0
U8 WALKTHROUGH
Version 1.1
by Dan Fabulich (gfab@netcom.com)
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45 THINGS TO DO IN ULTIMA 8
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Tenebrae:
1 Get equipped
2 Activate "Central Tenebrae" Teleporter
3 Talk to Bentic
8 Acquire Dagger
19 Defeat Mordea
26 Make Foci
37 Retrieve Tear of Seas
Plateau:
4 Locate Mythran
5 Get Recall Item and Scroll
6 Activate "Plateau" Teleporter
36 Inquire about Blackrock piece
40 Learn Spells
Cemetery:
7 Volunteer to Retrieve Dagger
9 Get Key of Caretaker
15 Get Key of Scion
Catacombs:
10 Find Each Necromancer
11 Find Entrance to Stone Cove
16 Find Entrance to Zealan Caverns
17 Retrieve Obelisk Tip
18 Activate "Upper Catacombs" Teleporter
38 Retrieve Heart of Earth
Stone Cove:
12 Locate Mountain King
13 Activate "Hall of Mountain King" Teleporter
14 Retrieve Deceiver
Carthax Lake:
20 Activate "Carthax Lake" Teleporter
21 Free Hydros
Argentrock Isle:
22 Activate "Argentrock Isle" Teleporter
23 Take Test of Wisdom
24 Take Test of Centeredness
25 Gather Silver
27 Enchant Foci
28 Take Third Test
29 Retrieve "Borrowed" Focus
39 Retrieve Breath of Air
Demon's Crag:
30 Activate "Demon's Crag" Teleporter
31 Help Bane
32 Take First Test
33 Take Second Test
34 Take Third Test
35 Retrieve Tongue of Flame
Ethereal Void:
41 Defeat Stratos
42 Defeat Hydros
43 Defeat Pyros
44 Defeat Lithos
45 Win
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GENERAL INFO
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Where to Get This:
There's quite a few places you can nab this walkthrough.
If you want, you can finger me at gfab@netcom.com, where I
have my walkthrough in my .plan file.
I also maintain an anonymous FTP site/directory. You can't
upload to it, so don't try. Anyway, it's at
netcom12.netcom.com, and the walkthrough is in
/pub/gfab/u8walk11.txt. The cheat is also here as
/pub/gfab/u8cheat2.zip.
Finally, I'm experimenting with the WWW, so I've got an
experimental http file here. It's http address is:
ftp://netcom12.netcom.com/pub/gfab/u8walk.html.
Directions:
Origin thought it would be fun to screw us all up.
W N
\ /
X
/ \
S E
Yes, North is in the upper right hand corner of the screen.
Stealing Precautions:
If there is no one in the room, close off all doors to
the area (if possible). If there is someone in the
room, walk off about 30 paces away from them and rest for
one period of time and return. If they are gone,
continue with the instructions, otherwise, repeat this
process.
Old edge-of-the-screen-trick:
I had hoped that we were done with these when Sierra
stopped doing them. I was wrong. Basically, the game
will not progress if you merely stand still and wait,
except in the instance of attacking creatures. You need
to walk about 30 paces away, and then you can either rest
periods of time and return or wait a full period of time
there before returning.
Waiting for Shops to Open:
If you encounter a shop which is Locked, you need to walk
about 30 paces away and rest one period of time, and
return to see if it is still closed. If the shop remains
closed, repeat this, otherwise, enter. It will do you no
good to stand in front of the window and chant "OPEN,
OPEN, OPEN, OPEN..."
Automatic doors:
In various dungeons you will discover doors which close
as you approach them. You need to walk 30 paces away
from them and then return, and instead of closing, they
will open as you approach.
Magic Weapons:
All weapons with a blue line encompassing them are
enchanted, and can be used to attack ghosts. However,
the two best enchanted weapons in the game are the Slayer
and the Flame Sting. The Slayer is usually a more
powerful mace, except for 1 out of 20 attacks, at which
point it kills the opponent instantly. The Flame Sting
is simply the most powerful weapon, and given the choice
one should opt for the Flame Sting.
Stepping Stones:
Evil. Vile. Must die. However, there are some easier
ways to get around them. For instance, if you cast
"Flash", you can poof yourself over the water to reach
the end. Be careful, however, because the game has been
known to crash if you decide to "Flash" yourself onto a
sinking stone. Just limit yourself to the stable stones
and you'll be fine.
Ending/Cheats:
While I myself am entirely opposed to cheating while
playing a game, a cheat DOES exist for this game. I'm
sure you've got no reason to cheat when you have such a
comprehensive walkthrough, but it is available at my FTP
site. Also, there are some fun things you can do to mess
around with the U8 menu system. Old fans of Ultima may
or may not know that waiting through the credits for U7,
U7.5 and now U8 will add a new "Quotes" item, which will
provide you with a lot of fun and interesting quotes from
the authors. It's also possible in all of these games to
add an "Endgame" item, by watching the end credits all
the way through after beating the game. However, for
those who are vile, there is a way around this yet still
adding an item. By creating the files "OUPB4IP.ICU" and
"U83B4I81.ICU" in the \ULTIMA8\STATIC directory, you can
view the Quotes or Endgame at any time. This will also
fool the cheat into believing that you have beaten the
game.
The Secret of Moriens' Birthplace:
He doesn't exist. Plot bug. No, there's no clue nor
hint in the game to lead you to your next destination.
Just continue on with step 17 and go your merry way.
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MAIN COURSE
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1 Get equipped
As your very first action in the game, you should raise
your Strength and Dexterity up to 25, the maximum.
Merely right-double-click on yourself and your pointer
will turn red. Now, double-click for a while until your
strength and dexterity are raised to 25. It's slow and
tedious, and it takes about an hour.
OK, you begin the game standing next to Devon. Take his
bedroll and follow the shore west until you reach the
docks. However, before you enter the docks, open one of
the barrels. In one of them is a jewelry box containing
a dagger. Take it and equip it.
Step onto the docks and go south, watch the execution.
Answer the guard with "What is going on here," "I am
name,"and "To return home." Now go north, following the
road, and state your name again. Enter Central Tenebrae.
Now, the first thing to do here is to take the road until
it forks, and take it east, until the screen fades. You
are in East Tenebrae. Turn south immediately, turn east
WRBTW (When the Road Branches That Way), turn south
WRBTW, and turn east WRBTW. Keep going east until you
reach a large manor, surrounded by a gate with gargoyles,
and pools of water within the gate. Inside the manor,
turn west and then south to enter the bedroom. Stealing
precautions apply while you are in this house. Flip the
switch on the north wall and take the key under the
towel. Exit the bedroom north, turn east and then north
to enter the main work room. Move the vase and take the
key under it. Go south and west to unlock the door and
open the chest inside. It will explode, but you will
take minimal damage. Take everything inside the chest
and leave the house.
Now retrace your steps to return to Central Tenebrae.
Take the fork west this time, and you'll be in West
Tenebrae. Turn south and continue south until the road
bends west. Continue west until you reach the smiths,
and his shop is closed, follow the instructions for
waiting until they open. Otherwise, enter and walk
inside. Talk to the smith and buy a helmet, arm guards,
leggings and a shield. Do NOT buy a weapon from him.
Finally, return to East Tenebrae.
OK, at East Tenebrae, go north, and continue north until
you reach the widow's shop. Wait for it to open if
necessary and then talk to the widow inside. Go to the
farthest north part of the store and you will find a pair
of twin beds. Sleep on them one period at a time, and
then walk south. Repeat this until the widow is gone.
At this point, stealing precautions apply as you take all
of the gems on the table, and the money in the jewelry
box. Return north and sleep until the widow has returned
and sell all of the gems back to her.
OK, now go east from the widow's shop until you can go
east no further. From here, turn south, and finally east
WRBTW to exit East Tenebrae. Follow the road and turn
east WRBTW. Continue east, until you reach a fork. From
here, turn north, immediately turning south when the road
stops. You will see a house with a dead body inside.
Walk into the center of the house and you will fall into
the Slayer Dungeon.
Open the tower doors on the west wall, and continue west
until the area forks north and south. Turn south, and
continue along that path until you reach a cramped area
with a troll and a backpack inside. Take the key inside
the backpack and return to the fork, this time going
north. At the next fork, go north again and jump the
water. Climb over the land mass and leap via the
stepping stones. I've found the easiest method to be to
move to the north-eastern corner. There are three stones
which can be jumped in sequence without harm.
Follow the landmass until you reach a tower door. Unlock
it with the key you picked up from the backpack, and
enchant yourself with an invisibility scroll you picked
up in Salkind's house. Walk inside of the doors and
continue walking west until you reach a cobwebbed-door
with enchanted mace above it. Climb up, grab the mace
and walk through the cobwebbed door. This will leave you
outside the house, at which point you should return to
Central Tenebrae.
This time go NORTH at the fork. Continue north over a
bridge until you reach the palace. Inside, turn east
when it becomes possible and open the kitchen door to the
south. Continue south and up the stairs.
Inside one of the barrels is a basket, and inside the
basket is a keyring. You should take it and place all
keys on it, including the ones you own and keys you will
receive, by double-clicking on them and targeting them on
the keyring.
Congratulations, you are equipped.
2 Activate "Central Tenebrae" Teleporter.
Walk west out of the storage area and turn north.
Continue north until you reach an area with a strange,
floating grey thing. Since you can see it, this
teleporter has been activated.
3 Talk to Bentic
Return to East Tenebrae. This time, take the road north
and stay north, avoiding the widow's shop, until you
reach the library, which you will know by the plaque
outside the door which reads "LIBRARY." Inside, locate
Bentic (green shirt) and talk to him about leaving Pagan.
Also here, you should take the shortest book you can find
and read it repeatedly. This will raise your
intelligence to a 25. Be sure to read the book
completely, not simply double-click and close the book
before you finish.
4 Locate Mythran
Go west from here and continue going west until you pass
through the northern entrance to Central Tenebrae. From
here, turn north WRBTW and continue north until you exit
Central Tenebrae.
Follow the dirt road north until you reach a cave
entrance. If you discover that the road has ended in
front of a house or barn, you have taken a branch
accidentally, so you should retrace your steps.
Inside, follow the cavern until you reach more stepping
stones. These don't disappear however, so you'll enjoy
them more. Begin by jumping onto the southern most stone
which can be reached from the shore, and continue hopping
to the west.
Afterwards, climb onto the landmass and continue south.
You may see a few ghouls here, you can attack them or
ignore them, it's your decision. The electric door needs
to be timed correctly to avoid damage. Follow the cavern
west, until you reach a rope bridge. On the other end of
the bridge is a room full of levers. Note the six levers
on the west wall. The three southern levers should be
switched down, and the three northern levers should be
switched up. Now, return along the rope bridge to a
winch and a now-operative lever. Use the lever and
follow the cavern south until you find yourself in the
Plateau.
Follow the dirt road to Mythran's house, and enter.
Timing the electric doors has generally been safer for
me, but you can choose your path here. At the end, drink
a yellow potion if you're only lightly damaged, and a red
if you have sustained heavy wounds. Walking through the
door to the west will put you in Mythran's home. In the
northeast there is a room with a backpack inside. There
is a plentiful amount of money there, so take it using
Stealing Precautions. Afterwards, locate Mythran. His
house is small, but he can be found all over it.
5 Get Recall Item
Your conversation with Mythran should begin with an
introduction. Afterwards, buy a secret door scroll from
him before leaving. When you do leave, he will give you
a red potion and a recall item.
6 Activate "Plateau" Teleporter
You may have already noticed another flat, grey squarish
floating item. The recall item can take you to any of
these which you have seen. This guarantees that you will
not need to return through the cave, rather you can
recall yourself to Central Tenebrae. Do so.
7 Volunteer to Retrieve Dagger
Exit East out of East Tenebrae and take the road
continuously north. You will find yourself inside a
Cemetery. Inside, you should follow the dirt road to the
tomb in the center. Somewhere inside you will find
Vividos, the Scion. Talk to him, and be sure to
volunteer your efforts in retrieving the serpentine
dagger.
8 Acquire Dagger
Recall to Central Tenebrae. Inside the palace somewhere
should be a servant girl. When you talk to her, she'll
tell you to meet her at her house at Bloodwatch. Her
house is just to the west of Salkind's house. Enter her
home in remarkably the same manner in which you wait for
a shop to open. Inside, interrogate her about the
dagger, and make promises. She'll give you a key, at
which point a recall to Central Tenebrae and a brisk walk
into the Tempest's bedroom will be in order. Don't enter
if she's sleeping. If she is sleeping, wait for her to
wake up as if she were a shop opening. When she wakes,
go to the throne room. There is a pillow, which can be
moved without Stealing Precautions. Under the pillow is
a key. If you double-click on the key and DON'T MOVE IT,
you can place it on your keyring without anyone noticing.
Unlock the door to her room, and using Stealing
Precautions, unlock her closet and the chest inside with
Aramina's key. Inside is a jewelry box with a serpentine
dagger inside.
9 Get Key of Caretaker
Return to Vividos and watch the Ritual he mentions.
Inquire about his newfound title, and agree to become his
apprentice. Exit the Cemetary, go southeast, and take
some Executioner's Hood. Then recall to Central Tenebrae
and visit West Tenebrae. Turn north and follow it until
it bends north. At the fork north of there, turn east.
At the next fork, turn north, and go north onto the dirt
road there. Follow it, take a stick, recall yourself to
Central Tenebrae and return the reagents to the
Necromancer.
10 Find Each Necromancer
Now would be a good time to drop all unnecessary
equipment, such as a dagger if you still have it. You
will need no money inside, so leave that here as well.
Walk out of the tomb and turn west and north to another
gate. There will be a ghost there, which you can attempt
to kill, or you can use the old edge-of-the-screen trick.
Inside the gate will be a building. Enter into the very
center of the building and walk up to the north wall.
Cast "Open Ground" and walk inside.
Run north past the skeleton and cannons. Flip the switch
closest to the gate. Then go east, and continue east
past the skeletons, turning north when it becomes
possible. Continue north until you reach the automatic
door. Do NOT enter it, instead turn east here. Continue
east until you reach a second automatic door. Beyond it,
turn north and continue north until you reach a door
labeled "Towards Fate Do You Travel." From there, go
southeast, going north when possible. Continue along
this path until it bends south. Turn east here, and
continue in that direction until you can go no further.
Turn north here and there will be a building with no roof
and a ghoul inside. As soon as you walk in, you will
fall into the Necromancer catacombs.
Take all of the reagents in the barrels and follow the
cavern north. Here are some annoying bullet-shooters.
Run west past them carefully, and continue along the
cavern and turn west when you can. There will be the
first Necromancer. Cast "Death Speak" on him, and follow
the cavern east and then north. Turn west here, and run
north past the daemons. Continue north past the elevated
landmass, and then turn west. Here is the second
Necromancer. Cast "Death Speak" on him. Cast "Stone
Flesh" and follow the cavern north and west. Then go
west until you reach a winding path. Continue along this
path until you reach its end. Here is the third
Necromancer. When you finish your conversation with him,
you will be somewhere else.
Collect reagents from the skeletons here, and then time
your way through the electric doors. To the south will
be the fourth Necromancer. Cast "Death Speak" on him and
you will again find yourself somewhere else. Go north
and east until you reach a thicket. In its center is a
room, and in the room's center is a teleport. From here,
go south, jumping the stream, and you will find a plateau
on which is some magic armor which you should take.
Continue west from there, and you will reach a lava
river. Leap across it and climb onto the landmass.
Follow it west, leaping east onto a small platform. You
will find another teleport. Go west, continuing along
that passage. Here is the fifth Necromancer. Cast
"Death Speak" on him, and for the last time you will find
yourself somewhere else. Hug the east wall as you travel
north and you will find a cannon firing at your only
possible escape route. Cast "Withstand Death" and run at
the cannon, turning northeast as soon as possible. To
the north will be the last Necromancer. Cast "Death
Speak" on him, exit the room and walk up the stairs to
the north. You will be back in the catacombs.
11 Find Entrance to Stone Cove
Jump down from that platform. Run west until it is
possible to go north. Then run west until you encounter
some money and magic leggings. Wear the leggings and
discard your old leggings. Retrace your steps to where
you jumped off the platform. Turn south and run until
you see a door to the east. Enter it, and then go south.
Continue along that passage, over several landbridges.
When you reach a door, go south through a slim passage.
Continue south, over the lake. There will be an
automatic door blocking a cannon. Make sure it is up as
you walk past the cannon and flip the switch on the
pedestal. Now you can run over the extending spikes and
walk through the now open gate to the south. Here will
be a door, open it and you will find yourself in Stone
Cove.
12 Locate Mountain King
On the northern wall of Stone Cove are locked tower
doors. Cast "Summon Golem" and command him to open it.
Note that there are unlimited reagents all over Stone
Cove, merely perform the old edge-of-the-screen trick and
they're back (most of the time). You generally don't
need that many reagents, so gather sparingly.
Walk through the double doors and run north past a runic
symbol, evading the fire shooters. You will reach a
large building with a lever in front which you should
use, and a lever inside, which you should also use after
climbing the wall. The best place to climb is the window
on the east wall.
Run back to the runic symbol, and this time turn west
before running north. You will find a bridge has
appeared. Cross it while it exists. Next you will find
a group of moving platforms. Jump each of these as
appropriate. Now evade the golem here as you jump on
disappearing blocks to reach the next shore. From here,
run north and follow the cavern and you will find a
forcefield maze. Now, you CAN throw mushrooms through
each set of pillars to see how you can walk to the
north-center part of the room, but it's really much
simpler to just cast "Stone Flesh" and run. When you
reach the north-center of the room, you should open the
chest there and take the key and the gem of protection.
The return trip is much simpler, as the forcefields
cannot hurt you while you carry the gem.
Returning to the west, unlock the door there with the key
you just picked up. Travel along that passage, turning
north when possible. Leap the disappearing stepping
stones here, and unlock the door on the other side of the
lake. From there you can run north down a large hallway.
There is a VERY slim passage to the west, which you
should take. It will lead to a room with lots of
mushrooms and more forcefields. In the southwestern
corner of the room you will find a chest with some
potions inside, and under one of the potions is another
key. Return to the large hallway, and run north to a
second slim passage. This one will take you to a door
which can be unlocked with your keyring. Inside, follow
that passage and you will find more of those moving
platforms, but it is possible to carefully leap and walk
along the northern edge of the water, and you can avoid
the platform ordeal altogether. From there you should go
north to find the Hall of the Mountain King. Have a chat
with him, and then leave to the south.
13 Activate "Hall of Mountain King" Teleporter
On the first left passage you will find another runic
symbol. Do not step on it, rather continue south and you
will find the next teleporter pad. Return to the runic
symbol and step on it, as it will take you to the runic
symbol which is a hop, skip and a jump to the south from
Stone Cove.
14 Retrieve Deceiver
The magical Deceiver axe is optional, as the Slayer tends
to be a better weapon. If you don't really want the
Deceiver, skip this step. However, for those who want
better consistent damage, the Deceiver is the next
logical step. On the western edge of Stone Cove is a
river/lake/sea/you-don't-really-know-since-you-never-see-
the-other-side. Anyhow, there are more stepping stones
here, so you should take them like this: Jump on the
northern most stone, and step as far forward as you can
on it. Then make the longest jump possible the
southwest. No, this isn't the rock to the diagonal, this
is the rock which is DOWN from the rock you're on. A few
simple jumps will put you on an island which is not the
isle of the Deceiver. On the western edge of this
island, make a jump the disappearing stone, then make the
longest jump possible to the next island. Climb up onto
this island and take the Deceiver.
15 Get Key of Scion
Recall yourself back to Central Tenebrae. Run back to
the Necromancer and tell him of your progress. Run
outside of the building but within the gate of the tomb
and on the northern edge you will find Lothian.
Double-click on her and return to the Necromancer. He
will give you the Key of the Scion.
16 Find Entrance to Zealan Caverns
Reenter the catacombs by casting "Open Ground" at the
shrine to the north of the tomb. This time, return to
the door which reads "Towards Fate Do You Travel."
Unlock this door with the Key of the Scion, and enter.
Travel west until it is no longer possible, and then turn
north. Against your instructions, enter the door which
reads "Do Not Enter."
17 Retrieve Obelisk Tip
Here, you should run north until it is no longer
possible, then turn east until you reach a chest
surrounded by five levers. Flip the southernmost lever,
then northernmost, and finally the southernmost lever
again. The chest will become available, and inside is a
key with which you can unlock the door to the north.
Here you will find a long string of cannons, but if you
hug the east wall you cannot be harmed. Continue east
and the cavern will turn and you will find a chest. Take
the Skull of Quakes inside. Now follow the cavern back
the way you came and take the passage to the north. Turn
west here. You will find a gate. Although they are
concealed by the view, there is a pressure plate on the
east side of the door. Step on it, and then continue
west through the door until you must climb and leap a
small pit. Turn north here when possible, and then cast
"Open Ground" over the grave. You will fall through.
Turn west here, and take this passage. Turn east here
and stay east until you arrive at an area with lots of
rolling spheres and a skull. You need to jump straight
up, as close to the elevated platform as possible, and at
the height of your jump you need to throw a sphere or the
skull onto the platform. Continue north, flip the lever
and take the key under the ledge to the west. Go north,
jumping over the light ray. Continue east and you will
reach a stairwell and three pressure plates. If the
westernmost platform is 1, the center 2 and the
easternmost platform is 3, then you should stand in front
of plate number 2 and pick up the clock. Now, place the
clock on the plates in this pattern: 313 212 312 321 313
212 132 312 313 212.
Ascend the stairwell and cast "Stone Flesh" before
stepping through the light rays. Continue north until
you find a pair of tower doors, one of which you can
unlock, the other is already unlocked. Inside, take the
key from under the skeleton on the broken bench, and
leave east. Continue east until you reach a locked door
which you can open, and then go south until you find
another door which you can also open. Return west to the
rolling sphere area, and then go west until you can go
south. Here there is a door you can open, and inside you
will find a Zealan shield. Return north to the room with
the statues and place the shield on the pedestal. Listen
to the statues, and then use your secret door scroll to
open this door. Prepare a "Grant Peace" spell, and then
cast it on Khumash Gor's ghost when you enter. Take the
Obelisk Tip and anything else you want (If you're still
trying to find better consistent magic weapons, the
Scimitar of Khumash Gor is good).
18 Activate "Upper Catacombs" Teleporter
Do NOT recall yourself back to Central Tenebrae, rather
retrace your steps to the "Towards Fate Do You Travel"
door. From there, go south east, turning south when
possible. From there, turn east, continuing east past
the chest and you will see a glowing red spot on the
wall. Double-click on the skull of quakes and target it
on the spot. Enter the now collapsed building and walk
through the door there to find another teleporter.
Recall yourself to Central Tenebrae.
19 Defeat Mordea
Go to the northwest corner of the ground level of the
palace. There you will find a staircase leading into the
basement. On the northern wall is a switch. Flip the
switch and talk to Devon. Now, walk out of the prison
and walk east. There you will find a closed off room
with a book inside. Use your secret door scroll and
double-click on the book.
Given the chance, mention that Devon is the rightful
heir, and then point out that you have proof.
20 Activate "Carthax Lake" Teleporter
Pick up your belongings, and leave your Earth reagents
behind, unless you have some longing to carry these
things along with you. You almost never need to cast
them again, but you might want to carry around a few
"Stone Flesh"es or "Grant Peace"s with you for good
measure. You WILL need two "Open Grounds," and two
"Summon Golems."
Recall yourself to the Hall of the Mountain King, then go
east and then north as soon as possible, avoiding the
fire-shooter. Turn west, step on the rune, then run south
and into Stone Cove. From there, take the northwest exit
from Stone Cove, (the cave exit which leads to the traps)
and then go north, around the lake and then northeast.
Here is a lava river, which you should leap over, and
from there you should go south. At the southern end of
the lake is a door. This door can be opened with the Key
of the Scion. Gaze upon that teleporter.
21 Free Hydros
Go southwest, and traverse the landbridges to reach the
southern end of the lake. From there, continue west past
the troll, and then go north, climbing over a wall with
spikes on the top and flipping the left switch on the
door with a gate in its center. On the other side of
that gate, continue along that passage, passing an
automatic door, and you will reach an exit to this
cavern. Go north from the exit and you will see a grave.
Cast "Open Ground" over the grave, and then head back to
the transporter. However, after you pass the troll, run
northeast to reach some landbridges. Take these to the
center of the lake, and speak with Hydros.
22 Activate "Argentrock Isle" Teleporter
Recall back to the Hall of the Mountain King, and then
run to Stone Cove. Exit to the northeast, and go east
from the traps, leaping the river, and then running
northeast. You will see a ghost there, and you will also
find a VERY slim passage. Walk through it, and you will
see a door with red pedestals aside it. Unlock it with
the Key of the Scion and enter.
Run down the path until you get to the other end of the
bridge. From there go west and northwest to find the
teleporter.
23 Take Test of Wisdom
Go west until you reach the city wall. Brother Xavier is
dressed in blue and carries a sword at his side, and you
can find him in the large, two story house on the
northern wall of the city. If he is not there, use the
old edge-of-the-screen trick to wait for him. Talk to
him about the Test of Wisdom. The responses are:
Should you brag about Stratos? No
Where is the best respite? Breezy porch
Why is wisdom better than brawn? Weapon/Wit
What should you do at battle? Tend the injured
Should you welcome your son? Yes
Comfort sad/Punish wicked? Comfort sad child
My brother the thief? Testify truthfully
24 Take Test of Centeredness
Now visit the house in the southeastern corner of the
city. Inside you should find Stellos, dressed in white
robes. IF you do not see him, wait for him as if he were
a shop opening. Discuss the Test of Centeredness. Leave
the city to the east, and then walk south and then west
around the city and finally northwest to find the cliffs.
The test is easily recognizable by the circle atop a high
cliff. You need to climb up to there. When the wind
begins to push you off, walk in the opposite direction
that the wind is taking you, in an attempt to stay within
the circle.
25 Gather Silver
Return to Stellos and tell him of your progress. Now
enter the monastery at the western part of town. At the
western end of the monastery is a staircase leading
downwards.
Turn west and open the door there, closing it behind you.
Then go east along the passage, and continue along it,
gathering 8 chunks of silver ore.
26 Make Foci
Recall yourself to Central Tenebrae, and then revisit the
Smith. Ask him to make one of each foci.
27 Enchant Foci
Place each foci individually on the alter in the center
of the monastery. Before you continue, look for Torwin,
who can sometimes be found in the Monastery, sometimes
east of town. Talk with him about his career goals.
Also be sure to find Holy Cyrrus, who lingers around the
same areas. Torwin appears bald and is dressed like
Brother Xavier, and Cyrrus is dressed like Stellos, only
with his hood removed, exposing blond hair.
28 Take Third Test
Return to the stairwell at the west end of the monastery,
and then walk west. Cast "Aerial Servant," targeting it
first on the torax, and next on the ground next to you.
Then cast "Restoration" and target it on the torax.
29 Retrieve "Borrowed" Focus
Tell Stellos about your progress. Ask him about the
terrible thing. Discuss Torwin, Cyrrus and Brother
Xavier with him. Cast "Hear Truth" as you discuss the
focus with Brother Xavier, and talk with him about
Cyrrus, Torwin and Stellos. Cast "Hear Truth" again as
you talk to Cyrrus about the location of Torwin. Go to
windy point (where you took the test of centeredness) and
go north from there. Chat with Torwin, and take the ring
and focus. Return the focus and talk to Stellos. We'll
pick up on this little quest later.
30 Activate "Demon's Crag" Teleporter
Recall yourself to "Carthax Lake." Exit to the north and
then walk over the landbridges to the east and then to
the south. You'll find a pair of doors which will
alternate positions when you use the large lever there.
You need to switch the lever so the door furthest to the
south is up. Walk over and stand on the door which is
down. Cast "Aerial Servant" on the lever. Continue
south, opening that door with the Key of the Scion.
Alternatively, there's a lever on the rockface wall
immediately west. It's very tiny, so it's easily missed,
even though it's only slightly to the left of the large
lever here.
Enter, and then walk south and west until you are on the
southwestern end of the landmass which juts out into the
river of lava. A man should appear and explain the
Demon's Crag for you. When he is done talking to you,
get VERY close the river, then use the Breath on yourself
and cast "Air Walk." Jump to the spot where he was
standing. Then walk south and then west along the water
until you reach the waterfall. Cross the river there,
and then walk east along the river until you can exit the
cavern south. Follow the road, going east WRBTW, and
admire this teleporter.
31 Help Bane
Go west back along the road and then turn south when it
forks. Walk south along the road, turning west WRBTW.
You will arrive at the home of "Acolyte Bane." Enter,
and discuss TrueNames and Sorcery and Vardion. She'll
send you to find Vardion. Exit her house, turning south
and then turning east WRBTW. Continue in that direction
until you see double-doors to the north.
According to the plaque, this is the home of "First
Acolyte Vardion." Enter his home, and talk with him,
specifically about the Sorcerers' dealings with Tenebrae.
Mention shrewd bargaining and he'll tell you to go find
Bane and find HER TrueName. Return to Bane's home and
tell her Vardion's TrueName.
32 Take First Test
Talk with Bane after you have been made a Disciple.
Inquire about Sorcery, and then take the test, there are
reagents all over her house. Make the spells she
requires, keeping them with you.
33 Take Second Test
Return to Vardion's house, only this time, instead of
turning north and entering his home, continue west,
following the road until it comes to a landbridge. Take
the bridge to the obsidian fortress and enter.
Inside, the test will be introduced to you. Run past the
Guardians, and then talk to the next daemon you see.
Discuss the test with him. Afterwards, take the key near
the pentagram, and use it to unlock the chest there.
With the reagents/candles about you, prepare the
following: Flash, Endure Heat (I know you've already got
one, but you'll need more for the end of the game),
Extinguish, Banish Demon, Armor of Flames and Explosion.
After you have your spells prepared, run west and enter
the gate.
The first part of this test is to the west. Continuing
west will take you to a passage with a plaque reading
"SANCT FLAM." Inch your way between the columns west,
casting "Grant Peace" if necessary. When you reach the
end of this cavern, cast "Endure Heat", QUICKLY leap on
the stable (dark) portions of the lava, open the chest at
the end of the passage, take the symbol, and run back.
Inch your way back along the caverns until you arrive at
the gate again.
The next part of this test is to the south. You'll reach
a cavern which reads "AN FLAM." Just continue along this
passage, evading red mushrooms which explode when you
step on them, as well as a few kiths and a troll. When
you reach the end, cast "Extinguish" on yourself. Take
the symbol and return to the teleporter.
The third part of this test is to the east. There's a
cavern there marked "VAS SANCT FLAM." Cast "Armor of
Flames" before speeding down this passage at a running
pace. At the end, take the symbol there, and wait for
the spell to run out and cast it again, as it doesn't
last long enough for a round trip. If you want to, try
to catch the shield here. Aerial servant works well (be
sure to use the Breath of Air first!), or you can just
try to follow it where it jumps.
From here, you should go north and reach a cavern labeled
"FLAM POR." Maneuver your way past rolling spiked
spheres along this passage until you reach some red
mushrooms. To avoid their explosive reaction, cast
"Flash," targeting screenfuls at a time, remembering that
you cannot flash through stalagmites. When you reach the
end of that passage, you'll find another length of
passage with a daemon at the end. You can either banish
him or evade him, and be sure to take the Flame Sting
near the clump of bodies here. This time, there's a HUGE
clump of red mushrooms. You need to cast "Flash," which
will clear out a path through them. You need to run down
this path, evading the Seeker. At the end of this
passage is the fourth and final symbol.
Before leaving, approach the cavern to the west of the
gate and turn south from there. Then, as soon as
possible, turn west and enter the home of a Mad Mage, a
Silly Sorcerer, an Insane Illusionist, a Senseless
Spellcaster, a veritable crazed loon. (Sorry, it's late.
:) ) Kill him, and in his store room take the Summon
Daemon pentacle.
Return to the gate, and talk to the daemon at the eastern
end of the passage. Return to the gate.
34 Take Third Test
The Master has assigned you three spells, and if you've
followed the instructions, you have all of them ready.
Cast "Flame Bolt" at him, then "Explosion," "Summon
Daemon," and lastly "Banish Daemon." Simply be
submissive from here on out.
35 Retrieve Tongue of Flame
Return to the Obsidian Fortress, and enter the gate at
the end. The Flame Sting will finish off Mr. Master, at
which point you can lift the Tongue off of his personage.
Now return to the Great Pentacle to the south of
Vardion's home, and walk over it. Be sure to pick up the
Tongue afterwards.
36 Inquire About Blackrock Piece
Leave Demon's Crag by casting "Endure Heat" and
hot-footing your way over the stable bridge of lava.
Climb out of the enclave and recall the way to the
Plateau. Once there, mention the Tongue to Mythran, and
read "Destruction of the Temple."
37 Retrieve Tear of Seas
Recall to Central Tenebrae, and ask Devon of blackrock
pieces. Go to the southwest corner of the palace and
extract the Tear from the chest.
38 Retrieve Heart of Earth
Recall to Hall of Mountain King and run to Stone Cove.
Use the Key of the Scion to unlock the small door to the
east of the double-doors leading to the King. Enter and
turn west. Continue along that passage until you reach
the "Conventicle of Death." Inch you way up VERY close
to the door. You should be able to see some dirt inside.
Cast "Summon Golem" on it, and instruct him to open the
locked double-doors in front of you. Inside, cast "Open
Ground" over the grave. Take the Heart.
39 Retrieve Breath of Air
Recall back to Argentrock Isle, and go back to where you
saw Torwin. Leap as far as possible through the pillars,
and then jump from rock to rock as you approach Stratos
to the north. When you reach her, discuss the weather,
your reward, her children and the Breath of Air. When
she sets you down, take the "Air Walk" focus, cast
"Reveal," and then cast "Aerial Servant" to set the
Breath down next to you. Take it with you while Stratos
whines.
40 Learn spells
You will now need to procure 550 obsidian coins, so
hopefully you know where you kept your money. Recall to
the Plateau and talk to Mythran about learning magic.
Leave him, then talk to him again. Repeat this until he
has taught you the "Creature Summoning" spell. Now you
need to ask him about re-creating the obelisk, and he'll
teach you the "Ethereal Travel" spell. Read the book,
and then use it again.
41 Defeat Stratos
In the Ethereal Void, turn south and run that way until
you reach a gate. Enter it, and you will be in Stratos'
lair. This world is fairly straight-forward, simply
start jumping off to the north and continue jumping in a
purposeful manner IGNORING ALL TREASURE. When you reach
Stratos, double-click on the Breath of Air and target it
on her. Finally, back in the void, place the glowing
Breath on the Mesostel Ze of the pentagram, or the point
just to the left of the point on the bottom. The
southern point. You know. Ah, well. You get the point.
(Sorry, it's STILL late. :) )
42 Defeat Hydros
This time, turn north from the pentagram and run into the
next gate. Travel west until you reach the absolute end
of the landmass before you start jumping. At this point
it's also pretty straight-forward, just hop up to the
platform to the west and then continue west along
bridges, etc. When you reach Hydros, double-click on the
Tear and target it on her. When you return, place the
glowing Tear on the Perivolcan Pa, or the Northern point.
43 Defeat Pyros
This is a little less straight-forward. Take the path to
the west, and then when you get the chance, jump
northwest to the land mass above the one you're on.
Travel north until you reach a nine-pointed star
(nintogram?). Go southeast from there, and take the
landbridge north. Jump onto the next land mass, and
continue progressing north until you reach a shrine with
a jewelry box in it. Take the box and run back to the
south, taking the southern land bridge and jumping back
to the star. Drop a glowing sphere on each of those
glowing squares, and then hop stones. When you reach the
next landmass, just run north and north west until you
reach Pyros, and defeat him with the Tongue.
44 Defeat Lithos
This VERY straight-forward. When you arrive there, skip
the first cliff for the second, which you should jump on
and continue northwest and then west. When you reach the
lava river, cast "Endure Heat," and be sure to only jump
on the dark spots. When you reach the end, turn south
and continue in that direction. Hop floating stones, and
conclude by targeting the Heart on Lithos.
45 Win
When you arrive back at the pentagram, make sure the
pieces are arranged like this:
Fire Water
Air Earth
Empty
Now, double-click on the obelisk tip and target it on
yourself. Finally, place the tip on the empty spot and
enter the gate.
Congratulations!
------
SPELLS
------
Earth Spells:
To cast these, place the appropriate reagents in an empty
bag, double-click on the Key of the Caretaker and target
it on the bag. This will create an expendable icon,
which one can double-click on to cast.
Open Ground - Punches holes in the ground, when appropriate
-----------
1 vial of blood
1 pile of blackmoor
Death Speak - Allows the Avatar to converse with Necromancers
-----------
1 vial of blood
1 pile of bone shards
Mask of Death - When cast, all nearby creatures ignore Avatar
-------------
1 pile of wood
1 executioner's hood
Stone Flesh - Immune to damage
-----------
1 pile of wood
1 pile of dirt
Grant Peace - Will kill an undead creature
-----------
1 executioner's hood
1 pile of blackmoor
Summon Undead - A few ghouls will rise up and fight for you
------------- Can summon a skeleton, who may turn on you
1 vial of blood
1 pile of bone shards
1 pile of wood
Withstand Death - Only cast once; immed. before triggering event
------------
1 pile of wood
1 pile of dirt
1 pile of blackmoor
Summon Golem - Can Open, Move, Attack Enemies. Target on dirt.
------------
1 vial of blood
1 pile of bone shards
1 pile of wood
1 pile of dirt
1 pile of blackmoor
Quake - Guess
-----
1 pile of bone shards
1 pile of wood
1 pile of dirt
1 pile of blackmoor
Water Spells:
Unavailable
Fire Spells:
Must be prepared inside pentagram. Reagents must be
inside red circle, not merely on pentagram. These points
start at bottom and circle counter clockwise. Focus at
center must be able to hold target spell. Pentacle focus
holds all.
Key: Reagents - A is for Ash, B is for Brimstone, D is for Demon
Bone, I is for Iron, P is for Pumice, N is for Nothing and O is
for Obsidian. Candles - R is for Red, B is for Black.
Spell - Description
----- Foci
A ReagentCandle
MP RC
PP RC
PZ RC
MZ RC
Ignite - Target flammable ignites. Self target ignites all.
------ Wand, Rod, Staff
A AR
MP NB
PP PB
PZ PB
MZ NB
Extinguish - Target non-magic doused. Self target douses all.
---------- Wand, Rod, Staff
A PB
MP NB
PP PB
PZ PB
MZ NB
Create Fire - Target ground ignites.
----------- Staff
A NB
MP AR
PP OB
PZ PB
MZ AR
Endure Heat - Unharmed by non-magic, walk on stable lava
----------- Rod, Staff
A IB
MP AR
PP OR
PZ OR
MZ NB
Explosion - Targeted bolt, explodes on contact
--------- Staff
A BR
MP IB
PP PR
PZ NB
MZ AR
Armor of Flames - Protection from magical fire
--------------- Rod, Staff
A IB
MP IB
PP OR
PZ OR
MZ BR
Flame Bolt - Targeted bolt, does damage
---------- Wand, Rod, Staff
A NR
MP AR
PP NB
PZ PR
MZ IB
Fire Shield - Creates impenetrable ring around caster
----------- Rod, Staff
A IB
MP AR
PP OR
PZ OR
MZ NB
Flash - Targeted bolt, caster appears where bolt stops
----- Wand, Rod, Staff
A PR
MP AB
PP NR
PZ NR
MZ AB
Summon Demon - Targeted Spell, Demon attacks target
------------ Demon Head
A DR
MP PR
PP OR
PZ OR
MZ AB
Banish Demon - 50% probability of destroying target daemon
------------ Demon Head
A DR
MP AB
PP IR
PZ IR
MZ PR
Conflagration - BANG, / means both reagents
------------- Demon Head
A B/DR
MP IR
PP O/DR
PZ P/DR
MZ AR
AND NOW...
SOME HELP FOR THE SORCERY IMPAIRED!
Sorcery is a very fine art. Here's the possible things which
could be going wrong with your spellcasting, which involves
setting up candles, reagents, focus and double-clicking on the
large pentagram.
If the Avatar does nothing at all:
(This basically means that the game has NO idea which
spell you're trying to cast, or doesn't recognize that
you're trying to prepare a Sorcery.)
One or more of the candles may be entirely out of place or unlit.
Solution: Double-check on color, position. Ignite all.
One or more of the reagents may be completely out of place
Solution: Double-check on position
Someone may be standing on the pentagram (whoops! :)
Solution: GET OFF THE DAMN PENTAGRAM!!! :)
If the Avatar says "Something's not right":
(This basically means that the game recognizes which
spell you're trying to cast. This means that all of the
reagents are in approximately the right place.)
The reagents may be out of place by more than two pixels. (You
read right. TWO PIXELS.)
Solution: Make sure the reagents are in EXACTLY the
right place.
The candles may be miscolored.
Solution: Double-check on the colors and positions.
You may be using the wrong or missing focus.
Solution: Pentacle can hold one charge of any spell.
Wand can hold, Extinguish, Ignite, Flash and Flame Bolt.
Rod can hold all Wand spells, including Fire Shield,
Armor of Flames and Endure Heat. Staff (only one in
game) can hold all Rod spells, including Explosion and
Create Fire. Daemon's Head can hold ONLY Summon Daemon,
Banish Daemon and Conflagration. You can only fill a
focus once, when all the charges must be exhausted to re-
enchant it. Make sure that it's in the center of the
pentagram.
If your spell still doesn't fly, the most likely problem is the
two-pixel off reagent, so keep mucking about until you get it.
The game is infinitely picky about that.
Air Spells:
Double-Click on enchanted focus to release spel, except
for after you have taken the Breath of Air from Stratos.
This is an item of major confusion, mainly because this
item can seriously screw up your Air spells. What SHOULD
be happening, is that when you take it from Stratos,
she'll whine and then nobody gets to cast Air spells
(excluding Air Walk) anymore, except for about 2/3 of
the people I reccomend this little tip to: Double-click
on the BOA and target it on yourself. You can now cast
ONE Air spell. To cast another you need to double-click
and target again. Sorry for the remaining 1/3 who don't
have this feature, but you never NEED Air spells for the
rest of the game.
Ether Spells:
Just read the book which contains the spell you want to
cast. If you have the reagents, the spell will be cast
immediately. Ethereal Travel is different, in that you
need to read the book once, then double-click on the book
again to cast the spell.
Version History:
----------------
Beta: The first release.
1.0b: Never released to the public, with limited distribution.
1.0: The second release, fixed major error in step 17 and added
general info about stepping stones and the Ending/Cheats section,
which I may remove if I get resistance to the idea. Minor
changes here and there, a few directional inaccuracies. This is
hopefully the last version.
1.1: The third release. Included specific information about the
Secret of Moriens' Birthplace, as well as info about where to
grab the walkthrough and a minor explanation of BOA confusion, as well as
restructured the walkthrough so the user grabs it towards the very end.
Also included help for the Sorcery impaired.
I give my very special thanks to Arnulf Guenther for your
feedback and support.
Yes, but why? :)
Version 1.1
by Dan Fabulich (gfab@netcom.com)
---------------------------
45 THINGS TO DO IN ULTIMA 8
---------------------------
Tenebrae:
1 Get equipped
2 Activate "Central Tenebrae" Teleporter
3 Talk to Bentic
8 Acquire Dagger
19 Defeat Mordea
26 Make Foci
37 Retrieve Tear of Seas
Plateau:
4 Locate Mythran
5 Get Recall Item and Scroll
6 Activate "Plateau" Teleporter
36 Inquire about Blackrock piece
40 Learn Spells
Cemetery:
7 Volunteer to Retrieve Dagger
9 Get Key of Caretaker
15 Get Key of Scion
Catacombs:
10 Find Each Necromancer
11 Find Entrance to Stone Cove
16 Find Entrance to Zealan Caverns
17 Retrieve Obelisk Tip
18 Activate "Upper Catacombs" Teleporter
38 Retrieve Heart of Earth
Stone Cove:
12 Locate Mountain King
13 Activate "Hall of Mountain King" Teleporter
14 Retrieve Deceiver
Carthax Lake:
20 Activate "Carthax Lake" Teleporter
21 Free Hydros
Argentrock Isle:
22 Activate "Argentrock Isle" Teleporter
23 Take Test of Wisdom
24 Take Test of Centeredness
25 Gather Silver
27 Enchant Foci
28 Take Third Test
29 Retrieve "Borrowed" Focus
39 Retrieve Breath of Air
Demon's Crag:
30 Activate "Demon's Crag" Teleporter
31 Help Bane
32 Take First Test
33 Take Second Test
34 Take Third Test
35 Retrieve Tongue of Flame
Ethereal Void:
41 Defeat Stratos
42 Defeat Hydros
43 Defeat Pyros
44 Defeat Lithos
45 Win
------------
GENERAL INFO
------------
Where to Get This:
There's quite a few places you can nab this walkthrough.
If you want, you can finger me at gfab@netcom.com, where I
have my walkthrough in my .plan file.
I also maintain an anonymous FTP site/directory. You can't
upload to it, so don't try. Anyway, it's at
netcom12.netcom.com, and the walkthrough is in
/pub/gfab/u8walk11.txt. The cheat is also here as
/pub/gfab/u8cheat2.zip.
Finally, I'm experimenting with the WWW, so I've got an
experimental http file here. It's http address is:
ftp://netcom12.netcom.com/pub/gfab/u8walk.html.
Directions:
Origin thought it would be fun to screw us all up.
W N
\ /
X
/ \
S E
Yes, North is in the upper right hand corner of the screen.
Stealing Precautions:
If there is no one in the room, close off all doors to
the area (if possible). If there is someone in the
room, walk off about 30 paces away from them and rest for
one period of time and return. If they are gone,
continue with the instructions, otherwise, repeat this
process.
Old edge-of-the-screen-trick:
I had hoped that we were done with these when Sierra
stopped doing them. I was wrong. Basically, the game
will not progress if you merely stand still and wait,
except in the instance of attacking creatures. You need
to walk about 30 paces away, and then you can either rest
periods of time and return or wait a full period of time
there before returning.
Waiting for Shops to Open:
If you encounter a shop which is Locked, you need to walk
about 30 paces away and rest one period of time, and
return to see if it is still closed. If the shop remains
closed, repeat this, otherwise, enter. It will do you no
good to stand in front of the window and chant "OPEN,
OPEN, OPEN, OPEN..."
Automatic doors:
In various dungeons you will discover doors which close
as you approach them. You need to walk 30 paces away
from them and then return, and instead of closing, they
will open as you approach.
Magic Weapons:
All weapons with a blue line encompassing them are
enchanted, and can be used to attack ghosts. However,
the two best enchanted weapons in the game are the Slayer
and the Flame Sting. The Slayer is usually a more
powerful mace, except for 1 out of 20 attacks, at which
point it kills the opponent instantly. The Flame Sting
is simply the most powerful weapon, and given the choice
one should opt for the Flame Sting.
Stepping Stones:
Evil. Vile. Must die. However, there are some easier
ways to get around them. For instance, if you cast
"Flash", you can poof yourself over the water to reach
the end. Be careful, however, because the game has been
known to crash if you decide to "Flash" yourself onto a
sinking stone. Just limit yourself to the stable stones
and you'll be fine.
Ending/Cheats:
While I myself am entirely opposed to cheating while
playing a game, a cheat DOES exist for this game. I'm
sure you've got no reason to cheat when you have such a
comprehensive walkthrough, but it is available at my FTP
site. Also, there are some fun things you can do to mess
around with the U8 menu system. Old fans of Ultima may
or may not know that waiting through the credits for U7,
U7.5 and now U8 will add a new "Quotes" item, which will
provide you with a lot of fun and interesting quotes from
the authors. It's also possible in all of these games to
add an "Endgame" item, by watching the end credits all
the way through after beating the game. However, for
those who are vile, there is a way around this yet still
adding an item. By creating the files "OUPB4IP.ICU" and
"U83B4I81.ICU" in the \ULTIMA8\STATIC directory, you can
view the Quotes or Endgame at any time. This will also
fool the cheat into believing that you have beaten the
game.
The Secret of Moriens' Birthplace:
He doesn't exist. Plot bug. No, there's no clue nor
hint in the game to lead you to your next destination.
Just continue on with step 17 and go your merry way.
-----------
MAIN COURSE
-----------
1 Get equipped
As your very first action in the game, you should raise
your Strength and Dexterity up to 25, the maximum.
Merely right-double-click on yourself and your pointer
will turn red. Now, double-click for a while until your
strength and dexterity are raised to 25. It's slow and
tedious, and it takes about an hour.
OK, you begin the game standing next to Devon. Take his
bedroll and follow the shore west until you reach the
docks. However, before you enter the docks, open one of
the barrels. In one of them is a jewelry box containing
a dagger. Take it and equip it.
Step onto the docks and go south, watch the execution.
Answer the guard with "What is going on here," "I am
name,"and "To return home." Now go north, following the
road, and state your name again. Enter Central Tenebrae.
Now, the first thing to do here is to take the road until
it forks, and take it east, until the screen fades. You
are in East Tenebrae. Turn south immediately, turn east
WRBTW (When the Road Branches That Way), turn south
WRBTW, and turn east WRBTW. Keep going east until you
reach a large manor, surrounded by a gate with gargoyles,
and pools of water within the gate. Inside the manor,
turn west and then south to enter the bedroom. Stealing
precautions apply while you are in this house. Flip the
switch on the north wall and take the key under the
towel. Exit the bedroom north, turn east and then north
to enter the main work room. Move the vase and take the
key under it. Go south and west to unlock the door and
open the chest inside. It will explode, but you will
take minimal damage. Take everything inside the chest
and leave the house.
Now retrace your steps to return to Central Tenebrae.
Take the fork west this time, and you'll be in West
Tenebrae. Turn south and continue south until the road
bends west. Continue west until you reach the smiths,
and his shop is closed, follow the instructions for
waiting until they open. Otherwise, enter and walk
inside. Talk to the smith and buy a helmet, arm guards,
leggings and a shield. Do NOT buy a weapon from him.
Finally, return to East Tenebrae.
OK, at East Tenebrae, go north, and continue north until
you reach the widow's shop. Wait for it to open if
necessary and then talk to the widow inside. Go to the
farthest north part of the store and you will find a pair
of twin beds. Sleep on them one period at a time, and
then walk south. Repeat this until the widow is gone.
At this point, stealing precautions apply as you take all
of the gems on the table, and the money in the jewelry
box. Return north and sleep until the widow has returned
and sell all of the gems back to her.
OK, now go east from the widow's shop until you can go
east no further. From here, turn south, and finally east
WRBTW to exit East Tenebrae. Follow the road and turn
east WRBTW. Continue east, until you reach a fork. From
here, turn north, immediately turning south when the road
stops. You will see a house with a dead body inside.
Walk into the center of the house and you will fall into
the Slayer Dungeon.
Open the tower doors on the west wall, and continue west
until the area forks north and south. Turn south, and
continue along that path until you reach a cramped area
with a troll and a backpack inside. Take the key inside
the backpack and return to the fork, this time going
north. At the next fork, go north again and jump the
water. Climb over the land mass and leap via the
stepping stones. I've found the easiest method to be to
move to the north-eastern corner. There are three stones
which can be jumped in sequence without harm.
Follow the landmass until you reach a tower door. Unlock
it with the key you picked up from the backpack, and
enchant yourself with an invisibility scroll you picked
up in Salkind's house. Walk inside of the doors and
continue walking west until you reach a cobwebbed-door
with enchanted mace above it. Climb up, grab the mace
and walk through the cobwebbed door. This will leave you
outside the house, at which point you should return to
Central Tenebrae.
This time go NORTH at the fork. Continue north over a
bridge until you reach the palace. Inside, turn east
when it becomes possible and open the kitchen door to the
south. Continue south and up the stairs.
Inside one of the barrels is a basket, and inside the
basket is a keyring. You should take it and place all
keys on it, including the ones you own and keys you will
receive, by double-clicking on them and targeting them on
the keyring.
Congratulations, you are equipped.
2 Activate "Central Tenebrae" Teleporter.
Walk west out of the storage area and turn north.
Continue north until you reach an area with a strange,
floating grey thing. Since you can see it, this
teleporter has been activated.
3 Talk to Bentic
Return to East Tenebrae. This time, take the road north
and stay north, avoiding the widow's shop, until you
reach the library, which you will know by the plaque
outside the door which reads "LIBRARY." Inside, locate
Bentic (green shirt) and talk to him about leaving Pagan.
Also here, you should take the shortest book you can find
and read it repeatedly. This will raise your
intelligence to a 25. Be sure to read the book
completely, not simply double-click and close the book
before you finish.
4 Locate Mythran
Go west from here and continue going west until you pass
through the northern entrance to Central Tenebrae. From
here, turn north WRBTW and continue north until you exit
Central Tenebrae.
Follow the dirt road north until you reach a cave
entrance. If you discover that the road has ended in
front of a house or barn, you have taken a branch
accidentally, so you should retrace your steps.
Inside, follow the cavern until you reach more stepping
stones. These don't disappear however, so you'll enjoy
them more. Begin by jumping onto the southern most stone
which can be reached from the shore, and continue hopping
to the west.
Afterwards, climb onto the landmass and continue south.
You may see a few ghouls here, you can attack them or
ignore them, it's your decision. The electric door needs
to be timed correctly to avoid damage. Follow the cavern
west, until you reach a rope bridge. On the other end of
the bridge is a room full of levers. Note the six levers
on the west wall. The three southern levers should be
switched down, and the three northern levers should be
switched up. Now, return along the rope bridge to a
winch and a now-operative lever. Use the lever and
follow the cavern south until you find yourself in the
Plateau.
Follow the dirt road to Mythran's house, and enter.
Timing the electric doors has generally been safer for
me, but you can choose your path here. At the end, drink
a yellow potion if you're only lightly damaged, and a red
if you have sustained heavy wounds. Walking through the
door to the west will put you in Mythran's home. In the
northeast there is a room with a backpack inside. There
is a plentiful amount of money there, so take it using
Stealing Precautions. Afterwards, locate Mythran. His
house is small, but he can be found all over it.
5 Get Recall Item
Your conversation with Mythran should begin with an
introduction. Afterwards, buy a secret door scroll from
him before leaving. When you do leave, he will give you
a red potion and a recall item.
6 Activate "Plateau" Teleporter
You may have already noticed another flat, grey squarish
floating item. The recall item can take you to any of
these which you have seen. This guarantees that you will
not need to return through the cave, rather you can
recall yourself to Central Tenebrae. Do so.
7 Volunteer to Retrieve Dagger
Exit East out of East Tenebrae and take the road
continuously north. You will find yourself inside a
Cemetery. Inside, you should follow the dirt road to the
tomb in the center. Somewhere inside you will find
Vividos, the Scion. Talk to him, and be sure to
volunteer your efforts in retrieving the serpentine
dagger.
8 Acquire Dagger
Recall to Central Tenebrae. Inside the palace somewhere
should be a servant girl. When you talk to her, she'll
tell you to meet her at her house at Bloodwatch. Her
house is just to the west of Salkind's house. Enter her
home in remarkably the same manner in which you wait for
a shop to open. Inside, interrogate her about the
dagger, and make promises. She'll give you a key, at
which point a recall to Central Tenebrae and a brisk walk
into the Tempest's bedroom will be in order. Don't enter
if she's sleeping. If she is sleeping, wait for her to
wake up as if she were a shop opening. When she wakes,
go to the throne room. There is a pillow, which can be
moved without Stealing Precautions. Under the pillow is
a key. If you double-click on the key and DON'T MOVE IT,
you can place it on your keyring without anyone noticing.
Unlock the door to her room, and using Stealing
Precautions, unlock her closet and the chest inside with
Aramina's key. Inside is a jewelry box with a serpentine
dagger inside.
9 Get Key of Caretaker
Return to Vividos and watch the Ritual he mentions.
Inquire about his newfound title, and agree to become his
apprentice. Exit the Cemetary, go southeast, and take
some Executioner's Hood. Then recall to Central Tenebrae
and visit West Tenebrae. Turn north and follow it until
it bends north. At the fork north of there, turn east.
At the next fork, turn north, and go north onto the dirt
road there. Follow it, take a stick, recall yourself to
Central Tenebrae and return the reagents to the
Necromancer.
10 Find Each Necromancer
Now would be a good time to drop all unnecessary
equipment, such as a dagger if you still have it. You
will need no money inside, so leave that here as well.
Walk out of the tomb and turn west and north to another
gate. There will be a ghost there, which you can attempt
to kill, or you can use the old edge-of-the-screen trick.
Inside the gate will be a building. Enter into the very
center of the building and walk up to the north wall.
Cast "Open Ground" and walk inside.
Run north past the skeleton and cannons. Flip the switch
closest to the gate. Then go east, and continue east
past the skeletons, turning north when it becomes
possible. Continue north until you reach the automatic
door. Do NOT enter it, instead turn east here. Continue
east until you reach a second automatic door. Beyond it,
turn north and continue north until you reach a door
labeled "Towards Fate Do You Travel." From there, go
southeast, going north when possible. Continue along
this path until it bends south. Turn east here, and
continue in that direction until you can go no further.
Turn north here and there will be a building with no roof
and a ghoul inside. As soon as you walk in, you will
fall into the Necromancer catacombs.
Take all of the reagents in the barrels and follow the
cavern north. Here are some annoying bullet-shooters.
Run west past them carefully, and continue along the
cavern and turn west when you can. There will be the
first Necromancer. Cast "Death Speak" on him, and follow
the cavern east and then north. Turn west here, and run
north past the daemons. Continue north past the elevated
landmass, and then turn west. Here is the second
Necromancer. Cast "Death Speak" on him. Cast "Stone
Flesh" and follow the cavern north and west. Then go
west until you reach a winding path. Continue along this
path until you reach its end. Here is the third
Necromancer. When you finish your conversation with him,
you will be somewhere else.
Collect reagents from the skeletons here, and then time
your way through the electric doors. To the south will
be the fourth Necromancer. Cast "Death Speak" on him and
you will again find yourself somewhere else. Go north
and east until you reach a thicket. In its center is a
room, and in the room's center is a teleport. From here,
go south, jumping the stream, and you will find a plateau
on which is some magic armor which you should take.
Continue west from there, and you will reach a lava
river. Leap across it and climb onto the landmass.
Follow it west, leaping east onto a small platform. You
will find another teleport. Go west, continuing along
that passage. Here is the fifth Necromancer. Cast
"Death Speak" on him, and for the last time you will find
yourself somewhere else. Hug the east wall as you travel
north and you will find a cannon firing at your only
possible escape route. Cast "Withstand Death" and run at
the cannon, turning northeast as soon as possible. To
the north will be the last Necromancer. Cast "Death
Speak" on him, exit the room and walk up the stairs to
the north. You will be back in the catacombs.
11 Find Entrance to Stone Cove
Jump down from that platform. Run west until it is
possible to go north. Then run west until you encounter
some money and magic leggings. Wear the leggings and
discard your old leggings. Retrace your steps to where
you jumped off the platform. Turn south and run until
you see a door to the east. Enter it, and then go south.
Continue along that passage, over several landbridges.
When you reach a door, go south through a slim passage.
Continue south, over the lake. There will be an
automatic door blocking a cannon. Make sure it is up as
you walk past the cannon and flip the switch on the
pedestal. Now you can run over the extending spikes and
walk through the now open gate to the south. Here will
be a door, open it and you will find yourself in Stone
Cove.
12 Locate Mountain King
On the northern wall of Stone Cove are locked tower
doors. Cast "Summon Golem" and command him to open it.
Note that there are unlimited reagents all over Stone
Cove, merely perform the old edge-of-the-screen trick and
they're back (most of the time). You generally don't
need that many reagents, so gather sparingly.
Walk through the double doors and run north past a runic
symbol, evading the fire shooters. You will reach a
large building with a lever in front which you should
use, and a lever inside, which you should also use after
climbing the wall. The best place to climb is the window
on the east wall.
Run back to the runic symbol, and this time turn west
before running north. You will find a bridge has
appeared. Cross it while it exists. Next you will find
a group of moving platforms. Jump each of these as
appropriate. Now evade the golem here as you jump on
disappearing blocks to reach the next shore. From here,
run north and follow the cavern and you will find a
forcefield maze. Now, you CAN throw mushrooms through
each set of pillars to see how you can walk to the
north-center part of the room, but it's really much
simpler to just cast "Stone Flesh" and run. When you
reach the north-center of the room, you should open the
chest there and take the key and the gem of protection.
The return trip is much simpler, as the forcefields
cannot hurt you while you carry the gem.
Returning to the west, unlock the door there with the key
you just picked up. Travel along that passage, turning
north when possible. Leap the disappearing stepping
stones here, and unlock the door on the other side of the
lake. From there you can run north down a large hallway.
There is a VERY slim passage to the west, which you
should take. It will lead to a room with lots of
mushrooms and more forcefields. In the southwestern
corner of the room you will find a chest with some
potions inside, and under one of the potions is another
key. Return to the large hallway, and run north to a
second slim passage. This one will take you to a door
which can be unlocked with your keyring. Inside, follow
that passage and you will find more of those moving
platforms, but it is possible to carefully leap and walk
along the northern edge of the water, and you can avoid
the platform ordeal altogether. From there you should go
north to find the Hall of the Mountain King. Have a chat
with him, and then leave to the south.
13 Activate "Hall of Mountain King" Teleporter
On the first left passage you will find another runic
symbol. Do not step on it, rather continue south and you
will find the next teleporter pad. Return to the runic
symbol and step on it, as it will take you to the runic
symbol which is a hop, skip and a jump to the south from
Stone Cove.
14 Retrieve Deceiver
The magical Deceiver axe is optional, as the Slayer tends
to be a better weapon. If you don't really want the
Deceiver, skip this step. However, for those who want
better consistent damage, the Deceiver is the next
logical step. On the western edge of Stone Cove is a
river/lake/sea/you-don't-really-know-since-you-never-see-
the-other-side. Anyhow, there are more stepping stones
here, so you should take them like this: Jump on the
northern most stone, and step as far forward as you can
on it. Then make the longest jump possible the
southwest. No, this isn't the rock to the diagonal, this
is the rock which is DOWN from the rock you're on. A few
simple jumps will put you on an island which is not the
isle of the Deceiver. On the western edge of this
island, make a jump the disappearing stone, then make the
longest jump possible to the next island. Climb up onto
this island and take the Deceiver.
15 Get Key of Scion
Recall yourself back to Central Tenebrae. Run back to
the Necromancer and tell him of your progress. Run
outside of the building but within the gate of the tomb
and on the northern edge you will find Lothian.
Double-click on her and return to the Necromancer. He
will give you the Key of the Scion.
16 Find Entrance to Zealan Caverns
Reenter the catacombs by casting "Open Ground" at the
shrine to the north of the tomb. This time, return to
the door which reads "Towards Fate Do You Travel."
Unlock this door with the Key of the Scion, and enter.
Travel west until it is no longer possible, and then turn
north. Against your instructions, enter the door which
reads "Do Not Enter."
17 Retrieve Obelisk Tip
Here, you should run north until it is no longer
possible, then turn east until you reach a chest
surrounded by five levers. Flip the southernmost lever,
then northernmost, and finally the southernmost lever
again. The chest will become available, and inside is a
key with which you can unlock the door to the north.
Here you will find a long string of cannons, but if you
hug the east wall you cannot be harmed. Continue east
and the cavern will turn and you will find a chest. Take
the Skull of Quakes inside. Now follow the cavern back
the way you came and take the passage to the north. Turn
west here. You will find a gate. Although they are
concealed by the view, there is a pressure plate on the
east side of the door. Step on it, and then continue
west through the door until you must climb and leap a
small pit. Turn north here when possible, and then cast
"Open Ground" over the grave. You will fall through.
Turn west here, and take this passage. Turn east here
and stay east until you arrive at an area with lots of
rolling spheres and a skull. You need to jump straight
up, as close to the elevated platform as possible, and at
the height of your jump you need to throw a sphere or the
skull onto the platform. Continue north, flip the lever
and take the key under the ledge to the west. Go north,
jumping over the light ray. Continue east and you will
reach a stairwell and three pressure plates. If the
westernmost platform is 1, the center 2 and the
easternmost platform is 3, then you should stand in front
of plate number 2 and pick up the clock. Now, place the
clock on the plates in this pattern: 313 212 312 321 313
212 132 312 313 212.
Ascend the stairwell and cast "Stone Flesh" before
stepping through the light rays. Continue north until
you find a pair of tower doors, one of which you can
unlock, the other is already unlocked. Inside, take the
key from under the skeleton on the broken bench, and
leave east. Continue east until you reach a locked door
which you can open, and then go south until you find
another door which you can also open. Return west to the
rolling sphere area, and then go west until you can go
south. Here there is a door you can open, and inside you
will find a Zealan shield. Return north to the room with
the statues and place the shield on the pedestal. Listen
to the statues, and then use your secret door scroll to
open this door. Prepare a "Grant Peace" spell, and then
cast it on Khumash Gor's ghost when you enter. Take the
Obelisk Tip and anything else you want (If you're still
trying to find better consistent magic weapons, the
Scimitar of Khumash Gor is good).
18 Activate "Upper Catacombs" Teleporter
Do NOT recall yourself back to Central Tenebrae, rather
retrace your steps to the "Towards Fate Do You Travel"
door. From there, go south east, turning south when
possible. From there, turn east, continuing east past
the chest and you will see a glowing red spot on the
wall. Double-click on the skull of quakes and target it
on the spot. Enter the now collapsed building and walk
through the door there to find another teleporter.
Recall yourself to Central Tenebrae.
19 Defeat Mordea
Go to the northwest corner of the ground level of the
palace. There you will find a staircase leading into the
basement. On the northern wall is a switch. Flip the
switch and talk to Devon. Now, walk out of the prison
and walk east. There you will find a closed off room
with a book inside. Use your secret door scroll and
double-click on the book.
Given the chance, mention that Devon is the rightful
heir, and then point out that you have proof.
20 Activate "Carthax Lake" Teleporter
Pick up your belongings, and leave your Earth reagents
behind, unless you have some longing to carry these
things along with you. You almost never need to cast
them again, but you might want to carry around a few
"Stone Flesh"es or "Grant Peace"s with you for good
measure. You WILL need two "Open Grounds," and two
"Summon Golems."
Recall yourself to the Hall of the Mountain King, then go
east and then north as soon as possible, avoiding the
fire-shooter. Turn west, step on the rune, then run south
and into Stone Cove. From there, take the northwest exit
from Stone Cove, (the cave exit which leads to the traps)
and then go north, around the lake and then northeast.
Here is a lava river, which you should leap over, and
from there you should go south. At the southern end of
the lake is a door. This door can be opened with the Key
of the Scion. Gaze upon that teleporter.
21 Free Hydros
Go southwest, and traverse the landbridges to reach the
southern end of the lake. From there, continue west past
the troll, and then go north, climbing over a wall with
spikes on the top and flipping the left switch on the
door with a gate in its center. On the other side of
that gate, continue along that passage, passing an
automatic door, and you will reach an exit to this
cavern. Go north from the exit and you will see a grave.
Cast "Open Ground" over the grave, and then head back to
the transporter. However, after you pass the troll, run
northeast to reach some landbridges. Take these to the
center of the lake, and speak with Hydros.
22 Activate "Argentrock Isle" Teleporter
Recall back to the Hall of the Mountain King, and then
run to Stone Cove. Exit to the northeast, and go east
from the traps, leaping the river, and then running
northeast. You will see a ghost there, and you will also
find a VERY slim passage. Walk through it, and you will
see a door with red pedestals aside it. Unlock it with
the Key of the Scion and enter.
Run down the path until you get to the other end of the
bridge. From there go west and northwest to find the
teleporter.
23 Take Test of Wisdom
Go west until you reach the city wall. Brother Xavier is
dressed in blue and carries a sword at his side, and you
can find him in the large, two story house on the
northern wall of the city. If he is not there, use the
old edge-of-the-screen trick to wait for him. Talk to
him about the Test of Wisdom. The responses are:
Should you brag about Stratos? No
Where is the best respite? Breezy porch
Why is wisdom better than brawn? Weapon/Wit
What should you do at battle? Tend the injured
Should you welcome your son? Yes
Comfort sad/Punish wicked? Comfort sad child
My brother the thief? Testify truthfully
24 Take Test of Centeredness
Now visit the house in the southeastern corner of the
city. Inside you should find Stellos, dressed in white
robes. IF you do not see him, wait for him as if he were
a shop opening. Discuss the Test of Centeredness. Leave
the city to the east, and then walk south and then west
around the city and finally northwest to find the cliffs.
The test is easily recognizable by the circle atop a high
cliff. You need to climb up to there. When the wind
begins to push you off, walk in the opposite direction
that the wind is taking you, in an attempt to stay within
the circle.
25 Gather Silver
Return to Stellos and tell him of your progress. Now
enter the monastery at the western part of town. At the
western end of the monastery is a staircase leading
downwards.
Turn west and open the door there, closing it behind you.
Then go east along the passage, and continue along it,
gathering 8 chunks of silver ore.
26 Make Foci
Recall yourself to Central Tenebrae, and then revisit the
Smith. Ask him to make one of each foci.
27 Enchant Foci
Place each foci individually on the alter in the center
of the monastery. Before you continue, look for Torwin,
who can sometimes be found in the Monastery, sometimes
east of town. Talk with him about his career goals.
Also be sure to find Holy Cyrrus, who lingers around the
same areas. Torwin appears bald and is dressed like
Brother Xavier, and Cyrrus is dressed like Stellos, only
with his hood removed, exposing blond hair.
28 Take Third Test
Return to the stairwell at the west end of the monastery,
and then walk west. Cast "Aerial Servant," targeting it
first on the torax, and next on the ground next to you.
Then cast "Restoration" and target it on the torax.
29 Retrieve "Borrowed" Focus
Tell Stellos about your progress. Ask him about the
terrible thing. Discuss Torwin, Cyrrus and Brother
Xavier with him. Cast "Hear Truth" as you discuss the
focus with Brother Xavier, and talk with him about
Cyrrus, Torwin and Stellos. Cast "Hear Truth" again as
you talk to Cyrrus about the location of Torwin. Go to
windy point (where you took the test of centeredness) and
go north from there. Chat with Torwin, and take the ring
and focus. Return the focus and talk to Stellos. We'll
pick up on this little quest later.
30 Activate "Demon's Crag" Teleporter
Recall yourself to "Carthax Lake." Exit to the north and
then walk over the landbridges to the east and then to
the south. You'll find a pair of doors which will
alternate positions when you use the large lever there.
You need to switch the lever so the door furthest to the
south is up. Walk over and stand on the door which is
down. Cast "Aerial Servant" on the lever. Continue
south, opening that door with the Key of the Scion.
Alternatively, there's a lever on the rockface wall
immediately west. It's very tiny, so it's easily missed,
even though it's only slightly to the left of the large
lever here.
Enter, and then walk south and west until you are on the
southwestern end of the landmass which juts out into the
river of lava. A man should appear and explain the
Demon's Crag for you. When he is done talking to you,
get VERY close the river, then use the Breath on yourself
and cast "Air Walk." Jump to the spot where he was
standing. Then walk south and then west along the water
until you reach the waterfall. Cross the river there,
and then walk east along the river until you can exit the
cavern south. Follow the road, going east WRBTW, and
admire this teleporter.
31 Help Bane
Go west back along the road and then turn south when it
forks. Walk south along the road, turning west WRBTW.
You will arrive at the home of "Acolyte Bane." Enter,
and discuss TrueNames and Sorcery and Vardion. She'll
send you to find Vardion. Exit her house, turning south
and then turning east WRBTW. Continue in that direction
until you see double-doors to the north.
According to the plaque, this is the home of "First
Acolyte Vardion." Enter his home, and talk with him,
specifically about the Sorcerers' dealings with Tenebrae.
Mention shrewd bargaining and he'll tell you to go find
Bane and find HER TrueName. Return to Bane's home and
tell her Vardion's TrueName.
32 Take First Test
Talk with Bane after you have been made a Disciple.
Inquire about Sorcery, and then take the test, there are
reagents all over her house. Make the spells she
requires, keeping them with you.
33 Take Second Test
Return to Vardion's house, only this time, instead of
turning north and entering his home, continue west,
following the road until it comes to a landbridge. Take
the bridge to the obsidian fortress and enter.
Inside, the test will be introduced to you. Run past the
Guardians, and then talk to the next daemon you see.
Discuss the test with him. Afterwards, take the key near
the pentagram, and use it to unlock the chest there.
With the reagents/candles about you, prepare the
following: Flash, Endure Heat (I know you've already got
one, but you'll need more for the end of the game),
Extinguish, Banish Demon, Armor of Flames and Explosion.
After you have your spells prepared, run west and enter
the gate.
The first part of this test is to the west. Continuing
west will take you to a passage with a plaque reading
"SANCT FLAM." Inch your way between the columns west,
casting "Grant Peace" if necessary. When you reach the
end of this cavern, cast "Endure Heat", QUICKLY leap on
the stable (dark) portions of the lava, open the chest at
the end of the passage, take the symbol, and run back.
Inch your way back along the caverns until you arrive at
the gate again.
The next part of this test is to the south. You'll reach
a cavern which reads "AN FLAM." Just continue along this
passage, evading red mushrooms which explode when you
step on them, as well as a few kiths and a troll. When
you reach the end, cast "Extinguish" on yourself. Take
the symbol and return to the teleporter.
The third part of this test is to the east. There's a
cavern there marked "VAS SANCT FLAM." Cast "Armor of
Flames" before speeding down this passage at a running
pace. At the end, take the symbol there, and wait for
the spell to run out and cast it again, as it doesn't
last long enough for a round trip. If you want to, try
to catch the shield here. Aerial servant works well (be
sure to use the Breath of Air first!), or you can just
try to follow it where it jumps.
From here, you should go north and reach a cavern labeled
"FLAM POR." Maneuver your way past rolling spiked
spheres along this passage until you reach some red
mushrooms. To avoid their explosive reaction, cast
"Flash," targeting screenfuls at a time, remembering that
you cannot flash through stalagmites. When you reach the
end of that passage, you'll find another length of
passage with a daemon at the end. You can either banish
him or evade him, and be sure to take the Flame Sting
near the clump of bodies here. This time, there's a HUGE
clump of red mushrooms. You need to cast "Flash," which
will clear out a path through them. You need to run down
this path, evading the Seeker. At the end of this
passage is the fourth and final symbol.
Before leaving, approach the cavern to the west of the
gate and turn south from there. Then, as soon as
possible, turn west and enter the home of a Mad Mage, a
Silly Sorcerer, an Insane Illusionist, a Senseless
Spellcaster, a veritable crazed loon. (Sorry, it's late.
:) ) Kill him, and in his store room take the Summon
Daemon pentacle.
Return to the gate, and talk to the daemon at the eastern
end of the passage. Return to the gate.
34 Take Third Test
The Master has assigned you three spells, and if you've
followed the instructions, you have all of them ready.
Cast "Flame Bolt" at him, then "Explosion," "Summon
Daemon," and lastly "Banish Daemon." Simply be
submissive from here on out.
35 Retrieve Tongue of Flame
Return to the Obsidian Fortress, and enter the gate at
the end. The Flame Sting will finish off Mr. Master, at
which point you can lift the Tongue off of his personage.
Now return to the Great Pentacle to the south of
Vardion's home, and walk over it. Be sure to pick up the
Tongue afterwards.
36 Inquire About Blackrock Piece
Leave Demon's Crag by casting "Endure Heat" and
hot-footing your way over the stable bridge of lava.
Climb out of the enclave and recall the way to the
Plateau. Once there, mention the Tongue to Mythran, and
read "Destruction of the Temple."
37 Retrieve Tear of Seas
Recall to Central Tenebrae, and ask Devon of blackrock
pieces. Go to the southwest corner of the palace and
extract the Tear from the chest.
38 Retrieve Heart of Earth
Recall to Hall of Mountain King and run to Stone Cove.
Use the Key of the Scion to unlock the small door to the
east of the double-doors leading to the King. Enter and
turn west. Continue along that passage until you reach
the "Conventicle of Death." Inch you way up VERY close
to the door. You should be able to see some dirt inside.
Cast "Summon Golem" on it, and instruct him to open the
locked double-doors in front of you. Inside, cast "Open
Ground" over the grave. Take the Heart.
39 Retrieve Breath of Air
Recall back to Argentrock Isle, and go back to where you
saw Torwin. Leap as far as possible through the pillars,
and then jump from rock to rock as you approach Stratos
to the north. When you reach her, discuss the weather,
your reward, her children and the Breath of Air. When
she sets you down, take the "Air Walk" focus, cast
"Reveal," and then cast "Aerial Servant" to set the
Breath down next to you. Take it with you while Stratos
whines.
40 Learn spells
You will now need to procure 550 obsidian coins, so
hopefully you know where you kept your money. Recall to
the Plateau and talk to Mythran about learning magic.
Leave him, then talk to him again. Repeat this until he
has taught you the "Creature Summoning" spell. Now you
need to ask him about re-creating the obelisk, and he'll
teach you the "Ethereal Travel" spell. Read the book,
and then use it again.
41 Defeat Stratos
In the Ethereal Void, turn south and run that way until
you reach a gate. Enter it, and you will be in Stratos'
lair. This world is fairly straight-forward, simply
start jumping off to the north and continue jumping in a
purposeful manner IGNORING ALL TREASURE. When you reach
Stratos, double-click on the Breath of Air and target it
on her. Finally, back in the void, place the glowing
Breath on the Mesostel Ze of the pentagram, or the point
just to the left of the point on the bottom. The
southern point. You know. Ah, well. You get the point.
(Sorry, it's STILL late. :) )
42 Defeat Hydros
This time, turn north from the pentagram and run into the
next gate. Travel west until you reach the absolute end
of the landmass before you start jumping. At this point
it's also pretty straight-forward, just hop up to the
platform to the west and then continue west along
bridges, etc. When you reach Hydros, double-click on the
Tear and target it on her. When you return, place the
glowing Tear on the Perivolcan Pa, or the Northern point.
43 Defeat Pyros
This is a little less straight-forward. Take the path to
the west, and then when you get the chance, jump
northwest to the land mass above the one you're on.
Travel north until you reach a nine-pointed star
(nintogram?). Go southeast from there, and take the
landbridge north. Jump onto the next land mass, and
continue progressing north until you reach a shrine with
a jewelry box in it. Take the box and run back to the
south, taking the southern land bridge and jumping back
to the star. Drop a glowing sphere on each of those
glowing squares, and then hop stones. When you reach the
next landmass, just run north and north west until you
reach Pyros, and defeat him with the Tongue.
44 Defeat Lithos
This VERY straight-forward. When you arrive there, skip
the first cliff for the second, which you should jump on
and continue northwest and then west. When you reach the
lava river, cast "Endure Heat," and be sure to only jump
on the dark spots. When you reach the end, turn south
and continue in that direction. Hop floating stones, and
conclude by targeting the Heart on Lithos.
45 Win
When you arrive back at the pentagram, make sure the
pieces are arranged like this:
Fire Water
Air Earth
Empty
Now, double-click on the obelisk tip and target it on
yourself. Finally, place the tip on the empty spot and
enter the gate.
Congratulations!
------
SPELLS
------
Earth Spells:
To cast these, place the appropriate reagents in an empty
bag, double-click on the Key of the Caretaker and target
it on the bag. This will create an expendable icon,
which one can double-click on to cast.
Open Ground - Punches holes in the ground, when appropriate
-----------
1 vial of blood
1 pile of blackmoor
Death Speak - Allows the Avatar to converse with Necromancers
-----------
1 vial of blood
1 pile of bone shards
Mask of Death - When cast, all nearby creatures ignore Avatar
-------------
1 pile of wood
1 executioner's hood
Stone Flesh - Immune to damage
-----------
1 pile of wood
1 pile of dirt
Grant Peace - Will kill an undead creature
-----------
1 executioner's hood
1 pile of blackmoor
Summon Undead - A few ghouls will rise up and fight for you
------------- Can summon a skeleton, who may turn on you
1 vial of blood
1 pile of bone shards
1 pile of wood
Withstand Death - Only cast once; immed. before triggering event
------------
1 pile of wood
1 pile of dirt
1 pile of blackmoor
Summon Golem - Can Open, Move, Attack Enemies. Target on dirt.
------------
1 vial of blood
1 pile of bone shards
1 pile of wood
1 pile of dirt
1 pile of blackmoor
Quake - Guess
-----
1 pile of bone shards
1 pile of wood
1 pile of dirt
1 pile of blackmoor
Water Spells:
Unavailable
Fire Spells:
Must be prepared inside pentagram. Reagents must be
inside red circle, not merely on pentagram. These points
start at bottom and circle counter clockwise. Focus at
center must be able to hold target spell. Pentacle focus
holds all.
Key: Reagents - A is for Ash, B is for Brimstone, D is for Demon
Bone, I is for Iron, P is for Pumice, N is for Nothing and O is
for Obsidian. Candles - R is for Red, B is for Black.
Spell - Description
----- Foci
A ReagentCandle
MP RC
PP RC
PZ RC
MZ RC
Ignite - Target flammable ignites. Self target ignites all.
------ Wand, Rod, Staff
A AR
MP NB
PP PB
PZ PB
MZ NB
Extinguish - Target non-magic doused. Self target douses all.
---------- Wand, Rod, Staff
A PB
MP NB
PP PB
PZ PB
MZ NB
Create Fire - Target ground ignites.
----------- Staff
A NB
MP AR
PP OB
PZ PB
MZ AR
Endure Heat - Unharmed by non-magic, walk on stable lava
----------- Rod, Staff
A IB
MP AR
PP OR
PZ OR
MZ NB
Explosion - Targeted bolt, explodes on contact
--------- Staff
A BR
MP IB
PP PR
PZ NB
MZ AR
Armor of Flames - Protection from magical fire
--------------- Rod, Staff
A IB
MP IB
PP OR
PZ OR
MZ BR
Flame Bolt - Targeted bolt, does damage
---------- Wand, Rod, Staff
A NR
MP AR
PP NB
PZ PR
MZ IB
Fire Shield - Creates impenetrable ring around caster
----------- Rod, Staff
A IB
MP AR
PP OR
PZ OR
MZ NB
Flash - Targeted bolt, caster appears where bolt stops
----- Wand, Rod, Staff
A PR
MP AB
PP NR
PZ NR
MZ AB
Summon Demon - Targeted Spell, Demon attacks target
------------ Demon Head
A DR
MP PR
PP OR
PZ OR
MZ AB
Banish Demon - 50% probability of destroying target daemon
------------ Demon Head
A DR
MP AB
PP IR
PZ IR
MZ PR
Conflagration - BANG, / means both reagents
------------- Demon Head
A B/DR
MP IR
PP O/DR
PZ P/DR
MZ AR
AND NOW...
SOME HELP FOR THE SORCERY IMPAIRED!
Sorcery is a very fine art. Here's the possible things which
could be going wrong with your spellcasting, which involves
setting up candles, reagents, focus and double-clicking on the
large pentagram.
If the Avatar does nothing at all:
(This basically means that the game has NO idea which
spell you're trying to cast, or doesn't recognize that
you're trying to prepare a Sorcery.)
One or more of the candles may be entirely out of place or unlit.
Solution: Double-check on color, position. Ignite all.
One or more of the reagents may be completely out of place
Solution: Double-check on position
Someone may be standing on the pentagram (whoops! :)
Solution: GET OFF THE DAMN PENTAGRAM!!! :)
If the Avatar says "Something's not right":
(This basically means that the game recognizes which
spell you're trying to cast. This means that all of the
reagents are in approximately the right place.)
The reagents may be out of place by more than two pixels. (You
read right. TWO PIXELS.)
Solution: Make sure the reagents are in EXACTLY the
right place.
The candles may be miscolored.
Solution: Double-check on the colors and positions.
You may be using the wrong or missing focus.
Solution: Pentacle can hold one charge of any spell.
Wand can hold, Extinguish, Ignite, Flash and Flame Bolt.
Rod can hold all Wand spells, including Fire Shield,
Armor of Flames and Endure Heat. Staff (only one in
game) can hold all Rod spells, including Explosion and
Create Fire. Daemon's Head can hold ONLY Summon Daemon,
Banish Daemon and Conflagration. You can only fill a
focus once, when all the charges must be exhausted to re-
enchant it. Make sure that it's in the center of the
pentagram.
If your spell still doesn't fly, the most likely problem is the
two-pixel off reagent, so keep mucking about until you get it.
The game is infinitely picky about that.
Air Spells:
Double-Click on enchanted focus to release spel, except
for after you have taken the Breath of Air from Stratos.
This is an item of major confusion, mainly because this
item can seriously screw up your Air spells. What SHOULD
be happening, is that when you take it from Stratos,
she'll whine and then nobody gets to cast Air spells
(excluding Air Walk) anymore, except for about 2/3 of
the people I reccomend this little tip to: Double-click
on the BOA and target it on yourself. You can now cast
ONE Air spell. To cast another you need to double-click
and target again. Sorry for the remaining 1/3 who don't
have this feature, but you never NEED Air spells for the
rest of the game.
Ether Spells:
Just read the book which contains the spell you want to
cast. If you have the reagents, the spell will be cast
immediately. Ethereal Travel is different, in that you
need to read the book once, then double-click on the book
again to cast the spell.
Version History:
----------------
Beta: The first release.
1.0b: Never released to the public, with limited distribution.
1.0: The second release, fixed major error in step 17 and added
general info about stepping stones and the Ending/Cheats section,
which I may remove if I get resistance to the idea. Minor
changes here and there, a few directional inaccuracies. This is
hopefully the last version.
1.1: The third release. Included specific information about the
Secret of Moriens' Birthplace, as well as info about where to
grab the walkthrough and a minor explanation of BOA confusion, as well as
restructured the walkthrough so the user grabs it towards the very end.
Also included help for the Sorcery impaired.
I give my very special thanks to Arnulf Guenther for your
feedback and support.
Yes, but why? :)