Ultima VII - Ultima Collection Manual
Ultima VII - Ultima Collection Manual
FELLOWSHIP
as written by Batlin of Britain
i. Ancient Sosaria
Long ago, before the formation of the kingdom of Britannia, the land was known as Sosaria. It was little
more than a multitude of warring city-states and feudal fiefdoms, and the people of the land suffered for it.
It was wise Lord British, then ruler of the city-state of Britain, who eventually brought the land
and the people of Sosaria together.
The Fellowship
TRAVELLERS
COMPANION
guide to travelling in Britannia,
as written by Batlin of Britain
Buccaneers Den
This island is the notorious home of pirates and thieves. It is a place that is not without risks and dangers
- especially if one is too free in displaying ones money. Still, Buccaneer's Den has attracted many
travellers in recent years with the lurid thrill of its well-monied House of Games and sensuous indoor
Baths. It is also a place where one may purchase many exotic goods.
Britain
This is the opulent and majestic capital of Britannia, famed city of Compassion, and it is where thou
mayest find the Castle of Lord British. Britain is built on the shore of Britanny Bay. It is easily the largest
city in all of Britannia and it has seen much new development. It is the home of the historic Wayfarers
Inn, Royal Theatre and the Music Hall. It is a center of commerce for the entire kingdom. Here in Britain
thou will find vendors hawking their wares, a Farmers Market, shops of every type and fabulous
entertainment for everyone. Britain is also home to the headquarters of The Fellowship.
Cove
The city of Cove is the cleanest city in all of Britannia. Although the city itself is pristine, a traveller
would be wise to avoid Lock Lake, which has become very polluted in recent years. One of the most
romantic places in all of Britannia is the Lovers Walk, which is not far from the Shrine. Across the
mountains from Cove the traveller will find the Bloody Marsh, site of one of Britannias most savage
wars.
Jhelom
Located in the Valorian Isles in southwest Britannia, Jhelom is a meeting place for fighters, paladins, and
rangers. It is the birthplace of many an esteemed Britannian warrior. This city of Valor is also known for
its well-stocked armoury, the hospitality of its barmaids and for its local fighting club, the Library of
Scars.
Minoc
This thriving seaport is located in northern Britannia at the mouth of Lost Hope Bay. Minoc, also known
as the city of Sacrifice, has an active sawmill, armourer, shipwright and branch of the Britannian Mining
Company. It is the home of the Artists Guild, where craftsmen of all types display their craft. In Minoc
there is also an active branch of The Fellowship.
Moonglow
Moonglow is the city of Honesty and sits upon the southern tip of Verity Isle. It is where the Lycaeum, the
great storehouse of knowledge and wisdom, is located. Nearby, the traveller will also find the observatory,
which contains a orrery. An active branch of The Fellowship also operates in Moonglow.
New Magincia
New Magincia is known as the city of Humility, and hence it chooses to remain isolated from much of the
rest of Britannia. If thou venture there, thou will find that the people are basically shy, but also warm and
hospitable once they have gotten used to thee. The city is located on an eastern island well past most of the
main trade routes. Time progresses more slowly in New Magincia than anywhere else in Britannia. The
economy of New Magincia is based on shipbuilding, horticulture and raising sheep.
Paws
Paws is a small coastal village that, because of the continuous expansion of the capital city, has essentially
merged with Britain. While there was a time when this village held a quaint rustic charm, in more recent
years the village of Paws has languished in poverty. A terrible, seven-year drought has forced the closure
of many of the local farms. The industry of paws consists primarily of milling flour, dairy farming and
meat curing. Paws is where The Fellowship runs its shelter for the poor.
Serpents Hold
This opulent castle fortress is home of the honorable Order of the Silver Serpent, the training camp for the
armed militiamen of Britannia. Here fighting men learn more than just the martial arts. They are taught
honor and valor as well. Instruction in the ways of the warrior may be obtained and one may purchase
reliable weapons, armour and provisions here. The Meditation Retreat of The Fellowship is located on an
island east of Serpents Hold.
Skara Brae
This sad town was once know as the city of Spirituality. Few are those who venture to the spot where the
city of Skara Brae once stood, near the mystic forest of Spiritwood, for all that remains are buildings that
stand nearly deserted. While there have been many strange stories as to the going-on in this uninhabited
place, there are few who would seek to verify them. The wise traveller avoids Skara Brae altogether.
Spektran
The sparse isle of Spektran is ruled by the notorious Sultan of Spektran. The sultan is renowned for his
unfriendliness to outsiders, and Spektran is not recommended to travellers.
Terfin
Terfin is the home of the gargoyles, built upon the island once occupied by Sutek the Mad. Most gargoyles
travel daily to Minoc in order to work in the mines. In Terfin one may find the gargoyle Hall of
Knowledge and an active Fellowship branch. Not far from Terfin are the ancient ruins that were once the
palace of the traitorous Blackthorn.
Trinsic
This active seaport south of Paws and north of the Cape of Heroes is known as the city of Honor. Trinsic is
the home of Paladins and also has an active branch of The Fellowship. Travellers might question the need
for the walls that surround the city. As if this would not be enough to keep the city secure, the guards of
the city will not permit anyone to enter or leave the city unless they know the secret password. While this
was once done to maintain the security of the city and the safety of its citizens, it is now done mostly to
sustain a traditional ritual. (Britannian law forbids the open publication of Trinsics password.)
Vesper
Located on the edge of the desert in northeast Britannia, Vesper is an industrial town. Here the main
branch of the Britannian Mining Company is located. Vesper is one of the few places in Britannia where
humans and gargoyles live together in an approximately equal number.
Yew
Yew is known as the city of Justice, but it has changed considerably over the years. The buildings that
remain where the city once stood have been abandoned for many, many years. The citizenry of Yew have
chosen a life independent of normal civilization. They now live scattered throughout the Great Forest.
Their only remaining link with outside civilization is Empath Abbey. The Abbey has assumed
responsibility for the court of Yew as well as its prison. Many travellers to Empath Abbey come to visit the
graves of loved ones at the nearby graveyard.
Pubs
In a Pub one may relax and enjoy a refreshing drink or a fine meal. In many pubs one will hear the local
bard sing rousing songs of legend and lore. When conversing with the other patrons of a pub, be prepared
to hear anecdotes, war stories, local history - perhaps even useful information!
Food Vendors
For a quick meal one could do no better than to sample the wares of the local food vendor. To find the
local food vendor, one need only listen for his friendly bark and call.
Provisioners
There is no end to the number of odd things that a traveller of adventurer may find himself in need of, and
the one place where nearly all of these might be found for sale is the local Provisioners Shop.
Stables
There is no faster mode of land travel that riding in a horsedrawn wagon. When travelling in the
wilderness, the quicker one is, the safer one is. Horses and carts can be purchased from the stables in
Britain.
Magical Reagents
Now that magic is severely on the decline, those who still pursue this dying art may find that many mages
are willing to sell their magical reagents. One need not concern oneself with the freshness of these
reagents, for all things magical only increase in potency with age.
Inns
The inns of Britannia provide the traveller with safety and a place to rest. Camping in the wilderness is
always a risky proposition and the danger to ones health is great, especially in time of inclement weather.
Craftsman
The craftsmen of Britannia are skilled artisans who sell wares made by their own hand. While such items
are often of high price, the price reflects compensation due for the time, toil and talent of the craftsman, as
seen in the high quality of the item.
Armourers
Here one may purchase armour and shields made for the protection of a fighting man in combat. Most
armourers will also sell weapons, thus completely preparing any would-be fighter. Armour is generally
sold piecemeal, but certain armourers have been known to sell entire suits at a cheaper price than the total
cost of each individual piece.
Apothecaries
It is the shrewd apothecary who mixes his strange chemicals and produces the formulas to create potions.
Apothecaries have long since stopped the sale of magical reagents, as magic has become so unreliable.
Clothiers
The marketplace of Britain provides the traveller with an opportunity to purchase clothing, ranging from
the latest fashions to the more comfortable and functional.
Shipwrights
Ships may be purchased from shipwrights in nearly any coastal city. By Britannian law no ship is
considered to be legally held unless the owner has in his possession that ships deed of sale.
Following a tradition that has been passed down from generation to generation for centuries, many signs
and placards in Britannia are written in a unique and attractive runic script that was once the language of
the druids. This strange writing is older than Britannia itself. While the presence of such writing might
befuddle a casual tourist, the wise traveller knows that it is a worthwhile pursuit to learn the meaning of
this writing.
Nowadays, the use of rune writing is beginning to fall out of fashion, and its use generally
denotes an establishment that clings to an antiquated style of operation.
It is the wise party of travellers who make sure that they are well armoured and heavily armed when
travelling in the wilderness. To that end, the following is a brief introduction to the armour and weapons
that one may use to insure ones safety.
Acid Slug - This very unpleasant creature tends to inhabit dark places underground. Its skin exudes
secretions of acid that can burn flesh and are especially damaging to metal. The best weapon to use
against this monster is fire.
Alligator - This vicious man-eating creature lives in swampy terrain and can inflict heavy damage with
its bite and tail.
Bat (Giant) - This large winged rodent attacks by night, aided by its night vision and acute hearing. Its
body is very light and fragile.
Bee (Giant) - This energetic flying insect will instantly attack anything that it perceives as a threat to its
hive. It attacks with a sleep-inducing poisonous sting.
Bird - This type of creature is not openly hostile to human beings, but will probably attack if provoked or
frightened.
Cat - A domestic animal commonly found in city alleyways, this creature performs an invaluable service
in continuously thinning the rat population.
Centipede (Giant) - This large, multi-legged insect frequents cool, dark places. Its poison is considered to
be among the most deadly of any creature. It can be destroyed by fire.
Chicken - This bird can be found on many farms. It is the source of both eggs and delicious meat often
served in inns. It poses no threat to humans, as it will generally run away if attacked.
Corpser - This creature is a type of ghoul that ensnares its victims with its tentacles in order to drag them
off to its lair and presumably kill them in a manner that has never been discovered. Its only known
weakness is fire.
Cow - This harmless farm animal is the source of beef and dairy products.
Cyclops - One of a race of incredibly strong one-eyed giants, when it is not hurling large boulders at its
enemies, its favorite weapon is a large wooden club.
Deer - This swift but timid forest creature has sharp antlers to defend itself. It is the source of venison.
Dog - A domesticated cousin of the wolf, this animal guards homes from intruders, tracks game during
hunts, and is a playmate for children and a pet for adults.
Dragon - Dragons are a mysterious ancient race of highly evolved reptiles that possess magical abilities
and a high degree of intelligence. They have large wings and are capable of rapid flight. A dragon is
formidable in combat and is all the more lethal due to its noxious flaming breath. Its lair is usually a cave
or dungeon where it guards its eggs and treasure.
Drake - This creature is a dragon that has not yet fully grown to adulthood, a process that takes several
hundred years. Like its mature relatives, this creature can also breathe fire and fly. It is commonly found
in the lair of a dragon.
Emp - This extremely peaceful creature lives in the forest. It shuns violence to such a degree that it is
doubtful it will want to have anything to do with any humans it comes into contact with. Some emps
possess a remarkable degree of intelligence and magical ability. Emps are so named because of their
empathic abilities. So sensitive are they to the pain and discomfort of other living things that they subsist
on a diet of such foods as milk and honey.
Fairy - These flirtatious and mischievous tiny flying creatures are rarely hostile.
Fish - This generally harmless water-breathing creature can be found in abundance in the seas, rivers and
lakes of Britannia. It greatly contributes to the local food supply.
Fox - This small, wily mammal is related to the wolf, but is not as powerful or aggressive.
Gargoyle - This red-skinned creature originally comes from the subterranean domain of the gargoyles.
There are two classes of gargoyles - the larger winged gargoyles that possess keen intellect and magical
ability, and the smaller worker drones that possess little thinking ability but are embodied with great
strength.
Gazer - This strange creature is found mostly in dungeons. It hovers about, looking for victims to
mesmerize with its multiple eyes. Upon being killed, the body of a gazer will break up into a tiny
swarming colony of insects.
Ghosts - This magical spirit of the dead has the power to move through solid walls and has been known to
use magic. It can appear anywhere, but tends to frequent graveyards or places significant to the life of the
deceased.
Gremlin - This tiny creature travels in a pack and attacks in a large group. Its primary threat is that it
likes to steal food.
Harpy - This half human/half bird creature nests in mountainous caves. It attacks from the air with the
sharp talons on its feet.
Headless - This ensorcelled creature appears to be a living ambulatory, beheaded human being. It is
unknown exactly how it compensates for its apparent lack of sensory organs, but it manages to do so quite
well. Its favorite method of attack is strangulation.
Horse - This strong, swift animal can be found in the wild or domesticated in the stables. Horses are most
commonly used for rapid transportation from town to town or through the wilderness.
Hydra - This creature is a type of dragon that possesses three heads. Like the dragon, a hydra also can fly
and breathe fire.
Insects - This is an insect swarm capable of causing an intolerable number of bites and stings, as well as
severely spooking horses and destroying crops.
Kraken - This mysterious peril of the sea is not well understood. There have been numerous reports of
sailors being snatched from the decks of ships by huge suckered tentacles and dragged down to the bottom
of the ocean, never to be seen again. No one has yet reported an actual sighting of the full body of this
creature.
Liche - This is an extremely rare type of undead creature that is both dangerous and very difficult to
destroy.
Mongbat - This bizarre and frightening creature is a cross between a bat and a monkey. Its attacks are fast
and powerful, but it usually only inhabits the deepest dungeons.
Mouse - This harmless rodent lives on whatever little scraps of food it can find, although it is especially
fond of cheese. It occupies the space just beneath the cat on the food chain.
Rabbit - This fast, long-eared animal lives primarily on the carrots grown by local farmers.
Rat (Giant) - This filthy, overgrown rodent is a severe hazard to the health of human beings. Immune to
poison and too large to be trapped, this creature has a voracious appetite for garbage and carrion. When it
roams in packs it loses its natural fear of human beings. The bit of a giant rat can cause a variety of
potentially fatal diseases.
Reaper - The reaper is actually a malevolent tree spirit that has the power to reach out and grab passers-
by in its long, powerful branches. The reaper also possesses the magical power to unleash destructive bolts
of lighting. As it is a creature made of dry deadwood, it is quite vulnerable to fire.
Sea Serpent - This creature is a sea-going dragon. It is capable of spitting out fireballs, much the same as
dragons breathe fire. A sea serpent can severely damage a ship with a single lash of its powerful tail.
Sheep - These non-threatening beasts are raised by shepherds, who take them out to graze in great
numbers. Sheep produce both wool and mutton.
Silver Serpent - This creature, seen in the symbols of ancient Sosaria, once more holds the fascination of
Britannia. The venom of the silver serpent is reported to have a strange and lasting effect on people. No
doubt this shall be the subject of further study.
Skeleton - This is the undead reanimation of a fighter who was slain on the field of battle. Skeletons tend
to cluster in hordes and are often following the commands of a sorcerer. In fact, they may continue to do
so well after the sorcerer himself is dead!
Slime - This grotesque gelatinous mass lives in the depths of a dungeon or in the murkiest corners of a
swamp. It reproduces by dividing itself and grows through the absorption of other slimes. Slimes attack by
hurling foul blobs of slime at their intended victims. Fire is known to be a very effective weapon against
them.
Snake - This creature spends the night coiled among the cool rocks and comes out into the sun during the
day. This warms its blood, enabling it to strike more quickly. The creature is venomous and can even spit
venom from several yards away.
Spider (Giant) - While this creature may be encountered anywhere in the wilderness, its lair is its giant
web, which will almost always be hidden in a cool and dark place. A giant spider is capable of spraying its
poisonous spittle from a considerable distance. Its bite is also tremendously painful.
Troll - This brutish creature is the bane of all travellers. Many tales relate how trolls hide beneath bridges
in order to terrorize and prey upon all those who would cross it. The wise traveller would do well to
exercise caution when crossing any bridge, especially those one may come across in the wilderness, far
from the security of a city.
Unicorn - Fanciful stories of these creatures abound in rural areas. The unicorn appears as a splendid you
white stallion with a single great horn rising from its head. Legends speak of how only those who are truly
virtuous may approach a unicorn. Unicorn sightings are rare - so rare in fact that most serious scholars
deny their existence.
Wisp - These mysterious floating lights have been a puzzlement to many an adventurer. They seem
capable of inflicting only slight physical damage, but they also see impervious from physical harm
themselves. It has been said that these strange creatures are very knowledgeable and that they come from a
world other than our own.
Wolf - This plains and forest hunter has long had the greatly undeserved reputation of a vicious predator.
While wolfpacks do thin the weak and the sick from the herds of wild animals, and while farmers must
occasionally be wary of their curiosity, there is little to support the notion that these animals are
bloodthirsty man-eaters.
The Book Of
Archaic
Knowledge
a historical look at the mechanics and use of the arcane arts
before the end of the Age of Magic,
as written by Batlin of Britain
Before anything further is written, it must be noted that the following section is included only as a matter
of historical documentation. The use of magic has long been proven to be unreliable and the suspected
cause of mental deterioration. The author takes no responsibility for anyone who may attempt to practice
magic based upon the information contained herein.
Black Pearl
Black pearl is an exceedingly rare commodity; fewer than one in ten thousand pearls is black. They have
been found at the base of tall cliffs on Buccaneers Den. While a less than perfect pearl may be perfectly
acceptable for decorative purposes, the black pearl of a mage must be perfectly formed or it is virtually
worthless. Black pearl is ground up into a fine powder.
Blood Moss
In recent years the only places where this strange substance can be located are in the Bloody Marsh across
the mountains from Cove (where many years ago thousands of soldiers lost their lives) or in the enchanted
forest of Spiritwood, beneath the rotting bark of dead trees.
Garlic
Certainly this is the most commonly available of all magical reagents. There are few kitchens in all of
Britannia that are not supplied with at least a few cloves of this spice. Garlic cloves are washed and
ground into a paste, providing significant protection from harmful magic.
Ginseng
The healers of our fair land have known of the healthful and restorative powers of this bitter root for
hundreds of years. But to the mage it requires special preparation. It must be boiled and reboiled in the
freshest of water no less than forty times! This reduces it to a strong-smelling syrup that makes a very
potent reagent.
Mandrake Root
This rare plant extract, found only in the darkest, dankest corners of the foulest of swamps, is a most
sought after magical reagent. It is also one of the most difficult of all reagents to prepare, for in being dug
up the tap root of the mandrake plant must not be broken. Also, that root itself must be properly prepared,
boiled and dried. Mandrake root can be found on the Blood Marsh and in a place known as the Fens of the
Dead, south of Paws.
Night Shade
This plant, found only in swamps, only blooms at night. The fungal cap from this rare and unusual
mushroom may be either crushed or boiled into a tea. The mage must always use great care when
handling nightshade, for it is not only a very potent hallucinogenic, it is also extremely poisonous.
Spiders Silk
While this is a common reagent, it can be very difficult to gather any significant quantity of it from any
single source. Mages have been known to frequent caves and crypts and even run their own personal
spider farms in order to maintain an abundant supply of spiders silk. It usually takes at least an ounce of
silk to cast a spell.
Sulfurous Ash
The great quantities of ash generated by a volcanic eruption makes this a common commodity as far as
magical reagents go, but one does usually have to travel in order to acquire a large quantity of it. In recent
years the most common source of sulfurous ash has been the Isle of the Avatar, location of violent volcanic
activity many years ago.
SYLLABLE MEANING
AN.Negate/Dispel
BET.Small
CORP.Death
DES.Lower/Down
EX.Freedom
FLAM.Flame
GRAV.Energy/Field
HUR.Wind
IN.Make/Create/Cause
JUX.Danger/Trap/Harm
KAL.Summon/Invoke
LOR.Light
MANI.Life/Healing
SYLLABLE MEANING
NOX.Poison
ORT.Magic
POR.Move/Movement
QUAS.Illusion
REL.Change
SANCT.Protect/Protection
TYM.Time
UUS.Raise/Up
VAS.Great
WIS.Know/Knowledge
XEN.Creature
YLEM.Matter
ZU.Sleep
iv. Spellcasting
The mage is able to cast spells when the three elements - spellbook, reagents and words of power - are
combined in one unique and fluid action. The mind of the mage must be properly focused, as some spells
affect just one person, other affect a group of people and still other affect a specific area. As a mages
experience in casting spells increases, so too will the potency of many of his spells. Outside distractions
and interference, as well as the intended targets natural resistance, might prevent the successful casting of
any spell.
One factor over which the mage has no control is the state of the ethereal waves when a spell is
being cast. While the ethereal wave are often subject to turbulence, such turbulence is a temporary
condition.
v. Magical Spells
Once again, the author takes it upon himself to warn his readers that the following is included as nothing
more than a matter of historical record. It is a statement of absolute fact that most of these spells do not
work and many will turn back upon the user. The use of magic is strongly suspected to be the cause of a
strange mental deterioration than can affect anyone who has practiced magic. The reader is strongly
discouraged from experimenting with the spells listed here.
Linear Spells
There are certain spells that a mage will immediately be able to learn upon completing his apprenticeship.
They are called Linear spells because they do not directly correspond to any of the eight circles of magic
that exist in the ethereal waves. Linear spells are the only types of magical spells that require no reagents
to cast.
AN ZU (Awaken)
This spell awakens one sleeping or unconscious creature.
AN FLAM (Douse)
This spell extinguishes any small, non-magical fire.
BET ORT (Fireworks)
This spell creates an impressive display of multi-colored moving lights. When the mage becomes more
experienced, he can use these lights to frighten his enemies, sometimes causing them to flee.
BET LOR (Glimmer)
This spell creates a small light source that lasts for a short period of time.
KAL LOR (Help)
This spell resurrects the mage and his party and teleports them to Lord Britishs castle, where they will be
fully healed. Remember that this spell is usable only once by any mage.
IN FLAM (Ignite)
This spell generates a tiny missile of sparks that can ignite flammable material.
VAS KAL (Thunder)
This spell causes a single thunderclap to be heard, as if a terrible storm is imminent.
REL HUR (Weather)
This spell can create a storm or cause an existing storm to stop.
AN NOX (Cure)
Reagents: Ginseng, Garlic
This spell cures poison and restores a person afflicted with paralysis. It has also been known to work
against an assortment of other malicious maladies.
IN LOR (Light)
Reagents: Sulfurous Ash
This spell is a more potent version of the Linear spell Glimmer. It creates a source of light that will
illuminate a darkened area. This light source can travel with the party and lasts for a significant amount of
time.
IN WIS (Locate)
Reagents: Nightshade
This spell reveals the sextant position of the mage, even when underground.
MANI (Heal)
Reagents: Ginseng, Garlic, Spiders Silk
This spell heals half the injuries that its subject has sustained.
AN POR (Paralyze)
Reagents: Spiders Silk, Nightshade
This spell paralyzes an enemy in his tracks for a short period of time.
IN NOX (Poison)
Reagents: Nightshade, Blood Moss, Black Pearl
This spell enables a mage to poison one enemy.
IN ZU (Sleep)
Reagents: Nightshade, Spiders Silk, Black Pearl
This spell causes the enchanted person to fall asleep.
AN XEN EX (Charm)
Reagents: Black Pearl, Nightshade, Spiders Silk
This spell can be used either to ensorcell an enemy or creature into doing the mages bidding, or to free
one who is under the effects of a charm.
vi. Cosmology
There was once a time when much consideration was given to the phases of the moon and the movements
of the heavens. There was much concern over an event, the reoccurrence of which is eminent, called the
astronomical alignment. It was said that the astronomical alignment would create a gateway between
this world and another. In recent times the astronomical alignment has been all but forgotten. With the
end of the time of magic, it is doubtful that such an event will have any significance to anyone but
astronomers.
During this time of magic, a strange form of travel existed, through doorways of light that were
often called Moongates. There were at least two types of Moongates - blue and red. Blue Moongates
sprang up wherever fragments of extraterrestrial rocks called moonstones were buried. These gates
allowed magical travel from one gate to another.
Red Moongates are generated by the powerful artifact known as the Orb of the Moons. A red
Moongate can take a traveller anywhere in Britannia. It has even been said that it can also be used to
travel to other worlds. There have only been two red Moongates in all of known existence - one used by
Lord British, and the other by the Avatar.
Little is known about these gates, but like magic spells, Moongates no longer function as they
once did. Use of Moongates today cannot be discouraged strongly enough. They are dangerous and their
use in this less-than-reliable state has resulted in numerous fatalities.
Ultima VII
The Black Gate
Reference Card
Main Menu
After the game loads, an introductory sequence automatically begins, but it may be skipped by pressing
[ESC] Then the main menu appears, listing four options:
VIEW INTRODUCTION,
START NEW GAME,
JOURNEY ONWARD, and
VIEW CREDITS.
To select one of these options, single-click it with the mouse or use the arrow keys and press [ENTER].To
exit the introduction, character creation or credits, press [ESC].
VIEW INTRODUCTION
The introduction reveals how and why the Avatar has returned to Britannia. Information presented here is
very relevant to your quest. This scene is the same one that you see the first time you run the game.
JOURNEY ONWARD
After you first create a character, this option takes you to the beginning of the actual game. In future
sessions, this option returns you to your last saved game.
VIEW CREDIT5
This option lists all of the many people who worked on Ultima VII.
Introductory Walkthrough
This section guides you through the first few minutes of Ultima VII. It doesn't reveal any deep secrets, but
it does introduce you to all of the basic actions you may perform in the game. It assumes you are using a
mouse, which is highly recommended by both lolo and Lord British.
The scene opens as you, the Avatar, step out of a red Moongate into the Britannian town of
Trinsic. Before you stand your old friend lolo and the stable master, Petre.
Conversations. When lolo addresses you, read each line of text and then click the left mouse
button ("left-click"). Continue until lolo has finished speaking, at which point he automatically joins your
party.
Next, Mayor Finnigan approaches you. Again, left-click after each line of text. Finnigan asks
you to investigate the Trinsic murder. Position your mouse cursor (represented by a green arrow) over the
word "Yes" and left-click to answer him.
Finnigan asks if you've visited the stables. Put the cursor on the word "No" and left-click. He
suggests that you visit the stables and you can begin moving around.
Moving. You (the Avatar) are always in the center of the screen. The stables are through the
doorway to your north (i.e., toward the top of the screen). Position the cursor so that it points upward
(northward) and right-click. You step to the north. Continue moving the cursor and right-clicking until
you enter the building.
Examining Things. When you (the Avatar) enter the stables the roof disappears, allowing you
(the player) to see inside. A horrible murder has occurred! You can look at each object in the stables by
left-clicking on it. Place the cursor over the gold key (lying just west of the body) and left-click. The
word "key" appears (to identify it, if you couldn't tell what it was).
Perhaps the key will provide a clue. Move the cursor to the left of the key and click the right
mouse button twice (,'double-right-click"). You walk to that location. Notice that moving around is
accomplished by right-clicking, and all other actions, like talking and examining objects, are
accomplished by left-clicking.
Using Things. You don't want to be disturbed during this investigation, so close the door by
placing the cursor on it and double-left-clicking.
Taking Things. The key may be a clue. Place the cursor so that the tip of it overlaps the key.
Click and hold down the left mouse button ("left-Click-and-hold"). As you continue holding, move the
cursor around. If the mouse was properly positioned, the key is attached to the cursor. Don't let go yet!
To give yourself the key, move the cursor (and key) over your character and release the left
button. The key will vanish.
Examining Yourself (and other things). Find out if you have the key by double-left-clicking on
your character. An image of your character appears (your Inventory Display), with blue lines indicating
the locations of equipment and clothing. The key is in your right hand.
Put the cursor on the large red check mark and left-click-and-hold. This lets you move your
inventory window; move it to the upper right corner of the screen by dragging it in that direction. Release
the button when you are satisfied with the new position.
You can remove your Inventory Display by left-clicking on the red check.
Talking to People. Perhaps your companion Iolo knows more about the murder. To speak with
him, double-left-click on him. His portrait appears, along with speech. Responses you may select appear
in the center of the screen. Left-lick "Murder" to discuss the murder with him.
When you are finished talking to lolo, left-lick on "Bye" to end the conversation.
Further Investigations. There are other things you might try while inspecting the stables. It's a good
idea to examine everything. Be sure to check out the dead gargoyle at the north of the stables, as well as
the bag lying on the ground. You can see the bag's contents by double-left-clicking on the bag. Try
removing items from the bag, such as the torch. Once the torch is on the around, you may double-left-
click on it to light it. Double-left-click on it again to extinguish it. (Note that while the torch is lit you
cannot move it into any container.) In general, open the inventory of everyone in your party and both
single- and double-left-click on every object. You may discover all sorts of handy things.
When you've finished here, you'll want to leave. You can walk continuously by right-click-and-
holding. You always walk in the direction the cursor points. The farther the cursor is from the center of
the screen, the faster you travel.
Look
To bring up a short description of an object, left-click on it.
Move
Many objects may be moved from one location to another. To move something that is portable, left-click-
and-hold on the object. The cursor changes to a hand to indicate that you are holding an object. Move the
cursor over the desired destination and release the mouse.
Releasing the item over a character places the item inside that character's inventory. If his Inventory
Display is open, dropping the item on a container within the display places the item inside of that
container (see Inventory Display).
If a container is not in anyone's inventory, it must be open (its display visible) to drop an item
into it.
If an object is too heavy or too large to fit inside a container, or if you can't reach it, a message
saying so appears in red above the object.
Use
To use an object, double-left-click on it. Each type of item functions uniquely when used. For example,
using an unlit lamp will light it; using a lit lamp will extinguish it.
Some objects may be used on other objects (e.g., a bucket on a well). Double-left-clicking on
such an item turns the cursor into green crosshairs. Moving these to the target item and left-clicking uses
the first item on the second.
Double-left-clicking on many usable objects brings up a display that provides more information
about that object. For example, double-left-clicking on a chest brings up a display that reveals the
contents of the chest. The contents may then be moved and manipulated like any other object within the
world. The bodies of fallen foes are treated like chests for these purposes.
In addition, the displays themselves may be moved in the same manner as moving an object -
left-click, drag, release. Single-clicking on the red check at the left side of the display or pressing [ESC]
will close that display.
"Using" a person has several meanings. Double-clicking on a person while not in combat will
initiate a conversation with that person. (For more information on how conversations work, see Screen
Display.) However, doing so while in combat mode indicates that you wish to attack that person. If you
are clicking on a member of your party while in combat mode or while your Inventory Display is up, that
member's Inventory Display will appear.
"Using" the Avatar will bring up your character's inventory (see Inventory Display).
To use a cart, double-left-click on a chair in the cart. Once all of the characters are seated, move
the cart as if you were moving the Avatar. A boat operates under the same principle, but you must double-
left-click on the sails instead of a chair. To stop using a cart or boat, double-left-click again on the chair
or the sails, respectively.
Attack
While in combat mode, double-left-clicking the cursor on another person who is not in your party or on an
object initiates an attack on that person or object. If you are in combat mode, and in any attack mode
other than Manual Mode (see Combat), you automatically attack any nearby hostile foes.
Walking
The arrow keys may be pressed to walk one step in the desired direction. Holding the shift key down
while pressing an arrow key will allow the Avatar to take three steps instead of one. if [Num-Lock] is on
during play, every step will be a triple one.
Manipulating Objects
Press [Spacebar] to make the hand cursor visible. Now the arrow keys will move the cursor instead of the
Avatar. Holding down [Shift] will increase the rate at which the cursor travels.
Treat [Ctrl] as if it were the left mouse button. For example, a single "click" identifies an object,
while a double-click" uses it.
If you are in any attack mode, there is no red cursor to remind you, but "double-clicking" still
initiates an attack.
Displays
SCREEN DISPLAY
In Ultima VII. the entire screen is devoted to displaying the map. Any messages or other relevant
information appear over the game map, at various places.
During conversations, a portrait of the character are speaking to appears in the upper left corner
of the screen, with ail of his text appearing to the right of the portrait. If any Other characters interject,
their portraits appear in the lower left corner of the screen with their text just to the right of their portrait.
During conversations, your portrait appears in the center of the screen, with your word options appearing
to the right of your portrait. Selecting a word or phrase from your options initiates a response from the
character you're talking to.
Text that identifies an object appears just above that object. Text that appears just above a
character icon means that that particular character has spoken.
INVENTORY DISPLAY
When you double-left-click on yourself, your Inventory Display appears. This is also true of any character
in your party, as long as you have first brought up your own Inventory Display.
Dove/Flaming Sword. At the left of the Inventory Display is either a dove (non-combat mode) or a
flaming sword (combat mode) icon. Left-click on this icon to switch from one mode to the other. During
play, the color of the cursor arrow indicates whether you are in non-combat mode (green) or combat mode
(red).
Containers. Double-left-Clicking on any container in your inventory reveals the contents of that
container.
Disk. On the right side of the Inventory Display is a disk icon. Left-clicking on this brings up a window
that permits you to load or save a game, turn sound and music on and off, or exit the game.
Heart. Below the disk is a heart. Left-clicking on this icon reveals the Status Display.
Numbers. At the bottom of the Inventory Display is a number next to another number (e.g., "24/36"). The
number on the left is the weight that the character is carrying expressed as stones. The number on the
right is the maximum number of stones that the character can carry. When buying items from
shopkeepers, you are told if an item is too heavy for you to carry.
In addition to weight, items also have volume. Sometimes you are told that you cannot carry an
item because your hands or your packs are full. By rearranging your equipment (e.g. putting a weapon in
your pack or buying another backpack), you may be able to carry the new item.
Current Attack Mode and Protected Halo are described in Combat.
SPELL BOOK
Double-left-clicking on the spell book in your Inventory Display brings up its display. To Cast a spell,
double-left-click on that spells icon. To select a spell without casting it, left-click on its icon in the spell
book. The buckle on the bookmark moves to that Spell.
There are six spells (Fire Blast, Paralyze, Lightning, Explosion, Death Bolt and Sword Strike)
that may be cast in combat by double-left-clicking on a target as if attacking it. If the spell book is in your
hand and the book was closed while that spell was selected (the bookmark's buckle was on that spell),
using the mouse to attack causes you to cast that specific spell (as long as you have the spell points and
reagents necessary). Also, if you (the Avatar) are not in Manual Mode and have your spell book ready (in
hand), you cast spells automatically.
STATUS DISPLAY
The Status Display lists a character's current attributes, both primary and secondary, and whether that
character is unconscious, poisoned, charmed, hungry, protected, cursed or paralyzed.
PRIMARY ATTRIBLITES
Strength, Dexterity and Intelligence are the primary attributer, With values ranging from 1 to 30. The
higher an attribute is, the better. The remaining attributes are secondary statistics.
Strength determines several things, including how much you can carry, how much (if any) additional
damage you do with a hand-to-hand weapon, and how many Hits you can take before dying.
Dexterity affects such things as how fast you are and how well you pick locks. Faster characters can
move and attack more often than slower ones. Dexterity determines your Combat skill.
Intelligence determines several things, including your Magic skill and how well you cast certain spells.
SECONDARY ATTRIBUTES
Combat. Your base combat skill is derived directly from your dexterity. It determines how likely you are
to hit in combat with normal weapons.
Magic. Your base magic skill is derived directly from your intelligence. It determines the maximum
number of Mana points you can have.
Hits are derived directly from your strength. They are reduced by damage, poison and hunger. When
your Hits reach 0, you are unconscious.
Mana records the current number of Mana points you have at that moment. The less active you are, the
greater the rate at which Mana points return.
Level indicates your overall prowess. As you gain experience (see below), your level increases. As your
level increases, you have the opportunity to raise one or more of your primary attributes. In
addition, Hits usually increase as your level does.
Experience points (Exp) are a measure of your accomplishments. Every time you solve a quest or slay a
monster, each member of your party gains experience points. After earning the required number
of points, a character's level increases.
Training points are accrued with experience points. To increase strength, dexterity, intelligence, combat
or magic, you must find a trainer who teaches expertise in that specific attribute. if you pay the
trainer's fee and "trade in" training points (representing your study and practice with the trainer),
the attribute you are concentrating on increases.
In the lower left corner of each character's inventory Display is an icon representing the attack mode for
that character when he is in combat. The following attack modes are available:
Flank The character will attempt to Flank the enemy (to either side).
If the Avatar's attack mode is anything but Manual Mode, he selects targets on his own (according to the
rules of his attack mode) and fights those opponents without any further input from the player. The player
may override control at any time (by double-left-clicking on a specific target to attack it, right-click-and-
holding to lead the Avatar in a certain direction, etc.).
When not in Manual Mode, the Avatar does not select fleeing or disabled (sleeping, paralyzed or
unconscious) targets on his own, and breaks off an attack once any of these conditions are met. To make
the Avatar pursue an enemy to the death, double-left-click on the opponent after it has already fled or been
disabled.
Flee Mode
If a party member is seriously injured, he may flee. Neither the Avatar nor party members in Berserk
Mode will ever flee. Normally, fleeing characters might drop some of their possessions. Party members
who have been set to Flee Mode will make an orderly retreat and will not drop any of their possessions.
I Opens up the Inventory Display of each party member, beginning with the Avatar.
Z Opens up the Statistics Display for each party member, beginning with the Avatar.
V Displays a scroll showing the version number of your copy of Ultima VII
H Changes the handedness of the mouse by swapping the functions of the left and
right moues buttons. The left button is now used to move around, and the right button
to manipulate objects. This H toggle affects only the mouse, not keyboard
commands.
Esc Closes Save/Load windows, if it is open. If Save/Load is not open, closes all open
displays and windows.
Ultima VII: The Black Gate Walkthrough
By Courtney McMillan
General Tips:
Walkthrough
Trinsic - You will be joined by Iolo, and then approached by Mayor Finnigan. Agree to investigate the
murders and report back to him. Go into the stables and look at the body on the floor (Christopher). Get
the key that is by the body, and the bag of gold and jewelry in the NW room of the stables. Talk to Petre
about the murders.
Now go and talk to Mayor Finnigan about the key you found, and he will tell you to talk to Spark
(Christopher's son). Go to the healer's (112S, 2E) and talk to Gilberto (a guard). Find out about the attack
on him and the Crown Jewel. Talk to Johnson (the other guard) and discover more about the incident
against Gilberto. Gilberto will tell you to talk to Gargan, the shipwright, about the Crown Jewel.
Go to Gargan and ask him about the Crown Jewel and discover that it sailed for Britain, but he doesn't
know who was on it.
Now go to Spark's house (100S, 4E), and talk to Spark. Ask Spark about his nightmare, and he will tell
you about the man with a hook for a hand and a wingless gargoyle (very important). Allow him to join the
party (he will be tough later). Use the key from the body in the stable to open the chest in Spark's house,
and get the Fellowship Medallion and the gold. You can use the hammer on the parrot to find out a secret
treasure location (169S, 28E - just west of Serpent Hold).
Now go to the Fellowship Hall (108S, 10E) and talk to Klog. Do not wear the amulet you found at Spark's
house. Klog will tell you he got into an argument with Christopher and that Christopher verbally assaulted
Klog and his friends, Abraham and Elizabeth. Do not join the fellowship at this time. Now go and talk to
Gargan again, and he will tell you about the man with the hook and a wingless gargoyle that he saw after
sundown.
Now that you have all this information, go to Mayor Finnigan and report all you have discovered. Answer
all the latitude and longitude questions and get the password to leave Trinsic.
Before you leave Trinsic, go to the armorer's and get some swamp boots, you will need them to get to
Paws. Also, stock up on mutton at the The Honorable Hound Inn, the price is good, and mutton is the most
filling food in the game.
When you leave Trinsic, walk north to go to Paws. The actors in the shack serve no real purpose, but listen
to them to gain some insight into the Fellowship.
Extras: Go to the Armorer's and move the wooden shield in the main room and flip the lever you find
there. Now you can get into the backroom of the shop
and get some weapons and armor.
Paws - When you arrive in Paws head straight for the butcher's shop (69S, 0E)(run by Morfin). Talk to
Morfin and find out about the theft of his Silver Serpent Venom. Agree to help him find the thief. While in
the butcher shop, move the bucket of blood on the west wall and pick up the key you find on the floor.
This key will open the chest in Morfin's house. Now go to Morfin's house (which is just north of the
Antiquities shop). Use the key from the butcher shop to open the chest and get the key you find in the
chest. Take this key back to the butcher shop and use it to open the door to the north. Now use the key you
found under the bucket of blood to open the chest in this room. When the chest is open, you will find a
ledger inside. Use the ledger to read it, and then go ask Morfin about the ledger. He will say that he has
sold the venom to people besides the ones he originally told you, but that it is perfectly legal for him to do
this (blah, blah).
Now go to the Fellowship Shelter (58S, 8W) and talk to the people you find there. Alina will tell you about
her wrongly accused fruit stealing husband Weston (who you will save in Britain). You will also talk to the
lovely folks who run the shelter: Brita and Feridwyn. Brita is a shallow cretin who will tell you all sorts of
gossip about the folks in town, and her husband, Feridwyn, is little better, although his info is a little more
helpful for the small quests around town. You may meet their progeny, Garrit, who is a prince of a child.
Just talk to him, and don't worry about what he spouts out. These people will tell you to talk to Camille
and Tobias.
Go to Camille's house (53S, 8W) and talk to her and her surly son Tobias.
Now go to the shelter again, and Feridwyn will approach you and say that he saw Tobias with the venom
and you should do something. Go to Camille's house again and she will approach you and say that Tobias
is falsely accused, and tells you to go talk to Morfin. Go talk to Morfin at the butcher's.
Morfin will say that he doesn't think Tobias did it because he doesn't show signs of its use. Morfin says
that Garrit has been acting odd, and dropped a key outside the shop. He will then give you the key (it is
bright green if you check in your backpack, you cannot miss it).
Now return to the shelter and use the green key on the chest with the musical pipes in front of it. If you
look in the bag in the chest you will find the snake venom vial. Take the vial and go find Garrit and
confront him about it. He will admit to taking it and planting it on Tobias, and he will beg you not to tell
his parents. Do so immediately. When you tell Feridwyn, he will bust Garrit, but still blame Tobias. Now
go and talk to Camille, and tell her the good news, she will be happy. Talk to Tobias and notice the change
in his attitude.
Now return to Morfin and give the vial back. Task done.
SIDE PLOT: Now go to the Miller's and talk to Thurston. Get him to tell you he is hot for Polly (who runs
the inn). Now go to The Salty Dog and tell Polly what Thurston said. She will say she likes him too. Now
go and tell Thurston what Polly said and he will start a courtin'. Task done.
SIDE PLOT: You can also ask Camile about wheat, and deliver it to Thurston for some money. Task done.
Go and buy the hourglass from Beverlea and keep a hold of it. Go to Britain.
Britain - Go and talk to Lord British. Talk about your friends and then Trinsic and tell him you learned
something. He will tell you to see Clint (the shipwright) about the Crown Jewel, and Mayor Patterson
about the murder. At this time you should also get the Orb of the Moons from him and learn about your
stuff in the storeroom. Now go to Lord British's study, open the drawer of his nightstand and get the key
you find there. Now flip the lever in the corner of his bedroom and make your way to the stairs and go up
to the second floor. Walk to the NW corner of the castle and go in the storeroom and get your goodies.
Now go and talk to Clint, who will tell you that the Crown Jewel hasn't been in Britain for a long time.
When you talk to Mayor Patterson, he will tell you that there was an identical murder a very long time
ago, and that the victim was Finster. Finster was running for political office and wanted to disband the
Fellowship, and so had a lot of enemies.
Now go talk to Batlin and join the fellowship. He will send you to Minoc with a sealed package (you can
open it, it doesn't matter) to deliver to the Fellowship office there.
Now go to the Avatar museum and steal the Virtue Stones (it won't hurt your virtue) so that you will have
them to cast Recall spells (do this by setting the stone on the ground, cast Mark on it, and pick it up.
When you cast Recall on the stone, and you will return there).
Now go to 2N, 48E and double click on the green fish by the cattails. Get the key inside and use this key
to open Mack's Shed (22S, 26E) and get the Hoe of Destruction.
If you go to Selwyn's Tower (6N, 51W), walk to the North side of the tower and cast Telekinesis on the
lever you will see. Go in and loot.
Now go to Cove.
Cove - Talk to Rudyom, and he will tell you about his black rock experiments. Take the Transmutation
Wand and the 4 blackrock pieces.
SIDE PLOT: Lord Heather is here if you need to get the bill from Miranda signed (about cleaning up Lock
Lake). Janna is here, and will join you (free healing,
but it's pretty occasional).
SIDE PLOT: If you want, talk to Natassia and say you will help her. She will say her dad was killed near
Yew. (You will solve this in good time.)
Minoc - It is best to walk to Minoc, if you cannot find the body that has been murdered, go to a previous
save game and walk to Minoc, it should clear up the
problem.
When you get to Minoc, walk to the sawmill (63N, 73E) in the SE part of town. When you enter, there
will be 2 hacked up bodies (just like Trinsic). Get the serpentine dagger and the Fellowship candelabra.
Talk to Mayor Burnside about the dagger and find out who the victims are (Frederico and Tania who are
gypsies). Now go to the gypsy camp (61N, 85E) and talk to Sasha. He says his parents were mad that he
joined the Fellowship. Jergi will tell you the gypsies aren't welcome all over the place.
Now get Margareta to tell your fortune. She is a font of information but will charge you 20 coins, but it is
worth it (and necessary). She tells you to find the Time Lord, but he is in trouble, so go talk to the wisps
about it (in the Yew forests). She also tells you to talk to the Monks at Empath Abbey.
Now talk to Xantha at the artists' guild about the candelabra and she will tell you to chat with Elynor
about it. Before you rap with Elynor, talk to Jakher at the training hall and find out about Frederico
tossing a rock through the Fellowship Hall window (sounds suspicious huh). Now give the box to Elynor.
The scroll inside talks about Christopher building something. Ask Elynor about the candelabra and listen
to her story.
Owen, the shipwright, says he saw a guy with a hook creeping around town last night, and that the Crown
Jewel was in town the night of the murders (aha). Rutherford, at the bar, knows Hook is a pirate, and
knows some interesting tidbits about the Crown Jewel. He also says the murders look like Hook's style (the
plot thickens).
SIDE PLOT: You can also put Owen out of business by proving he builds unsafe ships (you get experience
for this).
Now go to Paws (Elynor did say that was where they were headed).
Paws - Go and buy the hourglass from Beverlea and keep a hold of it. Now go to Jhelom. If you do not
have money for a boat go and get the magic carpet at the entrance of Despise (9N, 30W). Hug the
mountains and you will see the carpet on the ground. Take it and head for Jhelom. (Side note: Never fly
over the Isle of the Avatar with the Magic Carpet.)
Jhelom - When you talk to Mayor Joseph, he says that Elizabeth and Abraham have set sail for Britain.
Take the serpentine dagger to the Library of Scars (137S, 45W) and show it to De Snel. He will say that
Serpentine weapons are from the Library of Scars, say it was stolen and attack you. Take him out (it is ok
to attack folks if they jump you first).
SIDE PLOT: You can go to Sprellic's house (142S, 68W) and talk to him about the trouble he is in for
taking the banner from the Library of Scars. You can have another made by talking to Klifton, the
armorer, and have him sew another, or you can fight the duel for Sprellic by being his champion and
beating up Vokes and Timmons. Either way, you win.
Dupre is at the Bunk and Stool (146S,, 64W). Go and get him and go to De Snel's house (133S, 45W),
and get the key there. Use the key to open the locked room in the Library of Scars.
Britain second time - Go and talk to Batlin, and he will say that Elizabeth and Abraham have gone to
Vesper. Batlin will send you to the dungeon Destard to reclaim some Fellowship money that were stored
there. He tells you that you need to bring back the chest and the money. On to Destard.
Destard - As you enter, the first chest you see should be the Fellowship chest. When you open it, it will be
empty. You will leave with nothing and like it.
SIDE PLOT: At the northern entrance, you might see Cosmo, whom Ophelia sent to Destard to get rid of.
At the southern entrance of Destard, if you are lucky, you will find Lasher, a unicorn. This is the only
unicorn you will find to complete the Ophelia/Cosmo quest. It will not matter though because Ophelia
doesn't love Cosmo, and just sent him for the unicorn to ditch him. Sad, sad story.
Britain third time - Batlin will ask what happened to the funds. Tell him your story, and that Destard has
a bunch of monsters in it. He will let you join if you come back at 9 at night for the next meeting. Your
friends will try to get you to not join, but don't listen. Go to the meeting, answer the copy protection
questions, and get your complementary Fellowship medallion. You are in the club!
Go to Vesper.
Vesper - When you arrive, talk to Mayor Auston, and learn that Elizabeth and Abraham tried to set up a
Fellowship branch, and have set sail for Moonglow. He will also say that they were at the Britannian
Mining Company for awhile. Don't worry about it right now, the plot will thicken.
SIDE PLOT: If you go into the Gilded Lizard and talk to Yongi, he will tell you how Blorn hates
gargoyles. Blorn will ask you to go on a mission for him (it is pretty un-avatar like, but say you will do it.
You are supposed to go and rough up a gargoyle, named Lap-Lem, for this bigot.) Lap-Lem will tell you
that Blorn attacked him and stole his amulet. Go get the amulet from that schlep Blorn and take it to Lap-
Lem.
NOTE: Be careful who you tell that you are the Avatar, some will try to beat you up for it.
Moonglow - This is a big town with lots of stuff to do that will encompass many trips. Here are the
essentials of the first trip.
When you talk to Rankin at the Fellowship hall, he will say that Elizabeth and Abraham have left for
Terfin.
While you are here, go ahead and deal with Penumbra. Go to her house (25S, 179E), and get in. To do
this, you will have to read the plaque and put an item next to the plaque. Here are the clues, the items, and
where you can find them:
1. Hammer here to enter: put a hammer down : Morz's house (53S, 177E)
2. Pick item carefully to keep going: put down a lockpick : Balayna's house (37S, 189E)
3. A glowing ring of truth lies before thee: put down a gold ring : The Lycaeum (42S, 180E)
4. Grasp not at threads: put down a spool of thread : Carlyn's store (37S, 175E)
5. The royal mint shall not hold thee back: put down a gold coin or nugget : Fellowship Hall (37S,
184E)
Now the door is open, and you may enter. Cast awaken on Penumbra, or use a potion, and wake her up.
She will say she cannot help you until you shield her room with blackrock. Guess what? You should have
4 pieces of blackrock from Cove, and you may now place them on the pedestals in her room. She will now
tell you that you need to get the Ethereal Ring. Cast the Mark spell here (you will have to come back when
you get the ring later).
Go to Terfin.
Terfin - Go to the Fellowship Hall and talk to Quan. He says that Elizabath and Abraham have left for the
Fellowship Meditation Retreat (its right by Serpent's Hold).
Talk to Draxinusom at his house (167S, 114E) or at the Tavern (179S, 120E). He is usually at his house.
He says that Teregus raised Inamo (remember the
dead Gargoyle?), and will say you should tell Teregus. Do so at the Hall of Knowledge (165S, 118E). He is
bummed but asks to hear if you find any more
out.
SIDE PLOT: Teregus will also tell you that someone is trying to destroy the altars of Control, Passion, and
Diligence. He wants you to solve a mystery. Talk to Betra (181S, 117E) and learn that he and Sarpling
have access to the kinds of stuff needed to do this deed. In Sarpling's shop (174S, 125E) you will find a
powder keg and a scroll. Read the scroll and ask Sarpling about it. Sarpling will spill his guts to you. Now
take the scroll to Teregus and he will tell you to go to Runeb. Do it, but get ready because Runeb will
attack you. Take him out. Task done.
Go to Serpent's Hold.
Serpent's Hold - Serpent's Hold is a lot of fluff, but here is the scoop:
SIDE PLOT: Go to the kitchen and double-click on the fish until you find the one with a key in it, and
take the key to the cave at 176S, 35E. Use the key to
open that chest and get the key to Richter's weapons closet.
SIDE PLOT: Save Lady Tory's kid by going to the Shrine of Honor, killing the harpies (no problem at this
stage of the game) and get the kid. If you return
him, Lady Tory will be happy.
Go to Fellowship Island.
Fellowship Meditation Retreat - Ian will tell you that Elizabeth and Abraham have gone to Buccaneer's
Den, and he will give you the key to the gate (this will only happen if you joined the Fellowship. If you
didn't, you are in trouble). Do not worry about the off-limit caves right now, you must find the Time Lord
(almost the rest of the game leads to this moment, so hang in there). Take yourself to Empath Abbey in
Yew.
Yew: Go directly to Empath Abbbey (78N, 59W) and talk to Taylor. He will tell you about the Emps and
how they can talk to the Wisps. But you are going to need a pot of honey, which you can get from the Bee
Caves (57N, 54W), or from the Pirate Camp that is by Despise (20N, 6E). I think the pirates are easier,
and you get to kill them if they are there. Taylor will give you a smoke bomb to deal with the bees if you
decide to take that path to get the honey.
Now go to the forest and talk to the Emps (55N, 9E). Offer the honey and they will think you are swell.
Tell Trellek you want to talk to Wisps, and tell him to join you and find one. He says he needs permission
from Saralek, his wife. When you talk to Saralek, she will say you need to talk to Salamon. Salamon says
it is OK if you get a contract signed by the logger, Ben, to stop cutting down Silverleaf trees.
SIDE PLOT: If you talked to Nastassia in Cove, Trellek will tell you about her dad, and you can return to
Cove later and win her heart.
If you want, go to the High Court (82N, 51W) and read the Book of Records. It will tell you how Hook,
Forskis, Sullivan, and Kreg are wanted felons. Now go and talk to Kreg in Empath Abbey and he will
attack you. Take him out.
NOTE: If you get tossed in jail, get 40 gold off the dead body, and bribe Goth with 20 gold. Goth will give
you the key to the cell.
Yew again - Go back to Yew and talk to Ben the Logger (43N, 47W), and he will happily sign the contract
for you.
Take the contract back to Salamon and she will grant her permission. When you talk to Saralek, she will
say she lied, and want to know what you want with
Trellek. After a lot of jawing, she will tell you that Trellek might be able to make a whistle to call the
Wisps. Trellek does it.
Now take the whistle to the abandoned house (46N, 12W) and blow the whistle. The Wisp will show up
and tell you the Time Lord wants to talk to you. If you want more info, he says you will have to get
Alagner's notebook in New Magincia.
Go to New Magincia.
New Magincia - Go to Alagner (78S, 129E), and he will say he will give you the notebook, but you must
give him the answers to the question of life and
death.
Skara Brae - when you get to the docks, cast Seance to talk to the ferryman. If you pay him 2 gold he will
take you across the Misty Channel.
Once you are there, talk to Caine, the Alchemist and the Tortured One. He will tell you about Mordra and
her plan to kill the Liche, Horace. Mordra devised a potion, and gave it to Mayor Forsythe who gave it to
Caine. Caine's shop blew up. Caine also tells you about Trent and the cage he is building to hold the Liche
while the potion is dumped on it.
Now go to Mordra's shop (48S, 62W) and talk to her and pay attention to her. Get a potion of curing, a
potion of invisibility, Mandrake Essence (the glowing potion), and an empty vial.
Now go and talk to Trent the Blacksmith (45S, 67W). Listen to his tale of woe, and get the music box and
take it to the Dark Tower(27S, 76W). Use the music box near Rowena (Trent's wife), talk to her and get
the ring from her. Return the ring to Trent and he will agree to build the cage, but will need an iron rod.
Go to the Cemetery (50S, 60W) and grab an iron rod and take it to Trent. He will build the cage. Take the
cage to the Alchemist Shop (37S, 63W) and put the 3 potions in the machine, and put the empty vial on
the other side and light the burner. If all went well, you will have a new potion (sparkling blue) in the vial.
Gather up the blue potion you made and the cage and head for the Dark Tower.
When you get to the Dark Tower (27S, 76W), go to the back of the tower by going through the fake wall
by the stairs, and use the cage on the Well of Souls. Now go to the Throne Room and hang out until
midnight and Horace the Liche lays down. When Horace lies down, put the cage over him and use the
potion on him. The liche is dead, and you must return Rowena to Trent. Horace will tell you that you need
a sacrifice to destroy the well of souls.
Now you must talk to Mayor Forsythe and he will say if no one else will sacrifice themselves, he will do it.
Now you have to talk to EVERY person in town, including ones you have already talked to (Caine will
give the answer you are seeking now. Caine says there are no answers, only questions), and go back to
Forsythe. He will now sacrifice himself. Take him to the Well of Souls and make him do the deed.
DO NOT LEAVE SKARA BRAE WITHOUT CAINE TELLING YOU THE ANSWER TO LIFE AND
DEATH (THERE ARE NO ANSWERS, ONLY QUESTIONS).
New Magincia again - Go back to Alagner (78S, 129E), and tell him that there are no answers, only
questions and he will give you the key to his storeroom. Go to the storeroom (85S, 126E).
Open the storeroom's doors and go to the one on the left. It will teleport you near the right door. Now
unlock the door in front of you and enter the room. Flip the switch on the upper left and pick the lock to
the door in the hallway. Now go inside and flip the southern switch and get the magic bow (if you want),
and flip the northern switch. Step on the teleporter in the newly opened room, and you will be teleported
to the Left side of the storeroom. Walk near the door, and you will be teleported to the right side of the
storeroom. Walk around the wall and step on the right teleporter, and you will be teleported to the left
side. Flip the switch on the wall and step on the teleporter to the left. Get back to the center teleporter,
walk around it, and walk north through the illusionary wall. Now, take the chairs off the table, put a crate
down to climb on the table, and get up on the table. Once you are on the table, create a staircase of crates
that is 3 steps high. Climb the steps and unlock the door. Get Alagner's notebook and read it. It tells you
the Fellowship is a bad thing (surprise, surprise!).
Back to the Wisp: Go to the forest and give the notebook to a wisp (46N, 12W). The wisp will tell you to
use the moonstone NW of yourself to find the Time Lord. This means placing the Orb of the Moons to the
NW of you (diagonally) and using it. Go through the gate that appears and see the Time Lord. He says you
will need the Ethereal Ring to accomplish some generator destruction. Lets get it at Spektran.
Spektran - Go to the Sultan Martingo's palace and kill his stone harpy to get the key to his vault. The
harpy is easily killed by using a glass sword (the guardian's X in the desert (48N, 137E) has 2), or the
Blackrock Sword (if you did the Forge of Virtue first), or use some invisibility rings (Selwyn's Tower). Kill
the harpy, take the ring from it, and open the sultan's vault and get the Ethereal Ring.
Go to Moonglow.
Moonglow Again: Take the Ethereal ring to Penumbra and she will enchant it. Go to Dungeon Deceit.
Deceit - (3N, 177E) To get to the Tetrahedron Generator, try to walk into the dark areas of the walls and
you will get there. When you get to the generator, leave all your party members behind, put the Ethereal
ring ON YOUR FINGER, and arm yourself with a glass sword or magic weapon, and save your game.
Fight the Ethereal monster (this guy is tough, so get ready), and then click on the box in the middle of the
room and the generator will go down. If all went well, there will be a miniature Tetrahedron on the
ground. GET IT, DO NOT FORGET TO PICK THIS UP.
Go to Yew.
Yew Again: Take the hourglass you bought from Beverlea in Paws (63S, 3E) to Nicodemus (67N, 54W),
his house has the big chessboard by it, and get him to enchant the hourglass. Life is good, off to the Lake
entrance of Despise.
Despise - Go to the entrance by the lake (9N, 30W), by the magic carpet, and cast a recall by the magic
carpet. Now enter the dungeon and wander toward the Southwest until you are confronted with the
Spherical Generator. There will be a moongate puzzle, and the answer is: RED, BLUE, BLUE, RED.
Shatter the prism inside, and pick up the little sphere and get out of here. Recall is a good way to leave,
walking is ok, but not fun.
Got to the Fellowship Meditation Retreat (by Serpent's Hold) for the last generator.
Fellowship Meditation Retreat - Go to the cave that is off limits, and enter it. The cube generator is here,
but when you approach it, you will not be able to get in. Cast a Mark spell so you can get back here the
easy way. Use the hourglass to contact the Time Lord. He says you need Caddellite to get in to the Cube
Generator. Lets go get it at Ambrosia.
Ambrosia - Go to the Island of Ambrosia. It is located in the NE sea of Britannia (if you have the map
that came with the game, it is under the compass on the map). Once you find the island, go to the cave
(94N, 187E), and go through the tunnels until you reach the Hydra's cage. Open the secret door on the
North side of the cage and enter. Kill the Hydra (it's a wimp). Now grab one chunk of Caddellite for each
party member. You are done.
There is a house on Ambrosia, and YOU WILL NOT GET INTO IT, EVER!!! You can wait around for the
magic fields to subside (they will, but it takes a long time) and then you will be able to cast some spells to
get rid of some of the magic fields blocking your way to the other cave. It is not worth it, but just in case....
You know.
Go to Minoc.
Minoc again: Get Zorn the blacksmith to make the Caddellite helmets for you. Now put them on.
Fellowship Meditation Retreat - When you get here, use the Recall spell and head for the Cube
generator. If you have your Caddellite helmet on, you will be able to get in there. When you get to the
center of the puzzle, shatter the prism, and pick up the little cube (you will need it to make people tell you
the truth). The Time Lord will tell you that things are afoot and head to Buccaneer's Den.
Go to Buccaneer's Den.
Buccaneer's Den - Talk to Danag at the Fellowship Hall (81S, 53E) with the cube in your hand. Danag
says all sorts of interesting info, but the important part is that Elizabeth and Abraham are on Avatar Isle,
and Hook has a key for a special barrier on the Isle, and the key is hidden in his house. You can get to the
catacombs one of two ways:
1. Go to the hidden door in the Fellowship Hall and flip the lever there using Telekinesis, or
2. You can ask Sintag, at the House of Games (84S, 64E), for the key to the catacombs, and he will give
it to you. Use this key on the door in the House of Games and go forth to get stuff.
Once you are in the catacombs, go to Hook's room (it's obvious), and take the LARGE key and read the 2
scrolls. One talks of the Crown Jewel and its trek to the Isle of the Avatar, and the other is an assassination
list that you are on.
Now head through the opened doorway, and you will come to a jail. Enter and kill the opponents there,
and go to the room with the levers. The left and right levers select a cell door to open, and the center on
open the selected door. Open the door to the far left cell (the one with the dead body in it and a barrel).
Enter the cell and get the key from the woman's body, get the food out of the barrel and move the barrel
and flip the switch there to open a secret pathway back to the main hall. If you cannot get the door to the
lever room to open, and you are locked in the jail room, it is possible that you flew over the Isle of the
Avatar on the magic carpet. If you did, and the guardian laughed, then you will have to go to a previous
savegame BEFORE the guardian laughed. If you do not have one, then you will need to contact Origin
Tech Support.
Use the key from the dead body to open the door in the main hallway. You will come to a lever puzzle.
This is weird and hard to explain, but here is the sequence: 5,4,6,7,8. This should get you through the
puzzle. Once out, go into the Northern room with all the fellowship members, flip the switch, and head
East.
On the way around the river, flip the switch near the fire trap. Go into the teleporter room, flip the switch,
and go into the Fellowship Hall. Kill everyone, and move the Fellowship medallion to open the doors.
Now you will come upon a room with a knight statue in it. Follow the invisible pathway to the North until
you come into another room. Go to the Eastern wall and enter the Illusionary wall. Enter the invisible
pathway you find, go in it. Follow this path, and you will know you are on the right path if you can pick
up a candle. When you come into a new room, step on the right teleporter. Go through the hallway, and
the illusionary wall, and you will see the Throne of Changes.
Now, set down an item by the throne (something you will not need because you will not get it back.
Remember what you put here, so you can tell the difference between all the Thrones you are about to sit
on. Every time you sit on a throne, it teleports you to an identical but different throne). Sit on The Throne
of Changes. Now get up and go through the illusionary wall to the South, and get the key out of the
backpack. Go back to the Throne of Many Changes and sit on it. Now go through the illusionary wall to
the NE, and sit on the throne you find there. This is the Throne of Virtue (it does not teleport you). Now
get up and go back to the Throne of Many Changes again (you are now being teleported). Now go through
the illusionary wall to the NW, save your game and step on the teleporter.
Now you are in the Black Gate room with Hook, Batlin, Forskis, Elizabeth, and Abraham. Attack them
and kill who you can. Batlin will bail out after you kill Hook. Once death has been dealt, put the
Tetrahedron, the Sphere, and the Cube on the pedestals. The light beams will be disrupted. Now use
Rudyom's Wand to destroy the Black Gate.
Greetings, gentle scholar. I have yet to believe my senses fully, for it seems but yesterday that I
was within the Lycaeum walls investigating the rumors of this strange and wondrous isle. And now I sit
here in my new home, surrounded by history itself.
Indeed, consider what significant history it is! The very isle from which the fearsome Exodus
began its assault upon Britannia. The very isle that later housed the Three Principle Shrines of Virtue.
The very isle that sank beneath the waves several centuries ago....
It is upon that island, the Isle of Fire, that I compose this document. Here, at the very floor of the
sea, encased in a time-tested breathing enchantment of a mage I never met, I am privy to all that was
spawned by the Age of Darkness. I write this now as completely as I am able, for I know full well that,
following much more exploration, I will be too engrossed in the many archaic splendors to keep detailed
records. Read on, fellow student of life, and be amazed.
THE BESTIARY
There is little remarkably different about most of the animals of the Isle of' Fire- I have seen the rodents
and the deer and a few members of the avian species. And, in fact, the castle walls are scorched in places
- the aftermath of a dragon's assault upon the castle. The dragon has taken up residence here in one the
tunnels of the main cave. During her raid, she stole from me the Ether Gem, a possession of reasonable
importance. As soon as I can find a way to retrieve it, her head shall be mine.
However, I digress. By far the most intriguing creatures I have come across are the stone golems.
I had heard nothing more than mere rumors prior to my arrival here, but seeing the mobile masses of rock
have convinced me of their existence. Astelleron was quite a master, indeed, for his workmanship is
beautiful. I know nothing of their- sentience, for they have never spoken to me. To be honest, I am not
even sure they are aware of my intrusion, for I have yet to venture near one of the Shrines. I hope soon to
journey back to what I have assumed is Astelleron's hovel and learn more about their creation, but that
will come after my other research. Regardless of how the golems were constructed, I am confident more
than an ordinary sword would be necessary to Stop them.
HELPFUL OBSERVATIONS
I have had a bit more time to view the island now. There is too much to see and record, but I will put
down what I can before something else reclaims my fancy. Having noticed that the silent stone guardians
had left the Shrine room unattended after the dragon's attack, I decided to inspect the three statues.
I first spoke with the haggard old man, presuming he, or- rather it, would represent Truth. I was
not disappointed. I was, however, surprised, for upon initiating conversation (after all, what else should
one do with a Shrine of the Principles?), I found myself magically teleported inside one of the dungeons. I
chose not to explore, for I hastily remembered a tome to which I was in a hurry to get back. However, I
was reminded of an ancient piece of wisdom: never trust the obvious; always took for that which is not
there. Afterwards I stepped back into a Moongate and returned to the Shrine room.
I learned little from the Shrine of Love, so I set out through one of the Moongates south of the
Shrine room, found behind a secret door. I arrived back on the smaller isle. Entering the western cave, I
passed by several barrels and some supplies, obviously left over from Astelleron's days there. Passing his
shack, I noticed a golem Standing near the quarry remains. He was staring at one of "his" fellows, who
had taken a very bad fall, it seemed. I stole by them and entered the Other cave. Passing into a small
outside opening, I was teleported into the passage leading to the little glade I had seen earlier.
As I spied the rocks and the tree again, I was able to place both. The rocks ,were denoting the
legendary Stone of Castambre, and the tree was none other thin its accompanying Tree of Life. Beyond a
doubt this was one of Astelleron's sources for powering his awesome golems. I must locate his journals an
to read more, but - if my memory serves- the Tree of Life likely supplied not only the blood for his
magicks, but the "hearts" as well.
Later I investigated the other moongate within the Castle of Fire. This one led to yet another
labyrinth. I saw more golems here than in either of the other two dungeons, and remember seeing at least
one man. However, he seemed no more interested in me then I was in him, so we both ignored each other.
Peering around a corner, I caught sight of a huge and magnificent dragon - doubtless the one I
encountered earlier. Behind her was a door. I cannot guess what lay beyond, but her protective nature was
probably indicative if its importance. Though I am too busy to waste time testing my idea, I expect the
dragon would be quite difficult to conquer.
Now, before I continue I must pause to jot down a new idea. I believe this will permit me to
lengthen the time of most movement-based spells. All I need to do is increase the proportion of spider silk
in relation to the amount of blood moss I have and...
I have discovered something of terrible interest. The dark cylinder I found on the second floor is
more magical than I first detected. I have touched it, symbolically speaking, for it lives. Well, not is a
man or a plant, but as in embodiment of powerful energy. I have not fully determined this, but I suspect
this is the remains of the infamous core of Exodus. When I have completed my studies and returned to the
surface world, I must seek out the great lenses to the void and view the Book of Infinite Wisdom. There I
will be able to confirm my suspicions.
... Another flash! Perhaps, were I to combine the lenses in an alternate manner, I could amplify the effects
and bring other objects from the void into being. Then I could...
CONCLUSION
I expect that if thou art perusing these pages then I have already bade the island arise. I hope my guides
and warnings are of use to thee. As I plan to be around for a long time, or at least expect my
enchantments to, I request that thou dost locate my soon, for there is no doubt this journal will be
lacking. At such a time, I will do my best to break from my studies and be civil enough to provide further
assistance. Until then, gentle reader, I wish thee good will and good luck in finding and sharing this
history with me.
Ultima VII
Forge of Virtue
Walkthrough
INTRODUCTION
You should see the screen shake upon running the game with Forge of Virtue installed. A party member
will interject that Lord British may know the cause of the tremors. Solve the Trinsic murder, if necessary.
Travel to Britain and speak with Lord British. He will tell you of the Isle of Fire, home of Exodus, and
that he erected three Shrines to the Principles there, and that these shrines were only to be used by an
Avatar. Get the equipment Lord British has put aside for you, if necessary. Lord British will also give you
a ship, the Golden Ankh, which is anchored in Vesper. Travel to Vesper. Board the Golden Ankh and sail
due south of Vesper until you run into mountains. Follow the shoreline until you can sail north between
two peaks. You should come to a beach. This is the only place on the Isle of Fire that you may disembark.
Do so, and go north into the ruined castle.
Go into the northwest corner of the castle. There you should meet Erethian, the blind mage. Talk to him.
Nice guy, isn't he? Read every book and scroll in Erethian's room to learn about Exodus, the evil entity
that once controlled this Isle, and the Dark Core that was the source of his power. Pick up the Scroll of
Infinity (the scroll is a fun read if you are a programmer). Go into the northeast corner of the castle and
examine the Dark Core ( a tall black cylinder). Examine the mirror, and talk to the demon Arcadian who
is trapped inside. Agree to help Arcadian. Go into the north hall of the castle.
Talk to the center statue (it should look like a wise old man). Agree to take the statue's test. You will be
teleported to a small room with two plaques on the west wall. Go south through the illusion wall. The
passage will bend west and come out into a large room with a dead body in the center. Do not touch or
walk over the body or you will be struck by lightning from the four corners of the room. Go west out of the
room. In the hall you should find a hood on the floor. Stand on the hood and walk north through the
illusion wall. The passage will bend east, then north and come out at a small room. Flip the switch to
lower the door. Walk into the next room and pick up the real Talisman of Truth (black semi-circle with a
blue ribbon). You will be teleported back to the main hall and your Intelligence and Magic stats will be
raised to thirty each. The statue will tell you that the Psyche of Exodus is attempting to return to the Core.
Talk to the left statue (it should look like a beautiful woman). Return to Erethian's room and double-click
on the east wall of the northeast corner. A secret door will open. Go through it and walk into the
moongate. You will emerge in a small glade ringed by mountains. Pick up the bucket next to the well.
Walk southwest to the hut. Go inside the hut and read all the books. To the west of the hut is a mine shaft
that contains several powderkegs and a pick, none of which is necessary. Go east to the sandy part of the
island. There you should meet Bollux, a sentient stone golem, and his brother Adjhar, who lies broken on
the ground. Talk to Bollux and agree to help Adjhar. Bollux will give you the book The Stone of
Castambre. Read it. A scroll (the Vas Flam Uus scroll) will fall out, make sure you pick it up right away.
Go north of the sandy area to another mine shaft. As soon as you enter, turn east. At the first opportunity,
turn south. You should emerge into a small open patch of ground. Pick up the pick lying there (and the
backpack, if you need it) and step into the center of the patch. You will be teleported. Go south down the
hallway, then west, then south. You will emerge at the Stone of Castambre (believe me, you can't miss it).
Put the bucket on the ground next to the south face of the stone. Open your character sheet. Put the pick in
your hand and double-click on it. The character sheet will disappear. Click on the tree growing out of the
stone and the bucket should fill with blood. Pick up the bucket and return to the Golems. Use the bucket of
blood on each of the five stones surrounding Adjhar. Read the Vas Flam Uus scroll. A party member will
interject that a "heart" stone is still needed. Bollux will pull his own out, drop it on Adjhar's body, and fall
over dead. Open Adjhar's inventory (double-click on him). Put the stone into his inventory. Read the Vas
Flam Uus scroll (make sure none of your party members are standing on the rocks). Lightning will strike
the five rocks, and they will catch on fire. Adjhar will return to life. Talk to Adjhar and tell him what
happened (say "sacrifice"). Adjhar will ask you for the book The Stone of Castambre. Give it to him. He
will then tell you that Bollux' sacrifice, though extremely noble, was unnecessary. He will send you back to
the stone to collect a heart for Bollux, as well as more blood. Return to the Stone and place the bucket as
before. Put the pick in your hand and double-click on it as before. Click on the stone to cut a new heart.
Double-click on the pick again and click on the tree to collect more blood. You will see the tree die. Return
to the sandy area and perform the ritual again, putting the heart into Bollux' inventory and the blood on
the rocks. Read the scroll. Bollux should return to life. Talk to Adjhar. He will thank you. Ask him about
the Talisman of Love and he will give it to you. It's a black semi-circle with a yellow ribbon. When you
have it you will be teleported back to the Isle of Fire. The statue will congratulate you and raise your
Dexterity and Combat stats to thirty, and then tell you that Exodus will soon threaten Britannia again.
Talk to the right statue (it should look like a fierce warrior in a greathelm). Return to the room with the
Dark Core in it, go through the passage to the northwest, and go through the moongate. Go south out of
the room you appear in. Pick the first gate you come to (there is no key to it). Go south, the passage will
turn east, and you will come into a grotesque room full of skeletons and headlesses. In the center is a
mage that is about to summon a liche. Let him summon it, then kill him and everything else in the room
except the liche. It can't get to you, and you don't want to mess with it anyway. Open the mage's inventory
and get his key (he WILL NOT have the key on him if he didn't summon the liche). The key opens the
gate to the east, which is guarded by two stone golems. Fight them, or run through the gate and lock it
behind you. The passage will turn north, and then come to a four-way passage. You will notice that the
west passage is blocked by two stone walls. Go north. The passage will turn west. Kill the dread spiders
and flip the lever at the end of the passage. Return to the four-way junction. Go east. The passage will turn
north. Kill the giant scorpions and flip the lever at the end of the passage. Return to the four-way junction.
The west passage is now clear. Go west. This is a good place to save your game. The passage will turn
north. There will be two side passages, a lower one to the west and a higher one to the east, and a door at
the end, which happens to be locked. Go into the west passage. The passage will turn north, a door will
drop as you approach, and you will walk into a room with a crystal ball. Look into the crystal ball and
note where you see the glass sword. Return to the north hallway. Go into the east passage. Did I forget to
mention that this is a dragon's lair? Run past the dragon, open the chest and get the glass sword. Do NOT
use the glass sword on the dragon unless you have another one! Return to the west passage and put the
glass sword on the floor just where you saw it in the crystal ball. The crystal ball will turn into a key. Use
the key on the door at the north end of the hall. If you did not kill the dragon, use the key to lock the door
behind you. Go north, then east through the doorway. Go north in the inner hall and you should come to a
small room with a magic helm on a pedestal. Get it, then head south. Kill or evade the stone golem and
follow the passage as it turns east. Double doors will drop as you approach, and you will have to deal with
another golem. Once past the doors, go south. The passage will turn east, and you should run into slimes,
gremlins, and rats. As the passage turns north again, you should run into a gazer. Kill it, then go through
the doorway to the west. Go north from the doorway to another small room, this time with a normal helm
on a pedestal. Get the normal helm, and leave the magic helm on the pedestal. Return to where you got
the magic helm and put the normal helm on the pedestal. You should hear grinding noises. Go south, then
west through the doorway. Go north and you should run into a family of trolls with their cyclops buddy.
Let them have it, then head east. You should see where the doors were that you dropped by swapping the
helms. Go north through the doorway. Did I fail to mention that you just stepped into another dragon's
lair? I've GOT to start remembering to tell you these things. Talk to the dragon Dracothraxus, and he will
tell you that you cannot kill him, for he has been made immortal by the Keeper of the Test of Courage.
Defeat Dracothraxus in combat; do NOT use any magic on him. A glass sword is your best bet. Once
you've done it, he will tell you that you have merely bested, not truly defeated him, and that you will not
pass the test until you find a way to kill him. He will offer you a present for besting him. Accept it. Go
back the way you came into the dungeon, and leave through the moongate in the first room.
THE BLACK SWORD
Talk to Erethian about Dracothraxus. In the course of the conversation, he will mention that one of his
hobbies was attempting to create a powerful sword made of pure blackrock. He will not mention this
sword if you defeated Dracothraxus with magic. Agree to continue his work. He will teleport both of you
into the center of the south hall, and, after a few mishaps, create blacksmith tools for you to use to forge
the sword. Use the bucket on the well and then on the trough three times to fill the trough. Put the
hammer in your hand. Place the sword blank for the black sword (it should be a mottled gray all down its
length) on the center of the forge, and use the bellows continuously until the center of the sword is almost
white. Quickly move the sword to the anvil and use the hammer on it. Continue heating the sword on the
forge and then hammering it on the anvil until the Avatar remarks that the blade is as well-worked as it
can be, but that it is still too heavy to be used as a melee weapon. Use the blade on the water trough to cool
it. It should now be an even gray, fading into black at the hilt. Talk to Erethian again, and he will tell you
that a powerful magic force could make the blade into a workable weapon. Mention the gem you got from
Dracothraxus and he will tell you that it is a portable demon prison, and that using the power of Arcadian
might indeed fix the weapon. Return to Arcadian's mirror and talk to him. He will see the gem and beg
you to free him. Put the gem in your hand and use it on the mirror. Arcadian will be freed, and begin to
gloat that he will soon kill Lord British and rule Britannia. Then the gem will trap him. Hold the gem in
one hand and the sword in the other. Talk to the gem and say "bind". Arcadian will bind the gem to the
sword and the Black Sword will be created. Return to the Courage dungeon and go back to Dracothraxus'
lair. Talk to the Sword and say "powers" and "death". Click on Dracothraxus. After a short conversation
Dracothraxus will die. Walk north through the now-open door. Ignore the golems and take the Talisman of
Courage (black semi-circle with a red ribbon). You will be teleported out of the dungeon and the statue
will raise your Strength and Hitpoint stats to thirty each. The statue will then tell you of the need for the
Talisman of Infinity.
Talk to Erethian about the Talisman of Infinity. He will tell you what he knows and that more information
can be found in the Scroll of Infinity. Give him the scroll. He will begin to tell you what it says, then stop
when he sees what the Talisman will be used for. He won't talk to you again. Fortunately, Arcadian knows
a little more about how to make the Talisman, including the fact that it requires the two lenses used to
view the Codex. Return to Britain by ship or with the moonstone. The lenses should be in the Royal
museum, just south of the Conservatory. Take them. Return to the Isle of Fire by boat or by using the
Black Sword's "Return" power. Go to the Dark Core room. Place the three Talismans that you have on the
Dark Core so that they make a three-quarter circle with the missing quarter at the top. Place the lenses on
the right and left side so that they are one space sway from the core. The best way to do this is to place
them right next to the Core, then move them one space away. If everything is in place, the Talisman of
Infinity will appear automatically. It should be silver with a white ribbon. Before you can pick it up,
Erethian will teleport in. He will attempt to destroy the Talisman of Infinity, miscast his spell badly, and
end up destroying the Dark Core, all four Talismans, and himself.
AND LAST
Return to Britain and speak with Lord British. He will tell you that Exodus has fully passed from the
world, and reward you by raising your Strength and Hitpoints to sixty each. The Forge of Virtue is now
complete.
NOTES
1. In the Test of Love, there is a hidden lever just above the Stone of Castambre. Keep clicking just above
the stone until you see the Avatar walk over and bend down. Go north into the hall, then east. There
should be a new south passage. Walk into it to find a Death Scythe, a Firedoom Staff, and a dead body
with nine Glass Swords on it. These are invaluable in the Courage Dungeon.
2. In the mage's room in the Courage Dungeon, one body in the southeast corner has Magic Armor and a
Magic Gorget on it. A body in the southwest corner has Magic Gauntlets. The door just north of the
dragon's lair has a barrel behind it with food in it.
3. The spell Erethian attempts to use to destroy the Talisman of Infinity translates as "Great Negation of
Magic Matter". A common name for it would probably be Destroy Artifact.
4. The Black Sword is the first weapon in the Ultima series that is intentionally capable of killing Lord
British. You should try it once, just to read Lord British's will.
Its drawbacks:
It must be charged by killing, so the sword forces you to kill even when you don't really have to. Its Death
power has a limited range, which means you have to get very close to a very powerful monster to use it.