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Whatever the circumstances of the party's entrance into the world of Dominus, the goal of finding the three artifacts needed to ascend to godhood remains unchanged. If they lie, the Umpani, T'Rang and Globe endings are open to them. If the party follows the path of truth, the Girl and Globe endings are open to them. They have the option of telling the truth and informing her that they found a spaceship, or lying and saying that they have no way to leave. In the final area of Wizardry VII, the Isle of Crypts, the party has a choice to tell their enigmatic partner, Vi Domina, whether or not they have a way to leave the planet Guardia. New characters or unallied characters imported from the previous game start in the Higardi monastery. If the imported characters failed their mission in Wizardry VII, resulting in their banishment into space, they are given a message that they are "still floating in endless darkness" and are not allowed to start their adventure in Wizardry 8. Characters imported from Wizardry VII start in the Umpani stronghold or in the T'Rang stronghold, depending on the player's alliance. In addition, players can also choose to gain friendship with the Rattkin or the Trynnie, and players can choose whether or not to ally with the Rapax, Rattkin Razuka or Mook (though none of these choices affect the ending of the game).Īs with the first two installments of the Dark Savant trilogy, Wizardry 8 has multiple beginnings that continue from the previous games' multiple endings. There are four main paths to proceed through the game: Allying with either the T'Rang or Umpani, allying with both, or else being enemies with both. This allows ascension to the Cosmic Circle, where the player becomes a god. The ultimate aim of the game is to collect three artifacts and to place each on its pedestal in the final zone.