|
Wildabar Walkthrough Corak's Notes on Wildabar: The Wildabar Ninja Clan gained complete control of the town when the Dwarves that once lived here were hired by Tumult, King Chaotic as mercenaries to attack Castle Whiteshield. Only the older Dwarves remain, who fought to drive the pillaging Ogres north to the Valley of the Trolls. Monsters in this area: Mad Dwarves, Ninjas. Boss: Sonic Ninja. Map of Wildabar: The arrow indicates your starting position and facing, assuming you enter through the town gates. The Inn. The Blacksmith's Shop. This shop sells better stuff than they do in Baywatch. In the Weapons and Armor categories, the ninth item is a random one. In the Miscellaneous category, both the eighth and ninth item are random. The Training Center. You can train here until your characters reach level 20. After that, you'll have to continue your training at another town. The Tavern. When you refill your rations here, you'll have enough food for 15 days. Falcon's Guild. As always, you'll have to get membership before you can learn spells here. The Temple. The Magic Mirror. Entrance to the Wildabar Cavern. Assuming you entered through the town gates, you'll encounter a welcoming committee consisting of members of the local ninja clan. They're not particularly tough, but they're very fast: They will likely attack before you can, and are very hard to hit. You'll find Ninja's all over the north part of the city. Clear them out before bashing through the gate directly ahead of you when you enter the town. With the Ninjas gone, you can upgrade your equipment at the Blacksmith, visit the Training Grounds... anything you could do in any of the other towns. However, you'll still need membership for the Falcon's Guild. You may also notice a message on the wall stating that a reward is offered at Castle Blood Reign for the return of any Artifacts of Neutrality. When you've gotten everything you want at the Blacksmith, bash through the aforementioned gate, which has some Mad Dwarves behind them. They're stronger than the Ninja's, but slower and much easier to hit. After beating them, pass through the door behind them. In the next passage, don't bash through any gates or go through any doors just yet. First clear out the Ninja's and find the desk located at the very end of the passage. Before getting to this desk, you may notice some more writings on the wall. One mentions that King Tumult will give considerable compensation for any Ultimate Power Orbs given to him. Another lets you know that Wildabar's Magic Mirror password is FREEMAN. Anyway, behind this desk is Brother Gamma, who will be expecting you if you already visited Brother Alpha and Brother Beta in Baywatch. He tells you that all he can add to what his brothers have already told you is that the island where the shells are hidden is called Rainbow Island. Once again, you are sent to find another Brother, Brother Delta, who can be found in the Wildabar Cavern. Also you receive yet another Quatloo Coin. Now turn back, find the gate on the west side of the passage and bash it down. This part of Wildabar is inhabited by more Mad Dwarves. There are also a number of doors here that leads to small rooms. The first door you'll encounter leads to Shaomon's Magicarium. Shaomon the Necromancer will offer one membership to the Falcon's Guild in exchange for 1000 Gold. Get membership for all your spellcasters and return to the Falcon's Guild to pick up any spells you deem useful at this time. Don't buy Cure Poison, Cure Disease and Walk on Water yet, though. You can get them for free later. Behind door number two is Shoron the Sailor, who will teach a party member the Navigation skill for 3000 gold. Although I have received an explanation of the skill (see the Skills List), I can still not be 100% sure what this skill does, exactly. So I can't really give a recommendation here, except that it's probably foolish to spend your hard-earned cash on something of which you don't know what good it will do you. And behind door number three: Battle Training. There are two people here, both of which are helpful. Kelzen will teach a character the Arms Master skill for 500 gold, and Tsubu the Strong will teach someone the art of Bodybuilding for 200 gold. Arms Master will make it easier for your characters to hit the enemy, and Bodybuilder will give you more HP, so it's a good idea to give both skills to all your party members. When you come out of Battle Training, you'll see a pit in front of you. If you climb down, you'll end up in the Wildabar Cavern. You can do this now, or wait until you cleared out Wildabar. If you want more treasure, I recommend the latter, since all that's left now are the two doors on the eastern side of the central passage of Wildabar. There's a big fight and lots of treasure behind both of them. First go into the door which reads Dark Way. Of the two, it's the room which lies farthest to the north. Inside is a large group of Mad Dwarves, led by a Ninja. Kill them all, and their loot is yours. Inside the many sacks laying around the room, you'll find a total of 4243 gold and 2 scrolls: One of Nature's Cure, and one of Walk on Water. Read them with a Druid or Ranger to learn these useful spells. Directly behind the south-most sack is a secret passage. Bash down the wall behind it and you'll find another sack containing 375 Gold and 5 random items. The last room, the one that's all the way southeast, is the Ninja Cult. Not surprisingly, it's swarming with Ninja's. You'll have to fight all 13 of them at once. If you manage to beat 11 of them, their master, a Sonic Ninja, will join the fight. Although slower, he's much more powerful than a normal Ninja and has a whopping eight attacks per round. Don't bother using Energy Blast, it doesn't have much effect on him. Fireball and Lightning Bolt work well, though. After ridding the town of the Ninja's, search through their loot to find a total of 8400 Gold, 50 Gems, and 2 scrolls: One of Cure Poison and one of Cure Disease, both of which extremely useful Clerical spells. After bagging all these goodies, you can head over to another area, since you've cleared this one. Adjacent areas:
|