Wizardry 8 Solo Guide ----------------------------------------------------------------------- *Expanded* Simplified Wizardry 8 Solo Guide ----------------------------------------------------------------------- COPYRIGHT --------- Do anything you please with this guide. Wizardry 8, one of the best RPG's ever, is (c) 2001 Sir-Tech Canada Ltd. This game is an all-time great because of its unpredictability and whimsy, which gives the game an addictive quality like no other in its time and very little since in the RPG world. Wild swings between easy wins and figuring out an escape while running for ones life is commonplace. Difficult tactical situations abound. DISCLAIMER ---------- This guide doe not go into complete details except where necessary. It does go through the game step by step, but concentrates on critial path steps. Following along with a detailed walkthrough (see recommendations) may be helpful for completionists. RECOMMENDATIONS AND 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 Flamestrykes at www.zimlab.com/wizardry/flamestryke/wizardry8/flamestrykes_w8.html. The best all-around Wizardry resource is John Hubbards 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 Flamestykes portal, which pulls up a map that matches the locations in Guilers 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 in places. CONTENTS -------- GUIDE'S ASSUMPTIONS CHARACTER SELECTION SOLO GAME DIFFERENCES COMBAT TECHNIQUES WALKTHROUGH SETTING OUT LOWER MONASTERY UPPER MONASTERY ARNIKA ROAD TO THE ARNIKA EXIT ARNIKA-TRYNTON ROAD TO ARNIKA ARNIKA I ARNIKA-TRYNTON ROAD TO TRYNTON TRYNTON I RATTKIN TREE I SWAMP I MINE TUNNELS MARTEN'S BLUFF I MOUNTAIN WILDERNESS MARTEN'S BLUFF II UPPER MONASTERY II MARTEN'S BLUFF III SWAMP II TRYNTON II MARTEN'S BLUFF IV UMPANI CAMP ASCENSION PEAK I TRYNTON III RAPAX AWAY CAMP RAPAX RIFT AND RAPAX CASTLE SEA CAVES ASCENSION PEAK NOTES ON LEVELING SAMPLE ENDING STATS STARTING THE GAME WITH A BO--NOT TRYING FOR STATS! CASUAL LEVELING IN THE IMMEDIATE AREA--SWAMP, ETC. WITH REPEAT PORTAL TO TEMPLE RUNS AT ASCENSION PEAK SAMPLE POINT DISTRIBUTION TABLE 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 still dangerous but only as 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. COMBAT TECHNIQUES ----------------- For basic tips and 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 helps--12 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 wont 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 characters 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. Hang onto at least one bag of faerie dust to use in Trynton. Choose (or unchoose) weapons. There are 3 basic startup weapon configurations for the faerie ninja, all with pros and cons, 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 Crocks. 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, it's ok but not really helpful to 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. Its possible to get stealth much higher than in the 50s 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, theyll follow. After all, theyre 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 faeries 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 Ninja at level 6 (for instance) and 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. Potion use will vary quite a bit depending on Ninja's level. 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 (theyre 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 behind a door at one of the side rooms toward the SE end of the map after taking the rightmost corridor at the 3-way intersection. Don't forget to search for the hidden ring with the armor class +1 in the 1st room. Close the door before camping, and do a progress save before venturing out. If whatever is lurking outside the door is too dangerous then run back inside, close the door, and camp some more or just restore the game if things get too hairy. Roaches are waiting in ambush behind the 2nd door. A king crab lurks behind 3rd door after a hike down the corridor and a right turn. It may take quite a few 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. Take the stairs N from the king crab room, and up more stairs at the first right. This battle 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 its downhill from there for the unfortunate bug. Follow the opening on the N wall 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. Make use of Shift-M which repeats the prior spell at the prior settings. Lift lid, cast, lift lid, cast...rest. 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. Go through the opening in the SW corner of Grigor's room, take the first right, and wind up the stairs to the right. Spiders drop from the ceiling and throw paralyzing webs but only do minor damage. Finish them off and push the red button to open the gate to the upper monastery on the W side of Grigor's room.Congratulations! UPPER MONASTERY --------------- Fighting in the upper monastery consists of set battles with variations in levels and numbers of opponents. Compared to the previous level with its numerous random encounters, this level is easier. However, the initial rat group (perhaps after a couple of rabid rats) can be trouble. It will be some combination of gnawer rats, rabid rats, and pestilent rats. Pestilent rats have hit points in the 70s 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 whats 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. Head through the W opening with the small archway and continue to the big room with the statue of Phoonzang. Don't kill off the stalkers in the courtyard between the Phoonzang statue and the chapel where Altheides appears. We'll need them later. No need even to bother with Altheides here. Head for the exit W of the statue, do saves, exit through the door and continue W through the huge stone arches. 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. Since there are fewer groups, running usually works better than walking. 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. Near the main road (green hills, then an intersection with a sign) and onward, move from crevice to crevice and do progress saves. At the intersection head SW, S to the Arnika-Trynton Road exit. This segment is a run. Many adversaries such as a Queen Ant are, for now, close to impossible to defeat. Most random encounters will be with groups that will quickly hurt us and delay progress until (their) friends show up. ARNIKA-TRYNTON ROAD TO ARNIKA ----------------------------- S and W, stay left. Run into maybe one group, take care. Be sure to pick up the pink potion near the left wall just before the Arnika entrance, also on the left. It is an unidentified renewal potion, and is especially useful. Enter Arnika. ARNIKA I -------- Admire the statue, tell Myles "No". He'Li's Inn, just NW of the central Phoonzang statue, is safe with the door closed. 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 Lay Brothers and HLL guards. The HLL 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 inside the wrecked ship N of the Phoonzang statue. Vi never seems to get in trouble here so don't do anything rash. Recruit Vi, equip her with the awl pike, and situate her behind Ninja in the party formation window (may save a couple of hits--or not). 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 in the temple just SE of the statue, then He'Li, and then come back to the holding cell--which is now safe--and rest when needed. This is home base while Vi levels. Vi is at level 6, she's only 22k xp from character level 7, and her divinity skill is below 15 points. So, we'll have to train divinity to skill level 15 and power level Vi 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, N of the statue and on the right before the spaceship. Pick the lock, enter, pick another lock inside, enter, push the button to disable the force field, enter, push the middle button to disable the force field on the middle cell, enter the cell, open a panel in the floor, and drop down to into a tunnel, kill the spewing slime, follow the tunnel and drop into a room with a 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. Do not somehow open the lock--guides warn about it, but likely this is impossible at Ninja's level of lockpick skill. 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 this is even better for casting element shield and body of stone later, say around 75/95 or 85/100 alchemy and earth. Do saves, 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, and 1 cure light conditions until gold (or an ingredient) runs out. Do the merging in Ninja's carried items, sometimes there is a problem with items merged in party items disappearing. 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 Braffits 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, leave Arnika, head SE and then E for the Trynton exit. ARNIKA-TRYNTON ROAD TO TRYNTON ------------------------------ There are very few groups, proceed as before. S, SW, W, 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 SE corner of the graveyard intersection. TRYNTON I --------- Proceed through Trynton as usual, but stop before encountering Madras. Remember the ring with armor class +1 in the river headwaters S after a search, but also that the only way out is into the bay and back up by climbing a rope. The entrance to Trynton is past Chief Gari on the S side of the huge S central tree. It's easiest to agree to help him. To get through the ladder maze, take the ladder up. Take the second ladder down, the one behind some boxes. Take the ladder up. Take the leftmost of the three ladders up. Climb the rope back to open air. From here until the Rattkin tree entrance, the Trynnie guards are a major asset. Be aware of nearby groups and be prepared to pull difficult fights to them if possible. They can finish off several tough battles to save a lot of time and trouble. Proceed to a tree lift, pull weight to head up to the second bough. Continue through a tree to find a building S with a sunburst emplem, and a fountain out front. Fuzzfas's shop is W to the right. Select the fountain for a riddle, "mind" or "memory" upgrades Int +5 points. The building is occupied by 4-5 Tree Sprites. Either run to the left side of the door to engage them singly, or set up a counterattack with the help of Trynnie Champions if any are approaching. Inside the building collect two Short Gooda Vines from over the firepit and merge them into a Gooda Vine Rope. We don't need anything from Fuzzfas's shop but it's ok to stock up on any magic nectar or pick-me-up potions he has for sale. Continue N, eventually reaching a building with a bloodsplat in front and a path along the right side. Just past the building is an ambush by a creeper. There are several random fights not far ahead that can be tough, this is another good place to follow Trynnie Champions going your way. Head right past the 3rd bough sign through another tree to reach some cages. Past the hogar on the left is a meat dispenser. Take a chunk of rotten meat and merge it with faerie dust from the startup or pick some up in the faerie cage (over objections from the faeries). The result is drugged meat. Unlock and close the hogar's door, Place the drugged meat in the food bin after which the hogar eats it and goes to sleep. Enter the cage, pick up shiny ball, leave and close door. Continue generally N up and down a staircase with a building on the right. At the T intersection take a right and a quick left. The next intersection leads to the 4th bough (left), to Madras (straight), and the fifth bough (right). It's important to continue on to Don Barlone, but the breeder quest given by Madras 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 afterward, however, 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. Anyway, take a right past the 5th bough sign and continue until reaching a ladder. Climb up, turn around, and proceed through the NW opening on the right. Frequently 4 Trynnie Hunters will get stuck in the opening and block it. Camp briefly and interrupt, they'll be gone. Keep going until the bridge collapses. Gooda thing we have that vine rope. Use it on the broken bridge and continue to the Rattkin Tree exit. Save before moving on, the next stretch can be difficult--the Rattkin Goons and Snipers run away and are not helpful. RATTKIN TREE I -------------- Continue past a building on the right, to a right turn that dead ends. Walk off the end and take some damage, note that behind us is a rope for the return trip. Proceed straight and down and to the right and into a building. Continue S through the first room to meet Milano Calzone. Apparently Razuka have exaggerated Noo Joisey accents. Answer "Dark Savant". Follow Milano and meet da boss. 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 now and for quite a while. So, note 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 Don Barlow and backtrack to the rope. Climb up, and at the T intersection turn right and continue to a left turn ending in an elevator. Start the weight turning to descend, enter a tree and climb down the rope to Trynton. Head outside to the right, lower the rope by touching the spool, and climb to the ground. The rope will stay deployed for use on return trips. This tree is NE of the huge Trynnie tree. Head SE to the Swamp exit, be ready for a Swallower attack. Save before taking the exit. 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 carefully and save often, there will be a lot of exposure along the way. Very little can be safely fought at Ninja's current level. The initial route is mostly due east, but be sure to walk onto cracks in the roads near the center of the map until the Dark Savant appears and drops the fake Astral Dominae, signaling that Don Barlone has the real one. Pick up the fake, continue E and a bit N to Crock's. At Crock's purchase a Hayai Bo, the 4 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 WxNW to the central bridge, cross, and then NE to the Mine Tunnels exit. Head for the bridge if pursued. MINE TUNNELS ------------ Proceed S and then W until the path opens up to a hill on the left and a lake ahead. A set battle commences where random critters may wander in to reinforce preset foes. The only defensible position from which to take on the initial wave of Tanto Wasps, androids, and others is up the hill and inside the shed behind RFS-81. Run up to reach RFS-81 and squeeze into the corner behind him and fight the battle from there. Do not revive RFS-81 yet, although we'll need to do that later. Climb up the ridge SE and follow the path SE, SW, and then S until reaching the rock on the left that opens the Control Center just before the pressure plate trap. Enter the Control Center and push the orange button to close the door. On the metal platform near Tantris T'Rang, push the upper +-------+ left pink button to lift a hatch showing a diagram of the | V * * | switch settings, shown to the right, for the shuttle car. | > V * | Use these settings to program the shuttle car route after | V | reaching the terminal. +-------+ Leave the Control Center by pressing an orange button near the NW corner to shut off the yellow beams bocking the way. Head generally W on a twisting path to the shuttle car terminal. Enter, proceed to the switches on the NW wall and set them. Hop into the open shuttle car, pull the release, and awaaaay we go. Hike to the Lower Marten's Bluff exit. MARTEN'S BLUFF I ---------------- Massacre the millipedes and save before opening the door by pressing the green X on the door panel. Save, not because it may be dangerous beyond, but because it may be annoying. We'll only be doing a long walk through this level once, thankfully, which is patrolled by large groups of friendly T'Rang. During an attack they will advance, retreat, shuffle around for a better shot, run for their lives, and so forth for a small group of easy enemies. It's best to save often, reload, sleep, and start over if we get into a major one of these--fair warning. There are four doors to the left. A Pulse Pick is behind the 2nd door (collect that). Through the 4th, for which we would need the Pulse Pick, is a way to Z'Ant and other to-do's. We're taking a trek through the hallway directly N for now, however. Head down a straight corridor that ends in a sharp left turn. Take the left turn before that, which will lead to a stairway up to Marten's Bluff. Save before moving on, the next part could need restarted. Enter Marten's Bluff carefully, a random group of undead will attack and we want to confront as few at a time as possible. Retreat if needed. Proceed to a main corridor and head S to a slight zig to the right, in front of some boxes. Continue through a room with a column that shoots ignorable arrows, turn right at the T, enter a room with a switch. Throw the switch, it opens an access that we'll need later. Leave, head E past the T intersection and head downstairs. Continue W down the hall past the broken T'Rangeporter in search of a repair part. At the end of the corridor head up the stairs back to Marten's Bluff and into a room with a switch, a ladder, and a hatch. Throw the switch to open the hatch, this will be an easy way back to the T'Rangeporter for a long time to come. Climb the ladder, head W, N, and E around the building to a catapult. Start the crank, release the rope, and watch beam flop over onto the wall of the keep. Walk up the beam and onto the roof. Circle counterclockwise around the tower we're facing, and N downstairs at the back into an otherwise inaccessible portion of the keep. Turn left in front of the pool to a T'Rang corpse full of arrows, mind the arrow trap. Collect the Red and Yellow Wires and the T'Rang Arm. Turn around, head S into the courtyard. Turn left and proceed a short way to a machine with a red and a green button on it. Shall we take care of a Z'Ant quest now? Sure. Head into the small alcove left of the machine and pull a lever by the piston near the glass to deploy a crude Rapax dummy on the other side of the glass. Note that the machine on the right can be activated. Return to the first machine and press the green button to open the glass door. The blue panel in the middle of the floor is the elevator down, don't step on that yet. Apply the Eau D'Rapax perfume to the dummy, and return to the machine by the lever and get situated to watch through the glass. Eventually a sex-crazed Raven Rapax will show up. Activate the machine which will squash him. Collect his head. Now step on the blue panel to descend into Marten's bluff. Proceed E and to the right, use the Pulse Pick to open the door. Continue, take an immediate left, cross the area, and turn left at the wall. Up a short ramp is Z'Ant T'Rang, talk to him. "Yes". Enter "Strategy" in the "Talk About" box at the lower right. Then, "Mission". We'll do all the Z'Ant quests up 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 at random even if He'Li is paid off. Sometime during this round of quests Ninja will reach level 12 and should choose the element shield and cure disease spells. Return to the elevator, the door now opens at just a touch. Take the elevator up and proceed N. The glass door may close, bump into it to reopen. Head through one of the openings to the front gate, save, open the gate, and step outside cautiously. This gateway is the most defensible spot nearby. Head left and around the keep to the newly-opened trap door and drop into the room with the ladder and switch. Proceed downstairs, through the corridor, and right at the slime trail to the T'Rangeporter. Repair it by placing the Red and Yellow Wires next to the blue wire. Set switch #2, step onto the blue pad. We're off to open up the T'Rang house near Arnika which has a teleport back here that we'll use several times as a shortcut. Open the door on a S side wall by pressing the small door panel. Step onto the blue pad to return. Set the T'Rangeporter to switch #1, now we're off to collect a flag from the Umpani. Head N to the Umpani Base Camp exit, and save. The next area can also have long, tedious fights courtesy of help from the IUF. Head NxNE to the camp door until stopped by Private Panrack to answer questions. The replies make no difference whatsoever, "Yes" answers are funnier. Head into camp, and enter the first building on the right. Ninja has a hard time with the step, it may take several tries to get in. Go left and buy a promo Umpani Flag from Sergeant Kunar. Leave the same way we came in, save before stepping outside. Proceed SxSW to the Northern Wilderness exit. Cross the bridge and head SW, we'll come out eventually at the N end of Arnika Road. The road winds its way to the exit. Traverse Arnika Road from N to S. Be careful not to get mobbed, run or find a crevice. Take the Arnika-Trynton Road exit, continue S and the E past Arnika, S and E again to the T'Rang house on the left that we just opened up, teleport back to Lower Marten's Bluff. Leave the room, head left for the hatch, proceed W and clockwise to the front gate, enter, S around the wall to the elevator down. E and through the door on the right, left and up to see Z'Ant. Trade, give him the flag. Now he wants Raven Rapax's head. Hmm, we may have that in our backpack. Break off, reengage Z'Ant, give him the head. Now he wants the Chaos Moliri in Arnika, so back to the T'Rangeporter. Leave Z'Ant and go right, up and through the door back to the elevator. N, bump open the glass door and head out the front gate and counter-clockwise to the hatch. Walk in, downstairs, corridor to the slime trail, right. Set switch #2, the T'Rang house. Step onto the blue pad. Out the door, W and N to Arnika. Mook HQ is just E of the crashed ship. Walk to the door and a hologram engages, give it the T'Rang Mook Letter. Enter and talk to Screg. E to the metal door, open it, approach the Chaos Moliri. Collect it, take the fake Astral Dominae out of inventory and put it on the pedestal. Leave the compound. Be sure to have 70k gold before leaving Arnika. Pick up NAS-81 to revive RFS-81. It will be dropped by one of the patrolling androids behind the Dark Savant's tower on the W side of town through a break in the city wall. Leave Arnika, go S and E to the T'Rang house and teleport back to Lower Marten's Bluff. Leave, head left for the hatch, proceed W and clockwise to the front gate, enter, S around the wall to the elevator down. E and through the door on the right, left and up to see Z'Ant. Show Z'Ant the Chaos Moliri. The next assignment is to acquire the Black Ship coordinates which will need 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 (which we'll need eventually anyway) 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 Cloak of Many Colors. That's what the 70k gold is for. Set the T'Rangeporter for the bridge by the Umpani Base Camp entrance, teleport, and then head east to Mountain Wilderness exit in the middle of a long bridge guarded by a Marble Golem. MOUNTAIN WILDERNESS ------------------- The Marble Golem is not difficult by now. Before taking the Mountain Wilderness exit, however, camp twice, do saves, and camp again. This is so that if totally overwhelmed on the trail we can reload the backup save, camp once, and try again with a new deal. When encountering groups that inflict element damage (acid wings, scorchers, fire ants) remember to cast element shield. Hike E and take the first left up to see Bela. Buy and equip a Cloak of Many Colors and head back to the main trail and turn left to continue E. When the trail doubles back, there are two ways to approach our next destination, the waterfall. Either stay on the trail and keep going until reaching the Granite Golem in the small lake to the W, 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, which is visible downhill for a long distance. Either way, proceed W to the small lake where the Granite Golem is stationed. The Granite Golem is a bit tough for us as we are (doable with a long fight), but he is easy to run around. After either running or stopping to fight, cross under the waterfall into the hidden weapon stash. 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. Play the same 2 camps and 2 saves gambit, the next hike can be really tough. Head W up to the top of the trail, double back E and proceed to the Mountain Wildeness exit on the long bridge. Now trudge across the Northern Wilderness to the Arnika Road exit on the other side of the map to the SW. Hike N to S on Arnika Road, it's now safer to take on opponents here. Follow Arnika-Trynton Road S and E past Arnika, S and E to the T'Rang house, and teleport back to Lower 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 a NPC helper or helpers, the game insists that the solo player character is the one to be kidnapped. This means 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 his stealth skill boosted, and to equip the Staff of DOOM. It will be best to equip him with DOOM right away, because he will tank and Ninja will be the healer and backup fighter for a while. Set the T'Rangeporter to button #4 and beam out to N of Marten's Bluff front gate (or just go out the side hatch). Head N and NW to the Swamp exit, then squish through the swamp NxNW to the bridge and NE to the Mine Tunnel exit. Proceed S and then W until the path opens up to the hill on the left. Climb up to RFS-81's shed and initiate dialogue: friendly, trade, give him the NAS-81, recruit. Equip him with DOOM (or the Hayai Bo if Ninja couldn't resist equipping DOOM) and two Amulets of Healing. Return to Marten's Bluff. Take it easy and run away when possible, RFS-81 is relatively fragile now--same situation as with Vi earlier. Retrace E, N, E to the Swamp exit, SW to the central Swamp bridge, S to the Marten's Bluff exit. Continue S toward the keep, swing W around it, into the hatch, and E to the T'Rangeporter... Sometime during the trip to Arnika or shortly 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 stay 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. Get rid of the quick saves when finished. ...to pick up where we left off, set switch #2 for the T'Rang house and teleport. If Ninja has DOOM equipped, zip W and N over to Arnika, remove it with an uncurse scroll from Braffit, requip the Hayai Bo, and equip RFS-81 with DOOM. Remember, RFS-81 will 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, fur armor, buskins, and skull caps all of which RFS-81 can equip although she may not have everything stocked initially. These items are cheap. Leave Arnika, head S and E to Arnika Road, turn E at the sign and head E to the Monastery exit. Continue E to reach the upper monastery. UPPER MONASTERY II ------------------ Go straight to the courtyard beyond a door behind the Phoonzang statue. 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 arent 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. Head back outside, W to the Arnika Road intersection, S to the exit, S and E past Arnika, S and E to the T'Rang house, and teleport back to Lower Marten's Bluff. MARTEN'S BLUFF III ------------------ It's ok to run around and defeat critters to level up RFS-81 and boost his staff skill, but it's not 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. If wandering around, get over to the front gate of the keep. If at the T'Rangeporter leave, head left for the hatch, proceed W and clockwise to the gate. Enter, S around the wall and past (not down) the elevator. Continue straight ahead, up a slight ramp which would have blocked us if we hadn't thrown that switch earlier. Proceed around the square column on the left to a slight zig N and then E up a narrow ramp. Continue onward to an altar on which rests an ominous-looking Stone Idol. Make sure RFS-81 is stocked up with potions, um, just in case. Pick the Idol, fade to black, and (shock!) Ninja is missing. SWAMP II -------- Go back downstairs (note the blue flower, a clue!) Head N past the elevator, bonk past the glass door, out the front gate, and N then NW to the Swamp exit. Proceed N and NE to Crock's. Hmm, blue flowers outside. Talk to Crock, who wants Brekek, the giant frog, dead. It might be a good idea to do the 2 camps and 2 saves here, the run through the Swamp might go just fine, or it might not... Head WxNW to the bridge, then NW, W along the road, and S at the T in the road. This road will lead to an enclosed lagoon where lurks... guess who. Brekek isn't that tough for a souped-up RFS-81. Pick up the Giant Frog's Leg and return to Crock's. the easiest way back may be out of the lagoon, W with rocks on the left, Sw in front of the fallen tree to reach the bridge, cross, ExSE to Crock's. Dialogue, "Yes", turn in the Giant Frog's Leg. Get Ninja back. Ninja should take back DOOM (how is it that a faerie can equip a 12-pound staff?) and presumably off 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. Remember to keep stocking up on magic nectars and pick-me-up potions, theyre especially useful at long Rapax battles and on Ascension Peak. TRYNTON II ---------- Solo again! Head out straight E and a little N to the Trynton exit. climb the rope dangling from a big tree NE of the huge Trynnie tree. Into the tree, take that rope to Rattkin Tree. Out to the elevator, pull the weight, going up! On to the T inintersection, right and onward to the Trynton Upper Branches exit. Continue until inside the with a ladder and an opening to the S. Take the openening. Sometimes 4 guards are stuck here, camp and they go away. Head to the first building, note the altar with a familiar face. Place the Stone Idol on top, a door opens enter and chat with Shaman Das. "Marten", "eternal trust survives the soul", collect the Key of Serenity. Head N back the way we came, to the Rattkin Tree exit. March ahead to the first door on the right, turn in and wind around to find a locked door. Yup, open it with the Key of Serenity. The 5 Rattkin thieves inside appear to be lost in time and space, squeeze by them to the right and check out a mat labeled "Knowledge". Search it a 2nd time and it moves to reveal straw. Step on that and fall through. On the stand is a chest. Open it and take the Helm of Serenity. Equip it now, no change in AC but mental resistance just went from 50% to 80%. No, it still isn't time yet to visit the Don. MARTEN'S BLUFF IV ----------------- We are ready for Bayjin so it's back to the Swamp again. Out the door E, wind around to a locked door N, open that and head out to the T, left and up the rope, right at the next T to the next left and the elevator down. Into the tree to the Trynton exit rope, outside, take the rope to the ground, SE to the Swamp exit. The bridge is ExNE... Ninja should be level 15 by now, and hopefully has set a portal at the T'Rangeporter in Marten's Bluff. If she hasn't reached level 15, grind for XP in the Swamp for a while, it won't take long. Head to the Marten's Bluff exit at the S central end of the Swamp, continue S toward the keep, swing W around it, into the hatch, and E to the T'Rangeporter. Set a portal at the T'Rangeporter to stay with this guide, and then return to the Swamp. The bridge is N. Proceed to the bridge. Next travel NxNE into a curlicue after passing to the left of 2 shacks. This goes N, swings around left and S, then swings around right and N. After the first turn an overseer and 3 thralls approach, rush the overseer. Around the next corner are 5 sentries and an empath, best to pull the sentries. N beyond them is a cave that leads to the Bayjin exit. At the cave entrance on the Bayjin side find 3 sentries and 2 thralls. Dispose of them and head N up the beach with the bay on the left. Pass a chest on the right and head E around or over foothills to a crashed ship. Go inside, pick up Black Box and portal spell back to the T'Rangeporter. Set the T'Rangeporter to switch #2 and teleport to the T'Rang house and scoot over W and N to Arnika. Once inside turn right and proceed E to the spaceport entrance on the right. Vandalize the sign, open the locked door and enter the opening W. Wind around left to a machine with a square hole in the front, stick in the Black Box. Note the tracking coordinates that are read out, 1X 1Y 2Z. Leave, go S toward the spaceship, and follow the sidewalk when it turns right. Enter the elevator, take it up. At the W wall on the right is an indentation where Bobo's Shiny Metal Ball goes. Place it there. Take the option to "Calculate". Enter 1X 1Y 2Z. Note orbital coordinates 10:24. "Exit". Portal back to Marten's Bluff. Go see Z'Ant. Leave the room, head left for the hatch, proceed W and clockwise to the front gate, enter, S around the wall to the elevator down. E and through the door on the right, left and up to see Z'Ant. Dialogue, enter "10:24" in the "Talk About" box. Portal back to the T'Rangporter (yes, lazy. Rest up, air magic is low for some reason). Reset the T'Rangeporter to switch #1 and beam out to the bridge below the Umpani camp. UMPANI CAMP ----------- March N into camp, NxNE to the IUF compound, check in with Sergeant Balbrak first door on the left (mind the step), left side, enlist, ignore Private Sparkle, report to Sergeant Rubble at the building NxNE with 3 Umpani in the doorway. He's on the right. Proceed N behind him to the obstacle course, bane of players in Iron Man mode. Save! The obstacle course is linear, go through, none of it is hard but watch the timings on the obstacles that require it. After the platform over the lava, some Training Dummies will animate. Open the locked door S, continue, pick up the security pass, open the door by holding the pass and touching the slot on the door panel with it. Return to Balbrak SxSW at the IUF Recruitment Center on the right, left hand side after entering. Balbrak wants something 100% Trang. Hmm, we may have something like that in our backpack. How about the T'Rang Arm? Dialogue, trade, give. Report to Rubble for more IUF Special High Intensity Training (note acronym...) Nothing that we need is at the commissary. Head into the big building N with the red banners. Open the door N with the level 3 pass. N to the lift, activate with same pass. Open the next door by pressing the orange button. Umpani soldiers will always help with battles in these caves, and sometimes are very useful. S to the signs, E, N, E until forced to turn S. S, E, enter the room on the left, do the 2 camps and 2 saves. This is the last point to camp before entering a dangerous area. Continue E, then S a jog W and S again. Where the tunnel opens up may get tough, pull critters to soldiers if needed or just restore and camp again for a new deal. Contagion Bats are level 20 for example, and we can't take them yet. Continue S, W at the T, S, W to the lift. Activate with the pass, open the door with the orange button. E, N, another door that needs a pass. Continue N, take the first right E, N at the T, E, S, E to a scannerin the middle of the path. Place the pass on the scanner screen, oops, the scanner is broken... Proceed around to the back of the scanner, touch the green wire then the blue wire then the white wire. Place the pass on the scanner screen again. Continue E through a 4-way intersection, S, E, report to Rubble. Dump the Rocket Launcher and Rockets, leave W, N, W, N at the 4-way, report to Rubble again. Proceed N, E, S, to a door with an orange button. Open and keep going generally counter clockwise, this area is linear even though it doesn't look like it. Refer to the automap (tab key) to avoid confusion. Wipe out 5 critters (a Morax, Apus, Swallower, Flint Golem, and Djinn) and collect the flags behind them. End up with 5 flags or go back and look for any that were missed. End at a door with a blue button, go through and report to Rubble yet again, just before the 4-way. S to the 4-way, retrace W, N, W, S, W at the intersection, S at the T, open the door and continue, S another door, and S to the lift. This is the last time to save and camp before returning through the open area. Use a pass on the lift to activate. E, N, E, N at the intersection, through the open area and continue N, short E, N. E through an intersection, N, E through an intersection, S, N at the intersection, though a door, open the lift and in, activate lift. Exit S, back to Balbrak into the building right, and then left. Another Mook mission up next. Return portal to the T'Rangeporter. Set the switch for #2, the T'Rang house, teleport. Out the door, W and N to Arnika. Mook HQ is just E of the crashed ship. Enter and talk to Screg, give him the Mook Alliance Offer. Wonder if he recognizes us? If so, he doesn't let on. Surely he must be pissed about the Chaos Moliri. However, he gives you the Mook Alliance Acceptance. Return portal to the T'Rangeporter. Set Switch #1 and teleport near the Umpani Camp, N into camp, NxNE to the IUF compound, check in with Sergeant Balbrak first door on the left, left side. Give him the Mook Alliance Acceptance. Next report to General Yamir, who is in the caves NE of the training area. N to the building N and take the lift down. It's easy to follow the automap now, same situation as before. S to the signs, E, N, E, S, E, S, W at the T, S, W to the lift. Activate with the pass, orange button door, E, N to the next door, continue N. W, N, W at the T, N to a door that needs the latest pass. N, W to a big chamber, S to an orange button door, E to another. Enter, talk to General Yamir. Next up is to rescue Sergeant Glumph in Bayjin. 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 and postpone the Nessie battle until the trek to the Sea Caves near the end. Do this by portaling to the TRangeporter 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. Ninja would need to liberate a scuba tank in one of the Bayjin sheds if taking the side trip. Return portal to the T'Rangeporter. Set it for switch #4 and teleport to N Marten's Bluff, continue W and N to the Swamp exit. Ninja can take on most anything in the Swamp now if not totally surrounded by strong enemies. Watch for Oozites, yellow on the radar in ones or twos, for lots of XP. N to the bridge, NxNE into the curlicue, N to the cave and on to the Bayjin exit. In Bayjin head generally E along the beach with the bay on the right, eventually swinging N until buildings come into view. The next set battle can get congested so pull away anything wandering close by and dispose of them. Sneak up on the neutral group, keeping the nearby hut between you and them. When ready, run around the corner and charge the Rynjin Chief. Finish off the group and anyone else in the vicinity then head S to the locked hut showing 2 green dots on the automap. Open the lock, enter, close the door. Behind locked door #2 is Jan-Ette, looking much worse than last we saw her in Wiz 7. If we speak to her she'll gasp out her last breath after a lengthy monologue. Once is enough for that...behind locked door #3 is Sergeant Glumph who is exceptionally grumpy for someone being rescued. Recruit him and by all means portal out to the T'Rangeporter. Glumph may complain... Set switch #1 and teleport near the Umpani Camp, NxNE into camp, N to the building, N to take the lift down. Follow the automap as before, but now Sgt. Glumph is quite fragile so do camps and saves, run from everything, and follow soldier groups when practical. S to the signs, E, N, E, S, E, S, W at the T, S, W to the lift. Activate with a pass, orange button door, E, N to the next door, continue N. W, N, W at the T, N, W to the big chamber, S to the orange button door, E to the other. Enter, talk to General Yamir and endure Glumph's posturing. ASCENSION PEAK I ---------------- It's almost time to go see the Don, but let's set a portal by the Rapax door at Ascension Peak before collecting the Astral Dominae. Portal back to Marten's Bluff, T'rangeport to the Northern Wilderness still from setting #1, cross the bridge S and head E over to the Mountain Wilderness exit. Hike E and take the first left up and past Bela to Ascension Peak, then N, W, N, E, SE, gradually E and through some evergreen trees. 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 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. The long trek by Arnika is easiest. Retrace W, Nw, W, S, E, and S to the Mountain Wilderness exit. Back we go across the Northern Wilderness to the Arnika Road exit on the other side of the map to the SW. Hike N to S on Arnika Road, follow Arnika-Trynton Road S and E past Arnika, S and E to the T'Rang house and generally S, SE, E (follow the automap) to the Trynton exit since we're close to Trynton anyway, TRYNTON III ----------- Cross the bridge, SxSE to the tree with the rope dangling from it, NE of the Trynnie Tree. Climb the rope, go into the tree and climb the rope to the Rattkin Tree. Head out to the elevator, pull the weight, out to the T, turn right. Take the first left, walk over the edge. Continue E, down to the right and S into Don Barlone's hangout. E, S, W, N, W, N, W. Save. Start combat, select the Don, Start Round. 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, uncurse and unequip DOOM then 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. To complete the quest be sure to pick up the Ratt key on the way out, it's in the next room. Out the door, S, and W. Otherwise Leave the Don's current resting place then E, S, E, S, E, N, W, N and up to the left and on to the rope. Up and on to the T, right, then left to the elevator. Down, into the tree, take the rope to Trynton. Outside, and take the rope down. SE to the Swamp exit, ExSE to the Marten's Bluff exit. S to the keep, W around to the hatch, E to the T'Rangeporter. RAPAX AWAY CAMP --------------- Set switch #3 and teleport to the Rapax Rift entrance, S to the Mountain Wilderness exit, S, W, S to the South East Wilderness exit. Hike S, W, S, W to a Gazebo. Mostly for fun, Ninja can proceed from here SW to clear out a temple. The temple battle is optional because it isn't necessary and will require strategic pulling since Ninja cant quite do the entire battle in one pass yet. It is doable, however, and is easier than with the standard party of 6. The initial combatants are a Sorceress Queen, 2 Death Lords, and two groups of 3 cultists. Ninja is resistant to death wish and death cloud, but should clear death cloud (the red icon) whenever it is appears, using the purify air spell. The Scythe and 3 mummies are downstairs NW. When finished, return to the Gazebo. Zigzag generally ExSE until a left turn at an intersection and a straight shot ExNE and a left turn to the Mountain Clearing exit. Sometime during the next operation Ninja is likely to level up. Consider learning the resurrect spell in case a future recruit gets dead during a future return trip. Enter, save. The Rapax taking over the Mountain Clearing was triggered by us collecting the second artifact. The area is much easier clear by starting at the back, but, having only one portal, we have to enter through the front. Approach the welcoming committee until they issue a warning to keep out. Run past them while staying to the left: Start Combat, Party Move, Run, Start Round, advance. The Rapax do not go hostile (yet). Head far N by starting out WxNW to the right of a tent, N to a guard tower, past it and continue N into a ravine. ExNE and around a rock, thread through trees and some passable rocks to a pool in a clearing, NE through a ravine, hook S to an stockade on stilts. Wait until patrolling groups are out of sight, then initiate combat with the stockade guards. Start Combat, select one, Start Round. Finish off the group and collect the stockade key. Return to the ravine we came in by, out of sight from the lookouts, and take out patrols until no more show up. Later, it is ok for Ninja to wait under the first lookout post 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 taking little or no damage. Now combat can break off in the stockade area. Return the the ravine, save often. Gingerly venture onto the rocks to pull selectively. Use Start Combat, Party Move, Walk, advance less than half the blue bar, retreat. Do not end a pull where archers in the lookout posts can see us, that will start combat with everyone not in a tent, i.e. 15 or so mostly Templar Knights. Use element shield in combat, the knights are expert at elemental magic. Watch earth magic points, when they're low use magic nectar. Do not camp since that spawns more Rapax. Once Rapax are no longer pulling when we're almost in sight of the nearby lookout post, it's a good time to take out the archers in the second lookout post accessible from the stockade area. Save first, if too many ground troops go into combat mode try again later, otherwise finish off the archers and return to the ravine. When sneaking out to pull, Ninja may "sense something moving", which means that ground forces are advancing. Generally back up so that fights can be finished out of sight from the last lookout post. Keep this up until no one pulls. Check by saving, ending in sight of the lookouts, seeing how many initiate combat, and reloading if necessary. Once all or nearly all of the outdoor troops are eliminated, finish off the archers in the last outpost. Now proceed from tent to tent, plus the 3 Templar Knights out front. In a big tent E of the S lookout post the Prince will disappear again and leave his concubines to fight. In a similar tent W the King and an advisor can be trouble, best sneak in to the left side which will pull them one at a time to the doorway. Use a key the King drops to release the queen from her cell in the nearby NW mountainside, she's funny. After the Rapax Away Camp is cleared out, return to the stockade through the rocks or by opening the door using a lever in the S lookout post and taking the trail. Use the Stockade key on the first lock and pick the other two, starting out very close to the locks. All that lock leveling pays off here. Recruit Drazic and Rodan and place them in back of the formation, one or the other of them usually gets picked on and this helps with melee. Equip Drazic with shurikens and darts for what that's worth. Be careful on the way out, more Rapax spawned during the jailbreak. It's best to avoid them, but in any case leave the camp generally S and E to the South East Wilderness exit. We'll hike back to see Z'Ant by way of the Swamp so there is a chance of getting Drazic and Rodan out alive. If the NPC's don't quite make it, a resurrect or two may be needed. First, back to the gazebo. SxSW, then generally NxNW through the zigzags. Head up a path WxSW behind the gazebo that turns S, take a right at the intersection and W to the Swamp exit. Continue W, keeping rock walls on the left until pointed SxSW. Stay on that heading until reaching Marten's Bluff exit. Continue S to Marten's Bluff. Enter the front gate and proceed to the blue elevator pad. If the glass door is locked, circle W and around to the catapult ramp. Onto the roof, around the tower and down the back, right at the pool, left, another left at the Rapax dummy, onto the blue pad and down. Either way, continue E and zig right, through the door and left into the corridor, and left up the ramp to Z'Ant. After much dissscusssion acquire the Z'Ant Treaty and T'Rang Tracking Device. circle back around W, through the door and back up the elevator. Bonk through the closed glass door, out the gate, and circle around W to the hatch. Downstairs, first right, switch setting #1 to the bridge near the Umpani camp, and we're off. NxNE into camp, N to take the lift down. Our charges are not as breakable as Glumph, but they won't withstand a mob. Still follow soldier groups into danger, use the automap. S to the signs, E, N, E, S, E, S, W at the T, S, W to the lift. Activate with a pass, orange button door, E, N to the next door, continue N. W, N, W at the T, N, W to the big chamber, SW to the orange button door, sE to the other. Enter, talk to General Yamir. N, NW to the chamber, NE to the corridor, E, S, E, S at the intersection, E, S, E before the door, S at the T, E, S to a door. Use the pass we just received, proceed to the Mt. gigas Peak exit. Continue, use the pass again, out doors through the chicken wire gate, N to the gun. Cirle around E to get to the gun's controls on the W side. Bad things can happen when trying to wiggle through directly. Use the T'Rang Tracking Device on the orange button at the controls. Kaboom. Back around the gun and S, the E through the chicken wire to the Mt. Gigas Upper Caves exit. Dowmstairs back to the tunnels, N, W at the T, N, W at the intersection, N at the T, W, N, W at the T, N, W to the big chamber, SW to the orange button door, SE to the other. Enter, talk to General Yamir. Yeah, yeah, like we weren't anyway. Drop Drazic and Rodan's junk on the floor, leave...the long way, back to the T'Rang house past Arnika. N, NW to the chamber, NE to the corridor, E, S, E, S at the intersection, E, S, through the door, W through a door, to the lift. Save, in case of Ensnaring Spiders and groups of Contagion Bats. E, N, E, N at the intersection, W, N, w, N, W past the intersection, S, W, N at the signs. Take the lift, S to leave the compound, SxSW to the Northern Wilderness Exit. Cross the bridge and head SW to the Arnika Road exit. N to S on Arnika Road, follow Arnika-Trynton Road S and E past Arnika, S and E to the T'Rang house. Beam over to the T'Rangeporter, set switch #3 for the Rapax Rift entrance and step on the pad. RAPAX RIFT AND RAPAX CASTLE --------------------------- Our only goal here is to collect the king's apartment key and disarm the bomb in Arnika. Oh, and optionally to grab a beckoning stone to enter the temple of Al-Sedexus and put her out of our misery. Use element shield for fights that include either samurai or battle mages. N through the archway, wipe out the welcoming comittee. E into the tunnel until fire ants drop in. N up a ramp, N through the jaws. A large group may be waiting there and this fight is buggy and may crash, especially if pulling and the Rapax veterans don't behave normally. It may be best just to run in and take everyone on. N through more jaws and into a cell area, W, SW to a bridge. Initiate and priestess magic usually poses no problem. Cross the bridge, N onto carpet. None of the fights in this area are difficult, but all we need is a key guarded by 3 priestesses inside the door after the second right. Collect that, head back out, and SW between the 2 stanchions that do not have a chain between them. Down to the courtyard, slaughter the Rapax fighters, NW to the leftmost of 2 openings. A cavein will occur leaving a lava-filled opening N and a vertical post with an angled-in prop post S. Walk around W of the prop and select it. Rocks now block our back way but allow passage over the lava. Cross the lava passage to another carpeted area, N, W, N and up, W and up, S and up, W, N. To the 2nd left is a fight with a dozen or more priestess types. Run past or take them on, use element shield if only because hundreds of spells will be thrown...but the battle is not difficult and it's worth ~800k xp. Walking into the N teleport is completely optional, it's to collect the beckoning stone and take out (kill, not date) Al-Sedexus. This is not difficult, and is in worth upwards of 2 million xp if Al-Sedexus calls in 2 sets of templar supplicants during the fight. Otherwise, take the teleporter E on the right and skip the next 5 paragraphs, bypassing the temple instead of using the beckoning stone on it. So, walk into the N teleport. take out the 2 priestesses, open the door with the key we collected. N, don't enter the empty pool area yet! Save in case the following goes wrong. Check the trapped panel on the right. Attempt to disarm until the trap trips, reload if dead (unlikely). Select the workings once the panel is open, nothing seems to happen but this disarms the fatal lava-in-the-pool trap ahead. Continue N and up one of the ramps, a high priestess and friends wait inside. Consider running in N and to the side to remain undetected, advance along the side, and then run in around the corner. Start Combat, Party Move, Run, rush the high prestess and select her, Finish Move. Element shield. The High Priestess drops the 3rd best staff in the game, oh well. Continue N and collect the Beckoning Stone in the SW corner of the room. It seems to be safe here to camp and replenish magic. Return S until outdoors, W through the teleport, E into 2nd teleport from earlier. Approach the temple NW, stick the Beckoning Stone into the door. Keep up element shield and stamina, whack away at El Dorado. This is another battle of attrition. El Dorado falls unconscious for a couple of turns at a time near the end if the fight goes the distance, which speeds it up some. Al-Sedexus is waiting in the center of the temple on the other side of a pillar. It seems safe to camp inside the temple to replenish magic before engaging Al-Sedexus. Walk up to the demoness and intiate combat. Start Combat, Attack, select her, Start Round. Keep up element shield, soon Al-Sedexus will invite supplicants, and sometimes more later. She's a heave hitter, body of stone isn't a bad idea either until she's down. Once everyone is wiped out, camp to restore magic and head back outside. Proceed up the passage to the NE side of the temple, through 2 archers to the Rapax Courtyard exit. N, E, stay off the trapped gratings in the passage. N, E, and up a ramp. Once up, body of stone at least until the archers are thinned out. Chase down the lone samurai first. When finished, go back down a ramp, hook around E and very close to the door to reach the Rapax Castle Main Level exit. First save, then camp to replenish magic, and enter. Either start to one side of the archway and start pulling, or run ahead. Nothing is especially dangerous, but a lot of enemies at the same time make for long battles. Either way, make for the opening to the SE. S, E. Detour S, E, S to check out Ferro's inventory if convenient, he might carry a few magic nectars in addition to some great stuff we don't need...return N, W, N. Continue E, S, and up a ramp to an Upper Rapax Castle exit. Enter. Caution, the automap will help not help on this level. W, a quick right N, W to the 2nd right, N, W to the end, N to the end (unless choosing to again annoy the Prince in the door to the right), E down a ramp, N, E up a winding ramp, S, W to an outdoor zoo. S and around a cage to a SE opening E, then S to another outdoor area. W to a building on the left with a locked wooden door. Enter, go behind the mannequin, touch the key to wind it, go back around front and touch the spearhead. The mannequin exposes an opening in the floor, walk in, slide down the chute, and take the key off the table. Pull the lever by the door N to open it, N, W down a ramp, open the door S. Across the room SE is a wooden panel. Left of the panel is a tiny keyhole in the wall. Use the key just acquired on the keyhole from very close range and the panel opens to reveal a passage and a teleport to the Savant Tower exit. Save, camp to restore magic. the King isn't around for some reason. Oh yeah, he's dead. Teleport to meet another welcoming committee. On the NE side of the central opening are 4 buttons. Press the triangle and then the square. Besides deactivating the bomb, we've summoned a lift. Enter from the W toward the middle. Going down...splash. Exit w, circle S to more androids. Keep up body of stone once the Behemoth and Slashers engage. On to another lift, enter fron the SE. We conveniently have returned to Arnika. E through the wall, ExSE to the central statue, SE to see if Braffit has any magic nectar or pick-me-up potions in stock. This is the last stop in Arnika, or with any vendor. Leave Braffit's, S, W, S to the exit. S and E to the T'Rang house teleport. Camp, save, switch setting #4 for N Marten's Bluff, teleport, hike N to the Swamp exit. NxNW to the bridge, NxNE to the curlique and around N to the Bayjin exit cave. On to Bayjin, E along the beach swinging N to the Rynjin huts. Grab Scuba Gear from the first hut W behind the big one where Glumph was being held, and head NW up the causeway and NE to the Bayjin Shallows exit. Equip the scuba tank for now, enter. Proceed generally ExNE until reaching a drop-off. Nessie is beyond to the E. Step off, sneak from behind a rock and rush her. Keep up stamina and element shield, and flail away. After Nessie bites the sediment, ride bubbles up at the S end of the lagoon. Continue ExSE to the Sea Caves exit. SEA CAVES --------- The following is paraphrased directly from Guiler's guide, it's hard to remember even during repeated paythroughs. first re-equip the Amulet of Healing, we're done with the Scuba Gear. Head SE, S along the beach to a cave. enter, W then SE to a T. Left to a pool, grab the Hook and Line. Return W, N at the intersection, NW and E back to the beach, N, W past a Sledgehammer, WXSw, collect a plank. Continue WxSW the S to a cave just before a waterfall at the end of the beach. Into the cave, E, N at the T, keep going until back at the beach. NxNE for a short way then double back SW into a ravine. SW, E at the intersection where a wall appears to the S, then SE at the Y, slide into a hole. W, S, W, S, SW to rocks with arrows and a bag between them. Attach the Hook and Line to the crosspiece above and climb up. E, S to a chamber occupied by the Keeper of the Crypt and friends. When done with them enter the tunnel E, close to our entry point into the big cavern. Start inspecting corpses after each of which its former inhabitant will pop. Continue generally E and keep this up until in possession of a key, and spiked boots. Equip the latter now. Enter the passage W, also close to our entry point into the big cavern. At the dropoff use the plank to make a bridge. Continue to a door, use the Key to Marten's Tomb on it. Go on in and chat with Marten, "marten", "destinae dominus". Place the Destinae Dominus in personal inventory. Bwahahahah. We might actually have used the Sea Cave Gate Key and a hole in the wall that the Sledgehammer opens if we were leaving conventionally, but we're not. Portal straight to Ascension Peak. ASCENSION PEAK -------------- From the Rapax door W, N, W, N at the T to a set of 3 statues. Get rid of the group of 6 Savant Henchmen. E to a locked gate. E to the Knowledge Temple. E, then N to Amit who demands a fee. We're not paying the 142k. "No" and he calls in Pee Wee, a gigantic golem. Generally N to the Knowledge Temple. Aletheides appears, "knowledge", "man". A door opens, continue, teleport. Rest to restore magic, place the Destinae Dominus, turn around and advance to be teleported back to the statues. SW to a locked gate. On to the Chaos Temple generally SW, swing N. The Soul Eater waits Where the path opens up. He is best encountered solo, try to ensure that the area is clear before engaging him. If unable to do that, run away. He'll usually chase farther than his random friends. He can also be pulled. Continue generally N, then NE to the Chaos Temple. At the Chaos Temple 3 Djinnis throw cloud spells constantly. When a death cloud appears (the red icon), cast purify air. Enter the temple, Aletheides appears again, "change", "dark savant". A door opens, continue, teleport. Rest to restore magic, place the Chaos Moliri, turn around and advance to be teleported back to the statues. NW to a locked gate. On to the Life Temple, but first...W, S, W, N to an opening where the Rapax Prince is waiting. It's possible to walk up until just before the Prince engages, and then rush him. First, however, be sure that random groups have been pulled clear of the area. It's a thoroughfare for Trees, Elementals, Sprites, and so on. The Prince casts death spells so start with him. Keep up elment shield throughout, and body of stone until the archers are down. from the NW corner of the clearing continue NE, N to a tunnel, through it and very generally NE. The Furor has 1200+ hp but paralyzes easily. continue NE to the Life Temple after a quick turn S into a green area. Enter, Aletheides, "life", "phoonzang", a door, a teleport, rest. Place the Astral Dominae, turn around and advance back to the statues. Back to the NW exit and retrace W, S, W, N to where the Rapax army was wiped out. Exit NE and follow the left wall N, W, S, W to a fork and turn N. The fork is easy to miss, it has trees covering it. Retrace if stuck at a dead end, stay on the right coming back. Either way, proceed up, up, up a winding path. A temple will appear in the the distance. Approach it to trigger the finale but prepare and save first. Another last chance or two will present themselves, but don't forget! Follow Bela into the portal. The final battle is easy for a balanced group, but difficult for a solo Ninja. 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 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. If the fight isn't over keep initiating a walk to see if DS pulls (see next paragraph). If the fight ends, save. Sorry Bela! 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 on the lower part of the blue ramp that goes straight out from the Cosmic Forge alcove. There are other possible locations on the circular walkway but the lower ramp is easiest. So, from behind the edge of the doorway across from the entrance to the Cosmic Forge alcove, peek around the corner (Start Combat, Party Move, Walk, Start Round, out, look, and duck back, Finish Move) until DS is on the ramp, then charge him. Hell stop advancing and recommence blazing away. If DS is able to summon minions once he's engaged, restore and try again. Once the battle begins, DS has a hard time targeting Ninja but hes also 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 (red icon) appears. Be patient and keep up health, stamina, and element shield and body of stone. 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 doesnt last long. Oh, and DS occasionally casts heal all. Dont panic though. The fight can go over a hundred rounds although Ninja's level makes a significant difference (see notes below) but eventually the big bad villain falls. Which ending did you choose? Congratulations again! NOTES ON LEVELING ----------------- In the sample ending stats below the first entry ends at level 29, played through with just following the steps in this guide. When played through doing extra leveling while traveling through an area, especially the Swamp and Marten's Bluff outdoors after acquiring the Staff of *DOOM* and later the Cane of Corpus, the game ended at just over level 31, the second entry below. It takes a little longer but is more fun. While doing the casual leveling described, on the last trip through the Swamp the Oozites at 200k xp spawn frequently and in groups of 3. At Ascension Peak while closing in on the finale, the random battles are much easier. To continue extended leveling at Ascension Peak without using potions, start from the portal. Proceed until just before the cosmic Circle temple (or anywhere, really, but this route has almost no adversaries with cloud spells), or until magic runs low, then teleport back to the portal. Rest. Levels through 32 usually take one run. Levels 33 to 35 take one or two runs, levels 36 to 39, 2 runs. Xp per fight levels with PC until 40, which took 4 runs and was not worth it. Approximate number of rounds to finish off the Dark Savant: Level 28 -- 125 rounds (and nearly get killed) Level 29 -- 100 rounds Level 30 -- 80 rounds Level 31 -- 57 rounds (paralyzed Dark Savant near the end) Level 32 -- 25 rounds (DS paralyzed several times, one compounded) Level 33 -- DS pulled before Bela was down, DS was paralyzed and down by round 12 even with the back and forth. Bela survived. Level 34 -- Fought at Cosmic Forge, Bela fled but survived, 30 rounds and 2 dozen henchmen (body of stone) before DS went down. Level 35 -- Same, DS down in round 17. Easier now, level to taste. Level 36 -- No buffs, DS down in round 16 on straight damage only. Level 37 -- No magic, DS down in round 11 on straight damage only. Level 38 -- No magic, got in a paralyze, DS down in 5 rounds Level 39 -- No magic, DS down in round 8 on straight damage only. Level 40 -- No magic, DS down in round 8 on straight damage only. ----------------------------------------------------------------------- SAMPLE ENDING STATS-STARTING THE GAME WITH A BO--NOT TRYING FOR STATS! ----------------------------------------------------------------------- Level 29 Alchemy 83 XP 75,333,318 (includes DS) Water Realm 76 HP 273 Air Realm 72 Stamina 408 Earth Realm 92 Divine Realm 66 Kills 1229 Staff & Wand 99 Locks & Traps 49 Close Combat 99 Stealth 100 Dual Weapons 86 Iron Will 56 Critical Strike 123 Iron Skin 47 ----------------------------------------------------------------------- SAMPLE ENDING STATS-CASUAL LEVELING IN THE IMMEDIATE AREA--SWAMP, ETC. ----------------------------------------------------------------------- Level 31 Alchemy 90 XP 98,273,474 Water Realm 76 HP 291 Air Realm 74 Stamina 425 extra training >> Earth Realm 100 Divine Realm 68 Kills 1300 Staff & Wand 100 Locks & Traps 49 Close Combat 99 Stealth 100 Dual Weapons 94 Iron Will 75 Critical Strike 125 Iron Skin 51 ----------------------------------------------------------------------- SAMPLE ENDING STATS WITH REPEAT PORTAL TO TEMPLE RUNS AT ASCENSION PEAK ----------------------------------------------------------------------- Level 40 Alchemy 94 XP 493,462,092 Water Realm 79 HP 373 Air Realm 84 Stamina 500 Earth Realm 100 Divine Realm 84 Kills 1843 Staff & Wand 100 Locks & Traps 64 Close Combat 100 Stealth 100 Dual Weapons 99 Iron Will 87 Critical Strike 125 Iron Skin 75 Reflexion 43 ----------------------------------------------------------------------- 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|Trynton | |60| 65| 79| | | | | | 3| 3| | | | 3 11|Old Mine Tunnels | | | 68| 82| | | | | | 3| 3| | | | 3 12|Martens 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|To Arnika or After | | | 80| 94| | | | | | 3| | 3| | | 3 16|Rynjin, or in Bayjin | | | 83| 97| | | | | | 3| | 3| | | 3 17|ZAnt Bayjin Reward | | | 86|100| | | | 3| | 3| | | | | 3 18|General Yamir Quests | | | 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 -----------------------------------------------------------------------