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Wizardry 8 Video Walkthrough by David Milward


GETTING STARTED & ABOUT | CHARACTER DEVELOPMENT | COMBAT | PARTY MEMBERS
Areas in Order of Appearance:
Lower Monastery | Upper Monastery | Arnika Road | Arnika | Road to Trynton | Trynton | The Swamp | Marten's Bluff | Cemetery | Cemetery Retro Dungeon | Return to the Monastery | Northern Wilderness | Northern Wilderness Retro Dungeon | Umpani Camp | Mount Gigas Caves | Mount Gigas Upper Caves | Rattkin Tree | Old Mine Tunnels | Return to Marten's Bluff | Return to Trynton | Chaos Moliri | Water Caves | Bayjin Shallows | Sea Caves | Bayjin | Southeast Wilderness | Mountain Wilderness | Mountain Wilderness Retro Dungeon | Rapax Rift | Rapax Castle - Main Level | Rapax Castle - Cellar | Rapax Castle - Upper Level | Rapax Away Camp | Return to Mountain Wilderness | Ascension Peak | Cosmic Circle
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CEMETERY RETRO DUNGEON

Trynnie Spirits

Now I've arrived at the entrance to the cemetery along the Arnika-Trynton Road, and run into a few Trynnie Spirits, as well as a Sige Spirits. This is actually pretty easy, but is made easier by the fact that my Priest is able to use Dispel Undead when his character level is higher than theirs.

Cemetery

Now I head for the middle of the Cemetery, and end up fighting a Mummy. This is an opportunity to grab Mummy Dust, which is a component for the Ebon Staff. If the Mummy doesn't drop the dust, I'll simply reload.

Now I head to the building in the middle of the Cemetery. It doesn't show in this video, cause I botched the recording, but there is an evil spirit here. Bring along a holy water, click on it in your inventory screen, and then click on the arrow on the bottom-right corner of the screen, and then click on the evil spirit. This will cleanse the cemetery of undead.

In the building will also be a chest with random items. There will also be in a corner two more items:

Siren's Wail - This allows my Bard to use Insanity without limit. Very helpful.

Tomb Skull - This will be an ingredient for the Zynaryx Plate.

Cemetary Retro Dungeon

Dungeon Crawlers and a Thrasher Apus

This exploration starts off right away with a randomly spawned fight, several Dungeon Crawlers (like Higardi) plus a Dungeon Priest and a Dungeon Mage. The Crawlers are pretty easy. But I hit a bit of a snag when the Priest successfully uses Silence on some of my spellcasters, and the Mage puts some of my characters to Sleep. But I tough it, and I overcome them once Ryu wakes up and then puts up Elemental Shield.

I then go back the way I came to the central point of the dungeon, #1, and then head south. I then run into the first set monster of the dungeon, a Thrasher Apus. By itself, it is quite easy.

Morax

Note that south of #1, there will be 2 doors on the west side of the hallway that are close to each other. I take the more southerly one, and continue west. Once I hit the wall, I then go south and through the door.

I then run into an undead monster called a Morax, who can cast spells at a fairly high level. If you can take it out quickly enough, Magic Screen might be enough to get you through the fight. Otherwise, you might have to have both Elemental Shield and Soul Shield in place.

Nibblers and a Swallower

Now I back out the way I came, and then north. I go west through the next door, and then I start to travel the hallway that goes around in a loop. I run into a Swallower and a few mini-Swallowers called Nibblers. All of them fall to sustained physical attacks.

Dungeon Mites and Thrasher Apus

Now I take the teleporter at *5* and end up at #5. I then have to fight a pair of Dungeon Mites, who are very easy.

I then leave the leave, and start travelling along the hallway to the south, going westwards, and scooping up loot along the way.

Now the heads northwards towards the teleporter at *1*. I then have to fight 9 more Dungeon Mites, as well as another Thrasher Apus. I don't take the teleporter itself, since it leads back to where I first arrived in the dungeon.

Vampiric Head and Moraxes

Now I backtrack, almost back to the room at #5. Except I keep going north straight ahead, until I have to unlock a multi-tumbler door. Once it's open, I have to kill a Vampiric Head. Magic Screen at a minimum should suffice to minimize any danger. The room itself has a Cutlass of the Damned (+1 to hit, 2-10 damage, cursed, -1 stamina, 25% chance of insanity on target).

I keep heading west towards the room with the teleporter, *2*. Here I have to fight three more Moraxes. Banishment from Errol's Cornu of Demonspawn plus physical attacks serve to overcome them. I then step through the teleporter.

Thanatopedes and a Black Slime

I end up at #2, and as soon as I open the door I have to fight several Thantopedes. Keep in mind that these creatures can inflict poisoning, disease, and even the occasional critical strike. Fortunately, I am fighting them right at the door, so they can only approach at most 2 at a time.

I then make for the spot labelled 'i' due west from #2, where I have to fight a Black Slime, which can drain hit points and stamina. I fortunately scored a critical hit on it right away.

I go south several doors, and an illusionary wall, until I hit the hallway that runs west-east.

Nibblers and Dungeon Mites

I then travel east for a bit, and then make for the teleporter at *3*. I have to engage in some routine fights against Nibblers and Dungeon Mites along the way. I thereafter step through the teleporter to arrive at #3.

Pestilent Rats and Aqua Shield

Now the party goes from #3 to the large room a little south and west. And from there I go through the teleporter at *6*.

Now the party travels from #6 to #1, and then southwards. The party then goes south and takes the first door on the right. They continue on to the room just south, and run into a few Pestilent Rats. These guys by now are pretty easy. The room also has an Aqua Shield, although it doesn't figure into my plans.

Shrieking Head

Now I continue north and towards the teleporter at *4*. Once I open the door, I have to fight a Shrieking Head. It can cast a number of spells, like all undead heads can, and in this case it was Armormelt. But I killed it quickly before it did anything else.

Baron Englund's Ghost

Now I make for the teleporter at *o*, which is the way out of the dungeon. It is, however, guarded by Baron Englund's Ghost, as well as several Trynnie Spectres.

There is an item that I want to obtain as a random drop from killing Baron Englund's Ghost, a Shield of Sacrifice (+3 AC, +1 Health, -1 Spell Points, -1 Stamina) for Rothgar, as it will fit within his theme as a Health-regenerating off-tank.

Note that some chests and some random item drops are based on a Level Sensor Chart. Some items, based on their in-game monetary value, won't be available until you're high enough level. The random drop provided by Baron Englund's Ghost comes from the Bayjin Regular Drop List. The Shield of Sacrifice wouldn't be available as a random drop until everyone in the party was at least 16th level. That was one of the points for my grinding it out in Arnika.

the Ghost is a fairly powerful spell caster. The Trynnie Spectres are also capable of inflicting fear with their physical attacks. The methodology for the battle is nonetheless pretty standard. Errol blasts the enemies right away with his Cornu of Demonspawn, since they're all undead. Chun-Li puts a Firestorm over all of them, so that any who survive will sooner or later burn to death. Rothgar casts Soul Shield, while Terra casts Elemental Shield. I then rush the Ghost and wear him down with physical attacks.

I scum-save the battle until I get the Shield of Sacrifice. But Rothgar doesn't equip it right away. He'll need another item that can offset the Spell Point and Stamina drain.

I then rest up, put my buffs back up, and leave the Dungeon through the teleporter.

Now it is time for me to Return to the Monastery.


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