From netcom.com!gfab Wed Apr 13 17:57:45 1994
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Path: netcom.com!gfab
From: gfab@netcom.com (Dan Fabulich)
Subject: U8:  New Walkthrough (Beta)
Message-ID: <gfabCo6I33.3oL@netcom.com>
Organization: NETCOM On-line Communication Services (408 241-9760 guest)
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Date: Wed, 13 Apr 1994 03:37:51 GMT
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Hi!  I've taken a look at two walkthroughs so far, and so far I've been 
more than slightly unimpressed.

The first I saw was EXTREMELY short, and didn't cover a lot of the items 
in the game.  It almost never gave directions, and it would often tell 
you to "solve X puzzle" rather than telling you how to solve it outright.

The next I saw sort of assumed you'd be using the cheat, a neat trick 
considering you have to beat the game first to use it.  There was still a 
little bit of that "solve X puzzle," though it was more often used 
together with information on where to find information on how to solve it.

Well, I've decided to write my own.  This is just a beta version, meaning 
that I haven't tested it very thoroughly.  If you want, please take it 
and use to to your heart's content, and PLEASE write back telling me of 
any errors, questions or comments you feel inspired to inform me of.  My 
E-mail address is gfab@netcom.com.

Here goes:

U8 WALKTHROUGH


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

Tenebrae:

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

Plateau:

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

Cemetery:

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

Catacombs:

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

Stone Cove:

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

Carthax Lake:

20   Activate "Carthax Lake" Teleporter
21   Free Hydros

Argentrock Isle:

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

Demon's Crag:

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

     Ethereal Void:

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

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

Directions:

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

                         W       N
                           \   /
                             X
                           /   \
                         S       E

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

Stealing Precautions:

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

Old edge-of-the-screen-trick:

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

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

Automatic doors:

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

Magic Weapons:

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

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

1    Get equipped

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

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

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

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

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

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

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

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

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

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

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

     Congratulations, you are equipped.

2    Activate "Central Tenebrae" Teleporter.

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

3    Talk to Bentic

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

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

4    Locate Mythran

     Return to Central Tenebrae.  Go north at the fork, and turn
     east at the double-doors inside the palace.  Turn north into
     the mess hall, and then exit west.  Turn north and continue
     until you exit Central Tenebrae.

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

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

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

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

5    Get Recall Item

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

6    Activate "Plateau" Teleporter

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

7    Volunteer to Retrieve Dagger

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

8    Acquire Dagger

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

9    Get Key of Caretaker

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

10  Find Each Necromancer

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

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

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

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

11   Find Entrance to Stone Cove

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

12   Locate Mountain King

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

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

     Run back to the runic symbol, and this time turn west before
     running north.  You will find a bridge has appeared.  Cross
     it while it exists.  Next you will find a group of moving
     platforms.  Jump each of these as appropriate.  Now evade
     the golem here as you jump on disappearing blocks to reach
     the next shore.  From here, run north and follow the cavern
     and you will find a forcefield maze.  Now, you CAN throw
     mushrooms through each set of pillars to see how you can
     walk to the north-center part of the room, but it's really
     much simpler to just run and take the damage, resting as you
     go.  When you reach the north-center of the room, you should
     open the chest there and take the key.  The return trip is
     much simpler, as the forcefields seem to be a LITTLE bit
     late if you take them at a running pace.

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

13   Activate "Hall of Mountain King" Teleporter

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

14   Retrieve Deceiver

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

15   Get Key of Scion

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

16   Find Entrance to Zealan Caverns

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

17   Retrieve Obelisk Tip

     Here, you should run north until it is no longer possible,
     then turn east until you reach a chest surrounded by five
     levers.  Flip the northernmost lever and the chest will be
     available.  Inside is a key with which you can unlock the
     door to the north.  Here you will find a long string of
     cannons, but if you hug the east wall you cannot be harmed. 
     Continue east and the cavern will turn and you will find a
     chest.  Take the Skull of Quakes inside.  Now follow the
     cavern back the way you came and take the passage to the
     north.  Take this passage and then turn east and stay east
     until you arrive at an area with lots of rolling spheres and
     a skull.  You need to jump straight up, as close to the
     elevated platform as possible, and at the height of your
     jump you need to throw a sphere or the skull onto the
     platform.  Continue north, and take the key under the ledge
     to the west.  Go north, jumping over the light ray. 
     Continue east and you will reach a stairwell and three
     pressure plates.  If the westernmost platform is 1, the
     center 2 and the easternmost platform is 3, then you should
     step on them in this pattern:  313 212 312 321 313 212 323
     123 132 212.

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

18   Activate "Upper Catacombs" Teleporter

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

19   Defeat Mordea

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

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

20   Activate "Carthax Lake" Teleporter

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

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

21   Free Hydros

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

22   Activate "Argentrock Isle" Teleporter

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

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

23   Take Test of Wisdom

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

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


24   Take Test of Centeredness

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

25   Gather Silver

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

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

26   Make Foci

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

27   Enchant Foci

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

28   Take Third Test

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

29   Retrieve "Borrowed" Focus

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

30   Retrieve Breath of Air

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

31   Activate "Demon's Crag"  Teleporter

     Recall yourself to "Carthax Lake."  Exit to the north and
     then walk over the landbridges to the east and then to the
     south.  You'll find a pair of doors which will alternate
     positions when you use the large lever there.  You need to
     switch the lever so the door furthest to the south is up. 
     Walk over and stand on the door which is down.  Double-click
     on the Breath of Air and target it on yourself, then cast
     "Aerial Servant" on the lever.  Continue south, opening that
     door with the Key of the Scion.

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

32   Help Bane

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

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

33   Take First Test

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

34   Take Second Test

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

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

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

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

     The third part of this test is to the east.  There's a
     cavern there marked "VAS SANCT FLAM."  Cast "Armor of
     Flames" before speeding down this passage at a running pace. 
     At the end, take the symbol there, and wait for the spell to
     run out and cast it again, as it doesn't last long enough
     for a round trip.

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

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

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

35   Take Third Test

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

36   Retrieve Tongue of Flame

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

37   Inquire About Blackrock Piece

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

38   Retrieve Tear of Seas

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

39   Retrieve Heart of Earth

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

40   Learn spells

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

41   Defeat Stratos

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

42   Defeat Hydros

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

43   Defeat Pyros

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

44   Defeat Lithos

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

45   Win

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

               Fire      Water


          Air                 Earth


                    Empty

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

Congratulations!

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

Earth Spells:

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

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

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

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

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

Summon Undead - A few ghouls will rise up and fight for you
-------------
1 vial of blood
1 pile of bone shards
1 pile of wood

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

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

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

Water Spells:

Unavailable

Fire Spells:

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

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

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

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

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

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

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

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

Armor of Flames - Protection from magical fire
---------------     Rod, Staff
A    IB
MP   IB

PP   OR
PZ   OR
MZ   BR

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

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

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

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

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

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

Air Magic:

Double-Click on enchanted focus to release spell.  To cast after
Breath of Air has been taken, double-click on the breath and
target it on self before casting.

Ether Magic:

Just read the book which contains the spell you want to cast.  IF
you have the reagents, the spell will be cast immediately. 
Ethereal Travel is different, in that you need to read the book
twice, the first time is to enchant the book.
-- 
      /-----------------------------------------------------------------\ 
    / Dan Fabulich        | You haven't got any bullets!  You've just got \
  /   gfab@netcom.com     | two coconuts and you're bangin' 'em together!   \
<     (310) 822-5801      | ----------------------------------------------   >
  \   (310) 822-5401 Data | My opinions are not those of my employer's,     /
    \ Toenails!  Bolo on! | if only because I am no longer employed.      /     
      \-----------------------------------------------------------------/

