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- ~Ultima VIII : Pagan
-
- Tips & Walkthru
-
- Pagan, while not an especially difficult game, tends to be vague
- in some areas on what you're supposed to do or where you're
- supposed to go. Also, the catacomb caverns can be a confusing
- place, and you will be spending a lot of time down there.
-
- Further, while it doesn't appear so on the surface, the game is
- actually quite linear. There are certain actions you must do in
- order to trigger other events. For instance, you won't be able
- to visit the Sorcerers until after Hydros is free and you've
- talked to Devon. If you go to the lava cave before that, there
- is no way to get across to the Sorcerer enclave.
-
- Combat in this game is a pain. I generally avoided fighting
- whenever possible, and that was most of the time. Unless there
- really isn't much room to maneuver, you can easily run around or
- away from anything.
-
- On the other hand, you certainly want to bring your strength up
- to maximum as quickly as possible, so you can carry more stuff.
- The easy, if tedious, way to do this is to find a quiet place
- (the palace cellar, for example), and just stand there bashing
- away at a wall or door for awhile. Eventually, your ST and DEX
- will reach their maximums of 25 (25 is the highest you can get).
- However, the only way to increase INT is to cast spells, and
- plenty of them.
-
- Money isn't all that important in the game. You will need 250
- coins at the end to purchase Ethereal Travel from Mythran, so
- make sure you have that much at least put aside. You do NOT need
- any of the other spells he knows, so if you want to save money,
- don't buy them. You DO need to buy the secret door scroll,
- though, as it comes in handy in a couple of places later on.
-
- The only other use for money is to buy armor from the
- blacksmith. However, you will be finding all kinds of armor
- along the way (and weapons, too), so you don't have to buy
- anything here, either, if you'd rather not.
-
- You can steal anything in this game without penalty, provided
- you follow the one golden rule: don't touch if someone is in the
- room with you. You have to be alone in the room to move things
- or take them. People can be outside, or in the next room, or
- anywhere else.
-
- As for all the jumping, I don't have any tricks to share. It is
- wise to save after every jump when possible (there are times
- when you don't want to save, though, as for example on a
- vanishing platform). Angles are often tricky, and it isn't
- always easy to judge distances correctly. I did a lot of saving
- and restoring during the game. You probably will, too,
- especially on the path to Lithos, which is the single worst
- sequence in the game. After that, it's not so bad, but you will
- be doing leaps and jumps right through to the end, so get used
- to it.
-
- After you have learned Sorcerer spells, especially Flash,
- jumping around is less of a problem. Flash can teleport you
- instantly to any visible location on the screen. Unfortunately,
- you don't get these spells until almost near the end.
-
- Starting In Tenebrae
-
- Okay, so you begin at the fisherman Devon's camp. The only thing
- worth taking is his bedroll. The bedroll allows you to rest
- almost anywhere. Just keep it rolled up in your backpack and
- double-click it (no need to remove it from the backpack)
- whenever you need to sack out. This is the best way to recover
- hit points and mana.
-
- Then you move off NW to the docks, where you witness the
- execution of Toran. Nothing you can do about that. After it's
- over, follow the path into the town of Tenebrae. This place can
- be irritating, because of the layout. The palace is the center
- of the town. The south gate leads to the docks, and the north
- gate to the mountains. East and west of the palace are where all
- the inhabitants live. Be sure to walk up to the top of the
- palace to activate the receiver there. This will allow you to
- use the recall device to return quickly and easily to Tenebrae
- throughout the game.
-
- Since there is no time limit in the game, you can take your time
- to become familiar with the town. On the east side, you
- particularly want to find Salkind (the Seneschal's) house; just
- north of there is Aramina's house, the door of which is locked
- until Bloodwatch.
-
- Salkind also has a nice treasure cache. When he's not around,
- look for two keys (they are in different rooms, hidden under
- items). One unlocks the door to the chest and the other unlocks
- the chest itself. The chest is trapped, so be sure you either
- use a detrap scroll, or have a lot of hit points to survive the
- explosion. Among other things, the chest holds 300 coins. You
- can leave those there until you're ready to buy Ethereal Travel
- from Mythran.
-
-
- Also on the east side, you want to find the library and talk to
- Bentic. This is the beginning of the main path through the game.
- Talking to him will trigger certain responses from Mythran that
- otherwise do not appear, so make sure you find the library and
- have that chat.
-
- Toran's widow lives on the east side, too. She is only important
- if you want to make some money selling gems. Otherwise, you
- don't have to bother too much about her.
-
- Moving to the west side, locate the house of the blacksmith. If
- you want some armor, go to the next room and sleep until he
- leaves the shop. Then help yourself to whatever you want, and
- sleep again until the shop reopens so you can leave. While you
- may not be buying anything from him, he will be important later
- on, for constructing the foci for the Air spells.
-
- Another place you want to locate is the burned out building with
- the undead wandering around it. Just remember where it is, as
- you will have to come here later to pick something up. There is
- nothing of interest inside the house or in the basement, unless
- you need a bedroll.
-
- When you've finished your tour of Tenebrae and have spoken with
- Bentic, leave by the north gate and follow the path up to the
- cave that leads to the Plateau. Stop off at the guardhouse on
- the way. You can get in by jumping up to the little bridge that
- connects the buildings. Inside one building is a key ring you
- can use for the keys you find. Just "use" a key and click on the
- ring. After that, you can just click on the ring and then a door
- to try and open it.
-
- The cave is basically a straightforward path, although do be
- careful at the jumping stones. One way leads to a trapped chest.
- The other goes on to the hermit. The only place of real
- difficulty here is the area with the levers. In order to open
- the southern gates, you have to cross over the bridge to the
- ruined building. Do not touch the single lever standing apart
- from the others. Pull all levers that do NOT have bones or
- bodies in front of them. Then go back across the bridge and pull
- the lever by the winch, opening the south gates.
-
- You will have to dodge some electrical traps on your way in to
- see Mythran. Fortunately, you only have to do this once. During
- your conversation, be sure to purchase the secret door scroll.
- While he tells you it only works once, you can in fact use it
- several times, so one is all you'll ever need. You also want to
- be certain he mentions the Necromancers, so Vividos will be
- around when you come to visit.
-
- When the conversation ends, Mythran gives you the recall device,
- a small disk that can teleport you instantly to any active
- receiver on the island. It will work anywhere except one place:
- the Sorcerer enclave. You CANNOT teleport out of that area,
- although you can 'port in. Many people thought the recaller ran
- out of uses because it didn't work here. THAT IS NOT THE CASE!
- It still functions, just not anywhere in the enclave or the lava
- cave before it. You have to go all the way back to the double
- doors before you can teleport.
-
- After talking with the hermit, feel free to help yourself to
- anything you like. In this instance, you aren't stealing, as
- Mythran has allowed you to take whatever catches your fancy. Do
- go upstairs to turn on the receiver up there, so you can get
- back here the easy way later.
-
- From here, you might want to walk out and get the Hammer of
- Strength (see Neat Weapons at the end of the file), or teleport
- directly back to Tenebrae (and maybe go for Slayer, also in the
- Neat Weapons section). Whatever, the next thing is to go visit
- the cemetery, out the east gate. Just follow the path and you'll
- get there.
-
- Necromancy & Catacombs
-
- Vividos will tell you about the stolen dagger, and of course you
- offer to bring it back. This is where you have to visit Aramina
- at her house. Remember, she's only there at Bloodwatch. You will
- probably have to talk to her twice, being certain to assure her
- she won't get into trouble. She'll hand over the key that
- unlocks both the closet and the chest.
-
- The key to the queen's bedroom is under a cushion in the throne
- room. You can grab that anytime the room is deserted. If you
- want an easy time of it, after getting Aramina's key (and the
- one under the cushion), sleep until the queen has woken up and
- is having breakfast. Then you can waltz right in and grab the
- dagger. The chest, by the way, isn't trapped.
-
- Return to the cemetery and hand the dagger to Vividos. After the
- ceremony, he will make you his apprentice and send you out to
- pick up a couple of special reagents. The executioner's hood is
- in a pit to the south of the graveyard entrance (the stone
- arch). A couple of changelings wander around in it. The hood is
- on the tree in the center. There are several leaves on the tree;
- they are hard to see, so look close.
-
- The sticks are under the tree by the burned-out house in West
- Tenebrae. No other wood will do the job, so you do have to go
- there for them. The ghost can make this difficult; kill it or
- lure it away and then grab the sticks (they look sorta like
- twigs). After you bring these items back to Vividos, he'll send
- you out once more, this time to talk to previous Necromancers in
- the catacombs.
-
- The catacombs are reached through the small building to the
- north of where you talk to Vividos. Enter through the door on
- the east side, go up the middle aisle, and cast Open Earth to
- create the entrance to the catacombs.
-
- This is a nasty place, with plenty of undead roaming around,
- traps here and there, and floors that occasionally give way,
- dropping you to a sudden and unpleasant death. Be careful where
- you walk, and save often (it's usually safest to stick close to
- the walls, but that isn't a complete guarantee of safety).
-
- What you're looking for is a small, freestanding room with a
- ghoul and a jewelry chest inside. You can see this from the top
- (ie, the room has no roof). When you step inside, the floor
- gives way, dropping you down to the beginning of the path to the
- Necromancers.
-
- Help yourself to any reagents from the barrels, then move on
- along the passage until you come to the first Necromancer. Use
- Death Speak to talk to him, and learn the Mask of Death spell.
- Then go back the way you came, keeping an eye out for the wall
- he mentioned (it's on the right-hand side).
-
- Climb over this wall and keep going. You'll have to get past
- four demons blocking the way. You can use the Mask of Death
- spell to make them ignore you. I preferred to do some fancy
- broken-field running and just slip past them (which isn't all
- that hard if you can break up the group by moving away and
- getting one or two to follow you, then running past them). Go
- roughly north and east to the next Necromancer, who will tell
- you the Rock Flesh spell.
-
- You will need this spell to get through the passage with the
- lightning bolts. Although you get no message or special effects
- when you cast Rock Flesh, it is actually active. Run up the
- corridor and on to the next Necromancer, who gives you Summon
- Dead. When this conversation ends, you are teleported to a new
- section of the caves.
-
- The fourth Necromancer is beyond the electrical barrier. He
- gives you Grant Peace, and teleports you to another new place.
- Head northeast to the small patch of woods. Here you will see a
- room with a couple of chests outside. These are safe to open.
- When you walk inside the room, you are teleported yet again to
- another new area.
-
- Jump across the chasm, and head south. You will come to a raised
- area with some magic armor. Most of the floor is a trap, and
- will give way if you step on it. Go up the right-hand side, and
- stay as close to the wall as you can. After you have the armor,
- go back north and jump across the lava. Climb up to the top of
- the stone island and head north. Keep an eye out to the right
- for a single large stone. Jump to that, and you're teleported
- once again.
-
-
- Run up past the fireball spitters to the fifth Necromancer, who
- will give you the Resist Death spell. My notes become a little
- sketchy here, and it isn't mentioned whether or not you get
- teleported again (but it's likely). Continue on in the new area
- until you reach the sixth and last Necromancer, who is next to
- the stairs out. He will give you the Create Golem spell. A ghost
- and other undead will appear when you try to walk up the stairs,
- so be ready with a Grant Peace or two for the occasion.
-
- The Path To Lithos
-
- The exit brings you back to the catacombs. Jump down and head
- roughly south to the small door leading to the caves. From
- there, go generally southwest and then west, until you reach an
- area with two stone bridges. Cross the lower one, and continue
- on until you come to an area with a fire dart trap with a wall
- in front of it. In the center of this area is a pedestal with a
- switch. Make your way to the switch and pull it. Then climb the
- pedestal and jump over to the door that leads to Stone Cove.
-
- In the cove, head to the east, where you should see a pair of
- big double doors and a smaller door to the south. Call up a
- golem to open the double doors. Note that you must cast the
- spell on *dirt*, not stone. Some people had problems with that.
- Remember this is an earth golem and it can only be created from
- earth.
-
- You are now on the path to Lithos. Go northeast first to the
- ruined house. Approach this carefully, as part of the ground
- here is not stable and you'll die in a pit if you don't watch
- where you walk. Pull the lever outside the house, then walk
- around to the left side and climb in.
-
- Pull the lever inside the house. Some ghouls will appear at this
- point; it's best to just avoid them and climb back out again.
- Then go around and up to the northwest, passing a large rock
- with an "A" rune on it. Dodge the fireball spitters and continue
- up to the end of the passage. A bridge has now appeared across
- the chasm to the left.
-
- Unfortunately, half the bridge fades out while the other half
- fades in. I found it best to run quickly over the near half when
- it's solid, and jump to the other side about a third or so of
- the way across the second half. There is an earth golem on this
- side, but it's not hard to avoid.
-
- Now you come to the sliding platforms. Sorry to say, there is
- nothing for it but jumping over to them, one a time (save often
- here). Even worse, on the other side is another earth golem, and
- a set of vanishing platforms. These don't move, but like the
- bridge, they fade in and out, so these jumps will be very tricky
- (especially with the golem around). There are some solid
- platforms along the way, and these are good places to save.
- Never save on a disappearing platform; it's very likely to
- vanish right out from under you if you restore to that position.
-
- You get a breather from jumping for awhile after you make it
- across the chasm (about time, too). This area has a lot of nasty
- force fields between the stone pillars (and between the pillars
- and the wall). Pick up some of the green and blue mushrooms, and
- toss them ahead of you to pick out the safe path through the
- fields. Alternatively, you can just push on ahead, taking damage
- from the fields, and sleeping when your hit points get too low.
- It's certainly the less tedious way to get past them.
-
- At the end is a chest. Climb up to it (after the stalactite
- falls). Inside is a key and a gem of protection. The gem will
- keep you safe from harm on your way back through the forcefields
- (just walk right through them). The key opens the locked door at
- the other end.
-
- Go through the door and follow the tunnel to the fire mushroom
- cave. Go carefully up to the northeast and the sinking stones.
- These are like the ones on the way to the hermit, except that
- they slowly sink and rise. As with the vanishing platforms, time
- your jumps carefully and do not save on any stone that is not
- stationary.
-
- At the other end, as you go up north, stay close to the west
- wall and watch for two narrow passages (these are very easy to
- miss, so watch carefully!). The first passage leads to a chest
- with some potions. Under the potions is a key. This key unlocks
- the door in the second west passage.
-
- Go through that door and around to more sliding platforms.
- These, however, are not a problem. I found that by jumping to
- the right-hand rim of the chasm, and walking as far along it as
- possible, I was able to jump to the other side, thereby avoiding
- the platforms completely.
-
- Fortunately, you're just about done. After you get across,
- simply walk north, between the rows of undead, and have your
- little meeting with Lithos. West of the chasm is another of
- those receiver platforms, although there isn't much point to
- activating it, as there isn't any reason to come back here. When
- you're done, use the recall item to get you back out quickly,
- and then return to Vividos.
-
- He'll question you about your meeting with Lithos, then hand you
- the Key of The Scion and tell you to bury Lothian. She's just
- outside in the northeast corner, where the skull candles have
- been placed. She's also a little hard to see, but if you look
- closely, you can discern her location. Simply stand next to the
- body and double-click on it (you do not have to click the Scion
- Key on her or do anything elaborate).
-
- With that accomplished, you return to Vividos once more (your
- last visit to him, by the way), and he'll tell you it's time to
- go on your pilgrimage to Morien's grave. This is a fake. You'll
- never find the grave, so there is no point in looking for it.
- The supposed idea behind this canard is to get you to thoroughly
- explore the Pit of Death, thereby finding the Conventicle of the
- Dead, and the Heart of Earth buried inside.
-
- Interlude - Pit of Death
-
- You can reach this area in two ways: by suffering through the
- lower catacombs (the Scion Key opens the door), or the easy way,
- by going through the small door in Stone Cove (Scion Key opens
- this door, too). After going through the Stone Cove door, head
- west. You'll come to the Conventicle of the Dead pretty quickly.
-
- Walk right up as close as you can to the building. Note you can
- see a patch of dirt inside. Cast a golem spell on the earth and
- have the golem open the door for you (you may also want to have
- him attack the skeletons to keep them off your back). Hurry in
- to the dirt patch, and cast Open Earth on the center of it. This
- reveals the Heart of Earth. Once you have that, you are finished
- with the Pit of Death.
-
- There is also a key for the Conventicle doors. This is at the
- other end of the Pit (which is actually a series of caverns),
- near to where you would come in from the lower catacombs. It's
- with the body of Someone-or-Other Conventicler, which is inside
- a gate that has a lever next to it. If you came in from the
- lower catacombs, you may want to look for this, but going
- through Stone Cove and using the golem is much easier.
-
- Interlude - The Fate Door
-
- In the upper catacombs is a building with the sign "Towards Fate
- Do You Travel". The door is opened with the Scion Key. Inside,
- jump over the lava patch and continue on through the "Do Not
- Enter" door.
-
- This series of caves is something of a respite, as you won't
- have to fight or evade anything along the way. In fact, it's
- pretty much a straightforward jaunt. Every time you come to a
- door outlined with white bricks, summon up a golem from the
- nearby earth patch and have it open the door. Unfortunately, you
- won't be able to have the golem follow you through the doors, so
- you'll have to call up a new golem for each door along the way.
-
- As you proceed, be sure to pick up the Zealan ceremonial shield
- lying on the ground. Somewhere on the way, you'll come to an
- area with chests and boxes and a beam across the entry way. Jump
- over the beam and help yourself to whatever you want in here.
- You especially want to pick up any keys, as one of these opens
- the door to the statues of the Zealan gods at the end of the
- Fate path.
-
- When you arrive at the statues, drop the shield anywhere on the
- floor. The statues will talk to you automatically, telling you
- about Khumash-Gor and the important item (obelisk tip) he holds.
-
- The only way through the door to him is by using the secret door
- scroll. Also, very important, the Zealan shield must still be on
- the floor for this to work. On redoing this section, I had a lot
- of trouble getting through that door; the scroll didn't work
- until I dropped the shield again (I had picked it up so the
- statues wouldn't keep telling me "We can't do any more for you"
- as I walked around the room).
-
- You can fight Khumash-Gor if you like; I just nipped in, grabbed
- the obelisk tip, and zipped right on out again. This can be done
- by walking up the left-hand side of the room, staying very close
- to the wall. You can then get part way across the north wall
- before Khumash notices you. The tip is in one of the jewel boxes
- behind his throne. After he summons the ghost, just move closer
- to the boxes, open them, snarf the obelisk tip, and run out
- again, remembering to shut the door behind you so the ghost
- won't follow.
-
-
- The statues will then tell you that your fate is to become the
- Titan of Ether by stealing the power of the other four titans.
- This is a little vague, but they aren't going to provide any
- more information. Good thing you have this walkthru to fill in
- the gaps.
-
- In any case, you are finished with the Fate path and can go on
- to better things.
-
- Argentrock Isle
-
- Argentrock, like every other place, is reached through the caves
- of the upper catacombs. You want to find a cavern with a double
- stone bridge and a single door with a spiked wall (door opens
- with Scion Key). Going through this door, following the path,
- and crossing the bridge will bring you to the Theurgists. Make
- sure you find and activate the receiver along the way (it's
- south of the village).
-
- There aren't many to talk to: only Stellos, Cyrrus, Torwin, and
- Xavier have anything to say. You should, of course, talk to all
- of them, especially Xavier, who will start you on the tests of
- the Theurgists.
-
- The test of wisdom is tricky, as there are NO books in the
- library about their philosophy; all the reading material is
- about the air spells. This makes answering the questions
- properly somewhat difficult.
-
- The key to the correct answers is to keep in mind the precepts
- of honesty, compassion, and humility. For instance, if you get
- the question about the dying commander, you would be honest and
- tell him the battle has been lost. Likewise, if you get the one
- about the prodigal, you welcome him back. If others are boasting
- about their favorite Titan, you keep your mouth shut and say
- nothing about Stratos. Etc. And, of course, you would prefer the
- breezy porch (Stratos being an air deity).
-
- The second test is fairly simple. You go to Windy Point (west of
- the village), climb up to the air symbol, and try not to fall
- off, by walking in the opposite direction to the one the wind is
- blowing you.
-
- Having passed those tests, you will be sent on to Stellos, who
- gives you the key to the silver mine under the monastery. This
- one is also simple; you just pick up as many pieces of silver
- ore as you want for air spells. You certainly want Fade From
- Sight, Reveal, Restoration, Hear Truth, and Aerial Servant. The
- rest are optional (Air Walk is special; you will get that from
- Stratos later).
-
- When you have all the silver you want, bop back to Tenebrae,
- have the blacksmith forge the symbols (free of charge!), then
- return to Argentrock to activate them on the altar in the
- monastery. Just put the foci on the altar, one at a time.
-
- Now you hear about Xavier's stolen healing focus. Well, there
- aren't many suspects, so it's pretty obvious the thief is
- Torwin. A little proof, however, would help. Talk to both Xavier
- and Stellos, mentioning that you have talked to Torwin. After
- hearing what they have to say, find Cyrrus, cast Hear Truth, and
- question him about Torwin. You'll learn that Torwin has gone to
- Windy Point. NOTE: Torwin does not appear at the Point until you
- hear about it from Cyrrus.
-
- Go there yourself, and witness Torwin's last moments. Tough luck
- on Torwin. Pick up the ring and the focus and return to town.
- Stellos will now send you on your final test, back under the
- monastery. Go west (left) when you get down there. Use Aerial
- Servant to bring the torax to your side of the chasm, then cast
- Restoration on it.
-
- That completes the tests, and now you are ready to meet Stratos.
- Sorry to say, this involves more jumping around. After the leap
- from Windy Point (yes, do have faith here), you will have to
- haul yourself from platform to platform until you reach Stratos.
- However, at least these platforms are stationary. Remember the
- route you took, because you will have to come this way again
- later in the game.
-
- Stratos gives you the Air Walk focus (already activated). At
- this point, you could use Reveal to see where the Breath of Wind
- is, and use Aerial Servant to grab it. I don't recommend this
- course of action, as once you take the Breath, ALL air spells,
- except Air Walk, stop working. These spells are handy, so don't
- take the Breath until you are ready for the end game (ie, have
- gotten the Tongue of Flame and Tear of Seas).
-
- That finishes Argentrock, and you don't need to return here
- again until you want the Breath.
-
- Continues...
-