Wizardry 8 Web Site

Cemetery Retro Dungeon Walkthrough

Dungeon Activation

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 Arnika-Trynton Road 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 tomestones in the positions shown on the diagram below
  • Except for Rune 5 which is on the west-facing side, all the others will be found on the east-facing side of the tomestone
  • The runes can be activated in any order
  • When activated, the runes will start to glow, this can be difficult to see if a "Light" spell is active or during daylight (but looks so cool in the dark at night)
2.   Insert a normal plain Dagger (not a poison dagger etc) into the pillar indicated below
  • Go to your parties Inventory screen, single-click on the Dagger and exit the Inventory screen
  • The mouse cursor will show the Dagger being held, and click on the pillar's "hotspot"
  • You'll find the "hotspot" is on the north-west corner of the pillar
  • If this is proving difficult to find, before entering the Inventory screen, first move the mouse cursor over the pillar until you see it change into the hand symbol, this is the spot to click whilst holding the Dagger
3.   Step into muchroom circle, which will teleported the party into dungeon
  • You will need to exit the cemetery through the entry gates and swing around to the place shown on the diagram below where a small circle of glowing mushrooms will have appeared
  • The moment the party step into this muchroom circle, the area load screen will display and they will shortly appear inside the Cemetery Retro Dungeon! (scroll down to view the walkthrough)

(69Kb)

(71Kb)


Dungeon Walkthrough

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.

Important to Note:

When using this walkthrough, you will not find the exact same number of items or the encounters to have the exact same type and count of monsters or to be in the exact same location.

A lot of things in Wizardry 8 change relative to the size and experience of the adventuring party. In particular, the combined (or mean) average of the Characters Levels can have a big effect on the types of monsters you are likely to face, and items to be found.

This walkthrough was completed (and tested extensively) with a six-member party that consisted of the following: Level 15 Male Felpurr Monk, Level 15 Male Faerie Ninja, Level 16 Female Mook Bard, Level 16 Female Hobbit Gadgeteer, Level 14 Female Elf Bishop, and a Level 14 Male Gnome Bishop.

The map shown below was drawn by Moni (corrections made by Wolfie).

(12Kb)

(4Kb)

The party arrives in the dungeon at T4, facing north. Turn west and proceed five (5) squares, before turning north and go one (1) square to the door, open it and continue through. Turn east and go forward two (2) squares and turn north and open the door in front of the party.

Advance the two (2) squares to the wall, then turn west. Open the first door, move forward one (1) square and open the second door. As you move forward, you are attached by a Flesheater Slime. Continue moving forward (west) two (2) squares to the door, open it and advance four (4) squares, turn north and move two (2) squares to a crossroads. To the west is a Scroll of Resurrect, but be careful of the trap at the end of the corridor. At the crossroad (T2), proceed two (2) more squares north, then turn east and step into the mushroom ring (T1) at the end.

The party is teleported to T1, facing west. To the north and south are traps at the end of short corridors, some 5x Bread Rolls are located down the southerly one. At the crossroads (T1), move two (2) squares west before having to go north for one (1) square, and then keep going until reaching an intersection with a passageway leading north (you'll have "wrapped" around on Moni's map).

Head up the three (3) squares north to the door and open it. 2x Nibblers will be waiting for you. Afterwards, proceed one (1) square west, followed by one (1) square north, before turning west and opening the door there. Go one (1) square west, the one (1) square south to another door. Upon opening it, you're attacked by 9x Dungeon Mites. Then step into the mushroom ring (T6) in the south-east corner of the room.

The party arrives at T6, facing west and a door. Open it, collect the 2x Granite Potions and proceed to open the next door. Turn south, and go two (2) squares and turn east. Open the two successive doors, before going two (2) squares (still facing east) to the next door. Open it, go through and then turn north. Go forward five (5) squares, you'll then need to go one (1) square west before continuing two (2) more squares north and facing the door to the west. At some point, a Thrasher Apus attacks the party.

Once the westerly door is opened, proceed four (4) squares to the wall and turn south. Open the door, and step into the room, and the party are attacked by a Morax. There is also bundles of 38x Strike Arrows and 18x Barbed Arrows to be found here. Once finished, go north until there's a door to the west.

Open the first door, there will be 3x Potions of Hv. Heal and 2x Potions of Hv. Stamina to be collected before opening the second door where the party are attacked by 3x Nibblers. From here, go either north and west then south or south and west then north, either way, make for the south-west corner and the inner part of the room. When approaching this entrance, the party encounters a Swallower.

Along the western edge of this inner part are two doors. Go to the northern door first, which leads to a Scroll of Rest All, Scroll of Crush, Scroll of Knock Knock, and an Eye for an Eye Potion, Magic Nectar, Pickmeup Potion and Potion of Superman. Then open the southern door, and step into the mushroom ring (T3).

The party is teleported to T3, facing north and are attacked by 2x Dungeon Mites. Open the door in the north-west corner of the room, proceed through it, and turn east. Go forward three (3) squares and turn north. Open the door, and advance the three (3) squares to the next door. Upon opening this door, the party is attached by a Vampiric Head and can obtain the Cutlass of the Damned.

After the battle, proceed two (2) squares west and open the door there. The party are assaulted by 3x Moraxes, and will find some 3x Magic Nectar and Renewal Potions. Then step into the mush­room ring (T5) in the north-west corner of the room.

The party arrive at T5, facing east and a door. Open the door and proceed out, turn south and turn west, and open the door. Go through the door, turn south, take one (1) square south, before turning west, one (1) square west, then turning north (basically a U-turn), and go forward two (2) squares. Face west, and open the two successive doors, after the second, the party are attacked by a Black Slime and will find a Scroll of Heal All.

About-face, go out the two doors, turn south and forward two (2) squares (a little backtracking). [Don't bother with the doors to the west here (three consecutive doors, never locked or trapped, no items, and the last door is a one-way door, back to where you've been before]. Instead, face east, go forward one (1) square before going two (2) squares south.

Turn west, open the door, and proceed to the door on the south wall in the south-west corner. Go through this door and turn west. The wall may well look like a wall, but it's not a wall. Confused? Don't be, this is one wall you really can "walk through walls". Take one (1) square west, then turn south, some 2x Resurrection Powders can be found here. Proceed one (1) square south, and again you're facing a wall the party can walk through, but only one way! You can only pass through this wall southwards.

Turn west, go forward two (2) squares to the crossroads (T4), and face south. Go six (6) squares south, there is a door to the east here, it leads to a single-square room, go in if you wish, nothing to be found though. Continue south for two (2) more squares, then go one (1) square west and two (2) more south. Turning west, this is a door we've been through before, but a bit of double-tracking is required.

Go through the door and four (4) squares west, then two (2) squares north, and turn west. Go through the two successive doors, and again go either north and west then south or south and west then north, either way, make for the south-west corner and the inner part of this room. Along the western edge of this inner part are two doors. Go to the southern door, and step into the mushroom ring (T3). Again, the party is teleported to T3, facing north. Go through the door on the northern wall in the north-west corner of the room. Turn east and forward three (3) squares.

This time, turn south and then forward five (5) squares (be careful of the trap here). Open the door to the single-square room, before stepping back one (1) square (ie, head north), and turning west. Advance three (3) squares, and then go south for one (1) square. Open the door to the single-square room to find a Wizard's Cone. Take two (2) squares west, turn south, and open the door to a single-square room and get the Steel Helm. Another two (2) squares west, and to the south is one more single-square room with an Armet in it. Face north, and go forward two (2) squares, a bag of 2x Golden Apples can be collected from the single-square alcove, before turning to face east.

Take two (2) squares east, and turn south and open the door to the last of the single-square rooms, this one contains some Holy Water, Napalm Bomb, 4x Flash Powders, 5x Dust Devils, and a Canned Elemental. Turn north and proceed forward until facing a door, you will have to side-step west a couple of times.

When the party opens the door, they are attacked by 9x Dungeon Mites and a Thrasher Apus. Then proceed to step into the mushroom ring (T4) in the south-east corner of the room. The party are teleported to T4 (the starting position), facing north. 9x Thanatopedes harassed the party, but not every time, so suspect this was a random encounter.

Standing at T4, go south for four (4) squares, then turn west. Go through this door, and grab the Fire Bomb. Proceed to the door on the western wall in the south-west corner of the room. Open it, and go two (2) squares west, before turning south and through the door there. In this room are 3x Pestilent Rats and an Aqua Shield. Don't bother going through the door on the eastern side of the room, just exit through the same door used to come in.

Three (3) squares north is a door which leads to an encounter with a Shrieking Head. Avoid stepping in the mushroom ring (T2), instead return to the corridor. Then go two (2) squares west, two (2) squares south, followed by two (2) more squares west. Go through the two consecutive doors, which leads to the final battle.

The party will be attached by 3x Trynnie Ghosts, 3x Trynnie Spectres and Baron Englund's Ghost. After the battle, step into the mushroom ring in the north-east corner of the room to leave the Cemetery Retro Dungeon.

Written by: Wolfie (comments to wizardry8@mail.com).
Monster and item details are sourced from Flamestryke's Wizardry 8 Web Site
Last Update: March 10, 2004.