.................................................................. : __ __ __ __ __ __ __ __ __ : : / / / / / / __/ /_ /_/ / / / // // / : : / / / / / / /_ __/ __ ___ ____ ______ / / / // // / : : / / / / / / / / / / / __'__ / / __ / | |/ // // / : : / /__/ / / / / / / / / / // / / / /_/ / | ' // // / : : _____/ /_/ /_/ /_/ /_/ /_/ /___ /_/ |__//_//_/ : : ========================================== ========== : : T h e B l a c k G a t e : .................................................................. Ultima 7: Part One, the Black Gate The Complete Guidebook ver 2.15 (5-25-99) created by two emps banging sticks together with a little help from Dan Simpson (manymoose@hotmail.com) Contents: | i. Introduction | ii. Britannia | iii. Items | iv. Spells | v. Companions | vi. Trainers | vii. The Fine Art of Stealing | viii. General Strategies | | Walkthrough: | 1. Trinsic, "That is one -bleeping- dead blacksmith." | 2. Britain, "I know the Game!" | 3. Cove, "I bring you LOVE!" | 4. Minoc, "You'd almost think these two murders were related..." | 5. Paws, Jhelom, and Elizabeth and Abraham | 6. Back to Britain, "No, I'm not just joining to spy on you" | 7. Vesper, Moonglow, Terfin, and the Meditation Retreat | 8. Yew, "Look at all those cuddly Ewoks...I mean Emps" | 9. Serpent's Hold, "Make it so!" | 10. New Magincia, "Hey... there's a *NEW* Magincia!" | 11. Skara Brae, "Don't you need _Questions_ to Life and Death first?" | 12. Alagner's Notebook and the Time Lord | 13. The Tetrahedron, "Stone Harpies are the Devil, I tells ya!" | 14. The Sphere, "It's a small Sphere after all!" | 15. The Cube, "Oh no, the worst enemy of them all...the Borg!" | 16. Buccaneer's Den, "Gasp! Look at all the incriminating Evidence!" | 17. The Black Gate | | Subplots: (there are 24 subplots, broken down as follows) | a. Paws: 3 subplots | b. Britain: 3 | c. Cove: 1 | d. Minoc: 1 | e. Jhelom: 1 | f. Vesper: 2 | g. Moonglow: 4 | h. Terfin: 1 | i. Yew: 4 | j. Serpent's Hold: 2 | k. New Magincia: 1 | l. Buccaneer's Den: 1 | | Appendices: | A. Isle of Fire Walkthrough | B. Orb of the Moons | C. Almanac | D. Secret Locations | E. Cheating | F. Monsters | G. Keyboard Commands | H. Gameplay Issues | I. Online Resources '-> J. Acknowledgments +=======================================================================+ | i. Introduction, "That exploding butterfly _can't_ be a good sign..." | +=======================================================================+ Two Hundred years have passed in Britannia since the time of the False Prophet. Years that have been marked by peace, not by turmoil. The people have flourished, and the land has prospered. A new organization called the "Fellowship" has begun teaching the citizens of Britannia to "Trust they Brother." It seems the need for the hero known as the Avatar, is long gone. Yet not all is well in the land of Britannia. Magic has mysteriously vanished, and all the practicers of its arcane art have gone insane. And those who question this new fellowship, are found brutally murdered. Who is this "Guardian", and what does he want? Who is behind this new "Fellowship"? And what is his connection to these happenings? Only one thing is for sure. A Red Moongate summons you, back to Britannia and back to adventure the likes of which to shake your soul to its core. Ultima 7 (part 1 of 2), can be a very large and confusing game. It has numer- ous subquests, sideplots, and small diversions. Taken as a whole, this is a very huge game. The main plot, however, is very simple and easy to Walk through. However, to get the most enjoyment out of the game, explore it all on your own, do all those little sidequests (truly that is the SPICE of life), and refer to this only if you are truly stumped. If you are playing the SNES version of Ultima 7, please do yourself a favor, and throw that piece of garbage away. It is by far the WORST game port that I have ever seen. So throw it away, and go buy the Ultima 7 Complete, or the Ultima Collection to play the actual game the way it was meant to be played. +===============+ | ii. Britannia | +===============+ Britannia is divided up into several main groups: Towns, Dungeons, and general geographic areas. A more thorough reference on the towns can be found in the Appendix "C. Almanac". Quick Reference on Locations: (for the copy protection) TOWNS: Name: Location: (lat, long) ----- --------- Britain - (0, 0) Buccaneer's Den - (60S, 60E) Cove - (0, 60E) Empath Abbey - (90N, 60W) Jhelom - (120S, 60W) Lycaeum - (60S, 180E) Minoc - (90N, 60E) Moonglow - (60S, 180E) New Magincia - (90S, 120E) Paws - 0 Serpent's Hold - (150S, 60E) Skara Brae - (30S, 60W) Spektran - (120S, 90E) Terfin - (150S, 120E) Trinsic - (90S, 0) Vesper - (0, 120E) Yew - (90N, 60W) DUNGEONS: Ambrosia - (93N, 187E) Covetous - (58N, 95E) Deceit - (2N, 177E) Despise - (8N, 30W) Destard - (70S, 23W) Isle of the Avatar - (150S, 180E) Wrong - (60N, 22E) GEOGRAPHIC AREAS: Great Forest - (60N, 30W) Fens of Dead - (60, 0) Blood Marsh - (30, 90) Bog of Desolation - (30, 30) Spiritwood - (60, 30) Serpents Spine - (0, 30) or (30, 0) Dagger Isle - 0 +==========================================================================+ | iii. Items, "Magic Sword, Hoe of Destruction... decisions, decisions..." | +==========================================================================+ Weapons: (as sorted, best to worst) * - indicates 2 handed note: a max of 3 locations will be listed, after that you're on your own! Name: Damage: Location: (Sextant Coord.) ----- ------- -------------------------- Demon Sword ??? Isle of Fire Glass Sword (breaks) 127 (23S, 43W),(25N, 178E),(48N, 137E) *Death Scythe 50 (53S, 64W),(45S, 154E) *Juggernaut Hammer 25 (157S, 53E),(88S, 55E),(176S, 188E) *Hoe of Destruction 20 Macks Shed *Firedoom Staff 20 (7N, 50W),(60S, 69E),(136S, 165E) Powderkeg (explodes) 16 by Cannons *2-Handed Sword 11 *** Lighting Whip 10 (23N, 36W),(55N, 144E),(62S, 78E) Halberd 10 *** Magic Axe 8 (157S, 53E),(23S, 76W),(23N, 15E) Fire Sword 8 (100S, 12W),(5S, 24W),(128S, 3W) *Scythe 7 Farms Magebane 7 (16 N, 38 E),(18N, 12W),(157S, 53E) Sword of Defense 6 (3 Def.) (128S, 3W),(143S, 173E),(74S, 62E) Magic Sword 6 (157S, 53E),(5S, 24W),(77N, 196E) Custom Sword 6 Trainers Sword 6 *** Serpentine Sword 6 De Snel's *Shovel 6 Farms Shears 6 *** Fellowship Staff 6 *** Great Dagger 5 *** Morningstar 5 *** Pick 4 Mines Throwing Axe 4 *** Decorative Sword 4 *** Whip 4 *** Hammer 4 *** Torch 3 *** Sling 3 Spark starts with *Rake 2 Farms Main Gauche 2 *** Pitchfork 2 Farms Magic Boomerang 2 (158S, 142E),(2N, 21E) Knife 2 Kitchens *Hoe 2 Farms Cleaver 2 *** Club 2 *** Boomerang 1 *** Poison Dagger 1 + poison Pirates Serpentine Dagger 1 De Snel's Dagger 1 *** Missile Weapons: (not sorted) Name: Damage: Location: ----- ------- --------- Bow 8 *** Arrow same as bow *** Burst Arrow bow +2 *** Magic Arrow +4 cast "enchant" on arrows Tseramed Arrow +1 Tseramed, in Yew Magic Bow 12 (48N, 74W),(46N, 7E),(85S, 126E) Crossbow 10 Iolo starts with Bolt same as *** Magic Bolt +2 cast "enchant" on bolts Triple Crossbow 28 *** Blowgun 1 *** Cannon 90 Britain, Serpents Hold Musket 9 Lord British, Museum Fire Wand 10 (84S, 67E),(20S, 37W),(68N, 30W) Lightning Wand 8 (79S, 89E),(7N, 50W),(18N, 6W) Armor: There are 6 places of the body to protect, namely, head, neck, torso, hands, legs, and feet. Armor only decreases the likelihood of your getting hit, it does not reduce the damage if you do get hit. Sorted from BEST to WORST Name: Defense: | Name: Defense: ----- -------- | ----- -------- Magic Armor 5 | Sword of Defense 3 Magic Helm 4 | Chain Armor 2 Magic Leggings 4 | Chain Coif 2 Magic Helm 4 | Chain Leggings 2 Magic Shield 4 | Gauntlets 2 Plate Armor 4 | Greaves 2 Great Helm 4 | Scale Armor 2 Antique Armor 3 | Spiked/Wooden Shield 2 Crested Helm 3 | Buckler 1 Curved Heater 3 | Kidney Belt 1 Decorative Shield 3 | Leather (anything) 1 Gorget 3 | Protection Ring 1 Plate Leggings 3 | Magic Gauntlets 3 | Note: All magic weapons and armors are LIGHTER than their normal counterpart. Reagents: (only the BEST priced seller is listed, if its a tie then both are, for the complete list, look in the "C. Almanac" section under each Apothecaries town) Name: Location: Best Seller: Price: ----- --------- ------------ ------ Black Pearl - Cove - Rudyom - 5 Blood Moss - Terfin - Sarpling - 2 Garlic - Moonglow, Terfin - Mariah, Sarpling - 1 Ginseng - Terfin - Sarpling - 1 Mandrake Root - Cove, Yew - Rudyom, Nicodemus - 5 Nightshade - Yew - Nicodemus - 5 Spider Silk - Yew - Nicodemus - 3 Sulfurous Ash - Terfin - Sarpling - 3 You can also gather your own reagants (free): Sulfurous Ash near Destard. (95S, 19W) Spider Silk in the forest at (49N, 72W) Nightshade around mushrooms at (47N, 61W) Note: These aren't guaranteed to be there, but usually are. (and if anyone can find any others please email me about it!) Note: Wis-Sur also sells Blood Moss, Spider Silk, Sulfurous Ash, Mandrake Root, and Black Pearls, but at expensive prices. You can haggle, however. Potions: -------- Name: Effect: Best Seller: Price: ----- ------- ------------ ------ Black - Invisibility - Mariah 90 Blue - Sleep - Kessler 15 Orange - Awaken - Wis-Sur 10 Purple - Protection - Kessler 15 White - Light - Kessler 50 Yellow - Healing - Kessler 150 Red - Cure (poison) - Kessler, Wis-Sur 150 Green - Poison - Kessler 15 Apothecaries: Kessler (Britain), Mariah (Moonglow), Wis-Sur (Vesper) Note: Kessler buys silver serpent venom at 50 gold a vial +=================================================+ | iv. Spells, "What does Armageddon do?... oops." | +=================================================+ Not every spell in this game is useful. Most are completely useless. Some are merely fun. Others you will use so often you'll wish your spell book had a "Last 10" spells section. Which spells you can cast depends on your level. Level 6 can cast circle 6, Level 7 can cast circle 7, etc. The circle number also indicates how much mana a spell costs. Circle 7 costs 7 mana, etc. Each Mage sells their spells based on the circle the spell is in, with a 6th circle spell costing more than a 1st. Notice how Mariah's costs are random? She's quite insane. It is recommended that you buy only the cheapest spell, as the cost adds up quickly. There are 8 spells per circle and there are 8 circles (9 circles if you count "Linear Spells") for a total of 64 standard spells (+8 linear). The Mages: (how many spells they have at the optimal price) Nystul (5 spells): Britain - Lord British's castle Rudyom (19 spells): Cove - his own house Nicodemus (21 spells): Yew - house with giant chess set Mariah (23 spells): Moonglow - Lycaeum Wis-Sur (4 spells): Terfin (Gargoyle) Note: Some of Nicodemus' and Rudyom's spells overlap Symbols used in Spellbook below: -------------------------------- Reagants: GN - Ginseng, GR - Garlic, BM - Blood Moss, NS - Nightshade, SA - Sulfurous Ash, SS - Spider Silk, MR - Mandrake Root, BP - Black Pearl Mages: R - Rudyom, Ny - Nystul, Ni - Nicodemus, W - Wis-Sur, M - Mariah * - indicates you start with this spell "Linear Spells": (the linear spells are automatically in each spellbook) *Awaken -- No reagents are needed for any linear spell -- *Douse *Fireworks *Glimmer *Help *Ignite *Thunder *Weather "First Circle": (165 gold) Name: Reagents: Mages(cost): ----- --------- ------------ Awaken All GN, GR R(25) Create Food GN, GR, MR Ny(35), M(60) *Cure GN, GR Ni(25), R(25), M(80) Detect Trap SS, NS Ni(25), R(25), M(100) Great Douse GR, SS W(30), Ny(35) Great Ignite SA, SS Ni(25), W(30) *Light SA R(25), W(30), Ny(35), M(40) Locate NS Ni(25), W(30), Ny(35) "Second Circle": (320) Destroy Trap SA, BM Ni(45), R(45), W(50), M(100) Enchant BP, MR Ni(45), W(50), Ny(55) *Fire Blast SA, BP R(45), W(50) Great Light SA, MR R(45), W(50) Mass Cure MR, GR, GN Ny(55) Protection SA, GN, GR Ni(45), Ny(55), M(80) Telekinesis BM, MR, BP R(45), Ny(55), M(60) Wizard Eye BM, NS, MR, SA, BP, SS M(40), Ni(45) "Third Circle": (485) Curse SA, NS, GR R(65), W(70) *Heal GN, GR, SS M(40), R(65), Ny(85) Paralyze SS, NS Ni(65), R(65), W(70) Peer NS, MR M(60), Ni(65) Poison NS, BM, BP Ni(65), R(65), W(70) Protect All SA, GN, GR, MR Ny(85), M(100) Sleep NS, SS, BP M(80), Ny(85) Swarm (none) Ni(65), W(70), Ny(85) "Fourth Circle": (620) Conjure SS, MR W(90), Ny(95) Lightning BP, SA, MR R(85), W(90) Mark MR, BP, BM M(40), Ni(85), R(85) Mass Curse SA, NS, GR, MR W(90), Ny(95) Recall MR, BP, BM M(60), Ni(85), R(85) Reveal SA, BM W(90), Ny(95) Seance BM, MR, NS, SS, SA M(80), R(85) Unlock Magic SA, BM Ny(95), Ni(85), M(100) (Note: although Nicodemus sells Unlock Magic, you need the spell to even get into his house, so you can't buy it from him) "Fifth Circle": (740) Charm BP, NS, SS M(60), R(115) Dance MR, GR, BM M(100), R(115) Dispel Field GR, BP, SA, SS Ni(115), W(120), Ny(125) Explosion MR, SA, BP, BM Ni(115), R(115), W(120) Fire Field BP, SA, SS M(80), W(120), Ny(125) Great Heal GN, SS, MR, GR R(115), Ny(125) Invisibility NS, BM M(40), Ni(115), Ny(125) Mass Sleep GN, NS, SS Ni(115), W(120) "Sixth Circle": (820) Cause Fear NS, MR, GR M(80), Ny(145) Clone SA, SS, BM, GN, NS, MR M(40), R(135), W(140) Fire Ring SA, BP, MR, SS Ni(135), W(140), Ny(145) Flame Strike SA, BP, BM Ny(145) Magic Storm MR, NS, SA, BM M(100), R(135) Poison Field NS, SS, BP Ni(135), R(135) Sleep Field GN, SS, BP M(60), R(135), Ny(145) Tremor BM, SA, MR Ni(135), W(140) "Seventh Circle": (900) Create Gold MR, SS R(155) Death Bolt BP, NS, SA Ni(155), Ny(165) Delayed Blast MR, SA, BP, BM, SS Ni(155), R(155) Energy Field MR, BP, SS, SA M(100), Ni(155), Ny(165) Energy Mist MR, NS, SA, BM M(60), Ni(155), Ny(165) Mass Charm BP, NS, SS, MR R(155) Mass Might BP, MR, GN M(40), Ny(165) Restoration GN, GR, SA, MR M(80), R(155) "Eight Circle": (1020) Armageddon All Reagants Needed R(185) Death Vortex MR, NS, SA, BM Ni(185), Ny(195) Invisibility MR, NS, BP, BM M(100), Ny(195) Mass Death GR, GN, MR, BM, NS Ni(185), Ny(195) Resurrection GR, GN, SS, SA M(40), R(185) Summon MR, GR, BM Ni(185), R(185) Swordstrike BP, MR, NS M(80), Ni(185), R(185) Time Stop MR, BM, GR M(60), Ny(195) ======================================= Cheapest Total of All Spells: 5070 gold or an Average of 84.5 gold per spell Some Notes on Spells: ===================== Necessary Spells: (cannot pass game without these!) ----------------- Seance - to talk to anyone in Skara Brae you need this (4-M-80) Unlock Magic - to get into Nicodemus' house you will need to open his door which is magically locked (4-Ny-95) Very Useful Spells: (you'll really want these, trust me) ------------------- Cure and Mass Cure - You'll find yourself poisoned at the worst times, and sometimes it is just completely inconvenient to go back to Lord British, and you'll need to save Jaana for more serious ailments. (start with cure, 2-Ny-55) Telekinesis - Allows you to move things without being near them. (2-R-45) Mark and Recall - No point in having one without the other. Allows all sorts of teleportation to spots that you choose, unlike the orb of moons which takes you to predetermined spots. (4-M-40, 4-M-60) Restoration - The spell that heals everyone completely. Very nice (7-M-80) Resurrection - Because Jaana and Lord British can't do it all the time. Plus what do you do if Jaana dies? (8-M-40) Other Spells: ------------- Only the really useful spells are covered above, as for the rest you can gauge your needs and decide if you really need them. Death Vortex is really nice (cast it on yourself and run around, anything that attacks you will die), as is Mass Death, but it's usually just as easy to fight on your own. Armageddon: ----------- For a good time (save it before you do this), cast Armageddon. Everyone on the planet will die. Except Lord British and Batlin. Go talk to them, and hear what they have to say. +=============================================+ | v. Companions, "But you look so OLD, Iolo!" | +=============================================+ STANDARD COMPANIONS: Iolo - Bard - your old buddy, comes equipped with a crossbow, a few bolts, leather armor, and his trusty lute. STR 18, DEX 19, INT 20, COMBAT 19 Trinsic (his home is in Yew, however) Shamino - Ranger - another old buddy, now a barfly with aspirations of marriage comes equipped with a sword, and gives you your pocketwatch. STR 18, DEX 21, INT 19, COMBAT 16 Britain Dupre - Paladin/Knight - the final old buddy, also a barfly, but now knighted found drunk and with a large bar tab in New Magincia. STR 21, DEX 20, INT 18, COMBAT 18 Jhelom VERY USEFUL COMPANIONS: Spark - annoying brat - this little kid had the misfortune of having his father killed, so somehow guilt-trips his way into your party. He isn't very strong, however, he is fast. STR 14, DEX 22, INT 18, COMBAT 10 Trinsic Jaana - Healer - Jaana spends her time in Cove as the healer, and is currently in love with Cove's mayor. Can heal people, cure poison, and cast Resurrection on dead companions. Comes with a hawk. STR 13, DEX 16, INT 18, COMBAT 8 Cove Sentri - Trainer - Can train your people (Dex +1) for free, and is also a good strong fighter. Also has a room full of armor. STR 18, DEX 20, INT 18, COMBAT 16 Britain Tseramed - Archer - Fairly good archer, comes with a special kind of sleep arrow. Hates the Fellowship on a personal level. A good member to have in the party. Don't say your name as "Fellowship" or he'll never join your party. STR 16, DEX 17, INT 18, COMBAT 12 Yew ALMOST COMPLETELY USELESS: Julia - Tinker - Julia is a very weak character, and doesn't come with much in the way of equipment. STR 12, DEX 14, INT 18, COMBAT 8 Minoc Katrina - Shepherd - Katrina is the weakest character of them all (IMHO), and she comes with very little equipment, not even a sack. STR 11, 15, INT 18, COMBAT 8 New Magincia Recommended Party: (in order of when you get them) Iolo, Spark, Shamino, Sentri, Jaana, Tseramed, and Dupre You can have a maximum of 7 other people in your party at the same time. However, if you do it wrong, you can only have 5 other people in your party. The trick? Get 5 non-standard people in your party, then ask one of the standard members to join. Then you can get the full 7. +===================================================================+ | vi. Trainers, "But how does 1 hour of training make me STRONGER?" | +===================================================================+ As sorted by Skill/Cost: Name: City: Skills Increased: Cost: (Skill/Cost) ----- ----- ----------------- ------------------ Karenna - Minoc - Dex +1, Combat +1 - 20 gold (10) Jakher - Minoc - Str +1, Int +1 - 20 gold (10) Zaksam - Vesper - Combat +2, Str +1 - 40 gold (13.3) Menion - S. Hold - Str +2, Combat +1 - 45 gold (15) Bradman - Yew - Dex +2 - 30 gold (15) Perrin - Yew - Int +2, Magic +1 - 45 gold (15) Inforlem - Terfin - Str +1, Dex +1, Combat +1 - 50 gold (16.6) Int +2, Magic +1 - 50 gold (16.6) Jillian - Moonglow - Int +1, Magic +1 - 35 gold (17.5) Penni - Yew - Str +1, Combat +1 - 35 gold (17.5) Rayburt - Cove - Int +1, Dex +1, Combat +1 - 60 gold (20) De Snel - Jhelom - Combat +2 - 40 gold (20) Markus - Trinsic - Combat +1 - 20 gold (20) Zella - Britain - Dex +1, Combat +1 - 45 gold (22.5) Chad - Moonglow - Dex +1, Combat +1 - 45 gold (22.5) Denby - Britain - Dex +1, Int +1, Magic +1 - 75 gold (25) Sentri - Britain - Dex +1 - 30 gold (30) Lucky - B. Den - Int +1 - 35 gold (35) Best Trainers: (with the best listed first) Magic and Int - Perrin, Inforlem, Jillian Strength - Menion, Jakher, Zaksam Dex - Sentri (if in party), Karenna, Bradman Combat - Karenna, Zaksam, Inforlem Good Mix - Inforlem, Rayburt Note: The Forge of Virtue MAXIMIZES the Avatar's stats, so if you have that add-on, don't train yourself too much. Also note that once you maximize one stat, then you can't train with anyone who advances that stat, even if you want to learn something else that they teach. +===============================+ | vii. The Fine Art of Stealing | +===============================+ So ... you wanna be a Thief Avatar, but you're always getting caught by either the guards, or your guilty Companions. Well here's a very simple trick to Minimizing your risk while stealing things: Open a container. Move the item directly into the Container. That's it. Open up your backpack and put the purloined goods directly in, or open a drawer and take things directly onto yourself. Guards can even be standing right next to you and they won't even care. However, sometimes odd things can happen when you swipe things like this. It isn't very common, but your Companions will still complain about it, and sometimes leave the party. (If they do leave, talk to them again, and apologize; but if they leave again, they may not join ever again) One way to try to neutralize that is to steal things using them. Put the stolen goods directly into their back- pack. They can't complain about you stealing things, when they are the ones that are actually doing it. Never ever move things. Either take it or leave it there. Sometimes even if a container is opened, if you move an item, the owner of the item will still yell "Do not touch that!" So if you're going to steal it, just take it. Don't move it. Robbing the Bank: ----------------- Need some money? Sick of all those rich Britannian citizens arrogantly strutting about as though they are better than you? Well go rob the bank! First off, find the Mint woman's house, and kill her in her sleep (you may want to leave your party outside for this part). Search her body and take the keys. Use the keys to open the Mint, take all the money (you will probably want your party for the actual robbing) and the gold bars and nuggets. If the gaurds start attacking you, cast the "Help" spell to get out of there (the guards will forget about you). Now get the corpse, bring it to Lord British, and have him resurrect her. She'll go back to the Mint. Go talk to her there, and exchange your stolen gold bars, for gold. You'd think she'd recognize her own murderer, or that she essentially just bought back the Mint's own money. You are now RICH! Other people and places to rob. The jewelry store. Use similar tactics as the Mint. At night, go to the jewelry store (it's not like its locked or anything), make sure to not have your party with you, smash the glass and take all the jewels. If any guards attack you, cast "Help" to get away. Then during the day sell the jewels back to the jeweller. The exact same tactic works in the weapons store, and the bow shop. +==========================+ | viii. General Strategies | +==========================+ How to Play the Game: --------------------- Ultima 7, unlike all the Ultimas before it, is mouse driven. You barely use the keyboard for anything. To walk, move the arrow in the direction that you wish to travel, and hold down the right mouse button. (or double right click your destination) To use something, or to open your inventory, double click the object. To open your companions inventory, open yours, then open theirs. If you just double click them you will talk to them instead. You can also use items like food by double clicking. To pick things up, left click and hold, and drag the item to where you want to put it. Simple! Battles: -------- First and foremost your gonna need to survive all those battles that you will find yourself in. Step One in this is preparation. Enter battles with plenty of party members, who are well equipped. Leather Armor is not well equipped. Even Chain Armor is not that good. Try to get all Plate, and Magic when you find it. Also don't give everyone the same type of weapon, as this will crowd them in one area, and they may hit each other. Give one person a sword, another a two-handed weapon, another a whip, then a crossbow, and maybe another throwing weapon like a Magic Axe. Step Two, you have to recognize which battles to get into. A level three Avatar is not going to win against a Dragon all by himself (barring using another strategy that we will discuss later). In the beginning of the game, limit your battles to simple things like Headless, Bandits and maybe a Reaper. Then you can move on to harder battles like Cyclops, Dragons, etc. Ok now you are in a battle, but things aren't going well at all, your party is disorganized, Iolo keeps shooting your own people, and Shamino just ran off in terror. As long as you know where everyone is, keep fighting. Stop Shamino right away since anyone who runs away will drop their items in an attempt to lighten their load (maybe to run faster), and quite obviously we don't want that to happen. Use potions and bandages (while in the paused Inventory mode) on anyone who needs it. And lastly make sure that the Avatar is actually attacking and not just standing around, since he doesn't actually finish enemies off, just gets them to the point where they run off or collapse. If you want to cast spells in a battle, there are 2 ways. One is to cast the spell directly. The other way is to equip the Spellbook in your attacking hand and place the marker on the spell you want to cast, then enter combat mode, and attack. You will then cast your spell as the attack. Now for that strategy that I mentioned earlier. When confronted by a superior foe, and you know that under normal circumstances that you have no chance to win. Merely feed the Dragon (or whatever) a Blue Potion to put him to sleep. Hit him, and do it again. Simple. Especially since Blue Potions cost only 15 gold and can be used while in Inventory mode (unlike spells), so you won't ever have to get hit. A couple other things you can do is to use a Poison Potion and a Blue Potion so that the enemy takes damage in his sleep. A few other things to remember: Spells. Remember that you do possess the magic ability. Some useful spells are, Poison, Curse, Protection, and Paralyze. Sorting through all the items: ------------------------------ There are a lot of items in this game. Innumerable keys, thousands of gold pieces, etc. It can be quite a mess to look through your inventory. So... Simplify! Get one bag, put all your keys in it (in early versions of the game you could "lose" keys when you went to sleep, if that happens to you, just take the bag out of your possession before you go to sleep, and take it back after you wake up.). Give one party member all of your gold-Iolo works for this, another all your potions and bandage-Jaana is ideal for this, yet another for all your food-Shamino or Dupre. Keep all PLOT items to yourself, i.e. Rudyom's Wand, Blackrock pieces, etc. Also keep the sextant and the map to yourself, and have another bag for Reagants. Also the best place for the Spellbook is in the slot right above the Avatar's weapon. You don't have to follow my item sorting strategy here, but try to keep things organized. Don't just give things to people then have to search everyone for it later. So once you have a lot of items, and you want to sort them properly, but the game keeps saying "won't fit." This is because every item in the game has a size as well as a weight, it's just that you can't really tell what the size is just by looking at something. Well there is a good way around this problem. Firstly, move all gold, food, and whatnot to other NPC's. If your item still won't fit here's what to do. Have 2 bags in your backpack and as many items as you can manage, then move your item into one of the bags. Even if you can't fit the item into your backpack, you may be able to fit it into a bag... that is still in the backpack. Money: ------ One of the best ways to get money is to slay dragon's in the Dungeon Destard. Each dragon is usually full of Gems. Take all their gems and sell them to the jeweller in Britain. Best thing is, there are always more dragons whenever you come back, no matter how many you kill. Once you get to Minoc, and more specifically, the Mines there, gather all the Silver Serpent Venom you can find, and sell it in Britain at 50 gold a vial. A more honest, and less violent, way to get money is to get a part time job in Britain. There are several available. You can bake bread, gather pumpkins, or collect eggs. Other ways involve selling things that you find along the way. You can sell Gems, Gold bars and nuggets, bags of flour, and mutton, and my favorite Silver Serpent Venom. A dishonest (well sorta) way to get money is to gamble for it in Buccaneer's Den. In the House of Games is a Rat Race game, with the usual odds of 4 to 1, that is if you bet 100 and win you get 400, if you lose, you lose all. Since, however, the owners of the Games are in the Fellowship, once you join the Fellowship (and presumably wear your amulet) the odds improve to 6 to 1. Which means that you can place money on all the rats and still make money. For example you put 100 on each rat, the race ends and you lose the 300 on the losing rats, but you gain 600 on the winning rat. (well technically you only gain 200) Then spread your winnings on all the rats again, and you will get even more money. You could start with as little as 4 gold coins and become a millionaire (I really recommend that you don't get too much money, as it makes the game unstable). And finally don't forget the various treasure troves around the planet. There are a lot of places that are full of Gems and Gold Bars. Teleportation: -------------- There are 3 methods to get somewhere without travelling the distance. One is to cast the Linear Spell "Help" to get back to Lord British, Two is to use the Orb of the Moons (don't bother with the Blue Moongates), and 3 is to use "Mark" and "Recall". Since later in the game you lose the first 2, it is HIGHLY recommended that you "Mark" several significant places in the game early. Simply stand in the place you would like to teleport to later, cast mark and click the crosshairs on one of the colored stones. You can mark any location in the game, and to get back simply cast "Recall" and click on the stone that you "marked." Mark and Recall: (just a recommendation) Red -- Isle of Fire (after you beat it, mark the Isle of the Avatar) Purple -- Lord British's Castle Green -- Nicodemus' House Yellow -- Alagner's House Orange -- Destard (by the Sphere) White -- Penumbra's House (Moonglow) Blue -- Meditation Retreat (by the Cube) Black -- Buccaneer's Den For locations on the Orb of Moons look in Appendix "B. Orb of Moons". Storage: -------- Once you get the Magic Carpet (see the Britain section below), a good way to store things and keep them with you is to put a chest, barrel, or crate on the Magic Carpet. Then put items in there (like excess food, etc.) that you don't need right now, but you will later. For example I put the 4 Blackrock pieces from Rudyom into a Barrel on the carpet, so I had them when I talked to Penumbra the first time. Food: ----- Yes, you need to eat in Ultima 7. The game represents hunger as a number 0-31, with 31 being completely full and 0 being starving to death. The person won't start asking for food until the counter reaches 6. Below is a chart of how much an item of food will increase your "food level": +31: Green Cheese 24: Mutton, Ribs, Chicken, Ham 16: Beef, Deer Meat 12: Sausage 9 : Big Cheese 8 : Flounder, Potatoes 6 : Jerky, Fish n' Chips 5 : Fruitcake 4 : Bread, Trout, Pumpkin 3 : Cake, Banana, Egg 2 : Apple, Small Cheese, Carrots, Rolls, Garlic 1 : Drinks, Grapes, Leeks 0 : Silverleaf, Bucket of Rum (or wine) Where to get food for free: The best places to get food is directly from an animal. For example in Britain, the place that sells horses has several in its field, and a cow or two. Kill all the animals to get Ribs and Beef. In Paws the slaughterhouse has Sheep and Cows, which yield Mutton and Beef. In the wild there are deer, which leave deer meat. You should never ever have to buy food. Especially since you find it everywhere. Then when you go back to these places later, the animals will have regenerated! The Spell "Create Food" will create 1 piece of food for everyone in the party and will deposit that food on the ground by their feet. The food that is created is random, so it's not always something good. Could be grapes. One odd sidenote about food, is that the Rabbit if killed will give you 1 piece of Beef. +==============+ | Walkthrough: | +==============+ Only the main plot is covered here, but I will alert you to the subplots in each area. For a walkthrough on each subplot, go to that section. For complete enjoyment of the game, talk to everyone in the game. Only the people that you "must" talk to are listed here. +=======================================================+ | 1. Trinsic, "That is one -bleeping- dead blacksmith!" | +=======================================================+ Companions: Iolo*, Spark* (an * means you should get this person) Items: key*, gold, scroll, medallion (an * means you need to get this item) When you first get out of the Moongate, you are approached by Iolo, who has some disturbing news of a murder. (if you have the Forge of Virtue, there will be a violent earthquake after this) Investigate the stables, find the key. Go to the Blacksmith's house (upper west side, its a 2 story house) open the chest and take the gold. Note that fellowship medallion. Talk to Spark. He'll talk of a man with a Hook. Go to the infirmary, talk to the guard who was on duty at the time, and he'll mention a ship called the Crown Jewel. Talk to the shipwright, Gargan, about the Crown Jewel. And lastly talk to the head of the Fellowship about the murder. Report the mayor your findings, go through the little copy protection: Latitude of Buccaneer's Den -- 60 Longitude of Buccaneer's Den -- 60 Latitude of Deep Forest -- 60 Latitude of Dagger Isle -- 0 Latitude of Skara Brae -- 30 Longitude of Skara Brae -- 60 Latitude of Spektran -- 120 Longitude of Terfin -- 120 (If you ever have to guess here, guess 60!) The password is revealed to be BLACKBIRD. To leave town, go to any gate, and double click on the Winch. You will automatically tell the guard the password. Other Things to do in Trinsic: ------------------------------ If you're a thief then you might want to steal yourself a sextant from the Ship Seller. He also has Gold Bars, and some lockpicks, which come in handy later. If you want, go steal some things from the weapons shop (there is a lever behind a shield that opens up the wall for more goodies). You may also want to take the potions from the Healer's, and the gold from the Fellowship Hall. There are also 2 gems in the house south of the Fellowship Hall. If you're a cheater, and for some reason didn't do the Debug Menu Cheat, then stack crates to form a staircase onto the Blacksmith's roof (not his house, his place of business). Then go behind the Chimney for a cheater's ransom in items and money. ** WARNING ** Doing the cheat here can result in a corrupted save game, and/or game errors! Outside of Trinsic: ------------------- Items: 1 Complete set of Magic Armor, 600 gold, Crossbow, Magic Bolts. Sword of Defense, Fire Sword, Swamp Boots, 3 Rings Just to the south, and a little to the west, is a locked treasure chest under a tree. Move the chest into an open area (trust me it makes finding all the items easier) and attack it until it breaks. Take all the wonderful wonderful items inside. (128S, 4W) This one is definately not considered cheating because there are no plot items in the chest. Paws: ===== Just north of Trinsic is a little town called "Paws". Not much here, so don't stop here, continue going north to Britain. SUBPLOT ALERT: 3 - Who stole the poison? - What happened to Weston? - Thurston's Infatuations Magic Gauntlets: ---------------- To the west of Paws (74S, 8W) there is a little bit of debris by a stream. Move the debris to find Magic Gauntlets. +================================+ | 2. Britain, "I know the game!" | +================================+ Companions: Shamino*, Sentri* Items: Spellbook*, Orb of Moons*, other Lord British equipment Sentri's armor, pocketwatch, Stones of Virtue First off, go to the Blue Boar pub, talk to Shamino, get your pocketwatch back, then ask him to join you. To the north of the Blue Boar is the museum. Go in get the colored stones, and the Swamp boots. Then go find Sentri, and ask him to join as well. Find his key in his bedroom, then open up his vault to get the armor. Then go talk to Lord British. Talk to him on every subject you can, and be sure to get the Moonstone. He'll also mention a murder that happened in Britain similar to the one you're investigating in Trinsic. Then head to his study to get the key to the storeroom (the study has lots of heads on the wall). Then go through the door on the left side of the Throne Room, to the little room all the way to the left, flip the switch. Go through the north wall and go all the way to the right (opening passages with the switches as you go). Find the crate and barrel by the kitchen, and under the barrel is a switch. Flip it. It opens the room above you. Go down, left, and up the stairs. The rooms in the top 2 corners have supplies. Top left has your spellbook, top right a set of Plate Armor. Next go to the Fellowship Hall and talk with Batlin. He says many things, agree to his test, and take the package to deliver to Elynor in Minoc. (although he tells you not to, you _can_ open the package with little consequence) Also he tells you that Elizabeth and Abraham are going to Minoc on "business." Other Things to Do in Britain: ------------------------------ -While still in the Fellowship Hall, use the key in the right room (it glows blue) to open the chest in the left room. Inside is 48 gold, and a note. Read the note. If you're a thief, take the gold, and the Yellow Potion in the right room. -You can Play The Game, of course! Find Chuckles in Lord British's castle, and talk to him. Speak with words that only have ONE SYLLABLE, such as "I know the game" and "That would be big of thee". -If you're a thief, rob the Mint (as described in the above section, "vii. The Fine Art of Stealing", also rob the jewelry store and sell the jewels back to him. -If you're not a thief, and you want money, you can get a job at the Baker's, or you could gather pumpkins or eggs. You can also sell Venom to the Apothecary, Mutton to the chefs in the Castle, Jewels to the Jeweller, and Gold to the Mint. A note on baking bread, you do not have to make dough, you can bake the flour DIRECTLY. Odd. (if you are wondering, this is NOT the case in Serpent's Isle, in that one you actually have to make dough.) -Try the Strength test out in the Fair here. If you win you get a stuffed toy. -Also be sure to check out the spaceship in Mack's field. Looks vaguely Wing Commanderish, doesn't it? SUBPLOT ALERT: 4 - Free Weston - Where does Patterson go at Night? - Miranda's Law - Acting for Avatars Just West of Britain: --------------------- There are almost always brigands right outside of Britain on the west side. If you want, go here, and get yourself some experience. They usually wear chain armor. (23 S, 31 W) Magic Carpet: ------------- You can get this item now or later. But definately get this! The magic carpet can fly over seas, mountains, and just about anything! It is the ultimate Conveyance. From the west side of Britain, head north, along the east side of the mountains, and follow those mountains until 13 N and 42 W. This will be a river. Follow the river in on the north bank until you find the carpet. (8 N, 30 W) This is also an entrance to Dungeon Despise. +=============================+ | 3. Cove, "I bring you LOVE" | +=============================+ Companions: Jaana* Items: Rudyom's Wand*, 4 Blackrocks* Go to the healer's house, talk to Jaana and get her to join. She is one of the best companions in the game. Also be sure to get her supplies, the bandages, and the Yellow Potion. (21 S, 65 E) Then go talk to Rudyom about Blackrock, and buy some spells as well. He has a purple wand called a transmuter, that makes Blackrock explode. Get this. Also if you want you can take 4 blackrock pieces, you need them later. (13 S, 70 E) SUBPLOT ALERT: 2 - Nastassia's Father - Miranda's Law The Hoe of Destruction: ----------------------- The hoe of destruction is locked in Farmer Mack's shed. Unfortunately he lost the key to that shed while fishing on Locke Lake. Go to the lake find the fish (2 N, 48 E), then you can open his shed and get the Hoe. (22 S, 25 E) Cyclops Cave: ------------- Items: Lightning Wand, Ring of Regeneration North of Cove (0, 67E) is a cave with Cyclops inside. Good place to get some experience. The Cyclops usually have about 2 gold nuggets each. Forge of Virtue Note: Now is a good time to go to the Isle of Fire. To make --------------------- things easier, go to Jhelom, get Dupre. Then equip Dupre and Jaana. +==================================================================+ | 4. Minoc, "You'd almost think these two murders were related..." | +==================================================================+ Companions: Julia Items: Silver Serpent Venom, Serpentine Dagger* At the lumber mill just southeast of Minoc (63N, 74E) another brutal murder has taken place. Here the victims were 2 gypsies, Frederico and his wife Tania, who were critical of the Fellowship. The whole town has gathered to gawk like slack jawed yokels. Investigate the murder scene, and note the Serpentine Dagger (take it) and the Fellowship Candlestick (don't take it). You can talk to the candlestick maker, Xantha, in the artists guild about it, and then you can also talk to Elynor about it. Everyone in town has a little bit of information about the crime. Also talk to the Pub Owner about Hook. Now, however, go get rid of the package that Batlin gave you. Give it to Elynor, (77N, 57E) if you opened it she will be mad. You will also learn that the elusive duo, Elizabeth and Abraham have gone to the homeless shelter in Paws. And finally go talk to the Gypsy woman, Margareta and get your fortune told. You'll have to head to Yew to comply with the fortune (to talk to a wisp), but this walkthrough is going to continue following Elizabeth and Abraham. Other Things to Do: ------------------- -Go to the Britannian Mining Company, and in the desk find the Blue Key, use that key to open the chest. Take the Venom (to sell in Britain). You can also check the book on the table for a reference to Blackrock or "B.R." -South of the sawmill is the Minoc Mine, go in and get all the Venom you can carry. (56N, 70E) Now what would a Mining Company need with a body altering drug like Silver Serpent Venom? It wouldn't be to further exploit their Gargoyle workers would it? Also in the mine is a Blackrock Lode that you can mine if you want. It is down through an illusionary wall. -There's another mine (abandoned) north of the city. Feel free to explore it. (90N, 61E) -The Fellowship Hall has 100 gold coins just sitting in a little box. -Lastly, in the Artist's Guild, in the North room on the West side, in the 2nd barrel is a lot of trash, and a bag. Open the bag, take the Gold Bar, and the coins, search the dead bunny and get Starbursts (a weapon). SUBPLOT ALERT: 1 - Owen the Shipwright, Hero or Fraud? +============================================+ | 5. Paws, Jhelom, and Elizabeth and Abraham | +============================================+ Companion: Dupre* (Jhelom) Items: Magic Leggings, Magic Gorget, 3 Gold Bars Following Elizabeth and Abraham to Paws will reveal only that they aren't there having already left for Jhelom. Go to Jhelom. The easiest way there is to use the Orb of the Moons. Talk with the Mayor there to discover that they've already gone back to Britain. While in Jhelom, talk to De Snel about the Serpentine Dagger that you found back in Minoc. If you ask for a "demonstration" he'll attack you. And be sure to get Dupre into your party. He's at the pub. SUBPLOT ALERT: 3 - Paws (as covered in "1. Trinsic") 1 - Jhelom - The Honor Flag Other Things to Do: (Jhelom) ---------------------------- -There are Magic Leggings in the desk at the town hall. -There is a Magic Gorget (neck thingie) in the house south of the Library of Scars. -In the house above the Library of scars is a Glowing Key. Get it, and use it to open the locked door in the Library of Scars. Inside you'll find 3 gold bars. Caves by Jhelom: ---------------- Immediately to the north of the circle of stones (where the orb of moons places you) is a cave. (167S, 66W) Go inside and explore, but beware of traps inside. There is another cave to the west of Jhelom. (145S, 75W) Inside are some Brigands. There is also a Triple Crossbow here, and some gold nuggets. +==============================================================+ | 6. Back to Britain, "No, I'm not just joining to spy on you" | +==============================================================+ Talk with Batlin again, and tell him that you have delivered the package. Now he'll give you another task. Go to Dungeon Destard to the west of Trinsic and fetch the Fellowship funds in a chest by a Fellowship staff. He claims that the dungeon is deserted. It isn't. It's full of dragons. Lots of Dragons. Also there are no funds. Note: If you haven't done Forge of Virtue... now would be a good time. Destard: -------- Items: 3 Potions, Reagants, Ring of Invisibility, Ring of Regeneration, Gems, Venom, Gold Bars, Spellbook There are 2 entrances to Destard. One leads to a Unicorn, and a locked chest with Magic Arrows a Ring of Invisibility and some gold. The other leads to lots of Dragons, and is unfortunately the way you must go. (71S, 23W) Enter and go to the right then down. You should see the chest, its got a staff right by it. Open it, and discover that it is devoid of money. The body by it has 3 potions and some reagants. Take those. Explore the rest of the cavern if you wish. Return to Britain. Joining the Fellowship: ----------------------- Talk to Batlin and tell him that there are monsters in Destard, he'll apologize and offer to initiate you at the next meeting at 9 p.m. Go to the hall at 9 and talk to Batlin then. (the meeting lasts from 9 to 12) Iolo, Shamino and Dupre will all try to talk you out of joining. Join anyway. Batlin will then ask you a few questions to prove that you bought the game, er, are loyal to the Fellowship: (he'll ask any 2 of the following) "According to the Traveller's Companion, how many parts of the body should one wish to protect with armor." -- 6 "In the Book of the Fellowship, how many bandits can be seen surrounding on the old man in the illustration on page three?" -- 6 "How many times must Ginseng be reboiled?" -- 40 "How many runes in Brittanian?" -- 31 "On what page is the An Zu spell?" -- 42 "How many Black Pearls?" -- 1 "Where Mandrake Root found?" -- 2 He will then give you your Fellowship Medallion and you are now in the Fellow- ship. Goodie. Don't bother wearing it. (Tseramed might not like you if you are wearing a symbol of the organization that caused him so much grief. If you are wondering, you don't ever really need to wear the stupid thing. You don't really even need to carry it around with you. The only time where wearing it will help you is in Buccanear's Den at the gambling house, see below.) +=========================================================+ | 7. Vesper, Moonglow, Terfin, and the Meditation Retreat | +=========================================================+ In Britain, Batlin tells you that Elizabeth and Abraham have gone on to Vesper. So now we're going to chase after them for a bit. If you'd rather not, skip down to "8. Yew" Vesper: ======= The best way to get to Vesper is to Fly on your Magic Carpet. Or you can walk there. Once there talk to the Mayor about Elizabeth and Abraham, and you will discover that they have gone to Moonglow. Feel free to explore the town before going to Moonglow. Other Things in Vesper: ----------------------- -The trainers house has some Magic Boots for you to swipe. -Go to the Gargoyle side of Vesper and go to the Pub. The Guardian will tell you to go in and tell them that you are the Avatar. If you do that the Gargoyles inside will attack you. -Also go to Wis-Sur's house, take his Reagants, and talk to him... if he won't talk to you keep trying. Buy spells from him. SUBPLOT ALERT: 2 - Blorn's Accusations - Where does Catherine Go? Moonglow: ========= Talk to the Fellowship head here about Elizabeth and Abraham, and he will tell you that they have gone on to Terfin. Be sure to mark a stone by Penumbra's House or by the Lycaeum. Other Things in Moonglow: ------------------------- -In the Fellowship Hall take the Gold Bar, and the 87 gold coins. -Also make sure to talk to Mariah and get all the spells and reagants from her that you need. Note: Don't worry about Penumbra just yet. SUBPLOT ALERT: 4 - Balayna's Doubts - Zelda's Affections - Brion's Orrery - Morz Terfin: ======= The Fellowship head here will tell you that Elizabeth and Abraham have gone to the Meditation Retreat. Other Things in Terfin: ----------------------- -Take the 98 gold in the Fellowship Hall, and the reagants from the Provisioner. Also take the bandages from the healers. -Sarpling here sells some good reagants, and Inforlem is a good trainer. SUBPLOT ALERT: 1 - Who wants to destroy the Shrine? Meditation Retreat: (roughly 178S, 85E) ------------------- Normally you need to be let in, but since we have a flying carpet, we can just fly in. Talk to Ian, who will tell you that You Know Who has gone on to Buccaneer's Den. Don't go to Buccaneer's Den yet, though. We're going to Yew next. Try to get as much info out of Ian as possible. There is a cave behind the Hall here, but again we'll get to that later. On to Yew! +========================================================+ | 8. Yew, "Look at all those cuddly Ewoks...I mean Emps" | +========================================================+ Compansions: Tseramed* Items: Tseramed's Arrows, Honey* We're in Yew looking for Wisps (remember the Gypsy's prophecy?). Go to Empath Abbey (78N, 59W) and talk there to Taylor the monk about the Wisps. He will reveal that Emps are able to talk to Wisps, but that Emps will only talk to you if you are carrying Honey. Lucky for us there is a Bee Cave here! (56N, 54W) First get the smoke bomb from the monk, Taylor, and then go talk to Tseramed about the Bees and get him to join. Go to the Bee Cave (you can talk to the Nudists if you want), go all the way through and get the Honey. Use the Smoke Bomb if you don't want to fight all those Bees. The best method, however, on avoiding the Bees, is to take the honey and teleport away, preferably to a Marked Stone somewhere near Yew. Now go talk to the Emps (56N, 10E), most noticably the Emp Trellek. Talk to him about the Wisps, and he will want to join your party, but needs permission from his wife, who in turn needs permission from the elder, Salamon. Salamon will give you permission only if you stop Ben the logger from cutting Silverleaf trees. (42N, 47W) Do so, and come back. Get permission from Salamon, then talk to the wife, she now says she doesn't want Trellek to join. Trellek has a solution to all of this, he makes you a Wisp Whistle. Go to the Wisp Castle (46N, 12W) or talk to any Wisp you can find. The Wisp tells you that the Time Lord wishes to talk to you, but if you want more information you will have to go to New Magincia and get Alagner's note- book. SUBPLOT ALERT: 4 - Nastassia's Father - Mysterious Monk - Flowers for a Healer - Tax Dodging Nudists Other Things to Do: ------------------- -Unlock Nicodemus' house (its magically locked, get Unlock Magic from Nystul), and take anything in his house that seems interesting. Then buy some spells from him. Mark a stone by his house (green). -Go to Iolo's house not much here, but there is a note from Gwenno that states that she has gone on to Serpent Isle. Bloody Shrine: -------------- At (56N, 32W) there is a shrine with a lot of blood on it, and a Magic Shield. To the north of it, is a wizards camp, he has some reagants and a lightning wand. More Brigands: -------------- At (47N, 8E) is a camp of Brigands, they have a Magic Armor and a Magic Bow, as well as some other stuff. +==================================+ | 9. Serpent's Hold, "Make it so!" | +==================================+ We're supposed to go to New Magincia, but for now we're taking a small pit stop in the Serpent's Hold. Again, if you'd rather not, skip down to "10. New Magincia". Serpent's Hold: (53E, 165S) --------------- Items: Magic Boots, Magic Sword, Sword of Defense, Fire Sword, Great Dagger Juggernaut Hammer, Magebane, Magic Axe Search the bottom right room's chests for some Magic Boots. In the pub, open the fish (the only one looking up) for a key. Fly to (177S, 36E) and land (it is possible), now go into the cave. Go to the right and around all the water to get to the Locked Chest, which opens with the key we found in the fish. Take the key inside and go back to Serpent's Hold. Now using that key you can open the door to all those Magical Weapons! How do you open the chest in the Hall here? Serpent's Hold, The Next Generation: ------------------------------------ You may notice that the cast, I mean residents, of Serpent's Hold all bear a striking resemblence to the cast of Star Trek: The Next Generation. Don't believe me? Here's the comparison: John Paul -- Jean Luc Picard Richter -- Cmdr. Riker (2nd in command to John Paul) Denton -- Data (Denton looks like the Tin Man, never takes his armor off) Horffe -- Worf (Horffe is head of security) Tory -- Counselor Deanna Troi Jordan -- Giordi La Forge (note how Jordan is blind?) Leigh -- Dr. Beverly Crusher (Leigh is the healer) Talking to them with this in mind it becomes even more obvious (to anyone who watched the show regulary that is). It is still unclear who Pendaran, Jehanne and Menion are supposed to be. Parrot's Island: ---------------- Items: Magic Gauntlet, Magic Boots, 4 Glass Swords, Rings, Gold Bars, etc. Remember that smart mouthed bird? (if you don't, then go talk to a parrot, and hit him with a gavel) Well now we're gonna get his treasure! Fly to the island at (168S, 28E). Avoid the invisible caltrops (traps), and take all the wonderful treasure inside! Note: If you MOVE the Caltrops, even though this is a very smart thing to do, your party will act as though you are a dirty thief for doing so! So that means that you have to actually TAKE the caltrops to MOVE them. SUBPLOT ALERT: 2 - Who Defaced Lord British? - Tory's Baby +======================================================+ | 10. New Magincia, "Hey... there's a *NEW* Magincia!" | +======================================================+ Companions: Katrina Alagner has the 2 really big buildings on the north side of the island. Go in the north one and ask for his notebook. He, of course, wants you to do something first. Prove that you are a seeker of knowledge by learning the answers to life and death, from the spirit of the Tortured One in Skara Brae. SUBPLOT ALERT: 1 - Three Pirates and a Locket +=======================================================================+ | 11. Skara Brae, "Don't you need _Questions_ to Life and Death first?" | +=======================================================================+ To get to Skara Brae go to (48S, 42W) and cast Seance, then talk to the Ferryman and ask him to take you across. If he's ever not there, just blow the horn to summon him. (note: Skara Brae is a very awful place. I got stuck here in some bizarre bug that could have been caused by a great many things. (When I freed every- one from the Liche's power, they still acted like they were in the Black Mass, FOREVER. I had to go back to a previous save. ) Seems all of Skara Brae was killed in an accident caused, or so it would seem, by the Tortured One, Caine. They were trying to rid themselves of the Dread Liche Horace, but their plan went awry somehow. Go talk to Mistress Mordra (49S, 62W, and she will sometime wander around in the graveyard), she will eventually reveal that it was the Mayor's fault for the fire. Go talk to the Mayor (46S, 63W) and be sure to mention the proportions. Next go talk to Trent the Smith, (45S, 67W) and take the Music Box. Now go talk to Caine himself (37S, 63W) ask him the Questions of Life and Death, and he tells you that he will give you the answers ONLY if you free the town from Horace. Go back to Mordra, and talk to her about Caine, and then the ingredients for the potion. Go to her house and take the 3 potions there and the empty vial, then go back to Caine's place, put the 3 potions under the 3 inlets, and the empty vial on the 1 outlet. Use the machine and you get a glowing blue potion. Go to Horace's Castle and talk to Rowena (27S, 76W), and then play the Music Box that you got from Trent, and she will talk to you again, and give you her Wedding Ring. (well actually it kinda falls to the floor) Take the Ring to Trent and agree to help him free his wife, and will now ask for an iron bar to finish the cage. You can find the iron bars in the cemetary, grab one, take it back to him, and he will finish the cage. Take the cage to Mordra, who tells you to dip it into the Well of Souls in Horace's Castle. Do so. Then wait for Midnight to come, put the Soul Cage on Horace, then use the Blue Glowing Potion on him. Horace will be restored to the good man (well...ghost anyway) that he once was and he asks you to destroy the Well of Souls, and also to take Rowena back to her husband Trent. Take her to the smithy, and come back to the Castle. The Well of Souls can only be destroyed if someone jumps into it, so ask the Mayor to do this who thinks you should ask everyone else in the town first. Do so. Don't forget to ask Caine, Trent, Rowena, and the Ferryman. Come back to the Mayor and he'll finally agree to do it. Destroy the Well. Talk to Horace and he'll give you the Firedoom Staff. Go to Caine and get the answer to Life and Death (there is no answer). Other Things to Do: ------------------- -Mistress Mordra has a chest full of Reagants, worth taking. -The Skeleton guards in Horace's Castle have Magic Axe's. The Crypt: ---------- Here's another bushel of treasures, you can decide for yourself if this one is cheating or not. Go to (53S, 65W) and notice the statue to the left of the Crypt. On the left side of the statue is a lever (you can BARELY see it), flick the lever and the wall on the crypt will open. Inside is a nightstand filled with a set of Magic Armor, Rings, the Soul Cage, and a few other Skara Brae Plot Items. It is recommended that you get this AFTER completing the plot in Skara Brae, as it may screw up the plot here. (I'm not sure if it does mess the plot or not, but better safe than sorry) +==========================================+ | 12. Alagner's Notebook and the Time Lord | +==========================================+ Go back to New Magincia and tell Alagner that there are no answers to the questions of Life and Death, he will then give you a key to his storehouse. The Storehouse: --------------- Items: Notebook*, Gold, Reagants, Lightning Wands, Potions, Rings Walk into the Storehouse from the illusionary wall in the east side, and use your key to open the locked door. Flip the switch, then use lockpicks on this locked door. Flip the bloody switch, and go up past the teleporter to the iron door. Cast telekinesis on the switch to the left to open the door. Go up. Stack the crates to get onto the table, and make a staircase up to the locked door (which opens with the key Alagner gave you). Take the Notebook, and anything else you want. Wisps: ------ Go back to Yew and talk to the wisps (if you marked the stone, go straight to Nicodemus' place) and they will tell you that the Time Lord requests an audience with you. Seems he got stuck in the Shrine of Spirituality, and can only be reached by use of the Orb of Moons (put it NW of yourself, the normal Moonglow position). Time Lord: ---------- The Time Lord is locked in a Cyclindar Cage. Turns out that he was the one who sent the Red Moongate to summon you, but he missed and you ended out in Trinsic instead of coming to him. He also tells you that a powerful being is attacking Brittania, and that the Guardian trapped him there. To get him out you need to go to Dungeon Despise (NW of Britain) to destroy a large Magic Generator in the shape of a Sphere. Alagner Murdered! ----------------- Going back to New Magincia to deliver the notebook back to its owner, you will discover the third murder site, Alagner. Look in the Crystal Ball to see the murderers. Seems that notebook was rather incriminating (the wisps sold the notebooks contents to the Guardian, and he in turn ordered the murder. So in a way you are responsible for this one) Despise: (and Selwyn's Tower) ----------------------------- Items: Complete Set of Magic Armor, Gold, Magic Wands, Reagants, Rings, Lightning Whip, Sword of Defense, Fire Sword, Magic Bow, Magic Sword Now is a pretty good time to go to the dungeon Despise. On the way to Despise is a thieves campground, they don't have much, but they do have Honey. (21N, 6E) There are multiple entrances to Despise, you want the one where the Magic Carpet was found (8N, 30W). Despise is an annoying dungeon with many teleporters. Also it has quite a bit of treasure in it if you are willing to look for it. First off, go up past the Fire Field, past the intersection, and then when you are teleported (its subtle watch for it!) go to the right. Then go down the right path (the left path has a little water on it) and you'll be teleported again. Continue down and find the Magically Locked door, open it and go down that way. There will be two more locked doors and then you'll arrive at a Hideout of Rebels. There should be 5 of them, 2 Mages, Paladin, Pirate and Fighter. Turns out that these "Rebels" were going to attack Lord British's castle tomorrow, and you being the great Avatar that you are have prevented it! The Paladin should have a complete set of Magic Armor on him. (note: there are invisible stairs from one level of the hideout to the other!) Avoid the teleporters, and go back to the first Magically Locked Door. Now go left, down, and then all the way to the left and up into a room with a lot of Fire Fields in it. Go up past the sleep and poison fields to a Red Moongate, and go in. It will take you back to the Sleep and Poison Fields. Go by the Moongate and Mark that spot. Leave the dungeon. (don't worry we're coming back!) (another thing to do in Despise is to find Brother Wayne of the Empath order of monks. You can find him but you can't do anything to help him) +=================================================================+ | 13. The Tetrahedron, "Stone Harpies are the Devil, I tells ya!" | +=================================================================+ Go back to the Time Lord first (NW Orb of Moons) and talk to him. Specifically mention "Moongate". He tells you that you need Nicodemus' Hourglass. Also he mentions that once inside that there is a pattern to be observed. Nicodemus, Yew: --------------- Use the recall on the marked stone to go straigh to Nicodemus' house (told you that would come in handy) and talk to Nicodemus about the hourglass. He tells you that he sold it to the Antiques dealer in Paws, but that it lost its enchantment and he can't re-enchant it with the Ether the way it is. Paws, Hourglass: ---------------- Items: Nicodemus' Hourglass* Go to Paws now, and talk to Beverlea in the House of Items, and buy the Hour- Glass (5 gold), and take it to Nicodemus, who suggests that you repair the Ether first. Talk to the Time Lord and ask him how to "fix Magic", and he tells you to talk to Penumbra in Moonglow. Penumbra: (25S, 179E) --------- Take 4 pieces of Blackrock with you to Moonglow. Penumbra has been asleep for the past 200 years, and therefore hasn't been affected by the changes in the Ether (lucky for you). To open her door place a these items by the gold plate in front of her door: hammer, gold ring, lockpick, thread, and a gold coin, followed by another form of gold. After that the plate will turn into a key. (you can get a gold ring from Zelda's room, you can make thread in the clothes shop) Place the 4 blackrock pieces on the 4 pedestals and use the orange potion on the table to awaken her. She will ask you to repair the Ether (which is why we came here anyway!). She will then tell you to get the Ethereal Ring so that you can survive near the Tetrahedron, and that Draxinusom was the last owner of the Ring. And finally she tells you to bring the Ring back so that she can enchant it. Ethereal Ring: -------------- Items: Ethereal Ring*, Rings Go to Terfin and talk to Draxinusom (167S, 114E) who tells you that he sold the Ring to the Sultan of Spektran, so go there now (144S, 89E). Talking to the Sultan reveals that he is quite insane and that the Ring is safely locked away behind him. He doesn't care if you go take it...hehe. Go into the room behind him, kill the Stone Harpy and take the Key on it to open the door. (*CAUTION* Stone Harpies are not easy things to kill! Plus the Demon Sword refuses to kill it) Take the Ring. Go back to Penumbra and have her enchant the Ring. Deceit: (2N, 177E) ------- Items: Magic Armor, gold, gems, Glass Sword, Little Tetrahedron* Penumbra tells you to go to Deceit to destroy the Tetrahedron. The dungeon isn't so hard. Go up through the magically locked door and then through the left passage going up. Run past all the arrows shooting at you, and then go up. Take the left passage up and go through the wall. Continue up through the Magically locked door, (take the top passage right to fight a dragon and get some treasure) go right through the middle passage, go through the wall. Don't bother with the switch, and go down past the door and go right through another wall. Go up to the closed door, cast telekinesis on the switch to open the door. Make sure to wear the Ring, AND leave your party outside of the room with the Tetrahedron (they can come into the dungeon). Walk into the Tetrahedron as you would a Moongate, and slay the weird Red Beast inside (you can either use your Demon Sword or a Glass Sword, or if you are very brave just attack him normally). Double Click on the little Tetrahedron inside to destroy the machine. Grab the Little Tetrahedron and leave. +==================================================+ | 14. The Sphere, "It's a small Sphere after all!" | +==================================================+ All Mages everywhere have regained their sanity! Go to Nicodemus and have him enchant the Hourglass, the teleport back to the Sphere using your Recall spell, and go into the Moongate. The Sphere: ----------- Items: Small Sphere* This one is a little easier than the last one since there is no beast inside, so step into the Moongate, if you haven't already. You will notice that you are in a "room" with many moongates standing on a platform with both a Blue Moongate and a Red Moongate. The "dots" in the center show the order, Red, Blue, Blue, Red. And again take the Small Sphere, the machine will blow up and take the small Sphere again. With the destruction of the Sphere the Time Lord contacts you (through the Hourglass) and informs you that Moongates will no longer function (bless that Mark and Recall combination!) and that you cannot return home through a Red Moongate. Bummer. The only way you can get home is to go through the Black Gate, but to do that would be to abandon Britannia to the Guardian. He also tells you to destroy one more generator, the Cube. And that after you do that to investigate Buccaneer's Den for the location of the Black Gate. +================================================================+ | 15. The Cube, "Oh no, the worst enemy of them all...the Borg!" | +================================================================+ The cube is located on the scenic Meditation Retreat (173S, 85E), so go there. Remember the cave to the north that you were forbidden to go into earlier? Go in it. You can talk to Gorn if you want, but he is on the Guardian's side and may get mad at you. Continue through the cavern and you will eventually be confronted by a Female Warrior. Ignore her and continue to the Cube. You will be hurt by the noise near the cube and have to leave. Use the Hour- glass to talk to the Time Lord to discover that you need "Special Helmets" made out of Caddellite, and tells you to talk to Brion at the observatory for more information. Mark near the cube, and teleport to Moonglow (assuming you Marked near Penumbra's house). Brion tells you that a meteor hit near the NE sea and that Zorn could make a helmet out of Caddellite. Ambrosia: --------- Items: Caddellite* (1 for each member of the party), Magic Helm, Magic Sword The meteor hit Ambrosia (93N, 187E) so go there now. There is some treasure at the SE corner of the island. Go into the cave. (ignore the fairy, seriously) Eventually you will end out facing a Hydra, talk to him, and then defeat him. The room to the south of the Hydra has a meteor and your Caddellite pieces. Get enough for your entire party. Zorn's Helmets: --------------- Items: Caddellite Helmets* Go to minoc and talk to Zorn about making some helmets from your special ore, caddellite. He will very quickly make you some helmets. The Cube: --------- Teleport back to the Cube, wearing your new helmets of course, and walk into the Cube. The Cube is a very difficult (well... for me it was) maze. As you walk you will step on switches which will create bridges, and destroy them. There are also traps in here, so beware! (also note that you cannot cast spells here, so having a potion or two could help) Here's what to do: * Walk forward to create the first bridge. * Walk all the way to the left (it will destroy the first bridge and create a new one) * Go up that new bridge, and continue up as far as you can go. (this creates two new bridges) * Go down and left on the new bridge, and then all the way up. * Go right across the bridge, down, and then right. (this should create 2 new bridges, but if it doesn't, then move around a little), go down all the way across the bridge, and then come back up. * Go back left across the bridge, and then up all the way. * Go left all the way, then right, and down the new bridge. * Go left all the way, down the bridge, and then right, and down the bridge (you still can't reach the Cube from here however) * Go back up, left through the Fire Fields, and up again. * Now, go right all the way, and down the bridge, and then right, up and right. * Go down, then left across 2 bridges, then back to the right off one bridge and go down and right, then up all the way. * Go back down, then left, then down again, and a little to the left and then up the bridge, and up the other bridge. * Finally go left all the way onto a Fire Field, and then up and onto the Platform with the Cube on it. Don't forget to get the Cube. +=======================================================================+ | 16. Buccaneer's Den, "Gasp! Look at all the incriminating Evidence!" | +=======================================================================+ Items: Black Gate Key*, other treasures There's really only one thing you need from Buccaneer's Den, and that is the Black Gate Key, which will let you into the Dungeon on the Isle of the Avatar. Go to the Fellowship Hall and open the wall behind their Altar thing, then cast Telekinesis on the lever to open the way to the dungeon. Go south from there through a wall and into a large chamber. The NW room has a locked chest open it (lockpicks, destroy it, etc.) to get a Black Gate Key, and a note that looks like this: Finster - Britain (x) Duncan - Buccaneer's Den (x) Christopher - Trinsic (x) Frederico - Minoc (x) Tania - Minoc (x) Alagner - New Magincia (x) Lord British - Britain ( ) Your Name, the Avatar - ( ) Seems you found the Fellowship's hitlist, and guess who's on it. You! Also be sure to talk to various Fellowship people while in possession of the Cube. They will find themselves telling the Truth (like in "Liar Liar"). SUBPLOT ALERT: 1 - The Pirate Friends Other Things to Do in Buccaneer's Den: -------------------------------------- -As covered in the "General Strategies, Money" section above, you can gamble on the games here, most notably the Rat Race. 6 to 1 odds for a Fellowship Member, not too shabby! -There's more tunnels here than I walked through. Finish wandering around them to find Sullivan the Trickster (he pretended to be the Avatar and got Sprellic of Jhelom in trouble). He's currently in the Fellowship Prison being tortured by a sadistic Troll named Grod. Kill Grod and free Sullivan if you want. Also locked away here is Anton, Alagner's Apprentice. (he got caught gathering evidence against the Fellowship) -There is also a Juggernaut Hammer, Magic Armor, Magic Shield, some gems, gold a great Dagger, Firedoom Staff, Magic Helm, a Lightning Whip, some armor, etc. -Also the tunnels connect to the Baths, if you want to go there for free, and I know that you do. After using the "services" of the baths, you can talk to the Unicorn again, and he won't want to get near you anymore because you are no longer a "virgin". Hehe. -And finally at the far end of the tunnels is a Liche, who has some Magic Items Reagants and potions for the taking. +====================+ | 17. The Black Gate | +====================+ Make sure you have the following items: Rudyom's Wand, Cube, Tetrahedron, Sphere, and the Black Gate Key. Go to the Isle of the Avatar (170S, 178E), the Black Gate Key will open the doors here. Go into the cave to the left, and open that with the Key as well. You will now be in a room with the Guardian's throne. There isn't much time till he comes! Walk through the northwestern tapestry and flip the switch. Go through the north doors. Go up, to the right, and up through the metal doors. In the north room are 3 switches, they control which of the 3 rooms is open. Flick the left switch, and if the left winch moves then go to the far left room. Search the woman for a key, move the barrel and flick that switch. Go down and to the right until you get to a locked door, use your new key to open it and go right. You will now be in a lever puzzle. Once your past that (you want to get to the switch in the middle) go down, flip a switch to go left, fight the guys here, go to the well and get the key. Continue down. Open the locked door with your new key, kill the Paladin here (he has a full set of Magic Armor!) and take his key to open the next door. Get the key and step on the teleporter. Down and to the left is a Dragon with a lot lot LOT of treasure. However, from the teleporter, flick the switch and go up into a Fellowship Meeting Hall. Move the Medallion to open the passage to the north. Go up. Pick the door to the north and go up again. Go past the statue through the wall up, into a room full of traps and a Liche. Continue going up. Then after awhile go onto the left teleport pad, and continue going up. Dispel the Energy Fields and go onto that teleporter. Step on the purple teleporter here, and go right through the illusionary wall. There will be a chair in the center of the room. Sit in it twice, and go through a wall to the south of the room, search the body and the backpack to get a blue key, then go back to the throne room and then go through a wall to the NE (on the north side). Go up and open the 2 locked doors (one's Magic the other requires that blue key). Sit on the Throne of Virtue, and go back to the Throne of Chance. Sit on it again, kill the Liche (if there is one) and walk through the wall to the NW (on the north wall) step on the teleporter and you are at the Black Gate! Kill the people there (if you want), and put the 3 blackrock pieces into their corresponding holes to disable the shield around the Black Gate, then use Rudyom's Wand on the Gate to win! Yay! You won! Congrats! Sit back and enjoy the endgame sequence. And then prepare yourself for the most similar game ever, Ultima 7: Part Two! +==============================================+ | SUBPLOTS: There are 24 subplots listed below | +==============================================+ (in order of towns, based on when you visit) Trinsic: ======== None! a. Paws: ======== Free Weston! ------------ You first encounter this subplot in Paws, where the name Weston comes up. Seems he has a wife and kids who haven't heard from him in awhile, but they know that he went to Britain. Later on the roof of Lord British's castle, you find a cell with Weston inside. Talk to him and agree to talk to Lord British about him. Do so, and Weston will be freed. Who Stole the Poison? --------------------- Talking to Morfin, you will quickly discover that a vial of Silver Serpent poison has been stolen from his stock. Go talk to Camille, and agree to deliver the grain to the mill for her. Once that is done, Feridwyn will tell you that the poison was found in Tobias' (Camille's son) possession. Tobias, however, claims that Garritt (Feridwyn's son) framed him. You'll get a tip that Morfin isn't all that he seems, search his house for a key to his store- room, search the storeroom to find a chest, unlock the chest using a key under a bucket of blood in the slaughterhouse. Inside you will find gold bars, venom and a book outlining his crooked dealings. Confront Morfin about this, and he'll mention that Garritt may be using the venom (which acts like a drug) he'll also give you a key. Use the key to open Garritt's chest to find the Vial of Venom. Confront him and he'll confess. He isn't very penitant about the experience, though, and still acts superior. Thurston's Infatuations ----------------------- Talking with Thurston he'll tell you that he's got only 1 reason to live, the bar maid, Polly. Talk to Polly about Thurston, and she'll be impressed with the story. Tell Thurston of the events and he'll be very happy. Yay. b. Britain: =========== Where Does Patterson go at Night? --------------------------------- Patterson, the Mayor of Britain, acts like the perfect Fellowship Member. Loving wife, good job, and he seems to be morally clean. However, his wife Judith tells a different story. Follow Patterson after the Fellowship meeting to discover that he is having an affair with Candice. Confront Patterson _while_ he is with Candice, and he will agree to break the affair off, and become a better person. Miranda's Law ------------- Locke Lake (near Cove) is horridly polluted. Miranda (in Lord British's castle, she's a council member) wants to get a new law passed to clean up the lake and needs Lord Heather (the mayor of Cove) signature to pass the Bill into Law. Take the scroll to Cove, get it signed, and bring it back. Acting for Avatars ------------------ Go to the theatre-house and have a chat with the director, Raymundo. Ask for an audition to play the Avatar in their play. Then go talk to Gaye, the seamstress to get an Avatar costume made. Put it on and go do your audition. And really _feel_ the part. c. Cove: ======== Miranda's Law (See Above) ------------------------- Nastassia's Father ------------------ Talking with Lord Heather, the mayor, will reveal that only Nastassia is without a lover. He also tells you to talk to De Maria to hear the story of Nastassia. Do so. Then go talk to Nastassia, and she will ask you to find out what happened to her father, Julius. The trail now leads to the Emps in the Deep Forest, but you need Honey to talk to them. Luckily there is a bee cave (56N, 54W). Go there, and all the way in you will find some honey, take it and run from all them giant Bees. Talk to the Emp Trellek, who will tell you that Julius saved the lives of countless Emps, and is the only human that the Emps call "Hero". Sniff. Go back and tell Nastassia. d. Minoc: ========= Owen the Shipwright, Hero or Fraud? ----------------------------------- Everybody in town has an opinion on Owen. Fellowship members think that he is the greatest thing since sliced bread, while everyone else hates him. Talk to these people about Owen: the Mayor, Burnside; Gladstone of the artists Guild; and Jakher. From here the trail leads out of town to the south (46N, 89E) and a hermit named Karl. Badger Karl until he gives you the ship plans. Take the plans to Julia, and she'll say that the ship is flawed. Go to the Mayor, and Owen's Monument will be cancelled. Talking to Owen, at this point, causes him to commit suicide. e. Jhelom: ========== The Honor Flag -------------- A false Avatar (!) lied his way into a free room for the night. But he got cold during the night and demanded more and more blankets. Finally, the inn- keeper, a weak willed sop named Sprellic, ran out of blankets, and in desperation, stole the Honor Flag from De Snel's. Morning came and the false Avatar was gone, with the Honor Flag. De Snel's students now want it back, or for Sprellic to duel with them. There are 2 ways to solve this one. 1) agree to be Sprellic's champion and fight the duels for him, or 2) have Kliftin make a false banner to replace the stolen one. Either way, you have to agree to be the champion. If you choose to duel, place a bet at the pub first. Arrive at noon ready to fight, or to give them the Flag. Probelm Solved. Sprellic can later be found in the tunnels on Buccaneer's Den, but he isn't exactly happy there. f. Vesper: ========== Blorn's Accusations ------------------- A discussion with the pub owner reveals that Blorn is a gargoyle hater. Talk to Blorn about Gargoyles and tell him that you are not a Gargoyle "lover". He will tell you that awhile ago he was attacked by a particularly violent gargoyle, and asks for your help in seeking revenge. He wants you to surprise Lap-Lem, his "attacker", and slay him. Instead go talk to Lap-Lem about what happened, and he will tell you that in fact Blorn robbed Lap-Lem not the other way around. Go back to Blorn, and ask him to return the Amulet, then give it back to Lap-Lem. Where does Catherine Go? ------------------------ Talking with Yvella, you will find that her daughter Catherine, disappears around noon everyday. Catherine goes to the Gargoyle side of town to hear stories from For-Lem. For-Lem asks you to keep it quiet. If you tell Yvonne what you know, her husband will kill For-Lem. g. Moonglow: ============ Balayna's Doubts ---------------- Talk to Balayna in the Fellowship Hall and she'll spill out her doubts about the Fellowship, and the Head of the Fellowship in particular. If you talk to Rankin about Balayna's Doubts, he will ask you to give her a vial, if you do she will keel over and die. If you don't she'll mysteriously vanish. If you talk to Rankin after she's dead of vanished, he'll offer some lame excuse for her absence. Zelda's Affections ------------------ Talk to Phearcy the bartender, who asks you to get some gossip on Zelda. Go talk to Zelda up at the Lycaeum, and she'll tell you that she is attracted to Brion. Talk to Brion who admits that he has no feelings for Zelda. Then go talk to his twin brother Nelson who admits that he has quite the crush on Zelda. Then go tell Zelda the news. Go back to Phearcy to get your food. Brion's Orrery -------------- Talk to Brion about the telescope, and the subject of an orrery will come up. He will tell you that an Astrological Event will happen soon, and that such an event only happens once in 800 years. Say "BYE" and he will insist that you look at his collection of odd junk. Look at the crystals, and he will offer to make you a portable orrery viewer. All he needs is one more crystal. Well Addom has one, go buy it from him (he's usually in the pub) for 20 gold. Then come back and Brion will make the Orrery for you. The orrery will show you how close you are to the end of the game, based on how close the "Astrological Alignment" is to happening. When you are near the End of the Game, the Alignment will be very close. Morz ---- There are 3 farmers in Moonglow, Cubolt, Tolemac, and Morz. Tolemac just joined the Fellowship and wants Morz to join as well. Talking with Cubolt, he'll ask you to try talking to Tolemac and Morz to talk them out of the Fellowship. It won't work with Tolemac, he's too far gone, but Morz will listen and avoid the Fellowship. Just don't mention his stutter in any way. h. Terfin: ========== Who wants to destroy the Shrine? -------------------------------- Talk to Teregus about rumors and he'll mention that someone wants to destroy the shrines, and he wants your help to find out who. Search Sarplings' place to find the scroll from Runeb about the explosives (careless to leave such an incriminating thing sitting around...). Take the note, and confront Sarpling with the evidence. He'll pin the whole thing on Runeb, plus he'll let slip that they planned an Assasination against Quan, the Head of the Fellowship. Show Teregus the note, and he'll ask you to confront Runeb. If you confront Runeb with these allegations he will attack you. i. Yew: ======= Mysterious Monk --------------- In Empath Abbey there are 3 monks, yet for some reason the 2 in the back of the abbey haven't ever heard of the third, Kreg. Talk to Kreg and he will ask for a Black Potion (invisibility) ... for research of course, not to slip town unnoticed. Give him the potion and he'll drink it and escape. If, however you go to the High Court you'll find records of a criminal who sometimes goes by the name Kreg. Confront him with this and he'll attack you. Nastassia's Father (see above) ------------------------------ Flowers for the Healer ---------------------- Talk to the healer, Reyna, and she will tell you of the sad story of her mother's death, she also wishes for more flowers to adorn her mother's grave in the graveyard. Go talk to Aimi in the Abbey (she's the female monk) and tell her the story of Reyna's mother, and she will then give you the flowers, (you'd have to buy them otherwise). Then go give the flowers to Reyna, and she will say "Thanks", and will offer to discount her healing services up to and including 50% off! Wow. Tax Dodging Nudists: -------------------- I'm not sure how I did this one, but the nudists in the Bee Cave aren't as dumb as they claim. In actuality they're ducking taxes by hiding in the cave. If you know how to get them to reveal this, I would like to know it. j. Serpent's Hold: ================== Who Defaced Lord British? ------------------------- It would seem that someone doesn't take too kindly to the current regime (like any of them were alive before Lord British took over, i.e. Lord British has been in every Ultima game!) and has defaced the statue of Lord British at the entrance to the Hold. Talk to Lord John Paul first, and he will ask for your help in solving the crime. Then go talk to Denton in the pub, and ask him for help. He tells you to go talk to Sir Richter. Richter will give you some stone chips to help with your investigation. Now go talk to Leigh, the healer, and ask her to examine the stone chips that you just got. There is Gargoyle blood on the chips, and there is only One Gargoyle on the island, Horffe. Talking to Horffe will reveal that he didn't do it, but that his blood was spilt defending the statue from an unknown vandal. Tory then directs your attention to Jordan. Jordan says that the night of the incident he heard Lady Jehanne cry out during the night. Go to Jehanne now. She tells you that it was Pendaran who did the heinous deed. Confront Pendaran with your knowledge, and he will eventually confess. Finally go tell John Paul of your findings. Tory's Baby ----------- Talking with Tory, you will discover that her baby Riky has been taken away by Harpies, and that the knights have given up. Agree to find Riky. Riky is on the shrine of honor (151S, 9W) south of Trinsic. Kill the harpies and take Riky home. k. New Magincia: ================ Three Pirates and a Locket: --------------------------- A trio of Pirates were shipwrecked on the island recently. Also Henry lost the locket that he was going to give to his true love, Constance. Could these 2 events be related? (by the way... their ship was built by the great Owen of Minoc! Ring a bell?) Talk to Henry to learn his tragic story of his lost locket, and consequently, his lost love. Seems also that he lost the locket after talking to the 3 pirates. Agree to help him find it, and then go talk to Sam about the locket. Now go talk to the three pirates. Robin, the well dressed pirate, tells you that he lost a locket, his own locket. One of the other pirates says that the last time they saw the locket was back in the pub. Go talk to Boris, the pub owner, and he will confess that he stole the locket from Robin. Seems his wife Magenta found the locket and assumed it was a gift to her. Tell her that Boris stole it, and she will give it to you. Go talk to Robin again and he will reveal his plan to kidnap Constance and sell her in Buccaneer's Den. Don't reveal where your boat is and he will attack you to keep his secret. Return the locket to Henry. And finally go inform Constance of all that has happened. l. Buccaneer's Den: =================== The Pirate Friends ------------------ Talk to Mole and find out that he misses his friends Blacktooth; they had a falling out. Talk to Blacktooth and he will say he misses Mole too. Tell both of them the other's feelings and they will be friends again. Isn't that precious? Note: This one gives you 10 exp every time you complete it, with no limit to the amount of times you can do it. +=============+ | APPENDICES: | +=============+ +=============================+ | A. Isle of Fire Walkthrough | +=============================+ Before going to the Isle of Fire, make sure to have at least 6 companions with you, and that they are all reasonably well equipped. You may also want to buy some spells, like Telekinesis. The Isle of Fire is located at (42S, 125E). It is a _very_ good idea to mark the entrance to the Isle of Fire, for 2 reasons. One, if you die you can teleport back, and Two, you can leave at any time and come back instantly. I marked my Red Stone, because its called Isle of Fire. Entrance: --------- Talk to Erethian. He'll mention a great many things. Do not mention his blind- ness. Or he'll get mad at you. In the very back of the castle are 3 statues. Test of Truth: -------------- Talk to the very back statue (he's an old man, possibly a wizard) and you'll be teleported to the test. Walk down, then into the large chamber (avoid the middle of the room with the X), then go to the hallway to the left. You should see a small article of clothing in the hall. Go north through the wall from that point. The illusionary hallway forks to the right and up to a chamber. Flip the switch and get the Pendant. Your INT and MAGIC will be raised to FULL now. He also tells you that the Psyche is returning to the Core. Hmmm... Test of Love: ------------- Talk now to the statue of the woman. Then go through the Blue Moongate that is in the room to the south of her. The entrance to it is in Erethian's room, click on the wall to open. Go through the moongate. Take the bucket. Go to the small desert and talk to the Golem standing there. Agree to help his friend. He also gives you a book. Read the book and a page will fall out. Pick it up (it's the spell you'll need to cast). Go into the cave north of there. Take and equip a pick. Go through the cave until you are outside, step onto the small clearing to be teleported. Now go out from this new place. Put the bucket by the rock with the tree on it, now use (double click) the pick on the tree itself so that the bucket fills with blood. Go back to the Golem, put blood on the circle of rocks, and cast the spell. The Golem will dramatically sacrifice himself for the fallen Golem. And the other Golem will be revived. Of course now he wants to save his companion, and rather than sacrifice himself (that could go on for awhile if they kept sacrificing themselves) he asks you for the book that the other Golem gave you, give it to him. Again take the pick and the bucket and go back to the tree. Use the pick on the tree to get the heart, then get the blood as last time. Take the heart and the blood back to the Golems. Put the heart in, the blood on the stones, and cast the spell. Talk to the smart Golem after the other one has been Raised, to get the Talisman. Your DEX and COMBAT will be Maximized! Test of Courage: ---------------- Talk to the Paladin Statue, then go into the room on the right with the Mirror that seems alive. Talk to it. It is a Daemon named Arcadian who is trapped in the mirror. Agree to help him out, and he'll ask you to find a small Gem in the Test of Courage. Mind you well that this test is not the cake job that the last 2 were. This one requires a lot of fighting. Once you're good and ready go through the moongate. The first room contains a Mage, and some skeletons. Did I mention that the Mage is summoning a Liche? I suggest you don't let him. The mage has a key on him. Also get the Magic Gauntlets off one of the corpse's, and another corpse has a Magic Armor and a Magic Gorget. A dead female mage has another key, the exact same key that the other Mage has. The 2 Red Moongates here do nothing so ignore them. Going to the right you'll be attacked by 2 stone golems. Not an easy battle. Unlock the right door with either key you just got. Once you're past them you need to flick 2 levers to go to the next room. One lever is north, the other east. Go west and into the next room. Kill the Drake here. The female corpse here has a Magic Shield. Pick the locked chest, and take the Glass Sword. Go to the room on the left side with the crystal ball in it, and place the Glass Sword on the Black Area to get the next key. Go through the north door. Go to the right, then up and get the Magic Helm (but don't equip it yet). Now go down fight the Golem, then right and fight another Golem and some slimes. Go down here, then right, and then up. Kill the Gazer, and then go to the left and up. Get the Great Helm, and put the Magic Helm in its place. Go back to where the Magic Helm was and put the Great Helm on the pedestal. Now go to the room with the trolls in it and go right from there. The passage to the north leads to the BOSS, but first search that blackened corpse for a Magic Axe. Go into the room. A corpse on the left has a triple crossbow. The blackened corpse in the center of the room has a Glass Sword. Get it and equip it. Dracothraxus will talk to you, then attack him with your Glass Sword. Then he offers to give you a Gem, and take it. Mark the location, then cast Recall to go back to the entrance of the Isle of Fire. Talk to Erethian about a "powerful artifact" to defeat Dracothraxus with. He then summons some Blacksmithing equipment, and gives you a Blackrock sword to forge. It's easier to work if you ditch your party to the side. First, use the well and bucket to get water to fill the trough. Now equip the hammer in your hand, and place the Sword on the coals. Push the bellows until the sword is white hot, quickly move it to the anvil, and use the hammer (double click) on the sword. After awhile of this you'll discover that the sword, although finished, is too unwieldly to use as a weapon. Talk to Erstam about it and he tells you to bind a Magical Source to it. Remember the Daemon? Go to the mirror and talk to Arcadian. Then you must use the Gem on it. The Daemon is now trapped inside the Gem. Talk to him now about the Black Sword, and then tell him to Bond himself to the sword. You now have the Demon Blade! Cast Recall to go back to Dracothraxus' chamber, then talk to the Demon Blade, and ask him to kill Dracothraxus. Dracothraxus dies, and tells you to go on the moongate to the north. Go up there, and get the last pendant. The last statue will MAX your STR! And he tells you to get the Talisman of Infinity, and that the scroll of infinity will tell you how to find it. Talisman of Infinity: --------------------- Pick up the scroll in Erethian's room and talk to him about the Talisman of Infinity, and then talk to Erethian. He says that you will need the Convex and Concave Lenses. Teleport (using Help) to Britain, grab the lenses and teleport back. Go to the room with the Dark Core, and place the lenses to the left and right side. Then put the Talismans on top of the Dark Core. The Talisman of Infinity will appear and start to expunge the Dark Core to the Void. Erethian will appear to try to stop this and get destroyed. Go back to Britain, and talk to Lord British. He will reward you by doubling your STRENGTH all the way up to 60. Wow. +=====================+ | B. Orb of the Moons | +=====================+ The Orb of the Moons is very useful. But unfortunately it doesn't always work and even when it does work, it doesn't work very long. Anyway here's a chart of where to use the Orb: Moonglow/ Britain Jhelom Time Lord New Magincia Avatar Yew Skara Brae Trinsic Minoc Placing the Orb isn't easy, and takes practice. If it doesn't work, you could try putting it out farther, or taking it in closer. Note: Once you destroy the Sphere the Orb ceases to function. +============+ | C. Almanac | +============+ This Almanac covers only the Towns of Britannia, large and small. BRITAIN: ======== Blacksmith: Grayson - weapons and armor, range from 20 to 300 gold Food: Fred - mutton (3 gold) and fowl (3) best values Kelly - vegetables Willy - bakery Gordon - Fish and Chips (8) Blue Boar - Jeannette is slightly cheaper, but still more money than Fred Healer: Lord British - FREE! Csil - Healing (40), Cure (30), Resurrection (450) Inn: Wayfarer's Inn (10) Potions: Kessler - also buys Venom at 50 gold Spells: (listed are recommended spells, since they are cheapest here) Nystul - Black Pearl (10), Blood Moss (6), Ginseng (4), Mandrake Root (10), Sulfurous Ash (8) - 5 Spells at optimal price Trainers: Denby - Dex, Int, Magic (75) Sentri - Dex (30) Zella - Dex, Combat (45) Transportation: Ship - The Beast, 800 gold Sextant - 100 gold Cart - 120 gold Buccaneer's Den =============== Blacksmith: Budo - weapons and armor from 20 to 325 gold - also sells lockpicks (10) and torches (5) Inn: The Fallen Virgin (10) Food: The Fallen Virgin - range of 5 to 50, Mutton (6) best value Recreation: The Baths - Admission (300), Ale and Wine (5) House of Games - Rat Race (4 to 1, 6 to 1) Trainers: Lucky - Int (35) Transportation: Ship - The Lusty Wench, 800 gold Cove ==== Food: The Emerald - 2-30, Mutton (3) best value Healer: Jaana - Healing (30), Curing (15), Resurrection (400) Inn: The Out 'n' Inn (8) Spells: Rudyom - Black Pearl (5), Blood Moss (3), Ginseng (2), Mandrake Root (5), Sulfurous Ash (4) - 19 Spells at optimal prices Trainers: Rayburt - Int, Dex, Combat (60) Jhelom ====== Blacksmith: Kliftin - weapons and armor from 5 to 150 gold Food: The Bunk and Stool - 2 to 25, Fish (3) best value Inn: The Bunk and Stool (5) Trainers: De Snel - Combat + 2 (40) Minoc ===== Blacksmith: Zorn - 12 to 300 gold Food: The Chequered Cork - 2 to 35, no good values here Trainers: Karenna - Dex, Combat (20) Jakher - Str, Int (20) Transportation: Ship - The Excellencia (1000) Sextant - 150 gold Moonglow ======== Food: The Friendly Knave - 2 to 25, trout best value (2) Healer: Elad - Healing (25), Curing (10), Resurrecting (425) Potions: Mariah - Awakening (15), Invisibility (90) Spells: Mariah - Black Pearl (8), Garlic (1), Ginseng (2), Mandrake Root (7), Nightshade (6) - 23 spells at optimal price Trainers: Chad - Dex, Combat (45) Jillian - Int, Magic (35) New Magincia ============ Food: The Modest Damsel - 1 to 12, Fish (5) best value Inn: The Modest Damsel (3) Transportation: Ship - The Nymphet (600) Sextant - 40 Paws ==== Antique's: Beverlea - Hourglass (5), etc. Food: Thurston - Flour (12) Morfin - Beef (2), Ham (4), Mutton (3) Andrew - dairy Camille - carrots (1) The Salty Dog - 1 to 12, no good values Inn: The Salty Dog (5) Serpent's Hold ============== Food: The Hallowed Dock - 1 to 16, Trout is best value (3) Healer: Leigh - Healing (25), Curing (8), Resurrection (385) Training: Menion - Str, Combat (45) Transportation: Ship - The Dragon's Breath (600) Skara Brae ========== Although no one outside of this sad town mentions it, this town is dead, and has been for some time. If only the Avatar would appear and free its sad spectre's from their eternal torment. Terfin ====== Food: Tavern (nameless) - 1 to 12, flounder best value (2) Healer: Inmanilem - Healing (25), Cure (10), Resurrect (430) Training: Inforlem - Str, Dex, Combat (50) - Int + 2, Magic (50) Trinsic ======= Blacksmith: Dell - 10 to 80 Food: The Honorable Hound - 2 to 30, Mutton (3) best value Healer: Chantu - Healing (30), Cure (15), Resurrect (400) Training: Markus - Combat (20) Transportation: Ship - The Scaly Eel (600) Sextant - 80 Cart - 60 Vesper ====== Food: The Gilded Lizard - 1 to 20, Flounder (4) best value Gargoyle Tavern - 2 to 14, no good values Potions: Wis-Sur - 10 to 150 Spells: Wis-Sur - Black Pearl (34), Blood Moss (16), Mandrake Root (32), Spider Silk(20), Sulfurous Ash (25) - you can haggle these - 4 spells at optimal price Yew (and Empath Abbey too) === Healer: Reyna - Healing (30), Cure (10), Ressurect (400) - Half price if you give her flowers (SUBPLOT) Spells: Nicodemus - Blood Moss (3), Garlic (2), Mandrake Root (5), Nightshade (5), Spider Silk(3) - 21 spells at optimal prices Training: Bradman - Dex + 2 (30) Penni - Str, Combat (35) Perrin - Int + 2, Magic (45) +=====================+ | D. Secret Locations | +=====================+ Here are some of the out of the way places that hold some treasure of some sort X Marks the Spot: 2 Glass Swords, Key (48N, 138E) Pirate Fort: Gold, etc. (39N, 158E) Burnt out Fort: Nuthin' (81S, 202E) Chest South of Trinsic: Full set of Magic Armor (128S, 4W) Abandoned Keep: Magebane (16N, 37E) Crypt: Full set of Magic Armor, Death Scythe, Soul Cage (53S, 65W) Island Treasure: Gold Bars, Gold (117S, 42W) Island Cave: Magic Helm, Gold Bar, Gold, Key (125S, 73W) Forest Altar: Magic Shield (55N, 32W) House in Woods: Gold (34N, 27W) Another Island Cave: Gold Bars, 4 Glass Swords, Magic Boots, Magic Gauntlets Gold, Lightning Whip, etc. (168S, 27E) Island W of Serpent's Hold: Blackrock, Reagants, Lockpicks (162S, 8E) Desert Cave: Magic Armor, etc. (43N, 118E) Skeleton Key: W of Trinsic? +=============+ | E. Cheating | +=============+ Debug Menu Cheat: ----------------- This cheat must be activated before you even start the game. At the command line type: ultima7 abcdis a character code, that looks suspiciously like a space. If you've never done "Alt Codes" before this is how they work: Press and hold the ALT button, press 2 5 5 on the numeric pad (its on the right side of your keyboard) and let go of ALT. In the game, press F1 to bring up a list of Commands for cheating F2 to bring up the Debug Menu. F3 to bring up the Teleport Map F5 casts any spell (hit F5, push number of the spell, select who gets to cast it, and if needed select what to cast it on) 4 - dumps contents, used to see what someone is carrying. Try it on Lord British. The Debug Menu should look exactly like: [b]usiness schedule [h]ack mover...: No [d]o Schedule.: All [l]ocation.....: Off [g]ame flags [i]nspect [n]umber ID...: Off [m]odify Npc [t]eleport [u]nk BugChkin : Yes [p]ower Avatar: Off [q]ueue Toggle.: Off [s]et time [c]reate item [+-] Time Rate: 1 [a]ctivity dump [f]ollowers...:* No* [X]it For the purposes of this debug menu, the avatar is considered NPC 0, with everyone else in the game numbered as well. Choosing "Number ID" will show all the NPC numbers. -- "Hack Mover" allows you to pick up all objects, including the scenery. Nothing is more fun that picking a mountain apart to see how it ticks. Also you can pick yourself up. -- "Followers" brings in everyone that can join your party. (up to the maximum number of followers anyway) -- "Game Flags" will show you the flags. For example, if you walk into a room and something is supposed to happen, what actually happened was that you tripped a game flag that told the computer to do something. -- "Create Item" is just what it says. You can create EVERYTHING, including an Avatar Corpse! Creepy! Now a little bit more on the "m"odify NPC option. You can modify every NPC in the game, including all enemies. You can affect their (or your) stats, status, and make them do things, called a "business activity". Typical business activities are "preaching" (what the Fellowship people do) "baking", "follow avatar", etc. If you set yourself to preach in a Fellowship Hall, you will do exactly what Batlin (or the others) does. Creepy. The best "status" change you can do is to make yourself Ethereal, which is essentially a walk through walls option. Very fun, but remember you cannot go up stairs, or go up in any way at all while ethereal; instead you will walk through the stairs. To go up a level while ethereal use the Hack mover and pick yourself up. **WARNING!!!** Doing any of the above cheats can result in a corrupted savegame. You may not be able to pass the game if you cheat! So don't save it if you cheat and don't cheat unless you don't want to pass the game. You shouldn't cheat anyway... what kind of Avatar are you? Exp Trick: ---------- Talk to the 2 pirate friends (see SUBPLOTS for Buccanneer's Den) and get 10 exp, there is no limit to the amount of times you can do it. Lord British Catches you Cheating: ---------------------------------- One funny thing to do is to teleport to 209,407,0 (Hex coord). It is a room in the mountains that can only be reached via cheating. And it really pisses Lord British off! The time I did it, he teleported there and started attacking me, calling me a cheater, and whatnot. Then if you access the cheat menu, all it will say is "Oink". Every Item, In Trinsic: (a7,978,0) and (73b,477,0) ----------------------- Go to the Blacksmith house, and stack the crates to form a ladder to get onto the room. Climb up there and walk behind the chimney. You will be teleported to a room that has every item in the game (including PLOT items like the Rudyom's Wand, the 3 Blackrock pieces, etc), and teleporters to every major location in Britannia. Another way to get to the teleporter room is to place an object (anything that you can climb on) to the left side of the bottom tree to the right side of the Gargoyle's house in Britain. Then climb on and it will teleport you to the room. Isle of Fire, Secret Chamber: ----------------------------- On the Isle of Fire in the Test of Love, at the Stone of Castambre, right next to the Stone is a lever. Flick the lever to open a passage in the previous dungeon to a room with 9 Glass Swords, a Death Scythe, and a Firedoom Staff. Maybe We Could Just Censure the King: ------------------------------------- Lord British is hiding a secret. He's having an illicit love affair with the chambermaid of the castle. Sounds suspiciously Clintonian. The only way to get evidence of this, is to kill Lord British, and read the Will on his body. He can be killed very few ways. One is to use the Demon Sword on him, Two is to use a Cannon on him, and Three is to cheat him dead, and lastly, everyday around noon (i think) he stands underneath the sign "Lord British's Throne Room" double click the sign, and it will behead the king. What if They're Dead, Sir? -------------------------- Where do people go when they die? Why, the House of the Dead, of course! There is only one way to get here, and that is to use the Debug Menu Teleport. It is located at 5a8,508,0. However, it's empty around the start of the game. So, say you kill someone, and then you teleport here, you will find them here lying down. So what is left back in the real world? Their corpse is considered an item, not an NPC, and all NPC's have to be somewhere in the world, so they are stuffed here. Resurrecting them will destroy the corpse-item and bring them back. Troll Doll: ----------- One of the actors in Britain has a Troll doll in his possession. To see it either kill him, or 4 him. Alagner's OTHER Study: ---------------------- Remember looking into the crystal ball at Alanger's place and seeing him murdered? Its actually a place! Teleport to a82,974,0. Of course if you teleport in on someone getting murdered, you're likely to get attacked yourself! And just to the south of this study, is another study! Wow, that's three! In that one Alagner is working (it's what you see if you look in his crystal ball _before_ he is murdered). USECODE: -------- Everything anyone says in the entire game is stored in the file called "usecode". To change what someone says, merely open it up and change it. NOTE: This is not recommended, plus you cannot change the LENGTH of what someone says, just the message. If the text starts out 10 letters long, it has to end out that long. Those Wacky Programmers: ------------------------ If you sit through the entire credits sequence (at the title screen there is an option to "View Credits", don't you ever pay attention?), then a new option will appear, "View Quotes". You will get to see what was on the programmers minds when they made this game. Oink. +=============+ | F. Monsters | +=============+ There are a great many evil and vile creatures to be slain in Britannia. The following is but a simple list of them. Stats and Exp may vary from creature to creature. Also Exp is based on you doing all the damage to the creature. Name: STR: DEX: INT: COMBAT: EXP: NOTES: ----- ---- ---- ---- ------- ---- ------ Acid Slug 13 6 3 9 16 Alligator 18 11 3 15 27 Brigand 19 21 15 17 31 Corpser 16 2 9 12 20 underground tentacle Cyclops 19 15 11 15 27 often has gold nuggets Dragon 40 12 23 18 59 *MAGICAL* Drake 21 10 11 17 48 Emps 14 13 19 1 11 *NON EVIL* Gargoyle 16 15 10 7 15 Gazer 5 20 12 8 25 *MAGICAL* Ghost 11 11 16 11 20 *ETHEREAL* Giant Bat 1 15 1 10 10 Giant Bee 10 26 4 20 24 Giant Scorpion 12 13 5 16 17 poisonous Giant Rat 5 8 4 6 9 poisonous? Giant Spider 13 19 11 13 14 Gremlin 6 16 11 10 16 turn into food when killed Harpy 11 14 7 17 36 Headless 14 9 8 15 23 often has gold nuggets Hydra 24 20 24 16 42 Kraken 14 7 10 14 24 *SEA* Kissme 10 22 9 4 44 *MAGICAL* *NON-EVIL* Liche 16 15 23 18 37 *MAGICAL* Mage 12 16 20 16 32 *MAGICAL* Mongbat 12 14 4 13 18 Paladin 20 16 14 21 29 Pirate 16 18 16 22 29 Reaper 15 16 9 17 24 *MAGICAL* Sea Serpent 23 16 15 15 24 *SEA* Skeleton 14 12 5 11 20 Slime 1 2 2 10 10 *REPLICATES* Snake 8 14 7 3 11 poisonous Stone Harpy 28 28 25 26 55 Swarm 1 17 2 2 -- Troll 17 7 8 12 26 Unicorn 30 30 30 30 38 *NON EVIL* Wisp 6 27 26 17 -- *MAGICAL* *ETHEREAL* Wolf 11 14 7 15 18 +======================+ | G. Keyboard Commands | +======================+ i - opens your item screen, each subsequent "i" opens each member of the party's item screens. z - opens your stat screen. c - combat on/off s - save/load screen v - version h - left/right handed mouse ESC - gets rid of all windows on screen +====================+ | H. Gameplay Issues | +====================+ Mo'Slo: ------- If your computer is Pentium or better, then you will most definately want to use Mo'Slo when running Ultima 7. Mo'Slo will cut your top of the line pro- cessor down to size. Mo'Slo can be obtained from: "http://www.geocities.com/TimesSquare/Dungeon/1350/moslo.zip" Using Mo'Slo is as follows: "moslo.com /50 ultima7.com" or "moslo /50 ultima7" may also work. The '/50' will cut the processor speed in half. A P200 will be a P100, etc. Just remember, the lower the number the slower it goes. Saving Conventions: ------------------- When you save your game, it is best to number the save, give a location and to say what's going on there. If you don't, then you don't play it for a month and you forget which save was the one you used last. Errors: ------- I have personally encountered a lot of bugs in this game. One way to see the most bugs is to cheat (this happens to me a lot in the Cube maze) and try to play the game that way. Sometimes you can just go back to a previous save, and other times your whole game is lost. Version: -------- The final version of this game was 3.4. To check which version you have press the "v" button in the game. If you have version 3.0 you should probably down- load the upgrade at: "http://www.gamesdomain.co.uk/patches/u7up34.html" +======================+ | I. Online Resources: | +======================+ Here is every online resource that I have ever found, some useful, some just for fun. "http://www.gamefaqs.com/" - Gamefaqs "http://www.gamefaqs.com/computer/doswin/faq/ultima_vii_a.txt " - This FAQ "http://www.geocities.com/TimesSquare/Dungeon/1350/ultima.html" - Good Ultima Page "http://www.surfing.net/ultima/" - nice Ultima Site, with Music Archive "http://www.origin.ea.com/" - Origin's Official Site "http://www.owo.com/archive/" - Ultima Web Archive "http://www.owo.com/archive/ultima7/index.html" - Ultima 7 page on Web Archive Includes a Map, weapons locations, coordinates, and a patch Online Utilities: ----------------- General Midi Upgrade: "http://members.aol.com/mikenewt/ultima/ult7gm.zip" Shapes Viewer: "http://www.geocities.com/TimesSquare/Dungeon/1350/u7shapes.zip" Speech Extractor: "http://psycho.simplenet.com/home/ultima/files/speech.zip" Add On, Kataba Aja: "http://psycho.simplenet.com/home/ultima/files/isle.zip" Technical Files: ---------------- Origin Tech Support: "http://www.origin.ea.com/tech/gamefaq/ultima7.html" Ultima and the Soundblaster AWE 32: "http://www.powerup.com.au/~mfleming/ultima/ult-awe32.html" How to Edit Ultima 7: "http://psycho.simplenet.com/home/ultima/files/u7edit.txt" +=====================+ | J. Acknowledgments: | +=====================+ Weapon Locations from "The Void" - "http://www.cyberus.ca/~wolf2/weapons.shtml" Some Brittanian Locations from the Ultima Web Archive - "http://www.owo.com/archive/ultima7/coord.html" Shameless Self Promotion: I have also written faq's for: The Legend of Zelda (NES) Ultima 4 Ultima 7 Part 2: Serpent Isle Sid Meier's Alpha Centauri Ultima Underworld (keyboard commands) Rollercoaster Tycoon All can be found at: http://www.gamefaqs.com/ ASCII art was created by me, and that is why it doesn't look as good as other ascii arts in my other FAQ's. If there are any mistakes, questions, or comments email me at: manymoose@hotmail.com Version History: ---------------- Original Version (2-22-99, 104k) Changes in 1.1: (2-2?-99, 106k) fixed the lettering in the Appendix (there were 2 "F."s before) fixed the Contents added to "food" and "spells" sections other small and sundry changes Changes in 1.2: (3-2-99, 108k) added new money making scheme added to the cheat section fixed a rather embarassing error added note on SNES version various small and sundry changes Changes in 2.0: (3-7-99, 123k) Completely revised, reviewed, and rewritten redid the ASCII art added Almanac section to appendix (ugh...) redid the monsters section redid the Spells section new online resources Changes in 2.1: (4-12-99, 123k) Fixed some spacing problems Changed "Erstam" to "Erethian" (oops!) Added Shameless Self Promotion Changes in 2.15: (5-25-99, 125k) Added trick to Pirate Friends Sub Plot and Cheats Small Format Changes involving the Contents Small Format Changes involving "Other things to do" in the Walkthrough Small Changes This document is Copyright 1999 by Dan Simpson Thanks to Revolution reader Dan Simpson!
Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.