Tales of the Rampant Coyote
Adventures in Indie Gaming!


(  RSS Feed! | Games! | Forums! )

Saturday, August 23, 2008
 
Wizardry 8: Arnika Bank - No Safer Than Under the Matress
I am continuing my play-through of 2001's Wizardry 8, one of the last of the mainstream "old-school" style RPGs. Here's Part 4.

Since my last report, I have acquired a couple of tools to help me out. The first is... a manual! The used copy of the game I bought from E-Bay came with nothing but the discs (those with the full packaging are often selling for as high as three digits). I have found that I was able to figure out most of the game without the documentation just fine. I wouldn't call Wizardry 8 intuitive in its gameplay, necessarily, but for fans of the series and the genre, things aren't too hard to figure out. It would have been handier when creating race / class combinations, but familiarity with Wizardry 7 helped in that. You can find a PDF version of the Wizardry 8 manual at replacementdocs.com.

The second nifty tool is a utility called WizFast which was recommended by several people. I was able to download it from wolfie.wiz8.de. It speeds up monster movement beyond the 5x maximum for the in-game option. I'm actually pretty happy with it at around 5x, but for those really big wilderness encounters that turn into chase scenes, this could really be a time-saver.

Scorpia also contacted me, and offered me some semi-cryptic hints and tips. She always tried hard to do this without giving too much away when she was writing for Computer Gaming World (man, I miss those days). But she did warn me point-blank about the tower, saying, "The Arnika bomb is for real. The DS is not someone who bluffs."

Ah. Good point. Important safety tip.

Anyway, I'm still in Arnika and the nearby areas. There have been plenty of things to do in the city, although most of those things involve that noble goal of adventurers everywhere: To loot anything not nailed to the floor, and to break into any place that is sealed against you. And the locals often don't seem to mind. Hey, these are desperate times, right?

I recovered a diamond for the Arnika bank - stolen, somehow, under their tight security measures. I wasn't pleased enough with the reward. So I made some withdrawals of my own. I was able to... uh, "find" several security cards that gave me access to the vaults in the basement. And the emotionless bank teller apparently didn't seem to notice that I didn't look much like Antone the Rapax. And she complains that these things (like the diamond theft) always seem to occur on her watch!

I found the nearby jail to be abandoned by its guards, who I guess were busy patrolling the streets to aid me in frequent battles against the minions of the Dark Savant. I found their security less than adequate. I ended up releasing some bandits, who I imagine must have been half-starved, as they attacked me immediately rather than expressing their gratitude. I unfortunately had to put them out of their misery. At the bottom of one cell, however, I found a secret entrance to a tunnel that went under the street and into one of the bank vaults. With more loot.

I had one other offer to interact with the bank. Some Ratkin named Rattus Rattus asked me to cash a check for him. And he gave me a zip gun in payment. I agreed, and even made it all the way back to the bank. Before handing Rattus's note to the teller, I decided to read it first. Good thing I did. It bas a hold-up note. That prankster! I quietly folded the note and put it away and left the bank. I later found a gullible merchant who was willing to buy the note for 1 gold piece. I have no idea why.

I hope the Arnika Community Bank is insured. Because I don't think they are going to be in business very long.

In true Gygaxian style, the same exploration that can reward you so handsomely can also bring you a great deal of trouble. While locked doors may be there to protect valuables inside from people like me, that can also be used to keep bad things locked IN. I discovered this exploring one too many locked doors inside the temple of Phoonzang. Who knew there were all those deadly ghosts inside? However, I prevailed, and I'll consider it a service rendered to the temple. With the ghosts gone, maybe they can renovate the chambers and turn them into dining areas or guest rooms or something.

One of the treasures in the bank - the sword Bloodlust - turned out to have a curse attached to it. I wasn't paying attention when I gave it to my samurai-turned-gadgeteer. I figured it'd make a good close-quarters weapon when we got flanked. Then I discovered he was incapable of switching back to his gun - or any other weapon. Fortunately, selling the sword back to its original owner, Antone the Rapax (who assumed it had been made by his brother - I'm not making this up!), almost made up for the cost of the "remove curse" scroll we had to use to free our gadgeteer-swordsman from its powerful compulsion.

Greed has its drawbacks.

I am now on the trail of the big artifact that the Dark Savant is after - the Destinae Dominus. The introductory movie made it sound like someone had just absconded with the thing moments before the Dark Savant arrived. But, according to certain townspeople, the theft took place a hundred years ago. I guess when you are dealing with ancient prophecies, a mere century is still a current event. Anyway, the thief was a former cop (well, HLL guardsman) named Marten. While he's being painted as a villain by some, I wonder if he didn't have a heads-up that the Big Bad would be coming one day and decided to keep it safe. Or maybe he was an adventurer like me, and had that problem with looting everything that wasn't nailed down.

He apparently fled to the nearby town of Trynton, and the "Trynnies" hid him and the Destinae Dominus for some time. When the HLL came after him, he managed to give them the slip.

Since I think I've exhausted most of the currently-available quest opportunities in Arnika (I think), it looks like my trail now leads to Trynton. I wonder if there is anybody alive there who knows about Marten, or where he might have taken the Destinae Dominus...

And besides, it might be best to get out of town before people start discovering that their private vaults are empty and start putting two and two together. Maybe after I've saved the entire universe, they'll cut me some slack.

More Wizardry 8 Play-Through Entries:
Part I: So a Samuari, a Valkyrie, and a Bishop Walk Into a Bar...
Part II: Running the Gauntlet
Part III: Vi Domina Tricks
Part IV: Arnika Bank - No Safer Than Under the Mattress
Part V: In Fear of Little Naked Winged Women
Part VI: Old-School Goes Old-School
Part VII: Ratts!
Part VIII: Dances With Rhinos
Part IX: My Duplicity Has a Price
Part X: Missing Men and Mutant Frogs
Part XI: Swimming With the Psi-Sharks

Labels: ,



Did you enjoy this post? Feel free to share it: del.icio.us | Digg it | Furl | reddit | Yahoo MyWeb

Comments:
Thanks for the manual link. I didn't realize it until you started mentioning it earlier that I had never seen a manual for this game, not even a PDF. To me, this is a testament to the game in how well it handled in game documentation and ease of use even in the stats screen. Without any true tutorial or a manual I got up and running in no time flat on my first try.
 
I remember opening one of the locked doors in the bank vault and getting punished by the huge enemy lurking there.

As for heading to Trenton, I think that is where my current save game has me. The road was tough, and I hate the giant mosquitoes.
 
I always hated the various plant monsters you encounter on the roads. Even when I was pretty high up in levels and equipment, I'd still run away if saw them at a distance.

Jay, you didn't pick up any extra NPCs into your party yet? I don't want to spoil anything but if IIRC there is possibly some available at your point.
 
I have Vi Domina in my party, and had Myles for a little while. I've since given Myles the boot, leaving the slot open.

I'm in Trynton now, and those little pixie things are kicking my butt! They load up on "Eye for an Eye" before I get initiative, and then proceed to just clobber us with spells.
 
It's been a while since I last played the game, but if memory serves, I found Bloodlust to be an excellent weapon despite its curse. Useless on a gadgeteer, of course, but when equipped by a front-line fighter it could dish out some decent damge. If I am not mistaken, I kept it until well after Trynton.

On a side note, I have the manual. After reading what you wrote about the game's price, I am kicking myself for trashing the box some years ago when I needed shelf space. Ah well, I won't be selling this gem anyways.
 
I decided to get weird and make my front-line character (a female dwarven fighter) an axe specialist, so she didn't have much use for Bloodlust. And even so, she is often whipping out the crossbow for a shot or two in combat.
 
"Ah. Good point. Important safety tip."

Thanks, Egon.

... I'm really tempted to get Wiz 8 out again, now. Damnit. :)
 
I remember it being very difficult when you first get out of the initial building (temple?)... walking down the road trying to avoid some of the hideous encounters. If you haven't met one yet, watch out for Siges.
 
It's a good idea to have a ranged weapon on all of your melee guys to get a couple cheap shots in as the swarm of monsters surround you.
 
Post a Comment

Links to this post:

Create a Link



<< Home

Powered by Blogger