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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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ARNIKA ROAD

Arnika Road

Piercing Pipes

A group of Crusher Crabs come up and attack me, but I don't have much trouble with them after Errol puts a few of them to sleep with his Poet's Lute.

I continue west along the road and kill a couple of Wasps.

Now I'm heading for the chest at the point labelled 'Piercing Pipes', and end up having to fight Higardi Bandits and Cutpurses along the way. The chest itself will have the Piercing Pipes, a useful interim instrument that allows a Bard to use Shrill Sound, along with a few other items. One of those items is an Enchanted Katana, which is an upgrade for Ryu.

Thieves' Buckler

Now I westwards along the road to Arnika. I end up fighting several Higardi Brigands and Highwaymen. I don't mind them surrounding me, as Chun-Li gives them multiple shots of Fireball and Errol gives them multiple blasts from his Piercing Pipes. I do have to spend some spells to recoup Hit Points and Stamina for party members to cross the finish line.

One of the Higardi dropped a Thieves' Buckler. Errol equips it for the rest of the game. It will eventually help him hold the rear as an off-tank. The +10 to Speed helps him get off his Music faster. And the +10 to the Locks & Traps skill is very welcome as well.

Hogar on the Road

At the spot marked 'Hogar' on the map, is a rhinoceros-type monster called, yes ... a Hogar. Hogars usually have 400+ hit points, and can very often knock out their targets with their horn attacks, setting up their victims for massive follow-up damage.

Trying to defeat a Hogar on raw damage over the long haul can be a perilous endeavour, at least this early in the game. If there is to be any chance of success, it has to come through either a debilitating effect (e.g. paralysis, knock out) or instant death. Zarax paralyzed it with his Stun Rod in the first round, which allows me to wear it down.

The Hogar has a 30% chance of leaving behind a Hogar Tusk, which is an ingredient for the Ivory Blade. But I'm not set on obtaining the Ivory Blade.

Woodsman's Axe

I go north and then east off the road until I reach the place called "Mite Cave". I defeat three Seekers, and then several Forest Mites. Neither battle is tough.

At the end of the cave is the Woodsman's Axe along with a few other items. The Axe can come in handy against monsters like Crimson Poppies and Iron Weeds, which will be frequent in this part of the game. But I figure I can get by, and don't want to waste time on training the Axe skill as they're few other truly useful Axes in the game.

I back track and continue south until I reach the exit to the Arnika-Trynton Road.

The Road to Trynton

I arrive at the nothwest corner of the Road to Trynton map. I just go a little east and then north to approach the entrance to Arnika.


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