damage in a fight--adversaries prefer to target her, rather than a 
ninja with a much higher armor class.  Now visit Braffit and He'Li, 
then come back to the holding cell--which is now safe--and rest.  

Vi is at level 6 and only 22k xp from character level 7, and her 
priest book is below 15 skill points.  So, we'll have to train her 
priest book to skill level 15 and power level her to level 7 for her 
to get the identify item spell.  None of this takes long.  Go to the 
fires inside the crashed vessel, toast the party to sustain damage, 
back off and have Vi do the healing at the lowest spell power setting.

Rest in the holding cell as necessary, repeat until Vi's priest book 
reaches skill level 15.  If Vi happens to acquire enough xp to reach 
character level 7 before her divine book reaches skill level 15, don't 
distribute points yet.

Now go pick fights, preferably with Dark Savant androids until Vi 
levels unless that has happened already.  Remember that Vi is fragile. 
When Vi is leveled with priest book skill at level 15, distribute her 
points (including 3 to the mental realm) and have her learn the 
identify item spell.  Go to He'Li's and have Vi practice on 
unidentified items in inventory until they're identified.  This will 
take a while since the unidentified renewal potion is a relatively 
high level item.  

However, leveling Vi's mental realm up through enough to id renewal 
potion will come in handy very shortly.  Now take Vi into the 
corridors leading to He'Li's rooms, close the door, walk in a little 
way, and dismiss her.  Go back to the bar, and Vi is standing near 
He'li.  Ninja now has all Vi's weapons and armor in party inventory.  
Leave them in a rotating stack next to Vi for another day.   

Time to level alchemy again.  If not at level 9 already, continue to 
pick fights until ninja does reach level 9.  Select the spell 
knock-knock.  Distribute skill points to air realm, critical strike, 
and dual weapons.  Proceed to the jail, enter the middle cell, and 
drop down to the room with the heavily locked door to the bank.  

Access the lock and start casting knock-knock at the lowest power 
level.  Rest here when needed, the room is safe.  Luckily this is the 
easiest training sequence in Wiz 8, and will go quickly.  Raise 
alchemy at least to level 60, with earth at about 80.  Higher than 60 
is even better for casting element shield and body of stone later.

Do a progress save, teleport to the street.  Make sure the street is 
safe for Vi, recruit her, and head over to Braffit's and buy complete 
sets of 2 light heals, 2 moderate heals, 1 cure light conditions, and 
1 cure disease until gold runs out.  Merge the light heal with 
moderate heal to get (unidentified) heavy heal.  Have Vi identify 
heavy heal, and then merge it with cure light conditions to get 
(unidentified) cure disease.  Keep resting and having Vi identify 
unidentified potions.   

Now merge--alchemy is over 50 now!--heavy heal with cure disease to 
get (unidentified) renewal.  Have Vi identify the renewal potions, 
camp as needed.  Sell renewal potions to Braffit, or shuttle over to 
He'li's for a slightly better price.  

Repeat until Braffit is cleaned out of one of the ingredients.  Sleep 
for 24 hours and let Braffit's inventory restock, and continue.  125k 
gold is enough to cover purchases through the end of the game.  Be 
sure to have at least 55k gold before moving on.  However, the 
money-making is easy and getting to 125k gold is no problem.  Watch 
Braffit’s inventory during this process and buy up all magic nectars 
and pick-me-up potions from him now, and from him and all other 
vendors for the rest of the game.  

When finished dismiss Vi and head for Trynton.

There are very few groups, proceed as before.  Move from crevice to 
crevice and do progress saves.  Take on whatever seems safe.  
Clearing the graveyard isn't recommended.  It's nearly pointless, and 
encountering a mob of level 9 trynnies with a level 7 sige won't be 
healthy.  To clear the graveyard anyway, don't forget the hidden vial 
of holy water near the two trees at the southeast corner of the 
graveyard intersection.

Proceed through Trynton as usual, but stop before encountering 
Madras.  It's important to continue on to Don Barlone, but the breeder 
quest is a problem.  At the moment, completing "Operation 
Extermination" by eliminating the breeders is not difficult.  The 
breeders don't always swing, rarely connect on hits, the hits are not 
lethal, and there is time to cast heal. 

Getting out of Rattkin Tree is extremely tough.  The Rattkin goons are 
unimpressed with ninja's fighting skills and hardly get hit at all, 
and then for not much damage.  They, on the other hand, hit regularly 
for good damage, poison frequently, and between them and the snipers 
totally block the way out.  Either don't bother with the quest at all 
since the rewards are "um, minimal", or complete it on the last return 
trip for the Astral Dominae. 

Talk to Don Barlone.  Isn't that the Cane of Corpus sticking out of 
his pocket?  Soloing Don Barlone, who is now at level 20 and highly 
capable with poison daggers, is just about impossible at this point 
and for quite a while.  So, make the deal for the Astral Dominae and 
we'll be back later wielding the Staff of DOOM and will know how to 
use it.

Leave by the back way to prepare the rope for return trips.

This is a run to Crock's, and then through the Mine Tunnels to 
Marten's Bluff, to open up the T'Rangeporter and do the Z'Ant quests.  
Move with extreme caution and save frequently, there will be a lot of 
exposure along the way. 

The initial route is mostly due east, but be sure to stop by one of 
the cracks where the Dark Savant drops the fake Astral Dominae, 
signaling that Don Barlone has the real one.  Pick up the fake. 

At Crock's purchase a hayai bo, the ninja suit items, 4 amulets of 
healing, and of course eau d'Rapax perfume.  Sleep for 24 hours (save 
prior to the last 8) until each amulet of healing shows up, as well as 
a hayai bo if one was not in Crock's inventory to start with.

Equip the hayai bo, ninja suit, and the two amulets of healing.  Look 
at that bump in armor class!  Head northwest across the central 
bridge, and then northeast toward the Mine Tunnels.

Revive, but do not recruit, RFS-81.  Cross to the shuttle cars 
exactly as usual.  On to Marten's Bluff.

Open up the T'Rangeporter.  T'Rangeport first to the T'Rang house on 
Arnika-Trynton Road and open to door for return trips.  Take the 
return T'Rangeporter back to Marten's Bluff.

Do all the Z'Ant quests through the Black Ship coordinates before 
signing up with the Umpani, to avoid complications.  Reporting to 
Z'Ant while working as a double agent for the Umpani can go badly 
even if everyone is paid off.  

When snatching the Chaos Moliri, be sure to have 70k gold before 
leaving Arnika.

Sometime while questing ninja will reach level 12 and choose the 
element shield and cure disease spells.  
The Black Ship coordinates quest requires a trip to Bayjin.  However, 
before trekking to Bayjin there is a lot to do first.

To start with, we don't (and won't) have soul shield and so are 
vulnerable to the mental magic that Rynjin throw constantly.  We have 
40% natural resistance, will acquire an item soon with a 10% boost, 
but need more.  The Helm of Serenity is good for another 30% boost, 
which will be as good as it's going to get.  That adds up to the 
equivalent of a full power soul shield on at all times, plus a bit.  
So, we need the helm now rather than later.

Before going after the helm plus everything we need to do first and 
then taking on Bayjin, we'll want a weapons upgrade and a stop by 
Bela's for a cape of many colors.  That's what the 70k gold is for.  
Set the T'Rangeporter for the Umpani camp entrance, teleport and then 
head east to Mountain Wilderness.

The marble golem is not difficult by now.  When encountering groups 
that inflict element damage (acid wings, scorchers, fire ants) 
remember to cast element shield. 

Hike up to see Bela.  Buy and equip a cloak of many colors and head 
back to the main trail and turn east.  When the trail doubles back, 
there are two ways to approach the waterfall where we're going next.  
Either stay on the trail and keep going until reaching the granite 
golem, or drop down the side of the hill (no damage) from the top of 
the turn.  The latter is a good detour if anything nasty is on the 

Either way, proceed west to the small lake where the granite golem is 
stationed.  The granite golem is a bit tough for us as we are, but he 
is easy to run around.  After either running or stopping to fight, 
cross under the waterfall into the weapon stash and take the staff 
and the wand.  

The staff will turn out to be the Staff of DOOM, and the wand the 
Winterwand which will eventually become ninja's end-game secondary 
weapon.  It's better not to equip the Staff of DOOM right away, we'd 
have to uncurse and unequip it very soon.  If DOOM proves 
irresistible, do not discard the hayai bo.

Head for the T'Rang house, to take the return T'Rangeporter back to 
Marten's Bluff.

Now we have a big problem.  To acquire the Helm of Serenity we have to 
pick up the stone idol off its altar, to take it to Shaman Das's on 
the 6th bough in Trynton.  Picking up the stone idol solo is a one-way 
ticket to the "Your party has been defeated" screen of death.  What's 
almost as bad, is that when ninja has an NPC helper or helpers, the 
game insists that the solo player character is the one to be kidnapped.

Which means that one or two NPC's will have to perform the rescue, 
i.e. run the swamp and take out Brekek.  Brekek is level 9 with nearly 
maxed physical stats.  There is more than one way to proceed, but this 
guide will go with RFS-81 solo since this is, after all, a solo game 
and RFS-81 is the best solo NPC for several reasons.

He (at least Al-Sedexus thinks he's a he) has natural stealth, 
critical hits, resistance to damage; is level 10, and will go to 
Marten's Bluff and the swamp without complaining.  To cross the swamp 
by himself and solo Brekek without undue hardship, however, he will 
need stealth and staff skills boosted, and to equip the Staff of DOOM. 
It will be best to equip him with DOOM right away, because he will be 
the tank and ninja will be the healer and backup fighter for a while.

Set the T'Rangeporter to button #4 and beam out toward the Marten's 
Bluff entrance (or just go out the side hatch--which we have opened 
from the inside by now, right?) Squish back through the swamp to the 
mine tunnels, recruit RFS-81, equip him with DOOM (or the hayai bo if 
ninja couldn't resist equipping DOOM) and two amulets of healing, 
place both characters in the front, return to Marten's Bluff and go 
down the side hatch back to the T'Rangeporter.

Set a course for the T'Rang house and go there.  If ninja has DOOM 
equipped, now it the time to zip over to Arnika, remove it, requip the 
hayai bo, and equip RFS-81 with DOOM.  Remember, RFS-81 is the tank 
and ninja will be healing part time.  

Not a bad idea to stop by Arnika now anyway to stock some heals and 
cure poisons for RFS-81's solo run.  Also, some scrolls of remove 
curse (they fizzle a lot) to take back DOOM later and then remove it 
at the next weapons upgrade.  By the way, Anna sells suede armor and 
buskins, which RFS-81 can wear.  They're cheap.  If there's a skull 
cap lying around on the ground from an earlier battle he can wear that 
too.  Head on to the upper monastery.

Somewhere during the trip to Arnika or soon afterward ninja will reach 
level 15.  Choose portal, purify air, and body of stone spells.

As soon as possible set a portal at the T'Rangeporter.  It will be 
here for a while, by far the most convenient location.  It is possible 
to train the air realm now, but this guide assumes putting enough 
points into the air realm to avoid having to do the training.  

Alternatively, to train the air realm without using points do as 
follows: at the portal just set, cast the set portal spell again if 
possible, rest, hit quick save (Q) and then quick restore (shift-Q, 
this step resets a timer).  Recast set portal, now by hitting shift-M 
as a short cut, rest, Q, shift-Q, and repeat until hypnotized.

Go straight to the courtyard between the statue of Phoonzang and the 
chapel where Altheides appears.  Lure the stalkers back through the 
door we just came in by, and move about halfway to the outdoor exit.  
The idea is to have the stalkers spitting at us from the edge of their 
range.  Stand out in the open and be spit at.  

This time however, healing will not be needed at all as long as 
everyone is wearing their amulets of healing.  If stalkers aren’t 
moving around, now seriously is time for the user of this guide to eat 
dinner, watch a movie, or knock off for the evening...later, RFS-81 
will be at stealth 100.  It's a personal call whether or not to wipe 
out the stalkers afterward for their trouble.  Back to the T'Rang 
house, and Marten's Bluff.

It's ok to run around and defeat critters to level up RFS-81 and boost 
staff skill, but it's not really necessary.  RFS-81 can solo Brekek 
now as is, and will have to avoid being mobbed regardless of level.  
When ready, proceed to the stone idol room.  Pick up the stone idol, 
fade to black, and (surprise!) ninja is missing. 

Send RFS-81 over to Crock's to get the Brekek quest.  On to Brekek.  
Return to Crock with the giant frog leg.  Get ninja back.  Ninja 
should take back DOOM (how is it that a faerie can equip a 12-pound 
staff?) and presumably sell the hayai bo, excess potions, and extra 
amulets of healing rather than drop them on the floor or cart them 
around.  We're done with them but we're also done with gold.  

Pitch or sell thrown weapons if any are still on hand, we won't be 
able to swap them out with cursed melee weapons.  Dismiss RFS-81, he 
might settle up with Crock later for the blackmail.  Crock has to 
sleep and he doesn't.

Keep all magic nectars and pick-me-up potions from here on out, 
they’re useful at long Rapax battles and Ascension Peak.  Do that by 
collecting unidentified blues and purples, and identify them from time 
to time to keep the good ones and sell off the rest.  Identify them 
either by having Vi do that on the next trip to Arnika, or selling 
them to the nearest vendor and buying back the keepers. 

Solo again!  Up the rope, go see Shaman Das on the 6th bough, collect 
and equip the Helm of Serenity.  No, it still isn't time yet to visit 
the Don.  

We are ready for Bayjin.  Get the black box and return to the 
T'Rangeporter through the side door, shoot over to Arnika, get the 
coordinates and return.  Go see Z'Ant, collect the reward.  Now reset 
the T'Rangeporter and take it to the Umpani camp.

Check in with Sergeant Balbrak, enlist, and start in on the Umpani 

The game is designed to approach Bayjin from Mt. Gigas by way of the 
water tunnels.  However, we don't need the *Light* *Sword* or anything 
from Davey Jones's locker, and so can take an easier option to 
postpone the Nessie battle until the trek to the Sea Caves near the 
end.  Do this by portaling to the T’Rangeporter and hiking to Bayjin 
by way of the swamp.  If choosing to fight Nessie as a side run after 
hiking in, remember to do so before recruiting Glumph (to take him 
home) or Nessie will evaporate him.  

Remember to grab a scuba tank.  By all means portal out to the 
T'Rangeport after collecting Glumph.  Return him to Yamir.  Look out 
for ensnaring spiders, follow an Umpani soldier group if necessary.

It's almost time to go see the Don, but set a portal by the Rapax door 
at Ascension Peak before collecting the Astral Dominae.  Head over to 
the Mountain Wilderness and then go past Bela to Ascension Peak, then 
north and northeast, take a right turn and then generally head 
southeast.  Ninja can't miss the Rapax door once it's in sight.  This 
is a good spot to set the portal because it's well away from the 
roadblock and critters don't patrol quite this far.

This portal, although we have to give up the portal at the 
T'Rangeporter to get it, allows us to bypass the Rapax roadblock 
triggered by collecting the second of the three major artifacts--in 
our case the Astral Dominae--and not have to, um, deal with Al-Sedexus.

*Now* go see the Don in Trynton.  

Grab the Astral Dominae.  The fight with Don Barlone is one of those 
annoying stand-off type battles, but a lucky hit will finish it sooner 
or later.  This may have to happen more than once, the Cane of Corpus 
doesn't always drop.  Once it does drop, unequip DOOM and equip the 
Cane of Corpus and Winterwand.  

That's it for weapons and equipment, except spiked boots at the Sea 
Caves.  Get the breeder quest and finish it off if that sounds like 
fun.  The Rattkin goons can't handle us now.  Slog through the swamp 
to Marten's Bluff.

T'Rangeport to the Rapax Rift entrance, and then hike through the 
southeast wilderness to the Rapax away camp.  The Rapax taking over 
the mountain clearing was triggered by collecting the second artifact.

Stop by the SE temple, mostly for fun.  The temple battle is highly 
optional because it isn't necessary and will require strategic pulling 
since Ninja can’t quite do the entire battle in one pass yet.  It is 
doable, however, and is easier than with the standard party of 6.  
Ninja is nearly invulnerable to death wish and death cloud, but should 
clear death cloud anyway (the red icon) whenever it is cast using the 
purify air spell.  

Next clear out the Rapax away camp.  Ninja will have to enter through 
the front door, but taking out the Rapax is much easier starting at 
the back by the stockade.  So, advance along the left wall.  When the 
templar give their first warning, keep advancing along the left wall.  
They may or may not issue their second warning.  If they do, still 
keep advancing along the left wall.  The third warning never happens, 
and the Rapax do not go hostile.   

Head over toward the stockade, wait until patrolling groups are out of 
sight, and then initiate combat with the stockade guard (and collect 
the stockade key).  Later, it is ok for Ninja to wait under the 
lookout posts until combat breaks off, then climb up to take out the 
archers.  Battle will recommence with the other lookout posts (and 
friends) but Ninja can jump back to the ground to escape, taking 
little or no damage.

After the Rapax away camp is cleared out, recruit Drazic and Rodan and 
hike back to Z'Ant by way of the swamp.  There is an excellent chance 
of getting Drazic and Rodan out alive.  Ninja plays healer again.  If 
the NPC's don't quite make it a resurrect or two may be needed.  After 
Z'Ant, T'Rangeport to the Umpani Camp and return to Yamir.

After the blowing up the Black Ship and reporting back to Yamir, head 
to the T'Rang house and Marten's Bluff, then T'Rangeport to the Rapax 
Rift entrance.

Ferro has nothing ninja needs, but may have magic nectar in stock.  
From the queen's chamber, it's a shame not to equip the assassin's cap 
from the vault, but we have to wear the helm of serenity.  Our only 
goal here is to collect the king's apartment key and disarm the bomb 
in Arnika.  Oh, also the beckoning stone to enter the temple of 
Al-Sedexus and put her out of our misery.

We conveniently end the Rapax adventure in Arnika.  This is the last 
stop in Arnika (or with any vendor), so get potions caught up.  Take 
the return T'Rangeport back to Marten's Bluff and from there to 
proceed to Bayjin, Bayjin Shallows, and the Sea Caves.  

Exactly as per walkthrough.  Except, absolutely do not pick up the 
sledgehammer.  It's 100 pounds, we can't equip it and can't drop it, 
and once we have the Destinae Dominus we're going to portal straight 
to Ascension Peak.

Exactly as per walkthrough.  

At the Chaos Moliri temple the 3 djinns throw cloud spells constantly. 
When a death cloud appears (the red icon), cast purify air. 

The final battle is easy for a balanced group, but is difficult for a 
solo ninja.  Phoonzang is useless.  He never does anything, but at 
least he isn't targeted.  Dark Savant is hard to hit, and constantly 
calls up minions.  They rarely hit, but the situation becomes 
untenable eventually.  DS's stats don't mention fire resistance, 
but he is for all practical purposes immune to any magic.

So, as soon as the cut scene is over it's time to evacuate.  Do this 
by running through the door, and keep running until out of sight and 
the fight ends.  Sorry Bela!  Save.  There are a couple of locations 
at which the Dark Savant doesn't get a response when he calls for 
minions ("no room").  However he's hard to pull.  If he can see ninja 
he'll blaze away without moving.  

The best location to catch DS is at the bottom of the blue ramp that 
goes straight down from the Cosmic Forge alcove, at or just before 
where the ramp flattens out.  So, from a doorway across from the 
entrance to the Cosmic Forge alcove, peek around the corner (combat 
icon, out, look, and duck back) until DS is at or near the bottom of 
the ramp, and then charge him.  He’ll stop advancing and recommence 
blazing away.  If DS is able to summon minions once engaged, restore 
the game and try again.  

Once the battle starts, DS has a hard time targeting ninja, but he’s 
also extremely hard to hit.  Dark Savant has several spells that can 
cause massive damage to a faerie ninja, and death cloud can instantly 
kill so keep up element shield at all times and cast purify air when 
death cloud appears.

Be patient and keep up health, stamina, and element shield.  Use magic 
nectar as needed.  Damage goes much faster if poison kicks in, but 
that happens only rarely.  DS can be paralyzed, but that happens even 
more rarely and usually doesn’t last long.  Oh, and DS occasionally 
casts heal all.  Don’t panic though.  The fight can go over a hundred 
rounds, but eventually the big bad villain falls.

Which ending did you choose?  Congratulations again!

Level   29                                    Alchemy         81
XP      75,333,318 (includes DS)              Water Realm     77
HP      273 (for a faerie ninja!)             Air Realm       45
Stamina 408                                   Earth Realm     94
Load    40/160                                Divine Realm    67
Kills   1177                                  Staff & Wand    100
                                              Locks & Traps   61
Close Combat    98                            Stealth         100
Dual Weapons    91                            Iron Will       63
Critical Strike 100+25                        Iron Skin       46

Lv|Where                |St|In|Pie|Vit|Dx|Sp|Sn|IS|IW|DW|Cr|Lk|Wt|Dv|Ai
 1|Startup              |50|55| 38| 52|55|60|50|  |  |  |  |  |  |  |
 2|Lower Monastery      |  |  | 41| 55|  |  |  |  |  | 3| 3| 3|  |  |
 3|Lower Monastery      |  |  | 44| 58|  |  |  |  |  | 3| 3| 3|  |  |
 4|Lower Monastery      |  |  | 47| 61|  |  |  |  |  | 3| 3| 3|  |  |
 5|Lower Monastery      |  |  | 50| 64|  |  |  |  |  |  | 3|  | 3| 3|  
 6|Lower Monastery      |  |  | 53| 67|  |  |  |  |  | 3| 3|  | 3|  |  
 7|Lower Monastery      |  |  | 56| 70|  |  |  |  |  | 3| 3|  |  |  | 3
 8|Lower Monastery      |  |  | 59| 73|  |  |  |  |  | 3| 3|  |  |  | 3
 9|Upper Mon. or Arnika |  |  | 62| 76|  |  |  |  |  | 3| 3|  |  |  | 3
10|Arnika/Arnika-Trynton|  |  | 65| 79|  |  |  |  |  | 3| 3|  |  |  | 3
11|Trynton              |  |60| 68| 82|  |  |  |  |  | 3| 3|  |  |  | 3
12|Marten’s Bluff I     |  |  | 71| 85|  |  |  |  |  | 3|  | 3|  |  | 3
13|Chaos Moliri Quest   |  |  | 74| 88|  |  |  |  |  | 3|  | 3|  |  | 3
14|Mt. Wild I, to RFS-81|  |  | 77| 91|  |  |  |  |  | 3|  | 3|  |  | 3
15|Arnika, or Afterward |  |  | 80| 94|  |  |  |  |  | 3|  | 3|  |  | 3
16|Rynjin, or in Bayjin |  |  | 83| 97|  |  |  |  |  | 3|  | 3|  |  | 3
17|Z’Ant Bayjin Reward  |  |  | 86|100|  |  |  | 3|  | 3|  | 3|  |  |  
18|On way to Gen. Yamir |  |  | 89|   |58|  |  | 3|  | 3|  | 3|  |  |  
19|Asc. Peak portal run |  |  | 92|   |61|  |  | 3|  | 3|  | 3|  |  |  
20|SE Wilderness Temple |  |  | 95|   |64|  |  | 3|  | 3|  | 3|  |  |  
21|Rapax Away Camp      |  |  | 98|   |67|  |  | 3|  | 3|  | 3|  |  |  
22|Yamir, or on the way |  |  |100|   |70|  |51| 3| 3|  |  | 3|  |  |  
23|Rapax Rift           |  |  |   |   |73|  |54| 3| 3|  |  | 3|  |  |  
24|Rapax, or DS Tower   |  |  |   |   |76|  |57| 3| 3|  |  | 3|  |  |  
25|Shallows to Sea Caves|  |  |   |   |79|  |60| 3| 3|  |  | 3|  |  |  
26|Sea Caves, to Amit   |  |  |   |   |82|63|  | 3| 3|  |  | 3|  |  |  
27|Up thru Chaos Moliri |  |  |   |   |85|  |63| 3| 3|  |  | 3|  |  |  
28|Up thru Rapax Army   |  |  |   |   |88|66|  | 3| 3|  |  | 3|  |  |  
29|Before Cosmic Circle |  |  |   |   |91|  |66| 3| 3|  |  | 3|  |  |  
Lv|Where                |St|In|Pie|Vit|Dx|Sp|Sn|IS|IW|DW|Cr|Lk|Wt|Dv|Ai