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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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UPPER MONASTERY

Upper Monastery

Crates

The party starts off at the stairs at the north end of this level. They then make for the room labelled 'Crates'. As the name implies, there are quite a few crates here that can opened, but they contain mostly mundane leather-armor type items. I leave one of the Crates unopened, the one that has three tumblers. It's potentially valuable as a way to pump up magic skills through the Knock-Knock spell when I get it.

A couple of Rabid Rats enter the room, but I kill them easily. Some Pestilent Rats are about to enter through the hallway to the east, but I bottleneck them in the hallway itself. Zarax whacks them one at a time with Berserk attacks with his Stun Rod.

I go up the stairs in the northeast corner of the room. A room overlooking the crates has three Seekers, which I easily kill. There's some computer screens, but I can't make use of them.

Puck's Cap

Now I head east to the room labelled 'Thieves'. Here, I run into 1 Higardi Raider, and 2 Higardi Bandits. Now I won't go into details here, but suffice to say that the Raider has a small chance of dropping a Bard specific item, but the 2 Bandits have a fairly decent chance of dropping a Bard specific item. So I simply reload until I get one of them, Puck's Cap (+3 AC, +10% Earth Resistance, +10 Music, -10 Piety). I do take a small hit on Stamina due to the Piety penalty, but in return Errol's Music will be more potent and more likely to affect enemies.

Ariel's Slippers

Now I head westward, and search around for hidden items. I then head south to the room labelled 'statue', where a few Higardi Bandits are waiting for me. Each has a 10% chance of dropping an item that may yield a Bard-specific item. It isn't much, but there's six of them. I scum-save until I get a pair of Ariel's Slippers (+5 AC, +10 Senses, +10% Air Resistance) for Errol. I then check out the statue of Phoonzang in the room.

Crude Iron Key and Lightning Rod

The map here is a bit misleading. Notice the room in the southwest corner of the map. Notice also a hallway that starts from the south of this room. If you follow this hallway, it eventually leads to another room that is directly overtop the southwest corner room, at the location marked 'Iron Key'.

I kill four more Metallic Slimes once I enter the room.

There is a chest in the room that holds a Lightning Rod that Gadgeteers can use to invoke the Energy Blast spell without limit, the Crude Iron Key that I will use very soon, and a few other random items.

Aboratorium

Now I head to the room labelled 'Aboratorium'. There's nothing particularly special about it except that there's quite a few Poison Seekers. As you can guess, they're like Seekers, but their spit attacks can inflict poison. Each individual Poison Seeker has a 70% chance of dropping a Venom Sac, which is a component for the Steelhide Breastplate if you're interested.

Terra takes Cure Lesser Cnd on her 10th level-up. It's a useful spell in its own right, but can also be helpful for skill training purposes later on.

Chun-Li takes Magic Screen, which is an important resistance buff that is better to have sooner rather than later.

Hall of Meditation

Now I backtrack somewhat and go to the room labelled 'Library', where I have a casual fight against some rats. I then thoroughly 'search' the Library for any items, which includes a couple of spell books and a potion. Rothgar inscribes a Book of Traps so that he can also cast Divine Traps.

At the south end of the Library is a room with a machine of some sort. Crank the lever to the max, and then press the red button. The result is an item that will be of interest to Gadgeteers, a Microwave Chip. This can be used along with a Broken Blast to create the Microwave Ray, which allows the Gadgeteer to use Boiling Blood.

Hunter's Cape

Just east of the Library is a room labelled 'Bell Room'. The door to it requires the Crude Iron Key to open. On the other side will be a few Bats that need to be killed.

At the top of the ramp is a chest with some random items.

Also in this room is another machine that can be activated by cranking the lever to the max, and then hitting the red button. The point behind this is to break the glass at various points in the Monastery.

Now I head back to the room with 'Crates' in them. I go back up the ramp to return to the computer room.

Now notice that after I have activated the machine in the Bell Room, the window overlooking the crates has been smashed. This represents an opportunity to open a crate that was previously inaccessible.

The key is to go over the mid-point of the smashed window, and land smack in the space in the midst of all the crates. It is easy to end up on the wrong side, so reload or climb back up if that happens. If you land in the right space, you can now open a new crate that holds the Hunter's Cape (+2 armor class, +5 Senses), which Zarax now wears. There's a small ramp that leads up and out from among the crates.

Aletheides

Now the party heads for the room labelled 'Aletheides', and meets the cyborg messenger of the Cosmic Lords. Both he and a minion of the Dark Savant deliver ominous messages and depart.

At the south end of the room is a glass container that was shattered when I activated the machine in the Bell Room. I find some mundane items.

Having used the Bell Machine already, there are a couple more rooms where glass containers will have shattered, allowing me to attain previously unavailable items.

The first one is the room labelled 'Angel's Tongue'. This room has a Bard's instrument, Angel's Tongue, that allows the Bard to call upon a Bless spell. My Bard already imported one from Wizardry 7, but I take this anyway so I can sell it. The other item of note is the Tosei-Do (U), which Ryu now wears. There will also be a chest with random items in it.

I then visit the 'Iron Key' room a second time, where another glass container has shattered. There, I find a Fellowship Pass that I will use in Arnika, as well as a Shillelagh. My Bard will ultimately dual-wield a Winterwand, but dual-wielding a Shillelagh for now in her off-hand will allow her to train both her Dual-Wield and her Wand & Dagger skills. But I hold onto the Dagger, as it will allow me access to a Retro dungeon later on.

I now take the exit in the southwest corner of the Upper Monastery, and make for the Arnika Road.


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