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1994-04-21
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From netcom.com!gfab Wed Apr 13 17:57:45 1994
Xref: netcom.com comp.sys.ibm.pc.games.rpg:21244
Newsgroups: comp.sys.ibm.pc.games.rpg
Path: netcom.com!gfab
From: gfab@netcom.com (Dan Fabulich)
Subject: U8: New Walkthrough (Beta)
Message-ID: <gfabCo6I33.3oL@netcom.com>
Organization: NETCOM On-line Communication Services (408 241-9760 guest)
X-Newsreader: TIN [version 1.2 PL1]
Date: Wed, 13 Apr 1994 03:37:51 GMT
Lines: 1188
Hi! I've taken a look at two walkthroughs so far, and so far I've been
more than slightly unimpressed.
The first I saw was EXTREMELY short, and didn't cover a lot of the items
in the game. It almost never gave directions, and it would often tell
you to "solve X puzzle" rather than telling you how to solve it outright.
The next I saw sort of assumed you'd be using the cheat, a neat trick
considering you have to beat the game first to use it. There was still a
little bit of that "solve X puzzle," though it was more often used
together with information on where to find information on how to solve it.
Well, I've decided to write my own. This is just a beta version, meaning
that I haven't tested it very thoroughly. If you want, please take it
and use to to your heart's content, and PLEASE write back telling me of
any errors, questions or comments you feel inspired to inform me of. My
E-mail address is gfab@netcom.com.
Here goes:
U8 WALKTHROUGH
---------------------------
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
38 Retrieve Tear of Seas
Plateau:
4 Locate Mythran
5 Get Recall Item and Scroll
6 Activate "Plateau" Teleporter
37 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
39 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
30 Retrieve Breath of Air
Demon's Crag:
31 Activate "Demon's Crag" Teleporter
32 Help Bane
33 Take First Test
34 Take Second Test
35 Take Third Test
36 Retrieve Tongue of Flame
Ethereal Void:
41 Defeat Stratos
42 Defeat Hydros
43 Defeat Pyros
44 Defeat Lithos
45 Win
------------
GENERAL INFO
------------
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 home,
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.
-----------
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
Return to Central Tenebrae. Go north at the fork, and turn
east at the double-doors inside the palace. Turn north into
the mess hall, and then exit west. Turn north and continue
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 eastern 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 run and take the damage, resting as you
go. When you reach the north-center of the room, you should
open the chest there and take the key. The return trip is
much simpler, as the forcefields seem to be a LITTLE bit
late if you take them at a running pace.
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 northernmost lever and the chest will be
available. 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. Take this passage and then turn east 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, 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
step on them in this pattern: 313 212 312 321 313 212 323
123 132 212.
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 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 northeast exit
from Stone Cove, 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.
30 Retrieve Breath of Air
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.
31 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. Double-click
on the Breath of Air and target it on yourself, then cast
"Aerial Servant" on the lever. Continue south, opening that
door with the Key of the Scion.
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.
32 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.
33 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.
34 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.
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 "Summon Daemon" pentacle in 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 Flame Sting.
Return to the gate, and talk to the daemon at the eastern
end of the passage. Return to the gate.
35 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.
36 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.
37 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."
38 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.
39 Retrieve Heart of Earth
Recall to Hall of Mountain King and run to Stone Cove. Cast
"Summon Golem" and tell him to open the 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.
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
Pericloven 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
-------------
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
Air Magic:
Double-Click on enchanted focus to release spell. To cast after
Breath of Air has been taken, double-click on the breath and
target it on self before casting.
Ether Magic:
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
twice, the first time is to enchant the book.
--
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< (310) 822-5801 | ---------------------------------------------- >
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