Walkthrough forWizardry 8

Wizardry 8 — Walkthrough

Combat Tips

It is very important to have at least one flank or the rear against a wall. If you are surrounded, you will easily be taken down, even by weak enemies. The best fights (in your favor) take place while you stand in a doorway, a hallway, or a cul-de-sac where they cannot get around you even to your flank. This way, your casters can pound the enemies with spells without fear of melee attacks, and your fighters will take the blows (because they have the most hp). Additionally, you limit the number that can attack you (unless they have ranged attacks — which run the risk of hitting their own allies) and you can concentrate your firepower on one or 2 monsters.

Status effects are very important. Direct damage spells in this game by and far are worthless. Why cast a L6 Fireball which will probably fizzle and do 6–36 damage to a group of creatures with 200hp each when you can make them nauseous (easier to hit that way), unconscious (really easy to hit) or blind (they run and you can pick them off piecemeal later)? Additionally, you will do more damage when an enemy is suffering from certain effects, like nausea, KO, or sleep.

Cheap Trick: If no enemies are in sight (all your weapons show red), choose a move action. Most everyone will move before you do, and all your actions will be delayed; saved until it is your turn to move. Then, simply click the end move 'x' and you get all of your actions. This can also work if you would rather have the monster get to you so you can melee it, rather than hitting it with less damaging missile weapons.

Character & Party

A sample party composition:

  • Liz Fighter
  • Hum Valkyrie
  • Fel Samurai
  • Raw Priest
  • Hum Bard
  • Elf Mage

Bard Notes

Having a female bard allows use of the Endurance Necklace (available from shops or found in the temple in Arnika), which lets her regain stamina continuously so running never depletes it before battle. Bard-only gear includes:

  • Ariel's Slippers — AC +5, Senses +10, 10% vs. Air
  • Oberon's Greaves (bought from Antone in Arnika) — AC +7, Speed +10, 5% vs. Mental, 5% vs. Divine
  • Mercucio's Blade — To Hit +2, Initiative +2, Damage 4–11, Close Combat +15, 15% vs. Fire

Items usable by bards and a few other classes:

  • Filcher's Band — AC +1, Pickpocket +15
  • Thieves' Buckler — AC +1, Speed +10, Locks & Traps +10

Saxx is a bard NPC who can join your party. He carries a Soulful Sax, a musical instrument that casts Soul Shield. He is male and cannot use the Endurance Necklace.

Bloodlust is a cursed longsword that allows any user (not just a Fighter) to berserk up to 3 times per round, dealing 2×–3× damage per strike. Enable verbose combat text to see this in action. It cannot be unequipped without help and prevents weapon-switching in combat.

Equip characters not in the front row with extended-range weapons — pikes, halberds, or staves — so they can attack enemies in front even from the second rank. Good magical versions appear later in the game.

Damaging spells are useful in mass encounters. Magic Missile hits all enemies in front; Fireball has no range limit and is excellent for eliminating distant casters like Siges. The bard's Piercing Pipes works similarly to the Shrill spell. Against hordes of Twilight Bats, Acidvines, and sprites, three characters using these spells can clear most of them in a single turn.

Bard Instruments

Instrument Spell Cast Requirements
Poet's LuteSleepMusic 1, Bard Level 1
Angel's TongueBlessMusic 1, Bard Level 1
Viola D'AmoreCharmMusic 5, Bard Level 1
Piercing PipesShrill SoundMusic 15, Bard Level 3
Siren's WailInsanityMusic 15, Bard Level 3
Snare of DelaySlowMusic 15, Bard Level 3
Frigid FiddleFreeze Flesh (group)Music 30, Bard Level 5
Silent LyreSilenceMusic 30, Bard Level 5
Mandolin of the Ma…Magic ScreenMusic 30, Bard Level 5
Jericho HornArmormeltMusic 45, Bard Level 8
Soulful Sax *Soul ShieldMusic 45, Bard Level 8
Rousing DrumsHaste AllMusic 45, Bard Level 8
Arresting AriaParalyze (all)Music 60, Bard Level 11
Banshee's HowlHexMusic 60, Bard Level 11
Dulcimer of MendingHeal AllMusic 60, Bard Level 11
Succubus SongLifestealMusic 70, Bard Level 14
Chaos DroneFear/InsanityMusic 75, Bard Level 14
Strings of SeductionTurncoatMusic 75, Bard Level 14
Renaissance LuteRestorationMusic 85, Bard Level 18
Hades HarpCerebral HemorrhageMusic 85, Bard Level 18
Infernal HornNuclear BlastMusic 90, Bard Level 18

* Soulful Sax is carried by Saxx.

Gadgets

Gadget Components Effect
Jack-in-the-BoxDoll + Hinged BoxFear
Lava Lamp2 Colored Goos (Fuzz)Mesmerize
X-Ray ScannerX-Ray Chip + ScannerPut monsters/items on radar
SearchlightFlashlight + Magnifying GlassDetect secrets
StrobelightOscillator + Electric LampPrismatic Ray
NegatAirVacuum Pump + LM TubeAsphyxiation
Microwave RayBrk Blast + Micro ChipBoiling Blood
Magic MirrorMagic Polish + Shield PlateEye for an Eye (charged)
Forcefield GeneratorMagnet + Voltage AmplifierArmorplate
Regenerating StoneElectrodes + LazuriteHeal All
Water CannonHose + BellowsTsunami
JackhammerPendulum + ChiselEarthquake

Walkthrough

1.0 Lower Monastery

You are on a beach. In the distance, you can see pieces of a crashed ship and a treasure chest. Go open up that chest, select all the pieces, and take them. You might have got some useful items, so equip them or stick them in the inventory of someone that can use them.

Note: The contents of the chest can vary — hope you get a bomb, as it makes the first miniboss easier.

Head towards the ship and your first fight — just a couple of crabs. Head out into the water, skirting it with the cliff on your left side. You will come to a ramp. If you look down, you can see some stones which you can take; they are bullets for slings. Go up the ramp and find some more crabs.

At the top of the ramp, in the gazebo, is a battleax, a cherry bomb, and a sling. The cherry bomb is a portable fireball — give that to someone in the back.

Head back to the beach and up to the Monastery door, lit with orange light. Open up the door and head down the corridor with green moss on the ceiling. It will head up a ramp and take several turns along the way. You may find slimes along the way.

Dome Room and Passages

You will come into a large room with a dome ceiling and 4 electrical lights. Continue straight and up the ramp. At the end is a room with a spellbook and a book on the table. Turn on search.

Head back down to the dome room. Note the passage above the ramp you came up (west on the map). Grab the arrows on the right side and head down this new passage. It splits right (N) and left (S). Head right (N). Continue NW into a room of barrels and boxes — search for quarrels. Head out the doorway to the left (SW), continuing straight (SW). You will come to a larger blue-tinged room with a lamp on a table and a potion.

Follow the passage and take the right turn (S). It will split again — take the left, towards the room with green slimy water (harmless). Go into the corner to find a chest with a bow and some other equipment.

Turn around and head back west. You'll find a room with a table, some darts, and a candle. Head south into a green-lit corridor. Further down is a room with a table and a poseur cap. Search for a spellbook.

Eastern Cells

Further down, you'll pass a banner on the wall and find a 3-way split with bones at the apex. Take a right and go SE; the passage will turn north and you will find a door on the east wall. Go in, take the note, and search for boots and a ring of protection. Continue north to find another cell — locked, with enemies inside. Use the "stand in a doorway" trick. Once done, take the cure poison potion inside and some sling bullets.

Continue along this passage and find one heading right (NW). On the floor are knock picks. Head up this passage to a locked door. Inside is a big crab with extended reach — get into melee range. Once he's down, search for a potion and a bow. You can find arrows by the table as well.

Bridge Room and Waterfall

Unbar the door here into the domed room that leads down to the entrance, then continue east. You will find yourself in a room with a large metal bridge and a pool full of enemy fish. Do not use the button to go up the bridge yet — you can't get down the same way, and must fight a boss-type enemy to return.

If you jump into the water, you can head out of a cave onto the waterfall, outside. A rock in the middle of the waterfall has some resurrection powder — expensive and very useful. It is easily worth the time, especially because you unbarred that door.

Back in the bridge room: cross the bridge and head right (S) and down a ramp. It terminates in a room full of ale kegs with potions (including ale, which refills stamina) and a trapped chest on the table.

This is a dead end, so head back to the bridge room, past the alcove, and up the ramp (S). Hope you are about level 3–4, because here you must fight Gregor and a number of roaches. If you are lucky, Gregor won't engage immediately — pick off his friends first. Use your bomb and cherry bomb if things get tough. If it proves too hard, go up the bridge and engage Gregor by himself — but then you are trapped until he is dead.

Temple Room and Safe

Assuming you came up the ramp, you are now in a large hall. Take a right and go into the first passage on the right. It opens into a large temple room with 6 coffins along the sides — all lootable; some are trapped with monsters. The fountain in this room has limited restorative properties.

Leave and cross the large room to the passage heading south. Skip the right-hand turn and go to the room at the end of the hall, on the left side. Do not touch the statue — a trap door will open and you will fall to the blue rooms below. Instead, touch the skull. This opens a panel behind the statue revealing the Safe Key, which opens the safe described below.

Go back to the passage you just skipped. Go up the ramp and hit the button, then go back down. This opens the door on the west side, allowing you to reach the Upper Monastery.

Before going up, explore the rest of this level:

  • To the SE is a morgue full of roaches.
  • Head east and then north to find a potion in the wall and a kitchen with a safe and a Cleaver. Use the Safe Key to open the safe.
  • Go east to the bridge room to find another locked door (opened by the Wheel Key, found in Arnika) and a path leading outside to a talkative Trynnie — your first NPC. Grab sling stones by the cliff edge and open the chest. You can also buy things from Burz here. Ask him about 'ship', 'monastery', 'messenger'. Sell what you don't need.

Opening the Wheel Key door gives you access to a room with a coffin, 2 chests, and a pair of screaming heads (enemies). Loot includes a demon-slaying sword and a demon-slaying bow.

Don't miss the bullets on the floor right before you zone to the Upper Monastery.

1.1 Upper Monastery

You walk up into a largish room filled with crates. Go up the stairs over the ramp and you will find yourself in a control room of sorts — you will return here soon. Head back down and open the locks on the crates with handles.

East Wing — Library and Bedroom

Take the left (E) passage. Open up the door in the bedroom you find, go down the stairs, and down to a devotional room with a table and some bandits. Loot them and return to the bedroom. Head left (S). Down a long ramp is the library — search all the bookshelves. There is a locked door you will open later. Continue into the next room, which has a microwave. Turn the dial up all the way and hit the red button to blow it up and get a microwave chip. Search the bedroom on your way back up.

West Wing — Great Hall and Garden

Head back to the crate room and take the right-hand passage this time. You are in a bedroom — search the beds, then take the left-hand (S) passage. It twists and opens up into a large hall filled with bandits. Don't get surrounded — stay near the door or against the wall.

When done, cross the hall and take a left (E) through the closed door into the garden. Then take a right (S) into the main temple area and approach the man there. A second man will appear and threaten you with the power of the Dark Savant. Go up onto the platform at the south end with the 3 banners and take the potions there.

Bells, Library Key, and Loot

Return to the great hall (the one with the statue of Phoonzang) and head down the stairs (S). You will find a room where you can get a bard horn that casts Bless and samurai armor (once you set off the Bells). Open up the chest and go back to the great hall. Head west into the purple-lit section. To the south there is an open doorway. Go through it and up the ramp. There is loot here and a chest with an Old Iron Key. This opens the door in the library. There is also a chamber behind glass — which you will break in a moment — containing the Bells.

Return to the library and open up the door with the Old Iron Key. Kill the bats within and turn left to find a machine. 'Use' the dial all the way to the right and press the red button. This rings the Bells and blows out all the glass in the building.

Head up the stairs to find a chest there.

Control Room Jump and Hunter's Cape

Head back up to the control room (right at the beginning of the zone, up the stairs by the crates). Get up on the controls near the open window, look down, aim for the highest crate, and jump. Then jump down into the middle of the crates. Open the crate with handles (the only one you couldn't open from outside) to get the Hunter's Cape — a +2 AC cloak with +5 Senses. Walk up the plank to get out.

Samurai Armor and Fellowship Pass

Return to the room with the armor in the center (S of the great hall with Phoonzang's statue) to get the samurai armor.

Go up the ramp where you found the Old Iron Key and through the broken glass portal on your left. You should get a shillelagh and a Fellowship Pass.

Go back down to the purple-lit room. Camp, save, and zone.

2.0 Arnika Road

Now you find the nasty part of the game — encounters scale to you, and often exceed you. It is absolutely critical that you use good cover procedures: always have your back or side to a wall and use lots of protection and status spells. If you find yourself overwhelmed, you will have to reload (and it will happen often). On the other hand, it's easy to level out here.

Start heading forward (W). The hardshell crabs have extended reach, so take care of the little venom crabs before advancing on them.

The area will narrow into a pass. Soon, the path will split. Go left and run into bandits guarding a treasure chest. Head back and come out into a green area with a fort on your right (N) and a road heading out (W).

There is usually an enemy group at the crossroads — use walls and cul-de-sacs to your advantage. The road splits right after it begins. Head left (S) towards Arnika. Heading right (N) goes to Mt. Gigas where the Umpani dwell.

Head along the south border of the hills to find an amulet of static. Going along the south edge of the hills towards Mt. Gigas, you can find some gloves (beware of the Hogar there). There is a cave on the north side near the Hogar with weak enemies but several useful items.

Piercer Modais can be found roaming the road — they drop a Piercer Modai Claw, useful for one of Antone's item quests.

2.1 Arnika-Trynton Road

Stay along the left side if you want to get into Arnika. You'll find a potion near the wall.

Heading south along the road leads you to Trynton or the graveyard. You may run into Rattus Rattus along the road — a Rattkin who wants you to rob a bank in Arnika for him. Agree to do it and he'll give you a gun.

Graveyard

The graveyard is in this area. Circle around it first to find a treasure chest against the graveyard wall. Getting inside forces you to confront a group of spirits — one is a spellcaster; try to move around the corner where she cannot see you, forcing her to come to you.

The graveyard consists of a large group of graves around a tomb. Inside the tomb is a spectre upon which you must sprinkle holy water. You can find holy water by searching at the southeast corner of the intersection where the road to the graveyard meets the main road, by a tree. Doing so gains 1K xp.

To use the holy water: open your inventory and click on it to stick it to your cursor. Exit inventory with it still on your cursor. Face the spirit, move to melee distance, and click on the spirit. This gains 1K xp.

You can also find 6 blue runes on 6 gravestones. Find them in order, then head to the southeast pillar of the graveyard. Use a plain dagger (not a thieves', poison, or throwing dagger — just a regular dagger) on the pillar. It will stick there. Exit the graveyard and go around the southeast side, following the cliff wall. You'll see a ring of mushrooms. Step into the ring to enter the first secret dungeon.

A mummy stalks the area — it drops Mummy Dust, needed for one of Antone's item quests. You can also find a Skull here (needed for another quest) and next to it, in the tomb, the Siren's Wail bard instrument which casts Insanity. Search by the skeleton for more items.

Picuses may also roam the road — they carry Giant Picus Eggs for Antone's quests. Piercer Modais carry Piercer Modai Claws.

2.1.5 Secret Dungeon 1

These dungeons are set up like the classic Wizardries — a block dungeon full of random encounters and a few items. This one is fairly low level (8–12). The layout maps poorly and is too much of a maze to describe accurately. The only exit is to find Baron Englund, kill him, and take the mushroom circle behind him. He is a L13 caster with 3 specters helping him — consider your party's level carefully before entering.

2.2 Arnika

Watch out for rogues and Savant troopers. If you want to engage them, try to do it near a Higardi Patrol or some Brotherhood Monks — they will help you, and you will get all the xp and gold for anything they kill.

Myles — First NPC

Advance past the fountain and pick up your first NPC, a rogue named Myles. Talk to him, then 'recruit' him. Ask him about 'Marten', 'Trynton', 'Arnika', 'Antone', and anything else on your list.

He'Li's Inn

Head up the street past the building with 2 unicorn statues (that's the HLL — you can't get in yet). At the next intersection, take a right towards the statue. Go into He'Li's inn (on the left), talk to her, and pay Myles' tab first for xp. Buy stuff here, but save money for the weapon shop.

Go through the only closed door and immediately into the first room on the left. Take the viola and open the chest for He'Li's Keycard (used in the bank later). Go into the 2nd door on the left for a chest with potions. Go upstairs and kill the rogues. You can sleep here safely after that.

Antone's Weapon Shop

Cross the road west to get to the weapon shop (between 2 blue banners, same block as the police station). Talk to the Rapax inside — ask about 'custom' to hear about his custom pieces. Buy a crossbow if you don't have one. Turn around from the counter and go into his personal quarters. Open the chest to get Antone's Keycard and any nifty equipment in there.

Antone has some of the best equipment in the game to pickpocket if your skill is high enough. The Filcher's Band (+15 Pickpocket) is a great starting point. Practice on the Trynnies, Crock, and Arnika residents to build up quickly.

Arnika Temple and Wheel Key

Cross the road south to find the temple. Go down the ramp into the basement. At the bottom, touch the blue statue to recover magic, then unlock the door behind the tapestry. At the end of a marble corridor is a metal door, behind which are a number of spirits and the Wheel Key. Stay in the doorway and fight them one at a time.

Go through the open doorway in the marble room and open the door with the beige eye (the priests' quarters). Contains several potions — search near all the beds for magic items.

Head upstairs and talk to Braffit in the top room. He'll give you background information and you can buy potions and spellbooks from him. Use the pool for healing.

Anna's Keycard

Go to the northeast corner of town, near the docks. Talk to Anna and go into the back to open her chest and get Anna's Keycard.

The Bank

The bank is near the statue at the center of town. Look at the sign — it will fall off and give you treasure. Walk in and say 'withdrawal'. She'll say she needs a card. Exit 'talk', open inventory, pick up one of the 3 keycards, exit inventory with it on the pointer, and click it on her. She opens the elevator in the next room. Go in and down (hit the button by the door).

Take a left out of the elevator and use Antone's Keycard on the slider to open his vault. Inside is Bloodlust, a longsword. It is cursed (cannot be unequipped without help, prevents weapon-switching in combat) but allows any user to berserk.

Use Anna's Keycard and He'Li's Keycard for their respective vaults. Then pick the locks on the doors around the corner — the first on the right has 2 chests, the one on the left has 1, and the one at the end of the hall has a golem. To defeat the golem, try blinding him with the gleaming sword from the monastery coffin room or a blinding spell — he does not respond to paralysis. Get the 2 chests behind him.

Police Station and Underground Passage

The police station is on the same block as Antone's weapon shop; entrance is on the east side of the street. Inside, look at the bulletin board to find Marten. Pick open the lockers to get the Marten ID Tag (needed to enter the HLL) and miscellaneous loot.

Go into the prison area and open all 3 cells. Kill the rogues in the first one and hit the panel on the floor of the second one. Fall into the passage and follow it all the way — there may be a slime on the way. At the end you get a diamond epee, an oilskin cloak, and an amulet of stillness (casts Paralyze). Hit the big button to teleport to the inn.

Note: The door at the end of the underground passage is very hard to pick but not impossible — it opens into one of the bank vaults, which has an elevator back to the bank lobby. A lock pick opens about 6 of the 10 tumblers.

Vi Domina — Second NPC

Head north from the town square towards the burning ship. Go in, grab the copper gloves and the damaged black box. Go up to the door on the left and open it. Fight the Troopers before they kill Vi. Talk to her, and grab the box in the corner (used in a gadget later for gadgeteers). You get 7K xp for saving her. Ask her about 'Rapax Rift' and 'Al-Sedexus'. Take her to He'Li (200 xp + ale) and Braffit (500 xp).

HLL (Higardi Liberation League)

As long as you have the Marten ID Tag, you can get into the HLL — the scanner will detect it. Go to the end of the hall, take a right, go through the room with officers to the elevator room. Take it up to meet Tramain. Ask him about 'Destinae Dominus' to get 'Phoonzang' added to the conversation list. Go around the other way to find lockers with potions.

Mook Building

There is a Mook building you cannot get into without the Mook Alliance Offer (provided by either the Umpani or the T'Rang). Give this to the hologram out front and the door will open. Talk to Screg — he'll give you the Mook Alliance Acceptance. Ask him about 'Chaos Moliri', 'discovery', 'theory'. Then go into the back room to look at the Chaos Moliri. You can take it, but then the Mook will hate and attack you, and the Umpani might be upset too. A better idea is to take it, and then put the Astral Dominae (Fake) back in its place — you get this after having the Rattkin steal the real Astral Dominae (see the Rattkin Tree section). Go upstairs (elevator near Screg) and take the potion and scanner. The scanner can be merged with an X-Ray Chip to make an X-Ray Scanner if you have a gadgeteer. Talk to Urq in the corner for various topics.

Note: If you have a Mook in your party, he can enter the building independently and return with information after you camp.

Spaceport

Go into the spaceport on the south side of town. The first building has a flight recorder analysis slot — you can insert the damaged black box found where Vi was, but it won't be readable yet. The next building (up an elevator) has an X-Ray Chip and a slot for the Shiny Metal Ball found in Trynton in the Hogar's cage. The hangars have misc items. There is a hidden cursed item in the SW corner — the 'beanie'. Once the Shiny Metal Ball has been installed, you can track and calculate ships in orbit using X Y Z coordinates.

If you install the Black Box from Bayjin, it will tell you the X Y Z coordinates of the ship, and the orbital tracker will tell you its location (enter coordinates as 1X 1Y 2Z exactly). Bring this location back to the T'Rang for your reward (the T'Rang Black Ship quest).

2.3 Northern Wilderness

This area is accessible from Arnika Road by going past the Hogar towards Mt. Gigas.

Head along the southern hills to eventually find a cave with a Hogar stuffed with items — including (at minimum) a bard instrument that casts Hex.

Along the road is a small camp of rogues carrying a large amount of loot including a diamond. There is also a shallow pond with an island in the middle — items on the island, but the pond is filled with slimes.

A bridge heading west over the water is guarded by a marble golem. He is immune to most things except Insanity — try that to keep him from hitting you. This bridge leads to the Mountain Wilderness. The north bridge leads to the Umpani Base Camp. Myles refuses to go to the Base Camp.

2.4 Umpani Base Camp

Head up to the main gate to talk to Private Panrack. To get in, say YES to hazardous materials, NO to convictions, and NO to the T'Rang empire.

Bar and Commissary

Head into the bar (first building on your right). Saxx won't talk to you unless you've allied with the Umpani, and neither will Sgt. Bildublu. The other half is the Commissary — you can't buy anything unless you've allied, but you can talk to the merchant. Ask about 'Umpani'. Buy the Umpani Flag from the merchant (Sergeant Kunar), especially if you intend to ally with the T'Rang.

Sergeant Kunar has a key you can pickpocket that opens a door behind the counter. Behind it is a spider symbol under a rug — Kunar is the informant you must talk to if given the T'Rang quest to destroy the Umpani. Tell him the phrase given by Z'Ant (in your 'misc' list). He also has an IUF Top Security Pass (Fake) and Gunpowder.

IUF Recruitment and Training

To ally with the Umpani, go into the IUF recruitment center. Sgt. Balbrak will offer to recruit you — say 'yes' and get a pass to the obstacle course. Head up the road to the left to find Sgt. Rubble at the Recruit Training course. Complete the obstacle course, attack some training dummies (rated L6, all single), pick a locked door, and exit. Reward: 5K xp, a potion, and the IUF Level 2 Security Pass. Use the pass on the door to exit.

Return to Balbrak — he'll send you on a mission to Marten's Bluff to find a T'Rang item: the T'Rang Arm. Bringing it back earns 40K xp and the IUF Level 3 Security Pass. You also get a 2500g credit at the store.

After completing training in Mt. Gigas, return to Balbrak. He will give the Mook Alliance Offer — take it to Arnika. When you return, you get 160K xp and the Level 5 Security Pass. Go back to the Mt. Gigas entrance and log into the EWAXX computer using the login in your journal. Then return to the MT Gigas Upper Caves to meet the general.

Also in the recruitment center is Sparkle, an incredibly cute Trynnie ranger who will join up with you.

Barracks and Other Areas

Loot all the lockers and footlockers in the barracks for ammunition and misc items. Hidden behind the bar building are items you can search for.

2.5 Mt. Gigas Caves

You can only enter here with the IUF Level 3 Security Pass, after being authorized by the recruiter sergeant.

Head through the doors into the Alpha Hub — a large area filled with crates. Search for items. Take a right (W) to the storage area, twist through the corridor, take the right turn (S), and loot the room. Return to the main corridor.

Explore freely from here — no monsters in the safe area, with signs pointing to everywhere. Notable locations:

  • SE corner dead-end corridor: a treasure chest.
  • NE corner: a pressure panel that opens an alcove along the west side of the eastern-most passage. Drop an unneeded item (arrow, scroll) on the panel to keep it depressed so you can access the alcove. Search the crate there and open the treasure chest inside.
  • E of Charlie Hub: a power station (no obvious use yet).

Restricted Area and Frigid Fiddle

Head to the southeast area into a large open cavern. Fight the golem blocking access to the training area. The cavern ends in a T — go left first, then right at the split to find a treasure chest in a dead end.

Go back left. Search every body you come across. Keep taking lefts through the restricted area (swarming with monsters) to eventually find a treasure chest in a dead end.

Turn around from this chest and head east, then south. Skip the passage to the left (E) and follow this until you find a right turn. Take a right (S), then a quick left (E), skipping the left, until you find a skeleton against a cliff. Next to him is the Frigid Fiddle — a bard instrument that casts Freeze Flesh (group). This is excellent: keep casting Stamina on the bard and he can continuously paralyze foes.

From the Frigid Fiddle location: take your first left (E), turn north, then take the first right (E) into a little alcove with a suspicious wall. 'Use' the wall to collapse it, revealing a mummy and a treasure chest.

Head back to the fiddle's location and go south. At the T, take a right to find a pit with 2 ropes. Fall in and get the flak vest and flashlight.

Underground Lake

Head up the west rope and follow the trail NW until you find where the restricted area started. From there, go north, left (north), right (east), left (east) to find a pit with no ropes. Fall down into a small area with a large lake and short corridors. Find 2 chests: one south of where you fall in, and another in the sand near one of the hills by the lake. Head up the rope ladder on one of the hills and open the trap door to return to the top level. Head generally west to get back to the non-restricted area.

When done, head west to the elevator and use your ID to activate it.

2.6 Mt. Gigas Upper Caves

Press the button to the left of the door to open it, proceed past guards, and open the next door (no ID needed).

Training Console

Take the right at the intersection and follow signs to the training center. You'll find an arcade-console. Use the IUF Security Pass on it. If the wiring is broken, carefully touch the broken ends of the wires to move them to the right holes — there are 3 wires. Do all 3 to fix it, then use your ID again to open the gunnery doors. The console repair opens the locked doors in the 4-way hub beyond.

Gunnery Training

Go in the east (gunnery) door and talk to Sgt. Rubble. He gives you a rocket launcher and 5K xp. Destroy the dummies with the rocket launcher. Do NOT camp near Rubble — there is a serious bug that will prevent you from advancing. There are extra rockets at the end of the hall.

Cover Ops Training — 5 Flags

Once the dummies are destroyed, Rubble moves to the Cover Ops door (north side). Go here next. Find 5 flags while dealing with 5 tough monsters:

  1. Bear right to kill a Morax — flag right behind him, plus a potion.
  2. Keep bearing right past a hill (tough to get over) past an Apus — flag and potion in a pool of water in the dead end.
  3. Bear right/straight at the first T (W), then take your first left — flag here.
  4. Go back to the main passage, take a left, then bear right at the large pool of water — 4th flag.
  5. Head south to find the hardest monster (a Djinn) and the last flag.

Head north, then take your first right to find a door and items. Press the blue light button to open it and return to Rubble. Reward: IUF Level 4 Pass and 50K xp. Return to Sgt. Balbrak at the base camp.

SCUBA Gear and Bayjin Access

Return here after the General's orders. Use the Level 6 Pass on the console to open the south door. Talk to Rubble, then go up into the small building to get the SCUBA Gear. You must wear it in your misc slot when underwater, or your stamina drops until you die. You can go into Bayjin from here, but neither Madras nor Vi will accompany you.

Other Features

  • North end: a barracks room full of chests, with a healing fountain behind. West of it is a tunnel ending in a 'use'-able wall with monsters behind it. Search for rockets by the crate.
  • SE corner: a small supply room with 3 locked lockers.
  • NW corner: a lone Umpani guards a door. Pull the lever on the floor inside to open a teleporter to the fort on Arnika Road. In that fort: a musket, musket balls, and the Dulcimer of Healing bard instrument. Open the door so you have a quick way back.
  • Straight north from the entrance elevator: a door requiring the Level 5 Security Pass. Beyond a second door to the left (S) is General Yamir, who gives you the Level 6 Pass and orders you to the UTU door in the training area. Search the crate room near him for items.

General Yamir — Rewards

  • Return Glumph (found in Bayjin) to Yamir: 300K + 100K xp. Then receive a mission to destroy the T'Rang transporter in Marten's Bluff, plus a Pulse Pick (used to open certain doors; you may already have one from Marten's Bluff).
  • Return with Drazic and Rodan (ideally with the Z'Ant Alliance): receive the IUF Top Security Pass and 400K xp.

2.7 Mt. Gigas Peak

Find a rocket and use the T'Rang Tracking Device on it. You'll shoot down the Dark Savant's ship and gain 400K xp. Return to Yamir downstairs.

3.0 Trynton

You'll start across the river and must cross a bridge to find the tree that is Trynton. A large variety of difficult status-causing plants live here, as well as a Hogar which causes enormous damage despite being level 7. Hit it with as many status effects as you can to keep it from hitting you.

Items you can get from this area: Hogar Tusk, Iron Weed Thorns, Venom Sac, and Giant Picus Egg.

Tip: After crossing the bridge, take a right and follow the river up to a waterfall. Enter the water — there is a ring in the water. Swim downstream and jump off the little waterfall (taking 2–3 damage). Down here you can kill fish for 200–300 xp and pick up some items. Climb a fishing pole with its line in the water to get back up.

The Great Tree — Lower Levels

Follow the road over the bridge, past some trees, and past a pair of torch-lit pillars carved into faces. The large tree on your right is your destination. Circle around it to the right and find the main doorway. Agree to help the chief and you can go in.

Follow the green passage to a ladder and climb. In the small room with an archway and a ladder down, take that ladder and fight the roaches — earn a magic ring and a magic drum. Go back up and through the green-lit archway to find another ladder down.

Grab the ale on the table and proceed to the next ladder down. You'll find a passage turning left into a small room filled with spiders — there is a suit of mail and a ranger cloak. Go back up the ladder and take the one going up. The next room has an evil plant to dispose of. Search for 2 potions; you'll see 3 ladders.

  • Right ladder: a small room with another plant. Search for magic 'stix'.
  • Center ladder: a dung beetle to defeat. Search for a sword by the crates.
  • Left (last) ladder: find arrows and a rope to climb.

Go out onto the wooden platform and take the ladder on the left side. 'Use' the pool for healing. Head back down and south to a platform with a small table/brazier that can be 'used' (use unknown). Go up the ramp into the building, take the purple potion and search for arrows, a potion, and greaves. Leave and head left up to the circular platform, go around it to find another route out on the right side. Pass a sign that says 'Marten's Pagoda' on the left, then use the elevator (pull on the hanging rock) to zone up to the higher levels.

3.1 Trynton Upper Branches

Go up the ramp — you're headed for the Second Bough. The ramp ends in a T: right goes to a building (find a bomb on the table), left goes further in.

Take the left, curving right through a cave in a large tree lit by a green lantern. You'll reach a crossroads by a fountain — go straight to get into the sanctuary, a safe place to rest. Take a Vine from each of the pillars and combine them in your inventory to make a Gooda Vine Rope. Then move behind the ash pit up to the dragon head and search it for items.

Tip: The fountain at the crossroads asks you a question. The answer is likely 'mind' or 'memory'. One character (probably with the highest intelligence) gets their Intelligence set to 100, and all members get ~1K xp.

Fuzzfazz's Potion Palace

Head left (S) towards the building — Fuzzfazz's Potion Palace. Tell him 'He'Li says hello' and you'll get a pile of potions. Ask him about 'Seventh Bough', 'Marten', and 'Shaman'. Trade for magic items if you like. Buy a Mysterious Potion for the Seventh Bough quest. If you have the Blue Feather from the swamp, give it to him — he'll make you an explosive potion. Head out and straight (N).

Go through another tree to a T. Take a left up to the building there, grab the book off the table, and head back out. Take the left and go around the spiral platform down the tree. Go into the building to grab an empty bottle and search for a potion on the table. Proceed into the next room to fight monsters if you like (only exit is the way you came in). Past the right side of the building, find an alley on your left with a plant guarding an awl pike.

Third Bough — The Zoo

A sign on the right notes the Third Bough ahead. Go up the ramp and through the tree. You'll end up in a zoo area. Each monster has items in its cage — open the cages and kill the monsters within.

  • Bobo the Hogar: Open his cage and wait for a Trynnie patrol to come by, then go in, make him hostile, and run so the patrol kills him. Alternatively, combine meat with fairy dust (find some in the fairies' cage) to make drugged meat, then use it in Bobo's food bin (500 xp per character). Bobo falls asleep for a few minutes — hurry in and out. His cage contains the Shiny Metal Ball and silver sollerets.
  • Croc cage: Contains the Shiny Chrome Plate.

Fourth and Seventh Boughs

Head up northeast towards the large orange pavilion with plants out front — 'The Rising Elms'. Inside is a plant that gives you Zuzu Petals, needed for the Seventh Bough quest.

Leave and take a right (N), then another quick right (E). Go straight into the house. Kill the monsters and take the Blue Marble on the table. Search the back corner for a sliding panel wall with a locked chest behind it.

Leave and take a right (N) to the 4-way intersection. Right is the Fifth Bough, left is the Fourth Bough, straight ahead is unmarked. Go left first — the door has a blue indentation. Use the Blue Marble on it to open it.

You enter a large open area where magic does not work, possibly with monsters. In the center is a large stump surrounded by 4 trees, water, and 4 floating ember dishes. Use incense (purchasable at Fuzzfazz's Potion Palace) on each floating dish to make the place safe again.

Take a left to find the Seventh Bough — a garden with a sign. Eat the Zuzu Petal, then drink the Mysterious Potion (use both, one after the other). The Shaman will appear. Talk to him — he will give quests and 25K xp.

Ruined House and Sacred Tome

Head back to the main courtyard and take the left (N). You'll find a ruined house with 2 scrolls (one hidden by the broken lantern). In the back, a group of Rapax are fighting some Trynnies. Kill them and get the Sacred Tome. Be careful not to fall through the hole — you will fall out of the tree and hit the ground, likely killing anyone except Valkyries. You can also find the Set Portal spellbook in this room.

Oak Saplings Room — Safe and Chests

Take a left (E) from the courtyard to find Oak Saplings guarding a room full of loot. There are chests on the table and a large safe with 2 chests inside (5-tumbler door). Use a knock pick or cast Knock Knock to help your thief.

Madras — Gadgeteer NPC

Return to the main room and crossroads. Head up the unmarked ramp winding up around the tree to find the workshop of Madras, the Trynnie. He will quest you to kill the Ratts — accept and get several items. Ask him about 'Mook', 'Dominus', 'Mt Gigas' (this adds Sparkle), and 'Destinae Dominus'. He will join you if asked and makes a capable gadgeteer. Grab the bottle on his table and search downstairs for potions and/or bombs.

Fifth Bough

Head toward the Fifth Bough (the remaining unexplored direction from the crossroads). Go down a passage into a tree and up a ladder. Take a left first and head down toward a building there. There is a small dais where you can place the Stone Idol (the Idol of Marten) from the secret area in Marten's Bluff.

3.1 Sixth Bough (continued)

Go in and talk to the Shaman there. He will ask who sent you. Say 'Marten'. Then, he will ask you what Marten's message is. Say 'Eternal trust survives the soul' (just 'survive' might work though). He'll give you the key to get the Helm of Serenity in the locked cell in the Rattkin Tree. Ask the Shaman about 'Helm of Serenity', then search the remainder of the building for some items that the Trynnie have left around.

Past that building, to the left (E) is an armory, full of bows and arrows, rocks and slings, and a powder.

Return to the ladder room and head out the right-hand passage this time (N). You will go through a tree and to a bridge that falls as you approach it. Use the Gooda Vine Rope on it to repair it. You can then go across the bridge and zone to the Rattkin Tree area (Bough 6).

3.2 Rattkin Tree

You will be able to head forward, and swing a left (N), alongside a building. You may spot a Rattkin patrol, but they are not hostile yet. Attack them if you like (or keep them around to help with other monsters for now).

Head into the building on your right (E) with the door broken in. A passage twists until you find a locked door. You must use the Key of Serenity on this door, gained from the Shaman in the sixth bough, after you have found the Stone Idol in Marten's Bluff. Go in, kill any monsters inside, and find the sign on the floor. Click it once to read it and a second time to move it. Then, stand on the hay and you'll fall through to the treasure chest below. Open it and take the Helm of Serenity. The door behind you should be open, and you can make your way back up.

Once back out on the platform, head right (N), and follow it, ignoring turns all the way up to the building filled with cobwebs. Grab the powder, and take the lift down on the right, leaving the building (N). This deposits you a bit lower and you can take a rope down to Trynton from here. Go outside here and 'use' the rope to lower it, allowing easy access to the Rattkin later. Then, return, all the way back up.

Head back toward the building with the locked door, and notice to the left a platform that lets you fall to the one below. Make sure to save the game here, and fall off onto the lower platform.

Pick the lock on the building to your right (S). You might need help from a Knock Knock spell. You'll find a room with a chest, locked behind an unopenable door. We'll be back here much later, but keep this in mind. For now, it is a generally safe place to rest.

Head back out to the ramp and take a right and 2 lefts, up to the building across from the first. Go on in and squeeze between the Rattkin to get some loot behind them; make sure to search, too.

Leave, and take a right to get back near the original building, then take a left and the ramp will head downward and to the right. Keep going straight until you go into the large building at the south end. Talk to Milano there and tell him 'Dark Savant'. He will move and you can go in.

Head to the left first, into the room with a treasure chest on a stump-table on the north end of it. Have fun opening it; it has 5 tumblers. It has very little inside, so don't feel bad if you can't get in. There is also a trapped chest behind you, and the important Ratt Key on a stump in another part of this room.

Now, head around to the north side, where Milano went. Go in and talk to the Don. He will offer to steal the Astral Dominae from the Dark Savant. If you come back later, you can buy it from him. You can also trade with him for some stuff, and once you've got the Astral Dominae, you can kill him for some cool magic items. You will know they have done so when the Dark Savant appears before you and demands it back. You of course do not have it, so he drops the Astral Dominae (Fake) and leaves. This is your cue to come back and buy it from the Don for about 100K gold. You can try to kill him for it, but he is a L20 monster at this point. (NOTE — The Dark Savant only appears in the Swamp; wander around the road to Trynton until he appears.)

You can also kill the Don and he will often (save before doing it, because it doesn't always work) drop the Cane of Corpus, a weapon only usable by a faerie ninja. It does 12–42/paralyze 50/poison 100/kill 15, and is probably the best weapon in the game.

Before you leave, there is a chest in the corner (usually with a nasty trap) with some loot inside. Then, head out and take a right (E). The path will split. Take a right (ignore the building, it is empty) and head upwards. You will end up in a building that twists to the right and ends in a locked door. Use the Ratt Key to open it, and fight the breeders. Stand in the doorway and fight them one at a time; they pack a punch. If you can, by all means knock them out, put them to sleep, or (best) make them insane (use Siren's Wail with your bard if you can).

When done, search the area and get all the arrows and the bow. Note that killing these guys hasn't made the Don or Milano hostile towards you, but it has made the Rattkin patrol hostile to you, so when you feel like leaving (head back to where you fell off; there is a rope there) you will find that they will attack you.

At this point, you should return to the Gadgeteer in Trynton. You get a mere 5K xp from him. You can now recruit him, if you like. Head all the way down to the chief, and he will give you another 5K xp.

When you are done head all the way to the southeast of Trynton, outside, to the next area: the Swamp.

4.0 Swamp

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

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

Pickpocketing Crock earns a number of gadget components, including the Magic Polish, Large Prism, and Voltage Amplifier.

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

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

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

The northwest corner is stocked with Rynjin, a particularly nasty race of fishmen that feature spellcasters. Use Magic Screen and any other protection spells you've got before you go to battle. These monsters are rated at level 15, so if you can't take them, don't worry. You can come back later if you like. Getting past them allows you into Bayjin, the most direct route there.

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

4.1 Marten's Bluff

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

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

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

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

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

4.2 Lower Marten's Bluff

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

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

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

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

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

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

If you bring him Drazic and Rodan (as you should do first), you'll get 400K xp, the T'Rang Tracking Device, and the Z'Ant Alliance, which should be delivered to Yamir straightaway.

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

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

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

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

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

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

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

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

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

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

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

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

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

  • The Northern Wilderness — No way back; right in front of the Umpani camp.
  • The Arnika-Trynton Road — This leads to a house with an Electric Lamp and a bard instrument, the Arresting Aria, and has a teleporter back.
  • The Rapax Rift — No way back, but an intriguing way to teleport in NPCs who would otherwise leave you if you tried to walk in the normal way.
  • Marten's Bluff — Outside, by the pool of water on the slope; no way back.

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

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

4.3 Mine Tunnels

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

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

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

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

(Each of these assumes that you reset the track to the default every time.)

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

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

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

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

5.0 Mountain Wilderness

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

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

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

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

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

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

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

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

5.1 South East Wilderness

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

This area has Tanto Wasps, from which you can get Wasp Wings.

Take the Chisel on the floor by the tunnel.

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

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

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

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

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

On the left hand side of the temple, there is a passage that leads down to a room filled with mummies. It is a tomb that has a number of useful items in it, and the fight is much easier than the earlier one. You can find a Skull here and Mummy Dust if you still need it for Antone's quest. This is also where I found the Boomerang Shuriken. I also got a 1-handed sword, Fang, which does 10–24 and is NOT CURSED. Overall, lots of good stuff.

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

5.2 Wilderness Clearing (Rapax Camp)

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

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

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

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

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

6.0 Mt. Gigas Water Caves

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

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

6.1 Bayjin Shallows

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

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

For me, because I built up my long range weapon skills, it seemed like simply a battle of attrition. Make sure you have all your buffs up (Enchant Blade, Magic Screen, Missile Shield, Armor Plate), cast up Soul Shield and Element Shield, summon an elemental to charge her and give her something to chew on in melee, and pound away on her with Shrike Arrows and Hunter Quarrels. You should get over 170K for killing her.

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

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

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

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

6.2 Bayjin

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

Right on the right-hand beach you will find one of the reasons to come here: the crashed ship. Inside is the Broken Blaster, the Vacuum Pump, and the Black Box that you feed into the machine in Arnika to get the coordinates of the Dark Savant's ship for your Umpani/T'Rang quest. Follow that beach along the water and you'll notice a treasure chest under a palm tree to your left.

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

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

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

6.3 Sea Caves

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

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

Head into the cave and follow the twisting passage until you get to a T. Hang a left and go into the pool to get all kinds of items, including a Hook and Line. Other than that, this particular cave is pretty empty. Feel free to search the rest of it.

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

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

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

Prepare for the battle with the Keeper of the Crypt, a L20 undead thing, and then go around the corner. He's alone, and not too bad if you have got all your protection spells up. Begin to wander the tomb cave by heading left. You will begin to find bodies, and as you loot them, ghosts will attack. They are not too bad, and you need to loot at least one of them to get a key to unlock the door, unless you decide to fall out of one of the many copious holes in the caves. The key is found on one of the many bodies in the eastern section of this little complex (left from the center cavern). You also must find the Spiked Boots and equip them on one of your characters for the part in a little bit.

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

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

You will come to a door. Open it with the Key to Marten's Tomb found on one of the bodies in the eastern section. Go in and speak to Marten. He will ask who do you seek; say 'Marten'. He will ask what you seek; say 'Destinae Dominus'. He will give a speech and give you the Destinae Dominus and 400K xp. He also gives you the Sea Cave Gate Key which opens the locked double doors in the cavern room, so you can leave.

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

7.0 Rapax Rift

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

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

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

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

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

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

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

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

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

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

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

You'll end up curving around and heading down to the ground again, under a bridge and to a cage of fire. Use the Flamequencher Wand on the keyhole and you'll have to fight the Lava Lord and his minions. Once you've done that, you are free to take the Staff of Ash and the Rift Key. Return to the Rapax prisoner to give it to him (you can use the Rift Key to open the locked door at the end of the hall).

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

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

7.1 Rapax Courtyard

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

7.2 Rapax Castle Main Level

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

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

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

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

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

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

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

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

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

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

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

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

7.3 Rapax Castle Cellar

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

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

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

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

7.4 Upper Rapax Castle

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

Head south and note the swingset and locked door against the north wall, as well as the small building.

Head into the small building there. Unlock the door and search for the Doll's Gloves and Doll's Armor. Then, use the figure (you may have to wind it first) to move the bed and reveal a passage that you can slide down. It drops you in a room with the King's Apartment Key.

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

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

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

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

7.5 Savant Tower

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

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

8.0 Ascension Peak

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

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

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

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

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

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

Altheides will appear again. Tell him 'change', 'Dark Savant'. The door opens, and you can use the Chaos Moliri in the slot here. Take the teleporter back to the statues.

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

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

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

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

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