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Submitted by System on 09/03/2006, 09:50. Print file.
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Ultima 8: Pagan
Walkthrough & Help File
Revision 1

Copyright (C) 1994 by William Herrin. See end of document for full notice.
E-Mail: gt5254a@prism.gatech.edu

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:
* The general hints section comes first (non-spoiler)
* Next comes info about places (insignificant spoilers)
* Then comes a full game walkthrough (major spoilers)
* Then comes some info about Sorcery (non-spoiler)
* Then comes info about various people in the game (spoilers)
* Finally a uuencoded cheat program. (Definately a spoiler.)

General Hints: Non Spoilers

Combat:
* 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.

Locations: 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.

Theft:
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 though...
Assorted Tips:
* Read every book you come in contact with. Most are entertaining, many
give imporant 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 necromacy 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 a lot.

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.

Places:
* The jail is under the palace in Tenebrae, through the door that says
"Authorized Personel Only"
* 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. Theres a tree on the southeast side.
* 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 necromacy reagents may be found in stone cove.

Game start:
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 reccomends 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.

The Execution:
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.

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
Necromancer.

Visit Mythran at the Plataeu:
Get money before you go.
Go to the castle in central Tenebrae. Before heading to the plataeu, 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
accross 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
accross 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 Aprentice, 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 Personel 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 around it.
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 deserves.
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 theres someone watching. Doing so will
result in flaming death.
South Castle Guardpost:
Continue heading north from the docksuntil 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 longsword. 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 ariel servent 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, theres 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 aroud 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 cusion. 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 and Aprentice:
Talk to Vividos (now the Necromancer) after Lothian's death ceremony.
He'll ask 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, perpindicular to the road. You'll have to go south 5 or ten steps
too. You'll find a pit with changelings in it. 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 to west
Tenebrae. You'll 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.
Get the sticks.
Return to Vividos. The guard will inform you along the way that Devon and
Bentic have been arested 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 necromacy 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
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