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Ultima 8: Pagan Walkthrough

Version 1.1 by

01/30/04

U8 WALKTHROUGH
Version 1.1
by Dan Fabulich (gfab@netcom.com)

---------------------------
45 THINGS TO DO IN ULTIMA 8
---------------------------

Tenebrae:

1    Get equipped
2    Activate "Central Tenebrae" Teleporter
3    Talk to Bentic
8    Acquire Dagger
19   Defeat Mordea
26   Make Foci
37   Retrieve Tear of Seas

Plateau:

4    Locate Mythran
5    Get Recall Item and Scroll
6    Activate "Plateau" Teleporter
36   Inquire about Blackrock piece
40   Learn Spells

Cemetery:

7    Volunteer to Retrieve Dagger
9    Get Key of Caretaker
15   Get Key of Scion

Catacombs:

10   Find Each Necromancer
11   Find Entrance to Stone Cove
16   Find Entrance to Zealan Caverns
17   Retrieve Obelisk Tip
18   Activate "Upper Catacombs" Teleporter
38   Retrieve Heart of Earth

Stone Cove:

12   Locate Mountain King
13   Activate "Hall of Mountain King" Teleporter
14   Retrieve Deceiver

Carthax Lake:

20   Activate "Carthax Lake" Teleporter
21   Free Hydros

Argentrock Isle:

22   Activate "Argentrock Isle" Teleporter
23   Take Test of Wisdom
24   Take Test of Centeredness
25   Gather Silver
27   Enchant Foci
28   Take Third Test
29   Retrieve "Borrowed" Focus
39   Retrieve Breath of Air

Demon's Crag:

30   Activate "Demon's Crag" Teleporter
31   Help Bane
32   Take First Test
33   Take Second Test
34   Take Third Test
35   Retrieve Tongue of Flame

     Ethereal Void:

41   Defeat Stratos
42   Defeat Hydros
43   Defeat Pyros
44   Defeat Lithos
45   Win

------------
GENERAL INFO
------------

Where to Get This:

     There's quite a few places you can nab this walkthrough.

     If you want, you can finger me at gfab@netcom.com, where I
     have my walkthrough in my .plan file.

     I also maintain an anonymous FTP site/directory.  You can't
     upload to it, so don't try.  Anyway, it's at
     netcom12.netcom.com, and the walkthrough is in
     /pub/gfab/u8walk11.txt.  The cheat is also here as
     /pub/gfab/u8cheat2.zip.

     Finally, I'm experimenting with the WWW, so I've got an
     experimental http file here.  It's http address is: 
     ftp://netcom12.netcom.com/pub/gfab/u8walk.html.

Directions:

     Origin thought it would be fun to screw us all up.

                         W       N
                              /
                             X
                           /   
                         S       E

     Yes, North is in the upper right hand corner of the screen.

Stealing Precautions:

        If there is no one in the room, close off all doors to
        the  area (if possible).  If there is someone in the
        room, walk off about 30 paces away from them and rest for
        one period of time and return.  If they are gone,
        continue with the instructions, otherwise, repeat this
        process.

Old edge-of-the-screen-trick:

        I had hoped that we were done with these when Sierra
        stopped doing them.  I was wrong.  Basically, the game
        will not    progress if you merely stand still and wait,
        except in the  instance of attacking creatures.  You need
        to walk about 30 paces away, and then you can either rest
        periods of time and return or wait a full period of time
        there before returning.

Waiting for Shops to Open:

        If you encounter a shop which is Locked, you need to walk
        about 30 paces away and rest one period of time, and
        return to see if it is still closed.  If the shop remains
        closed, repeat this, otherwise, enter.  It will do you no
        good to stand in front of the window and chant "OPEN,
        OPEN, OPEN, OPEN..."

Automatic doors:

        In various dungeons you will discover doors which close
        as you approach them.  You need to walk 30 paces away
        from them and then return, and instead of closing, they
        will open as you approach.

Magic Weapons:

        All weapons with a blue line encompassing them are
        enchanted, and can be used to attack ghosts.  However,
        the two best enchanted weapons in the game are the Slayer
        and the Flame Sting.  The Slayer is usually a more
        powerful mace, except for 1 out of 20 attacks, at which
        point it kills the opponent instantly.  The Flame Sting
        is simply the most powerful weapon, and given the choice
        one should opt for the Flame Sting.

Stepping Stones:

        Evil.  Vile.  Must die.  However, there are some easier
        ways to get around them.  For instance, if you cast
        "Flash", you can poof yourself over the water to reach
        the end.  Be careful, however, because the game has been
        known to crash if you decide to "Flash" yourself onto a
        sinking stone.  Just limit yourself to the stable stones
        and you'll be fine.

Ending/Cheats:

        While I myself am entirely opposed to cheating while
        playing a game, a cheat DOES exist for this game.  I'm
        sure you've got no reason to cheat when you have such a
        comprehensive walkthrough, but it is available at my FTP
        site.  Also, there are some fun things you can do to mess
        around with the U8 menu system.  Old fans of Ultima may
        or may not know that waiting through the credits for U7,
        U7.5 and now U8 will add a new "Quotes" item, which will
        provide you with a lot of fun and interesting quotes from
        the authors.  It's also possible in all of these games to
        add an "Endgame" item, by watching the end credits all
        the way through after beating the game.  However, for
        those who are vile, there is a way around this yet still
        adding an item.  By creating the files "OUPB4IP.ICU" and
        "U83B4I81.ICU" in the ULTIMA8STATIC directory, you can
        view the Quotes or Endgame at any time.  This will also
        fool the cheat into believing that you have beaten the
        game.

The Secret of Moriens' Birthplace:

        He doesn't exist.  Plot bug.  No, there's no clue nor
        hint in the game to lead you to your next destination. 
        Just continue on with step 17 and go your merry way.


-----------
MAIN COURSE
-----------

1    Get equipped

        As your very first action in the game, you should raise
        your Strength and Dexterity up to 25, the maximum. 
        Merely right-double-click on yourself and your pointer
        will turn red.  Now, double-click for a while until your
        strength and dexterity are raised to 25.  It's slow and
        tedious, and it takes about an hour. 

        OK, you begin the game standing next to Devon.  Take his
        bedroll and follow the shore west until you reach the
        docks.  However, before you enter the docks, open one of
        the barrels.  In one of them is a jewelry box containing
        a dagger.  Take it and equip it.

        Step onto the docks and go south, watch the execution. 
        Answer the guard with "What is going on here," "I am
        name,"and "To return home."  Now go north, following the
        road, and state your name again.  Enter Central Tenebrae.

        Now, the first thing to do here is to take the road until
        it forks, and take it east, until the screen fades.  You
        are in East Tenebrae.  Turn south immediately, turn east
        WRBTW (When the Road Branches That Way), turn south
        WRBTW, and turn east WRBTW.  Keep going east until you
        reach a large manor, surrounded by a gate with gargoyles,
        and pools of water within the gate.  Inside the manor,
        turn west and then south to enter the bedroom.  Stealing
        precautions apply while you are in this house.  Flip the
        switch on the north wall and take the key under the
        towel.  Exit the bedroom north, turn east and then north
        to enter the main work room.  Move the vase and take the
        key under it.  Go south and west to unlock the door and
        open the chest inside.  It will explode, but you will
        take minimal damage.  Take everything inside the chest
        and leave the house.

        Now retrace your steps to return to Central Tenebrae.
        Take the fork west this time, and you'll be in West
        Tenebrae.  Turn south and continue south until the road
        bends west.  Continue west until you reach the smiths,
        and his shop is closed, follow the instructions for
        waiting until they open.  Otherwise, enter and walk
        inside.  Talk to the smith and buy a helmet, arm guards,
        leggings and a shield.  Do NOT buy a weapon from him. 
        Finally, return to East Tenebrae.

        OK, at East Tenebrae, go north, and continue north until
        you reach the widow's shop.  Wait for it to open if
        necessary and then talk to the widow inside.  Go to the
        farthest north part of the store and you will find a pair
        of twin beds.  Sleep on them one period at a time, and
        then walk south.  Repeat this until the widow is gone. 
        At this point, stealing precautions apply as you take all
        of the gems on the table, and the money in the jewelry
        box.  Return north and sleep until the widow has returned
        and sell all of the gems back to her.

        OK, now go east from the widow's shop until you can go
        east no further.  From here, turn south, and finally east
        WRBTW to exit East Tenebrae.  Follow the road and turn
        east WRBTW.  Continue east, until you reach a fork.  From
        here, turn north, immediately turning south when the road
        stops.  You will see a house with a dead body inside. 
        Walk into the center of the house and you will fall into
        the Slayer Dungeon.

        Open the tower doors on the west wall, and continue west
        until the area forks north and south.  Turn south, and
        continue along that path until you reach a cramped area
        with a troll and a backpack inside.  Take the key inside
        the backpack and return to the fork, this time going
        north.  At the next fork, go north again and jump the
        water.  Climb over the land mass and leap via the
        stepping stones.  I've found the easiest method to be to
        move to the north-eastern corner.  There are three stones
        which can be jumped in sequence without harm.

        Follow the landmass until you reach a tower door. Unlock
        it with the key you picked up from the backpack, and
        enchant yourself with an invisibility scroll you picked
        up in Salkind's house.  Walk inside of the doors and
        continue walking west until you reach a cobwebbed-door
        with enchanted mace above it.  Climb up, grab the mace
        and walk through the cobwebbed door.  This will leave you
        outside the house, at which point you should return to
        Central Tenebrae.

        This time go NORTH at the fork.  Continue north over a
        bridge until you reach the palace.  Inside, turn east
        when it becomes possible and open the kitchen door to the
        south.  Continue south and up the stairs.  

        Inside one of the barrels is a basket, and inside the
        basket is a keyring.  You should take it and place all
        keys on it, including the ones you own and keys you will
        receive, by double-clicking on them and targeting them on
        the keyring.

        Congratulations, you are equipped.

2    Activate "Central Tenebrae" Teleporter.

        Walk west out of the storage area and turn north.
        Continue north until you reach an area with a strange,
        floating grey thing.  Since you can see it, this
        teleporter has been activated.

3    Talk to Bentic

        Return to East Tenebrae.  This time, take the road north
        and stay north, avoiding the widow's shop, until you
        reach the library, which you will know by the plaque
        outside the door which reads "LIBRARY."  Inside, locate
        Bentic (green shirt) and talk to him about leaving Pagan.

        Also here, you should take the shortest book you can find
        and read it repeatedly.  This will raise your
        intelligence to a 25.  Be sure to read the book
        completely, not simply double-click and close the book
        before you finish.

4    Locate Mythran

        Go west from here and continue going west until you pass
        through the northern entrance to Central Tenebrae.  From
        here, turn north WRBTW and continue north until you exit
        Central Tenebrae.

        Follow the dirt road north until you reach a cave
        entrance.  If you discover that the road has ended in
        front of a house or barn, you have taken a branch
        accidentally, so you should retrace your steps.

        Inside, follow the cavern until you reach more stepping
        stones.  These don't disappear however, so you'll enjoy
        them more.  Begin by jumping onto the southern most stone
        which can be reached from the shore, and continue hopping
        to the west.  

        Afterwards, climb onto the landmass and continue south.
        You may see a few ghouls here, you can attack them or
        ignore them, it's your decision.  The electric door needs
        to be timed correctly to avoid damage.  Follow the cavern
        west, until you reach a rope bridge.  On the other end of
        the bridge is a room full of levers.  Note the six levers
        on the west wall.  The three southern levers should be
        switched down, and the three northern levers should be
        switched up.  Now, return along the rope bridge to a
        winch and a now-operative lever.  Use the lever and
        follow the cavern south until you find yourself in the
        Plateau.

        Follow the dirt road to Mythran's house, and enter.
        Timing the electric doors has generally been safer for
        me, but you can choose your path here.  At the end, drink
        a yellow potion if you're only lightly damaged, and a red
        if you have sustained heavy wounds.  Walking through the
        door to the west will put you in Mythran's home.  In the
        northeast there is a room with a backpack inside.  There
        is a plentiful amount of money there, so take it using
        Stealing Precautions.  Afterwards, locate Mythran.  His
        house is small, but he can be found all over it.

5    Get Recall Item

        Your conversation with Mythran should begin with an
        introduction.  Afterwards, buy a secret door scroll from
        him before leaving.  When you do leave, he will give you
        a red potion and a recall item.

6    Activate "Plateau" Teleporter

        You may have already noticed another flat, grey squarish
        floating item.  The recall item can take you to any of
        these which you have seen.  This guarantees that you will
        not need to return through the cave, rather you can
        recall yourself to Central Tenebrae.  Do so.

7    Volunteer to Retrieve Dagger

        Exit East out of East Tenebrae and take the road
        continuously north.  You will find yourself inside a
        Cemetery.  Inside, you should follow the dirt road to the
        tomb in the center.  Somewhere inside you will find
        Vividos, the Scion.  Talk to him, and be sure to
        volunteer your efforts in retrieving the serpentine
        dagger.

8    Acquire Dagger

        Recall to Central Tenebrae.  Inside the palace somewhere
        should be a servant girl.  When you talk to her, she'll
        tell you to meet her at her house at Bloodwatch.  Her
        house is just to the west of Salkind's house.  Enter her
        home in remarkably the same manner in which you wait for
        a shop to open.  Inside, interrogate her about the
        dagger, and make promises.  She'll give you a key, at
        which point a recall to Central Tenebrae and a brisk walk
        into the Tempest's bedroom will be in order.  Don't enter
        if she's sleeping.  If she is sleeping, wait for her to
        wake up as if she were a shop opening.  When she wakes,
        go to the throne room.  There is a pillow, which can be
        moved without Stealing Precautions.  Under the pillow is
        a key.  If you double-click on the key and DON'T MOVE IT,
        you can place it on your keyring without anyone noticing. 
        Unlock the door to her room, and using Stealing
        Precautions, unlock her closet and the chest inside with
        Aramina's key.  Inside is a jewelry box with a serpentine
        dagger inside.

9    Get Key of Caretaker

        Return to Vividos and watch the Ritual he mentions.
        Inquire about his newfound title, and agree to become his
        apprentice.  Exit the Cemetary, go southeast, and take
        some Executioner's Hood.  Then recall to Central Tenebrae
        and visit West Tenebrae.  Turn north and follow it until
        it bends north.  At the fork north of there, turn east. 
        At the next fork, turn north, and go north onto the dirt
        road there.  Follow it, take a stick, recall yourself to
        Central Tenebrae and return the reagents to the
        Necromancer.

10  Find Each Necromancer

        Now would be a good time to drop all unnecessary
        equipment, such as a dagger if you still have it.  You
        will need no money inside, so leave that here as well. 
        Walk out of the tomb and turn west and north to another
        gate.  There will be a ghost there, which you can attempt
        to kill, or you can use the old edge-of-the-screen trick. 
        Inside the gate will be a building.  Enter into the very
        center of the building and walk up to the north wall. 
        Cast "Open Ground" and walk inside.

        Run north past the skeleton and cannons.  Flip the switch
        closest to the gate.  Then go east, and continue east
        past the skeletons, turning north when it becomes
        possible.  Continue north until you reach the automatic
        door.  Do NOT enter it, instead turn east here.  Continue
        east until you reach a second automatic door.  Beyond it,
        turn north and continue north until you reach a door
        labeled "Towards Fate Do You Travel."  From there, go
        southeast, going north when possible.  Continue along
        this path until it bends south.  Turn east here, and
        continue in that direction until you can go no further. 
        Turn north here and there will be a building with no roof
        and a ghoul inside.  As soon as you walk in, you will
        fall into the Necromancer catacombs.

        Take all of the reagents in the barrels and follow the
        cavern north.  Here are some annoying bullet-shooters. 
        Run west past them carefully, and continue along the
        cavern and turn west when you can.  There will be the
        first Necromancer.  Cast "Death Speak" on him, and follow
        the cavern east and then north.  Turn west here, and run
        north past the daemons.  Continue north past the elevated
        landmass, and then turn west.  Here is the second
        Necromancer.  Cast "Death Speak" on him.  Cast "Stone
        Flesh" and follow the cavern north and west.  Then go
        west until you reach a winding path.  Continue along this
        path until you reach its end.  Here is the third
        Necromancer.  When you finish your conversation with him,
        you will be somewhere else.  

        Collect reagents from the skeletons here, and then time
        your way through the electric doors.  To the south will
        be the fourth Necromancer.  Cast "Death Speak" on him and
        you will again find yourself somewhere else.  Go north
        and east until you reach a thicket.  In its center is a
        room, and in the room's center is a teleport.  From here,
        go south, jumping the stream, and you will find a plateau
        on which is some magic armor which you should take. 
        Continue west from there, and you will reach a lava
        river.  Leap across it and climb onto the landmass. 
        Follow it west, leaping east onto a small platform.  You
        will find another teleport.  Go west, continuing along
        that passage.  Here is the fifth Necromancer.  Cast
        "Death Speak" on him, and for the last time you will find
        yourself somewhere else.  Hug the east wall as you travel
        north and you will find a cannon firing at your only
        possible escape route.  Cast "Withstand Death" and run at
        the cannon, turning northeast as soon as possible.  To
        the north will be the last Necromancer.  Cast "Death
        Speak" on him, exit the room and walk up the stairs to
        the north.  You will be back in the catacombs.

11   Find Entrance to Stone Cove

        Jump down from that platform.  Run west until it is
        possible to go north.  Then run west until you encounter
        some money and magic leggings.  Wear the leggings and
        discard your old leggings.  Retrace your steps to where
        you jumped off the platform.  Turn south and run until
        you see a door to the east.  Enter it, and then go south. 
        Continue along that passage, over several landbridges. 
        When you reach a door, go south through a slim passage. 
        Continue south, over the lake.  There will be an
        automatic door blocking a cannon.  Make sure it is up as
        you walk past the cannon and flip the switch on the
        pedestal.  Now you can run over the extending spikes and
        walk through the now open gate to the south.  Here will
        be a door, open it and you will find yourself in Stone
        Cove.

12   Locate Mountain King

        On the northern wall of Stone Cove are locked tower
        doors.  Cast "Summon Golem" and command him to open it. 
        Note that there are unlimited reagents all over Stone
        Cove, merely perform the old edge-of-the-screen trick and
        they're back (most of the time).  You generally don't
        need that many reagents, so gather sparingly.

        Walk through the double doors and run north past a runic
        symbol, evading the fire shooters.  You will reach a
        large building with a lever in front which you should
        use, and a lever inside, which you should also use after
        climbing the wall.  The best place to climb is the window
        on the east wall.

        Run back to the runic symbol, and this time turn west
        before running north.  You will find a bridge has
        appeared.  Cross it while it exists.  Next you will find
        a group of moving platforms.  Jump each of these as
        appropriate.  Now evade the golem here as you jump on
        disappearing blocks to reach the next shore.  From here,
        run north and follow the cavern and you will find a
        forcefield maze.  Now, you CAN throw mushrooms through
        each set of pillars to see how you can walk to the
        north-center part of the room, but it's really much
        simpler to just cast "Stone Flesh" and run.  When you
        reach the north-center of the room, you should open the
        chest there and take the key and the gem of protection. 
        The return trip is much simpler, as the forcefields
        cannot hurt you while you carry the gem.

        Returning to the west, unlock the door there with the key
        you just picked up.  Travel along that passage, turning
        north when possible.  Leap the disappearing stepping
        stones here, and unlock the door on the other side of the
        lake. From there you can run north down a large hallway. 
        There is a VERY slim passage to the west, which you
        should take.  It will lead to a room with lots of
        mushrooms and more forcefields.  In the southwestern
        corner of the room you will find a chest with some
        potions inside, and under one of the potions is another
        key.  Return to the large hallway, and run north to a
        second slim passage.  This one will take you to a door
        which can be unlocked with your keyring.  Inside, follow
        that passage and you will find more of those moving
        platforms, but it is possible to carefully leap and walk
        along the northern edge of the water, and you can avoid
        the platform ordeal altogether.  From there you should go
        north to find the Hall of the Mountain King.  Have a chat
        with him, and then leave to the south.

13   Activate "Hall of Mountain King" Teleporter

        On the first left passage you will find another runic
        symbol.  Do not step on it, rather continue south and you
        will find the next teleporter pad.  Return to the runic
        symbol and step on it, as it will take you to the runic
        symbol which is a hop, skip and a jump to the south from
        Stone Cove.

14   Retrieve Deceiver

        The magical Deceiver axe is optional, as the Slayer tends
        to be a better weapon.  If you don't really want the
        Deceiver, skip this step.  However, for those who want
        better consistent damage, the Deceiver is the next
        logical step.  On the western edge of Stone Cove is a
        river/lake/sea/you-don't-really-know-since-you-never-see-
        the-other-side.  Anyhow, there are more stepping stones
        here, so you should take them like this:  Jump on the
        northern most stone, and step as far forward as you can
        on it.  Then make the longest jump possible the
        southwest.  No, this isn't the rock to the diagonal, this
        is the rock which is DOWN from the rock you're on.  A few
        simple jumps will put you on an island which is not the
        isle of the Deceiver.  On the western edge of this
        island, make a jump the disappearing stone, then make the
        longest jump possible to the next island.  Climb up onto
        this island and take the Deceiver.

15   Get Key of Scion

        Recall yourself back to Central Tenebrae.  Run back to
        the Necromancer and tell him of your progress.  Run
        outside of the building but within the gate of the tomb
        and on the northern edge you will find Lothian. 
        Double-click on her and return to the Necromancer.  He
        will give you the Key of the Scion.

16   Find Entrance to Zealan Caverns

        Reenter the catacombs by casting "Open Ground" at the
        shrine to the north of the tomb.  This time, return to
        the door which reads "Towards Fate Do You Travel." 
        Unlock this door with the Key of the Scion, and enter. 
        Travel west until it is no longer possible, and then turn
        north.  Against your instructions, enter the door which
        reads "Do Not Enter."

17   Retrieve Obelisk Tip

        Here, you should run north until it is no longer
        possible, then turn east until you reach a chest
        surrounded by five levers.  Flip the southernmost lever,
        then northernmost, and finally the southernmost lever
        again. The chest will become available, and inside is a
        key with which you can unlock the door to the north. 
        Here you will find a long string of cannons, but if you
        hug the east wall you cannot be harmed.  Continue east
        and the cavern will turn and you will find a chest.  Take
        the Skull of Quakes inside.  Now follow the cavern back
        the way you came and take the passage to the north.  Turn
        west here.  You will find a gate.  Although they are
        concealed by the view, there is a pressure plate on the
        east side of the door.  Step on it, and then continue
        west through the door until you must climb and leap a
        small pit.  Turn north here when possible, and then cast
        "Open Ground" over the grave.  You will fall through. 
        Turn west here, and take this passage.  Turn east here
        and stay east until you arrive at an area with lots of
        rolling spheres and a skull.  You need to jump straight
        up, as close to the elevated platform as possible, and at
        the height of your jump you need to throw a sphere or the
        skull onto the platform.  Continue north, flip the lever
        and take the key under the ledge to the west.  Go north,
        jumping over the light ray.  Continue east and you will
        reach a stairwell and three pressure plates.  If the
        westernmost platform is 1, the center 2 and the
        easternmost platform is 3, then you should stand in front
        of plate number 2 and pick up the clock.  Now, place the
        clock on the plates in this pattern:  313 212 312 321 313
        212 132 312 313 212.

        Ascend the stairwell and cast "Stone Flesh" before
        stepping through the light rays.  Continue north until
        you find a pair of tower doors, one of which you can
        unlock, the other is already unlocked.  Inside, take the
        key from under the skeleton on the broken bench, and
        leave east.  Continue east until you reach a locked door
        which you can open, and then go south until you find
        another door which you can also open.  Return west to the
        rolling sphere area, and then go west until you can go
        south.  Here there is a door you can open, and inside you
        will find a Zealan shield.  Return north to the room with
        the statues and place the shield on the pedestal.  Listen
        to the statues, and then use your secret door scroll to
        open this door.  Prepare a "Grant Peace" spell, and then
        cast it on Khumash Gor's ghost when you enter.  Take the
        Obelisk Tip and anything else you want (If you're still
        trying to find better consistent magic weapons, the
        Scimitar of Khumash Gor is good).

18   Activate "Upper Catacombs" Teleporter

        Do NOT recall yourself back to Central Tenebrae, rather
        retrace your steps to the "Towards Fate Do You Travel"
        door.  From there, go south east, turning south when
        possible.  From there, turn east, continuing east past
        the chest and you will see a glowing red spot on the
        wall.  Double-click on the skull of quakes and target it
        on the spot.  Enter the now collapsed building and walk
        through the door there to find another teleporter. 
        Recall yourself to Central Tenebrae.

19   Defeat Mordea

        Go to the northwest corner of the ground level of the
        palace.  There you will find a staircase leading into the
        basement.  On the northern wall is a switch.  Flip the
        switch and talk to Devon.  Now, walk out of the prison
        and walk east.  There you will find a closed off room
        with a book inside.  Use your secret door scroll and
        double-click on the book.

        Given the chance, mention that Devon is the rightful
        heir, and then point out that you have proof.

20   Activate "Carthax Lake" Teleporter

        Pick up your belongings, and leave your Earth reagents
        behind, unless you have some longing to carry these
        things along with you.  You almost never need to cast
        them again, but you might want to carry around a few
        "Stone Flesh'es or "Grant Peace's with you for good
        measure.  You WILL need two "Open Grounds," and two
        "Summon Golems."

        Recall yourself to the Hall of the Mountain King, then go
        east and then north as soon as possible, avoiding the
        fire-shooter. Turn west, step on the rune, then run south
        and into Stone Cove.  From there, take the northwest exit
        from Stone Cove, (the cave exit which leads to the traps)
        and then go north, around the lake and then northeast. 
        Here is a lava river, which you should leap over, and
        from there you should go south.  At the southern end of
        the lake is a door.  This door can be opened with the Key
        of the Scion.  Gaze upon that teleporter.

21   Free Hydros

        Go southwest, and traverse the landbridges to reach the
        southern end of the lake.  From there, continue west past
        the troll, and then go north, climbing over a wall with
        spikes on the top and flipping the left switch on the
        door with a gate in its center.  On the other side of
        that gate, continue along that passage, passing an
        automatic door, and you will reach an exit to this
        cavern.  Go north from the exit and you will see a grave. 
        Cast "Open Ground" over the grave, and then head back to
        the transporter.  However, after you pass the troll, run
        northeast to reach some landbridges.  Take these to the
        center of the lake, and speak with Hydros.

22   Activate "Argentrock Isle" Teleporter

        Recall back to the Hall of the Mountain King, and then
        run to Stone Cove.  Exit to the northeast, and go east
        from the traps, leaping the river, and then running
        northeast.  You will see a ghost there, and you will also
        find a VERY slim passage.  Walk through it, and you will
        see a door with red pedestals aside it.  Unlock it with
        the Key of the Scion and enter.

        Run down the path until you get to the other end of the
        bridge.  From there go west and northwest to find the
        teleporter.

23   Take Test of Wisdom

        Go west until you reach the city wall.  Brother Xavier is
        dressed in blue and carries a sword at his side, and you
        can find him in the large, two story house on the
        northern wall of the city.  If he is not there, use the
        old edge-of-the-screen trick to wait for him.  Talk to
        him about the Test of Wisdom.  The responses are:  

             Should you brag about Stratos?  No
             Where is the best respite?  Breezy porch
             Why is wisdom better than brawn?  Weapon/Wit
             What should you do at battle?  Tend the injured
             Should you welcome your son?  Yes
             Comfort sad/Punish wicked?  Comfort sad child
             My brother the thief?  Testify truthfully


24   Take Test of Centeredness

        Now visit the house in the southeastern corner of the
        city.  Inside you should find Stellos, dressed in white
        robes.  IF you do not see him, wait for him as if he were
        a shop opening.  Discuss the Test of Centeredness.  Leave
        the city to the east, and then walk south and then west
        around the city and finally northwest to find the cliffs. 
        The test is easily recognizable by the circle atop a high
        cliff.  You need to climb up to there.  When the wind
        begins to push you off, walk in the opposite direction
        that the wind is taking you, in an attempt to stay within
        the circle.

25   Gather Silver

        Return to Stellos and tell him of your progress.  Now
        enter the monastery at the western part of town.  At the
        western end of the monastery is a staircase leading
        downwards.

        Turn west and open the door there, closing it behind you. 
        Then go east along the passage, and continue along it,
        gathering 8 chunks of silver ore.

26   Make Foci

        Recall yourself to Central Tenebrae, and then revisit the
        Smith.  Ask him to make one of each foci.

27   Enchant Foci

        Place each foci individually on the alter in the center
        of the monastery.  Before you continue, look for Torwin,
        who can sometimes be found in the Monastery, sometimes
        east of town.  Talk with him about his career goals. 
        Also be sure to find Holy Cyrrus, who lingers around the
        same areas.  Torwin appears bald and is dressed like
        Brother Xavier, and Cyrrus is dressed like Stellos, only
        with his hood removed, exposing blond hair.

28   Take Third Test

        Return to the stairwell at the west end of the monastery,
        and then walk west.  Cast "Aerial Servant," targeting it
        first on the torax, and next on the ground next to you. 
        Then cast "Restoration" and target it on the torax.

29   Retrieve "Borrowed" Focus

        Tell Stellos about your progress.  Ask him about the
        terrible thing.  Discuss Torwin, Cyrrus and Brother
        Xavier with him.  Cast "Hear Truth" as you discuss the
        focus with Brother Xavier, and talk with him about
        Cyrrus, Torwin and Stellos.  Cast "Hear Truth" again as
        you talk to Cyrrus about the location of Torwin.  Go to
        windy point (where you took the test of centeredness) and
        go north from there.  Chat with Torwin, and take the ring
        and focus.  Return the focus and talk to Stellos.  We'll
        pick up on this little quest later.

30   Activate "Demon's Crag"  Teleporter

        Recall yourself to "Carthax Lake."  Exit to the north and
        then walk over the landbridges to the east and then to
        the south.  You'll find a pair of doors which will
        alternate positions when you use the large lever there. 
        You need to switch the lever so the door furthest to the
        south is up.  Walk over and stand on the door which is
        down.  Cast "Aerial Servant" on the lever.  Continue
        south, opening that door with the Key of the Scion. 
        Alternatively, there's a lever on the rockface wall
        immediately west.  It's very tiny, so it's easily missed,
        even though it's only slightly to the left of the large
        lever here.

        Enter, and then walk south and west until you are on the
        southwestern end of the landmass which juts out into the
        river of lava.  A man should appear and explain the
        Demon's Crag for you.  When he is done talking to you,
        get VERY close the river, then use the Breath on yourself
        and cast "Air Walk."  Jump to the spot where he was
        standing.  Then walk south and then west along the water
        until you reach the waterfall.  Cross the river there,
        and then walk east along the river until you can exit the
        cavern south.  Follow the road, going east WRBTW, and
        admire this teleporter.

31   Help Bane

        Go west back along the road and then turn south when it
        forks.  Walk south along the road, turning west WRBTW. 
        You will arrive at the home of "Acolyte Bane."  Enter,
        and discuss TrueNames and Sorcery and Vardion.  She'll
        send you to find Vardion.  Exit her house, turning south
        and then turning east WRBTW.  Continue in that direction
        until you see double-doors to the north.  

        According to the plaque, this is the home of "First
        Acolyte Vardion."  Enter his home, and talk with him,
        specifically about the Sorcerers' dealings with Tenebrae. 
        Mention shrewd bargaining and he'll tell you to go find
        Bane and find HER TrueName.  Return to Bane's home and
        tell her Vardion's TrueName.

32   Take First Test

        Talk with Bane after you have been made a Disciple. 
        Inquire about Sorcery, and then take the test, there are
        reagents all over her house.  Make the spells she
        requires, keeping them with you.

33   Take Second Test

        Return to Vardion's house, only this time, instead of
        turning north and entering his home, continue west,
        following the road until it comes to a landbridge.  Take
        the bridge to the obsidian fortress and enter.

        Inside, the test will be introduced to you.  Run past the
        Guardians, and then talk to the next daemon you see. 
        Discuss the test with him.  Afterwards, take the key near
        the pentagram, and use it to unlock the chest there. 
        With the reagents/candles about you, prepare the
        following:  Flash, Endure Heat (I know you've already got
        one, but you'll need more for the end of the game),
        Extinguish, Banish Demon, Armor of Flames and Explosion. 
        After you have your spells prepared, run west and enter
        the gate. 

        The first part of this test is to the west.  Continuing
        west will take you to a passage with a plaque reading
        "SANCT FLAM."  Inch your way between the columns west,
        casting "Grant Peace" if necessary.  When you reach the
        end of this cavern, cast "Endure Heat", QUICKLY leap on
        the stable (dark) portions of the lava, open the chest at
        the end of the passage, take the symbol, and run back. 
        Inch your way back along the caverns until you arrive at
        the gate again.

        The next part of this test is to the south.  You'll reach
        a cavern which reads "AN FLAM."  Just continue along this
        passage, evading red mushrooms which explode when you
        step on them, as well as a few kiths and a troll.  When
        you reach the end, cast "Extinguish" on yourself.  Take
        the symbol and return to the teleporter.

        The third part of this test is to the east.  There's a
        cavern there marked "VAS SANCT FLAM."  Cast "Armor of
        Flames" before speeding down this passage at a running
        pace.  At the end, take the symbol there, and wait for
        the spell to run out and cast it again, as it doesn't
        last long enough for a round trip.  If you want to, try
        to catch the shield here.  Aerial servant works well (be
        sure to use the Breath of Air first!), or you can just
        try to follow it where it jumps.

        From here, you should go north and reach a cavern labeled
        "FLAM POR."  Maneuver your way past rolling spiked
        spheres along this passage until you reach some red
        mushrooms.  To avoid their explosive reaction, cast
        "Flash," targeting screenfuls at a time, remembering that
        you cannot flash through stalagmites.  When you reach the
        end of that passage, you'll find another length of
        passage with a daemon at the end.  You can either banish
        him or evade him, and be sure to take the Flame Sting
        near the clump of bodies here.  This time, there's a HUGE
        clump of red mushrooms.  You need to cast "Flash," which
        will clear out a path through them.  You need to run down
        this path, evading the Seeker.  At the end of this
        passage is the fourth and final symbol.

        Before leaving, approach the cavern to the west of the
        gate and turn south from there.  Then, as soon as
        possible, turn west and enter the home of a Mad Mage, a
        Silly Sorcerer, an Insane Illusionist, a Senseless
        Spellcaster, a veritable crazed loon.  (Sorry, it's late. 
        :) )  Kill him, and in his store room take the Summon
        Daemon pentacle.

        Return to the gate, and talk to the daemon at the eastern
        end of the passage.  Return to the gate.

34   Take Third Test

        The Master has assigned you three spells, and if you've
        followed the instructions, you have all of them ready. 
        Cast "Flame Bolt" at him, then "Explosion," "Summon
        Daemon," and lastly "Banish Daemon."  Simply be
        submissive from here on out.

35   Retrieve Tongue of Flame

        Return to the Obsidian Fortress, and enter the gate at
        the end.  The Flame Sting will finish off Mr. Master, at
        which point you can lift the Tongue off of his personage. 
        Now return to the Great Pentacle to the south of
        Vardion's home, and walk over it.  Be sure to pick up the
        Tongue afterwards.

36   Inquire About Blackrock Piece

        Leave Demon's Crag by casting "Endure Heat" and
        hot-footing your way over the stable bridge of lava. 
        Climb out of the enclave and recall the way to the
        Plateau.  Once there, mention the Tongue to Mythran, and
        read "Destruction of the Temple."

37   Retrieve Tear of Seas

        Recall to Central Tenebrae, and ask Devon of blackrock
        pieces.  Go to the southwest corner of the palace and
        extract the Tear from the chest.

38   Retrieve Heart of Earth

        Recall to Hall of Mountain King and run to Stone Cove.
        Use the Key of the Scion to unlock the small door to the
        east of the double-doors leading to the King.  Enter and
        turn west.  Continue along that passage until you reach
        the "Conventicle of Death."  Inch you way up VERY close
        to the door.  You should be able to see some dirt inside. 
        Cast "Summon Golem" on it, and instruct him to open the
        locked double-doors in front of you.  Inside, cast "Open
        Ground" over the grave.  Take the Heart.

39   Retrieve Breath of Air

        Recall back to Argentrock Isle, and go back to where you
        saw Torwin.  Leap as far as possible through the pillars,
        and then jump from rock to rock as you approach Stratos
        to the north.  When you reach her, discuss the weather,
        your reward, her children and the Breath of Air.  When
        she sets you down, take the "Air Walk" focus, cast
        "Reveal," and then cast "Aerial Servant" to set the
        Breath down next to you.  Take it with you while Stratos
        whines.

40   Learn spells

        You will now need to procure 550 obsidian coins, so
        hopefully you know where you kept your money.  Recall to
        the Plateau and talk to Mythran about learning magic. 
        Leave him, then talk to him again.  Repeat this until he
        has taught you the "Creature Summoning" spell.  Now you
        need to ask him about re-creating the obelisk, and he'll
        teach you the "Ethereal Travel" spell.  Read the book,
        and then use it again.

41   Defeat Stratos

        In the Ethereal Void, turn south and run that way until
        you reach a gate.  Enter it, and you will be in Stratos'
        lair.  This world is fairly straight-forward, simply
        start jumping off to the north and continue jumping in a
        purposeful manner IGNORING ALL TREASURE.  When you reach
        Stratos, double-click on the Breath of Air and target it
        on her.  Finally, back in the void, place the glowing
        Breath on the Mesostel Ze of the pentagram, or the point
        just to the left of the point on the bottom.  The
        southern point.  You know.  Ah, well.  You get the point. 
        (Sorry, it's STILL late. :) )

42   Defeat Hydros

        This time, turn north from the pentagram and run into the
        next gate.  Travel west until you reach the absolute end
        of the landmass before you start jumping.  At this point
        it's also pretty straight-forward, just hop up to the
        platform to the west and then continue west along
        bridges, etc.  When you reach Hydros, double-click on the
        Tear and target it on her.  When you return, place the
        glowing Tear on the Perivolcan Pa, or the Northern point.

43   Defeat Pyros

        This is a little less straight-forward.  Take the path to
        the west, and then when you get the chance, jump
        northwest to the land mass above the one you're on. 
        Travel north until you reach a nine-pointed star
        (nintogram?).  Go southeast from there, and take the
        landbridge north.  Jump onto the next land mass, and
        continue progressing north until you reach a shrine with
        a jewelry box in it.  Take the box and run back to the
        south, taking the southern land bridge and jumping back
        to the star.  Drop a glowing sphere on each of those
        glowing squares, and then hop stones.  When you reach the
        next landmass, just run north and north west until you
        reach Pyros, and defeat him with the Tongue.

44   Defeat Lithos

        This VERY straight-forward.  When you arrive there, skip
        the first cliff for the second, which you should jump on
        and continue northwest and then west.  When you reach the
        lava river, cast "Endure Heat," and be sure to only jump
        on the dark spots.  When you reach the end, turn south
        and continue in that direction.  Hop floating stones, and
        conclude by targeting the Heart on Lithos.

45   Win

        When you arrive back at the pentagram, make sure the
        pieces are arranged like this:

                  Fire      Water


             Air                 Earth


                      Empty

        Now, double-click on the obelisk tip and target it on
        yourself.  Finally, place the tip on the empty spot and
        enter the gate.

Congratulations!

------
SPELLS
------

Earth Spells:

        To cast these, place the appropriate reagents in an empty
        bag, double-click on the Key of the Caretaker and target
        it on the bag.  This will create an expendable icon,
        which one can double-click on to cast.

Open Ground - Punches holes in the ground, when appropriate
-----------
1 vial of blood
1 pile of blackmoor

Death Speak - Allows the Avatar to converse with Necromancers
-----------
1 vial of blood
1 pile of bone shards

Mask of Death - When cast, all nearby creatures ignore Avatar
-------------
1 pile of wood
1 executioner's hood
Stone Flesh - Immune to damage
-----------
1 pile of wood
1 pile of dirt

Grant Peace - Will kill an undead creature
-----------
1 executioner's hood
1 pile of blackmoor

Summon Undead - A few ghouls will rise up and fight for you
-------------   Can summon a skeleton, who may turn on you
1 vial of blood
1 pile of bone shards
1 pile of wood

Withstand Death - Only cast once; immed. before triggering event
------------
1 pile of wood
1 pile of dirt
1 pile of blackmoor

Summon Golem - Can Open, Move, Attack Enemies.  Target on dirt.
------------
1 vial of blood
1 pile of bone shards
1 pile of wood
1 pile of dirt
1 pile of blackmoor

Quake - Guess
-----
1 pile of bone shards
1 pile of wood
1 pile of dirt
1 pile of blackmoor

Water Spells:

Unavailable

Fire Spells:

        Must be prepared inside pentagram.  Reagents must be
        inside red circle, not merely on pentagram.  These points
        start at bottom and circle counter clockwise.  Focus at
        center must be able to hold target spell.  Pentacle focus
        holds all.

Key:  Reagents - A is for Ash, B is for Brimstone, D is for Demon
Bone, I is for Iron, P is for Pumice, N is for Nothing and O is
for Obsidian.  Candles - R is for Red, B is for Black.

Spell - Description
-----     Foci
A    ReagentCandle
MP   RC
PP   RC
PZ   RC
MZ   RC

Ignite - Target flammable ignites.  Self target ignites all.
------    Wand, Rod, Staff
A    AR
MP   NB
PP   PB
PZ   PB
MZ   NB

Extinguish - Target non-magic doused.  Self target douses all.
----------     Wand, Rod, Staff
A    PB
MP   NB
PP   PB
PZ   PB
MZ   NB

Create Fire - Target ground ignites.
-----------    Staff
A    NB
MP   AR
PP   OB
PZ   PB
MZ   AR

Endure Heat - Unharmed by non-magic, walk on stable lava
-----------    Rod, Staff
A    IB
MP   AR
PP   OR
PZ   OR
MZ   NB

Explosion - Targeted bolt, explodes on contact
---------      Staff
A    BR
MP   IB
PP   PR
PZ   NB
MZ   AR

Armor of Flames - Protection from magical fire
---------------     Rod, Staff
A    IB
MP   IB
PP   OR
PZ   OR
MZ   BR

Flame Bolt - Targeted bolt, does damage
----------     Wand, Rod, Staff
A    NR
MP   AR
PP   NB
PZ   PR
MZ   IB

Fire Shield - Creates impenetrable ring around caster
-----------    Rod, Staff
A    IB
MP   AR
PP   OR
PZ   OR
MZ   NB

Flash - Targeted bolt, caster appears where bolt stops
-----     Wand, Rod, Staff
A    PR
MP   AB
PP   NR
PZ   NR
MZ   AB

Summon Demon - Targeted Spell, Demon attacks target
------------   Demon Head
A    DR
MP   PR
PP   OR
PZ   OR
MZ   AB

Banish Demon - 50% probability of destroying target daemon
------------   Demon Head
A    DR
MP   AB
PP   IR
PZ   IR
MZ   PR

Conflagration - BANG, / means both reagents
-------------  Demon Head
A    B/DR
MP   IR
PP   O/DR
PZ   P/DR
MZ   AR

        AND NOW...

        SOME HELP FOR THE SORCERY IMPAIRED!

Sorcery is a very fine art.  Here's the possible things which
could be going wrong with your spellcasting, which involves
setting up candles, reagents, focus and double-clicking on the
large pentagram.

If the Avatar does nothing at all:
        (This basically means that the game has NO idea which
        spell you're trying to cast, or doesn't recognize that
        you're trying to prepare a Sorcery.)
One or more of the candles may be entirely out of place or unlit. 
        Solution:  Double-check on color, position.  Ignite all.
One or more of the reagents may be completely out of place
        Solution:  Double-check on position
Someone may be standing on the pentagram (whoops! :)
        Solution:  GET OFF THE DAMN PENTAGRAM!!! :)

If the Avatar says "Something's not right":
        (This basically means that the game recognizes which
        spell you're trying to cast.  This means that all of the
        reagents are in approximately the right place.)
The reagents may be out of place by more than two pixels.  (You
read right.  TWO PIXELS.)
        Solution:  Make sure the reagents are in EXACTLY the
        right place.
The candles may be miscolored.
        Solution:  Double-check on the colors and positions.
You may be using the wrong or missing focus.
        Solution:  Pentacle can hold one charge of any spell. 
        Wand can hold, Extinguish, Ignite, Flash and Flame Bolt. 
        Rod can hold all Wand spells, including Fire Shield,
        Armor of Flames and Endure Heat.  Staff (only one in
        game) can hold all Rod spells, including Explosion and
        Create Fire.  Daemon's Head can hold ONLY Summon Daemon,
        Banish Daemon and Conflagration.  You can only fill a
        focus once, when all the charges must be exhausted to re-
        enchant it.  Make sure that it's in the center of the
        pentagram.

If your spell still doesn't fly, the most likely problem is the
two-pixel off reagent, so keep mucking about until you get it. 
The game is infinitely picky about that.

Air Spells:

        Double-Click on enchanted focus to release spel, except
        for after you have taken the Breath of Air from Stratos.
        This is an item of major confusion, mainly because this
        item can seriously screw up your Air spells.  What SHOULD
        be happening, is that when you take it from Stratos,
        she'll whine and then nobody gets to cast Air spells
        (excluding Air Walk) anymore, except for about 2/3 of
        the people I reccomend this little tip to:  Double-click
        on the BOA and target it on yourself.  You can now cast
        ONE Air spell.  To cast another you need to double-click
        and target again.  Sorry for the remaining 1/3 who don't
        have this feature, but you never NEED Air spells for the
        rest of the game.

Ether Spells:

        Just read the book which contains the spell you want to
        cast.  If you have the reagents, the spell will be cast
        immediately.  Ethereal Travel is different, in that you
        need to read the book once, then double-click on the book
        again to cast the spell.

Version History:
----------------

Beta:  The first release.

1.0b:  Never released to the public, with limited distribution.

1.0:  The second release, fixed major error in step 17 and added
general info about stepping stones and the Ending/Cheats section,
which I may remove if I get resistance to the idea.  Minor
changes here and there, a few directional inaccuracies.  This is
hopefully the last version.

1.1:  The third release.  Included specific information about the
Secret of Moriens' Birthplace, as well as info about where to
grab the walkthrough and a minor explanation of BOA confusion, as well as 
restructured the walkthrough so the user grabs it towards the very end. 
Also included help for the Sorcery impaired.

I give my very special thanks to Arnulf Guenther for your
feedback and support.

        Yes, but why? :)


Thanks to Revolution reader Dan Fabulich!

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