ULTIMA
VIII PAGAN
WALKTHROUGH
Intro
Talk
to Devon. He knows some basic historical information. Talk to him
until he tells you to go to Bentic in East Tenebrae. Roll up the
bedroll and put it in your backpack. Go west to the docks.
HINT:
Get the key in far east corner behind a big mushroom up against a big
wall, unlock the chest in the wooden ruins and get the helmet. The
skeletal remains in this chest hold several death disks. To use a
disk, double click on it, then click on the target. The Avatar will
throw the disk at the target. If there is any obstruction in the way,
then it will hit it and explode. If the Avatar is too close then he
will take damage from the explosion.
Execution
Approach
the execution area on the dock. Watch the execution. Shaana
decapitates Toran. Rhian sobs over her husband's body. Answer Tarna's
interrogation questions. Go to Tenebrae to the north.
Answer
the gate guard's questions and enter Tenebrae.
Tenebrae
and Plateau
Talk
to the townspeople. Kilandra (in Fisherman's Reef west of West
Tenebrae) has opinions about Mordea's despotic rule, and Orlok (in
West Tenebrae) mentions the past reign of the Necromancers. Activate
the Recall Pad on top of Mordea's Palace (a large red castle) by
walking near or on it. Recall Pads are square gray platforms that
raise and animate an X on top of them as well as have animating
pixels under them.
EXTRA:
In the southeastern tower of the castle there is a key ring inside a
basket that is inside a barrel. The key ring helps because, no matter
how many keys are on the ring, it always weighs one stone, and it
keeps your keys organized and cannot be lost.
Talk
to Bentic. He is in the library in East Tenebrae, just go through the
“upper” east gate. The library is the first building to the north
of the path. Bentic is either upstairs or at one of the two "table
desks" down stairs.
Ask about "Pagan".
Tell him "I thought this
place was Tenebrae."
Tell him you wish to leave Pagan.
Ask about Mythran.
Ask where Mythran lives.
Go
to the cave Bentic describes. To get there, return to the castle,
then leave the castle by the north exit. Go straight north through
Herdsman's Valley and enter the cave on the face of the cliff there.
To get through the cave, begin by crossing the water by jumping from
stone to stone, then head south.
HINT:
In this cavern, ANY skeletal remains that are wearing pants have
potions or other items on them.
You
will come to a large lever on a platform. Throwing this lever does
nothing until you cross the rope bridge to the west and throw all the
small levers the do not have skulls in front of them. Throw the large
lever to open the gate to the south.
Talk
to Mythran.
Tell him "I have many
questions."
Tell him you wish to leave Pagan.
Mythran will ask you if you are
serious or just testing him, reply that you wish to leave Pagan.
Get
the Recall Item and a healing potion from Mythran. Then activate
Mythran's recall pad (upstairs on the front balcony). Use the Recall
Item (double-click it) and it will give you a list of all Recall Pads
triggered so far. Click on "Tenebrae" and you will return
to the palace.
EXTRA:
Get Korghin's Fang. It is in a downstairs room with two big casks, in
a backpack next to a coiled rope on the southern table. The backpack
also contains a bedroll and some money. Korghin's Fang is a dagger
with increased accuracy, and the damage of a long sword.
Graveyard
From
Central Tenebrae, head east into East Tenebrae. Exit Tenebrae to the
east and you will be on the East Road. Simply follow it as it turns
north and you will find the entrance to the Cemetery.
NOTE:
The East Road has many ghouls, skeletons, and changelings in a pit.
This is an excellent time to run around killing things to raise your
strength and dexterity. This is also where you will return later to
find the Executioner's Hood reagent.
Talk
to Vividos.
He tells you about the
Necromancers' past, and also about the dagger which was taken from
them by Mordea.
Ask about joining them. Continue
to ask about the necromancers until the question "What about
Mordea?" comes up.
Ask about the dagger.
Offer to get the dagger.
Use the Recall Item to return to
the Palace.
Talk to Aramina, Mordea's servant.
She will tell you to meet her at her house at Bloodwatch (midnight).
Go
to Aramina's house. It is in southern East Tenebrae, just west of
Salkind's house (the large house with the stone wall around it). If
Aramina is not there, WALK UNITL HER HOUSE IS OFF THE SCREEN, the use
your bedroll to sleep for an hour. Come back and try again. If you
sleep in or near her house, she will not talk to you about the
dagger.
Ask about the dagger.
Promise she won't get in trouble.
Get the key.
In
Mordea's throne room there is a cushion (a black square with the
skull on it) on a table on the western side of the room. Under that
cushion is a key that will allow you to gain you access to Mordea's
bedroom. Go to Mordea's bedroom. It is safest to go when she is
eating in the dining room. If she is asleep, she won't wake up unless
you step on the carpet. Just hug the west wall.
Open
the inner door with Aramina's key.
Open
the chest in the closet with Aramina's key.
Get
the Ceremonial Dagger.
Return
to Vividos in the graveyard, and give him the dagger.
Ask if he is the Necromancer.
Ask what a Scion is.
Accept his offer to become his
apprentice.
Offer to get the reagents for
Vividos.
Get
a sample of Executioner's Hood. This can be found in the center of
the changeling's pit near the East Road.
Get
the Dead Man's Elbow from near the ruined house in the far north
corner of West Tenebrae. There is a ghost that haunts this house, but
it will not attack if you do not go into combat mode. Dead Man's
Elbow looks like a crooked, upside-down Y. THIS IS NOT THE SAME AS
THE "WOOD" REAGENT. THIS IS SIMPLY THE STICK THAT VIVIDOS
WANTS.
Return
to Vividos and give him the reagents.
Get
the Key of the Caretaker from Vividos. You are now a Necromancer and
can cast spells.
Get
all of the reagents and bags in the house. Read all of the books
upstairs, they will teach you how to cast your first few Necromancy
spells. TAKE NOTES!
Change
in Rule
As
you re-enter Tenebrae, the guard on the East Road will stop you and
tell you that Bentic has been executed, and Devon is in jail. Go to
the jail, which is in the basement of the palace. Use the switch
beside the prison door to open it. Talk to Devon and tell him you
will help him learn Mordea's motivation.
Talk
to Salkind. Learn that the logbook is kept in his room. Read the
logbook. It mentions “forbidden” research, sealed in the dungeon
behind magically locked doors.
Use
the Recall Item to return to Mythran's house.
Talk
to Mythran. Get the “Secret Door” Scroll from the jewelry box
upstairs, or buy it from Mythran for 50 coins. Get the ceremonial
shield from a wall upstairs. There is a book about it nearby.
Use
the Recall Item to return to the palace (don’t you love that
thing?) Go back to the jail and use the “Secret Door” Scroll next
to the room that does not have a door. Read Bentic's research. The
palace guards discover and arrest you. A lot of players panic here,
but it's part of the plot.
As
you are hauled to the docks for a double execution, explain to the
people on the docks that Devon is Mordea's older brother, and thus
rightful ruler of Tenebrae. Devon will use his new-found Tempest
powers to destroy Mordea in one of the coolest sequences of the game.
Necromancers
Return
to Vividos' Cemetery. Along the north mountain wall there is a fence
with a building behind it. Go through the gate (RUN because if you
walk, a ghost will pop up and block your way) and walk around the
east side of the building until you come to double doors. Go in and
you will find a corridor of pillars leading to the northern mountain
wall.
Create
a hole in the building's north wall by casting the “Open Earth”
spell. The mountain wall will crumble to reveal a passage through the
rock. Walk through and you will be in the first chamber of the Upper
Catacombs.
You
are looking for a small building WITHOUT a roof. There is a ghoul and
a jewelry box inside. Once you walk near, the ghoul will wake up.
Walk in and the Avatar will fall through the floor to the
Necromancer's area.
EXTRA:
In the jewelry box are magic leggings and coins, to get them you have
to walk in. When the floor drops, click and hold the left button. The
Avatar will then be hanging on the other side of the hole. Quickly
release then click and hold the left button, and the Avatar will pull
himself up. You will have to kill the ghoul in order to get the
jewelry box. Then drop into the hole, which takes you to the
Necromancers.
HINT:
If you know that you will have to cast a spell several times, make
the spell chits ahead of time. The spell chits weigh less than the
reagents necessary to make the chit in the first place.
Cast
“Death Speak” on each Necromancer as you find them. This allows
the Avatar to speak to them.
Learn
the “Mask of Death” spell from the first Necromancer. This spell
requires Wood & Executioner's Hood. At this point you will leave
the Necromancer and head northeast until you find a ridge that
previously had spikes on top of it blocking your way. Climb over and
jump down, to find a kith waiting for you. Either run around the kith
or kill it. At this point there will be three Daemons. You can either
cast Mask of Death and they will leave you alone, or you can run
around them.
The
second Necromancer is located northeast of the Daemons along the west
wall. Cast Death Speak on him and he will teach you “Rock Flesh”.
This requires Wood and Dirt. As soon as you learn the spell, cast it
and head north then west. The Avatar will be struck five times going
down the corridor but it will not kill him as long as he keeps
running.
You
will find the third Necromancer. Cast “Death Speak” on him and
learn the “Summon Dead” spell. This requires Blood, Bone, and
Wood. Once you learn this spell you will be teleported to a small
raised plateau.
HINT:
There are several skeletal remains here that contain reagents, and a
shield.
Go
to the east through the electrical fences. There will be a chasm with
several ghouls and a skeleton waiting on the other side. The next
plateau hatches another skeleton.
HINT:
If you do not have a magic weapon (which can kill them for good), the
best way to get rid of skeletons here is to knock them down into a
stack of bones, then throw them over the side. THIS CAN BE DIFFICULT.
Just make sure the monsters are away from you before you talk to the
Necromancer.
Learn
the “Grant Peace” spell from the fourth Necromancer. This
requires Blackmoor and Executioner's Hood. You are then teleported,
once you reach your destination, head north. You should encounter
changelings, and right on the other side of them is a big green
square of grass with a structure in the middle. The structure has no
top, two chests, and two candelabras outside of it. In these chests
are reagents, the surrounding area is full of reagents as well.
Entering the structure from the south will teleport you to another
area. This area has water and lava with plenty 'o' lava mortars going
off all around the avatar. DO NOT STOP FOR LONG ON THIS MAP, YOU WILL
BE KILLED BY THE MORTARS. Once you appear, run to the south until you
see a set of stairs to the north. At the top of the stairs there is
magic armor and a bag. Head north and west until you come to lava. To
the north is a place behind the wall where mortars cannot reach you
unless the avatar is fully visible. Jump west across the lava to the
other side, climb up on the raised walkway in the lava. Follow the
walkway to the west then north until you come to the end. To the east
is another raised platform. Once you jump to it the avatar is
teleported to another map 'o' mortars. Head west and south then west
again until you come to the fifth Necromancer.
Learn
the “Withstand Death” spell from the fifth Necromancer. It
requires Wood, Dirt and Blackmoor. Head west and north, along your
path will be a small building with a switch on the outside. This
switch opens a gate to the east to gain access to a larger switch.
(all this does is release a skeleton from the small building) Then
head west and then north. Follow the northeastern wall until you come
to a shooter with no apparent way around. At this time cast
“Withstand Death” and walk through. (If you go along the west
wall you will be blocked by stalagmites) Once past the shooter head
west then north, then head east and once again north. you will come
up on a building with stairs to the north. Go inside the building to
find the sixth Necromancer.
Learn
the “Create Golem” spell from the sixth necromancer. This
requires Blood, Bone, Wood, Dirt, and Blackmoor. Go outside the
building and head for the stairs. A ghost will appear at the bottom
of the stairs. You can either cast “Grant Peace” on him or run
around and climb up on the stairs from the north side. Once you go
through the doorway you will be teleported to the upper catacombs. At
this point check your hit points! You will have to make the Avatar
fall off of the wall that he is currently standing on, (this could
result in the Avatar's death upon landing if hit points are low.)
From here head south, west, south, and then east, this will leave you
at a door leading to a cavern.
HINT:
On the cavern floors, there are puddles of water that should be
avoided at all costs. If the Avatar walks on these areas he will fall
to his death in lava. Walking along the outer walls is highly
advisable!
Earth
Once
you go through these doors head immediately south. You will have to
find a large door flanked by red pillars with bluish-gray spikes on
top. Near this door is a small crevice that the Avatar must walk
through. Continue south. Pull the lever to open the gate and go
through the unlocked door. This is the only unlocked door in this
area. You are now in Stone Cove. There should be three exits: the
cave entrance that you just came through, a large set of double doors
in the center, and a smaller door to the right.
Cast
“Create Golem” and tell the golem to open the large double doors.
Go through them to the Hall of the Mountain King.
Head
north and jump over a chasm. Look for an area that has a checkered
floor. Climb over the wall and throw the switch next to the throne.
(The switch outside the wall does NOTHING.) Either kill the ghouls
that pop up or run around them. Go back close to the beginning then
head west. There will be a bridge that formed from throwing that
switch. (Watch out- the pads that make up the bridge fade in and
out.) Run around the golem and follow the passage. Next you will come
upon platforms that are floating back and forth. Just jump across
each one individually. You will now be forced to deal with yet
another golem, lure him down to the south then run around him to the
north. This will give you time to gauge and jump to platforms that
are appearing and disappearing. After two disappearing platforms
there are solid platforms. (I recommend that you save at these
stationary points.) Once across the platforms, head to the north
until you come to the force fields. The force fields are easily
recognizable by the Avatar being thrown backwards by blue walls that
appear and zap the Avatar.
HINT:
Pick up the abundant mushrooms in the area and throw them through
where you think a field may be. Also, if you have a couple of purple
potions, take one and run half way through, stop and take another and
run the rest of the way to the north end.
Go
through the maze of force fields to find a chest at the north end. In
this chest is a key and a gem of protection for returning through the
fields. Take both and head back through the fields and then follow
the west wall looking for a door that can be opened by that key.
Follow the corridor west, then south, then west again. When the
cavern opens up again wider, head north, you will see water with
stepping stones. Jump one by one to get across.
HINT:
Once you reach the water, go west along the edge of the water, once
you can no longer see the avatar take about three more steps then
jump west, and continue to follow the edge of the water all the way
around to the other side.
Now
you are in a long hallway to the north, this is the hall way with
very difficult to see passages to the west. The first hard to see
passage opens up to a cavern with changelings, blue force fields and
a chest in the south corners. Move the potions around to find a key.
Take the key and go back out to the main hall again, and head north.
Look for the second hard to see passage to the west.
HINT:
At the far north end of this passage is two fading platforms that
take you to an island with an earth symbol. DO NOT GO OUT HERE!! You
will be teleported back to the beginning of the hall of the mountain
king. There is nothing worth going out here for. If you go far enough
to find a troll, then you have gone too far.
Go
down that passage, and once this cavern opens up you have no choice
but to go north and jump some water. On the other side is a locked
door that the key you found will open.
Go
through the door and then head west to the end of the passage. To the
south at this point are more moving platforms. To get across here you
have to jump to the first platform then jump at an angle to the
second. Then to the land itself, DO NOT JUMP TO THE THIRD PLATFORM.
The only difficulty here is jumping to the land when the platform is
not in the way. From here Lithos is to the north.
HINT:
Go south and look for the recall teleporter so that you can activate
it for later use. But watch out for the big land symbol on the
ground. This will send you back to the beginning of the Hall of the
Mountain King. THIS IS NOT GOOD!
Go
north and talk to Lithos.
Ask to be Lithos' apprentice.
Agree to perform the Ritual of
Interment.
Return
to Vividos.
Talk
to Vividos about interring Lothian.
Get
the Key of the Scion from Vividos.
Go
to the north end of the Cemetery to find Lothian laying in front of a
table with candles around. JUST DOUBLE CLICK ON THE BODY AND IT WILL
BE INTERRED. Talk to Vividos again and agree to go on his pilgrimage
to find the Birthplace of Moriens. Agree to go on Vividos'
pilgrimage.
Get
the Heart of Earth. Go back to Stone Cove. The door on the far right
side with the spikes on top of the walls is now your destination. Use
the Key of the Scion to open this door. Go in and immediately go
southwest to find a large ruined wall with tall doors. Create another
golem to open these doors. Run in and climb up on the edge of the
center arena, go to the center of the arena and cast Open Earth in
front of the tombstone. The earth will open up and the Heart of Earth
will be there.
Zealans
Return
to the catacombs and head north east until You find an H-shaped
building with doors on the east side. The nameplate differs depending
on the version. In early versions, it reads "Towards Fate Do You
Travel". Later versions read "To Moriens", or
"Birthplace of Moriens". This building is recognizable by
the natural cave wall to the north. Now find your way to the north
west to find double doors with a barrel to the left. There is a book
just to the south of these doors that talks about the shield and the
Zealans. Go north, then slightly northwest past some rolling spiked
balls, then north again. Go east, at the end of the hall is a room
with four levers and a chest.
HINT:
The skull candles can be moved off screen to disable the trap here.
Flip
the levers to lower the gates. This is trial and error. If the screen
flips upside down, don't worry just flip the same lever and the
screen will return right side up. Open the chest and take the key.
Use the key on the door to the north. Continue north (watch out for
shooters) then east and south again. At this point to the west there
is a chest (IT IS TRAPPED). Within this chest is the Skull of Quakes.
Take the skull for later. Head back the way you came and instead of
going back through the shooters, head north, then west, and then
south, west, south, and west to the end of the hallway. To the north
from here there are two alcoves. The one to the right has a
gravestone. Cast open earth and the grave will collapse. Drop down
and go south then north east. You will come upon a room with a gate
to the north, a table, and multi-colored rolling spheres. There is a
platform on the other side of the fence and to the left. Stand on the
skull so you can throw the marbles on the floor far enough to trigger
the touch plate. This will open the gate so that you may continue.
There are platforms to the left and the right. Go to the left, and
underneath the platform you will find a key back in the southwestern
corner that opens the chest to the south. Go to the other platform
and go under the southwestern part to find a chest that has a key to
open the chest to the north. Now go to the north into another cavern
hallway then east to find the stairway puzzle along the north wall
(refer to maps). The object is to get the stairs built in the middle-
the actual puzzle is a variation on the old "Towers of Hanoi"
puzzle in that you can only put a smaller stair on top of a larger
stair. This is accomplished by triggering the touch plates using the
clock (or by having the Avatar stand on them). If the touchpads were
numbered 1, 2, and 3 going from left to right, this would be the most
direct solution: 313-212-312-321-313-212-132-312-313-212. This
solution was broken up into threes simply to make it easier to read.
A
doorway will open at the top of the stairs. Climb to the top then
cast “Rock Flesh” before you walk the Avatar through the two
light beams here. Go down the stairs then west to find a set of tall
double doors. The Key of the Scion opens these doors. The next set of
doors just opens if you double click on them.
Get
the key from under the skeleton near the statues on a bench. (This
key opens all of the short double doors in this cavern, they are
short cuts through the walls.)
Talk
to Zealan statues. They recognize the Shield from Mythran's house IF
YOU LAY IT ON THE ALTER IN FRONT OF THE STATUES. They tell you to
enter the Tomb of Kumash-Gor. Use an Opening Scroll (from Mythran) to
go through the door behind them. Defeat Khumash-Gor (he will appear
as a ghost) by using the “Grant Peace” spell, or smacking him
REALLY hard with a magical weapon. Once you destroy the ghost,
Kumash-Gor's scimitar will be lying where the ghost once was, take
it.
Get
the Obelisk Tip, which is in one of the SMALL chests behind the
throne of Kumash-Gor. Talk to the Zealan statues again. They tell you
they know your goals and potential. They mention Ether, the Fifth
Titan, and that such a status is your “destiny.” They also tell
you to seek out the Titans of Water and Air. Return to the Catacombs.
Use
the Skull of Quakes on the red hole in the wall in the Upper
Catacombs. This will cause the screen to go black while everything is
shaking. Once the screen fades back in, there will be a hole in the
floor to the east of the avatar. Go down the stairs and through the
door at the bottom and walk near the Recall Pad to activate it.
Air
Return
back into the catacombs and on to upper catacombs II again in the
southern most tip of the upper catacombs. (the natural looking area)
. Go south again like you are going to stone cove. half way there,
there is an entrance to the east. You will find yourself teleported
to Argentrock Isle. Cross the bridge and look for the teleporter
directly north. (south of the abbey outside the wall).
Talk
to Xavier. He normally hangs out around the entrance to the abbey.
Ask for enlightenment.
Pass the common sense test (books
in the main building of the abbey contain stories teaching common
sense).
THE
FOLLOWING ARE THE ANSWERS TO THE TEST: Comfort children, look for
honesty in companions, welcome your child, tell the truth, enjoy
breezy evenings on the porch, sacrifice your sight to heal the sick,
say that weapons destroy but wit builds, don't brag, tend the
injured, and always give truthful testimony.
At
this time ask to take the second test. He will tell you to go to
windy point which is west of town. The Test of Centerness is
comprised of a tall platform with a symbol on the top. Climb up to
the top and the test begins. Maneuver the avatar to stay on the
platform until the wind stops.
HINT:
Do not use full arrow during this test unless absolutely necessary.
Remember that the center of where the arrow (cursor) originates is
the symbol, NOT the avatar.
Once
you pass the test, return to Xavier.
Talk
to Xavier. He should send you to Stellos.
Talk
to Stellos. He tells you to prepare for the next test by constructing
your foci.
Get
the key to the testing room from him. He will send you to go below
the main building. The stairs are located in the kitchen of that
building. once you are in the cavern head east to the locked door,
use the key that Stellos gave you and enter. In this cavern, find
EIGHT pieces of "Silver Ore". The silver ore looks just
like the other light gray stones in this cavern but smaller.
Use
the teleporter item to return to Central Tenebrae. Go to West
Tenebrae and find Korick, he is in the southwestern portion of town
in a large one-story rock building. Have him make the foci. Be
patient and careful because you have to ask him TO MAKE EACH
INDIVIDUAL PIECE.
WARNING:
Korick WILL make duplicate foci and you WILL be left with one foci
short of a complete set due to lack of silver ore!
Now
return to Argentrock Isle via the recall item.
Place
each foci on the Altar of Focus to charge them. The altar is located
in the main room of the main building, Just lay the focus on the
alter and a ring of pixel pretty stuff will happen and your foci are
charged.
Study
spells in the Monastery upstairs in the main building.
Talk
to Torwin and go through his entire conversation.
Talk
to Stellos and tell him that you have made your foci. Ask to take the
third test, he will once again send you below the monastery. He gives
no clues as to what the test is. Go down the stairs in the kitchen
again but this time go west to find a ledge.
On
the other side of the water is a wounded torax. At this time you must
use "Aerial Servant" (looks like a shackle) cast it on the
torax, get cross hairs then click on the ground next to the avatar.
The torax will appear on the ground next to the avatar. Now use
"Healing Touch" (looks like a hand pointing) on the torax.
He will howl, be healed, then he will disappear in a ring of pixel
pretty stuff. Return to Stellos.
Talk
to Stellos. He tells you that Xavier is missing the focus of healing.
Talk
to Xavier. He tells you about Torwin's research on combining foci and
power.
Talk
to Stellos. Say you met both Torwin and Xavier.
Talk
to Cyrrus.
Cast
Hear Truth spell on Cyrrus to learn that Torwin is heading to Windy
Point to perform his experiment.
Confront
Torwin at Windy Point north of the Test of Centerness.
Torwin
attempts the Leap.
Pick
up the focus of healing and the ring.
Talk
to Stellos.
Tell
him that you have found the focus.
Tell
Xavier that you have found the focus.
Talk
to Stellos, and he will tell you that you need to take the Leap of
faith.
Go
back to Windy Point where Torwin jumped, stand between the pillars at
the edge, fully extend the cursor to the top left corner of the
screen and jump. Make your way up the stepping stones (saving about
every three successful jumps) until you land on the largest platform
and walk to the northern part of that platform. Stratos will now pick
you up and talk to you.
Receive
Air Walk focus.
Learn
about the Blackrock fragment called the Breath of Wind.
Talk
to Stellos and learn of the Breath of Wind.
WARNING:
DO NOT GO AND GET THE BREATH OF WIND AT THIS POINT, all air spells no
longer work once you have the breath of wind in your possession!
Now
go to water, go back to the caverns and head towards stone cove, but
go past to find the entrance to Carthax lake.
Water
Once
at Carthax head immediately west all the way until you can go no
further, then go south until you can go no further. Now go east until
you can go no further. Now go north to the edge of the water, follow
the edge of the water west to find a bridge going out across the
water. At the broken end of the bridge, there is a cross bridge with
another broken bridge on the other side. Jump to the cross piece,
then follow that piece around to the west, then north. You should now
be on a raised plateau with water in the middle of it. There is a
platform in the middle accessible from the east. Walk out onto it.
Hydros will talk to you, but will say that she is trapped. Agree to
help her. She will tell you that you must cast open earth on the
grave of her captor and set the water free.
Go
back across the broken bridge and go west to find a cavern entrance.
Go in. Come out on the other side and find the tombstone. Go near the
tombstone, cast “Open Earth”. This will set the water free, and
form a waterfall.
Return
to Temple. Learn that Hydros is unleashed, and Devon is powerless and
in danger. Use the recall item to Central Tenebrae and talk to Devon.
(He is now in power and should be found within the castle).
Agree
to resolve storms and find the Sorcerers.
Fire
Teleport
back to Catacombs and return to the lower catacombs as if you are
going to stone cove once more. The way to Daemon's Crag the very last
entrance past Carthax. You will now be in the lava tubes, which are
cooled rivers of lava. Go to the very edge of the lava, and Beren
should talk to you.
Talk
to Beren. In lava tunnels skirt lava or use “Air Walk”. Go to the
southern wall and in the center of that wall is a passage, climb up
and go south to enter Daemon’s Crag. Activate the teleporter in
Daemon’s Crag.
HINT:
Do not attack ANY Sorcerer, otherwise all the Sorcerers will turn
against you, and you will not be able to complete the plot.
Talk
to Bane.
Her
house is the first one to the right of the path leading from the Lava
Tunnels.
Reveal your name.
Ask about the Enclave, Morgaelin,
current Sorcerers, Acolytes and First Acolyte.
Agree to find out Vardion's true
name.
Talk
to Vardion.
His
house is down the path from Bane's house to the right and is the only
house with double doors.
Reveal your name.
Explain you go where you will.
Ask about the First Acolyte,
dealings with Tenebrae and shrewd bargaining.
Agree to find out Bane's true
name.
Tell
either Bane or Vardion the other's true name (it does not matter
which).
The
Sorcerer you tell summons a Daemon to kill the other Sorcerer.
Malchir
appears and scolds the Sorcerer and asks who will fill the now vacant
position. The Sorcerer offers you as a candidate. Accept the vacant
position and agree to take the necessary test after studying at the
Library. Get the key to the Library from Sorcerer.
Go
to the Library to study and get items necessary to be a Sorcerer. The
Library is down from Vardion's house taking an immediate left, and is
the building with the huge double doors and barred windows.
Learn
spells, information on Ritual of Flame and info about the Blackrock
Fragment and its affect on the titans. Obtain all wands, symbols,
rods, etc. in the library. Get three candles of each color as well as
many of the reagents in the library as you can carry.
Talk
to the First Acolyte (the surviving Sorcerer) and agree to take test.
Enchant
the foci with “Flame Bolt”, “Flash”, and “Endure Heat”.
The reagents and foci are in the library.
HINT:
During the test all the reagent, candles, wands, etc. in the First
Acolyte's house are yours for the taking.
HINT:
When creating spells with the pentagram there are several important
items to remember:
Candles
must be placed very close (better exactly) on the holders (centered)
and be lit. Each spell has different places for black and red
candles.
The
reagents must be as close to their respective candles as possible,
in some cases you can place them on top of the candles.
The
foci (wand, rod, etc.) has to be as near the center of the pentagram
as possible.
If
any of the above criteria are not met then you will not be able to
create the spell.
You
then must get slightly off the pentagram and double click on it for
the focus to be enchanted.
If
there is something wrong, there be will a brief message. If you
kneel down, the candles are placed correctly (and lit), and the
problem is either in the reagents' placement or you are not using
the appropriate focus.
You
can cast the three spells in any order you wish.
The
reagents disappear after the focus is enchanted, but the candles
remain and can be reused.
You
must have all the reagents with you when you take the test. If you
leave the house in middle of the test, you have to start all over
again.
Once
you have created the spells you are now ready to see Malchir and
endure the trials of the Obsidian fortress to become a full fledged
Acolyte Sorcerer. Learn from other Sorcerers that Malchir hangs out
at the Obsidian Fortress.
HINT:
Since all the reagents in the Library are yours for the taking it is
an excellent place to make the spells you will need without having to
carry a bunch of reagents with you, there is also a room in the
Obsidian Fortress that offers the same opportunity.
HINT:
The spells that you MUST have to complete the Fire Plot are
“Extinguish”, “Ignite”, “Flash”, “Flame Bolt”,
“Endure Heat”, “Armor of Flames”, “Explosion”, “Summon
Daemon”, and “Banish Daemon”.
Go
to the Obsidian Fortress to Talk to Malchir. The entrance to the
Fortress is at the end of the Bridge over the lava to the Northwest
of the Library. It will only open once you have passed the three
tests.
When
you enter, Malchir appears and summons two Daemons and then
disappears. You can either run past these two or cast “Banish
Daemon” on them. Go down the steps to Arcadion's pad.
HINT:
You can use all the magic stuff here to create the spells you will
need for the upcoming trials.
Talk
to the Daemon Arcadion and tell him you want to see Malchir.
HINT:
Do not attack Arcadion or banish him, otherwise you will not be able
to continue.
Walk
to the alcove opposite the stairs and you are teleported to the
trials.
Your
objective here is to get the four symbols. Each "quest"
will require a spell to complete, these are: “Extinguish”,
“Flash”, “Endure Heat”, and “Armor of Flames” and there
will be a sign at the entrance to each trial telling you which you
will need.
In
the Extinguish trial you will need to find the pentagram with the
five fires burning around it and the magic helm in the middle, then
you will need to cast “Extinguish” on yourself or on each lit
candle. When this is done the fires will disappear and you will be
able to obtain the Helm and the symbol underneath it.
In
the Flash trial you can cast “Flash” to get past the spiked balls
and the fire mushrooms to obtain the symbol.
HINT:
you may also use instead : “Rock Flesh” or “Intervention” or
a purple magic potion, and then run through the balls and explosive
mushrooms, not worrying about occasional hits.
In
the Endure Heat trial you will need to cast “Endure Heat” to walk
over the lava to get to the symbol (remember that you can only walk
on the orange lava not the yellow).
In
the Armor of Flames trial you will need to cast “Armor of Flames”
to survive the fireballs on the way to the symbol.
HINT:
you may also use instead : “Rock Flesh” or “Intervention” or
a purple magic potion, and not worry about the fire balls. The
magical shield will also protect you from fire balls.
Once
you get the four symbols return to the middle where you will return
to see Arcadion. Talk to Arcadion who will then send you to see
Malchir via the teleporter you used to get to the trials.
Prepare
an “Ignite” spell and make sure you have a red candle for the
“Ritual of Flame”, directly after Malchir's tests.
Talk
to Malchir.
Cast
“Flame Bolt”, “Explosion” and “Summon Daemon” at Malchir,
in that order. Banish the Daemon Malchir summons. Malchir teleports
you to Great Pentacle. Perform the Ritual of Flame. Follow Malchir's
instructions. Pyros finds a weakness in the binding spell. Malchir
sends Pyros back.
Talk
to Beren or Gorgrond. Fragment of Fire is Pyros' Blackrock nemesis,
and all Titans are adversely affected by Blackrock.
Go
back to Malchir in the Obsidian Fortress.
Duel
with him and kill him.
Get
the book “The Destruction of the Temple” from Malchir's
possessions. The book describes the original location and destruction
process of the gate. Get the Tongue of Flame from his inventory. You
must walk over the pentagram with both of these items in your
possession to free Pyros. If you just have the Tongue of Flame, the
firestorms will start, but Pyros will not be freed.
Go
back to the Catacombs and teleport to your next destination. The
Recall Item will not work in Daemon’s Crag or in the Obsidian
Fortress.
HINT:
Before leaving the Fire plot, make sure you have a couple of charges
of “Endure Heat” and “Flash” (very useful in the Earth
Realm). “Banish Daemon” wouldn't hurt, either.
Ethereal
Plane
Talk
to Mythran. He tells you about the Blackrock fragments and also about
the gate.
Get
the Tear of Seas.
Ask
Devon for help.
Get
the key to his chest in the study.
Get
the Tear of the Seas from the chest in the southwest corner of the
Great Palace.
Get
the Breath of Wind.
Use
the recall item to teleport to Argentrock Isle. Use “Air Walk”
and go back to Stratos. Once you have talked to Stratos again, cast
reveal to find the Breath of Wind on a pedestal to the north. Now use
“Aerial Servant” to retrieve it. Now teleport to Mythran.
Buy
the “Ethereal Travel” spell from Mythran. This costs 250 obsidian
coins.
NOTE:
Placing the fragments in a pentagram around you in the order of Air,
Fire, Water, Earth, and the Obelisk Tip (with the Obelisk tip being
the lowest tip of the pentagram) also works. Double click on the tip
and you will be teleported to the Ethereal Realm.
WARNING:
If you lay the pieces down and read the book again YOU WILL BE
TELEPORTED TO THE ETHEREAL REALM WITHOUT THE BLACKROCK PIECES!
You
will appear on a platform floating in space. To the north is the
Water Plane. To the west is the Fire Plane. To the south is the Air
Plane. To the east is the Earth Plane.
Water
Plane:
This
map is nothing but jumping from pedestal to pedestal heading towards
the west. Once you find the Hydros, double click on the Tear of the
Seas then SINGLE click on Hydros. If you have done this properly she
will say "You will regret this day". The Tear of Seas will
begin to glow and you will be teleported back to the Ethereal Plane.
Fire
Plane:
This
map is made up of paths through lava. To the northeast there is a
path with broken bridges that you must walk up on, and jump to the
other side. In the far north corner of the map, is a small shrine
with a chest in it. In the chest are spheres that are necessary to
get to Pyros. There is a center path that ends at a star puzzle. The
puzzle looks like a star with glowing circles surrounding it. Just
throw the spheres from the shrine onto the glowing circles. The
circle will disappear and the sphere will change to red then
disappear. Keep doing this until all circles disappear. For each
circle that disappears, a platform will raise in the lava to the
north. Jump from platform to platform until you reach the other side.
WARNING:
Once you jump OFF a platform it will disappear, so there is no going
back. Also, if you are on a platform and jump straight up then the
avatar will sink into the lava.
Find
Pyros. Double click on the Tongue of Flame and single click on Pyros.
He
will sink into the pit and the avatar will be teleported back to the
Ethereal Plane.
Air
Plane:
WARNING:
Some of the platforms fall out from under the avatar when he lands on
them so SAVE OFTEN.
Stratos
is located to the northeast so just jump from platform to platform
heading in a northeasterly pattern. Find Stratos, double click on the
Breath of Wind and SINGLE click on Stratos. The Breath of Wind will
begin to glow and you will be teleported back to the Ethereal Plane.
Earth
Plane:
This
map is a cavern of traps and monsters. Head northwest to find many
monsters and gates leading to lava. There is an invisible walkway
over the lava to get past.
HINT:
You can also just cast “Endure Heat” and walk along outer edge.
Now
head to the north and west again to find platforms over lava. Jump
from platform to platform to get across.
HINT:
You can also just jump down on outer edge and walk around the outer
edge.
Now
head to the southwest and find Lithos in the furthest southeastern
corner of the map. Double click on the heart of the earth and SINGLE
click on Lithos. Lithos will crumble and the avatar will be
teleported back to the Ethereal Plane.
Victory
Lay
the now energized Blackrock fragments on the large gray pentagram.
When you put each piece on the correct place they will sparkle red,
so it's not too hard to figure out what goes where.
For
the last place, double click on the Obelisk Tip then click on the
avatar. This will charge the Tip. Step off of the pentagram and then
lay the tip in the last place on the pentagram. Watch the pillar
rise, and then walk into it.
The
game is over.
Slayer
Quest
Got
to the East Road and head South until the road ends, then go East to
find a ruined building at the end of the road. The building is
noticeable by a fire gem in the middle of the building and skeletal
remains nearby (Location 9712, 21208, 48, 5). Walk into the building
and the floor will drop out from under you. Head west through the
door, continue west, then southwest until you come to a book on top
of a structure, then go west, south, west, south, and then west
through the door (there will be a troll and some women). In the west
corner there is a backpack with a key in it. Get the key and then run
back east, north, east, north, and then east until you come back to
the book on the structure. From the book, go north and you will come
to a small room with a lever in it. Open the door and use the lever.
The
metal door to the north will open and a ghost will appear in front of
the door. Go north through the door then head east, north, and then
east and you will come to a book in the middle of the hallway. Now go
north and you will come to some water. Jump north to the other path,
climb up the ledge, jump down the ledge (to the north), then you will
come to blocks the submerge under the water then raise back up. Jump
from block to block and get to the other side. Now run west and you
will come to a building with a locked door. Unlock the door with the
key that you got from the backpack and go through the door. You will
come to another set of doors being guarded by two skeletons, which
will come alive when you get close to them. You can either fight the
skeletons then open the doors, run away from the skeletons and climb
over the wall, or open the doors quick and run past the skeletons
through the door. Climb up the building and get the Slayer.
(If
you go through the door covered with the spider web, you WILL be
teleported out). When you have the Slayer, jump back down and go
through the door covered with the spider web to teleport out.
Ghost
Quest
NOTE:
This quest can only be done once the Air quest is completed. “Aerial
Servant” is required. Most of this quest involves talking to
various people, so I have taken the liberty of providing the
responses that the Avatar should pick.
Ask
Orlok (in his tavern in West Tenebrae) to tell you some of his tales.
Talk
to Jenna (in the tavern) and mention that Orlok likes to tell tales.
She will ask you if he has told you the tale of the ghost. Say no
(unless he has, it's random which tale he tells). If you say no, you
should then talk to Orlock again and ask him to tell you the tale of
the ghost.
Talk
to Darion (West Tenebrae or East Tenebrae) and say:
"I heard a tale from Orlok."
"This tale concerned a ghost.
Darion will tell you that the
herders believe in the ghost.
Talk
to Gwillim (Herdsman's Valley, home or up in northwest corner with
the torax) and say:
"Is there a ghost in the
Valley?"
"I heard stories in town."
"Is it true?"
"I didn't mean to upset you."
Talk
to Corinth (Herdsman's Valley, home) and say:
"What do you do?"
"Many things?"
"Your son?"
"Simple folk?"
"You've been here for
generations?"
"What happened to the
others?"
"Cursed? By a ghost,
perhaps?"
"I have heard tales."
"Can you tell me of the
ghost?"
"Gwillim's seen the ghost?"
"Why is he reluctant to
talk?"
"What about the second time?"
"They both saw it?"
"Where was the second time?"
"It looked unusual?"
"How is it different?"
Talk
to Gwillim (Herdsman Valley, home or in northwest corner with the
torax) and say:
"Corinth told me of the
ghost."
"You've seen it?"
"Don't get mad at Corinth."
"She was trying to help."
"You, Gwillim."
"She wants you to talk."
"The ghost killed your
brother?"
"How did he die?"
"Others have died?"
"Who is she?"
"She talks to fish?"
"I want to find the ghost."
"I need help only to find
it."
Go
to cave entrance covered with wood blocks. Move the wood and enter
the cave. Drop through the hole in the floor and read the scroll. Try
to open the two doors (you must do this to set a plot flag).
Talk
to Kilandra (Fisherman’s Reef, home) and say:
"Tell me of Tenebrae."
"Why is the city no good?"
"A bath was more important?"
"What happened to the child?"
"Did the child recover?"
"How do you know this?"
"I am sorry."
Talk
to Kilandra again and say:
"Tell me about ghosts."
"I heard Orlok's ghost
story."
"You talk to your daughter?"
"Good advice?"
Talk
to Kilandra again and say:
"Do you know of a key?"
"A key to the door in the
cavern."
"Trolls built the cavern?"
"You know Orlok?"
Talk
to Kilandra again and say:
"Tell me where the key is!"
"Your daughter?!"
Kilandra
will tell you to go to the Cemetery.
Go
to the Cemetery. Go west once you enter. At the second tombstone, go
north and read the first tombstone you come to. It should read
"Elaina - her mothers greatest treasure". A ghost will
appear and drop a key. Pick up the key and head back to the cave
entrance with the locked doors. Unlock the doors with the key. Walk
to the northwest and you will find orange magic armor (the ghost).
Cast “Aerial Servant” on the armor and immediately pick up the
armor.