Ganesh's Ultima VII Walkthrough
ULTIMA VII: THE BLACK GATE
Walkthrough for Ultima VII By G.GANESH
http://bootstrike.com (For More Walkthroughs and LOTSA stuff!)
Started in October 1997, Completed in June 1999.
BEST VIEWED with font Courier New in Wordpad
Version 2.5
Copyright ((c)) 2001. All Rights Reserved.
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***CONTENTS***
- Disclaimer and Revisions - Thou shouldest read this! Revisions.
- Introduction - Introduction to this Walkthrough
- General Guidelines - Some tips to follow to avoid becoming a bad Avatar.
- Answers - Answers to the questions asked
- Guide to Spells People selling spells and reagents listed
- Trainers - What all trainers teach
- Companions - Who and Where Your companions are, answered for you!
- Money - Earning $$$ in a cheating manner / Stealing (Added More)
- How to Get WORK! - How to find work for money
- Walkthrough
- Step 1 The Crime Scene
- Step 2 Getting to Britannia
- Step 3 Going to Lord British's Castle
- Step 4 Lord British's Secret Castle Puzzle
- Step 5 Getting the Flying Carpet
- Step 6 Getting Enchanted weapons and armor
- Step 7 How to join the Fellowship.
- Step 8 Getting the Guardian's Enemies
- Step 9 Finding Elizabeth & Abraham
- Step 10 CUT! Finding the Time Lord
- Step 11 ACTION! Back to the Chase
- The Black Gate The Ending Part
- The Cheat Room How to cheat in Ultima VII
- The Cheat Starter
- Links
- The code to start the Cheat System
- Resources for the hardcore Ultima VII Gamer
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***Disclaimer***
Every document has to be accompanied with a disclaimer. So here it goes. THIS
DOCUMENT IS PROVIDED in a "AS IS" basis. The author has done his best to
ensure that every information in this document is as accurate as possible. No
warranty shall be implied for any damage caused whatsoever from using/reading
this document. All right, that's all! You can reproduce, upload it to your
website so long you protect its contents . . and you MUST inform me if you want
to put it up in your website!
One more thing, this document is created from MANY, hey, that's MANY sources. My
thanks goes out to them. Includes Jeffin, Scounge, Micro Dragon, JP Morris, and
James Abraham.
***Credits***
The core of this walkthrough came from Scounge's walkthrough. His walkthrough
was good, but had me stuck in some points, that's why I'm making a new one here.
Also to Jeffin, Micro Dragon, JP Morris, and James Abraham whose works are also
available at my website.
Give them the applause for a excellent contribution to the Ultima community.
My thanks goes out to them.
***Revisions***
23 January 2001
I just discovered that the text will appear badly in IE, please use Wordpad or
Notepad
21 January 2001
Converted to Text file for use in GameFaqs. Minor additions.
25 November 2000
There will be no more updates to this Walkthrough. Just a change of website
address.
Great News: Ganesh's Ultima VII Supplementary Guide has been combined with this
document. Bags of changes have been made. Added News List.
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***Introduction***
This walkthrough is made easy to use. Please remember though, by using this
walkthrough from the start and not knowing ANYTHING about the game, it may be a
bit misleading. Try playing the game until you have got stuck and then read
this. It is best to read from the first page to the last. This walkthrough will
not tell you how to play the game. If you want to know how to play the game, go
to my homepage and read my on-line manual.
In this walkthrough, the north point is UP. Solving the town mysteries is not
really required to complete the game! Solve them if you're longing for some kind
of fun and maximum game entertainment. From what I know, there are many ways to
complete this game. I chose chasing Elizabeth and Abraham. One more thing, feel
free to do anything you want in the game. For example, when you come across
Paws, you can talk with the people there or even kill then though you are not
advised to do so.
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***General Guidelines and Tips***
- Solve Town Mysteries to enjoy the game more and to get experience points.
- Avoid killing townspeople unless they attack you first, or if it is a decision
made by your companions. ( For example, try going into Combat Mode when you are
near Goth the jailer in High Court in Empath Abbey)
- Many people suggest you finish the Forge of Virtue add-on first then proceed to
the Black Gate because it will make the game easier.
- Train your companions regularly. Divide the weapons and armor you get evenly.
- Always check to see they have sufficient crossbolts/arrows if they use a
crossbow/bow. You can get a triple crossbow at a cave near a restaurant in
Jhelom for free, allows the bearer to shoot three bolts a time. Enchant
bows/arrows to give them more damage. You can get the Enchant spell from Nystul
in Lord British's Castle.
- Use the Magic Carpet. If you want to use a ship, make sure you get a sextant
before you go. A sextant will enable you to see where you are in the map.
- Try "using" the cloth map when you have a sextant. The "+" symbol on the map
will indicate where you are. Make sure you are standing outdoors, not in
dungeons, houses, etc.
- Potions CAN be used in other living things. Double-click the potion, and target
it on the creature you want it. Very useful for putting dragons to sleep (Blue
Potion).
- EVERYONE needs training in strength. It also determines hit points.
Dexterity is good for people who use range weapons such as bows, crossbows, and
slings. Dexterity with Strength will let you hit a target in the right place
with lots of force. IOLO and TSERMEND need the more dexterity training than
others. Dexterity and Strength determines hit points (Strength more than
Dexterity)
- Intelligence measures how quick you learn. It also determines Spell Points. Thus
the higher intelligence the more likely a spell will be cast successfully. Only
the AVATAR really needs Intelligence training.
- Strength and Dexterity are used through combat. If you have high strength and
dexterity but low combat, your fighting skills will be poor. Combat teaches you
how to use Strength and Dexterity together for best fighting. EVERYONE needs
combat training.
- The AVATAR is the only one who needs magic training since he is the only one who
can use magic. Magic and Intelligence determines Spell points.
- If you like to use guns, you can generate unlimited ammunition by double-
clicking on any dinosaur bones you see.
- The Fountain in Lord British's Castle is the Water of Healing.
- Use a gravel on a parrot. It will tell you the path to Treasure.
- It is a more or less well known fact that waiting through the credits at the
beginning of the game (or anytime by clicking on the credits item in the menu)
will give you a new QUOTES menu item with funny quotes of the makers of U7.
Similarly, beating the game gives you the VIEW ENDGAME item that lets you do
just that.
- There is only a limited number of possibilities to kill LB. One is with the
Black Sword from the Forge of Virtue add-on. The other is somewhat more
interesting: Every day at noon, LB stands in his court yard under the plaque
that says "Lord British's Throne Room" or something similar. Read it while he
stands under it, and it will fall and crush his head. Richard Garriot was hit in
the head by a metal plate falling off the Origin building. Get LB's last will
from the corpse and it'll say that our noble Lord British is the father of
Nell's child. Now this would explain her strange behaviour when you ask her
about her child, wouldn't it. Both ways to dispose of LB are hinted at in
Mordra's book about things with destructive powers. It can be found in Mordra's
house in Skara Brae and in Erethian's study in the Forge of Virtue add-on.
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***Magic: Spells and Reagents***
Here is a list of all reagents and spells and where to get them cheap.
1st row : Mage Name
2nd row : Location
3rd row : Regent (at Selling Price)
Wis-Sur
Vesper
Pearl(34), Blood Moss(16), Mandrake Root(32), Silk(20), S.Ash(25)
Mariah
Moonglow
Pearl(8), Garlic(1), Ginseng(2), Mandrake Root(7), Nightshade(6)
Rudyom
Cove
Pearl(5), Blood Moss(3), Ginseng(2), Mandrake Root(5), S.Ash(4)
Nicodemus
Yew
Blood Moss(3), Garlic(2), Mandrake Root(5), Nightshade(5), Silk(3)
Nystul
Britain
Pearl(10), Blood Moss(6), Ginseng(4), Mandrake Root(10), S.Ash(8)
Sarpling
Terfin
Blood Moss(2), Garlic(1), Ginseng(1), S.Ash(3)
NOTE: Sarpling does not sell spells.
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Following is a list of spells and where to find them listed from cheapest to
most expensive. Price for that spell they charge is stated in brackets for the
specified person. Arranged in cheapest to expensive.
***First Circle***
Awaken All Rudyom(25)
Create Food Nystul(35), Mariah(60)
Cure Nicodemus(25), Rudyom(25), Mariah(80)
Detect Trap Nicodemus(25), Rudyom(25), Mariah(100)
Great Douse Wis-Sur(30), Nystul(35)
Great Ignite Nicodemus(25), Wis-Sur(30)
Light Rudyom(25), Wis-Sur(30), Nystul(35), Mariah(40)
Locate Nicodemus(25), Wis-Sur(30), Nystul(35)
***Second Circle***
Destroy Trap Nicodemus(45), Rudyom(45), Wis-Sur(50), Mariah(100)
Enchant Nicodemus(45), Wis-Sur(50), Nystul(55)
Fire Blast Rudyom(45), Wis-Sur(50)
Great Light Rudyom(45), Wis-Sur(50)
Mass Cure Nystul(55)
Protection Nicodemus(45), Nystul(55), Mariah(80)
Telekinesis Rudyom(45), Nystul(55), Mariah(60)
Wizard Eye Mariah(40), Nicodemus(45)
***Third Circle***
Curse Rudyom(65), Wis-Sur(70)
Heal Rudyom(65), Mariah(40), Nystul(85)
Paralyze Nicodemus(65), Rudyom(65), Wis-Sur(70)
Peer Mariah(60), Nicodemus(65)
Poison Nicodemus(65), Rudyom(65), Wis-Sur(70)
Protect All Nystul(85), Mariah(100)
Sleep Mariah(80), Nystul(85)
Swarm Nicodemus(65), Wis-Sur(70), Nystul(85)
***Fourth Circle***
Conjure Wis-Sur(90), Nystul(95)
Lightning Rudyom(85), Wis-Sur(90)
Mark Mariah(40), Nicodemus(85), Rudyom(85)
Mass Curse Wis-Sur(90), Nystul(95)
Recall Mariah(60), Nicodemus(85), Rudyom(85)
Reveal Wis-Sur(90), Nystul(95)
Seance Mariah(80), Rudyom(85)
Unlock Magic Nicodemus(85), Nystul(95), Mariah(100)
***Fifth Circle***
Charm Mariah(60), Rudyom(115)
Dance Mariah(100), Rudyom(115)
Dispel Field Nicodemus(115), Wis-Sur(120), Nystul(125)
Explosion Nicodemus(115), Rudyom(115), Wis-Sur(120)
Fire Field Mariah(80), Wis-Sur(120), Nystul(125)
Great Heal Rudyom(115), Nystul(125)
Invisibility Mariah(40), Nicodemus(115), Nystul(125)
Mass Sleep Nicodemus(115), Wis-Sur(120)
***Sixth Circle***
Cause Fear Mariah(80), Nystul(145)
Clone Mariah(40), Rudyom(135), Wis-Sur(140)
Fire Ring Nicodemus(135), Wis-Sur(140), Nystul(145)
Flame Strike Nicodemus(135), Wis-Sur(140), Nystul(145)
Magic Storm Mariah(100), Rudyom(135)
Poison Field Nicodemus(135), Rudyom(135)
Sleep Field Mariah(60), Rudyom(135), Nystul(145)
Tremor Nicodemus(135), Wis-Sur(140)
***Seventh Circle***
Create Gold Rudyom(155)
Death Bolt Nicodemus(155), Nystul(165)
Delayed Blast Nicodemus(155), Rudyom(155)
Energy Field Mariah(100), Nicodemus(155), Nystul(165)
Energy Mist Mariah(60), Nicodemus(155), Nystul(165)
Mass Charm Rudyom(155)
Mass Might Mariah(40), Nystul(165)
Restoration Mariah(80), Rudyom(155)
***Eighth Circle***
Armageddon Rudyom(185)
Death Vortex Nicodemus(185), Nystul(195)
Invisible All Mariah(100), Nystul(195)
Mass Death Nicodemus(185), Nystul(195)
Resurrect Mariah(40), Rudyom(185)
Summon Nicodemus(185), Rudyom(185)
Swordstrike Mariah(80), Nicodemus(185), Rudyom(185)
Time Stop Mariah(60), Nystul(195)
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***Weapons and Armour: Co-ords of finding Any of them***
Here is a list of where to find the weapons and armor you want to find.
1st row : Item name
2nd row : Coordinates of that item
3rd row : Place Description
2nd and 3rd rows will have multiple listings if that item can be found in more
than one place.
Magic Armour:
46N/7E
Camp in Deep Forest.
66N/122E
Cave near desert.
5S/24W
Selwyn's Hideout/Dungeon Shame.Paladin.
21S/43W
Dungeon Shame, chest room.
25N/178E
Dungeon Deceit. Dragon Room.
161S/191E
Dragon Treasure. Isle of The Avatar.
176S/188E
Paladin. Isle of The Avatar.
53S/64W
Crypt, Skara Brae.
143S/173E
Pirate's Cove, Isle of The Avatar. Fighter.
128S/3W
Chest SW of Trinsic.
96S/77E
Caves east of Hook's hideout. Buccaneer's Den.
136S/165E
Mage at Throne of Change. Isle of the Avatar.
Magic Helm
5S/24W
Selwyn's Hideout/Dungeon Shame.Paladin.
161S/191E
Dragon Treasure. Isle of The Avatar.
176S/188E
Paladin. Isle of The Avatar.
53S/64W
Crypt, Skara Brae.
143S/173E
Pirate's Cove, Isle of The Avatar. Fighter.
128S/3W
Chest SW of Trinsic.
60S/69E
Fellowship Caves, Buccaneer's Den.
124S/76W
Cave on small island north of Jhelom.
77N/196E
Pirate's Camp, Ambrosia.
Magic Leggings
5S/24W
Selwyn's Hideout/Dungeon Shame.Paladin.
21S/43W
Dungeon Shame, chest room.
161S/191E
Dragon Treasure. Isle of The Avatar.
176S/188E
Paladin. Isle of The Avatar.
53S/64W
Crypt, Skara Brae.
143S/173E
Pirate's Cove, Isle of The Avatar. Fighter.
128S/3W
Chest SW of Trinsic.
31S/65E
Cyclops's Cave, north of Cove. In barrel.
143S/41W
Mayor's Office, Jhelom. In drawer.
75N/12E
Deep Forest. North of Emps.
4N/31W
Island, middle of Lost Lake. In chest.
Magic Gauntlets
5S/24W
Selwyn's Hideout/Dungeon Shame.Paladin.
21S/43W
Dungeon Shame, chest room.
169S/28E
Pirate's Treasure.
161S/191E
Dragon Treasure. Isle of The Avatar.
176S/188E
Paladin. Isle of The Avatar.
53S/64W
Crypt, Skara Brae.
23N/13E
Dungeon Despise.
143S/173E
Pirate's Cove, Isle of The Avatar. Fighter.
128S/3W
Chest SW of Trinsic.
74S/8W
Under rubble, southwest of Paws. (Near river)
Magic Shield
21S/43W
Dungeon Shame, chest room.
161S/191E
Dragon Treasure. Isle of The Avatar.
56N/33W
Deep Forest
53S/64W
Crypt, Skara Brae.
26N/4W
Dungeon Despise.
143S/173E
Pirate's Cove, Isle of The Avatar. Fighter.
128S/3W
Chest SW of Trinsic.
96S/77E
Caves east of Hook's hideout. Buccaneer's Den.
Magic Gorget
5S/24W
Selwyn's Hideout/Dungeon Shame.Paladin.
21S/43W
Dungeon Shame, chest room.
161S/191E
Dragon Treasure. Isle of The Avatar.
176S/188E
Paladin. Isle of The Avatar.
53S/64W
Crypt, Skara Brae.
143S/173E
Pirate's Cove, Isle of The Avatar. Fighter.
128S/3W
Chest SW of Trinsic.
145S/50W
House in Jhelom.
136S/165E
Mage at Throne of Change. Isle of the Avatar.
64N/59E
Dungeon Covetous. (Near lake entrance).
85N/18W
Deep Forest. In backpack.
Magic Boots
5S/24W
Selwyn's Hideout/Dungeon Shame.Paladin.
0S/4W
Avatar Supply Room. LB's castle.
21S/43W
Dungeon Shame, chest room.
169S/28E
Pirate's Treasure.
161S/191E
Dragon Treasure. Isle of The Avatar.
176S/188E
Paladin. Isle of The Avatar.
53S/64W
Crypt, Skara Brae.
143S/173E
Pirate's Cove, Isle of The Avatar. Fighter.
128S/3W
Chest SW of Trinsic.
4S/128E
Drawers, Vesper.
161S/58E
Serpent's Hold. In chest.
3S/128E
Vesper. In drawers. (Trainer's house).
Magic Sword
5S/24W
Selwyn's Hideout/Dungeon Shame.Paladin.
157S/53E
Serpent's Hold Armoury.
161S/191E
Dragon Treasure. Isle of The Avatar.
5N/23E
Dungeon Despise, Invisible Chest.
38N/38E
Dungeon Wrong. In chest.
77N/196E
Pirate's Camp, Ambrosia. In Chest.
Magic Bow
46N/7E
Camp in Deep Forest.
5S/24W
Selwyn's Hideout/Dungeon Shame.Pirate.
8N/22E
Dungeon Despise.
85S/126E
Alagner's Storehouse.
48N/74W
Forest. Near Spiders.
Lightning Whip
55N/114E
Cave near desert.
5S/24W
Selwyn's Hideout/Dungeon Shame.Chest.
169S/28E
Pirate's Treasure.
27N/28W
Dungeon Despise, Invisible Chest.
127S/13W
Cave southwest of Dasterd.
61S/78E
Fellowship Caves, Buccaneer's Den.
23N/36W
Dungeon Shame.
Sword of Defense
5S/24W
Selwyn's Hideout/Dungeon Shame.Chest.
157S/53E
Serpent's Hold Armoury.
143S/173E
Pirate's Cove, Isle of The Avatar. Fighter.
128S/3W
Chest SW of Trinsic.
23N/36W
Dungeon Shame.
74S/62E
Bath House, Buccaneer's Den.
Fire Sword
5S/24W
Selwyn's Hideout/Dungeon Shame.Fighter.
157S/53E
Serpent's Hold Armoury.
128S/3W
Chest SW of Trinsic.
100S/12W
Dungeon Dasterd.
Fire Wand
5S/24W
Selwyn's Hideout/Dungeon Shame.Chest.
5S/24W
Selwyn's Hideout/Dungeon Shame.Table.
18N/6W
Dungeon Despise.
75S/129E
Alagner's House. In basket.
7N/50W
Selwyn's Tower.
79S/89E
Fellowship Caves. In chest.
Lightning Wand
5S/24W
Selwyn's Hideout/Dungeon Shame.Chest.
20S/37W
Dead Mage/Dungeon Shame.
30S/52E
Cyclops Cave, near Cove. In Chest.
62N/30W
Backpack. Deep Forest.
85S/126E
Alagner's Storehouse.
136S/165E
Mage at Throne of Change. Isle of the Avatar.
84S/67E
Mayor's House, Buccaneer's Den. In drawers.
Glass Sword
21S/43W
Dungeon Shame, chest room.
25N/178E
Dungeon Deceit. Dragon Room.
48N/137E
Guardian's "X". (2)
169S/28E
Pirate's Treasure. (4)
161S/191E
Dragon Treasure. Isle of The Avatar.
Starbursts
21S/43W
Dungeon Shame, chest room. (15)
46N/89E
Karl's House. In barrel (15)
78N/59E
Minoc Artist's guild. In dead cat, bag, barrel.
Magician's Wand
5S/24W
Selwyn's Hideout/Dungeon Shame.Nightstand.
66N/57W
Nicodemus' House. Yew.
16N/38E
Stonegate Ruins. In swamp.
136S/165E
Mage at Throne of Change. Isle of the Avatar.
Great Dagger
5S/24W
Selwyn's Hideout/Dungeon Shame.Chest.
157S/53E
Serpent's Hold Armoury.
80N/60W
Krayg the Thief. Empath Abbey.
161S/191E
Dragon Treasure. Isle of The Avatar.
72S/47W
Cave.
143S/173E
Pirate's Cove, Isle of The Avatar.
16N/139E
Shrine of Sacrifice. (Midnight).
88S/55E
Hook's House, Buccaneer's Den.
136S/165E
Mage's Bedroom. Isle of the Avatar. In chest.
51S/56W
Skara Brae. Behind staircase.
82S/63E
House, Buccaneer's Den. In chest.
Poison Dagger
16N/38E
Stonegate Ruins. In swamp.
169S/28E
Pirate's Treasure.
80N/60W
Krayg the Thief. Empath Abbey.
161S/191E
Dragon Treasure. Isle of The Avatar.
23N/13E
Dungeon Despise.
143S/173E
Pirate's Cove, Isle of The Avatar.
88S/55E
Hook's House, Buccaneer's Den.
4N/31W
Island, middle of Lost Lake. In chest.
79S/89E
Fellowship Caves. In chest.
Magebane
16N/38E
Stonegate Ruins. In swamp.
157S/53E
Serpent's Hold Armoury.
18N/12W
Dungeon Despise. In chest. (Teleport from 45N/2E).
Magic Axe
157S/53E
Serpent's Hold Armoury.
23S/76W
Skeletons, Horace's Keep. (2)
41S/71W
Building, Skara Brae.
18N/14W
Dungeon Despise.
23N/15E
Dungeon Despise.
Juggernaut Hammer
157S/53E
Serpent's Hold Armoury.
176S/188E
Paladin. Isle of The Avatar.
88S/55E
Hook's House, Buccaneer's Den.
Firedoom Staff
7N/50W
Selwyn's Tower.
23S/76W
Horace The Mage.
60S/69E
Fellowship Caves, Buccaneer's Den.
136S/165E
Mage at Throne of Change. Isle of the Avatar.
66N/57W
Nicodemus. Yew. (Kill him :)
The Death Scythe
53S/64W-Crypt, Skara Brae.
Magic Boomerang
2N/21E
Dungeon Despise. In Backpack.
158S/142E
Terfin.
Hoe of Destruction
22S/25E-Mack's Shed, Britain.
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***Trainers: Skills They Teach***
Here is a list of all the trainers I found and what they specialize in.
(*) = Marks trainers that give you more training for your buck.
1st row : Place
2nd row : Name
3rd row : Provides Training In..
4th row : Cost Of Training
Place Name Training Cost
Britain Sentri DEX 30 GP (free if in party)
Britain Denby DEX,INT,MAGIC 75 GP
Britain Zella DEX,COMBAT 45 GP
Buc's Den Lucky INT,Luck(?) 35 GP
Cove Rayburt ST,DEX,COMBAT 60 GP
Jhelom De Snel COMBAT* 40 GP
Minoc Karenna DEX,COMBAT 20 GP
Minoc Jakher ST,INT 20 GP
Moonglow Jillian INT,MAGIC 35 GP
Moonglow Chad DEX,COMBAT 45 GP
Serpt Hold Menion ST,COMBAT 45 GP
Terfin Inforlem ST,DEX,INT*,
COMBAT,MAGIC 50 GP
Trinsic Markus COMBAT 20 GP
Vesper Zaksam ST,COMBAT* 40 GP
Yew Perrin INT,MAGIC 45 GP
Yew Bradman DEX* 30 GP
Yew Penni ST,COMBAT 35 GP
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***Companions***
Listed below are the companions you can have with you in the game. The brackets
beside the name indicate where they can be found.
Name City found Location in City Information
Iolo Yew, Trinsic Abandoned house Fellow buddy
Shamino Britain Afternoon @ Blue Boar Tells names of known caves nearby
Dupre Jhelom Almost always at pub High strength
Spark Trinsic Christopher's house Excellent with whip
Sentri Britain West of pub Free Dexterity Training, High Dex
Jaana Cove South Healers Shop 1 Heal free daily, Poor stats
Tseramed Yew South of Bee Cave Excellent with Bow.
Julia Minoc. Tinker's Shop Fix things for free, High Dex
Kartina New Magincia Sheep field or Pub OK Stats
I would recommend limiting your party to Iolo, Shamino, Dupre, Spark, Tseramed
and Sentri. Jaana is optional though, just remember to set her combat mode to
Attack Weakest.
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***Ways of getting MONEY ($$$)***
Gambling: To get UNLIMITED amount of GOLD COINS!
It's very easy to get lots of money. First, get the carpet (see section on
getting the magic carpet) or find the way to Buccaneer's Den. Go to Buccaneer's
Den (East of Swamp. Swamp is at North of Trinsic). Go to the gambling den. Now,
you've to play The Triples game. Put any amount of coins (more better) on one of
the numbers. Roll the wheel. While the wheel is going to stop spinning, guess
what the number will be and QUICKLY grab the coins and replace them at the
guessed number. Do this again and again to get LOTS of money! My suggestion is
to keep about 5 to 7 crates on your carpet and store arrows, bolts, money, rings
and so on. The guard over there is a dummy, he doesn't mind even if you empty
the den -- they seem to have unlimited money! Or try . . .
Rat Race, simply bet on ALL of the rats on the table (say 100 gold each) you'll
get back nearly a 100% profit.
Virtue Rolette, simply bet on ALL of the colors on the roulette table (say 100
gold each) you'll get back nearly a 100% profit.
TIP: Being a fellowship member doubles your rewards of winning.
Bet! In Jehlom, you can bet with Ophelia and get twice the betted amount,
because you will win. To win, be the champion for Sprellic and talk with the
people with De Snel.
Hmm . .you can steal from the Mint too. Simply kill the Mint clerk, take the
key, open the mint door enjoy the wealth, bring her to Lord British, resurrect
her back and sell it all back to her. It's funny how the Mint can still operate
while you have the things. You can repeat this over and over again, this time,
getting the gold from her body. This is tedious.
TIP : You can pile 100 gold coins on top of each other on the gambling tables.
----------------------------------------------------------------------------
***Finding Work!! (Not Recommended)***
Finding Work? No way to earn money? Want to live honestly without following the
above tip?? Sure, but not advisable! You earn about 5 - 50 gold coins per
minute. The first way I knew of getting money.
In Paws, you can buy mutton from the merchant Morfin and sell it to the cooking
master in Lord British's castle making a profit of 2 gold coins per mutton.
In Lord British's Castle, you can sell mutton at 5 gold pieces making a profit
of 2 gold piece per mutton. Sell it to the master cooker.
Also, you can deliver grain to Thurston for Polly and earn 10 gold coins.
If you visit the baker in Britain, he gives two types of jobs, baking bread and
getting flour from the flour man. You can bake bread and make money or get flour
for him from the miller in Paws.
If you come across any serpent venom, sell these to Kessler in Britain for 50
gold coins a piece.
You can collect eggs for Mack, earning 1 gold coin per egg.
You can collect pumpkins for Brownie and earn 1 gold coin per pumpkin.
Free food is also provided in Lord British's castle! Just get it from the Master
Cooker at the appropriate time. Not advisable though. I always go to the stables
in Britain where there are two or one cows and horses. There, I kill the cows
for food and keep them in a crate in my carpet!!
Kill beasts and foes for their MONEY.
You can enter dungeons and kill dragons for the gems they have and sell it to
the jeweler, Sean, in Britain. Dungeon Destard has dragons that guard gems and
gold. You can also kill monsters, like headlesses, and search their bodies for
gold nuggets and sell these to the Mint at 10 per nugget. Some paladins and
fighters, who are normally hostile, have lots of amour in them, including plate.
Stealing : A Crime
Taking Things Straight
What you are not allowed to do is pick something up and drop it again. This will
bring out the cops, who will denounce you and restart the game (if you're still
in Trinsic).
If, however, you take the item and put it straight into your pocket, you will
get away with it, although Iolo will get a bit upset, and the Guardian will
probably scold you.
Rule Number One:
-Always drop the stolen goods into Iolo.
-Iolo will be less likely to leave if he commits the deed.
-Once Iolo has been 'inoculated' against theft, switch to the
next newest party member, and get them to steal instead.
-Thus, each member of the party becomes Inoculated.
Eating food off the table is also a great sin, and Iolo or Dupre will get most
upset.
(In abbey, there is a huge crate of grapes. Once, I fed the entire party on the
grapes. When I closed the crate, the Guardian said "You had best not do THAT,
Avatar!", All of them shouted "Is that virtuous?" at once, Iolo left, Dupre
started attacking me and the room was full of guards, because all the thefts had
stacked up)
Like the First Rule, start by making Iolo/Dupre eat the Forbidden Fruit first,
as this will get them used to the idea of eating stolen food.
Rule Number Two:
If you are going to eat a large quantity of Forbidden Fruit, perform the
following consecration ritual.
-First, get Iolo to pick the food up, and dip it into his sack.
-Now, take the food out again and lay it in the floor.
-The food is now 'Your Property'.
-Eat the food.
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Walkthrough
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Step 1: The Crime Scene
You come out of the red moongate while Iolo and Petre are talking. After
finishing the conversation with the Mayor (make sure you agree to the reward),
Iolo and Petre, head north where the stables is. Go in. You should see a dead
body on the floor. Take the key that is by the body. Now head to the room where
Inamo the dead gargoyle is. There is a bag near him. Look inside the bag and
take the things you need on your journey ahead. Talk to Petre who is either near
a horse or near the stable door about the murder. Talk to Iolo. Use all options
given to you except the 'leave' option. You will learn that he has an abacus
(Useful for calculating how much money you have). He knows some of your
companions, Dupre and Shamino.
Ask Mayor Finnigan about the key. Then go and find a double-floored house in the
NW and go in. A boy named Spark will be in. Talk to him. He will give you some
information about the murderer, for example that the man has a hook. Take him as
your companion. He trains fast. After this go to the second floor of the house.
You will see a locked chest. Use the key you got from the stables to unlock the
chest. Look inside. You will find 100 gold coins, a scroll and a Fellowship
medallion. Take the 100 gold coins. Ask Spark about the contents. Now find the
healer's workshop. That's somewhere in South-West of Trinsic. Go in. Talk to the
guard named Gilberto. He will give you information like the murderer is Crown
Jewel and heading to Britain. Talk to Johnson at the gate (exit). After talking
to him, head to the Mayor's house. Talk to the Mayor and select the option
'report'. Answer the questions referring to your copy protection Answer Sheet.
After questioning, the Mayor will give a password as 'Blackbird'. Before you get
out of Trinsic, open the wall leading to the Mayor's secret room, and take the
sword. You can also steal the Great Dagger at Dell's shop at night. There is a
hidden lever in his shop which will open a wall to his storage room. Buy some
mutton for your companions and you from The Honorable Hound Inn south of the
stables. I found out that in Trinsic, things are VERY cheap. Get your bolts,
arrows cheaply in Trinsic. Also, not advisable though, you can get a Great
Dagger from Trinsic (useful weapon; turns into 2 handed sword temporally when
used)
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Step 2: Where to go first?
You need to go to Britain first to get some useful things. As you have
interviewed the guard in the healer's house, he said that Crown Jewel is heading
to Britain. Don't buy a cart or a ship, you will find the carpet more useful.
Now go to the North Gate. Get out of Trinsic. You will find a dark brown path.
Follow the path. If you are traveling on the correct path the first time, the
Guardian should appear to inform you that the path you are traveling is correct.
Or if you travel on the wrong path, the Guardian will inform you that that is
the wrong path. Just go along the path until you come to the house where three
people are acting on stage. You can either pay three gold coins pieces to watch
the act or continue going. Now run along the path through the swamp. Beware of
alligators and kill them. Experience Points are valuable. Anyway go along the
path, passing the inns and shops.
There is a mystery of who stole the serpent venom. You will know of this when
you first speak to Morfin or any other people in Paws. Morfin can be found at
the co-ordinates of 69 South, 0 East. After you learnt of this news, head to
Morfin's shop. There will be a bucket of blood near the west wall. Move it to
another place. There is a key underneath it. Take the key. Go to Morfin's house
located North of the Antiques shop. Use the key from Morfin's shop to open the
chest and take that key you find in the chest. Go back to Morfin's shop. Use the
key you got from Morfin's house to open the door and use the key you got from
under the bucket to open the chest inside. Read the ledger inside the chest. Ask
Morfin about the ledger.
Next, talk to everyone in Paws. Make sure you use every option given to you.
Most importantly, you must talk to Tobias and Garrit. After this, go to the
FellowShip Shelter and Feridwyn will approach you and tell you that he saw
Tobias with the venom and you should do something. Inquire about this accusement
with Camille. After this, go back to Morfin and talk to him. Hmmm, wrong
suspect. He will give you a bright green key which Garrit dropped.
Go to the FellowShip Shelter and use the key on the chest with the whistles in
front of it. In the chest, there is a bag. In the bag, there will be the stolen
snake venom vial. Take the vial, and inquire about this with Garrit. When you
are finished with him, talk to Feridwyn. Then talk to Camille and Tobias. Pity
Garrit . . . End this plot by returning to Morfin the vial.
Now go along the path till you come to a tiled (grey) floor. You have reached
Britain!
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Step 3: Lord British's Castle
Run North till you pass the market and a house. Find the castle of Lord British
somewhere in the north. It is very easy to find. The gate is like the North Gate
in Trinsic but it does not require a password. If you find such a gate in
Britain (You should!), go through straight. Go straight until you come to a hall
where a clown is dancing. He will give you your first quest but you need to win
The Game. After finishing with him, open the two doors north. Go north. You
should come to a fountain and Lord British in his blue cloak may be there. If he
isn't there, look for him in the Lord British's Throne or dining room (beside
the Throne) or the business-discussing place. Talk to him. Get from him the Orb
of the Moons(Very Useful).
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Step 4: Lord British's Castle Puzzle
Lord British has kept a spellbook and other equipment in a storeroom of his.
It's a puzzle to get into the storeroom. First go to the study room (where there
are lots of books there) and take the key from the drawer. Now head to Lord
British's bedroom (right side of the throne). Go to the small spot where there
is wine of the table in the ruler's room. With your sharp eyes, try to find the
lever near the tapestry. Once you use it, two walls will open. Go to the North
wall opening another wall and then another wall and then another two walls. When
you reach the passage right side of the kitchen, find another lever hidden near
the barrel or crate. This level opens the wall to the room of armor (Wait! Don't
search for the armor. Just continue following these steps). Now go South opening
the walls UNTIL you come to the stairs. Go up. You can talk to the prisoner.
Explore the place. You should find 4 rooms in the four corners. Of these, one of
them are locked. Use the key to open that door. Now content yourself. Check out
all the containers. After finishing, the other corner (Armor Room) is also for
you. Now help yourself with the armors. You have solved the puzzle! Before
leaving, talk to Batlin about Elizabeth & Abraham in the FellowShip Branch. You
will find out that they have gone to Minoc. If you want to use Recall or Mark
spell, get the stones from the Museum.
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Step 5: The Flying Carpet
The Flying Carpet is a carpet with eight chairs on it which will let you fly
over mountains, swamps, buildings and the seas. However, if you fly the carpet
over a door in the Isle of the Avatar, it will permanently lock a door thus
preventing you from completing the game. To get the carpet, go to Dungeon
Despise. To get there, outside Lord British's Castle, at the gates, run west and
find a dirt path. If this is your first time, you should see some paladins
fighting. Join them and grab the armory in the bodies. Follow the dirt path
until you come across a bridge. Cross the bridge AND DON'T WALK BEYOND. Under
the bridge, there should be a river running. Run south ALONG the river. When you
reach the bank, find a mountain at the east and walk along it. Follow the narrow
path until you reach a dungeon. You should also see a blue carpet. You've found
the carpet!!!!
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Step 6: Enchanted Weapons and Armor
We'll get the Hoe of Destruction first. Get a sextant from any shipwright. Using
the sextant, locate yourself into 2 North 47 East and get a key from the green
fish by the cattails. Use this key to open Mack's Shed (22 South, 26 East).
Go to the spot you found the carpet. You should see the dungeon. Get the Unlock
Magic spell. Make sure you are ABLE to cast it. Equip yourself and your
companions as tough as you can, for you are going to fight with the people who
have the weapons themselves. Hard huh? Yeah, it is! With good use of spells and
fighting system, you can gain absolute victory with no deaths. Well, to begin
with, go north. There are lots of hidden teleporters. When you're teleported
twice, try to find a metal door which is magically locked. NEVER go extreme west
of the cave. . .you'll meet fireballs. I found a monk there, locked metal doors
and NOTHING else. You have to unlock 3 magically locked doors. If you don't have
enough Mana, walk around for a while and they'll soon come back. When you walk
inside the room, a mage should appear. SAVE your game before doing anything.
Good luck with the fighting! Use spells such as Protect All and Heal. Get the
keys to open the chests from the dead bodies. Also, you can get the magic armor
and weapons from the bodies too.
----------------------------------------------------------------------------
Step 7: Joining the Fellowship
Find the Fellowship Hall in Britain. Join the fellowship by talking to Batlin.
Get the package from him and deliver it. To get there, you should go the place
where the blue moongate near Britain is. It's located somewhere east of Britain.
Follow the dirt path east near the moongate till you come to a circular path.
Going east here will lead you to Cove. Go north through the swamp until you come
to another circular path. Go north. Going east will lead you to Vesper. At the
end of the path, you would have come to Minoc. Get your fortune told at the
gypsy, Margareta, over there. There is a murder over there too! Grab the dagger
at the murder site. Ask about Elizabeth and Abraham. You'll learn that they have
gone to Paws.
There is also an event going on here, Owen's Monument. This is a Town Sub-Plot.
Learn from the Elynor from the FellowShip, that there is an event called Owen's
Monument. If you scan the area properly, there will be a green ranger in a hut
Southeast of the Caravan, near the Troll Bridges. He will behave very rudely.
Talk to the two trainers, Karenna and Jakher, who charge 20 coins each for their
training. Enquire about the ranger with Jakher. Confront the ranger with the
information you got from Jakher. The ranger will tell you to get the design
plans from his house. Do so. Take the plans to Julie and let her examine them.
Bring it to the Mayor, and he will stop the monument of Owen. Tell Owen the bad
news, and see how he plunges the dagger into his heart.
With that solved, just deliver the package, go back to Batlin and find out your
second mission. Dungeon Destard is just southwest of the Paws shelter. Go in,
have a PEEK at those dragons and go back to Britain. If you want fight those
beasts, use a Magebane. They prevent the enemy from casting spells once struck.
Join the fellowship at night. There is also some copy protection here. Even
though your friends stop you, just go on. Not necessary to wear the Fellowship
Amulet. It even causes some folks to attack you. (Like the guy, Thorn, near the
bridge over the Lost River)
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Step 8: Getting the Guardian's Enemies
Go to Cove, a place located east of Britain. By following the dirt path EAST of
Britain, you should find it in no time. Cross the bridge, follow the dirt path
along the polluted river. Go to the house of Rudyom's. Talk to him, get the wand
and 4 pieces of blackrock. Also, read his notebook.
----------------------------------------------------------------------------
Step 9: Finding Elizabeth And Abraham
Firstly, you have to go to Cove. It is located East of Britain. Just walk along
the dirt path East and you'll find it in no time. There, find Rudyom. Talk to
him and get 4 blackrock pieces and his wand. You will need this later in the
game. Also, read his notebook.
Go to Paws. Talk to Feridwyn in the Fellowship Shelter. Ask him about Elizabeth
and Abraham. Buy the hourglass from Beverlea in the Antique Shop.
Go to Jhelom and talk to Joseph the mayor. You can use a moongate to get here.
Just stop when you see coconut-like trees and go north and east when the chance
comes. He will say that Elizabeth and Abraham have gone to Britain. Also, talk
to De Snel about the serpentive dagger you found in Minoc. Sometimes, the
townsfolk may attack you. If they attack you first, go ahead and finish them!
But if you attacked them first, guards will come and . . . you should know. You
can help Sprellic to win the duel, and earn money in the same way by betting
with Ophelia. 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, so don't worry if you had a bet with
Ophelia.
Go to Britain and talk to Batlin. You will find out that Elizabeth and Abraham
have gone to Vesper.
Go to Vesper. Find Auston and ask about Elizabeth and Abraham. He will say that
they have gone to Moonglow. Enter the mines and talk to Cador about Elizabeth &
Abraham.
SUB-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.
Go to Moonglow (37 South 184 East). Talk to Rankin in the Fellowship Hall about
Elizabeth and Abraham and you'll find out that they have gone to Terfin. First
find Penumbra in the house with a gold sign plate outside and creepy music, and
place a hammer, lockpick, gold ring, spindle of thread and a gold coin. If
you're successful, the sign should disappear, and a key should appear in its
place. You can open the door. Use a Awaken spell or a potion to wake her up.
Place the 4 blackrock pieces on the pedestals in her room and talk to her again.
Well, she'll tell you to find the Ethernal Ring. Cast a Mark spell so you can
return here instantly after finding the Ring. Not necessary if you have a magic
carpet with you so long you know how to get here.
Go to Terfin (167 South, 110 East). Talk to everyone especially Draxinusom and
Quan. You'll find out that Elizabeth and Abraham have headed to the Meditation
Retreat. You'll also find out that the Ethernal Ring is at Spektran, which is
North-east of Terfin. Teregus will also tell you that someone is trying to
destroy the altars of Control, Passion, and Diligence. He wants you to solve the
mystery. Talk to Betra (Co-ord -181S, 117E) and learn that he and Sarpling have
access to the kinds of stuff needed to do this deed. In Sarpling's shop (Co -
ord - 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.
Go to the Meditation Retreat, located south east of Serpent's Isle. Serpent's
Isle is located at South-east of Trinsic. Fly over the walls and talk to Ian if
you want and you'll find out Elizabeth and Abraham have gone to Buccaneer's Den.
Don't enter the cave for now. Now to find the Time Lord before we pursue them
any further.
----------------------------------------------------------------------------
Step 10: CUT! Finding the Time Lord.
Go to Empath Abbey. Just follow the path described on how to find the carpet.
This time, after crossing the bridge, just follow the path and you'll find it in
no time. Talk to Taylor the monk in the BIG building. He will tell you about the
Emps and Wisps that live in the woods. For honey, go to Bee Cave (57 North, 54
West). If you don't know where it is, retrace your steps back where you saw two
houses, one house built of sticks with a ranger inside or maybe somewhere near,
another with a wood-cutter inside. The Cave is North West of the Ranger's house.
Get some honey from them. When you've grabbed a honey, just run like hell out of
the cave without stopping. Smoke bombs from the monk are also effective against
the bees.
Now to find the Emps (55 North, 9 East). Fly your carpet on top of the hunter's
house. Go directly East from there. It's quite a distance. Fly not walk! The
area has lots of giant Silverleaf trees. With the honey you have, you can
communicate with the Emps. Talk to Trellek the Emp about finding the Wisps.
Trellek will need permission from Saralek who needs permission from Solomon, the
Emp leader. Solomon will give you a written agreement to have Ben the woodsman
sign to stop the destruction of the Silverleaf trees. Just go to the hunter's
house near the ranger's house and get it done. After that, go back to the Emps.
Then Solomon will grant you permission to take Trellek to the Wisps but Saralek
changes her mind. Talk to Trellek after talking to Saralek and Trellek will make
you a whistle. Find a wisp. They can also be found in the abandoned fortress
they've inhabited somewhere near Yew woods. Use the whistle near a wisp and it
will talk to you. They'll tell you that they will offer you information if you
bring them Alagner's notebook.
Go to New Maginicia (78 South, 129 East, Alagner's House). Find her in the BIG
house. She'll ask you to find the answers to the questions of Life and Death.
Cast the Mark spell and acquire a Seance spell . . . It's a MUST.
Now to Skara Brae. Located West of Britain, can also be reached by moongate
travel, it is home of the Dead. You can identify the Moongate Arrival place by
the very close stones near the gate. Simply go west and find the Ferryman. He
will teleport you there (through Misty Channel). You can identify the island by
its scary look and everything is burnt and brown. Talk to everyone especially
Mordra. Get the Mandrake Essence, the glowing potion, an empty vial, a curing
potion(yellow) and a potion of invisibility(black) at Mordra's house. Go to the
Smith and talk to Trent hammering at something. Get the music box and go to the
Dark Tower in the North-West of the isle. Use the music box near Rowena. Take
her ring to Trent. Take the finished cage and go to the Alchemist's.
Caine won't answer the questions until you destroy the Liche. Plug the three
potions and the empty vial into the alchemist instrument and turn the burner on.
If you did it right, a sparkling blue-and-white potion should fill up the vial.
Take that and the cage to the Dark Tower. Go to the back of the Tower (through
the fake wall by the stairs) and use the cage on the Well. Go to the throne room
and wait for midnight. When Horance sleeps, use the cage over him and use the
potion. Horance says you need to find someone to sacrifice. Talk to Forsythe the
Mayor. Now you have to find and talk to EVERYONE in the town, including those
who you've talked to already. After everyone refuses to sacrifice themselves,
Forsythe will agree. Take him to the Well and destroy it. Go to Caine and learn
that there are NO answers to Life and Death.
Go to New Maginicia and to Alagner's house. Get the key from her and find the
notebook in the BIG house just south of her house, and here comes the detailed
solution.
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 (use lockpick) 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.
Find a wisp. One such wisp should be located in your path to Empath Abbey. Use
your Orb to the North-West and go to the Time Lord. He will ask you to go to
Dungeon Despise, where you found the magic carpet, to destroy the ether-screwing
generator. You will need the Ethereal Ring in Spektran. If you go to Alagner's
to return his notebook, you'll find him dead (very dead, actually). (I had this
bug that after visiting Alagner a couple of times, I see her dead body and
another Alagner too!!) Use his crystal ball and you'll get your first glimpse at
the much-sought Elizabeth, Abraham, Hook, and Forskis.
Go to Spektran located north east of Terfin. When you approach the door, it
should open automatically. Get a glass sword (48 North, 137 East, Guardian's X)
and use it to kill the harpy inside the room. Stack the crates to get inside the
room above and take the ring. Recall/Go back to Moonglow and get Penumbra
enchant the ring.
Go to Dungeon Deceit ( 3 North, 177 East). Follow all the hallways and find the
false walls (try walking into the dark areas and you'll see what I mean). You
can talk to the Cyclops if you want, but it's not necessary. Before you approach
the generator, drop all your party members and put on the Ring. Inside the
generator is the ugliest, toughest beast in the whole game (he's the one you've
been saving the glass sword for). Click on the box in the middle of the room and
watch as the generator collapses. There should be a miniature tetrahedron
sitting on the ground. GET IT and get out of Deceit. Now Nicodemus (in the
"chessboard house" in Yew, near Empath Abbey) is able to enchant your hourglass,
which is needed to approach the next generator in Despise. Enchant the hourglass
at Nicodemus.
Go to Dungeon Despise, the dungeon near the spot where you found the carpet. Go
to the first magically locked door, where you got the magical weapons. Don't go
in, instead go east and south along the way passing through poison fields, sleep
fields . . . You'll find a moongate puzzle inside. The correct sequence is RED,
BLUE, BLUE, RED. Pick up the small Sphere and leave (via Recall if possible) One
more generator to go!
Go back to Meditation Retreat. This place is pretty much a bore, except for the
cave that you're not allowed to enter (ooo! are you shaking??). By this point in
the game you should have gotten a feel for what the Fellowship is about (nothing
good, that's for sure...). In the cave is the Cube generator. You won't be able
to approach it, but you should cast the Mark spell so you can beam back later.
After reaching the Cube, contact the Time Lord by using the hourglass. He will
tell you to find a mineral called Caddellite. This is found on the Isle of
Ambrosia.
Find Ambrosia (94 North, 187 East, Cave) and go there. If you've been using the
map from the game package or the one found in the game itself, you won't be able
to see Ambrosia because it's under the little compass icon in the upper right
corner. It's a large island and shouldn't be too hard to find. Inside a cave on
this island is where the Caddellite is found. A three headed Hydra guards it.
Surprisingly the Hydra is a huge wimp and croaks quickly in combat. You'll need
one chunk of Caddellite per party member (or just one if you plan on approaching
the Cube alone. You can't take your party members inside anyway...). Take the
Caddellite to Zorn in Minoc and he will fashion helmets for you.
Go back to Meditation again. You may need some healing potions in the Cube.
Approach the Cube wearing the helmets. The puzzle inside involves walking on
certain spots of the walkway that trigger the bridges to other parts. Trouble
is, some spots remove other bridges as well. This could take a page or two on
how to solve it, but it would be easier just to tell you to save the game a lot
and do it yourself. It's hard, but not impossible. Just look out for the fire
fields and fireballs. Another hint: you'll cover almost 100% of the walkways
before you're able to get to the center. After the Cube crumbles, take the
little cube and head to Buccaneer's Den.
----------------------------------------------------------------------------
Step 11: ACTION! Back to the Chase
Go to Buccaneer's Den. It's located East of the swamp. The swamp is located
North of Trinsic. Possession of the Cube forces the truth out of people who
would normally lie to you, most of them from Buccaneer's Den. Talking to Danag
at the Fellowship Branch will reveal much about Hook, Elizabeth, Abraham, and
the lousy Fellowship. Talk to Sintag the Guard at the House of Games and get the
key from him. The door in the Games leads into the mountain passages where
Hook's hideout is.
In his hideout, you'll find the navigational plans for the ever elusive Crown
Jewel, and the Black Gate key used to get past the barrier on the Isle of the
Avatar. GET the key. Also in his hideout is a list of people the Fellowship has
eliminated (with you and Lord British yet to go). There's nothing much else in
those tunnels, except for some torture chambers used by the Fellowship and a
couple worthless prisoners. But . . you can find some magical armor and a
magical hammer. Off to the final place . . . THE BLACK GATE!
If you're not 8th level by this time and able to cast some major kickass spells,
you might want to do some experience collecting before going here. Go to the
Isle of the Avatar. The key from Hook's place will allow you to pass the barrier
on the south side of the island and get into the dungeon. Go north. You should
see a double metal wall. There's a hidden room just west, go in (pass through
the wall) and use the lever to open the door. This dungeon is rather long and
hard. A couple of tips:
* It is not necessary to kill the dragon. Lots of cool goodies though! (Example:
a Glass Sword that will be handy soon)
* The Chair of Change teleports you to one of 3 places in the dungeon if you sit
in it. At each location it takes you, examine all the walls for hidden passages.
* Sitting in the Throne of Virtue (or whatever its called) will make the Chair
of Change take you to a fourth place, necessary to get to the Gate.
* In the "Fellowship Hall" try fiddling with the medallion.
* Watch out for the Paladin guarding one of the last doors, he's an asskicker
(use a Glass Sword if you have one...).
* Take the mage's spell book from his room. It's fully loaded!
* If you still can't find the Black Gate room, try looking for any keys you
might have missed. Also poke on every wall you see, there's lots of illusionary
walls.
* To get to the Black gate, there's a hidden room in the fourth place which the
Chair Of Change teleports you. In the room, is the transport (circular 7 sided
shape) which teleports you to the BLACK GATE!!!!
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The Black Gate
Ah, the gang's all here! After some little bickering, they will attack you. I
had troubles winning this battle hand-to-hand until I found a useful little
spell called Death Vortex. If you use it, DON'T cast it on an enemy. Cast it on
YOURSELF. This spell is useful to say the least. After everyone croaks (except
the little weasel Batlin) you'll be left with the choice of returning home, or
using Rudyom's Wand (you still have it I hope!) on the Gate. To remove the force
field around it, you should see three pedestals surrounding the gate. Put each
item you collected, The Cube, Prism and the Sphere on each of the pedestals. The
shape should fit on the stones and the field will be taken out. If you are evil,
simply enter the gate. Or do a good deed to Britannia and use Rudyom's Wand on
the Gate. The animated sequence at the end of the game is kind of short, but
completely amazing.
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***The Trinsic Cheat Room***
There is a cheat room in Trinsic allows you to get every good stuff and lots
more! Experience it yourself!!!!! Just go to Christopher's house which is South-
West of the city. Stack crates from inside the house to get to the roof. Go
inside the chimney from the north of the chimney, then walk right in! Get more
crates. . maybe 5 more. Inside, you'll find lots of stuff, teleporters . . .find
out yourself!!! If you need more info, check out my website on the teleporters
locations and other stuff.
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***The Path to Start the Cheat***
Usually you type ULTIMA7 to start the game right? To use the cheat, simply type
ULTIMA7 abcd(ALT+255). The key (ALT+255) looks like a space. Pressing F1 will
give you the help file. Anyway the cheat offers Hack Mover, the most fun one,
which allows you to move anything blocking your way including walls, roofs,
doors and even people!!! Other features include teleporting you to any location
on the map, getting your companions together instantly, finding out a NPC 's
attributes and creating any item.
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***Too Fast??? Not enough memory? Compatibility problems with Win9x?***
For the above solutions, my website has all the utilities and help needed. Check
it out:
http://bootstrike.com
I was satisfied with its performance in my Pentium II 300MHz with 64 MB SDRAM
system. If you are getting trouble getting the game to run with satisfying
memory requirements, you can also get the zip file at my home page.
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***Links***
http://bootstrike.com
Official Website for Ganesh's Ultima VII Walkthrough. Check often for updates.
Includes LOTS of resources for the fellow Ultima gamer.
http://origin.ea.com
Like the name says: Official Origin Site
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***The End . . is the beginning***
Try playing the game again. There are lots more to discover in the World of
Britannia. Dungeons, secret places, mysterious monsters and new people to talk
and meet. The magic carpet made the game real easy. Go to my web page
http://bootstrike.com for extra information like how to solve town
mysteries (from Mitch Aigner's Ultima VII Supplementary Guide) or read the
original version of the walkthrough and more! But, as time goes on, I will add
on more and more information to this walkthrough including those from Mitch
Aigner. So check often.
The "Ganesh's Ultima VII Supplementary Guide" project has been combined with
Ultima VII Walkthrough by G.Ganesh as you would have noticed the big change. Go
for my other works as well: Ultima VII Manual typed out plain and simple! Also
visit my other Ultima Sections, Planescape - Torment and Jokes sections.
Get the add-ons for Ultima VII, and continue the story. There is also a
Ultima VII Map Making Help Guide available. It is up in my site.
By the way, if there is any GREAT fan of Ultima VII there, please try out Ultima
UnderWorld: The Styian Abyss and Ultima Underworld II: Labyrinth Of Worlds.
Then, go up to the 3D age and play Dark Earth, an excellent RPG game. Also, try
out Planescape - Torment, another EXCELLENT RPG game. If I have left out anything
or you find any errors, please inform me! Thanks for reading this Walkthrough! I
hope it has helped you!
-By G.GANESH
http://bootstrike.com
This document Copyright 2001 G.Ganesh