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 Wizardry 8 - part 2 Walkthrough
 Related links: Insert Walkthrough


Not much in here, except a bunch of monsters. Follow the road west until you
see a building on the left side; once you do, you'll find Crock, who was
mentioned in Trynton by the gadgeteer Madras. Ask him about 'Marten',
'Sea Caves', 'Rapax', 'Perfume', and buy a bottle of Eau D'Rapax PERFUME
when you trade.

If your character has disappeared from Marten's Bluff (see that area for
more detail) Crock will give you the quest to kill Brekek in a northern
area of the swamp (see below).

Pickpocketing Crock earns a number of gadget components, including the MAGIC

On the south side of the swamp, you can find a ramp that leads up to a
hollow log with a haste drum inside and a BLUE FEATHER, (which you need
to give to Fuzzfazz in Trynton) and also a ring.

Incidentally, going south under that log leads to Marten's Bluff. This is a
place you will eventually have to go, but unfortunately Myles, who is the
thief you picked up in Arnika, refuses to go there. If you want to go, I
would suggest switching him for someone like the gadgeteer in Trynton
(Madras). He'll also leave if you try to go to the Mine Tunnels, up in the
northeast corner.

Up in the northern part of the map, you can find a small area with waist-
deep water on the east side that has some items, and also in the central
part of it are a couple of huts stocked with items, mostly potions and
ammunition. The Lake hold the monster Brekek if you have received the
quest from Crock. Brekek is a 9th level frog monster with 500hp. Killing
him nets you a mere 5K xp, but Crock gives you back your character and 75K
xp. Interestingly enough, you can then return to Brekek, and he has
respawned! Kill him, take the leg, and return to Crock. Give it to him, and
you get another 75K xp! Lather, rinse, and repeat as desired (old timers
will know this as the 'Murphy's Ghost' trick).

The northwest corner is stocked with Rynjin, a particularly nasty race of
fishmen that feature spellcasters; not a good thing, especially if they
have party-effect damage spells (and they do). Use magic screen and any
other protection spells you've got before you go to battle. These monsters
are rated at level 15, so if you can't take them, don't worry. You can
come back later if you like. Getting past them allows you into Bayjin, the
most direct route there.

You can avoid the Rynjin, and on the beach up there you can find some
ammunition, including ammo for futuristic weapons; power packs.


This area will be necessarily incomplete, because I chose to ally with the
Umpani instead of the T'Rang.

You have to to up a slope (S) to get to the fort area, which is surrounded
by a moat. On the way, on your left side, is a cave in a pool of water,
with some items in it.

Along the right side of the fort is a catapult near a gate. Crank it (using
the crank gear to one side) and then 'use' the rope to fire it. It will hit
the wall and break, allowing you to walk up the length of it. Do so, and
follow the parapet and then head down into the courtyard. You will find a
dead T'Rang, and more importantly, a T'RANG ARM, which you can use both as
a key to some doors here and as proof for the Umpani, if you are on their
quest. Search for a paper, too. Beware the trap that fires arrows by the

From here, head south into another courtyard and take a left to get to a
road with buildings on each side. On the left, you find a room with some
machinery. Using the panel squishes anything inside the area, killing it
instantly. If you go into that room, and onto the center platform, you
will go down to Lower Marten's Bluff, described below. On the other side
of this room is the other control room, and it has 2 panels, which lock
the doors surrounding the crusher.

Across the street from the T'Rang entrance elevator is a locked door, which
must be opened with a lever found by navigating Lower Marten's Bluff (see
below) There are 2 ramps on the side of the room behind the door; one leads
up to a bard instrument and potions, and the other leads up to the STONE
IDOL, otherwise known as the Idol of Marten. Once you take it, however,
one of your group members disappears (for me, it was my Valkyrie) and you
must talk to Croc in the swamp about getting that character back.


This is the home of the T'Rang. If you came down the platform from Marten's
Bluff, head up to right and open up the panel.

You'll find Z'Ant, the T'Rang leader. He will ask you to ally with them.
Say 'yes' (even if you have allied with the Umpani) and he'll talk to you
about the T'Rang. Say 'strategy', 'history', 'mission'. He will ask you to
get an Umpani Flag (which you can buy from the Umpani stock room). He gives
you 2K gold if you do it, and 40K xp.

If for some reason, at any time, Z'ant gets mad at you for allying with the
Umpani (if you have actually done so), it is because you didn't pay off
He'Li in the Arnika Inn. Go there and pay her off, so she won't blab about
your 2-sided nature.

He will then ask you to kill a Rapax Assassin. Go up the elevator and find
the dummy hanging over it. Use the PERFUME that you bought from Croc in
the swamp on it, and go over to the door controls. When you see the Rapax
enter, lock both doors with the controls and then go over to the crusher
controls and kill him. You get 10K xp. Return to Z'ant and you get 4K gold
and 80K xp.

Your third mission is the Mook Alliance Mission. It is much like the Umpani
version of this quest; go to the Mook and give them the T'RANG-MOOK LETTER
which Z'ant gives you here, and you can get inside. The trick to get it is
noted in the Arnika section. Return here with the CHAOS MOLIRI and give it
to him (he returns it). You get 150K xp.

The 4th mission is to destroy the Dark Savant's Ship. He wants the
coordinates of the Black Ship. You must get the BLACK BOX from Bayjin and
use it in the Arnika Spaceport, as specified under ARNIKA above. Doing this
nets 300K xp and you get the quest to destroy the Umpani.

If you bring him Drazic and Rodan (as you should do first), you'll get
400K xp, the T'RANG TRACKING DEVICE, and the Z'ANT ALLIANCE, which should
be delivered to Yamir straightaway.

Take a left towards the door. You cannot open the panels yourself,
so you must use the T'RANG ARM you found up above in Marten's Bluff to do

You end up in a large hallway that immediately splits into left and right
passages. Head right and into a large room with a painting. 'Use' it and
say 'Marten' to open it. There are a whole bunch of undead back here, and
even though you might be high level, it's not an easy fight. This is
primarily because some of them are spellcasters, and stick you with status
effect spells, and insanity is one of them.

Take your first left into a room and start searching. You should find a
bunch of items in here. Then go back out to the hall and take the first
right. This room is nearly the same, and you can search here for more loot.
Now go to the end of the hall. Read the diary in the room and take the EBON
GEM on the floor next to it.

Once done here, head back out and down the new hallway, east. It will 'T'
quickly. Take the right into the shop there. There is a T'Rang here who
will tell you that he won't talk to you until you ally with the T'Rang, if
you have not done so, or will sell you things if you have. Take the left,
now, away from the shop, into another storage room.

Now head back to the first 'T' intersection and take the left now (S). You
will find a room with a T'Rang who tells you to leave. If you get too close
to them, they will attack you, and they are rated at L16, some of them.

If you come in from the Mine Tunnels, mine cart area 4 (noted below), you
will come in at the east end of the complex, and head west into the Bluff.
You come to an open area with a slime pit in the center. There are 3 supply
rooms (the locked doors) here with a bard instrument, PULSE PICK, and an
OSCILLATOR, as well as a Flame-Thrower.

To get into the door which you can't open (it heads west; says 'Nothing
Happens' when you use the controls), use the PULSE PICK on it. This takes
you to the normal entrance, behind Z'ant, actually. To get out there, use
the PULSE PICK again on the unmoving door. You can talk to the T'Rang
computer here, if you like. Not sure what to say to it yet.

There are many restricted areas around here, so be careful not to anger
the T'Rang sentries around. All the way at the north end is the T'Rang
overmind if you can pick the lock on his door. He doesn't seem to care if
you wander around him. There is a switch behind him, the meaning of which
is not clear.

Michael writes:

You can flick the switch to red behind the Trang Overmind then type
"increase" into the Trang computer. This destroys the Trang ship but
also turns the trang hostile. I can't imagine why... Be interested to
know how to avoid hostilities with the Trang at this point...

East of the Overmind area is a restricted door and 2 sets of guards. Switch
to combat mode and run past them, into the little alcove with the locked
door. The combination I got was 7-4-0; your mileage may vary. Going in will
cause you to go into combat, which you may not want, unless you are here for
the umpani quest. In the center of the room is the Mindblast Rod, which
is a pretty good polearm for monks and priests.

On the East side of the long passage headed north, towards the overmind, is
a supply room. Search for additional loot.

There is a supply room nearby the Overmind room (just S) of it. West of this
room is a stairway back up tp Marten's Bluff that leads up to a group of
ghosts (hard ones) that guard a portal spell book. Search in the crates in
this area to find another (Haste) book. Nearby is a room with a false floor
and a sword beyond it. If you charge for it, the floor drops you into the
water below the bluff (an easy exit if this area gets to be too much).

Run through the arrow room and pull the lever by the table to the right,
and you can go down the stairs here back down to lower Marten's Bluff. The
lever opens up the door to the back area of Marten's Bluff (across the
'street' from the T'Rang elevator). In there can be found bard instrument,
potions, and the Idol of Marten; see that area for more info.

In the area by the 2nd stairway is a teleporter to Rapax Rift, a place you
most likely do not want to go yet. If you would like to change the location
of the teleport, simply use the YELLOW & RED WIRES on the box, and press
the buttons to get a picture of where you'd like to go. There are 4

The Northern Wilderness (No way back; right in front of the Umpani camp)

The Arnika-Trynton Road (this leads to a house with an ELECTRIC LAMP and a
bard insrument, the Arresting Aria and has a teleporter back)

The Rapax Rift (No way back, but an intriguing way to teleport in NPC's
who would otherwise leave you if you tried to walk in the normal way)

Marten's Bluff (outside, by the pool of water on the slope; no way back)

Across the hall from the teleporter is a sealed door (not sure yet how to
get in--seems to connect on the other side with the assassin-guarded door).

At the west end of this passage is a stairway back up to Marten's Bluff.
Head up and use the lever to open up a hatch and you will find yourself
outside of Marten's Bluff, behind it.


You'll go up a path into an open area with 2 broken buildings. In one of
them is a broken android monk that can be recruited and repaired. Going up
the path furthest to the right (S) is a dead end with a little pond there.
The other way to continue would be to head up the rail-lined path a little
to the left of the first path (at the fork take a left), and head up to the
sealed mining tunnel. This is a back door into Lower Marten's Bluff.

Rush forward, over the plate on the ground, and a giant boulder will fall.
Head to your right to avoid it, and you are now trapped in the area. Use
the button to the left and open up the laser array and go into the cave.
You can find a T'Rang inside there (a samurai) who will join you if you
wish. Leave the cave when done (You can go back by opening up a cave wall
with a button if you look in the building with the T'Rang). Head forward and
grab the Silent Lyre, a bard instrument that casts Silence. It is near a
gate that leads into the mountain (unopenable from this side).

Continuing past it, you go through a weaving past, past some T'Rang guards,
to an open area with a building and a HOSE.

Inside the building is a puzzle called the Mine Cart Puzzle. Basically,
you fiddle with the controls on the wall, step into the cart with the lever,
and 'use' the lever to travel to a destination in the mines. Depending on
how the controls are set, you will go to different locations.

(each of these assume that you reset the track to the default every time).

Mine Cart Area 1
To start, toggle the top middle one, and get into the cart. You are taken
to a small area above the Marten's Bluff entrance (with the lasers). Head
back to the carts.

Mine Cart Area 2
Next, reset the top middle one and set the top right one. You should be in
a cave. Head up past the water, and you hit a plate to open the gate
mentioned before, near the lyre.

Mine Cart Area 3
Top left and center left lead you to an area with potions and another bard
instrument, this one the same as the first; the silent lyre. Follow the rock
path around the slope until you get to a lever. Pull it, and you'll move
some rocks and be back at the mine cart valley again.

Mine Cart Area 4
Set the center middle one and the bottom middle one to get to a 4th area,
a rocky path with cobwebs and a giant silver nugget (weighing 250 lbs), and
it leads into lower Marten's Bluff.


A note: I came here at level 14, and found 20th level monsters here. Beware!

The first thing you should do is head straight (ignore the left-hand path
up the mountain) and go to the foot of the mountain on the west side. There
will be a waterfall there. Go into the waterfall and find the cave behind
it; it is full of items.

Then, turn around and head east along the south side of the mountain (the
north end of this little valley here) to find some items alongside of the
cliff wall.

At the east end is a group of 17th level rapax samurai, which all cast
wizard spells to boot; not an easy group to take, for certain. If you get
past them, in the southeast corner you can find the exits to the South east
Wilderness and Rapax Rift. Neither Madras nor Vi will go to Rapax Rift,
but they do not have such trouble with the wilderness area.

On the south end, about in the middle of the south valley, you will find a
cave with some Rapax attacking a group of Higardi monks. When you have
killed the Rapax, talk to Anselm, the leader, and ask him about 'quest',

In the center of the valley, towards where the ground texture changes, is a
hill tomb, a 'barrow mound', if you will, with an opening facing east.
Inside are 3 particularly hard monsters that cast insane, death, silence,
ego whip, and a number of other nasty spells, in addition to hitting rather
hard. If you kill them (took me 5 or so tries at level 15), you will get
the Giant's Sword (only Mooks can use it), the Succubus Lyre (lifesteal for
your bard), and a couple of chests with some nasty nasty traps on them.
Also make sure to 'search' the body at the entrance.

Almost directly west of here is a circle of stone columns, each of which has
a blue rune painted on it. Touch the runes (in order) to activate them. This
makes the stone in the center glow, and you can 'use' an item on it; but
I am not sure what to use.

John writes:

I thought you might like to know that to gain entry
into the third retro-dungeon in the mountain
wilderness area you need to use a (plain) longsword

On the top of the mountain, you can find a friendly monster named Bela. You
should ask him about 'Bela', 'cosmic forge', 'incident', 'cosmic circle'
(he'll ask you to do a quest, say yes). Right past him is Ascention Peak,
and you'd best wait to go there until you've got all 3 artifacts. Madras,
the Trynnie (and presumably Sparkle) will not go there, but Vi has no
problem (nor, I think, would Myles, if you could get him there).


I am presuming that you come from the tunnel, from the Mountain Wilderness.

This area has Tanto Wasps, from which you can get WASP WINGS.

Take the CHISEL on the floor by the tunnel.

Head out along the water (take the stones on the beach) and find the gazebo
at the edge of the water. Go in, and get the Chaos Drone Bard instrument.
From here, you can head up the ramp, southwest, and it will eventually take
you to an open valley where you can head west, to the swamp.

There is a strange fountain at the south end of the map. On the ground
behind it (down the cliff) is a potion.

If you follow the road east from the Swamp exit, you will turn north and
enter a cave. This leads into a valley, back to the gazebo.

There is a 2nd ramp going from the gazebo, heading directly south. This
leads up to a temple filled with big bad nasty nasty monsters. If you can
kill them, you can take as your prize the LAZURITE STONE (you can actually
run in, steal it, and leave before they go hostile on you, if you're brave;
it's in an alcove opposite the enemy). See above for the use of the LAZURITE
STONE in a Gadget. If you need a HEART OF THE SORCERESS, you can get it

Check up on the balconies for some good potions and spellbooks, and the

On the left hand side of the temple, there is a passage that leads down to
a room filled with mummies. It is a tomb that has a number of useful items
in it, and the fight is much easier thatn the earlier one. You can find a
SKULL here and MUMMY DUST if you still need it for Antone's quest. This is
also where I found the Boomerang Shuriken (and fans of previous Wizardries
will know of what I speak, and so will want it). I also got a 1-handed
sword, Fang, which does 10-24 and is NOT CURSED (can you believe it?).
Overall, lots of good stuff.

In the east corner of the area is a path to the Wilderness Clearing.
Neither Vi nor Madras will go in here. The inhabitants are particularly
strong (Templars).


It's really not a good idea to enter here unless you're a templar.

There are 2 tents with 2 Rapax in them near the entrance; both have chests
in them that you can loot. Do so. Then, find the larger purple tent to the
right of the entrance, and find the Prince within. He runs off, leaving his
treasure chest. There is also another chest behind the concubines, which
you can get at later if you decide to kill off all the Rapax.

Find, on the west side of the clearing, the Rapax King's tent. He has a
copious amount of treasure in his tent. Relieve him of it, and then speak
to him. He will ask you to interrogate the prisoners; an Umpani and a T'Rang
that he's got captive. He'll give you the STOCKADE KEY to get to them. You
can also pickpocket him for the KING'S CAVE KEY, if you want to free the
queen (or get it by killing him later).

Head north, and when you find the unmoveable door, turn around and head
east, over the brown rock that looks impassable. It will curve around and
lead to a prison area, with an Umpani and a T'Rang in a cage here. The
STOCKADE KEY opens the center lock, but each cell has a lock on it that you
must pick if you intend to recruit them. By doing so, all the Rapax become
hostile. 100K xp, twice.

Kill off the army (or at least the king) and free the queen in her cave
next to the king's tent using the KING'S CAVE KEY which he drops when killed
or pickpocketed. Once you're done here, head off to Marten's Bluff to talk
to Z'Ant there, and complete the Alliance quest.


You will spend the bulk of this section underwater, and certain restrictions
apply. First, I haven't found an NPC that will come down here with you.
Second, Fire spells (and many other spells) don't work down here. Also, you
must keep your scuba gear equipped in one of your 2 misc spots in inventory
or you will lose stamina and drown. The monsters are all in the 13-17 area
in this initial section. Missile weapons and normal weapons work fine down
here, as do some bard instruments; I could not get the drums to work.

Your basic plan is to make your way southwest, killing monsters and picking
up the odd item on the way to Bayjin. The tunnels head in mostly the same
direction, with a few loops thrown in to screw you up. If you just want to
get through as quick as possible, either bear left at every intersection, or
bear right (there is little difference between them as they merge back up at
a few key points.


Immediately, you are going to see the biggest, meanest thing you've ever met
before (and maybe one of the tougher fights in the game; Nessie. You are at
the exit to the caves, and you must fall down into the open area to proceed.
This is where Nessie lives (if you need to get back up, step on the bubble
stream and it'll send you right back up).

Nessie is level 26, has almost 900hp, and will be immune to any sort of
status effect that you can muster. She has a bevy of spells that she'll cast
on you, none of them weak. It is not really in your best interest to get too
close though, because her short range attacks are worse.

For me, because I built up my long range weapon skills, it seemed like
simply a battle of attrition. Make sure you have all your buffs up (ench
blade, magic screen, missile shield, armor plate), cast up soul shield and
element shield, summon an elemental to charge her and give her something to
chew on in melee, and pound away on her with shrike arrows and hunter
quarrels. You should get over 170K for killing her.

At the southeast end of this large area is a small cave at the bottom with a
chest in it, labeled DAVEY JONES' LOCKER. It has the maximum number of locks
on it--good time to use knock picks. I found the treasure to be a bit 'meh',
but you might have better luck.

On the west side, you can find a number of bone piles, one of which has a
scuba gear and a set of IUF IDENTITY TAGS; you will need to return these to
the Umpani to finish their Underwater quest.

There are several bubble streams that launch you up onto paths above. I took
the south path first. It heads east for a while, and then comes to a ring
with a cave in the north. Go in there and defeat the monsters to get a pile
of neat treasure. Good stuff here. The ring also has a path south that
continues on. It eventually leads to the Sea Caves, if you are so inclined
to go there.

If you take the west path instead, you will soon come upon a tough fight
with death rays and buccaneer ghosts guarding a sunken ship. The ghosts drop
gadget items, the 'Vaporizor', which causes instant death if it works. There
are some quarrels in the seaweed here and a treasure chest in the broken
hull. Also find a PIECE OF CORAL to the left, by the rock formation.
Continue west to find an alcove with a bomb in it (search) and a fight with
some powerful Rynjin. Past here, you get to Bayjin itself.


Bayjin is a bad place, filled with bad things that want to kill you. But you
probably knew that. When you get out of the water, feel free to de-equip
your scuba gear and put on your regular misc items.

Right on the right-hand beach you will find one of the reasons to come here;
the crashed ship. Inside is the BROKEN BLASTER, the VACUUM PUMP, and the
BLACK BOX that you feed into the machine in Arnika to get the coordinates
of the Dark Savant's ship for your Umpani/T'Rang quest. Follow that beach
along the water and you'll notice a treasure chest under a palm tree to your

Continuing along the beach, you will eventually find a cave entrance guarded
by 2 weak thralls. This cave leads under the water and eventually out into
the Swamp, to the area guarded by those Rynjin at the north end.

If you instead decided to take the right-hand beach or the main walkway, you
would soon come to a number of huts guarded by a Rynjin Chief, who has a
nasty mind spell (make sure Soul Shield is up when you fight him). Make sure
to search in all the huts; there is some hidden loot in them. One of them
contains an Umpani Private, Glumph, who needs to be escorted back to Mt.
Gigas, if you have been given that quest by Yamir. He is a level 11 fighter.
In the cell next to him is a Higardi; talk to her for some info and the
HELAZOID BANNER. She also drops a bag of loot when she dies. The 3rd cell
contains a bard instrument (the Turncoat one) and some other nifty loot.

Make sure to also climb up on the ridge; there are some neat items up there,
at the end of a road.


These can be found attached to the Bayjin Shallows. You can take off your
scuba gear for a few minutes if you like. You will find yourself on a beach
below some cliffs. There is some nasty stuff out here; I found level 21
slimes that I could hardly touch.

Take a right and head south along the beach, until you come to your first
cave. Go past it a bit and get the LONG METAL TUBE on the beach. This can
be used to make a gadget.

Head into the cave and follow the twisting passage until you get to a T.
Hang a left and go into the pool to get all kinds of items, including a
HOOK AND LINE. Other than that, this particular cave is pretty empty. Feel
free to search the rest of it, and tell me if you find anything.

Head back out to the beach and start heading the other way up the beach
(north). Follow it past the first cave entrance and take the SLEDGEHAMMER
on the beach there. Keep going until you find a shipwreck, and take the
WOODEN PLANK. Also search there for a resurrect scroll.

At the end of the beach is a waterfall. When you get there, turn around and
take the first cave on your right. The cave goes in to a T. There is nothing
on the right; take the left and follow it until you get to a larger cavern
area. This dumps you back out onto the beach. Head south and into the
narrow ravine which should be on your right, close at hand. Go up into the
cave and find the wall. Use the SLEDGEHAMMER on it. You find a door sealed
from the inside.

Leave the alcove and head up. Take the right and fall down the hole. Follow
this passage until you find a couple of rocks and some items near it. Look
up and notice the hole in the ceiling. Use the HOOK AND LINE on it, and it
will make a rope so you can climb up, behind the door.

Prepare for the battle with the Keeper of the Crypt; a L 20 undead thing,
and then go around the corner. He's alone, and not too bad if you have got
all your protection spells up. Begin to wander the tomb cave by heading
left. You will begin to find bodies, and as you loot them, ghosts will
attack. They are not too bad, and you need to loot at least one of them to
get a key to unlock the door, unless you decide to fall out of one of the
many copious holes in the caves. The key is found on one of the many bodies
in the eastern section of this little complex (left from the center cavern).
You also must find the SPIKED BOOTS and equip them on one of your characters
for the part in a little bit.

In the south section, you will find a couple ghosts guarding a locked chest.
It is very locked; the most tumblers you can get. That is because there is
some great stuff inside. I got an Estoc de Olivia (rapier), a Rennaissance
Lute, and a Zatoichi Bo, as well as a Hunter Bow.

Now it is time to head to the western part of the cave. Make sure to equip
the SPIKED BOOTS you found in the eastern part (on any character) and then
gingerly step down onto the slippery ramp to the west of the large cavern.
When you come to the gap, use the WOODEN PLANK found outside by the
shipwreck to make a bridge.

You will come to a door. Open it with the KEY TO MARTEN'S TOMB found on one
of the bodies in the eastern section. Go in and speak to Marten. He will ask
who do you seek; say marten. He will ask what you seek; say Destinae
Dominus. He will give a speech and give you the destinae dominus and 400K
xp. I don't know of anything else to ask him, offhand. He also gives you the
SEA CAVE GATE KEY which opens the locked double doors in the cavern room, so
you can leave.

When he gives it to you, everyone will go insane. What you must do is keep
the Destinae Dominus in the inventory of the person wearing the HELM OF
SERENITY, found in Trynton. If the D.D. ever goes back to group inventory,
everyone goes insane until it is removed.

That should be it for this area.


Nobody wants to go into the Rapax. It is a bad place. If you try to walk in
with any of the NPC's, they'll leave the party. You can, however, teleport
in; just use the teleporter at the bottom of Marten's Bluff. Be warned that
they will complain about it though; and often. They also get a -20 on all
stats and skills.

Be very careful not to step into the lava; you will not like what happens
when you do.

Head right, into the first cave there. Follow it all the way around (make
sure to find the PIECE OF OBSIDIAN by a lava pit on your left on the way)
until you get up to the steps into the palace, and then head down the steps
to the south. Check the west alcove here for a hot springs room with some
potions, and then go through the open door.

Using the lever, the door in front of you will open and the one behind will
close. Head west into the cave and talk to the Rapax behind the bars. He
wants you to get him the STAFF OF ASH; he is condemned. Ask him about
Al-Sedexus, Staff of Ash, altar. To get his cage open, move the right-hand
switch until it points up-left and the left-hand switch until it points
up-left. In the cage behind him is some Chain.

When done, continue south into the tunnel. This will lead you back to the
entrance. Head into that first tunnel you started in, an take an immediate
left to get the scroll there, then go back out to the main tunnel and up to
that impressive palace entrance at the top of the north mountain, past the
2 suspension bridges.

The place has plush red carpeting; odd for a soot-caked volcanic region.
Take your first right and unlock the door, if you can. There is a Rapax
priestess inside, with some initiates. They all cast priest spells, but are
not very hard. Loot the room and make sure to get the FLAMEQUENCHER WAND.
Then, head across to the opposite one. Inside is another initiate and the
Hades Harp.

Head down the hall to the end, and take the right. This room has 3 of the
priestesses, which makes it a bit tougher. Inside is the SANCTUM KEY. Head
across to the other side to fight some more initiates.

Pull all 3 levers at the end of the hall, and go back the way you came until
you find the prison doors, which should be open now. Use the levers next to
the lava pits to put down the grates. You can then go in and loot the
contents of the cells.

Head back to the hot springs tunnel, and note the support beams. One of them
has a little beam running off it to the ground. Click on this to collapse
the tunnel, allowing you to walk over the lava into the adjacent tunnel.
Follow the tunnel ever upward. When you get to the top, the passage splits
and you can go left or straight. Go left and fight all of the priestesses
there. Then, head out to the main hall again. Fight all of the priestesses
on the next left, and then go to the end of the hall, with the teleporters.

Take the straight teleporter. This will lead you to a platform above the
prison block. Use the SANCTUM KEY which you found in the priestess quarters
to open the door. Going all the way up is a trap; if you walk in, doors will
close and the pit will fill with lava. The way around this is to click on
the bronze wordplate to the right of the entrance. It is trapped. Once you
have opened the panel, the trap is disarmed, and you can go through.

Search for items by the statue, then head up a ramp into an antechamber with
2 chests. Then go into the High Priestess's chamber and take the BECKONING
STONE, as well as the chest behind her folding screen. Then, head back out
and take the left hand turn, through the door and outside, down the bridge.

You'll end up curving around and heading down to the ground again, under
a bridge and to a cage of fire. Use the FLAMEQUENCHER WAND on the keyhole
and you'll have to fight the Lava lord and his minions. Once you've done
that, you are free to take the STAFF OF ASH and the RIFT KEY. Return to the
Rapax prisoner to give it to him (You can use the RIFT KEY to open the
locked door at the end of the hall).

The other (right-hand) teleporter takes you down to a gate area with a large
locked door. Use the BECKONING STONE to open it. El Dorado, a demon gargoyle
that lives on top of the door, will come down to greet you in a non-friendly
way. Dispose of him and head on down. Here you will find Al-Sedexus, the
demoness leader of the Rapax. If you aren't a templar yet, she'll speak and
leave. If you are, then she'll be here to talk to. If you do, she'll attack
(not sure why). Killin her has no impact on Rapax relations, strangely, but
it does release you from your curse. However, if she spawns Templars, and
you kill them, then your faction rating will decrease.

If can't get in yet or don't want to, take the narrow path leading north on
the right-hand side of the gate. This leads to the Rapax Courtyard.


Head up the blue-lit path until you see fortifications. Check the alcove on
the left (search) to find some items and then run through the courtyard
passage (you will take damage) to the open area with the banners and boxes.
Head in through the doors and into the next courtyard, up onto the ramps and
onto the parapets. There is a guardroom up here that has a number of potions
in it. You also might want to check if anybody you killed up here with
missile weapons on the way in dropped any loot. When you are through, head
down to the double doors and into the Rapax Castle.


Search immediately for some ammo by the barrels. Go in and take your first
right, under the fountains. Take a quick left and a quick right, and you
will find yourself in the armor shop of Ferro, a Rapax smith, much like
Anton in Arnika. He also does custom pieces, too. He sells some of the best
stuff in the game; stock up. Make sure to get the BELLOWS by his forge and
search for a few odds and ends. If you can, pickpocket him until you get

Go in the back of his shop to the elevator and use the lever there to go
up to the top level. Use the ARMORY KEY that you stole from Ferro to open
the cabinet and take the neat loot inside.

This place is a pain in the neck to describe because it's all turns. Instead
of describing it in directions, I'll just give general locations.

If you head left from the entrance and then left again, you'll go down a
red-carpeted ramp and find an eating area and adjacent kitchen. You can get
a bard instrument, lots of bread rolls, and a CLEAVER if you haven't already
got one. You can also get a jar of PICKLED TRYNNIE. Eww.

On the way to the kitchen is a large toothed structure with an altar at the
top. Search there for a ring of life. Go up to the balcony and talk to the
named Rapax Samurai here. He will ask if you wish to become initiates. If
you intend to become Templars, say yes. A door will open and you can go in
and talk to Al-Adryian. He will tell you to go to the other door on the
balcony and tell the guard that he sent you.

Tell the guard 'Al-Adryian' and then go in through the door. Take the
INITIATE BADGE and head up the ramp. You'll go into a room with a teleporter
and as you go towards it, the floor will fall. Find the lever against the
wall and pull it to open up the door with the earth elementals. Be careful;
they hit really hard.

Go to talk to The intiate here. She asks a riddle. The answer is 'skin'.
You get 50K xp. Go and take the Robe out of the pillar and the floor will
fall again. Find the next lever and pull it to reveal more elementals. Kill
them and answer the riddle, 'Mind'. 50K xp. Take the Canezou helm (which
is usable by anyone) and fall to the next level. The next riddle is 'heart'
and with it you get 50K more xp and the Canezou Dagger.

Return to Al-Adryian. He will tell you to go to the Grand Temple and pour
the DARK NECTAR on the altar while one of your characters is dressed in
the attire of all the Canezou pieces.

Go up the ramp to the west, dress one of your characters in all 3 of the
Canezou pieces (I have heard that the character must be male) and use the
INITIATE BADGE on the red symbol switchy thing to your right on the wall
(it looks like a gold medallion with a red flame).

Go down to the altar thing and use a DARK NECTAR on the altar. Al-Sedexus
appears and asks what you offer her. Tell her the same 3 things (she'll ask
3 times): flesh, mind, heart. Then tell her 'yes' to her last question.
Pick somebody that you won't mind being cursed (temporarily). That person
will be hexxed if he leaves the rift, at least until and unless you kill
Al-Sedexus (which oddly doesn't bother the Rapax).

Go through the gate to the north. Talk to Al-Sedexus in the room and get
100K xp. You should now also be neutral to all the Rapax (except maybe the
king's assassins). On the left, you'll find Sexus, a recruitable Rapax
(who you have to pay first). There is also a portal to Ascension Peak.

Other features of the castle include a treasure chest in a Templar barracks
room on the 2nd floor, west of the horned altar chamber. There are several
sets of stairs, both up to the Upper Castle, and down to the Cellar.


The basement is not one contiguous level; there are several stairways down
to separate spots; as such, I'll describe them in terms of N/S/E/W.

In the SW corner, there is a locked glowing chest thing with a few items and
a large number of hidden items among the crates and barrels.

In the SE corner is a dungeon of sorts. A jail guard resides here. He has
a copious amount of hit points, but little else to defend himself with.
The 3rd cell, right before the wooden door, has a number of items and some
loose stones on the back wall which can be clicked and broken open to reveal
a passage. The passage leads to a ladder which leads up into the armory,
when the elevator is up. The room behind the wooden door has a chest in it,
and some hidden items.

The NE corner features a Rapax bar full of drunken Rapax. They are all
fighting amongst themselves already. West of them is a room with the
Constable. Go ahead and pickpocket him for the CONSTABLE'S KEY. On the
south end is another couple of rooms, one with a secret passage to the
jail area, openable with a lever. There is a similar lever on the other


The upper Rapax castle is a bit more interesting. On the roof is a giant
zoo, which of course you can release upon the unsuspecting templar knights
that patrol the area. Check the storeroom in the SW corner also, for some
items, including the PENDULUM. Use the lever right by the storeroom to open
up the cages. The Ravenous Swallower there has swallowed the ZOO SHED KEY,
which you can get from him if you've killed him. Use this to open the shed
in the NW corner of the zoo and loot it. You can go around and kill off the
other exhibits, too. If you haven't got a VENOM SAC or a GIANT PICUS EGG
yet for Antone's quests, you can get them here; little good his weapons will
do you at this point.

Head south and note the swingset and locked door against the north wall,
as well as the small building. Not sure how to open that door yet.

Head into the small building there. Unlock the door and search
for the DOLL'S GLOVES and DOLL'S ARMOR. Then, use the figure (you may have
to wind it first) to move the bed and reveal a passage that you can slide
down. It drops you in a room with the KING'S APARTMENT KEY.

You are now in the King's apartments. This place is a terrible maze, and
hard to describe. In the southeast corner, find a room with a Cat'o'nine
tails and a QUEEN'S DEPOSIT SLIP. It also has a dead Rapax on the floor.
Attached to this room is a locked door and a portal room. Open the locked
door with the QUEEN'S KEY. There is some incredibly good stuff in here,
including the ORNATE METAL ROD, which activates the portal in the next
room. The portal sends you to Arnika, under the temple.

In the Southwest corner is a bedroom with a chest. Also in that corner is a
vacuum tube of some sort. If you put the QUEEN'S DEPOSIT SLIP in, it will
lower your faction rating with the king's assassins and then open up a
hatch on the wall, allowing you to get the QUEEN'S KEY. The south wall here
can be walked through from this side, but you can't go through from the
other side.

Also in the west section of the apartments here is what looks like a large
wooden rack; right next to it is a tiny keyhole in the wall. It is between
the barrel and the rack, and on the other side of the barrel is a mounted
hogar head. Use the KING'S APARTMENT KEY to open up a passage behind the
rack; you will find a teleport to the Savant's bomb tower in Arnika.

Along the east side of the level is the Constable's Office. Use the
CONSTABLE KEY to open the safe there. You will get 3 DEPOSIT SLIPs that you
can use on the vacuum tube in the other area. Continuing north, you can find
4 guardrooms and the servant's quarters. Search the guardrooms for items and
open up the servant's quarters if you dare. You'll find the Rapax Prince
and all of his concubines, who you'll have to dispose of. The Prince
disappears. Loot the chest you find inside.


You can only get here from the King's apartments in the Rapax Castle. You'll
have to kill a couple of drones in here, and then you can find the control
panel against the central shaft. Hit the square button and then the triangle
to deactivate the tower, and you get 500K xp.

Get onto the central platform that just came down by using the ramp that
materializes. The platform will fall to a watery area filled with savant
troops. Follow the only tunnel down to a green teleporter pad, and it dumps
you out in Arnika.

Wow. That was exciting.


Both Miles and the Trynnies refuse to come here. I know that Vi will come,
however. There is some really nasty stuff up here; make sure you can take
this stuff.

Unfortunately, you cannot actually walk into Ascension Peak; there is a
Rapax landslide blocking the way in. The only way to actually get there is
to take the teleport in the Rapax Castle.

Head west, out of the tunnel, until the path splits to north and south. Go
North, and when you see the large set of statues, head east. You'll find a
large gate who's lock you must pick.

Follow the rift until you find a Trynnie who demands a fee. You can either
pay it (you ought to have enough money now, and it should be fairly easy
to do) or fight Pee Wee around the corner (who is a level 30 golem).

At the end of the valley, you'll find a temple. Go in, and you'll pause for
a moment. Then, Altheides will appear. He will ask you some questions. The
first answer is 'Knowledge' and 'man'. Go through the door, take the
teleporter, and put the DESTINAE DOMINUS in the groove. You are teleported
to the statues again.

This time, follow where the rapax statue is pointing; southwest. Whereever
you are given a choice, follow where the statue points. Eventually you will
come to a set of pillars that will collapse as you approach. Head between
them and through the death-valley type area. You'll eventually find the
temple after you've hooked to the north.

Altheides will appear again. Tell him 'change', 'dark savant'. The door
opens, and you can use the CHAOS MOLIRI in the slot here. Take the
teleporter back to the statues.

This time, head northwest, as the Trynnie statue points. The Rapax Prince
will be waiting for you, not that far behind the locked door. He'll attack,
of course, and he has about 20 friends, so be wary. Both him and his
priestess cast instant-death-type spells, so they should be your first

Follow the Trynnie statues into a cave and out the other side. You'll
eventually come to a temple in a green area. Go on in and talk to Altheides.
Answer 'life' and 'phoonzang'. Go in and use the ASTRAL DOMINAE this time.

You end up in the clearing again. This time, head back to where you met the
Rapax Prince and head east a bit. You should find a passage to the north
on th east side (just skirt the east wall). At the first fork, head north

You'll eventually come to the temple and meet the Dark Savant, who will
head into the cosmic circle. Follow him.

Instead of ruining the ending for you, I'll just say that the Cosmic Circle
is rather self-explanatory. Having Vi Domina is rather helpful, if you can
get her from Arnika before you go into the Cosmic Circle, especially if she
is somewhat high level (which I got her up to).

 Posted by Guiler ( ( reads)  (  Discuss about Wizardry 8 - part 2 in our forum )




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