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Simplified Wizardry 8 Solo Guide
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COPYRIGHT
---------
Do anything you please with this guide.
Wizardry 8, the best RPG ever, is (c) 2001 Sir-Tech Canada Ltd.
DISCLAIMER
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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.
ACKNOWLEDGEMENTS
----------------
The best detailed walkthrough of Wiz 8 is Guiler's at
www.gamefaqs.com/pc/374906-wizardry-8/faqs/14853.
The best website for all things Wizardry 8 is Flamestryke’s at
www.zimlab.com/wizardry/flamestryke/wizardry8/flamestrykes_w8.html.
The best all-around Wizardry resource is John Hubbard’s at
www.tk421.net/wizardry.
The best separate set of maps is at
www.zimlab.com/wizardry/volberding/Wiz8AllMaps.htm.
Or, just click on a location at Flamestyke’s portal, which pulls up a
map that matches the locations in Guiler’s walkthrough.
INTRODUCTION
------------
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
weird.
GUIDE'S ASSUMPTIONS
-------------------
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
guide.
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.
CHARACTER SELECTION
-------------------
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
vitality.
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.
SOLO GAME DIFFERENCES
---------------------
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
recipes:
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.
COMBAT TECHNIQUES
-----------------
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.
SETTING OUT
-----------
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.
LOWER MONASTERY
---------------
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
door.
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
easy.
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,
camp.
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
all.
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!
UPPER MONASTERY
---------------
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.
ARNIKA ROAD TO THE ARNIKA EXIT
------------------------------
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.
ARNIKA-TRYNTON ROAD TO ARNIKA
-----------------------------
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.
ARNIKA I
--------
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.
ARNIKA-TRYNTON ROAD TO 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.
TRYNTON I
---------
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.
RATTKIN TREE I
--------------
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.
SWAMP I
-------
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.
MINE TUNNELS
------------
Revive, but do not recruit, RFS-81. Cross to the shuttle cars
exactly as usual. On to Marten's Bluff.
MARTEN'S BLUFF I
----------------
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.
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
trail.
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.
MARTEN'S BLUFF II
-----------------
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.
UPPER MONASTERY II
------------------
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.
MARTEN'S BLUFF III
------------------
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.
SWAMP II
--------
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.
TRYNTON II
----------
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.
MARTEN'S BLUFF IV
-----------------
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.
UMPANI CAMP
-----------
Check in with Sergeant Balbrak, enlist, and start in on the Umpani
quests.
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.
ASCENSION PEAK I
----------------
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.
TRYNTON III
-----------
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.
RAPAX AWAY CAMP
---------------
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.
RAPAX RIFT AND RAPAX CASTLE
---------------------------
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.
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.
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!
SAMPLE ENDING STATS-–STARTING THE GAME WITH A BO
-----------------------------------------------------------------------
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
-----------------------------------------------------------------------
SAMPLE POINT DISTRIBUTION TABLE
-----------------------------------------------------------------------
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
-----------------------------------------------------------------------