1710 lines
74 KiB
Plaintext
1710 lines
74 KiB
Plaintext
Pagan - Ultima 8
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Frequently asked questions and Solution
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Copyright 1994 Jeff Abramson
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jabram@ichips.intel.com
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$Id: u8faq.txt,v 1.2 1994/08/05 23:21:28 jabram Exp $
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If you find a correction, let me know. If you do distribute this solution
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file, please include the header (i.e., first 5 lines of this file which is
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name, author, copyright, RCSiD) - I would appreciate it.
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u8faq.txt is available at ftp.uwp.edu:
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It should be in: /pub/msdos/games/romulus/hints/u8faq.txt
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But right now it is in: /pub/incoming/romulus/hints/u8faq.txt
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This answer is from the FAQ:
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Contents:
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---------
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1. Introduction
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2. General Advice
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3. FAQ
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(a) GamePlay
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(b) Technical
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(c) OtherInformation
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4. Detailed solution - read at your own risk
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Introduction:
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-------------
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ULTIMA 8: PAGAN is a adventure/role-playing game where you play the part of
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the Avatar, the character you have been playing since way back in Ultima
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I. This time, however, you are thrown onto the evil Guardian's world and
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you suddenly are lonely and have no idea where to go and what to do. U8 is
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different from previous Ultimas due to real time combat, "obstacle courses",
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and climbing and jumping.
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In general, experienced Ultima players don't like Pagan, and new Ultima
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players also don't like Pagan. It is definitely the most negative received
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of the series. In my opinion, I paid $50.00 for the CD version when it came
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out, and spent about 60 hours of gametime on it - that is not too bad of a
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ratio, although a large amount of that was spent saving and restoring...
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For those of you deciding if you should play U8 versus something else:
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Good things about Ultima 8: Not so good things about Ultima 8:
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--------------------------- ----------------------------------
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1. Nice graphics and animation. 1. No character portraits.
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2. Nice spell effects/ 2. Too many save/restores required,
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different spell disciplines. and save/restore is slow.
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3. Good sound and speech. 3. Not enough speech.
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4. Unique magical weapons. 4. Not a lot of NPC interaction.
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5. Climbing and jumping add NPC's say the same things.
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a new dimension 5. Not a lot of item interaction.
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6. The game doesn't take a long time
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to complete, and there are few
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if any "side-quests".
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Lots of things were sacrificed to keep disk count down and keep the high
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graphics and animations. The developers admit as much and no doubt there
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are arguements as to what would have been better. There are definitely plot
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holes and missing sub-plots that may confuse the player.
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Ultima 8 also requires good hardware. Even on a DX2-66 system with local
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bus, the game is not as fast as one would like. So you may want to test
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drive it before purchase.
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Some general advice and pointers to get you going:
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--------------------------------------------------
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1. Read the reference card. It tells you basically what to do at the start
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of the game. This will get you oriented with moving, climbing, fighting,
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and inventory.
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2. Directions: this takes some getting used to:
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UPPER RIGHT = NORTH
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LOWER LEFT = SOUTH
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UPPER LEFT = WEST
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LOWER RIGHT = EAST
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I map with graph paper turned so that the angle is the same. Works
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fairly well.
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You start near the city of Tenebrae. There are exits in/out of the city
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on all four sides. Explore everywhere.
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3. Save your game often. Even though savegames take a long time to both
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save and restore, it is worth it because one false move and you can lose
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several hours of play time.
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4. Take good notes. Read all books and scrolls for hints and info. Reading
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books in addition to casting spells will increase your intelligence.
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5. Explore everywhere. You'll find keys and other objects in the most
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annoying places (under a vase or a dish, etc.) Try to climb and jump
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everywhere - you never know where you'll find that cave with a magic
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weapon or some coins. Some buildings have a locked entrance, but you
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can climb up on the roof and enter from above.
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6. Fighting: at the start you will be able to successfully fight
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changelings, ghouls, spiders and skellots. The spiders and skellots you
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can kill just be walking over them. Skeletons are next, but they come
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back to life (unless you use certain magical weapons). Ghosts can only
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be killed by the Grant Peace spell or a magic weapon. They also throw
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flaming skull heads that you can destroy with an attack. I have also
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been able to kill Kith, Seekers, and Daemons with a magic weapon. You
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gain strength and dexterity by practicing combat, although just going
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into combat mode and hacking away at nothing or just plain jumping up and
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down will also increase your numbers.
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7. Magic items: Magic items are very rare. One enhancement over previous
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Ultimas is the uniqueness of magic weapons. Each magic weapon has its
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own name and own properties. For example, the Flame Sting, makes noises
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and bursts of flames when inflicted on the enemy. Some magic weapons you
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will find as you solve quests. Other magic weapons (like Slayer) are in
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areas you never need travel. Magic armor, leggings, arm guards, and
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helms are more generic. I didn't find a magic helm till late in the
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game.
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Frequently Asked Questions
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--------------------------
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I tried to make these questions general so they don't give anything away,
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but be careful to not read too far ahead...
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General:
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--------
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1. Where is the U9 preview chest?
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Nowhere, the developers claim there is no such thing.
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2. Where is a key ring and how do they work?
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The keyring allows you to collect all your keys on a single ring, and then
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just use that ring to open doors and chests. No more searching for the
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exact key.
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There are several key rings. The earliest one you are likely to find is in
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the guard station immediately north of the palace. The doors are locked,
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but you can climb up to the ledge and enter from the top. The keyring is in
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a barrel.
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To add a key to the key ring:
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Double click on the key, then single click on the key ring.
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To use the key ring:
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Double click on the key ring, then single click on door/chest.
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3. Are there any secret areas, treasure rooms, etc?
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There is one in the Pit of Death - more specifics below if you want them.
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Tenebrae:
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---------
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1. Where is the key to Mordea's bedroom?
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The key is under the cushion right next to the clock in her throne room.
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2. How do I get the key to Mordea's closet and chest?
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Aramina will give you the key if you confront her. You must meet her at her
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home during Bloodwatch. To understand the time system on Pagan, read one of
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the guard logs in the palace.
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3. Where is the cemetery?
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Take the east exit out of the city. Turn north immediately and follow the
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road. Eventually you should reach a large wall with a doorway. Continue
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through there and you should see lots of gravesites. The main building is a
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little farther north.
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4. How do I free Devon?
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Without giving away what will happen, you need to produce a book that has
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some information about Devon. That book is in a closed off room in the
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basement of the palace (southeast corner). Cast one of Mythran's magic
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Secret Door Scrolls, and you will be able to go read the book.
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5. How do I unlock the door that is in the dungeon in N. Tenebrae (behind
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rubble).
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First talk to Orlock the bartender about ghost treasures. You'll then need
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to talk to several other people to find out more details. Eventually you
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can get the key. (Other people include Gwillim and Corinth.)
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6. Where is the Tear of Seas?
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Devon will tell you that it is in a chest in his study. Specifically, that
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chest is in the southwest corner of the palace on the first floor. If
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Devon doesn't tell you anything, then you have missed a crucial step. Go
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back to where you got the Tounge of Flame and read the book that was with
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the Tounge. I believe this is the *only* mention of the Tear of Seas in the
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game so you have to read it first before you know about it.
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Cemetery:
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---------
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1. Where are the sticks that Vividos asks me to find?
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Where are the Executioner's hood that Vividos asks me to find?
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The sticks are found *outside* the burned house in West Tenebrae. Take the
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west exit out of the palace but stay within the city. Go in the northern
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area, you should see a house that has been burned down. The sticks are
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outside ("Y" shaped objects).
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Executioner's hood is found in the grass fairly close to the cemetery
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entrance. Changelings are nearby. These things are black and look like
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small hoods.
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2. Where is Lothian and how do I Inter Lothian?
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Lothian will be outside the main cemetery building but within the fence, in
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the northeast corner. Go to her, and double click on her.
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3. How do I make and cast Necromancer spells?
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Place the reagents in a bag. Double click on the key, then single click on
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the bag. The spell icon will be created. To cast it, double click on the
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icon.
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Make sure you have the correct reagents. If the spell requires wood, you
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need a "Pile of Wood", not a stick, not a board. If the spell requires
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bone, you can't use a skull or a body.
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4. Vividos gave me the key of Scion, but he says it's not a physical key -
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how do I open the door with it?
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This is confusing. This is a real key. If you didn't get it, most likely
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you have a full inventory. Get rid of something and try again.
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5. Where are reagants?
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Most reagants can be found in Stone Cove. Mythran sells a few. Blood is
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the hardest to find and you can find that in the catacombs or in the
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caves between the catacombs and Stone Cove.
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6. How do I learn call quake?
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The chest on the upper level of the Tomb contains a book from Lothian, which
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has the Call Quake spell.
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Plateau:
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--------
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1. Where is the Plateau entrance?
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Take the northern entrance out of Tenebrae and follow the road. Look for a
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non-blocked cave entrance.
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2. How do I get by those large gates (near the levers and rope bridge)?
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Cross the rope bridge. There are seven levers:
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L1 L2 L3 R1 R2 R3
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C
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Pull L2, R1, R2 (so all left levers are down and all right levers are up),
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and then C will automatically pull. You'll see and feel a large shaking.
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Then go back across the rope bridge. The broken lever has been fixed -
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pull it to open the bars. You can then head out to the plateau.
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3. Where is Mythran's house?
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Pretty much in the center of the Plateau. Look for a small home.
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4. How do I open the locked tower doors in the cave with the magic hammer?
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You can't - supposedly this is where the add-on will take place.
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In fact, if you open them via the cheat mode, you will find out that the map
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ends there and you cannot go any further.
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5. Mythran doesn't tell me anything?
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Have you talked to Bentic in the library? This is a required flag.
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Catacombs:
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----------
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1. Where are the necromancers?
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Look for a small tomb with a jewel box (or is that a chest) and a ghoul.
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Walk inside there and fall through the floor.
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2. How do I open the "Towards Fate" door?
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You need the Key of Scion - worry about the necromancers first.
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3. Where is Stone Cove?
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From where you returned to the catacombs after seeing the necromancers, go
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south and look for a door that leads out of the catacombs. This set of
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caves contains the path to Stone Cove (see below).
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4. Is there a teleporter in the catacombs?
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Yes - you need the Skull of Quakes to activate it. Look for a red circle on
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the wall nearby to the "Towards Fate" door. Double click on the skull, then
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on the circle.
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Caves beyond the catacombs:
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---------------------------
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1. How do I find Stone Cove?
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After entering the caves from the catacombs, go mostly south. Look for very
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thin passages. I suggest you map this cave, because there are four
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important exits here. Eventually you will find a gate with red columns -
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you are on the right track. Go through some spike traps and you should find
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a door.
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5. Where is Carthax Lake?
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Go back into the caves that you took from the catacombs to Stone Cove. From
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the exit to stone cove, follow the "right" wall until you find another exit.
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Use the Key of Scion to unlock the door. Is is useful to map these caves
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out.
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3. Where is the Sorcerer's Enclave?
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Go back into the caves that you took from the catacombs to Stone Cove. Look
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for another exit - this one has a lever with two rising/falling doors. The
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lever is useless - look for a small switch that has been blended into the
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wall. Is is useful to map these caves out.
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Stone Cove:
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-----------
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1. How do I open those two doors?
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Create a golem in the nearby mud. You can direct him to open the doors.
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2. I am stuck in the "tower door" area. Can't seem to find anything.
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Go north until you find the ruin. Activate both levers. Go back to the
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south, and then west, and there is a un-crossable chasm that now has a red
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"skull" bridge that appears and disappears. Go that way.
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3. I've gone through all of the "tower door" area, and still can't find
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Lithos. I've made it to a small island that teleports me back to the
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beginning of the cave.
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There is a long north-south hallway that leads to a small island with some
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barrels. In the middle of the island is a MountainKing rune, and that will
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teleport you back to the rune near the entrance of these caves. Go back to
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the long north-south hallway, and look for two *VERY THIN* westbound
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passages. I bet you missed them.
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4. How do I get into the Conventicle?
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The key is on a body further into the cave. Look for a body behind a gate.
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The lever opens one gate, and the switch opens the gate covering the body.
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Alternatively, create a golem.
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5. Is there anything useful in the Pit Of Death?
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Nothing required. You can get onto the roof and cause all sorts of funny
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bug effects. Wherever there is a "Restore to Sight" scroll, there is a
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hidden chest with potions or death disks.
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Near the east end of the Pit, there is a door covered by a flaming arrow
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shooter. The door doesn't lead anywhere, but instead open the door, then go
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between the door and the wall so that the arrows are getting blocked by the
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door. Then jump straight up - you have found the "secret room".
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Pilgrimidge:
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------------
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1. After I get the Key of Scion, what do I do?
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Look for a door in the catacombs titled "Towards Fate do you Travel."
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2. I've searched the caves below the "Towards Fate" door, but can't find
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anywhere else to go.
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There is one north-south corridor that has one spiked sphere. At the south
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end, you need to climb up - this is tricky.
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3. How do I get to the chest that has five levers around it?
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Two levers will trigger the gates, and it appears to be random. If you get
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turned upside down, just keep triggering levers till you go back to normal.
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4. How do I cross the gate near all the marbles and the platform.
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Throw something onto the platform. You will have to move farther away from
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the gate so that the platform is in view.
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5. How do I get past the stairs with three pressure plates?
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You need to build the stairs in the center by first building them on the
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left. Combination of the pressure plates will raise and lower stair pieces.
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Alternatively you can create a golem to open the door to the west.
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6. What do I do in the temple with the three statues?
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Get the ceremonial shield and place it on the Altar.
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7. How do I open the door behind the temple?
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Use one of Mythran's Secret Door spells (or create a golem).
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8. How do I defeat Khumash Gor?
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Cast Grant Peace - or if you have a magic weapon, you can take him out.
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9. Where is this Moriens character?
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In someone's mind. As soon as you have the obelisk item from the Zealan
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temple, you are done with the Pilgrimidge. Vividos won't acknowledge it,
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but yes, you are done.
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Argenrock Isle:
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---------------
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1. How do I take the test of wisdom?
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Read the books in the monastery. Not much help, but the answers are common
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sense. Try again if you fail.
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2. Where is the protector weapon?
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Under the monastery in the caves is a small room with no doors - cast one of
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Mythran's Secret Door spells.
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3. How do I solve the missing focus problem?
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Cast Hear Truth and you'll get more hints.
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4. Where is Stratos?
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Stratos can be found off of Windy Point. Stellos will instruct you further.
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5. Where is the Breath of Air?
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Very close to Stratos - cast Reveal to find it and Aerial Servant to get it.
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6. Why can't I cast spells anymore?
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Once you have the Breath of Air, most spells don't work (remember what
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Stratos told you)... Air Walk will still work.
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Carthax Lake:
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-------------
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1. How do I find Hydros?
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From the entrance (and teleporter) follow the drained lake around counter
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clockwise. Look for some broken land bridges. One will allow you to jump
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to a small island in the center. Then look for the white bridge.
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2. How do I free Hydros?
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There is a cave entrance on the south end of Carthax Lake. Follow through
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there and you'll eventually find a grave. Cast Open Earth.
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Sorcerers Enclave:
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------------------
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1. How do I cross the sea of lava?
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Cast Air Walk and jump.
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2. Do I trust Vardion or Bane?
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Either, although most players side with Bane.
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3. I can't create the spells.
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The books tell you where to put red candles. Put black candles in the other
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positions. Place the candles, place the reagents, place the focus. Then
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manually double click on each candle to light them. Then move out of the
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pentagram, turn-around and double click on it. Get those reagents as close
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as possible to the corners - it's a pain. If it doesn't work, move them
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closer.
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4. How do I get past the traps in the Obsidian Fortress?
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Each hallway has a plaque with the name of the spell you need. If you cast
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the spell it is pretty easy to get through there.
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5. How do I get out of the Obsidian Fortress?
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Go back to the center where you first appeared, and you will be teleported
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back to the Daemon.
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6. What do I do after the Ritual of Flame?
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You need to get the Tongue of Flame. Malchir has it, and he most likely
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won't give it to you voluntarily.
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7. Why can't I use the teleports device in the Enclave?
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Doesn't work - you need to return across the sea of lava and enter the caves
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before it will work.
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8. Where is Flame Sting?
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In the Obsidian Fortress, down the "Armor of Flame" corridor.
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I have all five items, now what?
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--------------------------------
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1. How do I cast Ethereal travel?
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|
|
|
Buy the spell from Mythran. After reading it once, it should start glowing.
|
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Once the book is glowing, simply double clicking on it will cast the spell.
|
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I don't know if you need any reagents.
|
|
|
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If you can't get the spell, then you are not quite ready yet. Here is a
|
|
checklist:
|
|
- all five blackrock items
|
|
- read the book on the desctruction of the temple.
|
|
- Freed Pyros
|
|
- Freed Hydros
|
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|
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Note: You can enter the Ether without casting the spell. This is probably a
|
|
bug. You can use the Breath of Wind on Stratos as soon as you got it
|
|
via AERIAL SERVENT on Windy Point, which kills Stratos and teleports
|
|
you to the Ether - just as it would if you had killed Stratos the
|
|
ordinary way!
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2. How do I find Stratos?
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|
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Go north across the stones, ignore the treasures.
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3. How do I find Hydros?
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She is across the stones to the west, and then across some bridges.
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4. How do I find Pyros?
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You need to find a bunch of small spheres and place them around the 10-sides
|
|
star. The spheres are found in a jewel box to the east and north.
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5. How do I find Lithos?
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There is one tricky part here. At one place you want to jump up, but it
|
|
doesn't seem to work. You are at point A when you want to be at point B:
|
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|
|
--------------------
|
|
A B ---> north
|
|
-------------------------------
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6. How do I make the obelisk tip glow?
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|
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Double click on it, then single click on yourself.
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7. How do I build the black gate?
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|
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Place the four elemental items on the pentagram corresponding to the
|
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hallways that led to the appropriate titan. Then place the obelisk tip on
|
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the remaining point.
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8. I've defeated the 4 titans and have zapped myself with the obelisk tip so
|
|
that it glows. I put them all on the pentacle in the right order, and
|
|
lightning strikes them. Then, the avatar just stands there. The mouse
|
|
still works, the lamps still glow, but nothing moves. I thought it was a
|
|
memory problem and removed my ramdrive, but this time, it doesn't zap the
|
|
last item (tongue of flame, I believe) and instead crashes wih a whole
|
|
bunch of wierd numbers.
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|
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This is a known bug. You can call technical support to get the instructions
|
|
on how to patch it.
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|
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Misc:
|
|
-----
|
|
1. Where are the magic weapons?
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|
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Deceiver can be found in two places. One is off of Stone Cove, although I
|
|
never got it. The other is in the "secret room" in the Pit of Death.
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|
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Slayer can be found in three places. One is in the "Slayer Dungeon", which
|
|
you reach by falling through the floor of a small room outside of Tenebrae
|
|
(well south of the cemetery). Another is in the "secret room" in the Pit of
|
|
Death. And a third is near the very end of the game.
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|
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There are several other magic weapons as well. Protector (also called the
|
|
needle) can be found underneath the library/monastery on Argenrock Isle.
|
|
The saber of KhumashGor is found in the Zealan catacombs. The Flame Sting
|
|
is found in the Obsidian Fortress at the Sorcerer's Enclave. There is also
|
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a magic dagger in a backpack in Mythran's house (Korghin's Fang). The
|
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Hammer of Strength is found in a small cavern off the Plateau. All of these
|
|
are also in the "secret room" in the Pit of Death, and Flame Sting can also
|
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be found near the very end of the game. There is also a "Blade of Striking"
|
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which is in Malchir's chest in his sanctum.
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There is no Bone Crusher (maybe in the add-on).
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2. Is there any possible way to learn Tempestry?
|
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|
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No. Even in the cheat modes, you cannot access any tempestry spells. Most
|
|
likely this was dropped from the game due to size/time/space requirements.
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|
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Outstanding questions:
|
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----------------------
|
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1. Anyone ever learn how to cast Resurrection?
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|
|
2. What is the magic cube/tetrahedron/sphere in Mythran's house used for?
|
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|
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When you double click on this thing, the Avatar kneels and says something
|
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about not having the strength nor wisdom to master this power. Maybe in the
|
|
add-on?
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3. Why was Shaana in Mythran's house?
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|
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Here is some interesting info from Detlef Koehlers:
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|
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Well, obviously because she is one of his students of Thaumaturgy. But
|
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I too wonder if there is something special about her. A few months ago
|
|
there was an article by the german project leader of Ulitima VIII, Rolf
|
|
D. Busch, in a german computer magazine, where he gave some insight in
|
|
the programming and playtesting phases of U8. In one paragraph he
|
|
dealt with the character Shaana in the game. He wrote that she was the
|
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most popular character among the QA-Team (due to her sexy leather
|
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dress, I guess...) and that on behalf of the QA-Team her role in the
|
|
game has been greatly increased. And then R.D. Busch wrote: "...during
|
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the game she turns out to be quite nice, and she is in reality...no,
|
|
you have to figure that out for yourself!" So, the mystery remains
|
|
unsolved: What is so special about Shaana? (BTW: She never was very
|
|
nice to me during the game. Always a bit short- tempered and
|
|
threatening me with her axe...)
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|
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Technical:
|
|
----------
|
|
1. What is the difference between the CD-HD and the floppy versions?
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|
|
|
The CD-HD has the speech pack and the game, where if you buy floppies, you
|
|
buy the two separate packages. Other than that, no differences, including
|
|
installation. The CD-HD is shovelware, meaning you install it to your hard
|
|
drive, and then put the CD away just like you would put floppies away.
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2. When will the Enhanced CD version be available?
|
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|
|
Later in 1994. That may be August, or December, or even later.
|
|
|
|
If you buy the CD-HD now, you can upgrade to the enhanced for $20.00. Is
|
|
that worth it? I don't think so. In fact, if you complete U8, you probably
|
|
won't want to replay it with the enhanced version. If you aren't really
|
|
looking to play U8 *now*, then wait.
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3. What does the Enhanced CD version have?
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|
|
The Enhanced will have U8, the Speech Pack, and the Lost Vale (which is an
|
|
add-on similar to how Forge of Virtue is a U7-BlackGate add-on). It will
|
|
also have additional speech and probably more graphics. Maybe it will even
|
|
have portraits of the characters. Don't expect any changes in plot or
|
|
gameplay.
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|
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|
4. What is an add-on, and is there any for U8.
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|
|
|
An add-on is an additional package that requires the original game. It adds
|
|
new storyline, features, missions, speech, etc. Pagan already has a speech
|
|
pack add-on available, and another add-on called the Lost Vale should be
|
|
available summer 1994. This will have some new storyline to Pagan.
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5. Are there any known bugs and if so, any patches available?
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|
|
I have not heard of any patches. There has been one bug that I know of, and
|
|
some people are bitten by it near the end of the game (see the last question
|
|
in the game play section of the FAQ). Customer support has helped people
|
|
fix it. There are a few places where you can cause funny effects, and those
|
|
are also "maybe-bugs". Of course many users have their share of technical
|
|
problems, which may or may not be considered bugs. Overall, U8 is a very
|
|
high quality game.
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|
|
|
6. Is there a cheat?
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|
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7. Is there an editor?
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|
OtherInformation:
|
|
-----------------
|
|
1. Where can I find walkthroughs?
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|
|
|
There is one bundled with this FAQ. There is another well received one
|
|
written by Dan Faublich. Both are on ftp.uwp.edu in the romulus area.
|
|
There are also several other files in that area, that may have other
|
|
information.
|
|
|
|
In the Julu 1994 issue of CGW, you can find a very negative review of Pagan,
|
|
and a brief walkthrough. Be careful, though, because I found a few things
|
|
that weren't quite mistakes, but may cause confusion. Stick to one of the
|
|
online files instead.
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|
|
|
|
|
Detailed Solution follows - read at your own risk.
|
|
--------------------------------------------------
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|
Beach-side/Pier:
|
|
---------------
|
|
- You wake up at the shore by a fisherman, Devon. He tells you how he
|
|
pulled you from the lake. At this point consult the reference card and it
|
|
gives you instructions on how to control and where to go next. Head to
|
|
the west and up the stairs. Turn left and go to the end of the pier.
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|
|
|
- You witness the execution and get glimpses of some of the main characters
|
|
in Tenebrae. After everyone leaves, you can head back up the pier to the
|
|
city.
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|
|
|
|
|
Tenebrae:
|
|
---------
|
|
- The city is divided into three parts. East Tenebrae has the wealthy
|
|
members and the library. West Tenebrae has the tavern and blacksmith.
|
|
The palace is in the center. There are four exits from the city, one on
|
|
each side, and you are at the South entrance.
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|
|
|
Head into the city and you see a guard, who basically tells you what I
|
|
have said above. Head into East Tenebrae.
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|
|
|
|
|
East Tenebrae:
|
|
--------------
|
|
- List of buildings in the east section (from North to South):
|
|
|
|
Library Bentic Friendly and good source of info
|
|
Houseboat ?
|
|
Gem/Tailorshop Rhian her husband was executed
|
|
House Beren Mage
|
|
House ?
|
|
House ?
|
|
Trainer Darion Will train and sell arms
|
|
House Salkind Lady Mordea's assistant
|
|
House Aramina Lady Mordea's servant
|
|
House Tarno Leader of the guard
|
|
|
|
There is also a monument of some sort just east of Rhian's house, there is
|
|
a chaos gem on the roof, and if you climb up there it collapses and you
|
|
may fall into the water.
|
|
|
|
There are also lots of beggars, children, and peasants. The peasants
|
|
won't talk to you, the beggars ask for money, and the children either
|
|
won't talk or ask lots of questions.
|
|
|
|
Read books in the library about the various treasures, etc. There is a
|
|
guide to mushrooms, and also a intro to types of puzzles you'll see later
|
|
in the game. Read all the books in case a book is a trigger to some other
|
|
event later in the game. Talking to Bentic is a required trigger.
|
|
|
|
Some homes have levers that open up rooms either downstairs or on the same
|
|
floor. Darion has a locked chest downstairs where the key is hidden under
|
|
a clock.
|
|
|
|
There is a key in Salkind's bedroom hidden under something, it opens a
|
|
locked door, and there is still a chest there. The key to the chest is
|
|
under a vase, and the chest is trapped.
|
|
|
|
- There is an exit out of E. Tenebrae that leads to the cemetery.
|
|
|
|
|
|
West Tenebrae:
|
|
--------------
|
|
- List of buildings in the west section (from North to South). Note that
|
|
there is also a river running through this part of the city.
|
|
|
|
Burned House ghosts
|
|
Building ?
|
|
House ?
|
|
Zoo troll
|
|
House ?
|
|
House ?
|
|
House ?
|
|
House ?
|
|
House ?
|
|
Tavern Orlock has lots of stories
|
|
Jenna She'll get mad at you if you are not careful
|
|
Smithy Korick Very humble blacksmith
|
|
House Shaana Executioner from the pier
|
|
|
|
- Go to the burned house. There is a pile of debris, that as you move it
|
|
you will see a hole. Go down into the hole and you get find some coins.
|
|
You can climb out the way you entered.
|
|
|
|
- Go into the zoo. Do this by climbing onto the top and falling in. Be
|
|
careful and just plain avoid the troll (you are probably not equipped to
|
|
fight it). There is a bag in the debris with some gems, and move all the
|
|
debris away to reveal a lever to open the door to let yourself out.
|
|
|
|
- Listen to the ghost story from Orlock, go back and ask Jenna, Darion, and
|
|
Bentic for more information on the treasure. Don't get Jenna mad at you.
|
|
Once you talk to Jenna, her father Darion will drive you nuts about
|
|
marrying her.
|
|
|
|
- There is an exit out of the city on the est side.
|
|
|
|
|
|
Palace:
|
|
-------
|
|
- Lady Mordea will pretty much ignore you. There is a key hidden under a
|
|
cushion in her throne room, and she'll zap you if you try to steal it
|
|
while she's in the room. Wait till she is eating. It opens the door to
|
|
her bedroom.
|
|
|
|
- There is one locked area on the first floor I haven't been into.
|
|
|
|
- The guard area on the north is locked but you can get in from the second
|
|
floor. The key ring is there. Yes - no doubt the best feature from
|
|
Silver Seed...but no hotkey for it...
|
|
|
|
Double click on a key, then single click on the keyring to add the
|
|
key to the keyring. Then a double click on the keyring followed
|
|
by a single click on a door or chest will unlock it if you have
|
|
the correct key.
|
|
|
|
- Walk around the outside of the palace, between the moat and the palace,
|
|
you should find a dead body with some coins.
|
|
|
|
- Basement has a lot of locked torture rooms, and one closed off area.
|
|
|
|
|
|
West of Tenebrae:
|
|
-----------------
|
|
- There is a cave on the west wall of the mountain side, you can find some
|
|
coins and other stuff there (I think a sword). If there are kith there,
|
|
just exit the cave and go back in.
|
|
|
|
- There is a building near the south with a lever, opens up the fence and
|
|
there are two kith guarding a few barrels of fish. Don't know if there is
|
|
anything else useful there.
|
|
|
|
- There is at least one place in the mountainside where you can climb up one
|
|
level, and then climb up again but you cannot see yourself, and then it is
|
|
easy to fall to your death.
|
|
|
|
- House SW of the gate is Kilandra's house. She talks about how her
|
|
daughter Elaina was denied help by Mordea and is now dead. Go back and
|
|
talk to her after talking to Gwillim until she tells you where the key is.
|
|
|
|
- There is a cave behind the waterfall. Leads to a chest behind a fence
|
|
with a lever. There is a skeleton in this cave, and they are tough
|
|
because they die and come back to life. The chest has an axe and some
|
|
armor.
|
|
|
|
|
|
North of Tenebrae:
|
|
------------------
|
|
- The north valley contains one couple: Corinth and Gwillim. Talk to
|
|
Corinth and she'll tell you Gwillim knows about the ghosts. Confront
|
|
Gwilliam and he reluctantly tells you Kilandra has the key. If you
|
|
already have gone into the cave, you will see that you are stuck at a
|
|
locked door - they key opens this one. You'll find Gwillim at the north
|
|
end of the valley.
|
|
|
|
- There is a group of children to the SE once you exit the city, and they'll
|
|
attack you and chase you. You'll find them when you start seeing dolls
|
|
and toy animals.
|
|
|
|
- West of Gwillim is a cave that leads to a pond with stones. This takes
|
|
you to Mythran - see below for details.
|
|
|
|
- East of Gwillim is a cave entrance covered with debris. Open it up, and
|
|
this leads to some ruins that supposedly has the ghost treasure - see
|
|
below for details. Go back and talk to Orlock if you haven't heard the
|
|
story yet.
|
|
|
|
|
|
East of Tenebrae:
|
|
-----------------
|
|
- Follow the road to the north and you'll get to the cemetery. Elaina's
|
|
grave is one of the ones on the NW side. Once you read her grave, the
|
|
ghost will appear and throw you the key. I assume you must have talked to
|
|
her mother first.
|
|
(It's nice that the graves and signs are translated for you -
|
|
big improvement from previous Ultimas.)
|
|
|
|
- There is a house ruin south that has a gem in the center. The floor will
|
|
bust under you and you find yourself underground. Read the book. Go
|
|
through the tower doors and continue west. You'll find another book about
|
|
the mystical Slayer. Continue west and follow the corridors, eventually
|
|
you'll end up in a dead end with a backpack - get the key. Head back to
|
|
where you saw the second book, and go north - you should see a lever and a
|
|
door. Hit the lever and continue on. Eventually you should reach a chasm
|
|
and some stepping stones. I jumped basically using the centermost stones
|
|
(rising and falling). After jumping, avoid the seeker and unlock the
|
|
door. The Slayer is up a small room with a door. Climb up and get it,
|
|
and then enter the door to return to the east side of Tenebrae between the
|
|
cemetery and the city walls. The Slayer is a magic mace that sounds a
|
|
large thunderclap when you kill an opponent, and also strikes down an
|
|
opponent on the first hit every 20th enemy (or something like that).
|
|
|
|
- There is a small house with a guardsman that attacks you. There are some
|
|
items in the house, but I didn't see anything of importance.
|
|
|
|
|
|
Caves to Plateau and Mythran:
|
|
-----------------------------
|
|
- You can pretty much jump from stone to stone, but you have to be careful.
|
|
You may have to move back or forward on a stone to get the right distance.
|
|
There is also a chest - disarm it while you are in the lake, which has
|
|
some scrolls.
|
|
|
|
- Once you cross the lake, you'll get to an hill with two ways around it.
|
|
There is an electrified fence blocking the south way, and there are some
|
|
traps blocking the north way, which you can't see. Instead climb up and
|
|
go over the hill.
|
|
(throw something at the death disk to see what happens.)
|
|
|
|
- You then reach an area with a winch and broken lever, a set of bars, and a
|
|
rope bridge. Cross the rope bridge. There are seven levers:
|
|
|
|
L1 L2 L3 R1 R2 R3
|
|
C
|
|
|
|
Pull L2, R1, R2 (so all left levers are down and all right levers are up),
|
|
and then C will automatically pull. You'll see and feel a large shaking.
|
|
Then go back across the rope bridge. The broken lever has been fixed -
|
|
pull it to open the bars. You can then head out to the plateau.
|
|
|
|
- You'll reach the open plateau. There are a couple chests out in the area.
|
|
One is buried in a pile of debris in a ruin, and the other is on a two
|
|
level hill guarded by undead. I didn't see anything of major use there.
|
|
|
|
- You should find a small house. If you remember from the library,
|
|
Mythran's house is much bigger inside than outside. First you have a
|
|
small obstacle course. Just go straight and if you time it well you can
|
|
go through the fences and avoid the spiked spheres. At the end is a red
|
|
potion to help you heal. Once you exit you are in Mythran's house.
|
|
|
|
NOTE: Once you talk to Mythran, this little obstacle course fortunately
|
|
will not appear for subsequent visits to Mythran.
|
|
|
|
- There is another cave entrance to the west of the entrance cave. Navigate
|
|
past some flaming arrow shooters and you will eventually find a chest. It
|
|
is trapped and there are scrolls of trap destruction nearby. Inside the
|
|
chest is the Hammer of Strength if you don't have a magic weapon yet.
|
|
|
|
- There is also a locked door in this cave, and the key is nowhere to be
|
|
found. Mythran's scroll won't unlock it either. Rumor has it that this is
|
|
where the Pagan Add-On will take place.
|
|
|
|
|
|
Mythran:
|
|
--------
|
|
- Read the books in Mythran's house. When you talk to Mythran he will give
|
|
you a teleportation device and also permission to borrow whatever you
|
|
need. You can return to Tenebrae the same way you came or via the
|
|
teleportation device as long as you have been up to the roof of Tenebrae
|
|
palace and seen the teleporter.
|
|
|
|
- Before you leave, buy at least on of Mythan's Open Door spells. This
|
|
spell will unlock some doors.
|
|
|
|
- Mythran will instruct you to see the Necromancers north of the east exit
|
|
of the city.
|
|
|
|
NOTE: Shaana was in Mythran's house while I was there. I still don't
|
|
know why.
|
|
|
|
|
|
Necromancers:
|
|
-------------
|
|
- Go through the cemetery to the building. Head inside and you will meet
|
|
Vividos. He'll tell you a bit about what the necromancers do and also
|
|
tell you that the head necromancer, Lothian, is dying, and that Lady
|
|
Mordea stole their ceremonial dagger. Promise to get the dagger back.
|
|
|
|
|
|
Tenebrae:
|
|
---------
|
|
- You will not find the dagger in Mordea's bedroom, but you should notice a
|
|
closet with a chest. Talk to Aramina about the dagger, and she'll give
|
|
you the key - but you have to visit her at her home to get the key.
|
|
|
|
NOTE: Aramina is only available at Bloodwatch in here home. So you may
|
|
need to occupy yourself somewhere and wait (or go to sleep in the house
|
|
directly south of hers).
|
|
|
|
- Don't try to enter Mordea's bedroom while she's sleeping - zap!
|
|
|
|
|
|
Necromancers:
|
|
-------------
|
|
- After you return the dagger to Vividos, you are given instructions on what
|
|
to do next to see the Mountain King. He instructs you to get two
|
|
reagents: executioner's hood, and a wooden stick. There is Hood in
|
|
abundance in a small area SE of the cemetery. The sticks can be found
|
|
near the burned home in W. Tenebrae.
|
|
|
|
- Then you will receive instructions on your first spells, Death Speak and
|
|
Open Ground. Go through a fence to the building directly north of the
|
|
cemetery main building and cast Open Earth on the middle of the wall
|
|
that leads to the mountain. A cave entrance will open up.
|
|
|
|
NOTE on spells and reagents: Make sure you have the correct reagents. I
|
|
confused sticks with wood, and I know many others have as well. A pile of
|
|
wood is a little pile that is brown and green. Bone shards are bone
|
|
shards, you cannot use a skull or a piece of bone. If you get the message
|
|
"something is not right" then you probably have the wrong reagan.
|
|
|
|
|
|
Catacombs:
|
|
----------
|
|
- You are in the main level of the catacombs. Watch out for skeletons,
|
|
electric gates, and lava pits. You can detect lava pits by watching for
|
|
puddles on the floor (in fact there is a book somewhere that tells you
|
|
this). Just be careful and save your game often.
|
|
|
|
- Map the catacombs to save you grief later. You spend far too much time in
|
|
here... Some of the gates have levers and some move up and down
|
|
themselves. If a door is closed or closes when you walk by, then walk
|
|
away from it (maybe 30 steps or so), and then return, and it should open
|
|
for you. As far as I could tell, there was no certain thing I had to do
|
|
in order to reach either the lower catacombs or Stone Cove. There are
|
|
some locked doors that I didn't get to open, however. I found one key at
|
|
the "Master of Keys" and that opened an empty chest near two flaming arrow
|
|
cannons.
|
|
|
|
- Your first goal is to find the necromancers. Look for a small tomb with a
|
|
door and a ghoul inside. Enter the tomb and you will fall through a pit
|
|
to the lower catacombs.
|
|
|
|
|
|
Lower Catacombs:
|
|
----------------
|
|
- You'll find yourself in the lower catacombs near some barrels. Stock up
|
|
on all the reagents you can hold, and create as many Death Speak spells as
|
|
possible (some reagents are hard to find). Look for the first
|
|
necromancer. Watch out for falling stalactites. As long as you keep
|
|
moving you should be okay. Find the first necromancer and cast Death
|
|
Speak. He'll teach you a new spell, Fake Death and instruct you where to
|
|
go.
|
|
|
|
- Cross the area that used to be blocked by stalag mites. When you see the
|
|
daemons, cast the new spell that fakes death. The daemons will think you
|
|
are dead and you can go past them. Head to the next necromancer.
|
|
|
|
NOTE: You can just run by the Daemons. Casting the spell is not required.
|
|
|
|
- The second necromancer will give you a new spell, Stone Flesh. Continue
|
|
following the cave, and when you get a long north corridor, bolts of
|
|
lightning will start firing at you. Here is where you need to cast your
|
|
Stone Flesh spell. Then run through the corridor and head to the next
|
|
necromancer.
|
|
|
|
- The 3rd necromancer will give you a new spell. You will be teleported to
|
|
an area with a bunch of electric gates. Go through them and jump over the
|
|
chasm. Here you will see the 4th necromancer. You should cast the spell
|
|
on the pile of bones to create the skeleton to ward off the other skeleton
|
|
while you talk to the necromancer.
|
|
|
|
- The 4th necromancer will give you a new spell, Grant Peace. You will then
|
|
be teleported to a new area. Go into the small room with the throne to be
|
|
teleported yet again.
|
|
|
|
- You will see a platform with some magic armor. You can get the armor, but
|
|
be careful of the pit in the center of the platform. At the lava, you
|
|
have to jump the lava stream, and then follow the rock until you get to a
|
|
dead end. Then jump across to the next rock, and you will be teleported.
|
|
Cast Grant Peace on any ghoul.
|
|
|
|
- The 5th necromancer will give you a new spell, Withstand Death (or
|
|
something like that). When you get to the last necromancer, you should
|
|
see some stairs. If you go near the stairs, a ghost and many ghouls will
|
|
appear. Cast the spell on yourself, and then open the door to talk to the
|
|
necromancer (ignore the stairs). He'll give you instructions for Create
|
|
Golem, and then you can head up the stairs back into the main catacombs.
|
|
Fall down from the platform and you are back near where you started. Next
|
|
job is to find Stone Cove.
|
|
|
|
Catacombs:
|
|
----------
|
|
- Continue to head east and south and look for a door on the east wall.
|
|
This will eventually lead you to a gate with red columns and an electric
|
|
zapper. Go through there and eventually you should find a flaming arrow
|
|
cannon, a lever, and some spike traps. Navigate through the traps and hit
|
|
the lever to open up another gate. This takes you out to Stone Cove.
|
|
|
|
(Note: You can go to the door to Stone Cove without crossing the traps.
|
|
Follow the western wall here to the north/northwest until you find a
|
|
narrow passage. If you go through these passage and then head south you'll
|
|
reach the door to Stone Cove.)
|
|
|
|
(Note that there are a couple very narrow corridors that you may miss if
|
|
you are not watching.)
|
|
|
|
Stone Cove:
|
|
-----------
|
|
- You'll eventually end up in an open area. There's a Seeker nearby, and
|
|
two doors. Also at the opposite end in the water, are stones that rise
|
|
and fall. After three jumps to the southeast and a fourth to the south,
|
|
you reach a small island with a dead body and a backpack. To the west of
|
|
here is a second isle, which can be reached by more jumping, and on this
|
|
second isle is an altar with the Deceiver.
|
|
|
|
Large Door:
|
|
-----------
|
|
- Create a golem and have it open both doors for you. Enter the large door.
|
|
Continue going north and cross the chasm. To the west you may have
|
|
noticed a rock with a large rune of the mountain king (looks like
|
|
Brittania "A") on it, and past that, a chasm too long for you to jump
|
|
across. If you keep going north you will come to a ruin. One lever is
|
|
outside, one is inside. Climb over the wall and pull the lever INSIDE.
|
|
Fight the ghouls and climb back out. There is a pit between the chasm and
|
|
the ruin so be careful.
|
|
|
|
- Then go back to the chasm to the west. Now there is a skull bridge that
|
|
is fading in and out. Traverse the bridge and you will find yourself in
|
|
front of four sliding platforms. Traverse the platforms. You will then
|
|
find yourself in front of some sinking platforms. There are a total of
|
|
eight of these. (NOTE: This requires some dexterity never before required
|
|
for Ultima games, so save often and be patient.)
|
|
|
|
- After traversing the obstacle course you will find yourself at a locked
|
|
door. Head to the north and you will be in a maze of energy beams and
|
|
mushrooms. One of the notes suggests a way to deal with the beams using
|
|
the mushrooms, but you can just beeline it and heal when necessary (or use
|
|
Rock Flesh). At the very end is a chest with the key and a gem of
|
|
protection. Open the door.
|
|
|
|
- The door leads to two shorelines with floating stones that rise and fall.
|
|
Go to the south first, and jump the stones to get to a small piece of
|
|
land, where there is a skeleton. Get the key from the skeleton.
|
|
|
|
- The stones on the north lead to another cavern. As you go north watch for
|
|
two *very* thin hallways that lead to the west. Take the southernmost
|
|
hallway and it will lead to a room with more forcefields. Go through
|
|
there and get to the chest. Hiding behind a potion is a key.
|
|
|
|
- Next go to the next thin hallway. That will take you to a locked door.
|
|
Unlock and go through. One more obstacle course with moving platforms
|
|
that lead you across water.
|
|
|
|
- The Mountain kind is to the northwest. You'll see a line of skeletons and
|
|
ghouls. After speaking to him, you can go to the south and find the
|
|
teleporter. This allows you to use the recall device later to return to
|
|
the King if you need to. Also in that area is a rock with a rune that
|
|
will teleport you back to the entrance of the caves.
|
|
|
|
- If you continue north past the two thin halls, you'll find another
|
|
floating platform which leads to a small island with a large rune of the
|
|
mountain king in the center. Grab the scrolls in the barrels and whatever
|
|
else you need and step on the rune to teleport back to the first rune.
|
|
|
|
Necromancers:
|
|
-------------
|
|
- Return to Vividos and tell him you have talked to Lithos. He'll instruct
|
|
you to give Lothian to the King. Go NE of the main building of the
|
|
cemetery and you'll see her body. Double click on it and the Mountain
|
|
King will receive her. Then Vividos will instruct you to go on the
|
|
pilgrimidge, give you the key of scion, and refers to the Pit of Death.
|
|
|
|
NOTE: The Key of Scion looks like the other key you use to make spells and
|
|
it has glowing eyes. If you have a full backpack, he won't give you the
|
|
key, so get rid of something first.
|
|
|
|
Catacombs:
|
|
----------
|
|
- Enter the catacombs like you did before. Go toward the locked door that
|
|
is near where you returned from the lower catacombs before. The door is
|
|
labelled: "Towards Fate Do You Travel." Unlock it with the key of Scion.
|
|
And head down.
|
|
|
|
Lower Catacombs (Key of Scion):
|
|
-------------------------------
|
|
- There is a invisible chest near the Return to Sight scroll. Lots of
|
|
potions, death disks, flasks, and a magic armor. Read the book on the
|
|
Zealan Gods.
|
|
|
|
- Enter the door "Do Not Enter". You enter new caves and new music...
|
|
Follow past two spiked spheres and a locked door, and past a maze of
|
|
gates. You should end up in a room with five levers surrounding a chest
|
|
inside a cage. Guardian will tell you not to go near there. I think the
|
|
levers may be random, since I got different behavior, but you have to
|
|
trigger two levers to lower the cage. Just try different combinations.
|
|
The levers may turn you upside down, or shoot fireballs at you. In the
|
|
chest is a key for the door directly to the north.
|
|
|
|
- The maze of fences is interesting, but once you get the key above, you can
|
|
just go through the door and avoid this thing altogether. To traverse the
|
|
maze, you also need to climb up on the platform. It is not hard.
|
|
|
|
- Head through the door, and then follow the path around north-east-south
|
|
and it will dead end at a chest (it is trapped). Inside is the Skull of
|
|
Quakes.
|
|
|
|
- If you continue back the way you came, and go past the three spiked
|
|
spheres you will eventually reach a corridor going south that dead ends
|
|
and there is a single spiked sphere. You can climb up to the west and
|
|
continue on. It took me a while to get this just right.
|
|
|
|
- Follow to a gravesite, and cast Open Earth. Convienent reagents and bag
|
|
right there on the table. Go down the opening.
|
|
|
|
- Follow the caves until you reach a gate and a bunch of rolling spheres
|
|
(marbles) and a table. You have to throw something on the small elevated
|
|
platform on the other side of the gate in order to lower the fence. Grab
|
|
a marble, and throw it - you should be able to do this if you move away
|
|
from the fence. The gate should lower.
|
|
|
|
- Beyond the gate are two platforms, and two elevators. When activated, the
|
|
elevator rises when you step on it. When not activated, the elevator just
|
|
stays up. Underneath each platform is a key - get both of them, and any
|
|
thing else you want.
|
|
|
|
- Head past the light ray (you can jump over it), and you should arrive at a
|
|
wall with a stair going into it. The wall is three squares wide and the
|
|
stairs are on the right-most stairs. You have to move the stairs to the
|
|
center via stepping on the three platforms right in front of the
|
|
walls/stairs. This is kind of like a Tower of Hanoi problem. I got the
|
|
stairs in the center by first building them on the left. Once this is
|
|
done, the wall will open.
|
|
|
|
Here is the detailed solution:
|
|
(L = Left platform, M = Middle platform, R = Right Platform)
|
|
Step on RLRMLM RL MRMLRL RM LMLRMR LM RLRMLM
|
|
|
|
- Beyond is two laser beams. Cast Stone Flesh so you can walk through the
|
|
beams, otherwise they will kill you (I had 42 hits and still got killed).
|
|
This will lead you to a large door. Unlock and go through the next set of
|
|
doors.
|
|
|
|
- You should see three statues of the Zealan Gods. The skeleton has a key
|
|
or is covering a key that unlocks the doors that allow you to bypass the
|
|
laser beam. Use these doors, and go back and get the ceremonial shield.
|
|
If you continue south from where the shield is at, you can reach the very
|
|
first door you saw once you passed the "Do Not Enter" sign. This is an
|
|
easy way to get back into the main catacombs.
|
|
|
|
- Return to the temple, and place the shield on the altar and the Zealan
|
|
statues will speak to you. The Zealans instruct you to proceed through
|
|
the next door and retrieve a blackrock pyramid shaped object.
|
|
|
|
- To open the door, you'll need the magical unlock spell from Mythran. If
|
|
you don't already have it, you'll need to use your recall item to return
|
|
to him (or go via the plateau caves) and buy the scroll. Don't forget to
|
|
get the reagents to cast Open Ground again.
|
|
|
|
- Open the door and you will find the spirit of Khumash Gor. You can cast
|
|
Grant Peace on him to vanquish him, and then grab the obelisk tip. There
|
|
is also a magic scimitar and a key ring if you need them.
|
|
|
|
- Head back out and the Zealans will tell you that you need to become the
|
|
Titan of Ether. Return to the main catacombs.
|
|
|
|
Catacombs:
|
|
----------
|
|
- You are probably wondering/hoping if there is a teleporter in the
|
|
catacombs. From the "fate" door, head southeast until you see a small two
|
|
story room with a chest on top of it. (You can get up there from the
|
|
pseudo-stairs on the other side of it.) Continue east and look for a red
|
|
circle on the next small room. The circle is on the east wall. Double
|
|
click on the Skull of Quakes and insert it in the circle. You'll see that
|
|
directly east of you is a collapsed room with a door. Fall down there,
|
|
open the door, and activate the teleporter (Upper Catacombs).
|
|
|
|
Small Door at Stone Cove:
|
|
-------------------------
|
|
- There is a Locked room with a sign - Conventicle of Death. There is an
|
|
entrance on both the south and north sides.
|
|
|
|
- Obstacle course with spiked spheres and flaming arrows. It is not too
|
|
difficult to get past here, just stay to the left and bottom of the area.
|
|
|
|
- You will reach a crypt with a gate covering it. Pull the small lever to
|
|
open the gate, the corpse has a key. Use the large lever to open the gate
|
|
to continue onward. This key opens the locked room you found earlier.
|
|
|
|
- Go into the conventicle of Death. Go into the grave area and read the
|
|
gravestone. Cast Open Earth and it will open up and reveal the Heart of
|
|
the Earth. Grab it.
|
|
|
|
- If you continue further, you'll hit some more traps, but eventually will
|
|
lead you to the Pit of Death.
|
|
|
|
Pit of Death:
|
|
-------------
|
|
- Another set of catacombs. I found absolutely nothing in here other than
|
|
reagents, death disks, scrolls, and a few items. There are some invisible
|
|
chests near the Return-to-Sight scrolls.
|
|
|
|
- There is a torture chair at the end of a hall. You can climb up to the
|
|
roof of the catacombs. Didn't find anything up there but you can go past
|
|
the limits of where the programmers thought, and cause all sorts of neat
|
|
effects. You can eventually end up inside the catacomb walls with no way
|
|
to exit.
|
|
|
|
- Near the entrance is several dragon statues and statues of Mordea around a
|
|
wooden throne. There is a chest with lots of potions (use Restore to
|
|
Sight) that sits in between the four dragon statues.
|
|
|
|
- At the eastern end of the maze is a door that is blocked by a flaming
|
|
arrow shooter. If you open the door, you'll see that there is a wall
|
|
behind it. However, if you go on the *other* side of the door, so that
|
|
the flaming arrows are being blocked by the door, and jump straight up,
|
|
you will be in a room. The room has oil flasks, fire gems, and all sorts
|
|
of armor and weapons. One chest has all the magic weapons found in the
|
|
game, and there is a magic shield also in there.
|
|
|
|
Tenebrae:
|
|
---------
|
|
- Devon is in the jail underneath the palace. Talk to him, and then
|
|
continue to explore the basement of the palace. Use a secret door spell
|
|
to unlock the room to the east, and read the book.
|
|
|
|
- Then guards come take you to the pier where Devon is to be executed.
|
|
Confront Mordea about the truth, but don't insult here. Devon kills
|
|
Mordea and he then leaves to ponder his new role.
|
|
|
|
Catacombs:
|
|
----------
|
|
- In the caves that you took from the main catacombs to Stone cove, there is
|
|
also a route that takes you out to a open area and a teleporter. Activate
|
|
it and you can find out that you are at Carthax lake.
|
|
|
|
Carthax Lake:
|
|
-------------
|
|
- This is a large open area surrounding a valley. There are many land
|
|
bridges, some intact, some not. Find a route to the "island" in the
|
|
middle, and you'll see a white bridge. Cross the white bridge and you'll
|
|
meet Hydros.
|
|
|
|
- Ask Hydros for the power of the Tempestry and she'll tell you she cannot.
|
|
Offer to help her.
|
|
|
|
Catacombs:
|
|
----------
|
|
- There is a wall with two rising doors and a lever, and each time you
|
|
trigger the lever, the walls switch, so you never can get through. Look
|
|
for a small *switch* that is on the wall near the lever. It is not
|
|
hidden, but blends in very well with its surroundings. Trigger the switch
|
|
and the wall will open. That leads you out to the lava field.
|
|
|
|
- Another locked door (Key Of Scion) leads you out to an open area with a
|
|
brick path and spiders. This is Argenrock Isle.
|
|
|
|
Argenrock Isle:
|
|
---------------
|
|
- Exiting from the catacombs/cave into an open area and a long walking
|
|
bridge takes you to Argenrock Isle, home of the Theurgists. You should
|
|
find a walled in area, with one large building and several small
|
|
buildings. The teleporter is east of the town - go activate it.
|
|
|
|
- Enter the town, and talk to everyone. You'll meet:
|
|
Stellos, the leader
|
|
several nameless ones who don't have anything to say
|
|
Cyrrus who you may remember hearing about back in Tenebrae
|
|
Xavier - teacher
|
|
Torwin - arrogant student
|
|
|
|
Enter the monetary and read all the books, both upstairs and in the main
|
|
floor.
|
|
|
|
- Talk to Xavier and you can take the first two tests from him. The first
|
|
is the test of wisdom and involves answering questions. There are about
|
|
10 questions, and he'll ask you random 5. You have to get all five
|
|
correct, and he won't tell you which ones you got right. Most of the
|
|
questions are common sense, think about Stratos and what she represents.
|
|
Although Xavier tells you the answers are in the library, this is not
|
|
really true.
|
|
|
|
Here are the complete answers to the test:
|
|
|
|
Question | Correct answer
|
|
------------------------------------|-------------------------
|
|
Is it better to first comfort... | comfort a sad
|
|
You come across a battle... | tend the injured
|
|
You sit in a tavern... | remain quiet
|
|
When seeking respite... | a breezy evening...
|
|
Your liege lies dying... | the battle is lost
|
|
Your only child has run away... | welcome him home
|
|
In comrades, is it wiser to look... | honesty
|
|
A small child is dying... | my sight
|
|
Why is wisdom greater than brawn? | a weapon destroys...
|
|
Your brother stands accused of... | give truthful testimony
|
|
|
|
- After completing the Test of Wisdom, Xavier will instruct you how to take
|
|
the Test of Centerness. Go west from the monastery until you see a rock
|
|
face. Climb up one story and look for a small two-story rock with the
|
|
symbol of Stratos on it. Climb up there and the test will begin. You
|
|
have to prevent yourself from falling off the rock. Fairly easy to do in
|
|
one or two tries.
|
|
|
|
- After you pass this test, return to Stellos, and he will instruct you
|
|
further. He gives you the key to the catacombs below the monastery (enter
|
|
from the kitchen), and tells you to gather some silver ore.
|
|
|
|
- Enter the monastery's kitchen and then go below. Go to the east and
|
|
unlock the door. Continue east - basically follow the wall to the north
|
|
and east. You will pass some electrified gates, and eventually see a
|
|
closed off building (see below). Keep going and there should be a *very*
|
|
narrow corridor leading to the east. That leads to a bunch of silver ore
|
|
(and changelings). There are a few more pieces of ore scattered around.
|
|
|
|
- Stellos will warn you to lock the door when you leave. Don't know if this
|
|
matters, but if you get all the ore you need, it shouldn't matter.
|
|
|
|
- If you look at the spells in the manual, there are ten total. One does
|
|
not require a focus (Resurrection), and one is cast the first time without
|
|
a focus (Air Walk). So search for 8 ores.
|
|
|
|
- The closed off building may be opened by casting one of Mythran's secret
|
|
door spells. Inside is the magic weapon Protector.
|
|
|
|
- After retrieving ore, head back to Tenebrae and talk to the Smithy,
|
|
Korick. He'll forge you a focus of your choice, and once you return to
|
|
Argenrock Isle you can enchant the focus by setting it on the altar. If
|
|
you single click on the focus before hand, it will just say something like
|
|
"Pointing Hand", but if you click on it after, it will say something like
|
|
"Reveal Focus". That is how you determine if it has been enchanted.
|
|
Construct and enchant all 8 ores for all the foci he will create: Pointing
|
|
Hand, Open Hand, Chain, Fist, Bracer (Arm Band), Open Eye, Closed Eye,
|
|
Sextant. (Don't try to enchant two at the same time...)
|
|
|
|
- Stellos instructs you to go back under the monastery after getting the
|
|
focus. If you go north this time, you will see a wounded Torax on the
|
|
ground below. If you jump down there, you cannot get back up - you'll
|
|
have to use the teleporter. Instead you can cast Aerial Servant on the
|
|
Torax and move it to where you are, and then cast Healing Touch or
|
|
Restoration.
|
|
|
|
- When you return to the surface, you will hear that Xavier is missing his
|
|
focus, and no one will help you continue your training. Cast Hear Truth
|
|
and go talk to everyone. Cyrrus is hiding the fact that he knows where
|
|
Torwin has gone.
|
|
|
|
- Go up to where you took the test of Centerness and continue west. You'll
|
|
confront Torwin - he wants to resurrect his father, Toran, who you saw
|
|
executed at the beginning of the game. He plans to go to the Pit Of
|
|
Death, but when you tell him that Hydros has his father's body he does not
|
|
believe you. He'll throw the focus and a ring back at you can jump off
|
|
the cliff. Return the focus to Xavier. And keep the ring.
|
|
|
|
- Go talk to Stellos and he'll instruct you on your next test. You are to
|
|
take a leap of faith at the same place where Torwin jumped off the cliff.
|
|
When you jump, however, the Air Walk spell kicks in, and you clear the
|
|
water. Next you have way too many jumps to make, but you can eventually
|
|
get to Stratos.
|
|
|
|
- Stratos will reward you with the Wings focus for casting Air Walk. She'll
|
|
also tell you about the Breath Of Air, which is how she heals. Return
|
|
back to Stellos (either by jumping or teleport), and he'll give you some
|
|
vague hint about the Breath Of Air.
|
|
|
|
- The Breath of Air is hidden on a small rock right near Stratos. Cast
|
|
reveal to see where it is, and cast Aerial Servant to retrieve it.
|
|
|
|
|
|
Carthax Lake:
|
|
-------------
|
|
- Return to Carthax lake, and follow the cave wall to the south. You should
|
|
find a cave entrance. Enter the cave. Among other items in this cave,
|
|
you will find magic leggings and magic armguards.
|
|
|
|
- Right past the second cave opening is a wall with spikes on top, but there
|
|
is one or two spikes missing. Climb on and over the wall. You'll then
|
|
come to a wall with a gate in the middle. The left switch opens the gate.
|
|
|
|
- Continue and you will eventually find an exit out of the cave. You will
|
|
then find a gravestone. Cast Open Ground, and the ground will open and a
|
|
waterfall will begin to fill Carthax Lake.
|
|
|
|
- There is also a chest on a platform. No magic weapon here (like I
|
|
thought), but some other items.
|
|
|
|
- Return to Hydros. She'll "thank" you for freeing here, and then say
|
|
"We'll see who reaches Devon first" or something like that. Return to
|
|
Tenebrae.
|
|
|
|
Tenebrae Palace:
|
|
----------------
|
|
- Devon should now be in the palace. Tell him you have freed the Lurker and
|
|
he'll tell you to visit the Sorcerers.
|
|
|
|
|
|
Ghost Treasure:
|
|
---------------
|
|
- First set of ruins has a hole in the floor. You can find a scroll there
|
|
that gives you a little idea of what is next. Then head to the locked
|
|
doors, and unlock with the key Kilandra gave you.
|
|
|
|
- Second set of ruins are a pain. You have to jump from the ruins onto this
|
|
tiny piece of floor that is kind of in the middle. Then you can climb up
|
|
to the next set of ruins that leads off to the North. Just keep at it
|
|
until you get it.
|
|
|
|
- Go down the hallway, and then you go up two flights of stairs and reach a
|
|
bunch of undead. After killing them you can chase around the armor
|
|
forever - it just keeps moving away. I tried to cast Aerial Servant on
|
|
this, but didn't get the spell to work - I think this is what you need to
|
|
do to get the armor. One other player confirmed that this doesn't work.
|
|
You can get the armor if you try hard enough, but it really isn't worth
|
|
the effort - you get 1 armor class point less.
|
|
|
|
|
|
Lava River:
|
|
-----------
|
|
- After entering the open area with the lava, continue south on the small
|
|
land area. The center of the screen should shift, and you should see
|
|
Beren, warning you about the sorcerers.
|
|
|
|
- Cast Air Walk, and jump across to where Beren was, and then continue to
|
|
follow to the south. You should eventually lead to another cave entrance.
|
|
You have entered the Sorcerers' Enclave.
|
|
|
|
|
|
Sorcerer's Enclave:
|
|
-------------------
|
|
- There are several people of interest in the Enclave. There are four
|
|
sorcerers: Beren, Bane, Vardion (and one other). Vardion is the First
|
|
Acolyte. Talk to all four of them to get an idea of what they do. The
|
|
other sorcerers in the area are pretty much useless.
|
|
|
|
- To learn sorcery, talk to Bane. She will accept you as a disciple and
|
|
give you her Truename and ask you to find Vardion's Truename.
|
|
|
|
- To get Vardion's Truename, ask him about his dealings with Tenebrae, and
|
|
then admit that it is a good deal for both sides. He'll then confide in
|
|
you and give you his Truename and ask for you to find Bane's Truename.
|
|
|
|
- Now you have a choice. You can betray Vardion or Bane. I think that
|
|
gameplay continues in the same manner regardless of who you betray.
|
|
|
|
- After you tell Bane what Vardion's Truename is, she will summon a Daemon
|
|
and kill Vardion. Master Malchir will appear, and Bane will offer for you
|
|
to become a replacement Acolyte. To learn more, tell he she is devious.
|
|
|
|
- Bane will instruct you to go to the library and read all the books - she
|
|
gives you the key. Make sure you right down the locations of the candles
|
|
and reagents.
|
|
|
|
- Return to Bane and take the test - note that she now is in Vardion's home.
|
|
There is not enough candles/reagents/foci for you to take the test, so
|
|
tell her no. Go to the library and/or Bane's old home and get a rod, and
|
|
all the candles and reagents you need for all three tests. If you leave
|
|
Bane's (really Vardion's) house, you forfeit the test and have to start
|
|
over.
|
|
|
|
- The books tell you where to put red candles, put black candles in the
|
|
other positions. Place the candles, place the reagents, place the focus.
|
|
Then manually double click on each candle to light them. Then move out of
|
|
the pentagram, turn-around and double click on it. Get those reagents as
|
|
close as possible to the corners - it's a pain. If it doesn't work, move
|
|
them closer.
|
|
|
|
- After creating the three spells, Bane will instruct you to go to the
|
|
Obsidian fortress. This is to the west of the city across a bridge over
|
|
lava. The doors will open for you automatically. Run past the first
|
|
daemons.
|
|
|
|
- Inside the Obsidian fortress, you will meet a Daemon sorcerer. He will
|
|
give you more instructions. Create foci for Armor of Flame, Extinguish,
|
|
Flash, and Endure heat, and proceed west to the platform. You will
|
|
teleport to a new area with hallways in all four directions.
|
|
|
|
- The four hallways lead outward to an outer hallway with five other
|
|
hallways. Four of them have plaques. The fifth leads to a room with a
|
|
crazy sorcerer. If you can defeat him, he has the spellbook for the
|
|
Conflaguration spell and some other items.
|
|
|
|
- Each of the other four hallways has a plaque that tells you what spell you
|
|
need to cast to survive. Each hallway leads eventually to a pentagram
|
|
symbol, which you should grab. In the "Flash" hallway, you will find
|
|
Flame Sting, a nice weapon. In the "Armor of Flames" hallway, you will
|
|
find a magic shield. In the "Extinguish" hallway, you will find a magic
|
|
helm. In the "Endure Heat" hallway, you will find a magic armor. Cast
|
|
the appropriate spell to help you get through to the object and back.
|
|
|
|
NOTE: For the Extinguish hallway, you can cast Extinguish on each candle
|
|
to remove the flames. Underneath the helm is the object.
|
|
|
|
- After retrieving all four objects, head back to the center, and get on the
|
|
platform. The daemon will give you more instructions to go confront
|
|
Malchir who is the master Sorcerer. Go back to the platform.
|
|
|
|
- You'll arrive in Malchir's sanctum. He will instruct you to create and
|
|
cast Flame Bolt, Explosion, and Summon Daemon all at him in that order.
|
|
Use the staff and pentagram and the reagents. Before casting Summon
|
|
Daemon, however, create a Banish Daemon focus.
|
|
|
|
NOTE: You need not create any of these foci if you already grabbed them
|
|
earlier.
|
|
|
|
NOTE: To successfully cast Summon Daemon, first double click on the focus,
|
|
then single click on your target. This is different from many of
|
|
the other spells.
|
|
|
|
When you cast the summon daemon on Malchir, he will then summon his own
|
|
Daemon, which you should banish.
|
|
|
|
- After completing the tests and returning Malchir's staff, the two of you
|
|
will flash to the large Pentagram east of the library. The five sorcerers
|
|
will start the Ritual of Flame. Pryos will appear, try to attack, and
|
|
Malchir will tell Pyros that he has the Tongue of Flame and then will
|
|
banish Pyros. Malchir then flames out at everyone and disappears.
|
|
|
|
(BTW: Do you know that you can ruin the Ritual in such a way that
|
|
Pyros breaks free from his prison? You can do this by
|
|
1st: not bringing a red candle to the Ritual and saying
|
|
"I don't have one" when you are asked to place it;
|
|
2nd: not bringing a talisman loaded with Ignite to the Ritual and saying
|
|
"I don't have the necessary spell" when you are asked to light
|
|
the candle;
|
|
3rd: asking "Must I?" the first time you are asked to kneel before the
|
|
Lord of Flames.
|
|
|
|
- If you have been doing your reading, you now know that when the temple was
|
|
destroyed, there were five pieces of the obelisk. The Tongue of Flame is
|
|
one of the objects. After talking to everyone again and reading, you will
|
|
realize that you have to get the Tongue from Malchir.
|
|
|
|
- Return to the Fortress, and return to Malchir. He'll attack you. After
|
|
you kill him, get the Tongue from his body. Read the book also, which
|
|
warns you not to go on the pentagram with the Tongue. So do exactly that,
|
|
and when you do, Pyros will be released and rains of fire will start to
|
|
come down. Make sure you grab the Tongue and leave the Enclave.
|
|
|
|
NOTE: You cannot use Mythran's recall item while in the Enclave. You
|
|
have to return across the lava river (cast Endure Heat), and then
|
|
go through the cave door. Once you are in the catacombs, recall
|
|
back to wherever.
|
|
|
|
|
|
Tenebrae:
|
|
---------
|
|
- You have four of the five items, missing just the Tear of Seas. Talk to
|
|
Devon, and he'll give you a key to the chest in the Southwest corner of
|
|
the palace - first floor. In there is the Tear of Seas.
|
|
|
|
NOTE: If this doesn't happen, then go talk to Mythran first - you may need
|
|
to...
|
|
|
|
Plateau:
|
|
--------
|
|
- Return to Mythran and tell him about the blackrock items. Tell him you
|
|
want to recreate the obelisk. He will give you the Ethereal Travel spell
|
|
(costs 250 coins).
|
|
|
|
- Read the spell, it doesn't tell you anything about reagents specifically.
|
|
After reading it, I bought one of each reagent from him (Eye of Newt,
|
|
Dragon Blood, and two others), and then my spell book started to glow.
|
|
Clicking on the spell book will teleport you to the Ethereal Plane.
|
|
|
|
NOTE: You don't need reagants for this spell to work. You do need all
|
|
five blackrock items.
|
|
|
|
Ethereal Plane:
|
|
--------------
|
|
- There are four hallways that lead to doorways. Each doorway leads to a
|
|
Titan. It is fairly obvious which Element you are in when you first enter
|
|
the doorway.
|
|
|
|
- Stratos: Ignore the magic items, and just head north to find Stratos. I
|
|
used the "Flash" spell a couple times to avoid dealing with the jumping.
|
|
After she sends some attack winds after you, double click the Breath of
|
|
Air and target it at her. You'll banish her and return to the Ethereal
|
|
Plane.
|
|
|
|
- Hydros: Head west and jump the stones. There are three stones you can
|
|
jump to from the west side - I jumped to the middle stone, and at one
|
|
point cast Air Walk to jump the final longer distance, but I don't think
|
|
this is required. Then you have to keep going and cover some bridges - I
|
|
think one you climb from one broken bridge to another. Head west and
|
|
you'll find the white bridge and platform of Hydros. After she sends some
|
|
attack lightning after you, double click the Tear of Seas and target it
|
|
at her. You'll banish her and return to the Ethereal Plane.
|
|
|
|
- Lithos: This takes a while, but just go past the earthquakes and falling
|
|
stalagmites and undead. Check all corners, remember that Lithos appeared
|
|
in a NW corner of a cave. After he sends out a couple golems, double
|
|
click on the Heart of the Earth and target it at him. You'll banish him
|
|
and return to the Ethereal Plane.
|
|
|
|
- Pyros: This one is the hardest. After jumping from one land mass to
|
|
another, to the east and north is a broken bridge.
|
|
Jump it across to a new land mass. Follow this north and north and north
|
|
past Seekers and Daemons until you reach two trees and a platform with a
|
|
jewel box. (Note Flame Sting behind the tree if you don't have it
|
|
already.) Get at least 10 of the little white spheres from the jewel box.
|
|
|
|
Return to the second land mass, Look for a small 10 sided star with
|
|
colored rectangles around it. Place one sphere on each rectangle and
|
|
you'll see a bridge of stones appear. Cross it, and it will lead to
|
|
Pyros. (NOTE: There is also a building to the west with four spheres, and
|
|
some potions. You can find one more sphere in Lithos's domain, and one
|
|
more sphere on the body near the star - but there are more than you need
|
|
in the jewel box.)
|
|
|
|
After he sends out a couple Daemons, double click on the Tongue of Flame
|
|
and target it at him. You'll banish him and return to the Ethereal Plane.
|
|
|
|
Ethereal Plane:
|
|
--------------
|
|
- Place the four glowing items at the appropriate places on the pentagram.
|
|
Heart of Earth - the point that points to the hallway you took to Lithos.
|
|
Tear of Seas - the point that points to the hallway you took to Hydros.
|
|
Tongue of Flame - the point that points to the hallway you took to Pyros.
|
|
Breath of Air - the point that points to the hallway you took to Stratos.
|
|
|
|
- Double click on the obelisk tip and then on yourself. Then place the tip
|
|
at the remaining point of the pentagram (Aphelion). After some lightning,
|
|
a black gate should appear in the center, enter it.
|
|
|
|
|
|
Additional contributors:
|
|
|
|
Thanks to those that clarified or answered questions in this document:
|
|
mikek@power.nsc.com (Mike Kandziora)
|
|
msphil@birds.wm.edu (Mike "Kurgan" Phillips)
|
|
boss@uni-paderborn.de (Detlef Koehlers)
|