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Ultima VIII Walkthrough By Fallible Dragon
Walkthrough & Help File
Spoiler Warning: The first section with general tips
contains no spoilers. Nor does the section on sorcery later on.
The rest is a walkthrough and contains lots of spoilers. Don't
read it unless you're really at a dead end -- Its more fun to
solve it for yourself.
Content of this file:
Get the Patch!
Origin Systems has
a major patch to the orignal version of Ultima VIII.
It makes the original game more playable and more fun. The patch is included with later versions of the game.
- To Increase your strength and dexterity, go into combat mode
and swing your sword for a while. When you hear the funny noise
it means one of your abilities has increased. This may not work
everywhere. One place it works is on top of the Palace in Tenebrae,
near the teleport pad.
- Try not to take on more than one creature at a time in melee...
You'll never manage to swing your sword unless they're really
weak. They'll keep hitting you and knocking you down.
Note on directions:
North is up and right. South is down and left. East is down and
right. West is up and left.
In my copy of the game you can find four numbers representing
your location. I don't know how useful this is, but I've included
the numbers here anyway.
Stealing things in Tenebrae can get interesting. Its okay -- in
fact its often necessary -- just don't get caught. Take it from
Lord British's mouth: "Stealing is okay, if done right."
The resident sorcerer doesn't take well to thievery. Make sure
everyone is far enough off screen before you take something...
And if you're not sure, save your game first. Interesting effects
- Read every book you come in contact with. Most are entertaining,
many give important clues. Careful though... There's always tricks
of the trixter vol. 1
- Talk to everybody and explore everything that can be said.
Take notes if you read something that looks important -- a good
many vital clues are -not- repeated. If it sounds like it might
be important, write it down... And follow up on it when you can't
think of what to do next.
- A pile of wood (the necromancy reagent) is not the same as
a stick. The Necromancer wants you to get him a stick. The spells
you prepare require piles of wood.
- Intelligence can be increased by casting spells. Just do it
Spoilers begin here. Do not read on if you wish to figure things
out for yourself. Although, you may wish to read places -- Sometimes
they're near impossible to find, and saying where the places are
out of context doesn't give much away... Other than a long, annoying,
and pointless search.
- The jail is under the palace in
Tenebrae, through the door that says "Authorized Personnel
- Aramina lives in a house in East Tenebrae
with a wooden railing around the top.
- Spirits roam in the northern part
of West Tenebrae beside a burnt out house. There's a tree on the
- The study is in the southwest corner of the Tenebrae palace.
- The tomb is the building you meet
Vividos in, in the graveyard.
- The huge double doors to the home of the Mountain King are
in Stone Cove. Stone Cove
is the only exit you can get out of other than the one you came
in, before meeting Lithos.
- Argentrock Isle, Carthax Lake, and Daemon's Crag can all be
reached via side doors in the cave between the upper catacombs
and Stone Cove.
- The Pits of Death can be reached
either via the lower catacombs or via the other door in Stone Cove.
- Unlimited necromancy reagents may be found in Stone Cove.
- Begining of the game
- The Tomb of Khumash Ghor
- Carthax Lake
- Argentrock Isle
- Daemon's Crag
- Pits of Death
- Ethereal Void
After the guardian drops you in the water, you are rescued by
a fellow named Devon. He invites you to take any of his stuff,
tells you a little about pagan, and observes that something is
happening on the docks. He also recommends you see Bentic in the
library for more information. Grab the bedroll and the basket
(empty the basket). Then, head west along the shore until you
reach the docks. Before going on the docks, get the jewelry box
and dagger from one of the barrels.
Climb the stairs to the docks. You will watch a fellow named Toran
be executed. Lady Mordea, tempest and ruler of Tenebrae, orders
his body dumped in the ocean. (This means that the soul goes to
Hydros, titan of water, instead of Lithos, titan of earth. Following
the execution, you introduce yourself to the guard. Then, you'll
want to head north into Tenebrae.
Things to do: Visit the Library, Take stuff,
Visit the Necromancer, Visit the Plateau,
get the Slayer (a magic mace), Visit Devon in Jail,
get the Tear of Seas.
Visit the Library:
From the entrance near the docks, head north to the road just
before the guardhouse. Then head east into east Tenebrae (Under
the arch in the wall). Follow the road north going west and east
as necessary until you reach the arch back into central Tenebrae.
The building just east is the library. Go inside. Go upstairs
and speak to Bentic. He will tell you about Pagan and suggest
you visit Mythran at the plateau. He also suggests you visit the
Visit Mythran at the Plateau:
Get money before you go.
Go to the castle in central Tenebrae. Before heading to the plateau,
visit the teleport pad on the roof. The platform will raise and
light. Now, head north out of the palace and out of Tenebrae.
Follow the dirt path north past several houses and the west to
the cave. (9919,19775,8,7)
Enter the cave. Head west and south until you get to some water.
Jump across the water via the stones. (Save first -- water is
deadly.) Jump up to the and head south at the ledge. Go past the
lightening gate, and then west. Climb up this ledge as well. Continue
west past a lever and across a rope bridge. Pull the levers until
the bottom ones are towards you and the top ones are away. When
you get the earthquake, go back to the lever you passed before
crossing the bridge.
Pull the lever. Then go south through the opening gates. Continue
heading south falling off of two ledges, and then exit the cave.
Head south until you get to a path. Follow the path south until
you get to a house to the west. Enter Mythran's house. Talk to
Mythran and buy a scroll of opening portals. He'll also give you
a potion and the recall item. The recall item lets you teleport
to various teleport pads. Visit the one in his house before you
leave. He also tells you all about Pagan and Magic. Also get Korghin's
Fang (a magical dagger) from the storeroom below. When you're
done, use the recall item to return to Tenebrae.
Visit Devon in Jail:
After you become the Necromancer's Apprentice, a guard will stop
you and inform you that Bentic (The scholar) rests with the Lurker,
and Devon (The fellow who rescued you from the water) has been
thrown in jail. If you ask why, the guard will suggest that you
ask Devon for yourself.
Return to the palace in Central Tenebrae and go down the stairs
in the west part of the castle. Pull the lever beside the door
with the sign "Authorized Personnel Only". Go inside,
and talk to Devon. He doesn't know why he's been imprisoned and
asks you to go find Salkind and ask.
Salkind is with Lady Mordea as usual, and he mentions that he
keeps charges and what not in his log book. You can find his log
book in his house in East Tenebrae -- The one with the stone wall
If you go read the log book, it mentions that the confiscated
research of Bentic's has been secured in the evidence chamber
down in the dungeon beneath the castle. So, head back there. The
evidence room is the small room with no doors.
Use Mythran's scoll to open it. You can't get the book, but you
can read it. Surprise surprise.
When you finish with the journal, three guards will arrest you
and take you to the docks where Devon awaits execution. Let a
few folks in on the surprise, and watch Lady Mordea get what she
Devon will leave for a while, promising to return. In fact, he
returns after Hydros is free.
After he returns and Pyros is free, you can ask him for the Tear
of Seas. He'll give you a key to the chest in the south west corner
of the palace.
Take Stuff in Tenebrae:
Warning: Don't take stuff when there's someone watching. Doing
so will result in flaming death.
South Castle Guardpost:
Continue heading north from the docks until you're under
the archway of the guardpost. (13734,13586,96,40) Enter the building
to the west. The key opens the chest. Get the flask of oil if
you want it. Then head upstairs, get the two scrolls of trap destruction,
and head to the east building. Pick up the leather armor and head
downstairs. This chest is trapped, so stand as far away from it
as you can, or use a scroll. Get the helmet, bag, and potions.
North Castle Guardpost (13146,4478,48,40):
Get inside by jumping up to the archway from below. To the
north on a desk on the bottom level you'll find a keyring. In
the desk is a bag with coins. South on the lower level in the
chest are some arm guards, leather armor, and a long sword. Watch
out, the chest is trapped.
Tenebrae Palace (13022,11042,48,40)
In east Tenebrae in Salkind's house (The one with a stone
fence around it), get a key from under the vase in the northwest
corner of the building, cast aerial servant to get the chest out
of the locked room, and open it. Inside are 300 obsidian coins
and some scrolls.
Get the Slayer:
East and then south of Tenebrae, there's a small shack
with a gem in the center. Go near the gem and you fall through
the floor. Work your way through the dungeon to get the slayer.
Visit the Necromancer:
The visit with the Necromancer and subsequently with the Mountain
King is long and linear. I've broken it into these subheads: Retrieve
the Dagger, Become an Aprentice,
Seek the dead Necromancers, Seek the
Mountain King, Inter Lothian.
Retrieve the Dagger:
Head east out of central Tenebrae and continue east out of east
Tenebrae. Head north along the road until you pass under the wall
and into the graveyard. Follow the dirt path north and east to
the Necromancer's house. Go upstairs
and speak to Vividos until he tells you about the dagger that
Mordea stole.. Offer to get it back. Return to Central Tenebrae.
Borrow a clock and sleep until bloodwatch.
Then go to east Tenebrae and find a house with the wooden railing around the top.
(16772,16668,48,41) It will be locked if its not Bloodwatch. Enter
and talk to Aramina. Keep talking to her until she gives you the
key you need to get the dagger. She will want you to mention her
to Devon when you get a chance.
Return to the castle, and go to the throne room. Get the key to
Mordea's chambers from under the skull cushion. Caution: If she's
asleep in there, stay as far away as you can so as not to wake
her. Open the closet and the chest and get the dagger from the
jewelry box in the chest. Return to Vividos and give him the dagger.
Watch the ceremony.
Become an Apprentice:
After Lothian's death ceremony, talk to Vividos.
He is now the Necromancer. He will ask you if you would like to
become an apprentice Necromancer. If so, he will tell you to fetch
him some executioner's hood from a place of danger and sticks from where spirits roam.
To get the hood, follow the dirt path back through the archway
and then head east, perpendicular to the road. You will have to
go south 5 or ten steps too. You will find a pit with changelings
in it (shown above). At the center is an island of sorts with
executioner's hood on it.
To get the sticks, Teleport to Central Tenebrae and head west
into west Tenebrae. You will find the sticks under a tree in the
northwest area. (15150,3050,56,39) There will be a ghost and a
burnt out building nearby (See above). Get the sticks. With the
patch installed, the "sticks"
are called "Dead Man's Elbow" instead.
Return to Vividos. The guard will inform you along the way that
Devon and Bentic were arrested and that you are under suspicion.
Drop all but one of the hood before you talk to Vividos. You don't
need the sticks. Vividos will give you the key of the caretaker.
When you place the proper reagents in a bag and use the key on
the bag, an icon for a necromancy spell will be created. Go upstairs
and read the book that has Open Ground and Speak with the Dead
in it. Collect some Reagents too.
Seek the Dead Necromancers:
Leave Vividos, go south past the fence, and circle it to the north.
Head north past a gate with fire mushrooms and a ghost. Enter
the building, go down the center aisle and cast open ground. Head
north into the catacombs.
Go north past the double doors. Go north to the gate and hit the
switch closest the gate. Go through the gate and head east. Don't
mess with the flame thrower, continue heading east. Head north
at the first passage. Get the key from the second corpse with
a sign by him. (The Master of the Keys)
Go east watching the north passageways... One will have a fence
and a sign. Head west and the north past the lava, then east as
far as you can go. head south... To the west will be a door and
a sign that says 'Towards fate do you travel'. Remember this place.
Head south and then east. From this point on, watch for water
on the floor: If you read the scrolls on the dead architect later
on, they'll warn about the water weakening the mortar on the floor.
Circle north past the architect. Head south then east and take
the second passage north. There's a building here with a ghoul inside.
Open the door and fall through the floor to the second level.
Get reagents out of the barrels and make some deathspeaks. Five
or six. Head north and west. Watch for falling rock. Head south
then west to the first Necromancer. Cast death speak. He teaches
you Mask of Death. Return east then north, and then go east until
you can't anymore and north to a ledge. Climb up, cast Mask of
Death, and climb down the other side. Head north and west past
the daemons. (Unless you think you can handle daemons.)
and east. The next Necromancer is to the west. He teaches you
stone flesh. Head north until the passage goes west. Cast stone
flesh and head west. Circle west, south, and then east (long)
to the next necromancer. He'll teleport you. Go past the lightning
gates. Jump the chasm, and talk to the next necromancer. He'll
teleport you too.
Head east to the green area and enter the throne area. You'll
be teleported again. Head south, jumping the water where the ghoul
is. Get the magic armor on the pedestal but avoid the pit. Head
west to the lava and get the key off the skeleton. Circle the
lava east and north and jump across to the island. Head Northwest
and jump east to the small island. You'll be transported again.
Head generally west and south at a high velocity until you reach
the next necromancer. He gives you the resist death spell and
teleports you. Follow the cave staying north and east as possible.
You'll come upon a flame that you have to pass, presumably with
withstand death. Try rock flesh instead. Save first though. Follow
the cave to the next necromancer. He gives you create golem. Exit
up the stairs and jump down into the catacombs.
Seek the Mountain King:
From the crypt after exiting from the necromancers, follow the
catacombs south to a door and pass through it. Navigate your way
generally south and west through the cave until you get out. Don't
worry about the doors you can't unlock. Do worry about the gates.
Once outside you're in Stone Cove.
Sidenote: Reagents. All necromancy reagents can be found in Stone Cove.
They come back when you move away and return. Executioner's hood
is by the big stone doors. Wood is in the wooded area just south
of there. Dirt is near the lake south of that. Blackmoor is southwest
of the lake. Blood is east of the lake. Bone is north of the blood
and east of the wood.
Create a golem and have him open the doors to the mountain king.
(The big double doors). Enter. Head
north and east to a walled in area. Jump the wall and pull the
lever. Jump back and pull the one outside. Return south and then
go west. Cross the chasm on the disappearing blocks. Jump down
and cross the chasm on the moving blocks. Cross the disappearing
blocks north and then west. Head north into the force shields
area. Head north until you get to the chest. The key opens the
door back south and west. The gem of protection prevents the force
fields from harming you.
Head south and west through the door. Follow the cave south, west,
south, then east, and cross the lake to the island to get a key
from a skeleton. Return to the fire mushrooms and go north. At
the lake, it may be easier to circle to the west, jumping once
than to jump across the stones.
Head due north. Take the second narrow passageway west. You'll
know you have the right one because a stalactite will fall in
the entrance. Jump the water and unlock the north door. Run --
don't walk -- west. Jump on the moving platforms. You'll have
to jump diagonally from the first to the second. From the second
you can jump all the way to shore.
Head northwest and visit the mountain king! Then, head back south
and visit the teleport plate to activate it. Return to Vividos
and ask how to inter Lothian.
Return to Vividos in the graveyard. He'll ask you about your trip
to the mountain king and then instruct you to inter Lothian. Exit
the building, and go northeast inside the fence.
Double click on Lothian to inter her. Return to Vividos, and he'll
give you the real key of the scion. (Keep talking to him until
Once you have become the Scion, Vividos tells you to visit the
birthplace of Moriens as your pilgrimage.
This has been widely rumored to be a dead lead, but Moriens' birthplace
does in fact exist. Proceed towards the tomb of Khumash Ghor.
Make sure you have Mythran's door opening scroll before you enter
In the catacombs, enter the door beside the
sign that says 'Towards fate do you travel"
using the key of the scion (With the patch
installed, this plaque will read "Moriens Birthplace").
Follow the cave around to five levers. Figure out the lever puzzle.
It seems to change... Save your game first.
Unlock the doors to the north. Head up that way, and go east.
The chest is trapped. Inside is the skull of quakes (usuable in the upper catacombs).
Go back west and then north. Hidden just next to the wall on the
east side is a pad that will open the gate. Go through, jump the
chasm with water, and cast open ground before the grave.
Fall through. Head west and then north through the doorway. Head
east. Move the skeleton on top of the raise pedestal to open the
gate near the rolling spheres. Get both keys in this area and
the jump over the light beam. Head east.
You will see a Tower of Hanoi problem in the form of stairs. (If
you're having trouble figuring it out, visit your local library.
The Tower of Hanoi is a classical problem in mathematics and computer
science. Its also a favorite "brain teaser.") Then,
climb the stairs and cast Rock Flesh to get past the lights.
If you'd prefer, you can skip the lights and the tower by using
two golems to open a door just to the east, and a door north of
that. Either way you end up before the door to the temple.
Unlock the big doors and enter the temple.
Get the key from under the skeleton. Go back and get the Zealan
ceremonial shield near the grave you fell through. You can unlock
all the doors now using the key you found. Return to the temple
and place the shield on the platform. The Zealan deities will
instruct you to recover an artifact from Khumash Ghor. Open the
door to Khumash Ghor's tomb with Mythran's scroll.
Go inside, and cast Grant Peace to kill the ghost. Get the Obelisk
Tip. Return and talk to the Zealans again. They'll explain about
the Tip and how it can help you. Return to the surface. On the
way, go south and east of the "Fate" door, to a place
where a skeleton on an altar is covered by four square stones.
Just west of that is a glowing red spot.
Use the skull of quakes there, and go down to activate the teleport
Go through the catacombs as if to the mountain king, but in the
cave watch for a narrow passage south and east. Go through this
and through the door at the south of this and you will be at carthax
lake. (You'll need the key of the scion. )
Circle the lake to the west, and cross the land bridge from the
south to reach Hydros' defiled temple. (You'll have to jump once
or twice, but its not difficult) Talk to her. She'll ask you to
free her. (If she tells you that you suck instead, go visit the
tomb of Khumash Ghor first.)
Near the southwest of the lake area, there is a cave. Go inside.
Run past the troll, hang a right, and climb the wall. Proceed
north to the wall with the gate. Pull the southern lever and climb
through. Pass the troll and go through the next gate. Hang a left
and then follow the passage around to the right until you pass
through another doorway. A short distance north of here, you'll
find Alexis' grave.
The grave seals the waters off, preventing them from reaching
Carthax Lake. Cast open ground to free the waters. Then return
to Hydros... She's real nice, isn't she.
If you return to Tenebrae, you'll find the Devon has returned
and is powerless. He directs you to seek out the sorcerers.
Go through the catacombs as if to the mountain king, but in the
cave watch for a locked door to the east. Unlock it with the key
of the scion. Exit and wander over to Argentrock Isle.
Talk to Stellos about joining the order. He sends you to Brother
Xavier. Brother Xavier tells you of the tests of wisdom and centeredness.
Some of the answers to the test of wisdom are: What to do when
you come upon a battle: choice 1. Welcome the child home. Remain
quiet during the bragging. Honesty is most important. Wisdom>brawn
The test of centeredness is to the west of the city. You can't
miss it. Stay near the center and walk towards the center when
the wind gusts.
Return to Xavier. He'll send you back to Stellos. Stellos gives
you the key to the silver beneath the monastery. You'll have to
take the silver to the blacksmith Korick in Tenebrae to construct
the foci. Then return and place them on the altar of focus in
Go beneath the monastery via the stairs near the back. Collect
8 pieces of silver. Use Mythran's scroll to open the building
without doors and get the protector sword.
Return to Tenebrae. Visit Korick the Blacksmith in West Tenebrae.
He'll make the Foci for you. Return to Argentrock Isle. Place
each focus on the monastery altar in turn. Talk to Stellos again.
He tells you to go back under the monastery. Go back down and
head west. Use aerial servant to bring the wounded torax to you,
and restoration to heal it.
Go speak with Stellos. He'll direct you to find the truth of a
situation. So, cast hear truth and speak with everyone. Torwin
took it, so go see him at Windy Point. Bye bye Torwin. Return
to Stellos. He directs you to make the leap. So, do it
and work your way up to Stratos.
If you cast reveal here, you'll see the Breath of Air.
Don't take it if you value your spells. Return and get this last
when you're ready to enter the ethereal void. Stellos will tell
you about the casting reveal bit when you return the island.
Note: You'll want to free Hydros and speak to Stratos before coming
Go to the area in the caves past the catacombs where you found
Carthax Lake. Head north through a zapper doorway, and then follow
the cavern along the south to a door. When you pull the lever,
one slides up and the other down. You'll have to block one somehow
while pulling the lever. I did this by standing on one of them
and using aerial servant to pull the lever.
Use the key of the Scion to open the door. Pass through, and you'll see the Lava River.
Pit stop: Note that your recall item no longer works. Nor will
it work anywhere within the sorcerer's domain -- even though there's
a teleport pad that will take you to the sorcerer's area.
One of the sorcerer's will speak to you once you go far enough.
He'll tell you to cross to where he is. Use the airwalk spell,
and jump across. Circle south and then follow the river north
past the waterfalls, and the south and west into Daemon's Crag.
Speak to Acolytes Bane and Vardion, gaining their trust and Truenames.
Give whichever one you want the other's truename... Bane has lied
to you, Vardion has insulted you. Both seek the other's death.
Do as you will.
Practice spellcasting in the library, and then go take the test.
Make sure you have the reagents and candles you need beforehand.
When the test begins, you'll need to prepare Flash, Flamebolt,
and Endure Heat in that order, in Vardion or Bane's presence.
Go north through the double doors. Run past the daemons or banish
them. Speak with daemon #3, down the stairs. You'll need to prepare
the following spells, preferably not single doses: Armor of Flame,
Banish Demon, Endure Heat, Extinguish, and Flash.
Proceed west into the test.
To the East lies the test who's plaque reads "Vas Sanct Flam".
Cast it and run. Get the magic shield and the blue symbol.
To the South lies the test who's plaque reads "An Flam".
Proceed, being careful of the fire mushrooms. (Armor of Flames
is useful against these.) When you get to the burning pentacle,
cast extinguish on each candle. Take the magic helm and the blue
To the West on the south side lies a pentacle and a mean fellow.
Kick his tail if you want. Some goodies in the chest... Including
the Conflagration spell and some rods.
To the West on the north side lies the test who's plaque reads
"Sanct Flam." Run past the monsters (look carefully
for where you can pass between the rocks.) When you get to the
lava, cast endure heat and walk across. Take the magic armor and
the blue symbol from the chest.
To the North lies the test who's plaque reads "Flam Por".
Use Flash to get past the rolling balls, and Armor of Flames to
tolerate the fire mushrooms. Get the sword and the blue symbol.
Return to the teleport at the center of the area. Teleport as
if going back after talking to the Daemon and you'll reach the
inner sanctum. The master will tell you to cast Flame Bolt, Explosion,
and summon demon at him. Prepare these spells if necessary, and
also banish demon. Cast them at the Master, in order. Make sure
you have an ignite and a red candle in your possession too. Once
you cast the three spells at him, he'll summon a demon which you
have to banish. Then he'll take you to Pyros' summoning.
After the summoning, return to the master, and kill him. Its easier
if you kill him while you're at the edge of the screen since he
won't attack you. effectively. Take the tongue of flame from him.
Read the book he has, and read the book in the chest. This tells
you about the Tear of Seas, and also the other items.
Finally, free the fire titan. The book on the Master's body tells
you how. Return to Tenebrae.
Take the small door from the stone cove
instead of the large double doors to the mountain king. You can
also get here by taking the door from the upper catacombs which
says "To Lower Catacombs", but this is considerably
Head southwest until you reach a building.
You can get a key to this door deeper within this dungeon on a
dead body by a sign which says "Mythian Conventicler"
or some such. If you don't want to go find that, you can cast
create golem from the north side and have the golem break down
the door, or you can climb the wall in the southeast corner.
Go to the grave and cast open ground. You'll find the Hearth of
the Earth, which is used to bind Lithos.
Once you have the five blackrock items: The
Obelisk Tip, the Heart of Earth, the Breath of Wind, the Tear
of Seas, and the Tongue of Flame, you'll be ready to finish the
game. Make sure that both Hydros and Pyros have been released.
Then, go talk to Mythran about re-forming the Obelisk. He'll teach
you the Ethereal Travel spell. Cast it, andyou'll be in the Ethereal Void.
Note that if you get really stuck in one of the four sections,
you can use the Ethereal Travel spell to return to the void.
To defeat Stratos, take the south walkway and enter the
doorway. You'll be transported to Stratos' domain.
Head north... You'll have to jump a few stones. Ignore the magic
armors (The floor will fall away) and continue heading north.
When you get to Stratos, ignore the winds and use the Breath on
her. You must've forgotten your mouthwash...
To defeat Lithos, take the east walkway and enter the
doorway. You'll be transported to Lithos' domain.
Don't climb the ledge immediately in front of you... Go west a
few paces and climb it there and proceed north. Follow the caves
north and westerly. Watch for pit traps! Eventually, you'll reach
a fence and some lava. Cast endure heat and walk past the lava.
Continue west, then north. Head west again, and you'll reach some
lava and jumping stones. Jump across and run generally south and
west. Pass an area where you have to jump down and then back up
again. Continue west and south, past all kinds of falling rock.
You'll reach Lithos shortly. Use the Heart to capture him.
To defeat Pyros, take the west walkway and enter the
doorway. You'll be transported to Pyros' domain.
Head north and west, and jump the lava. Head north until you reach
a star with pads around it. A nearby skeleton has a log which
explains how to pass this.
Head south and east. Ignore the first bride you pass, but cross
the second. Continue heading almost due north, going up the stair
like land mass. Once you get to the top of it, you'll see a daemon.
Beware the fire pits here. Climb the stairs to the jewelry box,
and take all the white balls.
Return to the star. Place a white ball on each flashing square.
Jump the platforms. Head east and then north to Pyros. Use the
Tongue on him to defeat him.
To defeat Hydros, take the north walkway and enter the
doorway. You'll be transported to Hyrdos' domain.
Head west as far as you can, and then jump to the stones. Once
you get to the second stone out, cast air walk and jump the rest
of the way west. Continue west across bridges until you get to
one with a invisible wall blocking you. Cast airwalk again and
jump north. Head west to Hydros' shrine. Use the Tear of Seas
to capture her.
To win the game: When the Heart, Tear, Breath, and Tongue
are all glowing, place them and the Tip on the Pentacle in the
center of the Ethereal Void in this order:
- Aphelion ....... Obelisk Tip
- Mesostel Pa .... Heart of Earth
- Mesostel Ze .... Breath of Air
- Perivolcan Pa .. Tear of Seas
- Perivolcan Ze .. Tongue of Flame
While standing outside the Pentacle, double click the Obelisk
Tip and then click on yourself. You'll feel very powerful. Now,
move the Tip and set it back down. Enter the recreated Obelisk
(a.k.a. Black Gate) and enjoy the endgame.
Create Golem -- Ort Ylem Xen
Reagents: Blood, Bone, Wood, Dirt, Blackmoor
Death -- In Vas Corp
Reagents: Hood, Blackmoor
Death Speak -- Kal Wis Corp
Reagents: Blood, Bone
Mask of Death -- Quas Corp
Reagents: Wood, Executioner's Hood
Open Ground -- Des Por Ylem
Reagents: Blood, Blackmoor
Rock Flesh -- Rel Sanct Ylem
Reagents: Wood, Dirt
Summon Zombie -- Kal Corp Xen
Reagents: Blood, Bone, Wood
Resist Death -- Vas An Corp
Reagents: Wood, Dirt, Blackmoor
Point closest the volcano: Aphelion
Middle points: Mesostelae. Pa is right of Aphelion, Ze is left.
Furthest points: Perivolcanae. Pa is to the right, Ze is left.
The Aphelion is the southeast point. (Towards the bottom of the
To cast a spell: Place the focus in the center of the pentagram.
Place red candles on the appropriate sticks at the points, and
black candles at the rest. Place the reagents near the candles,
just inside the pentacle. Double click a clear spot on the pentacle.
Armor of Flames -- Vas Sanct Flam
Foci: Rod, Staff, or Symbol
Red Candles: Both Perivolcanae and Mesostel Ze
Reagents: Ash at Mesostel Pa, Obsidian at both Perivolcanae, Iron
at the Aphelion, Brimstone at Mesostel Ze
Banish Daemon -- An Flam Corp Xen
Foci: Daemon Talisman or Symbol
Red Candles: Both Perivolcanae, Mesostel Ze, and the Aphelion
Reagents: Ash at Mesostel Pa, Pumice at Mesostel Ze, Iron at both
Perivolcanae, Daemon Bone at the Aphelion
Conflagration -- Kal Vas Flam Corp Xen
Foci: Daemon Talisman or Symbol
Red Candles: All red
Reagents: Ash at Mesostel Ze, Pumice at Perivolcan Ze, Obsidian
at Perivolcan Pa, Iron at Mesostel Pa, Brimstone at the Aphelion,
Daemon Bone at both Perivolcanae and the Aphelion
Create Fire -- In Flam Ylem
Foci: Staff or Symbol
Red Candles: Both Mesostelae
Reagents: Ash at both Mesostelae, Pumice at Perivolcan Ze, Obsidian
at Perivolcan Pa
Endure Heat -- Sanct Flam
Foci: Rod, Staff, or Symbol
Red Candles: Both Perivolcanae
Reagents: Obsidian at both Perivolcanae, Iron at the Aphelion
Explosion -- Vas Ort Flam
Foci: Staff or Symbol
Red Candles: Perivolcan Pa, Mesostel Ze, and the Aphelion
Reagents: Ash at Mesostel Ze, Pumice at Perivolcan Pa, Iron at
Mesostel Pa, Brimstone at the Aphelion
Extinguish -- An Flam
Foci: Symbol, Wand, Rod, or Staff
Red Candles: All Black
Reagents: Pumice at both Perivolcanae and the Aphelion
Fire Shield -- In Flam An Por
Foci: Rod, Staff, or Symbol
Red Candles: Both Perivolcanae and Mesostel Pa
Reagents: Ash at Mesostel Pa, Obsidian at both Perivolcanae, Iron
at the Aphelion
Flame Bolt -- In Ort Flam
Foci: Wand, Rod, Staff, or Symbol
Red Candles: Perivolcan Ze, Mesostel Pa, and the Aphelion
Reagents: Ash at Mesostel Pa, Pumice at Perivolcan Ze, Iron at
Flash -- Flam Por
Foci: Wand, Rod, Staff, or Symbol
Red Candles: Both Perivolcanae and the Aphelion
Reagents: Ash at both Mesostelae, Pumice at the Aphelion
Ignite -- In Flam
Foci: Symbol, Wand, Rod, or Staff
Red Candles: Aphelion
Reagents: Ash at the Aphelion, Pumice at both Perivolcanae
Summon Daemon -- Kal Flam Corp Xen
Foci: Daemon Talisman or Symbol
Red Candles: Both Perivolcanae, Mesostel Pa, and the Aphelion
Reagents: Ash at Mesostel Ze, Pumice at Mesostel Pa, Obsidian
at both Perivolcanae, Daemon Bone at the Aphelion
(Incomplete... I'll finish this one day...)
Aramina -- Mordea's mistreated servant girl. She'll give you the
key you need to get the Necromancers' dagger. She's in the castle
in central Tenebrae for most of the day, and in a house with the
wooden railing on top in east Tenebrae at bloodwatch.
Bentic -- A knowledgeable fellow in the Library in east Tenebrae.
(15124,2068,96,41) He tells you about Mythran and the Necromancer
near the beginning of the game.
Devon -- The fellow who rescues you from a watery grave at the
beginning of the game. Devon is southeast of the Tenebrae docks,
right on the shore with his boat and supplies. Later on, you'll
find him in the dungeon beneath the castle, past the "Authorized
Personnel Only" doors. After Lady Mordea is deposed, he becomes
Mythran -- Mage and scholar on the Plataeu. He teaches you Thaumaturgy
and gives you the recall item. He eventually sells you the Ethereal
Travel spell you need near the end of the game. He also expects
to be paid well, so get some obsidian before you visit him.
Stellos -- Oldest Theurgist. Lives on Argentrock Isle. Teaches
you about Theurgery and tells you how to find the Breath of Air.
Vividos -- Apprentice to the Necromancer Lothian. Becomes the
Necromancer after she dies. He'll help you learn Necromancy. He
can be found at the tomb east and then north of Tenebrae in the
middle of the cemetery.
Xavier -- Theurgist on Argentock Isle. Tells you of the tests.
Gives you the test of Wisdom. Torwin steals his focus and you
have to retrieve it.
Special thanks to Billy Budds, without whose hint file I'd have
had a difficult time making it through the game.
Thanks to Ajaipal Tanwar for telling me where to use the Skull
Thanks to countless other usenetters whose clues helped me through
Thanks to Origin,
whom I'd have fewer fun things to waste my time on. :)
Note: Fallible Dragon is not clue central. If you wish to contribute
to this walkthrough, he'd like to hear from you, but if you need
help on the games, try asking on alt.games.ultima.dragons
where there are folks who've played it more recently.