
   Dungeon Activation |
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To activate access to the dungeon, just follow the instructions below. It is
recommended that you do all the steps in the one go. It has been reported by some people that left the Mountain Wilderness
area midway through, and found they could not complete the sequence when they came back, resulting in losing access to the
dungeon for that game (or having to load a previous save game). 1.   Click all six runes located on standing stones in the positions shown on the diagram below
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   Dungeon Walkthrough |
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The following walkthrough has been written to visit all areas of the dungeon, you can
skip parts or run for the nearest exit if need be. Once activated, a party can visit the dungeon as often as wanted.
The map shown below was drawn by Moni (corrections made by Wolfie). ![]() ![]() The party arrives in the dungeon at the position shown as IN, facing north. Go one (1) square north, one (1) square west, followed by two (2) squares north again. Face west and proceed three (3) squares to the corner, before going two (2) squares south, one (1) square east, and then two (2) more squares south. Somewhere along this path, the party are attacked by an Anthracite Golem (the first of many, so time to work on an effective strategy for defeating them). Enter through the door on the southern wall, there will be 2x Burning Heads, 2x Gibbering Heads and 2x Vampiric Heads to welcome the party. Once that's over, there are three doors along the southern wall. Behind door number one (the west-most) is a shortcut (T2), door number two (the middle door) leads to a mushroom ring out of the dungeon, and door number three (east-most door) leads to a mushroom ring (T1). Take door number three! The party arrive at T1, facing east. Advance five (5) squares, turn south and enter through the door there. The party are attacked by 3x Anthracite Golems and 3x Plumed Serpents. After the encounter is over, step into the mushroom ring (T3) located in the top northern corner of the room. This next room should rightfully be called "The Tunnels of Teleport Terrors" as it is jammed full of mushroom rings. The main thing do to here is walk slowly, take care not to keep walking once teleported, or you run the risk of stepping into another (double-teleporting) and getting thoroughly lost! Once the party have stepped into the mushroom ring (T3), they arrive at T3, facing east. Turn around to face west, go forward one (1) square, then south two (2) squares and step into the mushroom ring there (A). The party will arrive at A, facing north. Turn to the east and advance two (2) square and step into the mushroom ring (E). Here, the party need to be very careful not to keep walking after teleporting. The party arrive at E, facing west, if they step forward, they enter another mushroom ring (F) and end up at F facing south. Assuming this trap is avoided, turn around, face east, advance one (1) square and step into the mushroom ring at the end of the corridor (G). The party arrive at G, facing north. Go one (1) square north, before taking one (1) square west and turn to face north and the door there. Upon entering this room, the party are attacked by 6x Rapax Ghosts and a Vampiric Wraith. Deal with them, then step into the mushroom ring (T4) located in the north-west corner of the room. The party will arrive at T4, facing south. Advance three (3) squares and through the door on the southern wall. Turn east and proceed two (2) squares, north four (4) squares, then east for three (3) more squares. Go through the door on the southern wall and proceed another five (5) squares south, before turning west and going forward one (1) square. Enter through the door where 3x Anthracite Golems are waiting. There is also a Potion of Haste and 2x Magic Nectar located in this room. Apart from the door the party entered through, this room has two other doors. The door on the eastern wall in the south-east corner leads to a mushroom ring out of the dungeon. Head for the door on the southern wall in the south-west corner, this single-square room contains a mushroom ring (T5), which when the party step into it, teleports them to T5, in a room facing west. In this room are some potions, 2x Renewal Potions, 2x Eye for an Eye Potions, 2x Magic Nectar and 2x Potions of Hv. Heal, collect these then exit out the door on the western wall. Go one (1) square west, then seven (7) squares south, followed by four (4) squares east, and one (1) square north. Behind the door on the northern wall is the final battle of this dungeon. Enter the room, and there will be a welcoming party of 8x Vampiric Wraiths, a Gibbering Head, and Nebdar herself. After the festivities, get Nebdar's Amulet and have a look around. There are a total of three doors in this L-shaped room, two beside each other on the southern wall (one of which is the door the party entered through), and a third in the top north-west corner. Go though that door and gaze upon Nebdar's horde of treasures. In this room are a range of weapons, a Doublestrike Dagger, a Sword of Fire, a Thunder Stick, an axe called The Ripper, a Bonebasher Staff, and a Strong Bow. Along with a Canned Elemental, Renewal Potion, Potion of Cure Disease, 3x Magic Nectar, 3x Skeleton Powers, and two spell­books; a Book of Death (Instant Death) and Book of Chameleons (Chameleon). After gathering up all the treasure, go back out the door and head for the door on the southern wall in the south-east corner. This leads to the last mushroom ring which will take the party out of the dun­geon. Congratulations, the party has just finished the toughest of the retro dungeons! |
| Written by: Wolfie (comments to wizardry8@mail.com). Monster and item details are sourced from Flamestryke's Wizardry 8 Web Site Last Update: March 28, 2004. |
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