The Dark Heart Of Uukrul

Last modified on August 4th, 2005

The Dark Heart Of Uukrul

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Solution
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Help


Fighting


Fighters and Paladins will gain levels much faster initially in the game as priests and magicians will not be very powerful at the low levels. Fighters and Paladins can wear the heaviest armor and wield the most powerful swords. At the highest level, they can do 200 - 300 damage points depending on the weapons used. Paladins can lay their hands on enemy to damage them or heal your party.

Prayers


Priests should try to invoke prayers as soon as possible. The priest will need to go to a temple if he thinks he's qualified for a better ring. Gaining levels will usually reward the priest with one or two rings. However, the priest will have a better chance of receiving a higher ring if he's able to invoke the prayers of the gods successfully.

The prayers to Ufthu are useful during combat.

Prayers to Drutho are useful in dungeon exploring.

Prayers to Gothur are for healing purposes.

Prayers to Fshofth is necessary under certain situation.

Magic


Magicians gain rings depending on their frequent usage of spells from articular discipline. For example, if you use fire spells frequently, then you'll get the next higher ring of fire earlier than the other rings. Generally speaking, you'll gain one or two rings every time you gain level.

The effects of the crystal spells are not given in the manual, but you can learn about them by casting "CYQIEQARAQK", the tome of the Seer.

The Tome of the Seer


The great mystic Cyqie harnessed his own soul to create the spell which destroyed him. "CYQIEKUN" shall draw forth flames of the hell in which he is now imprisoned. So perish all who outreach their station.

Range: 3 by 3 radius from the caster.

Your mirror may scry visions of the future, your globe may show the past, but you are now, and forever slave to the present.

The great mystic Cyqie created the spell of ceaseless healing. "CYQIETUR" shall form a pure blue globe. Those within shall be continually refreshed and restored.

The halls of the great lace, which once thronged with life, are silent now. Adron, why did you not smite the darkness? But the beacon remains, and the darkness shall be swallowed by its light.

One from the east shall return. One who is captive shall be freed. One who is once of the light shall be returned to the greatest light.

"QADIOS" is a mighty spell. It forms around those of pure heart the womb of infinite safety. Focus your minds on great things and no harm may pass.

The obsidian crystal survives in a solemn artifact. The hammer lies broken, yet it shall break the darkness.

Behold the greatest of spells. "MUZAQ" shall call forth a black trumpet, when the trumpet sounds, the cries of all the damned souls in hell shall burst forth in a maelstrom of oblivion.

Effect: wipes out all enemies.

The kauri plaque is broken, the waking vision now sleeps. Areth: you'll never rule.

Behold the mirror that foretells the future. Pray that the dark tower may crumble. Prayer that the vision can be dispelled. The dark heart of Uukrul must be shattered, it has been foretold.

General Tips


The party will not be able to fight very well at lower levels (1 - 6). If you find that your party is taking a lots of punishment, try to let the members gain higher levels before proceeding. Healing spells and prayers are important, so ensure that you can cast/invoke them. Don't proceed further if you find that you have few virtue/psychic points, but head straight for the nearest sanctuary and rest. When you have reached level 10 or higher, only the strongest opponents will be able to hurt you. At this stage, much time is spent solving puzzles rather than fighting. The maximum level possible is 15, at this level, the magician and priest will have all their rings complete and will no longer need to worry about combat.

When you find a key in a certain level, it will usually unlock a grate somewhere on that level. You'll not be allowed to drop it before it unlocks anything. If your character carries too many keys, he might not be able unlock the grate even though he's carrying the correct key. If possible, don't let any character carry too many keys. So it's advisable to store a key in the cache in a sanctuary after it's been used.

Resting in higher levels sanctuaries will heal the party much faster. So, always teleport to the last sanctuary you found before resting.

Before you can invoke the prayer "TULAR" successfully, you'll need to buy food rations from the supply shop. Once you have learned to invoke it, rest in sanctuary to reach full virtue points and then go to the altars to invoke it. When traveling long distances, make sure that you have at least 2,000 - 5,000 units of food.

If you cannot find a way to open any secret door, try "ALTIS", "HOYAMOQ" or "BELAMOQ" if possible. This situation usually occurs when you need to speak a certain word to open the door. The words needed is usually the answer to a riddle or a sword found somewhere.

Teleporters are only active after you've found it. If you know its name but have never been to it, then you can't go there.

Before you can cast the spell "REAAM" to identify your items. Go to Sagaris and ask him to identify it for you. If the properties of any item is unknown, a visit to Sagaris is usually rewarding.

Searching will reveal most secret doors. However, at higher areas, you'll need to cast the spell "TALIS" to reveal secret doors.

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Solution


Urtas: Sanctuary of the Ancients


There's nothing much here, except that it gives you a feel of the mapping feature. A certain portion here is not allowed to be mapped and there are some spinner traps that spin your party when stepped upon. The savage wolf at that level will give your party a substantial amount of punishment, but if you cast "SHUM" regularly, you should have no problem. A vision of Mara shows up briefly to tell you to find the frozen hearts.

Urlasar: Sanctuary of the Village


Initially, you'll come across a figure in robe, if you don't want to fight with him, offer him money. If you choose to fight with him, you'll take a great deal of damage but winning this combat allows you to gain a lot of experiences.

This area consists of most of the places you'll need to visit often throughout the game.

The supply shop provides all the necessary items needed in the game. You can sell items if you need money, or buy better equipment when you have the cash. It'll take some time before you can get hold of all the goodies in the shop. Unidentified items are usually sold at a lower price, so try to identify them before selling them.

Directly behind the shop is a forge for you to repair your broken weapons. However, most wooden/magical weapon cannot be reforged. So take care of your magical weapons.

To the east is a hospice for you to heal or cure your party. The price requested is reasonable, use ??? for healing if you need to heal quickly instead of wasting food resting in the sanctuaries.

Behind the hospice is a guild for you to recruit/meet people who are eager to join your party. If your character happened to be killed and not resurrected, you'll be allowed to choose a successor. When you need to choose a successor, you'll be presented with three choices. Consider the choice carefully, you might get a higher level character or one which is lower.

The mausoleum besides the guild can be used to resurrect your characters if they've been killed. However resurrection usually lowers your characters' experience points and sometimes attributes and the amount of money requested is proportional to the level of the deceased.

There is a teleporter "BORASAL" nearby, so that you can come here easily.

There's also the hall of temples where your find the temples of the four gods. You'll need to go to the individual god's temple if you want to gain a more powerful ring from the god. The teleporter here is "BORAMIS".

When you go lower, you'll find the Circle of Magicians. Your magician will be able to gain better rings if he's qualified. The teleporter to here is "ALARIQ". There are messages on the walls telling you where to find the eight frozen hearts.

Eight frozen keys for six bloodied locks and the darkest heart of the coldest rock:

Going back to the hall of temple, there's a place full of undead creatures as indicate by a skeleton on a certain map. The battle there is tough when the party is at low levels, and hidden inside this place is a chrome key. This key unlocks the grate to the north of the teleporter "BORASAL". Behind the grate is a place full of poisonous gases and air. These locations are marked with a "X" on the map. If you step on them, your party will receive a lot of damage. At the point just before stepping into the poisonous gases, there's a secret door to the north. Search for it, and try to open it. Behind the door is a stone heart.

Urmor: Sanctuary of the Deepening Night


You'll have a lots of encounters in this area. However, you'll be able to gain a few levels if you fight well. You'll find a few keys and unlock a few grates. Follow the map and eventually you'll find a vision of Mara. Heed what she says. After searching for a while, you'll find an old man who asks you to do something for him. He'll want the priest to go to a pool of testing to get a black rod. Say "yes" to him, and he'll then reveal himself as Sagaris the Sage. He'll identify items for a fee. The teleporter to here is "SAGARIS". The fee is dependent on its value. Important or enchanted items usually cost much more. However, identified items can be sold at a higher price in the supply shop.

Urlusam: Sanctuaries of High Vault Ceilings


The battle in this area is quite tough. Because the caverns are very long, and the party can hardly survive 'till they reach the next sanctuaries on the eastern side. The most dangerous opponents are the black orcs. The fighter and paladin are unable to hit them and they have a lot of hit points. The black orc's hits are usually critical.

Search for the pool of testing on the map. You'll need faith to open the secret door leading to the pool. Only the priest can get inside the pool to get the black rod. After getting the rod, Sagaris appears and took it, and as a reward, he drops a wand of potency. This wand can be used to translate inscriptions. Use it wisely as it has a limited number of charges.

There're lots of secret doors among the caverns, and most of them yield a cache of money. Head east to find the next sanctuary.

Urran: Sanctuaries Beyond Reason


This is a horrible place, the cross is not working properly, and the passages twist among themselves. The party is teleported all over the place. Follow the map to find the room marked with "X"'s all over the place. You may be killed or injured if you step on them. Follow the paths on the map to clear the room. The teleporter "MELAS" is found in the room and there is a medal of escape in a box. Rubbing it will allow the party to return to this place. Every time a new sanctuary is found, there's a medal to be found within. There are a total of thirteen medals. Use them wisely, since there're places from where you can return only by the medal or if starved or frozen to death. Each time a medal is rubbed, it'll be gone forever and you'll need to get another one from here, if available.

The scrying mirror is buried with the bold defender of light, Kiriya. The mirror can be used to see the future of your party. It'll show what might have happened to your party at the next sanctuary. So use it every time you have to reach a new sanctuary.

Urshas: Sanctuary of the Dragon


The mirror at the northern end of the diamond foretells the future of Eriosthe. It can be awakened by your priest. Invoke the prayer "KUURAOTH" to do that. Take the Areth's plaque and inspect it, as it contains an important clue.

Two pits leading downwards are at the middle of the diamond. These passages below form a crossword puzzle. There are messages on the floor and directly opposite the messages is a secret door. If you give the correct answer to the message, the door will open.

The messages are as follows:

The correct crossword is as follows:

F       I           K           A
R   E   N   O   U   N   C   E   S 
A       S           E           H
I   C   I   C   L   E   D
L       D               R       T
        E   N   G   R   A   V   E
H           E           G       E
U   N   D   E   R   F   O   O   T
M           D           N       H

A set of codes consisting of squares and diamonds is behind the secret door. Arrange them in order (i.e. from 1 to 12). Where diamonds outnumber squares use the top symbol and conversely where squares outnumber diamonds, use the lower symbol. After getting the codes, go to the southern end of the diamond. You'll find a mechanism which has two buttons: square and diamond. Enter the code you've learned and you'll find yourself inside a room. Kill the ice dragon inside and get the stone heart. The chalice can be sold for quite a high price.

Ureal: Sanctuary of Twisted Paths


This level is basically a setup by Uukrul to test your potential. Pull the chains near the grate to open the grate. When you've passed, Uukrul will close it behind you. You are supposed to find your way out of these twisted paths. Three tests put up by Uukrul are at the end of the paths. Clearing any one of these tests will allow you to get to the next area. However, if you opt to retreat, go back to the grate. Uukrul will open the grate if you responded correctly.

First Test:


Find four keys to open four grates to get past. By taking note of the four map fragments, that're found and then placing them on top of each other, a drawing is formed with some letters on it. The meaning is difficult to guess, but on close examination, it actually means something quite simple. The message behind it is:

Cast the spell "TALIS" whenever you are at a place which resemble a U. And you'll find a secret door to the key you need. Check the maps to learn their locations.

Second Test:


A secret door lies in front of you. You need to speak a word to open it. Since no clue is given whatsoever, the only reasonable answer is the word "WORD" itself. So, speak it and the door is opened. This is the easiest test but can be quite tough if you think in the wrong direction.

Third Test:


You're supposed to fight the minions of Uukrul. If you manage to clear them, you'll come to a secret door that's easily opened. There're three fights. The first involves three organisms that like to spit acid and poison at your party. They have relatively high hit points and are difficult to kill. The second battle consists of four trolls. They can stretch time so as to slow down your party. They're much easier opponents compared to the organisms, but beware, they hit hard. The last room is guarded by two fire spirits. They like to breathe fire at the party and do a lot of damage. If your party members' levels are low, there's only a slim chance of successfully hitting them. To defeat them is almost impossible unless you are powerful indeed.

Don't forget about this place after you've cleared it. Always return to go for the third test. Fight here to gain experiences. When you find that you have suffered a great deal of damage, turn back and use the other two ways to return to the sanctuary "URTEHLN". Train here until you can easily pass the third test. Only then are you prepared for what lies ahead of you. After passing the test, you'll find an urn in an area protected by a lot of shifting walls. Enter the combinations:

^ v ^ ^ ^ v v ^
1 2 3 4 5 6 7 8 

^ - lever up
v - lever down 

Now walk along the paths indicated on the map. You'll find an urn. The dark heart of Uukrul is hidden inside. Insert the stone hearts you've found into it. You'll need six hearts to get the dark heart. So, return here every time a new heart is found.

Urtehln: Sanctuary beneath the Pyramid


4 cards, 4 stops, 4 keys, 4 locks, 1 final door and 1 stone heart, 1 final card before you depart. This place consists of six levels. The number of magic cards your magician carries will determine which levels your party will be teleported to when you step into the elevator. And at anytime, waving the card will bring you to the teleporter. The first card is found behind a secret door at level 1. Give the card to your magician, and then go to the next level.

Level 2 is a torturous area. Beware of the black circle, it might decrease your attributes permanently. There are four rooms in the four primary directions. Just go to the eastern room and you'll find four rooms. Press the buttons to reach different places. Keep doing so until you have found four keys and one card. Go to level 3 after you've found the second card.

The third level is easy. Simply go to the four corners and select the unlock function if it's not damaged. After that, activate it to reach level 4.

Those grates that're still not unlocked, can be unlocked by the four keys that you found. Look around this place until you find two cards and Nalusi, who'll give you a stone heart before he dies. There's a bone of cursing, which can be used in combat, which you must wave in order for it to take effect. Give the four cards to the magician to reach level 5.

There's a secret door to the west. Get the fifth card. Give the five cards to your magician and travel to level 6.

There's a secret door to the west that hides a war shield, which you can give to your fighter or paladin. Head east to find the next sanctuary. Along the way, you'll fight some monks and find a globe of blood. This globe can be used to see the past, but you need to wait for awhile before you can use it again. Use it regularly as it gives hints as to what is happening in the past.

Urzhut: Sanctuary of the Great Engineer


This area encompasses a large distance, so make sure you have enough rations and that you're powerful enough to survive the long journey. Don't miss out on any places in this area. There're quite a number of magical items for you to collect. You can get an enchanted robe and a hat of thought for your magician.

Head east and eventually you'll reach the control rooms. Get the key at the northern control room to open the grate. At the turbines, Close gate A and B but leave gate C opened. At the carriage control, enter "STRIYA". Now the carriage is ready. At the northeastern corner, cast "TALIS" to reveal a secret door to a teleporter. If your party is weakened, you can choose to get back to "URZHUT" and take the carriage to reach "URQOL", otherwise you can continue the search for the hammer. Use the map as a guide to find the hammer. The pits are difficult, so if possible, bring along some ropes. At the very bottom, Speak "DARNUTH" to open the secret door behind Mara's vision. A demon will be guarding the obsidian hammer. Kill it to get the hammer. Now teleport to 4 and head for the carriage. The reason gate A and gate B are closed is that you need to walk past the rooms. If they're opened, the rooms will be flooded. Gate C must be open in order to supply energy for the carriage, otherwise it won't move.

Urqol: Sanctuary beneath the Cube


This place is in fact a cube. Picture the map as one on top of the other. And in this way, the pits are directly connected. If you drop from a trapdoor, you'll be at the place directly below. Keep this in mind when you are using the provided maps.

The battle here is quite tough, so your party should be at least at level 10 in order to survive long enough. Look for the bronze key on level 4. Anyway, in level 6, you'll find a trapdoor with three handles, pull them in the following order: 2, 1, 3. This will open the doors in level 5. Follow the map to level 4 to get the stone heart. FInd your way to the grate at level 7. If you haven't found the key yet, speak the word "QOLARIS" to open the secret door in the room to the east of the grate.

Urqastur: Sanctuary of Adron's Legions


This place is a bit unstable at first. There are a number of portals that'll teleport your party to some places the first time you step on them. However, the portal will be gone once it's been activated. So don't be surprised when you're teleported to an area not included in the maps provided. The maps only show those area that're stable.

There're numerous secret doors in this region. The password used are "DRASZ" and "SALUNH". Speak them to open the secret doors. Travel around to gather the four messages in gold. Use the teleporters to reach heart hall. When you are there, walk around the place. There's a spot where your party will be able to enter. The teleporter here is "HEARTHALL". The four secret doors can be opened by speaking four words. Pick the nth letter of the nth message and than put them together to form a word. E.G. First Inspect Runes, Each Letter Is Given However Taken. In this example n would be 1, which gives: Firelight.

Open the secret doors and fight the creatures behind it. You'll need to fight a wraith, two fire drakes, and one titan before you can reach the last door. If you;re having difficulty, retreat to the teleporter and rest at any sanctuary. Teleport here again when you are strong enough. Behind the last door is another stone heart. The fight with the Titan is very rewarding, giving about 8,000 experience point per character. Keep on fighting him until all your characters reach level 15 and have gotten all the crystal rings.

Uroqlamn: Sanctuary of Adron's Palace


You'll find your party in a hall covered with dice squares. You'll find Adron's die when you defeat the necromancers. Search for the secret door as indicated on the map. You'll find a room with some buttons for you to press. The third button will add a diamond, the second button will light the dice square equal to the number of diamonds. So, the sequence should be 3, 2, 3, 2, 3, 2, 3, 2, 3, 2, 3, 2. Make sure all six dice squares are lit before you proceed. Go back to the hall to check it out. The dice square should be lightened up by now. Casting Adron's die when you are standing on the dice squares will bring you to another location.

Now, walk to dice square 3 and cast the die. You'll find yourself in the next location, walk east and you'll find Sagaris. Speak "SAGARIS" to open the secret door and follows him. He will brief you on your mission. The teleporter here is "SURAQIS". The altar here will be able to let your priest invoke "TULAR" to provide food for your party. The other teleporter here will bring you to a code machine. Just follow the map. Search this area for secret doors to find all the hidden messages. You'll need to find the beacon codes, beacon commands, and instructions.

After that, go to the next level and visit all four quadrants. Take note of the four quadrant keys. There're four gargoyle riddles in this area. The answers are: "HAMMER", "SAGARIS", "PRIEST" and "MAGICIAN". If you answered incorrectly, you'll be sent to some other places. There appear to be two different places. In the first place, you can get out by walking through the walls. In the second place, there's no way to get out by searching or walking. Instead, check the inventory of your magician, a strange scroll is added to his back. By reading it, the party will be able to escape from here. Behind the riddles are four prophecies about the future of Eriosthe.

Cast Adron's die to reach the next level. There will be another three riddles in this place. The first two riddles are obvious, as for the third, inspect Areth's plague. After answering the riddles, you'll find Uukrul inside. Since you don't have the obsidian heart yet, he'll disappear before you can kill him. The fight is not difficult though. Cast "MUZAQ" twice and he'll disappear. Now, search Uukrul's room, you'll find two secret doors, speak "UUKRUL" to open it. You'll find another stone heart and a code book.

You should have found at least six stone hearts by now. Go to the heart urn and insert the hearts. You'll then be able to get the obsidian heart of Uukrul. Use Adron's die to go to the hall with five dice squares. Step onto the square with five stars and cast the die. Follow the map and find your way to the Beacon Arming Machine. The Beacon Arming Sequence is as follows: use the code machine, enter the code, command, and key (e.g. enter VGAK, DIVIDE, 6 giving north quadrant 1231. An alternative Arming Sequence can be used as follows: use the code book, translate the code, then apply the command with the key (e.g. using code book, V=7, G=3, A=8, K=6 therefore, 7386 DIVIDE 6 = 1231). Enter the arming sequence in the order: north, east, south, and west. The beacon will then be armed.

After arming the beacon, go back to find Uukrul. Cast the obsidian heart in his presence and he'll be trapped in this plane forever. His soul will always regenerate his hit points when he's critical. Only the obsidian hammer can split his soul and kill him. After killing him, you'll find an ornate key. Use the key to open the grate in his room. His treasure room contains large amounts of money and some precious items. But you should have no need for them now, so proceed to the next sanctuary.

Urxaszel: Sanctuary beyond the Beacon


Sagaris will give you instructions when you reach here. There's nothing in this place, but you'll need to go to "CHAOS" to save Mara.

Chaos


At any teleporter, enter "CHAOS" and you'll be here. A map of "CHAOS" is given. In this place the passages warp around (i.e. if you head north, after some time you'll reach the same old place). Most of the walls are one sided (i.e. you can walk through one side of them but not both. Many spinner traps are found here, so check your map and cross. At certain locations, your cross will not work and you can't map. Well, there's good news nevertheless as there's absolutely no fighting in this place. Just puzzles to solve.

Following is a suggested method to rescue Mara. It's possible to do it in other ways.

  1. Give the five cards of moving to your magician. When you step out of the teleporter "CHAOS". Walk to the elevator just in front of the cage where Mara is trapped. You'll be teleported to a place. Head east and you'll find a teleporter there, which has buttons numbered 1 to 4.
  2. Press 3. Walk east twice to reach the card room. Get the card, but don't give the card to your magician yet. Go out and step into the elevator again. Walk to teleporter.
  3. Press 2. Walk north, then west, to get the ornate key. Walk west twice then face east. You'll find a grate here. Open it with the key and step into it. Read the map. Turn back and walk outside. If you cannot find the grate, you can go to the teleporter again and press button 3, then walk east, then west, to find the grate.
  4. Give the 6th card to your magician. Walk into the elevator. You'll can to a place where you cannot map. You'll need to touch all six latches within eighteen steps.
    .  .  R
    L   .
    .    E       A
    C .  .  .  .  V .
        .
        .
        Y       @ <- you'll be here when you step into elevator
    

    You might need to perform this sequence a few times. Head north until you reach latch A. Make sure the message "mechanism restarted" is there, otherwise you need to move around until it is so. After that, follow the indicated path: A - V - C - L - R - E - Y. When you've done that, the cage imprisoning Mara will be opened.
  5. Now find you way back to Mara's cage. Make sure you don't touch the latches again, otherwise you'll need to go back and activate them again. Walk inside the cage and save Mara.
  6. Let your magician carry only five cards and walk into the elevator. Walk east to the teleporter and press 3. Walk south and you'll be at the teleporter "CHAOS". You can go to any sanctuary to save the game if you want to repeat the ending sequence. Otherwise enter "BEACON" at the teleporter.

Beacon


Sagaris and Mara will be waiting for you here. You'll need to enter the last verse for the prayer "LAIRIAN" in order to light the beacon. When the beacon is lit, sit back and watch the end game.

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