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- Ultima VIII Tips & Walkthru
-
- Pagan, while not an especially difficult game, tends to be vague in some areas
- on what you're supposed to do or where you're supposed to go. Also, the
- catacomb caverns can be a confusing place, and you will be spending a lot of
- time down there.
-
- Further, while it doesn't appear so on the surface, the game is actually quite
- linear. There are certain actions you must do in order to trigger other
- events. For instance, you won't be able to visit the Sorcerers until after
- Hydros is free and you've talked to Devon. If you go to the lava cave before
- that, there is no way to get across to the Sorcerer enclave.
-
- Combat in this game is a pain. I generally avoided fighting whenever possible,
- and that was most of the time. Unless there really isn't much room to
- maneuver, you can easily run around or away from anything.
-
- On the other hand, you certainly want to bring your strength up to maximum as
- quickly as possible, so you can carry more stuff. The easy, if tedious, way to
- do this is to find a quiet place (the palace cellar, for example), and just
- stand there bashing away at a wall or door for awhile. Eventually, your ST and
- DEX will reach their maximums of 25 (25 is the highest you can get). However,
- the only way to increase INT is to cast spells, and plenty of them.
-
- Money isn't all that important in the game. You will need 250 coins at the end
- to purchase Ethereal Travel from Mythran, so make sure you have that much at
- least put aside. You do NOT need any of the other spells he knows, so if you
- want to save money, don't buy them. You DO need to buy the secret door scroll,
- though, as it comes in handy in a couple of places later on.
-
- The only other use for money is to buy armor from the blacksmith. However, you
- will be finding all kinds of armor along the way (and weapons, too), so you
- don't have to buy anything here, either, if you'd rather not.
-
- You can steal anything in this game without penalty, provided you follow the
- one golden rule: don't touch if someone is in the room with you. You have to
- be alone in the room to move things or take them. People can be outside, or in
- the next room, or anywhere else.
-
- As for all the jumping, I don't have any tricks to share. It is wise to save
- after every jump when possible (there are times when you don't want to save,
- though, as for example on a vanishing platform). Angles are often tricky, and
- it isn't always easy to judge distances correctly. I did a lot of saving and
- restoring during the game. You probably will, too, especially on the path to
- Lithos, which is the single worst sequence in the game. After that, it's not
- so bad, but you will be doing leaps and jumps right through to the end, so get
- used to it.
-
- After you have learned Sorcerer spells, especially Flash, jumping around is
- less of a problem. Flash can teleport you instantly to any visible location on
- the screen. Unfortunately, you don't get these spells until almost near the
- end.
-
- Starting In Tenebrae
-
- Okay, so you begin at the fisherman Devon's camp. The only thing worth taking
- is his bedroll. The bedroll allows you to rest almost anywhere. Just keep it
- rolled up in your backpack and double-click it (no need to remove it from the
- backpack) whenever you need to sack out. This is the best way to recover hit
- points and mana.
-
- Then you move off NW to the docks, where you witness the execution of Toran.
- Nothing you can do about that. After it's over, follow the path into the town
- of Tenebrae. This place can be irritating, because of the layout. The palace
- is the center of the town. The south gate leads to the docks, and the north
- gate to the mountains. East and west of the palace are where all the
- inhabitants live. Be sure to walk up to the top of the palace to activate the
- receiver there. This will allow you to use the recall device to return quickly
- and easily to Tenebrae throughout the game.
-
- Since there is no time limit in the game, you can take your time to become
- familiar with the town. On the east side, you particularly want to find
- Salkind (the Seneschal's) house; just north of there is Aramina's house, the
- door of which is locked until Bloodwatch.
-
- Salkind also has a nice treasure cache. When he's not around, look for two
- keys (they are in different rooms, hidden under items). One unlocks the door
- to the chest and the other unlocks the chest itself. The chest is trapped, so
- be sure you either use a detrap scroll, or have a lot of hit points to survive
- the explosion. Among other things, the chest holds 300 coins. You can leave
- those there until you're ready to buy Ethereal Travel from Mythran.
-
- Also on the east side, you want to find the library and talk to Bentic. This
- is the beginning of the main path through the game. Talking to him will
- trigger certain responses from Mythran that otherwise do not appear, so make
- sure you find the library and have that chat.
-
- Toran's widow lives on the east side, too. She is only important if you want
- to make some money selling gems. Otherwise, you don't have to bother too much
- about her.
-
- Moving to the west side, locate the house of the blacksmith. If you want some
- armor, go to the next room and sleep until he leaves the shop. Then help
- yourself to whatever you want, and sleep again until the shop reopens so you
- can leave. While you may not be buying anything from him, he will be important
- later on, for constructing the foci for the Air spells.
-
- Another place you want to locate is the burned out building with the undead
- wandering around it. Just remember where it is, as you will have to come here
- later to pick something up. There is nothing of interest inside the house or
- in the basement, unless you need a bedroll.
-
- When you've finished your tour of Tenebrae and have spoken with Bentic, leave
- by the north gate and follow the path up to the cave that leads to the
- Plateau. Stop off at the guardhouse on the way. You can get in by jumping up
- to the little bridge that connects the buildings. Inside one building is a key
- ring you can use for the keys you find. Just "use" a key and click on the
- ring. After that, you can just click on the ring and then a door to try and
- open it.
-
- The cave is basically a straightforward path, although do be careful at the
- jumping stones. One way leads to a trapped chest. The other goes on to the
- hermit. The only place of real difficulty here is the area with the levers. In
- order to open the southern gates, you have to cross over the bridge to the
- ruined building. Do not touch the single lever standing apart from the others.
- Pull all levers that do NOT have bones or bodies in front of them. Then go
- back across the bridge and pull the lever by the winch, opening the south
- gates.
-
- You will have to dodge some electrical traps on your way in to see Mythran.
- Fortunately, you only have to do this once. During your conversation, be sure
- to purchase the secret door scroll. While he tells you it only works once, you
- can in fact use it several times, so one is all you'll ever need. You also
- want to be certain he mentions the Necromancers, so Vividos will be around
- when you come to visit.
-
- When the conversation ends, Mythran gives you the recall device, a small disk
- that can teleport you instantly to any active receiver on the island. It will
- work anywhere except one place: the Sorcerer enclave. You CANNOT teleport out
- of that area, although you can 'port in. Many people thought the recaller ran
- out of uses because it didn't work here. THAT IS NOT THE CASE! It still
- functions, just not anywhere in the enclave or the lava cave before it. You
- have to go all the way back to the double doors before you can teleport.
-
- After talking with the hermit, feel free to help yourself to anything you
- like. In this instance, you aren't stealing, as Mythran has allowed you to
- take whatever catches your fancy. Do go upstairs to turn on the receiver up
- there, so you can get back here the easy way later.
-
- From here, you might want to walk out and get the Hammer of Strength (see Neat
- Weapons at the end of the file), or teleport directly back to Tenebrae (and
- maybe go for Slayer, also in the Neat Weapons section). Whatever, the next
- thing is to go visit the cemetery, out the east gate. Just follow the path
- and you'll get there.
-
- Necromancy & Catacombs
-
- Vividos will tell you about the stolen dagger, and of course you offer to
- bring it back. This is where you have to visit Aramina at her house. Remember,
- she's only there at Bloodwatch. You will probably have to talk to her twice,
- being certain to assure her she won't get into trouble. She'll hand over the
- key that unlocks both the closet and the chest.
-
- The key to the queen's bedroom is under a cushion in the throne room. You can
- grab that anytime the room is deserted. If you want an easy time of it, after
- getting Aramina's key (and the one under the cushion), sleep until the queen
- has woken up and is having breakfast. Then you can waltz right in and grab the
- dagger. The chest, by the way, isn't trapped.
-
- Return to the cemetery and hand the dagger to Vividos. After the ceremony, he
- will make you his apprentice and send you out to pick up a couple of special
- reagents. The executioner's hood is in a pit to the south of the graveyard
- entrance (the stone arch). A couple of changelings wander around in it. The
- hood is on the tree in the center. There are several leaves on the tree; they
- are hard to see, so look close.
-
- The sticks are under the tree by the burned-out house in West Tenebrae. No
- other wood will do the job, so you do have to go there for them. The ghost can
- make this difficult; kill it or lure it away and then grab the sticks (they
- look sorta like twigs). After you bring these items back to Vividos, he'll
- send you out once more, this time to talk to previous Necromancers in the
- catacombs.
-
- The catacombs are reached through the small building to the north of where you
- talk to Vividos. Enter through the door on the east side, go up the middle
- aisle, and cast Open Earth to create the entrance to the catacombs.
-
- This is a nasty place, with plenty of undead roaming around, traps here and
- there, and floors that occasionally give way, dropping you to a sudden and
- unpleasant death. Be careful where you walk, and save often (it's usually
- safest to stick close to the walls, but that isn't a complete guarantee of
- safety).
-
- What you're looking for is a small, freestanding room with a ghoul and a
- jewelry chest inside. You can see this from the top (ie, the room has no
- roof). When you step inside, the floor gives way, dropping you down to the
- beginning of the path to the Necromancers.
-
- Help yourself to any reagents from the barrels, then move on along the passage
- until you come to the first Necromancer. Use Death Speak to talk to him, and
- learn the Mask of Death spell. Then go back the way you came, keeping an eye
- out for the wall he mentioned (it's on the right-hand side).
-
- Climb over this wall and keep going. You'll have to get past four demons
- blocking the way. You can use the Mask of Death spell to make them ignore you.
- I preferred to do some fancy broken-field running and just slip past them
- (which isn't all that hard if you can break up the group by moving away and
- getting one or two to follow you, then running past them). Go roughly north
- and east to the next Necromancer, who will tell you the Rock Flesh spell.
-
- You will need this spell to get through the passage with the lightning bolts.
- Although you get no message or special effects when you cast Rock Flesh, it is
- actually active. Run up the corridor and on to the next Necromancer, who gives
- you Summon Dead. When this conversation ends, you are teleported to a new
- section of the caves.
-
- The fourth Necromancer is beyond the electrical barrier. He gives you Grant
- Peace, and teleports you to another new place. Head northeast to the small
- patch of woods. Here you will see a room with a couple of chests outside.
- These are safe to open. When you walk inside the room, you are teleported yet
- again to another new area.
-
- Jump across the chasm, and head south. You will come to a raised area with
- some magic armor. Most of the floor is a trap, and will give way if you step
- on it. Go up the right-hand side, and stay as close to the wall as you can.
- After you have the armor, go back north and jump across the lava. Climb up to
- the top of the stone island and head north. Keep an eye out to the right for a
- single large stone. Jump to that, and you're teleported once again.
-
- Run up past the fireball spitters to the fifth Necromancer, who will give you
- the Resist Death spell. My notes become a little sketchy here, and it isn't
- mentioned whether or not you get teleported again (but it's likely). Continue
- on in the new area until you reach the sixth and last Necromancer, who is next
- to the stairs out. He will give you the Create Golem spell. A ghost and other
- undead will appear when you try to walk up the stairs, so be ready with a
- Grant Peace or two for the occasion.
-
- The Path To Lithos
-
- The exit brings you back to the catacombs. Jump down and head roughly south to
- the small door leading to the caves. From there, go generally southwest and
- then west, until you reach an area with two stone bridges. Cross the lower
- one, and continue on until you come to an area with a fire dart trap with a
- wall in front of it. In the center of this area is a pedestal with a switch.
- Make your way to the switch and pull it. Then climb the pedestal and jump over
- to the door that leads to Stone Cove.
-
- In the cove, head to the east, where you should see a pair of big double doors
- and a smaller door to the south. Call up a golem to open the double doors.
- Note that you must cast the spell on *dirt*, not stone. Some people had
- problems with that. Remember this is an earth golem and it can only be created
- from earth.
-
- You are now on the path to Lithos. Go northeast first to the ruined house.
- Approach this carefully, as part of the ground here is not stable and you'll
- die in a pit if you don't watch where you walk. Pull the lever outside the
- house, then walk around to the left side and climb in.
-
- Pull the lever inside the house. Some ghouls will appear at this point; it's
- best to just avoid them and climb back out again. Then go around and up to the
- northwest, passing a large rock with an "A" rune on it. Dodge the fireball
- spitters and continue up to the end of the passage. A bridge has now appeared
- across the chasm to the left.
-
- Unfortunately, half the bridge fades out while the other half fades in. I
- found it best to run quickly over the near half when it's solid, and jump to
- the other side about a third or so of the way across the second half. There is
- an earth golem on this side, but it's not hard to avoid.
-
- Now you come to the sliding platforms. Sorry to say, there is nothing for it
- but jumping over to them, one a time (save often here). Even worse, on the
- other side is another earth golem, and a set of vanishing platforms. These
- don't move, but like the bridge, they fade in and out, so these jumps will be
- very tricky (especially with the golem around). There are some solid platforms
- along the way, and these are good places to save. Never save on a disappearing
- platform; it's very likely to vanish right out from under you if you restore
- to that position.
-
- You get a breather from jumping for awhile after you make it across the chasm
- (about time, too). This area has a lot of nasty force fields between the stone
- pillars (and between the pillars and the wall). Pick up some of the green and
- blue mushrooms, and toss them ahead of you to pick out the safe path through
- the fields. Alternatively, you can just push on ahead, taking damage from the
- fields, and sleeping when your hit points get too low. It's certainly the less
- tedious way to get past them.
-
- At the end is a chest. Climb up to it (after the stalactite falls). Inside is
- a key and a gem of protection. The gem will keep you safe from harm on your
- way back through the forcefields (just walk right through them). The key opens
- the locked door at the other end.
-
- Go through the door and follow the tunnel to the fire mushroom cave. Go
- carefully up to the northeast and the sinking stones. These are like the ones
- on the way to the hermit, except that they slowly sink and rise. As with the
- vanishing platforms, time your jumps carefully and do not save on any stone
- that is not stationary.
-
- At the other end, as you go up north, stay close to the west wall and watch
- for two narrow passages (these are very easy to miss, so watch carefully!).
- The first passage leads to a chest with some potions. Under the potions is a
- key. This key unlocks the door in the second west passage.
-
- Go through that door and around to more sliding platforms. These, however, are
- not a problem. I found that by jumping to the right-hand rim of the chasm, and
- walking as far along it as possible, I was able to jump to the other side,
- thereby avoiding the platforms completely.
-
- Fortunately, you're just about done. After you get across, simply walk north,
- between the rows of undead, and have your little meeting with Lithos. West of
- the chasm is another of those receiver platforms, although there isn't much
- point to activating it, as there isn't any reason to come back here. When
- you're done, use the recall item to get you back out quickly, and then return
- to Vividos.
-
- He'll question you about your meeting with Lithos, then hand you the Key of
- The Scion and tell you to bury Lothian. She's just outside in the northeast
- corner, where the skull candles have been placed. She's also a little hard to
- see, but if you look closely, you can discern her location. Simply stand next
- to the body and double-click on it (you do not have to click the Scion Key on
- her or do anything elaborate).
-
- With that accomplished, you return to Vividos once more (your last visit to
- him, by the way), and he'll tell you it's time to go on your pilgrimage to
- Morien's grave. This is a fake. You'll never find the grave, so there is no
- point in looking for it. The supposed idea behind this canard is to get you to
- thoroughly explore the Pit of Death, thereby finding the Conventicle of the
- Dead, and the Heart of Earth buried inside.
-
- Interlude - Pit of Death
-
- You can reach this area in two ways: by suffering through the lower catacombs
- (the Scion Key opens the door), or the easy way, by going through the small
- door in Stone Cove (Scion Key opens this door, too). After going through the
- Stone Cove door, head west. You'll come to the Conventicle of the Dead pretty
- quickly.
-
- Walk right up as close as you can to the building. Note you can see a patch of
- dirt inside. Cast a golem spell on the earth and have the golem open the door
- for you (you may also want to have him attack the skeletons to keep them off
- your back). Hurry in to the dirt patch, and cast Open Earth on the center of
- it. This reveals the Heart of Earth. Once you have that, you are finished with
- the Pit of Death.
-
- There is also a key for the Conventicle doors. This is at the other end of the
- Pit (which is actually a series of caverns), near to where you would come in
- from the lower catacombs. It's with the body of Someone-or-Other Conventicler,
- which is inside a gate that has a lever next to it. If you came in from the
- lower catacombs, you may want to look for this, but going through Stone Cove
- and using the golem is much easier.
-
- Interlude - The Fate Door
-
- In the upper catacombs is a building with the sign "Towards Fate Do You
- Travel". The door is opened with the Scion Key. Inside, jump over the lava
- patch and continue on through the "Do Not Enter" door.
-
- This series of caves is something of a respite, as you won't have to fight or
- evade anything along the way. In fact, it's pretty much a straightforward
- jaunt. Every time you come to a door outlined with white bricks, summon up a
- golem from the nearby earth patch and have it open the door. Unfortunately,
- you won't be able to have the golem follow you through the doors, so you'll
- have to call up a new golem for each door along the way.
-
- As you proceed, be sure to pick up the Zealan ceremonial shield lying on the
- ground. Somewhere on the way, you'll come to an area with chests and boxes and
- a beam across the entry way. Jump over the beam and help yourself to whatever
- you want in here. You especially want to pick up any keys, as one of these
- opens the door to the statues of the Zealan gods at the end of the Fate path.
-
- When you arrive at the statues, drop the shield anywhere on the floor. The
- statues will talk to you automatically, telling you about Khumash-Gor and the
- important item (obelisk tip) he holds.
-
- The only way through the door to him is by using the secret door scroll. Also,
- very important, the Zealan shield must still be on the floor for this to work.
- On redoing this section, I had a lot of trouble getting through that door; the
- scroll didn't work until I dropped the shield again (I had picked it up so the
- statues wouldn't keep telling me "We can't do any more for you" as I walked
- around the room).
-
- You can fight Khumash-Gor if you like; I just nipped in, grabbed the obelisk
- tip, and zipped right on out again. This can be done by walking up the
- left-hand side of the room, staying very close to the wall. You can then get
- part way across the north wall before Khumash notices you. The tip is in one
- of the jewel boxes behind his throne. After he summons the ghost, just move
- closer to the boxes, open them, snarf the obelisk tip, and run out again,
- remembering to shut the door behind you so the ghost won't follow.
-
- The statues will then tell you that your fate is to become the Titan of Ether
- by stealing the power of the other four titans. This is a little vague, but
- they aren't going to provide any more information. Good thing you have this
- walkthru to fill in the gaps.
-
- In any case, you are finished with the Fate path and can go on to better
- things.
-
- Argentrock Isle
-
- Argentrock, like every other place, is reached through the caves of the upper
- catacombs. You want to find a cavern with a double stone bridge and a single
- door with a spiked wall (door opens with Scion Key). Going through this door,
- following the path, and crossing the bridge will bring you to the Theurgists.
- Make sure you find and activate the receiver along the way (it's south of the
- village).
-
- There aren't many to talk to: only Stellos, Cyrrus, Torwin, and Xavier have
- anything to say. You should, of course, talk to all of them, especially
- Xavier, who will start you on the tests of the Theurgists.
-
- The test of wisdom is tricky, as there are NO books in the library about their
- philosophy; all the reading material is about the air spells. This makes
- answering the questions properly somewhat difficult.
-
- The key to the correct answers is to keep in mind the precepts of honesty,
- compassion, and humility. For instance, if you get the question about the
- dying commander, you would be honest and tell him the battle has been lost.
- Likewise, if you get the one about the prodigal, you welcome him back. If
- others are boasting about their favorite Titan, you keep your mouth shut and
- say nothing about Stratos. Etc. And, of course, you would prefer the breezy
- porch (Stratos being an air deity).
-
- The second test is fairly simple. You go to Windy Point (west of the village),
- climb up to the air symbol, and try not to fall off, by walking in the
- opposite direction to the one the wind is blowing you.
-
- Having passed those tests, you will be sent on to Stellos, who gives you the
- key to the silver mine under the monastery. This one is also simple; you just
- pick up as many pieces of silver ore as you want for air spells. You certainly
- want Fade From Sight, Reveal, Restoration, Hear Truth, and Aerial Servant. The
- rest are optional (Air Walk is special; you will get that from Stratos later).
-
- When you have all the silver you want, bop back to Tenebrae, have the
- blacksmith forge the symbols (free of charge!), then return to Argentrock to
- activate them on the altar in the monastery. Just put the foci on the altar,
- one at a time.
-
- Now you hear about Xavier's stolen healing focus. Well, there aren't many
- suspects, so it's pretty obvious the thief is Torwin. A little proof, however,
- would help. Talk to both Xavier and Stellos, mentioning that you have talked
- to Torwin. After hearing what they have to say, find Cyrrus, cast Hear Truth,
- and question him about Torwin. You'll learn that Torwin has gone to Windy
- Point. NOTE: Torwin does not appear at the Point until you hear about it from
- Cyrrus.
-
- Go there yourself, and witness Torwin's last moments. Tough luck on Torwin.
- Pick up the ring and the focus and return to town. Stellos will now send you
- on your final test, back under the monastery. Go west (left) when you get down
- there. Use Aerial Servant to bring the torax to your side of the chasm, then
- cast Restoration on it.
-
- That completes the tests, and now you are ready to meet Stratos. Sorry to say,
- this involves more jumping around. After the leap from Windy Point (yes, do
- have faith here), you will have to haul yourself from platform to platform
- until you reach Stratos. However, at least these platforms are stationary.
- Remember the route you took, because you will have to come this way again
- later in the game.
-
- Stratos gives you the Air Walk focus (already activated). At this point, you
- could use Reveal to see where the Breath of Wind is, and use Aerial Servant to
- grab it. I don't recommend this course of action, as once you take the Breath,
- ALL air spells, except Air Walk, stop working. These spells are handy, so
- don't take the Breath until you are ready for the end game (ie, have gotten
- the Tongue of Flame and Tear of Seas).
-
- That finishes Argentrock, and you don't need to return here again until you
- want the Breath.
-
- Interlude - Devon & Hydros
-
- Somewhere along the line when you return to Tenebrae, a guard stops you with
- the cheery news that Bentic has been executed and Devon arrested. It's a
- little late to help poor Bentic, but you can save Devon. Indeed, the game
- won't go much further if you don't rescue him.
-
- For that, you have to read Bentic's journal, which is in the evidence room in
- the palace cellar. This is the room at the far right side that has no apparent
- entrance. Use the secret door scroll to open a way in and read the journal.
-
- As soon as you finish, several guards will come in (talk about setups). It's
- best to go quietly; you can't defeat them in a fight. They hustle you to the
- docks, where Devon is on the verge of losing his head.
-
- Do be careful what you say here; do NOT use the "no birthright" line, as that
- will just get you and Devon killed. Announce instead that Devon is also a
- Tempest. When you've finished, the Queen will go bonkers, killing off Salkind
- and the guards, while knocking out everyone else, except Devon, who kills her.
-
- After he goes splashing off, make another trip to the catacomb caves to visit
- Hydros (there is no point to freeing Hydros before Devon has been saved,
- especially as the storms do awful things to the colors). NOTE: you must have
- gone through the Fate path and obtained the obelisk tip before Hydros will
- talk to you.
-
- You want to find a narrow passage that leads down to an electrical trap in the
- wall. Past the trap is a cave with a locked door. Use the Scion Key to open
- the door to Hydros' area. Jump across the bridges until you reach Hydros.
-
- She wants freedom before giving you any Tempest spells. Of course, she's
- lying, and why you'd want to trust someone (or thing) that has been trapped
- for centuries, I dunno. However, you do have to follow along and let her
- loose.
-
- On the west side of her cave is an entry to another cave. Look for a wall with
- spikes on top. There is a gap where one spike is missing; climb over that and
- through the "window" in the next cavern. Keep going until you come to the
- grave. Cast Open Earth on it, then use the recall device to return quickly to
- Hydros.
-
- After she sneeringly tells you you're lucky to escape with your life, zip back
- to Tenebrae and talk to Devon. He's usually to be found in the palace bedroom.
- If he's not there, try the dining areas.
-
- He figures that maybe the Sorcerers, who deal with Pyros, can help with
- controlling Hydros, and sends you to see them. Note that there is no way to
- get to the Sorcerer Enclave until Devon sends you there.
-
- Sorcerers
-
- The way to their place is, again, through the catacomb caverns. This time, you
- want the double door with spikes on top. The lever outside makes one door go
- down and the other one come up. There are two ways of getting by here.
-
- The first way is to pull the lever, move as close to the door as possible,
- then cast Aerial Servant on the lever and walk through as the door descends.
-
- The other way is to find the hard-to-see switch on the left-hand wall, that
- opens up a secret door on the right side of the wooden wall.
-
- Once past the door, you come to a cavern with lava. As you approach the edge
- of the lava, you will automatically see Berren and have a short chat with him.
- After he leaves, get as close to the edge of the lava as is safe, cast Air
- Walk, and jump to the stone island. Walk around to the left side and onto the
- the bit of stone sticking out that leads to the rest of the cave (this is what
- is not there when you come here too early).
-
- Continue on, jumping across the water, to the next cave, where the Sorcerers
- reside. There aren't many to talk to here, either. The main ones are Bane and
- Vardion. Both want to do away with the other, and both will ask you for the
- same thing, the other's true name. Ally yourself with Bane and tell her
- Vardion's true name. After she kills him off and talks herself out of trouble
- with Malchir, she gives you the key to the library and tells you to study up
- on spells.
-
- You probably noticed that the game manual doesn't have much to say about the
- details of Sorcerer spells. Unfortunately, you will have to write down on your
- own the constituents of all the spells, as well as the placement of candles
- and reagents.
-
- When you've done that and read all the other books, return to Vardion's house,
- where Bane is now in residence as First Acolyte. She will ask you to enchant
- items with three spells. Since an item can only hold one type of spell, it is
- best to use three items for this.
-
- Things to keep in mind when enchanting: the library books only mention
- placement of the red candles. You must use black candles, too. All the points
- of the pentagram that do not have red candles must have black ones. All
- candles around the pentagram must be lit.
-
- Placing the reagents is a pain. They must be in exactly the right spot,
- especially if they are next to a candle. And since there are times when you
- can be too close to pick something up (as well as too far away), the
- enchanting process can be excruciating, especially if "Something is not
- right", and you have to sit there and figure out what. A lot of patience will
- be needed here.
-
- After you complete this test, Bane will send you on to Malchir for the run
- through the Obsidian Fortress. You can make some extra spells before you take
- off, or wait until you're into the tests, as you'll have an opportunity or two
- to enchant items along the way.
-
- Useful spells to have are Flash, Armor of Flames, Endure Heat, Extinguish,
- Ignite, and Banish Demon. For the final test with Malchir, you will also need
- Flame Bolt, Explosion, and Summon Demon. You will find a talisman for
- summoning a demon in the tests, so you don't need to make one of your own.
- However, as you will be running into demons in the fortress, it's wise to have
- a talisman with several Banish spells handy.
-
- The Extinguish and Ignite spells can be put on the symbols. All the other
- spells should go into rods or wands. You may want to have an extra rod of
- Flash spells, as these come in very handy, and not only in the tests. Be sure
- to pick up and keep with you an extra red candle.
-
- At the fortress, Malchir greets you and then conjures up a couple of demons to
- make your life more fun. I simply evaded them and ran into the next room,
- saving the banish spells for later on.
-
- There is a demon here, too, but this one is nonhostile. He allows you to use
- the pentagram and supplies to enchant items if you so desire. When you're done
- with that (or have bypassed it if you've got everything you need), walk to the
- far end of the room to be teleported to the tests.
-
- In each test, you must find and take a blue pentagram symbol. When you have
- all four of them, return to the starting room and step on the rock pad to
- return to the demon. After talking to him, you can take the teleport again,
- this time to Malchir's sanctum.
-
- Each test begins at a plaque naming the spell you will need to get through it
- safely. The tests are fairly simple in themselves, so long as you observe
- reasonable care. I found that using Fade From Sight was very handy during the
- tests, as not even demons can see you when you're invisible.
-
- Endure Heat
-
- Make your way through the narrow area (a real pain), avoiding or Granting
- Peace to the undead. When you reach the lava, cast Endure Heat, and splash
- carefully along to the end. Banish the demon, then climb up and use a detrap
- spell on the chest before opening. The symbol is inside.
-
- Armor of Flames
-
- The entire area is full of flame bombs and fireballs, as well as spiders and
- the occasional demon. Moving fast is a necessity here, as the AoF spell won't
- last forever. There are two things you want to find here. One is the talisman
- with a Summon Demon on it. The other is a pentagram with a demon shield on it.
- The symbol is due south of the shield.
-
- You want that shield, by the way, because once equipped, it functions the same
- way as the Armor of Flames spell. You will have to banish the demon in the
- vicinity before you can grab the shield.
-
- Flash
-
- This is an easy one. Just use Flash to get past the spike balls and fire
- mushrooms. Be careful about position, though. You won't be able to flash to a
- new spot if something, such as a stalactite, is directly in your way.
-
- Along this path, you will find Flame Sting on the floor, guarded by a demon.
- Banish that, grab the sword, and continue to the end of the passage, where you
- will find the third symbol.
-
- Extinguish
-
- Find your way to the flaming pentagram (being careful of the Troll; I used
- invisibility here myself, and had no problems). This one is a little tricky.
- You must use extinguish on the *candles* (all of them), not the big flames.
- When the last candle goes out, all the flames will go out as well, allowing
- you to take the magic helm and the symbol below it.
-
- Malchir & Tongue of Flame
-
- When you complete the Obsidian Fortress and enter the Sanctum, Malchir gives
- you the final test, which is to cast three nasty spells at him. Then he
- returns the favor by calling up a demon that you must banish yourself.
-
- Right after that, you go automatically to the Ritual of Flame. It is for this
- that you need the red candle and the Ignite spell. Just follow along, doing as
- everyone else does, watching the sequence play itself out.
-
- When it's all over, you might as well finish up here by getting the Tongue of
- Flame. Unfortunately, the only way to do this is by killing Malchir, as he has
- the Tongue on his person. You can return to the Sanctum and fight it out with
- him, or you can go there invisibly, bop him a couple of times with Slayer, and
- be done with it the easy way.
-
- One thing you must be certain to do is read the book, "The Destruction of The
- Temple". This book has the only mention of the "Tear of Seas". Until you have
- read the book, you won't be able to get the Tear from Devon.
-
- So take the Tongue, anything else you may want, and leave the Sanctum. Go to
- the big outdoor pentagram (where the Ritual of Flame was performed), and toss
- the Tongue into it. After the fireworks stop (Pyros has been freed), take the
- Tongue back, return all the way to the double doors, and use the recall item
- to get to Tenebrae.
-
- Tear of Seas & Cleaning Up
-
- Once again in Tenebrae, find Devon and talk about the blackrock fragment.
- Eventually, he'll recall the odd rock he found, and give you the key to the
- chest it's in. This chest is in the palace, in a room on the left-hand side.
- Only Devon's key, by the way, can open this chest.
-
- By now you have the obelisk tip, Heart of Earth, Tear of Seas, and Tongue of
- Flame, so it's time to say farewell to the air spells by returning to
- Argentrock Isle, making the laborious jumps to Stratos, and swiping the Breath
- of Air (I tried using Flash several times here to cut down on the jumps, but
- it didn't work too well; the game insisted on dropping me in the wrong places,
- where I promptly fell to my death).
-
- Now you have all the pieces, so pop over to the Plateau. Talk to Mythran once,
- showing him the Tongue of Flame. Then talk to him a second time (new
- conversation), and say you want to re-create the gate. He will offer you the
- Ethereal Travel spell (he will only do this when you have all the pieces, the
- two titans have been freed, and he's seen the Tongue).
-
- Reading the book once activates the spell. Clicking on the book again after
- that will send you to the Void, from which there is no return (recall will not
- work here), so be sure you have everything you need/want before leaving. You
- won't need money or gems where you're going, so you can drop any excess to
- lighten your load. Also, as the air spells don't work now (others still do),
- you can dump all the air foci except for Air Walk.
-
- End Game
-
- The Void has a large pentagram and four paths off it. These, of course, lead
- to the four titans. You can do them in any order. However, it is vital that
- you remember which path leads to which titan, as this determines the order of
- the blackrock fragments around the pentagram. You can start by placing the
- obelisk tip at Aphelion. This will be activated last, when the other pieces
- are in place. Putting it here now just gets it out of your way and sets up for
- later. Okay, okay, the positions of the four activated fragments are: Breath
- SW, Tongue NW, Tear NE, and Heart SE.
-
- Hydros
-
- You arrive on a small, rocky, island with a lot of sinking stones around it.
- As you might expect, the right one to start with is the sinking stone farthest
- from where you arrived (roughly west northwest). Simply jump (or occasionally
- Flash) along until you come to a familiar place, namely the symbol of Hydros.
- Have the Tear ready. When Hydros appears, double-click on the Tear, then
- position the crosshair on her and click once. After her power is absorbed,
- you'll be ported automatically back to the pentagram. Place the activated Tear
- on the pentagram, and continue to the next titan.
-
- Stratos
-
- Yes, more jumping and Flashing (I will NOT make jokes ;). You do have to be
- very careful here, as some of the stones break away when you step on them.
- This is especially true of the stones around the pieces of magic armor (which
- I ignored, having all magic armor by this time). You just keep on going until
- you reach Stratos, and do the same to her with the Breath that you did to
- Hydros with the Tear.
-
- Pyros
-
- This one is a little more elaborate. Jump north across the lava from where you
- start. Go east, then south, watching for broken bridges. Take the second one,
- jumping or flashing over. On the other side, go east, then north to the dead
- forest. Keep an eye on the ground for little lava holes. I found it safest and
- fastest to walk along the outside southern edge of the forest.
-
- At the end, up a small flight of stairs, is a jewelry box with ten white balls
- in it. Be careful in this area, as the ground is not stable, and you might
- fall through into a lava pit. Since demons wander around here, I suggest
- taking the entire box and getting away quickly.
-
- Go back the way you came, over the bridge, and north to the design with
- flashing colors. Put one ball on each color. When all the balls have vanished,
- a series of stepping (jumping?) stones appears in the lava. Flash is good to
- use here to get over them.
-
- At the end, have the Tongue ready for your meeting with Pyros. He summons up a
- pair of demons to deal with you. The simple way to handle this situation is to
- drink an invis potion or use an invis scroll just before you walk up to Pyros.
- The demons can't see you, and you'll be able to take care of the titan without
- interference.
-
- Lithos
-
- This one is perhaps the most difficult, as you have to make your way through
- a series of caves, and unlike the others, the location of Lithos is not
- readily apparent. I didn't make note of the directions (it was somewhat
- confusing as it was), but you want to keep going until you come to the place
- with the lava and stones. I found that you don't have to jump the stones; you
- can walk around the edge of the lava and reach the other side that way.
-
- Then continue on, until you come to a cave with a triangular corner in the
- north wall. That is where Lithos appears, so be sure the Heart is ready.
-
- Finale
-
- Once the four activated blackrock fragments have been placed on the pentagram,
- along with the obelisk tip, double-click on the tip, then on yourself. This
- activates the tip, and automatically brings the black gate into existence.
- Step through, and you're finally done.
-
- Neat Weapons
-
- There are several magic weapons in the game. Since even at max strength your
- carrying capacity will be limited, you probably won't be lugging all of these
- around, and besides, you can only use one weapon at a time anyway.
-
- Hammer of Strength - This is in a cave west of where you exit onto the
- Plateau. Just follow the mountain edge west and you'll come to it; usually,
- there is a changeling or two in the vicinity. Just dodge them and enter the
- cave. There are a lot of traps here, so be careful. The hammer is in a chest
- to the SE of a pair of big double doors (I never got them open myself). The
- skeleton warrior on guard will not attack until you pass him. The chest is
- trapped, so you will want to run down to the end of the passage and get the
- detrap scroll from the body. I suggest waiting until after you've seen
- Mythran, so you can use the recall device to get out of here quickly. Note:
- the Hammer does not actually increase your character's strength, but it is
- magical and will hit anything.
-
- Mace Slayer - Out of the city, on the east side, is a ruined hut with a body
- in it. Walk far enough in and you'll fall through the floor. This will land
- you in a cave. Proceed generally west from here, keeping one step ahead of the
- trolls and other critters. The way is long and hard, but these areas are
- small, and if you are thorough, you won't have too much trouble finding
- Slayer. Slayer can deliver a killing blow to anything; when it does, you will
- hear a thunderclap. It usually takes several shots, however, before this
- happens.
-
- Sword Protector - This is in the closed-up house under the monastery on
- Argentrock Isle. You must use the secret door scroll to open the way inside.
- Protector adds five points to your armor class when equipped.
-
- Axe Deceiver - This is across the sinking stones south of Stone Cove. It adds
- 2 points to armor protection.
-
- Sword Flame Sting - This is in one of the tests of the Sorcerers. You'll find
- it just lying there on the ground, ready for taking, so long as you manage to
- elude or banish the nearby demon. It's one of the neatest weapons in the game,
- as when you use it, it causes a wall of fire to appear around the target,
- helping the cause with a little immolation.
-
- Sword of Striking - This is in the lair of the Master of the Sorcerers. I
- didn't use this one too much myself, having become enamored of Flame Sting for
- some reason ;). It does seem to hit well, however.
-
- Ultima VIII: Pagan is copyrighted 1994 by Origin Systems Inc.
- This walkthru is copyrighted 1994 by Scorpia, all rights reserved.
-